ड्रा (_ rect :) फ़ंक्शन का उपयोग करते समय अजीब काले कोनों
अगर मैं अपने फंक्शन के UIBezierPath
अंदर कोड डालता हूं तो मुझे draw(_ rect:)
देखने और पूंछ के आसपास ये अजीब बहुत पतले काले कोने मिलते हैं। दृश्य को खींचते समय (उदाहरण प्रस्तुत दृश्य नियंत्रक के भीतर) ये पतली रेखाएँ भी टिमटिमाना शुरू कर देती हैं। मुझे लगता है कि यह एक अजीब प्रतिपादन बग है। क्या किसी को पता है कि क्या इसे ठीक करने का कोई तरीका है?

class RenderingView: UIView {
lazy var backgroundView: UIView = {
let view = UIView()
view.layer.cornerRadius = 8
view.translatesAutoresizingMaskIntoConstraints = false
return view
}()
private lazy var shadowView: UIView = {
let view = UIView()
view.translatesAutoresizingMaskIntoConstraints = false
return view
}()
private lazy var textLabel: UILabel = {
let label = UILabel()
label.numberOfLines = 0
label.textAlignment = .center
label.translatesAutoresizingMaskIntoConstraints = false
label.text = "Rendering Bug"
return label
}()
override init(frame: CGRect) {
super.init(frame: frame)
setup()
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
private func setup() {
backgroundColor = .clear
backgroundView.backgroundColor = .yellow
layer.borderWidth = 0
setupLayout()
}
private func setupLayout() {
[shadowView, backgroundView, textLabel].forEach(addSubview)
backgroundView.leadingAnchor.constraint(equalTo: leadingAnchor).isActive = true
backgroundView.topAnchor.constraint(equalTo: topAnchor).isActive = true
backgroundView.trailingAnchor.constraint(equalTo: trailingAnchor).isActive = true
backgroundView.bottomAnchor.constraint(equalTo: bottomAnchor).isActive = true
shadowView.leadingAnchor.constraint(equalTo: backgroundView.leadingAnchor).isActive = true
shadowView.topAnchor.constraint(equalTo: backgroundView.topAnchor).isActive = true
shadowView.trailingAnchor.constraint(equalTo: backgroundView.trailingAnchor).isActive = true
shadowView.bottomAnchor.constraint(equalTo: backgroundView.bottomAnchor).isActive = true
textLabel.leadingAnchor.constraint(equalTo: backgroundView.leadingAnchor, constant: 10).isActive = true
textLabel.trailingAnchor.constraint(equalTo: backgroundView.trailingAnchor, constant: -10).isActive = true
textLabel.topAnchor.constraint(equalTo: backgroundView.topAnchor, constant: 10).isActive = true
textLabel.bottomAnchor.constraint(equalTo: backgroundView.bottomAnchor, constant: -10).isActive = true
}
override func draw(_ rect: CGRect) {
shapeBackground()
}
private func shapeBackground() {
let tailLayer = CAShapeLayer()
let bezierPath = UIBezierPath(roundedRect: CGRect(x: backgroundView.bounds.minX,
y: backgroundView.bounds.minY,
width: backgroundView.bounds.width,
height: backgroundView.bounds.height - 12),
cornerRadius: 8)
let shadowBezierPath = UIBezierPath(roundedRect: CGRect(x: backgroundView.bounds.minX + 5,
y: backgroundView.bounds.minY + 10,
width: backgroundView.bounds.width - 10,
height: backgroundView.bounds.height - 12 - 10),
cornerRadius: 8)
[bezierPath, shadowBezierPath].forEach {
$0.move(to: CGPoint(x: backgroundView.bounds.midX - 12, y: backgroundView.bounds.maxY - 12)) $0.addLine(to: CGPoint(x: backgroundView.bounds.midX, y: backgroundView.bounds.maxY))
$0.addLine(to: CGPoint(x: backgroundView.bounds.midX + 12, y: backgroundView.bounds.maxY - 12)) $0.fill()
$0.close()
}
tailLayer.path = bezierPath.cgPath
tailLayer.fillColor = UIColor.white.cgColor
shadowView.layer.shadowPath = shadowBezierPath.cgPath
shadowView.layer.cornerRadius = 8
backgroundView.layer.masksToBounds = true
backgroundView.layer.mask = tailLayer
}
}
संपादित करें:addClip()
