我可以用我的代码填充一个颜色,但我遇到了一些问题
>使用此代码,我无法找到如何在圆圈中填充所需的颜色数量,即20%,40%,70%等.
>当我给出渐变色时,它不是如图所示.
我正在使用的代码:
int radius = 130;CAShapeLayer *arc = [CAShapeLayer layer];arc.path = [UIBezIErPath bezIErPathWithArcCenter:CGPointMake(100,0) radius:radius startAngle:39.8 endAngle:19.9 clockwise:YES].CGPath;arc.position = CGPointMake(CGRectGetMIDX(self.frame)-radius,CGRectGetMIDY(self.frame)-radius);arc.fillcolor = [UIcolor clearcolor].CGcolor;arc.strokecolor = [UIcolor redcolor].CGcolor;arc.linewidth = 25;CABasicAnimation *drawAnimation = [CABasicAnimation animationWithKeyPath:@"strokeEnd"];drawAnimation.duration = 5.0; // "animate over 10 seconds or so.."drawAnimation.repeatCount = 1.0; // Animate only once..drawAnimation.removedOnCompletion = NO; // Remain stroked after the animation..drawAnimation.fromValue = [NSNumber numberWithfloat:0.0f];drawAnimation.tovalue = [NSNumber numberWithfloat:100.0f];drawAnimation.timingFunction = [camediatimingFunction functionWithname:kcamediatimingFunctionEaseIn];[arc addAnimation:drawAnimation forKey:@"drawCircleAnimation"];CAGradIEntLayer *gradIEntLayer = [CAGradIEntLayer layer];CGcolorSpaceRef colorSpace = CGcolorSpaceCreateDeviceRGB();UIcolor *gradIEntcolor = [UIcolor colorWithRed:0.51 green:0.0 blue:0.49 Alpha:1.0];NSArray *gradIEntcolors = [NSArray arrayWithObjects: (ID)[UIcolor bluecolor].CGcolor,(ID)gradIEntcolor.CGcolor,(ID)[UIcolor redcolor].CGcolor,nil];CGfloat gradIEntLocations[] = {0,0.5,1};CGGradIEntRef gradIEnt = CGGradIEntCreateWithcolors(colorSpace,(CFArrayRef)gradIEntcolors,gradIEntLocations);gradIEntLayer.colors = (__brIDge NSArray *)(gradIEnt);gradIEntLayer.startPoint = CGPointMake(0.0,0.7);gradIEntLayer.endPoint = CGPointMake(1,-0.1);[self.layer addSublayer:gradIEntLayer];gradIEntLayer.mask = arc;
重要提示:颜色必须如图所示
我正在为这个问题寻找非常具体的答案.
在此之前,感谢所有有时间调查的人.
解决方法 要使用颜色填充圆的数量,您必须在填充图层的顶部绘制轮廓并仅剪切填充的图层.为了使渐变跟随圆,您必须将其划分为多个分段线性渐变.由于您提供的图形已经有一些带轮廓的线段,我们可以使用这些轮廓来隐藏任何不完美的连接不同的渐变.
我举了一个例子,如果你想更多地控制颜色,你可以为CircleGradIEntLayer中的每个段设置它们.通过设置CircleProgressVIEw的progress属性来控制绘制的进度.
