如何绘制“语音气泡”在 iPhone 上?

发布于 2024-10-07 06:42:19 字数 338 浏览 5 评论 0原文

当您右键单击扩展坞中的某个内容时,我试图获得类似于 Mac OS X 中的“语音气泡”效果。这是我现在所拥有的:

alt text

我需要获取下部的“三角形”部分。有什么办法可以画出这样的东西并在它周围加上边框吗?这将用于 iPhone 应用程序。

提前致谢!

编辑:非常感谢 Brad Larson,现在是这样的: 替代文字

I'm trying to get a "speech bubble" effect similar to the one in Mac OS X when you right click on something in the dock. Here's what I have now:

alt text

I need to get the "triangle" part of the lower portion. Is there any way I can draw something like that and get a border around it? This will be for an iPhone app.

Thanks in advance!

EDIT: Many thanks to Brad Larson, here's what it looks like now:
alt text

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悲凉≈ 2024-10-14 06:42:19

实际上,我之前已经画过这个确切的形状(底部有一个指向三角形的圆角矩形)。我使用的 Quartz 绘图代码如下:

CGRect currentFrame = self.bounds;

CGContextSetLineJoin(context, kCGLineJoinRound);
CGContextSetLineWidth(context, strokeWidth);
CGContextSetStrokeColorWithColor(context, [MyPopupLayer popupBorderColor]); 
CGContextSetFillColorWithColor(context, [MyPopupLayer popupBackgroundColor]);

// Draw and fill the bubble
CGContextBeginPath(context);
CGContextMoveToPoint(context, borderRadius + strokeWidth + 0.5f, strokeWidth + HEIGHTOFPOPUPTRIANGLE + 0.5f);
CGContextAddLineToPoint(context, round(currentFrame.size.width / 2.0f - WIDTHOFPOPUPTRIANGLE / 2.0f) + 0.5f, HEIGHTOFPOPUPTRIANGLE + strokeWidth + 0.5f);
CGContextAddLineToPoint(context, round(currentFrame.size.width / 2.0f) + 0.5f, strokeWidth + 0.5f);
CGContextAddLineToPoint(context, round(currentFrame.size.width / 2.0f + WIDTHOFPOPUPTRIANGLE / 2.0f) + 0.5f, HEIGHTOFPOPUPTRIANGLE + strokeWidth + 0.5f);
CGContextAddArcToPoint(context, currentFrame.size.width - strokeWidth - 0.5f, strokeWidth + HEIGHTOFPOPUPTRIANGLE + 0.5f, currentFrame.size.width - strokeWidth - 0.5f, currentFrame.size.height - strokeWidth - 0.5f, borderRadius - strokeWidth);
CGContextAddArcToPoint(context, currentFrame.size.width - strokeWidth - 0.5f, currentFrame.size.height - strokeWidth - 0.5f, round(currentFrame.size.width / 2.0f + WIDTHOFPOPUPTRIANGLE / 2.0f) - strokeWidth + 0.5f, currentFrame.size.height - strokeWidth - 0.5f, borderRadius - strokeWidth);
CGContextAddArcToPoint(context, strokeWidth + 0.5f, currentFrame.size.height - strokeWidth - 0.5f, strokeWidth + 0.5f, HEIGHTOFPOPUPTRIANGLE + strokeWidth + 0.5f, borderRadius - strokeWidth);
CGContextAddArcToPoint(context, strokeWidth + 0.5f, strokeWidth + HEIGHTOFPOPUPTRIANGLE + 0.5f, currentFrame.size.width - strokeWidth - 0.5f, HEIGHTOFPOPUPTRIANGLE + strokeWidth + 0.5f, borderRadius - strokeWidth);
CGContextClosePath(context);
CGContextDrawPath(context, kCGPathFillStroke);

// Draw a clipping path for the fill
CGContextBeginPath(context);
CGContextMoveToPoint(context, borderRadius + strokeWidth + 0.5f, round((currentFrame.size.height + HEIGHTOFPOPUPTRIANGLE) * 0.50f) + 0.5f);
CGContextAddArcToPoint(context, currentFrame.size.width - strokeWidth - 0.5f, round((currentFrame.size.height + HEIGHTOFPOPUPTRIANGLE) * 0.50f) + 0.5f, currentFrame.size.width - strokeWidth - 0.5f, currentFrame.size.height - strokeWidth - 0.5f, borderRadius - strokeWidth);
CGContextAddArcToPoint(context, currentFrame.size.width - strokeWidth - 0.5f, currentFrame.size.height - strokeWidth - 0.5f, round(currentFrame.size.width / 2.0f + WIDTHOFPOPUPTRIANGLE / 2.0f) - strokeWidth + 0.5f, currentFrame.size.height - strokeWidth - 0.5f, borderRadius - strokeWidth);
CGContextAddArcToPoint(context, strokeWidth + 0.5f, currentFrame.size.height - strokeWidth - 0.5f, strokeWidth + 0.5f, HEIGHTOFPOPUPTRIANGLE + strokeWidth + 0.5f, borderRadius - strokeWidth);
CGContextAddArcToPoint(context, strokeWidth + 0.5f, round((currentFrame.size.height + HEIGHTOFPOPUPTRIANGLE) * 0.50f) + 0.5f, currentFrame.size.width - strokeWidth - 0.5f, round((currentFrame.size.height + HEIGHTOFPOPUPTRIANGLE) * 0.50f) + 0.5f, borderRadius - strokeWidth);
CGContextClosePath(context);
CGContextClip(context);     

如果您不打算使用渐变或其他比简单颜色更复杂的填充,则可以省略末尾的剪切路径。

I've actually drawn this exact shape before (rounded rectangle with a pointing triangle at the bottom). The Quartz drawing code that I used is as follows:

CGRect currentFrame = self.bounds;

CGContextSetLineJoin(context, kCGLineJoinRound);
CGContextSetLineWidth(context, strokeWidth);
CGContextSetStrokeColorWithColor(context, [MyPopupLayer popupBorderColor]); 
CGContextSetFillColorWithColor(context, [MyPopupLayer popupBackgroundColor]);

// Draw and fill the bubble
CGContextBeginPath(context);
CGContextMoveToPoint(context, borderRadius + strokeWidth + 0.5f, strokeWidth + HEIGHTOFPOPUPTRIANGLE + 0.5f);
CGContextAddLineToPoint(context, round(currentFrame.size.width / 2.0f - WIDTHOFPOPUPTRIANGLE / 2.0f) + 0.5f, HEIGHTOFPOPUPTRIANGLE + strokeWidth + 0.5f);
CGContextAddLineToPoint(context, round(currentFrame.size.width / 2.0f) + 0.5f, strokeWidth + 0.5f);
CGContextAddLineToPoint(context, round(currentFrame.size.width / 2.0f + WIDTHOFPOPUPTRIANGLE / 2.0f) + 0.5f, HEIGHTOFPOPUPTRIANGLE + strokeWidth + 0.5f);
CGContextAddArcToPoint(context, currentFrame.size.width - strokeWidth - 0.5f, strokeWidth + HEIGHTOFPOPUPTRIANGLE + 0.5f, currentFrame.size.width - strokeWidth - 0.5f, currentFrame.size.height - strokeWidth - 0.5f, borderRadius - strokeWidth);
CGContextAddArcToPoint(context, currentFrame.size.width - strokeWidth - 0.5f, currentFrame.size.height - strokeWidth - 0.5f, round(currentFrame.size.width / 2.0f + WIDTHOFPOPUPTRIANGLE / 2.0f) - strokeWidth + 0.5f, currentFrame.size.height - strokeWidth - 0.5f, borderRadius - strokeWidth);
CGContextAddArcToPoint(context, strokeWidth + 0.5f, currentFrame.size.height - strokeWidth - 0.5f, strokeWidth + 0.5f, HEIGHTOFPOPUPTRIANGLE + strokeWidth + 0.5f, borderRadius - strokeWidth);
CGContextAddArcToPoint(context, strokeWidth + 0.5f, strokeWidth + HEIGHTOFPOPUPTRIANGLE + 0.5f, currentFrame.size.width - strokeWidth - 0.5f, HEIGHTOFPOPUPTRIANGLE + strokeWidth + 0.5f, borderRadius - strokeWidth);
CGContextClosePath(context);
CGContextDrawPath(context, kCGPathFillStroke);

// Draw a clipping path for the fill
CGContextBeginPath(context);
CGContextMoveToPoint(context, borderRadius + strokeWidth + 0.5f, round((currentFrame.size.height + HEIGHTOFPOPUPTRIANGLE) * 0.50f) + 0.5f);
CGContextAddArcToPoint(context, currentFrame.size.width - strokeWidth - 0.5f, round((currentFrame.size.height + HEIGHTOFPOPUPTRIANGLE) * 0.50f) + 0.5f, currentFrame.size.width - strokeWidth - 0.5f, currentFrame.size.height - strokeWidth - 0.5f, borderRadius - strokeWidth);
CGContextAddArcToPoint(context, currentFrame.size.width - strokeWidth - 0.5f, currentFrame.size.height - strokeWidth - 0.5f, round(currentFrame.size.width / 2.0f + WIDTHOFPOPUPTRIANGLE / 2.0f) - strokeWidth + 0.5f, currentFrame.size.height - strokeWidth - 0.5f, borderRadius - strokeWidth);
CGContextAddArcToPoint(context, strokeWidth + 0.5f, currentFrame.size.height - strokeWidth - 0.5f, strokeWidth + 0.5f, HEIGHTOFPOPUPTRIANGLE + strokeWidth + 0.5f, borderRadius - strokeWidth);
CGContextAddArcToPoint(context, strokeWidth + 0.5f, round((currentFrame.size.height + HEIGHTOFPOPUPTRIANGLE) * 0.50f) + 0.5f, currentFrame.size.width - strokeWidth - 0.5f, round((currentFrame.size.height + HEIGHTOFPOPUPTRIANGLE) * 0.50f) + 0.5f, borderRadius - strokeWidth);
CGContextClosePath(context);
CGContextClip(context);     

The clipping path at the end can be left out if you're not going to use a gradient or some other more fill that's more complex than a simple color.

