Swift 3: Create UIImage from UIBezierPath



我有一个UIBezierPath,最终我需要从中得到一个UIImageView。现在我正在尝试首先创建一个UIImage,然后从中UIImageView

正在快速工作,我看过类似的问题,答案要么不起作用,要么产生形状而不是曲线。我的贝济尔代表草图而不是实际形状。我不希望贝塞尔关闭,这就是UIImage.shapeImageWithBezierPath()所做的。最后一个解决方案是唯一一个实际封装完整曲线的解决方案。所有其他解决方案要么产生片段,要么根本不显示。

最终目标是创建一个CollectionView,将这些曲线作为列表中的项目,这意味着我最终必须UIBeziers放入CollectionViewCells

提前谢谢。

如果你想要UIImage(你可以与UIImageView一起使用(,你可以使用UIGraphicsImageRenderer

private func image(with path: UIBezierPath, size: CGSize) -> UIImage {
    return UIGraphicsImageRenderer(size: size).image { _ in
        UIColor.blue.setStroke()
        path.lineWidth = 2
        path.stroke()
    }
}

这是在iOS 10中引入的。如果您需要支持早期的iOS版本,可以使用UIGraphicsGetImageFromCurrentImageContext

private func image(with path: UIBezierPath, size: CGSize) -> UIImage? {
    UIGraphicsBeginImageContextWithOptions(size, false, 0)
    UIColor.blue.setStroke()
    path.lineWidth = 2
    path.stroke()
    let image = UIGraphicsGetImageFromCurrentImageContext()
    UIGraphicsEndImageContext()
    return image
}

或者,如果需要,您可以绕过UIImage,只需定义一个带有CAShapeLayerUIView子类:

@IBDesignable
class ShapeView: UIView {
    @IBInspectable var lineWidth:   CGFloat = 1   { didSet { shapeLayer.lineWidth   = lineWidth } }
    @IBInspectable var strokeColor: UIColor = #colorLiteral(red: 0, green: 0, blue: 1, alpha: 1)  { didSet { shapeLayer.strokeColor = strokeColor.cgColor } }
    @IBInspectable var fillColor:   UIColor = #colorLiteral(red: 1, green: 1, blue: 1, alpha: 0)  { didSet { shapeLayer.fillColor   = fillColor.cgColor } }
    var path:  UIBezierPath? { didSet { shapeLayer.path = path?.cgPath } }
    private let shapeLayer = CAShapeLayer()
    override init(frame: CGRect) {
        super.init(frame: frame)
        configure()
    }
    convenience init() {
        self.init(frame: .zero)
    }
    required init?(coder aDecoder: NSCoder) {
        super.init(coder: aDecoder)
        configure()
    }
    /// Add and configure the view.
    ///
    /// Add and configure shape.
    private func configure() {
        layer.addSublayer(shapeLayer)
        shapeLayer.strokeColor = self.strokeColor.cgColor
        shapeLayer.fillColor   = self.fillColor.cgColor
        shapeLayer.lineWidth   = self.lineWidth
    }
    // just add some path so if you used this in IB, you'll see something
    override func prepareForInterfaceBuilder() {
        super.prepareForInterfaceBuilder()
        shapeLayer.path = UIBezierPath(ovalIn: bounds.insetBy(dx: lineWidth / 2, dy: lineWidth / 2)).cgPath
    }
}

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