如果你在这里看到我的答案,可以用两个圆圈和一些线条来简化绘制轮廓:https://stackoverflow.com/a/24580817/3659846但是在编写此代码时,复制和粘贴速度更快;)
.h文件中没什么特别的,只是插入编译器想要的东西,我只在这里发布.m:
CircleProgressVIEw
@implementation CircleProgressVIEw{ CircleGradIEntLayer *_gradIEntLayer; CircleOutlineLayer *_outlineLayer;}- (ID)initWithFrame:(CGRect)frame{ self = [super initWithFrame:frame]; if (self) { self.backgroundcolor = [UIcolor clearcolor]; int numSegments = 7; CGfloat circleRadius = 130; CGfloat circleWIDth = 30; NSDictionary *circleData = @{ @"numberOfSegments":@(numSegments),@"circleRadius":@(circleRadius),@"circleWIDth":@(circleWIDth) }; _gradIEntLayer = [CircleGradIEntLayer layer]; _gradIEntLayer.contentsScale = 2; _gradIEntLayer.frame = self.bounds; [_gradIEntLayer setCircleData:circleData]; [_gradIEntLayer setNeedsdisplay]; [self.layer addSublayer:_gradIEntLayer]; _outlineLayer = [CircleOutlineLayer layer]; _outlineLayer.frame = self.bounds; _outlineLayer.contentsScale = 2; [_outlineLayer setCircleData:circleData]; [_outlineLayer setNeedsdisplay]; [self.layer addSublayer:_outlineLayer]; self.progress = 1; } return self;}- (voID)setProgress:(CGfloat)progress{ _progress = MAX(0,MIN(1,progress)); _gradIEntLayer.progress = progress;}@end
CircleGradIEntLayer
@implementation CircleGradIEntLayer{ int _numSegments; CGfloat _circleRadius; CGfloat _circleWIDth; CAShapeLayer *_maskLayer;}+(ID)layer{ CircleGradIEntLayer *layer = [[CircleGradIEntLayer alloc] init]; return layer;}-(voID)setCircleData:(NSDictionary*)data{ _numSegments = [data[@"numberOfSegments"] intValue]; _circleRadius = [data[@"circleRadius"] doubleValue]; _circleWIDth = [data[@"circleWIDth"] doubleValue]; [self createMask];}- (voID)createMask{ _maskLayer = [CAShapeLayer layer]; _maskLayer.frame = self.bounds; CGfloat angleStep = 2*M_PI/(_numSegments+1); CGfloat startAngle = angleStep/2 + M_PI_2; CGfloat endAngle = startAngle+_numSegments*angleStep+0.005; //add a bit that the outline is not clipped _maskLayer.path = [UIBezIErPath bezIErPathWithArcCenter:CGPointMake(CGRectGetMIDX(self.bounds),CGRectGetMIDY(self.bounds)) radius:_circleRadius startAngle:startAngle endAngle:endAngle clockwise:YES].CGPath; _maskLayer.fillcolor = [UIcolor clearcolor].CGcolor; _maskLayer.strokecolor = [UIcolor redcolor].CGcolor; _maskLayer.linewidth = 2*_circleWIDth+2; //stroke is centered -> *2 to cover all self.mask = _maskLayer;}- (voID)setProgress:(CGfloat)progress{ _progress = MAX(0,progress)); _maskLayer.strokeEnd = _progress;}-(voID)drawInContext:(CGContextRef)ctx{ // would get better gradIEnt joints by not using antialias,but since they are hIDden,it is not needed to adjust it // CGContextSetAllowsAntialiasing(ctx,NO); UIGraphicsPushContext(ctx); //some values to adjust the circle UIcolor *startcolor = [UIcolor colorWithRed:1 green:0 blue:21/255. Alpha:1]; UIcolor *endcolor = [UIcolor colorWithRed:0 green:180/255. blue:35/255. Alpha:1]; CGPoint centerPoint = CGPointMake(CGRectGetMIDX(self.bounds),CGRectGetMIDY(self.bounds)); //calculate startAngle and the increment between segements CGfloat angleStep = 2*M_PI/(_numSegments+1); CGfloat startAngle = angleStep/2 + M_PI_2; //convert colors to hsv CGfloat startHue,startSat,startBrightness,startAlpha; CGfloat endHue,endSat,endBrightness,endAlpha; [startcolor getHue:&startHue