世界如花海般美丽 2024-10-14 06:42:19

我来这里寻找在现有视图中绘制“箭头”的解决方案。
我很高兴与您分享一些我希望有用的代码 - 兼容 Swift 2.3 -

public extension UIView {

  public enum PeakSide: Int {
        case Top
        case Left
        case Right
        case Bottom
    }

    public func addPikeOnView(side side: PeakSide, size: CGFloat = 10.0) {
        self.layoutIfNeeded()
        let peakLayer = CAShapeLayer()
        var path: CGPathRef?
        switch side {
        case .Top:
            path = self.makePeakPathWithRect(self.bounds, topSize: size, rightSize: 0.0, bottomSize: 0.0, leftSize: 0.0)
        case .Left:
            path = self.makePeakPathWithRect(self.bounds, topSize: 0.0, rightSize: 0.0, bottomSize: 0.0, leftSize: size)
        case .Right:
            path = self.makePeakPathWithRect(self.bounds, topSize: 0.0, rightSize: size, bottomSize: 0.0, leftSize: 0.0)
        case .Bottom:
            path = self.makePeakPathWithRect(self.bounds, topSize: 0.0, rightSize: 0.0, bottomSize: size, leftSize: 0.0)
        }
        peakLayer.path = path
        let color = (self.backgroundColor ?? .clearColor()).CGColor
        peakLayer.fillColor = color
        peakLayer.strokeColor = color
        peakLayer.lineWidth = 1
        peakLayer.position = CGPoint.zero
        self.layer.insertSublayer(peakLayer, atIndex: 0)
    }


    func makePeakPathWithRect(rect: CGRect, topSize ts: CGFloat, rightSize rs: CGFloat, bottomSize bs: CGFloat, leftSize ls: CGFloat) -> CGPathRef {
        //                      P3
        //                    /    \
        //      P1 -------- P2     P4 -------- P5
        //      |                               |
        //      |                               |
        //      P16                            P6
        //     /                                 \
        //  P15                                   P7
        //     \                                 /
        //      P14                            P8
        //      |                               |
        //      |                               |
        //      P13 ------ P12    P10 -------- P9
        //                    \   /
        //                     P11

        let centerX = rect.width / 2
        let centerY = rect.height / 2
        var h: CGFloat = 0
        let path = CGPathCreateMutable()
        var points: [CGPoint] = []
        // P1
        points.append(CGPointMake(rect.origin.x, rect.origin.y))
        // Points for top side
        if ts > 0 {
            h = ts * sqrt(3.0) / 2
            let x = rect.origin.x + centerX
            let y = rect.origin.y
            points.append(CGPointMake(x - ts, y))
            points.append(CGPointMake(x, y - h))
            points.append(CGPointMake(x + ts, y))
        }

        // P5
        points.append(CGPointMake(rect.origin.x + rect.width, rect.origin.y))
        // Points for right side
        if rs > 0 {
            h = rs * sqrt(3.0) / 2
            let x = rect.origin.x + rect.width
            let y = rect.origin.y + centerY
            points.append(CGPointMake(x, y - rs))
            points.append(CGPointMake(x + h, y))
            points.append(CGPointMake(x, y + rs))
        }

        // P9
        points.append(CGPointMake(rect.origin.x + rect.width, rect.origin.y + rect.height))
        // Point for bottom side
        if bs > 0 {
            h = bs * sqrt(3.0) / 2
            let x = rect.origin.x + centerX
            let y = rect.origin.y + rect.height
            points.append(CGPointMake(x + bs, y))
            points.append(CGPointMake(x, y + h))
            points.append(CGPointMake(x - bs, y))
        }

        // P13
        points.append(CGPointMake(rect.origin.x, rect.origin.y + rect.height))
        // Point for left side
        if ls > 0 {
            h = ls * sqrt(3.0) / 2
            let x = rect.origin.x
            let y = rect.origin.y + centerY
            points.append(CGPointMake(x, y + ls))
            points.append(CGPointMake(x - h, y))
            points.append(CGPointMake(x, y - ls))
        }

        let startPoint = points.removeFirst()
        self.startPath(path: path, onPoint: startPoint)
        for point in points {
            self.addPoint(point, toPath: path)
        }
        self.addPoint(startPoint, toPath: path)
        return path
    }

    private func startPath(path path: CGMutablePath, onPoint point: CGPoint) {
        CGPathMoveToPoint(path, nil, point.x, point.y)
    }

    private func addPoint(point: CGPoint, toPath path: CGMutablePath) {
        CGPathAddLineToPoint(path, nil, point.x, point.y)
    }

}

这样您就可以为每种视图调用它:

let view = UIView(frame: frame)
view.addPikeOnView(side: .Top)

将来我将为派克位置添加偏移量。

  • 是的,名字绝对可以改进!

SWIFT 3版本

public extension UIView {

    public enum PeakSide: Int {
        case Top
        case Left
        case Right
        case Bottom
    }

    public func addPikeOnView( side: PeakSide, size: CGFloat = 10.0) {
        self.layoutIfNeeded()
        let peakLayer = CAShapeLayer()
        var path: CGPath?
        switch side {
        case .Top:
            path = self.makePeakPathWithRect(rect: self.bounds, topSize: size, rightSize: 0.0, bottomSize: 0.0, leftSize: 0.0)
        case .Left:
            path = self.makePeakPathWithRect(rect: self.bounds, topSize: 0.0, rightSize: 0.0, bottomSize: 0.0, leftSize: size)
        case .Right:
            path = self.makePeakPathWithRect(rect: self.bounds, topSize: 0.0, rightSize: size, bottomSize: 0.0, leftSize: 0.0)
        case .Bottom:
            path = self.makePeakPathWithRect(rect: self.bounds, topSize: 0.0, rightSize: 0.0, bottomSize: size, leftSize: 0.0)
        }
        peakLayer.path = path
        let color = (self.backgroundColor?.cgColor)
        peakLayer.fillColor = color
        peakLayer.strokeColor = color
        peakLayer.lineWidth = 1
        peakLayer.position = CGPoint.zero
        self.layer.insertSublayer(peakLayer, at: 0)
    }


    func makePeakPathWithRect(rect: CGRect, topSize ts: CGFloat, rightSize rs: CGFloat, bottomSize bs: CGFloat, leftSize ls: CGFloat) -> CGPath {
        //                      P3
        //                    /    \
        //      P1 -------- P2     P4 -------- P5
        //      |                               |
        //      |                               |
        //      P16                            P6
        //     /                                 \
        //  P15                                   P7
        //     \                                 /
        //      P14                            P8
        //      |                               |
        //      |                               |
        //      P13 ------ P12    P10 -------- P9
        //                    \   /
        //                     P11

        let centerX = rect.width / 2
        let centerY = rect.height / 2
        var h: CGFloat = 0
        let path = CGMutablePath()
        var points: [CGPoint] = []
        // P1
        points.append(CGPoint(x:rect.origin.x,y: rect.origin.y))
        // Points for top side
        if ts > 0 {
            h = ts * sqrt(3.0) / 2
            let x = rect.origin.x + centerX
            let y = rect.origin.y
            points.append(CGPoint(x:x - ts,y: y))
            points.append(CGPoint(x:x,y: y - h))
            points.append(CGPoint(x:x + ts,y: y))
       }

        // P5
        points.append(CGPoint(x:rect.origin.x + rect.width,y: rect.origin.y))
        // Points for right side
        if rs > 0 {
            h = rs * sqrt(3.0) / 2
            let x = rect.origin.x + rect.width
           let y = rect.origin.y + centerY
           points.append(CGPoint(x:x,y: y - rs))
           points.append(CGPoint(x:x + h,y: y))
           points.append(CGPoint(x:x,y: y + rs))
        }

        // P9
        points.append(CGPoint(x:rect.origin.x + rect.width,y: rect.origin.y + rect.height))
        // Point for bottom side
        if bs > 0 {
            h = bs * sqrt(3.0) / 2
            let x = rect.origin.x + centerX
            let y = rect.origin.y + rect.height
            points.append(CGPoint(x:x + bs,y: y))
            points.append(CGPoint(x:x,y: y + h))
            points.append(CGPoint(x:x - bs,y: y))
        }

        // P13
        points.append(CGPoint(x:rect.origin.x, y: rect.origin.y + rect.height))
        // Point for left sidey:
        if ls > 0 {
            h = ls * sqrt(3.0) / 2
            let x = rect.origin.x
            let y = rect.origin.y + centerY
            points.append(CGPoint(x:x,y: y + ls))
            points.append(CGPoint(x:x - h,y: y))
            points.append(CGPoint(x:x,y: y - ls))
        }

        let startPoint = points.removeFirst()
        self.startPath(path: path, onPoint: startPoint)
        for point in points {
            self.addPoint(point: point, toPath: path)
        }
        self.addPoint(point: startPoint, toPath: path)
        return path
    }

    private func startPath( path: CGMutablePath, onPoint point: CGPoint) {
        path.move(to: CGPoint(x: point.x, y: point.y))
    }

    private func addPoint(point: CGPoint, toPath path: CGMutablePath) {
       path.addLine(to: CGPoint(x: point.x, y: point.y))
    }
}

