Created
September 21, 2020 03:28
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Swift - UIKit :繪製圓角Border
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override func draw(_ rect: CGRect) { | |
borderColor.setStroke() | |
borderColor.withAlphaComponent(backgroundOpacity).setFill() | |
let backgroundPath = UIBezierPath(roundedRect: bounds, cornerRadius: borderCornerRadius) | |
backgroundPath.fill() | |
let borderPath: UIBezierPath | |
let borderRect = bounds.insetBy(dx: borderWidth / 2, dy: borderWidth / 2) | |
if borderCornerSize == 0 { | |
borderPath = UIBezierPath(roundedRect: borderRect, cornerRadius: borderCornerRadius) | |
} else { | |
var cornerSizeH = borderCornerSize | |
if cornerSizeH > borderRect.width / 2 - borderCornerRadius { | |
cornerSizeH = max(borderRect.width / 2 - borderCornerRadius, 0) | |
} | |
var cornerSizeV = borderCornerSize | |
if cornerSizeV > borderRect.height / 2 - borderCornerRadius { | |
cornerSizeV = max(borderRect.height / 2 - borderCornerRadius, 0) | |
} | |
let cornerSize = CGSize(width: cornerSizeH, height: cornerSizeV) | |
borderPath = UIBezierPath(cornersOfRect: borderRect, cornerSize: cornerSize, cornerRadius: borderCornerRadius) | |
} | |
borderPath.lineWidth = borderWidth | |
borderPath.stroke() | |
} |
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extension UIBezierPath { | |
convenience init(cornersOfRect borderRect: CGRect, cornerSize: CGSize, cornerRadius: CGFloat) { | |
//conrnerSize: 圓角邊長 | |
self.init() | |
let cornerSizeH = cornerSize.width | |
let cornerSizeV = cornerSize.height | |
// top-left | |
move(to: CGPoint(x: borderRect.minX, y: borderRect.minY + cornerSizeV + cornerRadius)) | |
addLine(to: CGPoint(x: borderRect.minX, y: borderRect.minY + cornerRadius)) | |
addArc(withCenter: CGPoint(x: borderRect.minX + cornerRadius, y: borderRect.minY + cornerRadius), | |
radius: cornerRadius, | |
startAngle: CGFloat.pi, | |
endAngle: -CGFloat.pi / 2, | |
clockwise: true) | |
addLine(to: CGPoint(x: borderRect.minX + cornerSizeH + cornerRadius, y: borderRect.minY)) | |
// top-right | |
move(to: CGPoint(x: borderRect.maxX - cornerSizeH - cornerRadius, y: borderRect.minY)) | |
addLine(to: CGPoint(x: borderRect.maxX - cornerRadius, y: borderRect.minY)) | |
addArc(withCenter: CGPoint(x: borderRect.maxX - cornerRadius, y: borderRect.minY + cornerRadius), | |
radius: cornerRadius, | |
startAngle: -CGFloat.pi / 2, | |
endAngle: 0, | |
clockwise: true) | |
addLine(to: CGPoint(x: borderRect.maxX, y: borderRect.minY + cornerSizeV + cornerRadius)) | |
// bottom-right | |
move(to: CGPoint(x: borderRect.maxX, y: borderRect.maxY - cornerSizeV - cornerRadius)) | |
addLine(to: CGPoint(x: borderRect.maxX, y: borderRect.maxY - cornerRadius)) | |
addArc(withCenter: CGPoint(x: borderRect.maxX - cornerRadius, y: borderRect.maxY - cornerRadius), | |
radius: cornerRadius, | |
startAngle: 0, | |
endAngle: CGFloat.pi / 2, | |
clockwise: true) | |
addLine(to: CGPoint(x: borderRect.maxX - cornerSizeH - cornerRadius, y: borderRect.maxY)) | |
// bottom-left | |
move(to: CGPoint(x: borderRect.minX + cornerSizeH + cornerRadius, y: borderRect.maxY)) | |
addLine(to: CGPoint(x: borderRect.minX + cornerRadius, y: borderRect.maxY)) | |
addArc(withCenter: CGPoint(x: borderRect.minX + cornerRadius, | |
y: borderRect.maxY - cornerRadius), | |
radius: cornerRadius, | |
startAngle: CGFloat.pi / 2, | |
endAngle: CGFloat.pi, | |
clockwise: true) | |
addLine(to: CGPoint(x: borderRect.minX, y: borderRect.maxY - cornerSizeV - cornerRadius)) | |
} | |
} |
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