saturation:&startSat brightness:&startBrightness Alpha:&startAlpha]; [endcolor getHue:&endHue saturation:&endSat brightness:&endBrightness Alpha:&endAlpha]; if(endHue<startHue) endHue+=1; //draw the segments for(int i=0;i<_numSegments;i++){ //calcualte segment startcolor CGfloat hue = startHue+((endHue-startHue)*i)/_numSegments; if(hue>1) hue-=1; CGfloat brightness = startBrightness+((endBrightness-startBrightness)*i)/(_numSegments); if(_numSegments==7){ //just increasing the brighness a bit to get more yellow like on your picture ;) brightness = i>3?startBrightness+((endBrightness-startBrightness)*(i-4))/(_numSegments-4):startBrightness; } UIcolor *fromcolor = [UIcolor colorWithHue:hue saturation:startSat+((endSat-startSat)*i)/_numSegments brightness:brightness Alpha:startAlpha+((endAlpha-startAlpha)*i)/_numSegments]; //calculate segement endcolor hue = startHue+((endHue-startHue)*(i+1))/_numSegments; if(hue>1) hue-=1; brightness = startBrightness+((endBrightness-startBrightness)*i)/(_numSegments); if(_numSegments==7){ brightness = i>3?startBrightness+((endBrightness-startBrightness)*(i-3))/(_numSegments-4):startBrightness; } UIcolor *tocolor = [UIcolor colorWithHue:hue saturation:startSat+((endSat-startSat)*(i+1))/_numSegments brightness:brightness Alpha:startAlpha+((endAlpha-startAlpha)*(i+1))/_numSegments]; //actually draw the segment [self drawSegmentAtCenter:centerPoint from:startAngle to:startAngle+angleStep radius:_circleRadius wIDth:_circleWIDth startcolor:fromcolor endcolor:tocolor]; startAngle+=angleStep; } //start clearing the insIDe CGContextSetBlendMode(UIGraphicsGetCurrentContext(),kCGBlendModeClear); UIBezIErPath* innerPath = [UIBezIErPath bezIErPath]; [innerPath movetoPoint:centerPoint]; [innerPath addArcWithCenter:centerPoint radius:_circleRadius-_circleWIDth-0.5 startAngle:0 endAngle:2*M_PI clockwise:YES]; [innerPath fill];}- (voID)drawSegmentAtCenter:(CGPoint)center from:(CGfloat)startAngle to:(CGfloat)endAngle radius:(CGfloat)radius wIDth:(CGfloat)wIDth startcolor:(UIcolor *)startcolor endcolor:(UIcolor*)endcolor{ CGContextSaveGState(UIGraphicsGetCurrentContext()); //apply a clip arc for the gradIEnt UIBezIErPath *path = [UIBezIErPath bezIErPath]; [path movetoPoint:center]; [path addArcWithCenter:center radius:radius startAngle:startAngle endAngle:endAngle clockwise:YES]; [path addClip]; //draw the gradIEnt CGcolorSpaceRef colorSpace = CGcolorSpaceCreateDeviceRGB(); CGfloat locations[] = { 0.0,1.0 }; NSArray *colors = @[(__brIDge ID) startcolor.CGcolor,(__brIDge ID) endcolor.CGcolor]; CGGradIEntRef gradIEnt = CGGradIEntCreateWithcolors(colorSpace,(__brIDge CFArrayRef) colors,locations); CGPoint startPoint = CGPointMake(center.x-sinf(startAngle-M_PI_2)*radius,center.y+cosf(startAngle-M_PI_2)*radius); CGPoint endPoint = CGPointMake(center.x-sinf(endAngle-M_PI_2)*radius,center.y+cosf(endAngle-M_PI_2)*radius); CGContextDrawlinearGradIEnt(UIGraphicsGetCurrentContext(),gradIEnt,startPoint,endPoint,kCGGradIEntDrawsAfterEndLocation|kCGGradIEntDrawsBeforeStartLocation); CGGradIEntRelease(gradIEnt); CGcolorSpaceRelease(colorSpace); CGContextRestoreGState(UIGraphicsGetCurrentContext());}@end
CircleOutlineLayer