I get here looking for a solution to draw "arrows" in an existing view.
I'm pleased to share you some code that I hope usefull - Swift 2.3 compatible -

public extension UIView {

  public enum PeakSide: Int {
        case Top
        case Left
        case Right
        case Bottom
    }

    public func addPikeOnView(side side: PeakSide, size: CGFloat = 10.0) {
        self.layoutIfNeeded()
        let peakLayer = CAShapeLayer()
        var path: CGPathRef?
        switch side {
        case .Top:
            path = self.makePeakPathWithRect(self.bounds, topSize: size, rightSize: 0.0, bottomSize: 0.0, leftSize: 0.0)
        case .Left:
            path = self.makePeakPathWithRect(self.bounds, topSize: 0.0, rightSize: 0.0, bottomSize: 0.0, leftSize: size)
        case .Right:
            path = self.makePeakPathWithRect(self.bounds, topSize: 0.0, rightSize: size, bottomSize: 0.0, leftSize: 0.0)
        case .Bottom:
            path = self.makePeakPathWithRect(self.bounds, topSize: 0.0, rightSize: 0.0, bottomSize: size, leftSize: 0.0)
        }
        peakLayer.path = path
        let color = (self.backgroundColor ?? .clearColor()).CGColor
        peakLayer.fillColor = color
        peakLayer.strokeColor = color
        peakLayer.lineWidth = 1
        peakLayer.position = CGPoint.zero
        self.layer.insertSublayer(peakLayer, atIndex: 0)
    }


    func makePeakPathWithRect(rect: CGRect, topSize ts: CGFloat, rightSize rs: CGFloat, bottomSize bs: CGFloat, leftSize ls: CGFloat) -> CGPathRef {
        //                      P3
        //                    /    \
        //      P1 -------- P2     P4 -------- P5
        //      |                               |
        //      |                               |
        //      P16                            P6
        //     /                                 \
        //  P15                                   P7
        //     \                                 /
        //      P14                            P8
        //      |                               |
        //      |                               |
        //      P13 ------ P12    P10 -------- P9
        //                    \   /
        //                     P11

        let centerX = rect.width / 2
        let centerY = rect.height / 2
        var h: CGFloat = 0
        let path = CGPathCreateMutable()
        var points: [CGPoint] = []
        // P1
        points.append(CGPointMake(rect.origin.x, rect.origin.y))
        // Points for top side
        if ts > 0 {
            h = ts * sqrt(3.0) / 2
            let x = rect.origin.x + centerX
            let y = rect.origin.y
            points.append(CGPointMake(x - ts, y))
            points.append(CGPointMake(x, y - h))
            points.append(CGPointMake(x + ts, y))
        }

        // P5
        points.append(CGPointMake(rect.origin.x + rect.width, rect.origin.y))
        // Points for right side
        if rs > 0 {
            h = rs * sqrt(3.0) / 2
            let x = rect.origin.x + rect.width
            let y = rect.origin.y + centerY
            points.append(CGPointMake(x, y - rs))
            points.append(CGPointMake(x + h, y))
            points.append(CGPointMake(x, y + rs))
        }

        // P9
        points.append(CGPointMake(rect.origin.x + rect.width, rect.origin.y + rect.height))
        // Point for bottom side
        if bs > 0 {
            h = bs * sqrt(3.0) / 2
            let x = rect.origin.x + centerX
            let y = rect.origin.y + rect.height
            points.append(CGPointMake(x + bs, y))
            points.append(CGPointMake(x, y + h))
            points.append(CGPointMake(x - bs, y))
        }

        // P13
        points.append(CGPointMake(rect.origin.x, rect.origin.y + rect.height))
        // Point for left side
        if ls > 0 {
            h = ls * sqrt(3.0) / 2
            let x = rect.origin.x
            let y = rect.origin.y + centerY
            points.append(CGPointMake(x, y + ls))
            points.append(CGPointMake(x - h, y))
            points.append(CGPointMake(x, y - ls))
        }

        let startPoint = points.removeFirst()
        self.startPath(path: path, onPoint: startPoint)
        for point in points {
            self.addPoint(point, toPath: path)
        }
        self.addPoint(startPoint, toPath: path)
        return path
    }

    private func startPath(path path: CGMutablePath, onPoint point: CGPoint) {
        CGPathMoveToPoint(path, nil, point.x, point.y)
    }

    private func addPoint(point: CGPoint, toPath path: CGMutablePath) {
        CGPathAddLineToPoint(path, nil, point.x, point.y)
    }

}

In this way you can call this for every kind of view:

let view = UIView(frame: frame)
view.addPikeOnView(side: .Top)

In a future I'll add offset for pike position.

  • yes, names are definitely improvable!

SWIFT 3 Version

public extension UIView {

    public enum PeakSide: Int {
        case Top
        case Left
        case Right
        case Bottom
    }

    public func addPikeOnView( side: PeakSide, size: CGFloat = 10.0) {
        self.layoutIfNeeded()
        let peakLayer = CAShapeLayer()
        var path: CGPath?
        switch side {
        case .Top:
            path = self.makePeakPathWithRect(rect: self.bounds, topSize: size, rightSize: 0.0, bottomSize: 0.0, leftSize: 0.0)
        case .Left:
            path = self.makePeakPathWithRect(rect: self.bounds, topSize: 0.0, rightSize: 0.0, bottomSize: 0.0, leftSize: size)
        case .Right:
            path = self.makePeakPathWithRect(rect: self.bounds, topSize: 0.0, rightSize: size, bottomSize: 0.0, leftSize: 0.0)
        case .Bottom:
            path = self.makePeakPathWithRect(rect: self.bounds, topSize: 0.0, rightSize: 0.0, bottomSize: size, leftSize: 0.0)
        }
        peakLayer.path = path
        let color = (self.backgroundColor?.cgColor)
        peakLayer.fillColor = color
        peakLayer.strokeColor = color
        peakLayer.lineWidth = 1
        peakLayer.position = CGPoint.zero
        self.layer.insertSublayer(peakLayer, at: 0)
    }


    func makePeakPathWithRect(rect: CGRect, topSize ts: CGFloat, rightSize rs: CGFloat, bottomSize bs: CGFloat, leftSize ls: CGFloat) -> CGPath {
        //                      P3
        //                    /    \
        //      P1 -------- P2     P4 -------- P5
        //      |                               |
        //      |                               |
        //      P16                            P6
        //     /                                 \
        //  P15                                   P7
        //     \                                 /
        //      P14                            P8
        //      |                               |
        //      |                               |
        //      P13 ------ P12    P10 -------- P9
        //                    \   /
        //                     P11

        let centerX = rect.width / 2
        let centerY = rect.height / 2
        var h: CGFloat = 0
        let path = CGMutablePath()
        var points: [CGPoint] = []
        // P1
        points.append(CGPoint(x:rect.origin.x,y: rect.origin.y))
        // Points for top side
        if ts > 0 {
            h = ts * sqrt(3.0) / 2
            let x = rect.origin.x + centerX
            let y = rect.origin.y
            points.append(CGPoint(x:x - ts,y: y))
            points.append(CGPoint(x:x,y: y - h))
            points.append(CGPoint(x:x + ts,y: y))
       }

        // P5
        points.append(CGPoint(x:rect.origin.x + rect.width,y: rect.origin.y))
        // Points for right side
        if rs > 0 {
            h = rs * sqrt(3.0) / 2
            let x = rect.origin.x + rect.width
           let y = rect.origin.y + centerY
           points.append(CGPoint(x:x,y: y - rs))
           points.append(CGPoint(x:x + h,y: y))
           points.append(CGPoint(x:x,y: y + rs))
        }

        // P9
        points.append(CGPoint(x:rect.origin.x + rect.width,y: rect.origin.y + rect.height))
        // Point for bottom side
        if bs > 0 {
            h = bs * sqrt(3.0) / 2
            let x = rect.origin.x + centerX
            let y = rect.origin.y + rect.height
            points.append(CGPoint(x:x + bs,y: y))
            points.append(CGPoint(x:x,y: y + h))
            points.append(CGPoint(x:x - bs,y: y))
        }

        // P13
        points.append(CGPoint(x:rect.origin.x, y: rect.origin.y + rect.height))
        // Point for left sidey:
        if ls > 0 {
            h = ls * sqrt(3.0) / 2
            let x = rect.origin.x
            let y = rect.origin.y + centerY
            points.append(CGPoint(x:x,y: y + ls))
            points.append(CGPoint(x:x - h,y: y))
            points.append(CGPoint(x:x,y: y - ls))
        }

        let startPoint = points.removeFirst()
        self.startPath(path: path, onPoint: startPoint)
        for point in points {
            self.addPoint(point: point, toPath: path)
        }
        self.addPoint(point: startPoint, toPath: path)
        return path
    }

    private func startPath( path: CGMutablePath, onPoint point: CGPoint) {
        path.move(to: CGPoint(x: point.x, y: point.y))
    }

    private func addPoint(point: CGPoint, toPath path: CGMutablePath) {
       path.addLine(to: CGPoint(x: point.x, y: point.y))
    }
}
嘿看小鸭子会跑 2024-10-14 06:42:19

