iOS 圆角,最后一次研究它了,真的

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对于目前手机的性能来说,对于少量圆角设置带来的离屏渲染问题,带来的卡顿问题已经并不是那么的明显了,但是对于一些类型的app来说,项目中会有大量的圆角设置,同时又对性能要求比较高的话,那么避免圆角设置带来的性能问题,还是有必要解决的。

iOS设置圆角方法以及指定位置设圆角
iOS圆角设置的几种方法的对比以及性能检测

上面两篇文章中介绍了iOS常见的设置圆角的方法,以及对应方法性能的检测😊。

然而在实际项目中仍然有其他问题存在,也就是前面的总结仍有不足,下面提出两个遇到的问题

针对Masonry布局的控件,如何进行圆角设置?

其实解决方案非常简单,调用layoutIfNeeded 函数进行布局,然后所约束的控件才会按照约束条件,生成当前布局相应的framebounds,那么就可以进行各种样式的圆角设置

针对四个不同的角,设置不同的半径,如何操作?

方法

实际上与之前文章里所描述的一种方法混合图层一个道理。在所需切圆角的控件上加一层,利用贝塞尔切割出不同角所需要的圆角半径

思路

如上图所示,标记了几个点,进行画圆弧以及连线,具体代码如下

    [bezierPath moveToPoint:self.hLeftUpPoint];
    [bezierPath addLineToPoint:self.hRightUpPoint];
    [bezierPath addArcWithCenter:self.centerRightUp radius:self.radius_TopRight ?: self.radius startAngle:(CGFloat)(M_PI * 3 / 2) endAngle:(CGFloat)(M_PI * 2) clockwise: true];
    [bezierPath addLineToPoint:self.vRightDownPoint];
    [bezierPath addArcWithCenter:self.centerRightDown radius:self.radius_BottomRight ?: self.radius startAngle: 0 endAngle: (CGFloat)(M_PI / 2) clockwise: true];
    [bezierPath addLineToPoint:self.hLeftDownPoint];
    [bezierPath addArcWithCenter:self.centerLeftDown radius:self.radius_BottomLeft ?: self.radius startAngle: (CGFloat)(M_PI / 2) endAngle: (CGFloat)(M_PI) clockwise: true];
    [bezierPath addLineToPoint:self.vLeftUpPoint];
    [bezierPath addArcWithCenter:self.centerLeftUp radius:self.radius_TopLeft ?: self.radius startAngle: (CGFloat)(M_PI) endAngle: (CGFloat)(M_PI * 3 / 2) clockwise: true];
    [bezierPath addLineToPoint:self.hLeftUpPoint];
    [bezierPath closePath];
    
    [bezierPath moveToPoint:CGPointZero];
    [bezierPath addLineToPoint:CGPointMake(0, self.rectSize.height)];
    [bezierPath addLineToPoint:CGPointMake(self.rectSize.width, self.rectSize.height)];
    [bezierPath addLineToPoint:CGPointMake(self.rectSize.width, 0)];
    [bezierPath addLineToPoint:CGPointZero];
    [bezierPath closePath];

上面的代码具体是切割圆角,具体圆角半径与对应点的位置有关,合理的利用上图所描述的点的坐标,可以切割出不同的弧度,同时利用位移枚举UIRectCorner可实现任意一个或多个角的切割。

具体代码

第一步: 新增了一个UIVIew+CornerRadius的分类,.h文件里声明了两种切割圆角的方法。

@interface UIView (CornerRadius)

/// 绘制裁剪圆角,可选任意角进行切割
/// @param radius 圆角半径
/// @param fillColor 填充色
/// @param type 裁剪角
- (void)drawCircularBeadImageWithRadius:(float)radius fillColor:(UIColor *)fillColor CornerStyle:(UIRectCorner)type;