@implementation CircleOutlineLayer{ int _numSegments; CGfloat _circleradius; CGfloat _circlewIDth; }+(ID)layer{ CircleOutlineLayer *layer = [[CircleOutlineLayer alloc] init]; return layer;}-(voID)setCircleData:(NSDictionary*)data{ _numSegments = [data[@"numberOfSegments"] intValue]; _circleradius = [data[@"circleRadius"] doubleValue]; _circlewIDth = [data[@"circleWIDth"] doubleValue];}-(voID)drawInContext:(CGContextRef)ctx{ UIGraphicsPushContext(ctx); //some values to adjust the circle [[UIcolor colorWithWhite:130/255. Alpha:1] setstroke]; //the outline color CGPoint centerPoint = CGPointMake(CGRectGetMIDX(self.bounds),CGRectGetMIDY(self.bounds)); //calculate startAngle and the increment between segements CGfloat angleStep = 2*M_PI/(_numSegments+1); CGfloat startAngle = angleStep/2 + M_PI_2; //draw the segments for(int i=0;i<_numSegments;i++){ //actually draw the segment [self drawSegmentAtCenter:centerPoint from:startAngle to:startAngle+angleStep radius:_circleradius wIDth:_circlewIDth doFill:NO]; startAngle+=angleStep; } //draw an inner outline UIBezIErPath *innerPath = [UIBezIErPath bezIErPath]; [innerPath movetoPoint:centerPoint]; [innerPath addArcWithCenter:centerPoint radius:_circleradius-_circlewIDth startAngle:0 endAngle:2*M_PI clockwise:YES]; [innerPath stroke]; //start clearing the insIDe CGContextSetBlendMode(UIGraphicsGetCurrentContext(),kCGBlendModeClear); innerPath = [UIBezIErPath bezIErPath]; [innerPath movetoPoint:centerPoint]; [innerPath addArcWithCenter:centerPoint radius:_circleradius-_circlewIDth-0.5 startAngle:0 endAngle:2*M_PI clockwise:YES]; [innerPath fill]; //also clear a whole segment at the bottom to get rID of the inner outline [self drawSegmentAtCenter:centerPoint from:-angleStep/2 + M_PI_2 to:angleStep/2+M_PI_2 radius:_circleradius wIDth:_circlewIDth doFill:YES]; //redraw the outlines at begin and end of circle since beginning was just cleared and end-outline hasn't been drawed CGContextSetBlendMode(UIGraphicsGetCurrentContext(),kCGBlendModenormal); CGPoint startPoint = CGPointMake(centerPoint.x+sinf(-angleStep/2)*(_circleradius),centerPoint.y+cosf(-angleStep/2)*(_circleradius)); CGPoint endPoint = CGPointMake(centerPoint.x+sinf(-angleStep/2)*(_circleradius-_circlewIDth),centerPoint.y+cosf(-angleStep/2)*(_circleradius-_circlewIDth)); CGContextSetlinewidth(UIGraphicsGetCurrentContext(),1); CGContextMovetoPoint(UIGraphicsGetCurrentContext(),startPoint.x,startPoint.y); CGContextAddlinetoPoint(UIGraphicsGetCurrentContext(),endPoint.x,endPoint.y); CGContextstrokePath(UIGraphicsGetCurrentContext()); startPoint = CGPointMake(centerPoint.x+sinf(angleStep/2)*(_circleradius),centerPoint.y+cosf(angleStep/2)*(_circleradius)); endPoint = CGPointMake(centerPoint.x+sinf(angleStep/2)*(_circleradius-_circlewIDth),centerPoint.y+cosf(angleStep/2)*(_circleradius-_circlewIDth)); CGContextMovetoPoint(UIGraphicsGetCurrentContext(),endPoint.y); CGContextstrokePath(UIGraphicsGetCurrentContext());}- (voID)drawSegmentAtCenter:(CGPoint)center from:(CGfloat)startAngle to:(CGfloat)endAngle radius:(CGfloat)radius wIDth:(CGfloat)wIDth doFill:(BOol)fill{ UIBezIErPath *path = [UIBezIErPath bezIErPath]; [path movetoPoint:center]; [path addArcWithCenter:center radius:radius startAngle:startAngle endAngle:endAngle clockwise:YES]; if(fill) [path fill]; [path stroke];}@end总结
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