创建 UIBezierPath 的 Swift 2 代码:

var borderWidth : CGFloat = 4 // Should be less or equal to the `radius` property
var radius : CGFloat = 10
var triangleHeight : CGFloat = 15

private func bubblePathForContentSize(contentSize: CGSize) -> UIBezierPath {
    let rect = CGRectMake(0, 0, contentSize.width, contentSize.height).offsetBy(dx: radius, dy: radius + triangleHeight)
    let path = UIBezierPath();
    let radius2 = radius - borderWidth / 2 // Radius adjasted for the border width

    path.moveToPoint(CGPointMake(rect.maxX - triangleHeight * 2, rect.minY - radius2))
    path.addLineToPoint(CGPointMake(rect.maxX - triangleHeight, rect.minY - radius2 - triangleHeight))
    path.addArcWithCenter(CGPointMake(rect.maxX, rect.minY), radius: radius2, startAngle: CGFloat(-M_PI_2), endAngle: 0, clockwise: true)
    path.addArcWithCenter(CGPointMake(rect.maxX, rect.maxY), radius: radius2, startAngle: 0, endAngle: CGFloat(M_PI_2), clockwise: true)
    path.addArcWithCenter(CGPointMake(rect.minX, rect.maxY), radius: radius2, startAngle: CGFloat(M_PI_2), endAngle: CGFloat(M_PI), clockwise: true)
    path.addArcWithCenter(CGPointMake(rect.minX, rect.minY), radius: radius2, startAngle: CGFloat(M_PI), endAngle: CGFloat(-M_PI_2), clockwise: true)
    path.closePath()
    return path
}

现在你可以用这条路径做任何你想做的事。例如,将其与 CAShapeLayer 一起使用:

let bubbleLayer = CAShapeLayer()
bubbleLayer.path = bubblePathForContentSize(contentView.bounds.size).CGPath
bubbleLayer.fillColor = fillColor.CGColor
bubbleLayer.strokeColor = borderColor.CGColor
bubbleLayer.lineWidth = borderWidth
bubbleLayer.position = CGPoint.zero
myView.layer.addSublayer(bubbleLayer)

在此处输入图像描述

Swift 2 code that creates UIBezierPath:

var borderWidth : CGFloat = 4 // Should be less or equal to the `radius` property
var radius : CGFloat = 10
var triangleHeight : CGFloat = 15

private func bubblePathForContentSize(contentSize: CGSize) -> UIBezierPath {
    let rect = CGRectMake(0, 0, contentSize.width, contentSize.height).offsetBy(dx: radius, dy: radius + triangleHeight)
    let path = UIBezierPath();
    let radius2 = radius - borderWidth / 2 // Radius adjasted for the border width

    path.moveToPoint(CGPointMake(rect.maxX - triangleHeight * 2, rect.minY - radius2))
    path.addLineToPoint(CGPointMake(rect.maxX - triangleHeight, rect.minY - radius2 - triangleHeight))
    path.addArcWithCenter(CGPointMake(rect.maxX, rect.minY), radius: radius2, startAngle: CGFloat(-M_PI_2), endAngle: 0, clockwise: true)
    path.addArcWithCenter(CGPointMake(rect.maxX, rect.maxY), radius: radius2, startAngle: 0, endAngle: CGFloat(M_PI_2), clockwise: true)
    path.addArcWithCenter(CGPointMake(rect.minX, rect.maxY), radius: radius2, startAngle: CGFloat(M_PI_2), endAngle: CGFloat(M_PI), clockwise: true)
    path.addArcWithCenter(CGPointMake(rect.minX, rect.minY), radius: radius2, startAngle: CGFloat(M_PI), endAngle: CGFloat(-M_PI_2), clockwise: true)
    path.closePath()
    return path
}

Now you could do whatever you want with this path. For example use it with CAShapeLayer:

let bubbleLayer = CAShapeLayer()
bubbleLayer.path = bubblePathForContentSize(contentView.bounds.size).CGPath
bubbleLayer.fillColor = fillColor.CGColor
bubbleLayer.strokeColor = borderColor.CGColor
bubbleLayer.lineWidth = borderWidth
bubbleLayer.position = CGPoint.zero
myView.layer.addSublayer(bubbleLayer)

enter image description here

落日海湾 2024-10-14 06:42:19

也许一个更简单的问题是“是否已经有代码可以为我执行此操作”,答案是“是”。

MAAttachedWindow

alt text

当然,您可能不想要整个“附加窗口”行为,但至少绘图代码已经存在。 (Matt Gemmell 的代码是高质量的东西)

Perhaps a simpler question is "Is there code that does this for me already", to which the answer is "Yes".

Behold MAAttachedWindow:

alt text

Granted, you may not want the whole "Attached window" behavior, but at least the drawing code is already there. (And Matt Gemmell's code is high quality stuff)

无戏配角 2024-10-14 06:42:19

有两种方法可以实现此目的:

  1. 添加 UIImageView 在正确的位置有一个三角形图像。确保图像的其余部分是透明的,以免遮挡背景。
  2. 覆盖 drawRect: UIView 上的方法来自定义绘制视图。然后,您可以为三角形添加线性路径组件,根据需要填充路径并为路径加边框。

要使用drawRect:绘制一个简单的三角形,您可以这样做。此代码片段将在视图底部绘制一个向下的三角形。

// Get the context
CGContextRef context = UIGraphicsGetCurrentContext();

// Pick colors
CGContextSetStrokeColorWithColor(context, [[UIColor blackColor] CGColor]);
CGContextSetFillColorWithColor(context, [[UIColor redColor] CGColor]);

// Define triangle dimensions
CGFloat baseWidth = 30.0;
CGFloat height = 20.0;

// Define path
CGContextMoveToPoint(context, self.bounds.size.width / 2.0 - baseWidth / 2.0, 
                              self.bounds.size.height - height);
CGContextAddLineToPoint(context, self.bounds.size.width / 2.0 + baseWidth / 2.0, 
                                 self.bounds.size.height - height);
CGContextAddLineToPoint(context, self.bounds.size.width / 2.0, 
                                 self.bounds.size.height);

// Finalize and draw using path
CGContextClosePath(context);
CGContextStrokePath(context);

有关详细信息,请参阅 CGContext 参考

There are two ways you might be able to accomplish this:

  1. Add a UIImageView with a triangle image in the right place. Make sure the rest of the image is transparent so as not to block your background.
  2. Override the drawRect: method on your UIView to custom-draw the view. You can then add linear path components for your triangle, filling and bordering the path as necessary.

To draw a simple triangle using drawRect:, you might do something like this. This snippet will draw a triangle pointing downwards at the bottom of your view.

// Get the context
CGContextRef context = UIGraphicsGetCurrentContext();

// Pick colors
CGContextSetStrokeColorWithColor(context, [[UIColor blackColor] CGColor]);
CGContextSetFillColorWithColor(context, [[UIColor redColor] CGColor]);

// Define triangle dimensions
CGFloat baseWidth = 30.0;
CGFloat height = 20.0;

// Define path
CGContextMoveToPoint(context, self.bounds.size.width / 2.0 - baseWidth / 2.0, 
                              self.bounds.size.height - height);
CGContextAddLineToPoint(context, self.bounds.size.width / 2.0 + baseWidth / 2.0, 
                                 self.bounds.size.height - height);
CGContextAddLineToPoint(context, self.bounds.size.width / 2.0, 
                                 self.bounds.size.height);

// Finalize and draw using path
CGContextClosePath(context);
CGContextStrokePath(context);

For more info, see the CGContext reference.

惜醉颜 2024-10-14 06:42:19

对于那些根据 Brad Larson 的答案使用 swift 2.0 的人

override func drawRect(rect: CGRect) {
    super.drawRect(rect) // optional if a direct UIView-subclass, should be called otherwise.

    let HEIGHTOFPOPUPTRIANGLE:CGFloat = 20.0
    let WIDTHOFPOPUPTRIANGLE:CGFloat = 40.0
    let borderRadius:CGFloat = 8.0
    let strokeWidth:CGFloat = 3.0

    // Get the context
    let context: CGContextRef = UIGraphicsGetCurrentContext()!
    CGContextTranslateCTM(context, 0.0, self.bounds.size.height)
    CGContextScaleCTM(context, 1.0, -1.0)
    //
    let currentFrame: CGRect = self.bounds
    CGContextSetLineJoin(context, CGLineJoin.Round)
    CGContextSetLineWidth(context, strokeWidth)
    CGContextSetStrokeColorWithColor(context, UIColor.whiteColor().CGColor)
    CGContextSetFillColorWithColor(context, UIColor.blackColor().CGColor)
    // Draw and fill the bubble
    CGContextBeginPath(context)
    CGContextMoveToPoint(context, borderRadius + strokeWidth + 0.5, strokeWidth + HEIGHTOFPOPUPTRIANGLE + 0.5)
    CGContextAddLineToPoint(context, round(currentFrame.size.width / 2.0 - WIDTHOFPOPUPTRIANGLE / 2.0) + 0.5, HEIGHTOFPOPUPTRIANGLE + strokeWidth + 0.5)
    CGContextAddLineToPoint(context, round(currentFrame.size.width / 2.0) + 0.5, strokeWidth + 0.5)
    CGContextAddLineToPoint(context, round(currentFrame.size.width / 2.0 + WIDTHOFPOPUPTRIANGLE / 2.0) + 0.5, HEIGHTOFPOPUPTRIANGLE + strokeWidth + 0.5)
    CGContextAddArcToPoint(context, currentFrame.size.width - strokeWidth - 0.5, strokeWidth + HEIGHTOFPOPUPTRIANGLE + 0.5, currentFrame.size.width - strokeWidth - 0.5, currentFrame.size.height - strokeWidth - 0.5, borderRadius - strokeWidth)
    CGContextAddArcToPoint(context, currentFrame.size.width - strokeWidth - 0.5, currentFrame.size.height - strokeWidth - 0.5, round(currentFrame.size.width / 2.0 + WIDTHOFPOPUPTRIANGLE / 2.0) - strokeWidth + 0.5, currentFrame.size.height - strokeWidth - 0.5, borderRadius - strokeWidth)
    CGContextAddArcToPoint(context, strokeWidth + 0.5, currentFrame.size.height - strokeWidth - 0.5, strokeWidth + 0.5, HEIGHTOFPOPUPTRIANGLE + strokeWidth + 0.5, borderRadius - strokeWidth)
    CGContextAddArcToPoint(context, strokeWidth + 0.5, strokeWidth + HEIGHTOFPOPUPTRIANGLE + 0.5, currentFrame.size.width - strokeWidth - 0.5, HEIGHTOFPOPUPTRIANGLE + strokeWidth + 0.5, borderRadius - strokeWidth)
    CGContextClosePath(context)
    CGContextDrawPath(context, CGPathDrawingMode.FillStroke)