/// 绘制裁剪圆角,可选任意角进行切割,且每个角可选切割任意半径
/// @param radius_TL 左上角半径
/// @param radius_TR 右上角半径
/// @param radius_BL 左下角半径
/// @param radius_BR 右下角半径
/// @param fillColor 填充色
- (void)drawCircularBeadImageWithRadius_TL:(float)radius_TL
                                 radius_TR:(float)radius_TR
                                 radius_BL:(float)radius_BL
                                 radius_BR:(float)radius_BR
                                 fillColor:(UIColor *)fillColor;
@end

具体的实现:

@implementation UIView (CornerRadius)

- (void)drawCircularBeadImageWithRadius:(float)radius fillColor:(UIColor *)fillColor CornerStyle:(UIRectCorner)type {
    UIImageView *imgView = [[UIImageView alloc] init];
    [self addSubview:imgView];
    [imgView mas_makeConstraints:^(MASConstraintMaker *make) {
        make.left.top.width.height.equalTo(self);
    }];
    [self layoutIfNeeded];
    
    imgView.image = [ZBCornerRadiusTool drawAntiRoundedCornerImageWithRadius:radius rectSize:imgView.frame.size fillColor:fillColor cornerStyle:type];
}

- (void)drawCircularBeadImageWithRadius_TL:(float)radius_TL
                             radius_TR:(float)radius_TR
                             radius_BL:(float)radius_BL
                             radius_BR:(float)radius_BR
                             fillColor:(UIColor *)fillColor {
    UIImageView *imgView = [[UIImageView alloc] init];
    [self addSubview:imgView];
    [imgView mas_makeConstraints:^(MASConstraintMaker *make) {
        make.left.top.width.height.equalTo(self);
    }];
    [self layoutIfNeeded];
    
    imgView.image = [ZBCornerRadiusTool drawAntiRoundedCornerWithRadius_TL:radius_TL radius_TR:radius_TR radius_BL:radius_BL radius_BR:radius_BR rectSize:imgView.frame.size fillColor:fillColor];
}

@end

从上面代码可以看出,在这里我们在需要切割圆角的控件上,加了一层UIImageView,同时这里利用Masonry对新增的图层进行了约束,最重要的一句代码[self layoutIfNeeded];千万不能少,这句话,就解决了上面所说的第一个问题。

这里代码均是针对利用Masonry布局约束的控件去实现圆角,如果是利用frame的也非常方面,直接利用控件的size便可。笔者只提供一下思路

第二步: 添加两个工具类,先看ZBCornerRadiusTool

/// 绘制裁剪圆角后图片
/// @param radius 圆角
/// @param rectSize 视图尺寸
/// @param fillColor 填充色
/// @param cornerStyle 圆角位置
+ (UIImage *)drawAntiRoundedCornerImageWithRadius:(float)radius rectSize:(CGSize)rectSize fillColor:(UIColor *)fillColor cornerStyle:(UIRectCorner)cornerStyle {
    UIGraphicsBeginImageContextWithOptions(rectSize, false, [UIScreen mainScreen].scale);
    CGContextRef contextRef = UIGraphicsGetCurrentContext();
    UIBezierPath *bezierPath = [UIBezierPath bezierPath];
    [ZBCornerRadiusTool configPathWithBezierPath:&bezierPath Radius:radius rectSize:rectSize cornerStyle:cornerStyle fillColor:fillColor];
    CGContextDrawPath(contextRef, kCGPathFillStroke);
    UIImage *antiRoundedCornerImage = UIGraphicsGetImageFromCurrentImageContext();
    UIGraphicsEndImageContext();
    return antiRoundedCornerImage;
}