इन कोनों से छुटकारा पाने के लिए मुझे बीज़ियर रास्तों पर उपयोग करना पड़ा
जवाब
सुनिश्चित नहीं है कि यह वही है जो आप के लिए लक्ष्य कर रहे हैं, लेकिन यह निर्दोष दिखता है जब आप shapeBackground()
विधि से बाहर जाते हैं draw(_ rect:)
और कुछ मामूली संशोधन करते हैं।
मैंने आपके कुछ ड्रॉइंग रूटीन को अंदर से संशोधित किया है shapeBackground()
, और फंक्शन को स्थानांतरित layoutSubviews()
करने के लिए बाधाओं से बने फ्रेम से पूंछ की स्थिति की गणना की है। मैं भी के लिए कुछ चर जोड़ा tailWidth
, और tailHeight
।
इस तरह:
class RenderingView: UIView {
lazy var backgroundView: UIView = {
let view = UIView()
view.layer.cornerRadius = 8
view.translatesAutoresizingMaskIntoConstraints = false
return view
}()
private lazy var shadowView: UIView = {
let view = UIView()
view.translatesAutoresizingMaskIntoConstraints = false
return view
}()
private lazy var textLabel: UILabel = {
let label = UILabel()
label.numberOfLines = 0
label.textAlignment = .center
label.translatesAutoresizingMaskIntoConstraints = false
label.text = "No Rendering Bug"
return label
}()
override init(frame: CGRect) {
super.init(frame: frame)
setup()
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
private func setup() {
backgroundColor = .clear
backgroundView.backgroundColor = .systemTeal
//backgroundView.frame.size = CGSize(width: 100, height: 100)
layer.borderWidth = 0
setupLayout()
}
private func setupLayout() {
[shadowView, backgroundView, textLabel].forEach(addSubview)
backgroundView.leadingAnchor.constraint(equalTo: leadingAnchor).isActive = true
backgroundView.topAnchor.constraint(equalTo: topAnchor).isActive = true
backgroundView.trailingAnchor.constraint(equalTo: trailingAnchor).isActive = true
backgroundView.bottomAnchor.constraint(equalTo: bottomAnchor).isActive = true
shadowView.leadingAnchor.constraint(equalTo: backgroundView.leadingAnchor).isActive = true
shadowView.topAnchor.constraint(equalTo: backgroundView.topAnchor).isActive = true
shadowView.trailingAnchor.constraint(equalTo: backgroundView.trailingAnchor).isActive = true
shadowView.bottomAnchor.constraint(equalTo: backgroundView.bottomAnchor).isActive = true
textLabel.leadingAnchor.constraint(equalTo: backgroundView.leadingAnchor, constant: 10).isActive = true
textLabel.trailingAnchor.constraint(equalTo: backgroundView.trailingAnchor, constant: -10).isActive = true
textLabel.topAnchor.constraint(equalTo: backgroundView.topAnchor, constant: 10).isActive = true
textLabel.bottomAnchor.constraint(equalTo: backgroundView.bottomAnchor, constant: -10).isActive = true
}
override func didMoveToWindow() {
super.didMoveToWindow()
}
override func layoutSubviews() {
super.layoutSubviews()
shapeBackground(color: UIColor.systemTeal)
}
override func draw(_ rect: CGRect) {
super.draw(rect)
}
private func shapeBackground(color: UIColor) {
let tailLayer = CAShapeLayer()
tailLayer.name = "tailLayer"
let tailWidth: CGFloat = 16
let tailHeight: CGFloat = 10
let bezierPath = UIBezierPath()
let shadowBezierPath = UIBezierPath()
[bezierPath, shadowBezierPath].forEach {
$0.move(to: CGPoint(x: 0, y: 0)) $0.addLine(to: CGPoint(x: tailWidth / 2, y: tailHeight))
$0.addLine(to: CGPoint(x: tailWidth, y: 0)) $0.fill()
$0.close()
}
tailLayer.path = bezierPath.cgPath
tailLayer.fillColor = color.cgColor
shadowView.layer.shadowPath = shadowBezierPath.cgPath
shadowView.layer.cornerRadius = 8
print(backgroundView.bounds.width)
tailLayer.frame = CGRect(x: (backgroundView.bounds.width - tailWidth) / 2,
y: backgroundView.bounds.maxY,
width: tailWidth,
height: tailHeight)
backgroundView.layer.masksToBounds = false
backgroundView.layer.addSublayer(tailLayer)
}
}