    // Draw a clipping path for the fill
    CGContextBeginPath(context)
    CGContextMoveToPoint(context, borderRadius + strokeWidth + 0.5, round((currentFrame.size.height + HEIGHTOFPOPUPTRIANGLE) * 0.50) + 0.5)
    CGContextAddArcToPoint(context, currentFrame.size.width - strokeWidth - 0.5, round((currentFrame.size.height + HEIGHTOFPOPUPTRIANGLE) * 0.50) + 0.5, currentFrame.size.width - strokeWidth - 0.5, currentFrame.size.height - strokeWidth - 0.5, borderRadius - strokeWidth)
    CGContextAddArcToPoint(context, currentFrame.size.width - strokeWidth - 0.5, currentFrame.size.height - strokeWidth - 0.5, round(currentFrame.size.width / 2.0 + WIDTHOFPOPUPTRIANGLE / 2.0) - strokeWidth + 0.5, currentFrame.size.height - strokeWidth - 0.5, borderRadius - strokeWidth)
    CGContextAddArcToPoint(context, strokeWidth + 0.5, currentFrame.size.height - strokeWidth - 0.5, strokeWidth + 0.5, HEIGHTOFPOPUPTRIANGLE + strokeWidth + 0.5, borderRadius - strokeWidth)
    CGContextAddArcToPoint(context, strokeWidth + 0.5, round((currentFrame.size.height + HEIGHTOFPOPUPTRIANGLE) * 0.50) + 0.5, currentFrame.size.width - strokeWidth - 0.5, round((currentFrame.size.height + HEIGHTOFPOPUPTRIANGLE) * 0.50) + 0.5, borderRadius - strokeWidth)
    CGContextClosePath(context)
    CGContextClip(context)
}

For those using swift 2.0 based on the answer by Brad Larson

override func drawRect(rect: CGRect) {
    super.drawRect(rect) // optional if a direct UIView-subclass, should be called otherwise.

    let HEIGHTOFPOPUPTRIANGLE:CGFloat = 20.0
    let WIDTHOFPOPUPTRIANGLE:CGFloat = 40.0
    let borderRadius:CGFloat = 8.0
    let strokeWidth:CGFloat = 3.0

    // Get the context
    let context: CGContextRef = UIGraphicsGetCurrentContext()!
    CGContextTranslateCTM(context, 0.0, self.bounds.size.height)
    CGContextScaleCTM(context, 1.0, -1.0)
    //
    let currentFrame: CGRect = self.bounds
    CGContextSetLineJoin(context, CGLineJoin.Round)
    CGContextSetLineWidth(context, strokeWidth)
    CGContextSetStrokeColorWithColor(context, UIColor.whiteColor().CGColor)
    CGContextSetFillColorWithColor(context, UIColor.blackColor().CGColor)
    // Draw and fill the bubble
    CGContextBeginPath(context)
    CGContextMoveToPoint(context, borderRadius + strokeWidth + 0.5, strokeWidth + HEIGHTOFPOPUPTRIANGLE + 0.5)
    CGContextAddLineToPoint(context, round(currentFrame.size.width / 2.0 - WIDTHOFPOPUPTRIANGLE / 2.0) + 0.5, HEIGHTOFPOPUPTRIANGLE + strokeWidth + 0.5)
    CGContextAddLineToPoint(context, round(currentFrame.size.width / 2.0) + 0.5, strokeWidth + 0.5)
    CGContextAddLineToPoint(context, round(currentFrame.size.width / 2.0 + WIDTHOFPOPUPTRIANGLE / 2.0) + 0.5, HEIGHTOFPOPUPTRIANGLE + strokeWidth + 0.5)
    CGContextAddArcToPoint(context, currentFrame.size.width - strokeWidth - 0.5, strokeWidth + HEIGHTOFPOPUPTRIANGLE + 0.5, currentFrame.size.width - strokeWidth - 0.5, currentFrame.size.height - strokeWidth - 0.5, borderRadius - strokeWidth)
    CGContextAddArcToPoint(context, currentFrame.size.width - strokeWidth - 0.5, currentFrame.size.height - strokeWidth - 0.5, round(currentFrame.size.width / 2.0 + WIDTHOFPOPUPTRIANGLE / 2.0) - strokeWidth + 0.5, currentFrame.size.height - strokeWidth - 0.5, borderRadius - strokeWidth)
    CGContextAddArcToPoint(context, strokeWidth + 0.5, currentFrame.size.height - strokeWidth - 0.5, strokeWidth + 0.5, HEIGHTOFPOPUPTRIANGLE + strokeWidth + 0.5, borderRadius - strokeWidth)
    CGContextAddArcToPoint(context, strokeWidth + 0.5, strokeWidth + HEIGHTOFPOPUPTRIANGLE + 0.5, currentFrame.size.width - strokeWidth - 0.5, HEIGHTOFPOPUPTRIANGLE + strokeWidth + 0.5, borderRadius - strokeWidth)
    CGContextClosePath(context)
    CGContextDrawPath(context, CGPathDrawingMode.FillStroke)

    // Draw a clipping path for the fill
    CGContextBeginPath(context)
    CGContextMoveToPoint(context, borderRadius + strokeWidth + 0.5, round((currentFrame.size.height + HEIGHTOFPOPUPTRIANGLE) * 0.50) + 0.5)
    CGContextAddArcToPoint(context, currentFrame.size.width - strokeWidth - 0.5, round((currentFrame.size.height + HEIGHTOFPOPUPTRIANGLE) * 0.50) + 0.5, currentFrame.size.width - strokeWidth - 0.5, currentFrame.size.height - strokeWidth - 0.5, borderRadius - strokeWidth)
    CGContextAddArcToPoint(context, currentFrame.size.width - strokeWidth - 0.5, currentFrame.size.height - strokeWidth - 0.5, round(currentFrame.size.width / 2.0 + WIDTHOFPOPUPTRIANGLE / 2.0) - strokeWidth + 0.5, currentFrame.size.height - strokeWidth - 0.5, borderRadius - strokeWidth)
    CGContextAddArcToPoint(context, strokeWidth + 0.5, currentFrame.size.height - strokeWidth - 0.5, strokeWidth + 0.5, HEIGHTOFPOPUPTRIANGLE + strokeWidth + 0.5, borderRadius - strokeWidth)
    CGContextAddArcToPoint(context, strokeWidth + 0.5, round((currentFrame.size.height + HEIGHTOFPOPUPTRIANGLE) * 0.50) + 0.5, currentFrame.size.width - strokeWidth - 0.5, round((currentFrame.size.height + HEIGHTOFPOPUPTRIANGLE) * 0.50) + 0.5, borderRadius - strokeWidth)
    CGContextClosePath(context)
    CGContextClip(context)
}
我恋#小黄人 2024-10-14 06:42:19

Swift 4 更新

这是 AVT 原始代码的 Swift 4 版本。

 private func bubblePathForContentSize(contentSize: CGSize) -> UIBezierPath {
    let rect = CGRect(origin: .zero, size: CGSize(width: contentSize.width, height: contentSize.height)).offsetBy(dx: radius, dy: radius + triangleHeight)
    let path = UIBezierPath();
    let radius2 = radius - borderWidth / 2 // Radius adjasted for the border width

    path.move(to: CGPoint(x: rect.maxX - triangleHeight * 2, y: rect.minY - radius2))
    path.addLine(to: CGPoint(x: rect.maxX - triangleHeight, y: rect.minY - radius2 - triangleHeight))
    path.addArc(withCenter: CGPoint(x: rect.maxX, y: rect.minY),
                radius: radius2,
                startAngle: CGFloat(-(Double.pi/2)), endAngle: 0, clockwise: true)
    path.addArc(withCenter: CGPoint(x: rect.maxX, y: rect.maxY),
                radius: radius2,
                startAngle: 0, endAngle: CGFloat(Double.pi/2), clockwise: true)
    path.addArc(withCenter: CGPoint(x: rect.minX, y: rect.maxY),
                radius: radius2,
                startAngle: CGFloat(Double.pi/2),endAngle: CGFloat(Double.pi), clockwise: true)
    path.addArc(withCenter: CGPoint(x: rect.minX, y: rect.minY),
                radius: radius2,
                startAngle: CGFloat(Double.pi), endAngle: CGFloat(-(Double.pi/2)), clockwise: true)
    path.close()
    return path
}

//Example usage:
 let bubbleLayer = CAShapeLayer()
 bubbleLayer.path = bubblePathForContentSize(contentView.bounds.size).CGPath
 bubbleLayer.fillColor = fillColor.CGColor
 bubbleLayer.strokeColor = borderColor.CGColor
 bubbleLayer.lineWidth = borderWidth
 bubbleLayer.position = CGPoint.zero
 myView.layer.addSublayer(bubbleLayer)

Swift 4 Update

Here's a Swift 4 version of AVT's original code.