/// 绘制裁剪圆角后图片
/// @param radius_TL 左上角半径
/// @param radius_TR 右上角半径
/// @param radius_BL 左下角半径
/// @param radius_BR 右下角半径
/// @param rectSize 视图尺寸
/// @param fillColor 填充色
+ (UIImage *)drawAntiRoundedCornerWithRadius_TL:(float)radius_TL
                                      radius_TR:(float)radius_TR
                                      radius_BL:(float)radius_BL
                                      radius_BR:(float)radius_BR
                                       rectSize:(CGSize)rectSize
                                      fillColor:(UIColor *)fillColor {
    UIGraphicsBeginImageContextWithOptions(rectSize, false, [UIScreen mainScreen].scale);
    CGContextRef contextRef = UIGraphicsGetCurrentContext();
    UIBezierPath *bezierPath = [UIBezierPath bezierPath];
    [ZBCornerRadiusTool configPathWithBezierPath:&bezierPath radius_TL:radius_TL radius_TR:radius_TR radius_BL:radius_BL radius_BR:radius_BR rectSize:rectSize fillColor:fillColor];
    CGContextDrawPath(contextRef, kCGPathFillStroke);
    UIImage *antiRoundedCornerImage = UIGraphicsGetImageFromCurrentImageContext();
    UIGraphicsEndImageContext();
    return antiRoundedCornerImage;
}

关键方法:

// 对任意一个或多个角设置圆角
+ (void)configPathWithBezierPath:(UIBezierPath **)bezier Radius:(float)radius rectSize:(CGSize)rectSize cornerStyle:(UIRectCorner)cornerStyle fillColor:(UIColor *)fillColor {
    UIBezierPath *bezierPath = *bezier;
    BezierPathTool *tool = [[BezierPathTool alloc]initWithRadius:radius rectSize:rectSize fillColor:fillColor];
    
    if (cornerStyle == UIRectCornerAllCorners) {
        [tool configAllCornerPoint];
    }else {
        if (cornerStyle == UIRectCornerTopLeft) {
            [tool configTopLeftPoint];
        }
        if (cornerStyle == UIRectCornerTopRight) {
            [tool configTopRightPoint];
        }
        if (cornerStyle == UIRectCornerBottomLeft) {
            [tool configBottomLeftPoint];
        }
        if (cornerStyle == UIRectCornerBottomRight) {
            [tool configBottomRightPoint];
        }
    }
    bezierPath = [tool configCornerBezierPath:bezierPath];
}

// 对四个角分别设置圆角,0即为不进行圆角设置
+ (void)configPathWithBezierPath:(UIBezierPath **)bezier
                       radius_TL:(float)radius_TL
                       radius_TR:(float)radius_TR
                       radius_BL:(float)radius_BL
                       radius_BR:(float)radius_BR
                        rectSize:(CGSize)rectSize
                       fillColor:(UIColor *)fillColor {
    UIBezierPath *bezierPath = *bezier;
    BezierPathTool *tool = [[BezierPathTool alloc]initWithRadius_TopLeft:radius_TL radius_TopRight:radius_TR radius_BottomLeft:radius_BL radius_BottomRight:radius_BR rectSize:rectSize fillColor:fillColor];
    bezierPath = [tool configCornerBezierPath:bezierPath];
}

最后一步: OK,最后一步的实现都写在了BezierPathTool类里,对应两个初始化方法,分别有不同的初始化

- (instancetype)initWithRadius:(float)radius rectSize:(CGSize)rectSize fillColor:(UIColor *)fillColor {
    if (self = [super init]) {
        _radius = radius;
        _rectSize = rectSize;
        _fillColor = fillColor;
        [self configData]; // 默认每个点都是在四个拐角
    }
    return self;
}

- (instancetype)initWithRadius_TopLeft:(float)radius_TL
                       radius_TopRight:(float)radius_TR
                     radius_BottomLeft:(float)radius_BL
                    radius_BottomRight:(float)radius_BR
                              rectSize:(CGSize)rectSize
                             fillColor:(UIColor *)fillColor {
    if (self = [super init]) {
        _radius_TopLeft = radius_TL;
        _radius_TopRight = radius_TR;
        _radius_BottomLeft = radius_BL;
        _radius_BottomRight = radius_BR;
        _rectSize = rectSize;
        _fillColor = fillColor;
        [self configCornerPointData];
    }
    return self;
}

