Drawアプリで端に矢印のある線を引く必要があります。私は三角法が苦手なので、この問題を解決することはできません。
ユーザーは画面に指を置き、任意の方向に線を引きます。したがって、矢印は行末に表示されます。
Swift私の古いObjective-Cコードのバージョンです。Swift 3.2以降のバージョンで動作するはずです。
extension UIBezierPath {
static func arrow(from start: CGPoint, to end: CGPoint, tailWidth: CGFloat, headWidth: CGFloat, headLength: CGFloat) -> UIBezierPath {
let length = hypot(end.x - start.x, end.y - start.y)
let tailLength = length - headLength
func p(_ x: CGFloat, _ y: CGFloat) -> CGPoint { return CGPoint(x: x, y: y) }
let points: [CGPoint] = [
p(0, tailWidth / 2),
p(tailLength, tailWidth / 2),
p(tailLength, headWidth / 2),
p(length, 0),
p(tailLength, -headWidth / 2),
p(tailLength, -tailWidth / 2),
p(0, -tailWidth / 2)
]
let cosine = (end.x - start.x) / length
let sine = (end.y - start.y) / length
let transform = CGAffineTransform(a: cosine, b: sine, c: -sine, d: cosine, tx: start.x, ty: start.y)
let path = CGMutablePath()
path.addLines(between: points, transform: transform)
path.closeSubpath()
return self.init(cgPath: path)
}
}
呼び出し方法の例を次に示します。
let arrow = UIBezierPath.arrow(from: CGPoint(x: 50, y: 100), to: CGPoint(x: 200, y: 50),
tailWidth: 10, headWidth: 25, headLength: 40)
//This is the integration into the view of the previous exemple
//Attach the following class to your view in the xib file
#import <UIKit/UIKit.h>
@interface Arrow : UIView
@end
#import "Arrow.h"
#import "UIBezierPath+dqd_arrowhead.h"
@implementation Arrow
{
CGPoint startPoint;
CGPoint endPoint;
CGFloat tailWidth;
CGFloat headWidth;
CGFloat headLength;
UIBezierPath *path;
}
- (id)initWithCoder:(NSCoder *)aDecoder
{
if (self = [super initWithCoder:aDecoder])
{
[self setMultipleTouchEnabled:NO];
[self setBackgroundColor:[UIColor whiteColor]];
}
return self;
}
- (void)drawRect:(CGRect)rect {
[[UIColor redColor] setStroke];
tailWidth = 4;
headWidth = 8;
headLength = 8;
path = [UIBezierPath dqd_bezierPathWithArrowFromPoint:(CGPoint)startPoint
toPoint:(CGPoint)endPoint
tailWidth:(CGFloat)tailWidth
headWidth:(CGFloat)headWidth
headLength:(CGFloat)headLength];
[path setLineWidth:2.0];
[path stroke];
}
- (void) touchesBegan:(NSSet*)touches withEvent:(UIEvent*)event
{
UITouch* touchPoint = [touches anyObject];
startPoint = [touchPoint locationInView:self];
endPoint = [touchPoint locationInView:self];
[self setNeedsDisplay];
}
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch* touch = [touches anyObject];
endPoint=[touch locationInView:self];
[self setNeedsDisplay];
}
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch* touch = [touches anyObject];
endPoint = [touch locationInView:self];
[self setNeedsDisplay];
}
@end
Swift 3.0では、これを達成することができます
extension UIBezierPath {
class func arrow(from start: CGPoint, to end: CGPoint, tailWidth: CGFloat, headWidth: CGFloat, headLength: CGFloat) -> Self {
let length = hypot(end.x - start.x, end.y - start.y)
let tailLength = length - headLength
func p(_ x: CGFloat, _ y: CGFloat) -> CGPoint { return CGPoint(x: x, y: y) }
var points: [CGPoint] = [
p(0, tailWidth / 2),
p(tailLength, tailWidth / 2),
p(tailLength, headWidth / 2),
p(length, 0),
p(tailLength, -headWidth / 2),
p(tailLength, -tailWidth / 2),
p(0, -tailWidth / 2)
]
let cosine = (end.x - start.x) / length
let sine = (end.y - start.y) / length
var transform = CGAffineTransform(a: cosine, b: sine, c: -sine, d: cosine, tx: start.x, ty: start.y)
let path = CGMutablePath()
path.addLines(between: points, transform: transform)
path.closeSubpath()
return self.init(cgPath: path)
}
}