 private func bubblePathForContentSize(contentSize: CGSize) -> UIBezierPath {
    let rect = CGRect(origin: .zero, size: CGSize(width: contentSize.width, height: contentSize.height)).offsetBy(dx: radius, dy: radius + triangleHeight)
    let path = UIBezierPath();
    let radius2 = radius - borderWidth / 2 // Radius adjasted for the border width

    path.move(to: CGPoint(x: rect.maxX - triangleHeight * 2, y: rect.minY - radius2))
    path.addLine(to: CGPoint(x: rect.maxX - triangleHeight, y: rect.minY - radius2 - triangleHeight))
    path.addArc(withCenter: CGPoint(x: rect.maxX, y: rect.minY),
                radius: radius2,
                startAngle: CGFloat(-(Double.pi/2)), endAngle: 0, clockwise: true)
    path.addArc(withCenter: CGPoint(x: rect.maxX, y: rect.maxY),
                radius: radius2,
                startAngle: 0, endAngle: CGFloat(Double.pi/2), clockwise: true)
    path.addArc(withCenter: CGPoint(x: rect.minX, y: rect.maxY),
                radius: radius2,
                startAngle: CGFloat(Double.pi/2),endAngle: CGFloat(Double.pi), clockwise: true)
    path.addArc(withCenter: CGPoint(x: rect.minX, y: rect.minY),
                radius: radius2,
                startAngle: CGFloat(Double.pi), endAngle: CGFloat(-(Double.pi/2)), clockwise: true)
    path.close()
    return path
}

//Example usage:
 let bubbleLayer = CAShapeLayer()
 bubbleLayer.path = bubblePathForContentSize(contentView.bounds.size).CGPath
 bubbleLayer.fillColor = fillColor.CGColor
 bubbleLayer.strokeColor = borderColor.CGColor
 bubbleLayer.lineWidth = borderWidth
 bubbleLayer.position = CGPoint.zero
 myView.layer.addSublayer(bubbleLayer)
深海夜未眠 2024-10-14 06:42:19

这是 swift 5 @IBDesignable UIView 版本

@IBDesignable
class SpeechBubble: UIView {

@IBInspectable var lineWidth: CGFloat = 4 { didSet { setNeedsDisplay() } }
@IBInspectable var cornerRadius: CGFloat = 8 { didSet { setNeedsDisplay() } }

@IBInspectable var strokeColor: UIColor = .red { didSet { setNeedsDisplay() } }
@IBInspectable var fillColor: UIColor = .gray { didSet { setNeedsDisplay() } }

@IBInspectable var peakWidth: CGFloat  = 10 { didSet { setNeedsDisplay() } }
@IBInspectable var peakHeight: CGFloat = 10 { didSet { setNeedsDisplay() } }
@IBInspectable var peakOffset: CGFloat = 0 { didSet { setNeedsDisplay() } }

override func draw(_ rectangle: CGRect) {
    
    //Add a bounding area so we can fit the peak in the view
    let rect = bounds.insetBy(dx: peakHeight, dy: peakHeight)
    
    let centerX = rect.width / 2
    //let centerY = rect.height / 2
    var h: CGFloat = 0
    
    //create the path
    let path = UIBezierPath()
    path.lineWidth = lineWidth
    
    // Start of bubble (Top Left)
    path.move(to: CGPoint(x: rect.minX, y: rect.minY + cornerRadius))
    path.addQuadCurve(to: CGPoint(x: rect.minX + cornerRadius, y: rect.minY),
                      controlPoint: CGPoint(x: rect.minX, y: rect.minY))
    
    //Add the peak
    h = peakHeight * sqrt(3.0) / 2

    let x = rect.origin.x + centerX
    let y = rect.origin.y
    path.addLine(to: CGPoint(x: (x + peakOffset) - peakWidth, y: y))
    path.addLine(to: CGPoint(x: (x + peakOffset), y: y - h))
    path.addLine(to: CGPoint(x: (x + peakOffset) + peakWidth, y: y))
    
    // Top Right
    path.addLine(to: CGPoint(x: rect.maxX - cornerRadius, y: rect.minY))
    path.addQuadCurve(to: CGPoint(x: rect.maxX, y: rect.minY + cornerRadius),
                      controlPoint: CGPoint(x: rect.maxX, y: rect.minY))
    
    // Bottom Right
    path.addLine(to: CGPoint(x: rect.maxX, y: rect.maxY - cornerRadius))
    path.addQuadCurve(to: CGPoint(x: rect.maxX - cornerRadius, y: rect.maxY),
                      controlPoint: CGPoint(x: rect.maxX, y: rect.maxY))
    //Bottom Left
    path.addLine(to: CGPoint(x: rect.minX + cornerRadius, y: rect.maxY))
    path.addQuadCurve(to: CGPoint(x: rect.minX, y: rect.maxY - cornerRadius), controlPoint: CGPoint(x: rect.minX, y: rect.maxY))
    // Back to start
    path.addLine(to: CGPoint(x: rect.origin.x, y: rect.minY + cornerRadius))
    
    //set and draw stroke color
    strokeColor.setStroke()
    path.stroke()
    
    //set and draw fill color
    fillColor.setFill()
    path.fill()
    
  }
}

Here is a swift 5 @IBDesignable UIView version

@IBDesignable
class SpeechBubble: UIView {

@IBInspectable var lineWidth: CGFloat = 4 { didSet { setNeedsDisplay() } }
@IBInspectable var cornerRadius: CGFloat = 8 { didSet { setNeedsDisplay() } }

@IBInspectable var strokeColor: UIColor = .red { didSet { setNeedsDisplay() } }
@IBInspectable var fillColor: UIColor = .gray { didSet { setNeedsDisplay() } }

@IBInspectable var peakWidth: CGFloat  = 10 { didSet { setNeedsDisplay() } }
@IBInspectable var peakHeight: CGFloat = 10 { didSet { setNeedsDisplay() } }
@IBInspectable var peakOffset: CGFloat = 0 { didSet { setNeedsDisplay() } }

override func draw(_ rectangle: CGRect) {
    
    //Add a bounding area so we can fit the peak in the view
    let rect = bounds.insetBy(dx: peakHeight, dy: peakHeight)
    
    let centerX = rect.width / 2
    //let centerY = rect.height / 2
    var h: CGFloat = 0
    
    //create the path
    let path = UIBezierPath()
    path.lineWidth = lineWidth
    
    // Start of bubble (Top Left)
    path.move(to: CGPoint(x: rect.minX, y: rect.minY + cornerRadius))
    path.addQuadCurve(to: CGPoint(x: rect.minX + cornerRadius, y: rect.minY),
                      controlPoint: CGPoint(x: rect.minX, y: rect.minY))
    
    //Add the peak
    h = peakHeight * sqrt(3.0) / 2

    let x = rect.origin.x + centerX
    let y = rect.origin.y
    path.addLine(to: CGPoint(x: (x + peakOffset) - peakWidth, y: y))
    path.addLine(to: CGPoint(x: (x + peakOffset), y: y - h))
    path.addLine(to: CGPoint(x: (x + peakOffset) + peakWidth, y: y))
    
    // Top Right
    path.addLine(to: CGPoint(x: rect.maxX - cornerRadius, y: rect.minY))
    path.addQuadCurve(to: CGPoint(x: rect.maxX, y: rect.minY + cornerRadius),
                      controlPoint: CGPoint(x: rect.maxX, y: rect.minY))
    
    // Bottom Right
    path.addLine(to: CGPoint(x: rect.maxX, y: rect.maxY - cornerRadius))
    path.addQuadCurve(to: CGPoint(x: rect.maxX - cornerRadius, y: rect.maxY),
                      controlPoint: CGPoint(x: rect.maxX, y: rect.maxY))
    //Bottom Left
    path.addLine(to: CGPoint(x: rect.minX + cornerRadius, y: rect.maxY))
    path.addQuadCurve(to: CGPoint(x: rect.minX, y: rect.maxY - cornerRadius), controlPoint: CGPoint(x: rect.minX, y: rect.maxY))
    // Back to start
    path.addLine(to: CGPoint(x: rect.origin.x, y: rect.minY + cornerRadius))
    
    //set and draw stroke color
    strokeColor.setStroke()
    path.stroke()
    
    //set and draw fill color
    fillColor.setFill()
    path.fill()
    
  }
}
骄兵必败 2024-10-14 06:42:19

请参阅下图中弹出菜单上的三角形,它是使用 Core Graphics 函数绘制的,并且是完全可扩展的。

alt text

像这样完成一个等边三角形(老式函数名称,抱歉):

#define triH(v) (v * 0.866)    

func(CGContextRef inContext, CGRect arrowRect, CustomPushButtonData* controlData) {
// Draw the triangle
float   arrowXstart, arrowYstart;
float   arrowXpos, arrowYpos, arrowHpos; 

if (controlData->controlEnabled && controlData->controlActive) {

    CGContextSetRGBFillColor(inContext, 0., 0., 0., 1.);

} else {

    CGContextSetRGBFillColor(inContext, 0., 0., 0., 0.5);

}

arrowHpos = triH(arrowRect.size.height);

// Point C

CGContextBeginPath(inContext);

arrowXstart = arrowXpos = (arrowRect.origin.x + ((float)(arrowRect.size.width / 2.) - (arrowSize / 2.)));

arrowYstart = arrowYpos = (arrowRect.origin.y + (float)((arrowRect.size.height / 2.) - (float)(arrowHpos / 2.)));

CGContextMoveToPoint(inContext, arrowXpos, arrowYpos);

// Point A

arrowXpos += arrowSize;

CGContextAddLineToPoint(inContext, arrowXpos, arrowYpos);

// Point B

arrowYpos += arrowHpos;

arrowXpos -= (float)(arrowSize / 2.0);

CGContextAddLineToPoint(inContext, arrowXpos, arrowYpos);

// Point C
CGContextAddLineToPoint(inContext, arrowXstart, arrowYstart);

CGContextClosePath(inContext);

CGContextFillPath(inContext);

