I have a CGRect
value and need to draw a border around it. I just want the corners to be drawn without any lines connecting them.
Something like this...
How would I draw this figure using swift?
I have a CGRect
value and need to draw a border around it. I just want the corners to be drawn without any lines connecting them.
Something like this...
How would I draw this figure using swift?
Here's a custom UIView
class that draws itself with the four corners. You can set various properties to get the look you need.
class CornerRect: UIView {
var color = UIColor.black {
didSet {
setNeedsDisplay()
}
}
var radius: CGFloat = 5 {
didSet {
setNeedsDisplay()
}
}
var thickness: CGFloat = 2 {
didSet {
setNeedsDisplay()
}
}
var length: CGFloat = 30 {
didSet {
setNeedsDisplay()
}
}
override func draw(_ rect: CGRect) {
color.set()
let t2 = thickness / 2
let path = UIBezierPath()
// Top left
path.move(to: CGPoint(x: t2, y: length + radius + t2))
path.addLine(to: CGPoint(x: t2, y: radius + t2))
path.addArc(withCenter: CGPoint(x: radius + t2, y: radius + t2), radius: radius, startAngle: CGFloat.pi, endAngle: CGFloat.pi * 3 / 2, clockwise: true)
path.addLine(to: CGPoint(x: length + radius + t2, y: t2))
// Top right
path.move(to: CGPoint(x: frame.width - t2, y: length + radius + t2))
path.addLine(to: CGPoint(x: frame.width - t2, y: radius + t2))
path.addArc(withCenter: CGPoint(x: frame.width - radius - t2, y: radius + t2), radius: radius, startAngle: 0, endAngle: CGFloat.pi * 3 / 2, clockwise: false)
path.addLine(to: CGPoint(x: frame.width - length - radius - t2, y: t2))
// Bottom left
path.move(to: CGPoint(x: t2, y: frame.height - length - radius - t2))
path.addLine(to: CGPoint(x: t2, y: frame.height - radius - t2))
path.addArc(withCenter: CGPoint(x: radius + t2, y: frame.height - radius - t2), radius: radius, startAngle: CGFloat.pi, endAngle: CGFloat.pi / 2, clockwise: false)
path.addLine(to: CGPoint(x: length + radius + t2, y: frame.height - t2))
// Bottom right
path.move(to: CGPoint(x: frame.width - t2, y: frame.height - length - radius - t2))
path.addLine(to: CGPoint(x: frame.width - t2, y: frame.height - radius - t2))
path.addArc(withCenter: CGPoint(x: frame.width - radius - t2, y: frame.height - radius - t2), radius: radius, startAngle: 0, endAngle: CGFloat.pi / 2, clockwise: true)
path.addLine(to: CGPoint(x: frame.width - length - radius - t2, y: frame.height - t2))
path.lineWidth = thickness
path.stroke()
}
}
Sample usage:
let cr = CornerRect(frame: CGRect(x: 0, y: 0, width: 300, height: 500))
cr.color = .yellow
cr.thickness = 5
cr.backgroundColor = .white
Copy and paste that into a playground. Try different values for the properties.
You draw those shapes the same way Superman gets into his tights: one leg at a time. Divide the shape into three parts: the vertical leg, the 90-degree arc that forms the rounded corner, and the horizontal leg. Now just draw each of those in turn.
I'll illustrate by showing how to draw one corner; the other three corners are similar and symmetrical and are left as an exercise for the reader.
Assume r
is our rect and that we are in a drawing context (e.g. a UIView's draw(_:)
or an image view graphics context). Let's make some initial assumptions (feel free to change them):
UIColor.yellow.setStroke()
let segLength : CGFloat = 40
let cornerSize : CGFloat = 10
let lineWidth : CGFloat = 6
Now we just form a bezier path describing one leg of the corner, the rounded corner arc, and the other leg of the corner, and stroke it:
let p = UIBezierPath()
p.lineWidth = lineWidth
// draw top left corner
p.move(to: CGPoint(x:r.minX, y:r.minY + segLength + cornerSize))
p.addLine(to: CGPoint(x:r.minX, y:r.minY + cornerSize))
p.addArc(withCenter: CGPoint(x:r.minX + cornerSize, y:r.minY + cornerSize),
radius: cornerSize,
startAngle: CGFloat.pi,
endAngle: CGFloat.pi * 3.0 / 2.0,
clockwise: true)
p.addLine(to:CGPoint(x:r.minX + segLength + cornerSize, y:r.minY))
p.stroke()
The result looks like this (I've shaded the background in blue to make it easier to see, and I've zoomed in a bit):
The other three corners work exactly the same way, just changing the obvious things that would need to be changed.
since it took me a while to figure it out, I'm going to share the "obvious things that would need to be changed" to complete the rest of the rectangle using @matt's answer :)
let p = UIBezierPath()
p.lineWidth = lineWidth
// draw top left corner
p.move(to: CGPoint(x:r.minX, y:r.minY + segLength + cornerSize))
p.addLine(to: CGPoint(x:r.minX, y:r.minY + cornerSize))
p.addArc(withCenter: CGPoint(x:r.minX + cornerSize, y:r.minY + cornerSize),
radius: cornerSize, startAngle: CGFloat.pi, endAngle: CGFloat.pi * 1.5, clockwise: true)
p.addLine(to:CGPoint(x:r.minX + segLength + cornerSize, y:r.minY))
// draw top right corner
p.move(to: CGPoint(x:r.maxX - segLength - cornerSize, y:r.minY ))
p.addLine(to: CGPoint(x:r.maxX - cornerSize, y:r.minY ))
p.addArc(withCenter: CGPoint(x:r.maxX - cornerSize, y:r.minY + cornerSize),
radius: cornerSize, startAngle: CGFloat.pi * 1.5, endAngle: 0, clockwise: true)
p.addLine(to:CGPoint(x:r.maxX, y:r.minY + segLength + cornerSize))
// draw bottom right corner
p.move(to: CGPoint(x:r.maxX, y:r.maxY - segLength - cornerSize))
p.addLine(to: CGPoint(x:r.maxX, y:r.maxY - cornerSize ))
p.addArc(withCenter: CGPoint(x:r.maxX - cornerSize, y:r.maxY - cornerSize),
radius: cornerSize, startAngle: 0, endAngle: CGFloat.pi * 0.5, clockwise: true)
p.addLine(to:CGPoint(x:r.maxX - segLength - cornerSize, y:r.maxY))
// draw bottom left corner
p.move(to: CGPoint(x:r.minX + segLength + cornerSize, y:r.maxY))
p.addLine(to: CGPoint(x:r.minX + cornerSize, y:r.maxY ))
p.addArc(withCenter: CGPoint(x:r.minX + cornerSize, y:r.maxY - cornerSize),
radius: cornerSize, startAngle: CGFloat.pi * 0.5, endAngle: CGFloat.pi, clockwise: true)
p.addLine(to:CGPoint(x:r.minX, y:r.maxY - segLength - cornerSize))
p.stroke()