- (void)configData {
    _hLeftUpPoint = CGPointMake(0, 0);
    _hRightUpPoint = CGPointMake(_rectSize.width, 0);
    _hLeftDownPoint = CGPointMake(0, _rectSize.height);
    
    _vLeftUpPoint = CGPointMake(0, 0);
    _vRightDownPoint = CGPointMake(_rectSize.width, _rectSize.height);
    
    _centerLeftUp = CGPointMake(0, 0);
    _centerRightUp = CGPointMake(_rectSize.width, 0);
    _centerLeftDown = CGPointMake(0, _rectSize.height);
    _centerRightDown = CGPointMake(_rectSize.width, _rectSize.height);
}

- (void)configCornerPointData {
    [self configTopLeftPoint];
    [self configTopRightPoint];
    [self configBottomLeftPoint];
    [self configBottomRightPoint];
}

对于第一种初始化,对于需要标记的点的默认坐标分别对应四个角,目的是为了方便可以对任意一个或多个角进行切割,如下代码

//四个角均切割
- (void)configAllCornerPoint {
    _hLeftUpPoint = CGPointMake(_radius, 0);//(10,0)
    _hRightUpPoint = CGPointMake(_rectSize.width - _radius, 0);//(30,0)
    _hLeftDownPoint = CGPointMake(_radius, _rectSize.height);//(10,40)
    
    _vLeftUpPoint = CGPointMake(0, _radius);//(0,10)
    _vRightDownPoint = CGPointMake(_rectSize.width, _rectSize.height - _radius);//(40,30)
    
    _centerLeftUp = CGPointMake(_radius, _radius);//(10,10)
    _centerRightUp = CGPointMake(_rectSize.width - _radius, _radius);//(30,10)
    _centerLeftDown = CGPointMake(_radius, _rectSize.height - _radius);//(10,30)
    _centerRightDown = CGPointMake(_rectSize.width - _radius, _rectSize.height - _radius);//(30,30)
}

//左上角圆角设置
- (void)configTopLeftPoint {
    float radius = _radius_TopLeft ?: _radius;
    _hLeftUpPoint = CGPointMake(radius, 0);//(10,0)
    _vLeftUpPoint = CGPointMake(0, radius);//(0,10)
    _centerLeftUp = CGPointMake(radius, radius);//(10,10)
}
//右上角圆角设置
- (void)configTopRightPoint {
    float radius = _radius_TopRight ?: _radius;
    _hRightUpPoint = CGPointMake(_rectSize.width - radius, 0);//(30,0)
    _centerRightUp = CGPointMake(_rectSize.width - radius, radius);//(30,10)
}
////左下角圆角设置
- (void)configBottomLeftPoint {
    float radius = _radius_BottomLeft ?: _radius;
    _hLeftDownPoint = CGPointMake(radius, _rectSize.height);//(10,40)
    _centerLeftDown = CGPointMake(radius, _rectSize.height - radius);//(10,30)
}
//右下角圆角设置
- (void)configBottomRightPoint {
    float radius = _radius_BottomRight ?: _radius;
    _vRightDownPoint = CGPointMake(_rectSize.width, _rectSize.height - radius);//(40,30)
    _centerRightDown = CGPointMake(_rectSize.width - radius, _rectSize.height - radius);//(30,30)
}

嗯,最后就是调用贝塞尔曲线方法进行设置就行,代码在最上面已经给出,这里就不过多赘述了。

下面是分别对UIImageViewUIButton的切割效果图,也不会产生离屏渲染

上面描述,如有不正确之处,希望大家指出,谢谢

问题抛出

一个好的封装,不需要任何依赖或者说需要减少对外界的依赖,那么问题就来了,上面所封装的依然依赖于控件的约束或者是frame

思考了很久,这个问题笔者依然没有很好的解决方案,如果有好的方法,希望大家指出,再次感谢

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