首先,在你的应用中想绘制图形的区域加一个NSView(OS X)或UIView(IOS)的子类。并建好对应的Cocoa或Cocoa Touch文件,它们也应是NSView(OS X)或UIView(IOS)的子类。一定要记得将文件和StoryBoard里的视图关联起来。
接下来在文件里复写drawRect(dirtyRect: NSRect)。这个函数只接受一个脏矩形作为参数,这是这个视图中真正需要更新的区域,如果这个视图的一部分被遮盖住,那么传给这个矩形的参数也会随之减小。
还有一点要注意,在OX S中(0,0)在左下角,IOS(0,0)在左上角。
你的绘制动作都在这个函数里完成即可。下面是几个例子,这些例子在OS X App中完成,IOS中会有微小的差异:
//第一个例子:简单的矩形
//NSColor.blueColor().setFill()
//let path = NSBezierPath(rect: self.bounds)
//path.fill()
//第二个例子:带描边的圆角矩形
//let pathRect = NSInsetRect(self.bounds, 1, 1)//这个方法在不改变此矩形的中心点的情况下在x,y方向收窄规定的像素点
//let path = NSBezierPath(roundedRect: pathRect, xRadius: 10, yRadius: 10)
//path.lineWidth = 4
//NSColor.blueColor().setFill()
//NSColor.greenColor().setStroke()
//path.fill()
//path.stroke()
////path.fill()//绘制操作都是按顺序执行的,如果在stroke后执行fill则fill会盖住一点stroke
//第三个例子:自定义路径
//let bezierPath = NSBezierPath()
//let drawingRect = NSInsetRect(self.bounds, self.bounds.size.width * 0.05, self.bounds.height * 0.05)
////得到需要的点
//let topLeft = CGPointMake(CGRectGetMinX(drawingRect),CGRectGetMaxY(drawingRect))
//let topRight = CGPointMake(CGRectGetMaxX(drawingRect),CGRectGetMaxY(drawingRect))
//let bottomLeft = CGPointMake(CGRectGetMinX(drawingRect),CGRectGetMinY(drawingRect))
//let bottomRight = CGPointMake(CGRectGetMaxX(drawingRect),CGRectGetMinY(drawingRect))
//let center = CGPointMake(CGRectGetMidX(drawingRect),CGRectGetMidY(drawingRect))
//bezierPath.moveToPoint(topLeft)
//bezierPath.lineToPoint(topRight)
//bezierPath.lineToPoint(bottomLeft)
//bezierPath.curveToPoint(bottomRight, controlPoint1: center, controlPoint2: center)
//bezierPath.closePath()
//NSColor.blueColor().setFill()
//NSColor.greenColor().setStroke()
//bezierPath.fill()
//bezierPath.stroke()
//第四个例子:多条子路径
//let bezierPath = NSBezierPath()
//let squareRect = CGRectInset(dirtyRect, dirtyRect.size.width * 0.45, dirtyRect.size.height * 0.05)
//let circleRect = CGRectInset(dirtyRect, dirtyRect.size.width * 0.3, dirtyRect.size.height * 0.3)
//let cornerRadius : CGFloat = 20
//let circlePath = NSBezierPath(ovalInRect: circleRect)
//let squarePath = NSBezierPath(roundedRect: squareRect, xRadius: cornerRadius, yRadius: cornerRadius)
//bezierPath.appendBezierPath(circlePath)
//bezierPath.appendBezierPath(squarePath)
//NSColor.blueColor().setFill()
//bezierPath.fill()
同样可以绘制带阴影的图形:
//第五个例子:绘制带阴影的图像
let drawingRect = CGRectInset(dirtyRect, dirtyRect.size.width * 0.1, dirtyRect.size.height * 0.1)
let cornerRadius:CGFloat = 20
let beizerPath = NSBezierPath(roundedRect: drawingRect, xRadius: cornerRadius, yRadius: cornerRadius)
//这个方法保存了图形上下文,比如描边和填充颜色,是否设置了阴影等
NSGraphicsContext.saveGraphicsState()
let shadow = NSShadow()
shadow.shadowColor = NSColor.blueColor()
shadow.shadowOffset = NSSize(width: 3, height: -3)
shadow.shadowBlurRadius = 10
shadow.set()//一旦设置好阴影,则绘制的所有图形都带阴影
NSColor.redColor().setFill()
beizerPath.fill()
//取回刚才保存的上下文,在这之间的改变上下文的设置就被覆盖了。
NSGraphicsContext.restoreGraphicsState()
在IOS中绘制阴影有些不同。
设置阴影使用CGContextSetShadowWithColor方法,这个方法接收当前上下文设置以及三个阴影参数作为变量。这就需要在设置前获取上下文状态,使用UIGraphicsGetCurrentContext。保存和恢复上下文状态也有不同,使用CGContextSaveGState,CGContextRestoreGState。
在OS X中绘制带有渐变的图形和在IOS中绘制有较大的差别。首先是OS X,在OS X中比较简单:
//第六个例子:渐变
let drawingRect = CGRectInset(dirtyRect, dirtyRect.size.width * 0.1, dirtyRect.size.height * 0.1)
let cornerRadius:CGFloat = 20
let beizerPath = NSBezierPath(roundedRect: drawingRect, xRadius: cornerRadius, yRadius: cornerRadius)
let startColor = NSColor.blackColor()
let endColor = NSColor.whiteColor()
let gradient = NSGradient(startingColor: startColor, endingColor: endColor)
gradient?.drawInBezierPath(beizerPath, angle: 90)
IOS中渐变的绘制则比较复杂:
let colorSpace = CGColorSpaceCreateDeviceRGB()
let context = UIGraphicsGetCurrentContext()
let gradientStartColor = UIColor(red: 0.1, green: 0.1, blue: 0.8, alpha: 1)
let gradientEndColor = UIColor(red: 1, green: 0.6, blue: 0.8, alpha: 1)
let gradientColors : CFArray = [gradientStartColor.CGColor,gradientEndColor.CGColor]
let grandientLocations :[CGFloat] = [0.0,1.0]
let gradient = CGGradientCreateWithColors(colorSpace, gradientColors, grandientLocations)
let pathRect = CGRectInset(self.bounds, 20, 20)
let topPoint = CGPointMake(self.bounds.size.width/2, 20)
let bottomPoint = CGPointMake(self.bounds.size.width/2, self.bounds.size.height/2 - 20)
let roundRectanglePath = UIBezierPath(roundedRect: pathRect, cornerRadius: 4)
CGContextSaveGState(context)
roundRectanglePath.addClip()
CGContextDrawLinearGradient(context, gradient, bottomPoint, topPoint, CGGradientDrawingOptions.DrawsAfterEndLocation)
CGContextRestoreGState(context)
绘制变换后的图形:
通过修改CTM矩阵可以影响绘制过程从而达到平移,旋转,缩放,倾斜等效果
//第七个例子:变换
let drawingRect = CGRectInset(dirtyRect, dirtyRect.size.width * 0.1, dirtyRect.size.height * 0.1)
let cornerRadius:CGFloat = 20
let rotationTransform = CGAffineTransformMakeRotation(CGFloat(M_PI) / 4.0)
let beizerPath = NSBezierPath(roundedRect: drawingRect, xRadius: cornerRadius, yRadius: cornerRadius)
let context = NSGraphicsContext.currentContext()?.CGContext
CGContextSaveGState(context)
CGContextConcatCTM(context, rotationTransform)
NSColor.redColor().setFill()
beizerPath.fill()
CGContextRestoreGState(context)