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Last active March 14, 2023 20:53
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A RoundedTrapezoid SwiftUI shape
//------------------------------------------------------------------------
// Author: The SwiftUI Lab
// Post: Advanced SwiftUI Animations - Part 4
// Link: https://swiftui-lab.com/swiftui-animations-part4 (TimelineView)
//
struct RoundedTrapezoid: Shape {
let pct: CGFloat
let cornerSizes: [CGSize]
func path(in rect: CGRect) -> Path {
return Path { path in
let (cs1, cs2, cs3, cs4) = decodeCornerSize()
// Start of path
let start = CGPoint(x: rect.midX, y: 0)
// width base and top
let wb = rect.size.width
let wt = wb * pct
// angles
let angle: CGFloat = atan(Double(rect.height / ((wb - wt) / 2.0)))
// Control points
let c1 = CGPoint(x: (wb - wt) / 2.0, y: 0)
let c2 = CGPoint(x: c1.x + wt, y: 0)
let c3 = CGPoint(x: wb, y: rect.maxY)
let c4 = CGPoint(x: 0, y: rect.maxY)
// Points a and b
let pa2 = CGPoint(x: c2.x - cs2.width, y: 0)
let pb2 = CGPoint(x: c2.x + CGFloat(cs2.height * tan((.pi/2) - angle)), y: cs2.height)
let pb3 = CGPoint(x: c3.x - cs3.width, y: rect.height)
let pa3 = CGPoint(x: c3.x - (cs3.height != 0 ? CGFloat(tan(angle) / cs3.height) : 0.0), y: rect.height - cs3.height)
let pa4 = CGPoint(x: c4.x + cs4.width, y: rect.height)
let pb4 = CGPoint(x: c4.x + (cs4.height != 0 ? CGFloat(tan(angle) / cs4.height) : 0.0), y: rect.height - cs4.height)
let pb1 = CGPoint(x: c1.x + cs1.width, y: 0)
let pa1 = CGPoint(x: c1.x - CGFloat(cs1.height * tan((.pi/2) - angle)), y: cs1.height)
path.move(to: start)
path.addLine(to: pa2)
path.addQuadCurve(to: pb2, control: c2)
path.addLine(to: pa3)
path.addQuadCurve(to: pb3, control: c3)
path.addLine(to: pa4)
path.addQuadCurve(to: pb4, control: c4)
path.addLine(to: pa1)
path.addQuadCurve(to: pb1, control: c1)
path.closeSubpath()
}
}
func decodeCornerSize() -> (CGSize, CGSize, CGSize, CGSize) {
if cornerSizes.count == 1 {
// If only one corner size is provided, use it for all corners
return (cornerSizes[0], cornerSizes[0], cornerSizes[0], cornerSizes[0])
} else if cornerSizes.count == 2 {
// If only two corner sizes are provided, use one for the two top corners,
// and the other for the two bottom corners
return (cornerSizes[0], cornerSizes[0], cornerSizes[1], cornerSizes[1])
} else if cornerSizes.count == 4 {
// If four corners are provided, use one for each corner
return (cornerSizes[0], cornerSizes[1], cornerSizes[2], cornerSizes[3])
} else {
// In any other case, do not round corners
return (.zero, .zero, .zero, .zero)
}
}
}
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