}

请注意 triH( x) func 是计算等边三角形高度的优化公式,例如 h = 1/2 * sqrt(3) * x 。由于 1/2 * sqrt(3) 永远不会改变,因此我将其优化为该定义。

See the triangle on the pop up menu in the image below, thats drawn with Core Graphics funcs and is completely scalable.

alt text

Done like this to do an equilateral triangle (old-school function names, sorry):

#define triH(v) (v * 0.866)    

func(CGContextRef inContext, CGRect arrowRect, CustomPushButtonData* controlData) {
// Draw the triangle
float   arrowXstart, arrowYstart;
float   arrowXpos, arrowYpos, arrowHpos; 

if (controlData->controlEnabled && controlData->controlActive) {

    CGContextSetRGBFillColor(inContext, 0., 0., 0., 1.);

} else {

    CGContextSetRGBFillColor(inContext, 0., 0., 0., 0.5);

}

arrowHpos = triH(arrowRect.size.height);

// Point C

CGContextBeginPath(inContext);

arrowXstart = arrowXpos = (arrowRect.origin.x + ((float)(arrowRect.size.width / 2.) - (arrowSize / 2.)));

arrowYstart = arrowYpos = (arrowRect.origin.y + (float)((arrowRect.size.height / 2.) - (float)(arrowHpos / 2.)));

CGContextMoveToPoint(inContext, arrowXpos, arrowYpos);

// Point A

arrowXpos += arrowSize;

CGContextAddLineToPoint(inContext, arrowXpos, arrowYpos);

// Point B

arrowYpos += arrowHpos;

arrowXpos -= (float)(arrowSize / 2.0);

CGContextAddLineToPoint(inContext, arrowXpos, arrowYpos);

// Point C
CGContextAddLineToPoint(inContext, arrowXstart, arrowYstart);

CGContextClosePath(inContext);

CGContextFillPath(inContext);

}

Note that the triH(x) func is an optimized formula for calculating the height of an equitlateral triangle e.g. h = 1/2 * sqrt(3) * x . Since 1/2 * sqrt(3) never changes, I optimized it into that define.

澉约 2024-10-14 06:42:19

如果有人来寻找 Swift 3 的答案,这就能解决问题!感谢那些在我之前做出贡献的人,一段可爱的代码!

    let rRect = CGRect(x: start.x, y: start.y, width: defaultHeightWidth.0, height: defaultHeightWidth.1)


    context?.translateBy(x: 0, y: rRect.size.height - 3)
    context?.scaleBy(x: 1.0, y: -1.0)


    context?.setLineJoin(.bevel)
    context?.setLineWidth(strokeWidth)
    context?.setStrokeColor(UIColor.black.cgColor)
    context?.setFillColor(UIColor.white.cgColor)

    // draw and fill the bubble
    context?.beginPath()
    context?.move(to: CGPoint(x: borderRadius + strokeWidth + 0.5, y: strokeWidth + triangleHeight + 0.5))
    context?.addLine(to: CGPoint(x: round(rRect.size.width / 2.0 - triangleWidth / 2.0) + 0.5, y: triangleHeight + strokeWidth + 0.5))
    context?.addLine(to: CGPoint(x: round(rRect.size.width / 2.0) + 0.5, y: strokeWidth + 0.5))
    context?.addLine(to: CGPoint(x: round(rRect.size.width / 2.0 + triangleWidth / 2.0), y: triangleHeight + strokeWidth + 0.5))
    context?.addArc(tangent1End: CGPoint(x: rRect.size.width - strokeWidth - 0.5, y: strokeWidth + triangleHeight + 0.5), tangent2End: CGPoint(x: rRect.size.width - strokeWidth - 0.5, y: rRect.size.height - strokeWidth - 0.5), radius: borderRadius - strokeWidth)
    context?.addArc(tangent1End: CGPoint(x: rRect.size.width - strokeWidth - 0.5, y: rRect.size.height - strokeWidth - 0.5), tangent2End: CGPoint(x: round(rRect.size.width / 2.0 + triangleWidth / 2.0) - strokeWidth + 0.5, y: rRect.size.height - strokeWidth - 0.5), radius: borderRadius - strokeWidth)
    context?.addArc(tangent1End: CGPoint(x: strokeWidth + 0.5, y: rRect.size.height - strokeWidth - 0.5), tangent2End: CGPoint(x: strokeWidth + 0.5, y: triangleHeight + strokeWidth + 0.5), radius: borderRadius - strokeWidth)
    context?.addArc(tangent1End: CGPoint(x: strokeWidth + 0.5, y: strokeWidth + triangleHeight + 0.5), tangent2End: CGPoint(x: rRect.size.width - strokeWidth - 0.5, y: triangleHeight + strokeWidth + 0.5), radius: borderRadius - strokeWidth)
    context?.closePath()
    context?.drawPath(using: .fillStroke)

在我的例子中,triangleWidth = 10triangleHeight = 5 的视图比 OP 版本中的视图小得多。

If anyone comes along looking for the Swift 3 answer, this does the trick! Thanks to those who contributed before I did, lovely piece of code!

    let rRect = CGRect(x: start.x, y: start.y, width: defaultHeightWidth.0, height: defaultHeightWidth.1)


    context?.translateBy(x: 0, y: rRect.size.height - 3)
    context?.scaleBy(x: 1.0, y: -1.0)


    context?.setLineJoin(.bevel)
    context?.setLineWidth(strokeWidth)
    context?.setStrokeColor(UIColor.black.cgColor)
    context?.setFillColor(UIColor.white.cgColor)

    // draw and fill the bubble
    context?.beginPath()
    context?.move(to: CGPoint(x: borderRadius + strokeWidth + 0.5, y: strokeWidth + triangleHeight + 0.5))
    context?.addLine(to: CGPoint(x: round(rRect.size.width / 2.0 - triangleWidth / 2.0) + 0.5, y: triangleHeight + strokeWidth + 0.5))
    context?.addLine(to: CGPoint(x: round(rRect.size.width / 2.0) + 0.5, y: strokeWidth + 0.5))
    context?.addLine(to: CGPoint(x: round(rRect.size.width / 2.0 + triangleWidth / 2.0), y: triangleHeight + strokeWidth + 0.5))
    context?.addArc(tangent1End: CGPoint(x: rRect.size.width - strokeWidth - 0.5, y: strokeWidth + triangleHeight + 0.5), tangent2End: CGPoint(x: rRect.size.width - strokeWidth - 0.5, y: rRect.size.height - strokeWidth - 0.5), radius: borderRadius - strokeWidth)
    context?.addArc(tangent1End: CGPoint(x: rRect.size.width - strokeWidth - 0.5, y: rRect.size.height - strokeWidth - 0.5), tangent2End: CGPoint(x: round(rRect.size.width / 2.0 + triangleWidth / 2.0) - strokeWidth + 0.5, y: rRect.size.height - strokeWidth - 0.5), radius: borderRadius - strokeWidth)
    context?.addArc(tangent1End: CGPoint(x: strokeWidth + 0.5, y: rRect.size.height - strokeWidth - 0.5), tangent2End: CGPoint(x: strokeWidth + 0.5, y: triangleHeight + strokeWidth + 0.5), radius: borderRadius - strokeWidth)
    context?.addArc(tangent1End: CGPoint(x: strokeWidth + 0.5, y: strokeWidth + triangleHeight + 0.5), tangent2End: CGPoint(x: rRect.size.width - strokeWidth - 0.5, y: triangleHeight + strokeWidth + 0.5), radius: borderRadius - strokeWidth)
    context?.closePath()
    context?.drawPath(using: .fillStroke)

In my case triangleWidth = 10 and triangleHeight = 5 for a much smaller view than what's in OPs version.

三岁铭 2024-10-14 06:42:19

这是 Brad Larson 的 swift 3 解决方案

override func draw(_ rect: CGRect) {
        super.draw(rect) // optional if a direct UIView-subclass, should be called otherwise.

        let HEIGHTOFPOPUPTRIANGLE:CGFloat = 20.0
        let WIDTHOFPOPUPTRIANGLE:CGFloat = 40.0
        let borderRadius:CGFloat = 8.0
        let strokeWidth:CGFloat = 3.0

        // Get the context
        let context: CGContext = UIGraphicsGetCurrentContext()!
        context.translateBy(x: 0.0, y: self.bounds.size.height)
        context.scaleBy(x: 1.0, y: -1.0)
        //
        let currentFrame: CGRect = self.bounds
        context.setLineJoin(CGLineJoin.round)
        context.setLineWidth(strokeWidth)
        context.setStrokeColor(UIColor.white.cgColor)
        context.setFillColor(UIColor.black.cgColor)
        // Draw and fill the bubble
        context.beginPath()

        context.move(to: CGPoint(x: borderRadius + strokeWidth + 0.5, y: strokeWidth + HEIGHTOFPOPUPTRIANGLE + 0.5))

            context.addLine(to: CGPoint(x: round(currentFrame.size.width / 2.0 - WIDTHOFPOPUPTRIANGLE / 2.0) + 0.5, y: HEIGHTOFPOPUPTRIANGLE + strokeWidth + 0.5))
        context.addLine(to: CGPoint(x: round(currentFrame.size.width / 2.0) + 0.5, y: strokeWidth + 0.5))
        context.addLine(to: CGPoint(x: round(currentFrame.size.width / 2.0 + WIDTHOFPOPUPTRIANGLE / 2.0) + 0.5, y: HEIGHTOFPOPUPTRIANGLE + strokeWidth + 0.5))

        context.addArc(tangent1End: CGPoint(x: currentFrame.size.width - strokeWidth - 0.5, y: strokeWidth + HEIGHTOFPOPUPTRIANGLE + 0.5), tangent2End: CGPoint(x: currentFrame.size.width - strokeWidth - 0.5, y: currentFrame.size.height - strokeWidth - 0.5), radius: borderRadius - strokeWidth)

        context.addArc(tangent1End: CGPoint(x: currentFrame.size.width - strokeWidth - 0.5, y: currentFrame.size.height - strokeWidth - 0.5) , tangent2End: CGPoint(x: round(currentFrame.size.width / 2.0 + WIDTHOFPOPUPTRIANGLE / 2.0) - strokeWidth + 0.5, y: currentFrame.size.height - strokeWidth - 0.5) , radius: borderRadius - strokeWidth)

        context.addArc(tangent1End: CGPoint(x: strokeWidth + 0.5, y: currentFrame.size.height - strokeWidth - 0.5), tangent2End: CGPoint(x: strokeWidth + 0.5, y: HEIGHTOFPOPUPTRIANGLE + strokeWidth + 0.5), radius: borderRadius - strokeWidth)

        context.addArc(tangent1End: CGPoint(x: strokeWidth + 0.5, y :strokeWidth + HEIGHTOFPOPUPTRIANGLE + 0.5), tangent2End: CGPoint(x: currentFrame.size.width - strokeWidth - 0.5 ,y: HEIGHTOFPOPUPTRIANGLE + strokeWidth + 0.5), radius: borderRadius - strokeWidth)

        context.closePath()
        context.drawPath(using: CGPathDrawingMode.fillStroke)

        // Draw a clipping path for the fill
        context.beginPath()

        context.move(to: CGPoint(x: borderRadius + strokeWidth + 0.5, y: round((currentFrame.size.height + HEIGHTOFPOPUPTRIANGLE) * 0.50) + 0.5))
        context.addArc(tangent1End: CGPoint(x: currentFrame.size.width - strokeWidth - 0.5, y: round((currentFrame.size.height + HEIGHTOFPOPUPTRIANGLE) * 0.50) + 0.5), tangent2End: CGPoint(x: currentFrame.size.width - strokeWidth - 0.5, y: currentFrame.size.height - strokeWidth - 0.5), radius: borderRadius - strokeWidth)

        context.addArc(tangent1End: CGPoint(x: currentFrame.size.width - strokeWidth - 0.5, y: currentFrame.size.height - strokeWidth - 0.5) , tangent2End: CGPoint(x: round(currentFrame.size.width / 2.0 + WIDTHOFPOPUPTRIANGLE / 2.0) - strokeWidth + 0.5, y: currentFrame.size.height - strokeWidth - 0.5), radius: borderRadius - strokeWidth)
        context.addArc(tangent1End: CGPoint(x: strokeWidth + 0.5, y: currentFrame.size.height - strokeWidth - 0.5), tangent2End: CGPoint(x: strokeWidth + 0.5, y: HEIGHTOFPOPUPTRIANGLE + strokeWidth + 0.5), radius: borderRadius - strokeWidth)
        context.addArc(tangent1End: CGPoint(x: strokeWidth + 0.5, y: round((currentFrame.size.height + HEIGHTOFPOPUPTRIANGLE) * 0.50) + 0.5), tangent2End: CGPoint(x: currentFrame.size.width - strokeWidth - 0.5, y: round((currentFrame.size.height + HEIGHTOFPOPUPTRIANGLE) * 0.50) + 0.5), radius: borderRadius - strokeWidth)

        context.closePath()
        context.clip()
    }

Here is the swift 3 solution of Brad Larson

override func draw(_ rect: CGRect) {
        super.draw(rect) // optional if a direct UIView-subclass, should be called otherwise.

        let HEIGHTOFPOPUPTRIANGLE:CGFloat = 20.0
        let WIDTHOFPOPUPTRIANGLE:CGFloat = 40.0
        let borderRadius:CGFloat = 8.0
        let strokeWidth:CGFloat = 3.0

        // Get the context
        let context: CGContext = UIGraphicsGetCurrentContext()!
        context.translateBy(x: 0.0, y: self.bounds.size.height)
        context.scaleBy(x: 1.0, y: -1.0)
        //
        let currentFrame: CGRect = self.bounds
        context.setLineJoin(CGLineJoin.round)
        context.setLineWidth(strokeWidth)
        context.setStrokeColor(UIColor.white.cgColor)
        context.setFillColor(UIColor.black.cgColor)
        // Draw and fill the bubble
        context.beginPath()

        context.move(to: CGPoint(x: borderRadius + strokeWidth + 0.5, y: strokeWidth + HEIGHTOFPOPUPTRIANGLE + 0.5))

            context.addLine(to: CGPoint(x: round(currentFrame.size.width / 2.0 - WIDTHOFPOPUPTRIANGLE / 2.0) + 0.5, y: HEIGHTOFPOPUPTRIANGLE + strokeWidth + 0.5))
        context.addLine(to: CGPoint(x: round(currentFrame.size.width / 2.0) + 0.5, y: strokeWidth + 0.5))
        context.addLine(to: CGPoint(x: round(currentFrame.size.width / 2.0 + WIDTHOFPOPUPTRIANGLE / 2.0) + 0.5, y: HEIGHTOFPOPUPTRIANGLE + strokeWidth + 0.5))

        context.addArc(tangent1End: CGPoint(x: currentFrame.size.width - strokeWidth - 0.5, y: strokeWidth + HEIGHTOFPOPUPTRIANGLE + 0.5), tangent2End: CGPoint(x: currentFrame.size.width - strokeWidth - 0.5, y: currentFrame.size.height - strokeWidth - 0.5), radius: borderRadius - strokeWidth)

        context.addArc(tangent1End: CGPoint(x: currentFrame.size.width - strokeWidth - 0.5, y: currentFrame.size.height - strokeWidth - 0.5) , tangent2End: CGPoint(x: round(currentFrame.size.width / 2.0 + WIDTHOFPOPUPTRIANGLE / 2.0) - strokeWidth + 0.5, y: currentFrame.size.height - strokeWidth - 0.5) , radius: borderRadius - strokeWidth)

        context.addArc(tangent1End: CGPoint(x: strokeWidth + 0.5, y: currentFrame.size.height - strokeWidth - 0.5), tangent2End: CGPoint(x: strokeWidth + 0.5, y: HEIGHTOFPOPUPTRIANGLE + strokeWidth + 0.5), radius: borderRadius - strokeWidth)

        context.addArc(tangent1End: CGPoint(x: strokeWidth + 0.5, y :strokeWidth + HEIGHTOFPOPUPTRIANGLE + 0.5), tangent2End: CGPoint(x: currentFrame.size.width - strokeWidth - 0.5 ,y: HEIGHTOFPOPUPTRIANGLE + strokeWidth + 0.5), radius: borderRadius - strokeWidth)

        context.closePath()
        context.drawPath(using: CGPathDrawingMode.fillStroke)

        // Draw a clipping path for the fill
        context.beginPath()

        context.move(to: CGPoint(x: borderRadius + strokeWidth + 0.5, y: round((currentFrame.size.height + HEIGHTOFPOPUPTRIANGLE) * 0.50) + 0.5))
        context.addArc(tangent1End: CGPoint(x: currentFrame.size.width - strokeWidth - 0.5, y: round((currentFrame.size.height + HEIGHTOFPOPUPTRIANGLE) * 0.50) + 0.5), tangent2End: CGPoint(x: currentFrame.size.width - strokeWidth - 0.5, y: currentFrame.size.height - strokeWidth - 0.5), radius: borderRadius - strokeWidth)

        context.addArc(tangent1End: CGPoint(x: currentFrame.size.width - strokeWidth - 0.5, y: currentFrame.size.height - strokeWidth - 0.5) , tangent2End: CGPoint(x: round(currentFrame.size.width / 2.0 + WIDTHOFPOPUPTRIANGLE / 2.0) - strokeWidth + 0.5, y: currentFrame.size.height - strokeWidth - 0.5), radius: borderRadius - strokeWidth)
        context.addArc(tangent1End: CGPoint(x: strokeWidth + 0.5, y: currentFrame.size.height - strokeWidth - 0.5), tangent2End: CGPoint(x: strokeWidth + 0.5, y: HEIGHTOFPOPUPTRIANGLE + strokeWidth + 0.5), radius: borderRadius - strokeWidth)
        context.addArc(tangent1End: CGPoint(x: strokeWidth + 0.5, y: round((currentFrame.size.height + HEIGHTOFPOPUPTRIANGLE) * 0.50) + 0.5), tangent2End: CGPoint(x: currentFrame.size.width - strokeWidth - 0.5, y: round((currentFrame.size.height + HEIGHTOFPOPUPTRIANGLE) * 0.50) + 0.5), radius: borderRadius - strokeWidth)

        context.closePath()
        context.clip()
    }
静谧幽蓝 2024-10-14 06:42:19

我可能会在 Photoshop 中制作整个图像(包括三角形),然后使用以下命令在适当的时间将其显示在屏幕上:

CGRect myRect = CGRectMake(10.0f, 0.0f, 300.0f, 420.0f);
UIImageView *myImage = [[UIImageView alloc] initWithFrame:myRect];
[myImage setImage:[UIImage imageNamed:@"ThisIsMyImageName.png"]];
myImage.opaque = YES;
[self.view addSubview:myImage];
[myImage release];

I would probably make the whole image (including the triangle) in Photoshop, and then display it on the screen at the appropriate time using the:

CGRect myRect = CGRectMake(10.0f, 0.0f, 300.0f, 420.0f);
UIImageView *myImage = [[UIImageView alloc] initWithFrame:myRect];
[myImage setImage:[UIImage imageNamed:@"ThisIsMyImageName.png"]];
myImage.opaque = YES;
[self.view addSubview:myImage];
[myImage release];
~没有更多了~
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