ios – 如何创建具有对称角的虚线

我正在从UIBezierPath创建一个虚线,如下所示:

这是我用来构造和绘制路径的代码:

const CGContextRef context = UIGraphicsGetCurrentContext();

const CGSize visibleSize = CGSizeMake(self.width - (kIndent * 2), self.height - (kIndent * 2));
UIBezierPath *borderPath = [UIBezierPath bezierPathWithRoundedRect:CGRectMake(kIndent, kIndent, visibleSize.width, visibleSize.height) cornerRadius:kCornerRadius];
CGContextSetStrokeColorWithColor(context, [UIColor colorWithWhite:1.0 alpha:0.5].CGColor);
[borderPath setLineWidth:2.0];
[borderPath setLineCapStyle:kCGLineCapRound];

const CGFloat pattern[] = {6, 6};
[borderPath setLineDash:pattern count:2 phase:0];

[borderPath stroke];

我想要的是我的广场的每个角落都具有完全相同的曲率.我知道这最终将取决于我的模式值.我已经尝试从形状的宽度计算不同的值(宽度随屏幕宽度而变化),但我无法得到我想要的外观.

有没有人以前做过这个,或者有什么想法可以分享我是怎么做到的?

最佳答案 这就是我之前所做的.不完美,但我认为这可以帮到你.

 - (void)tailorRect:(CGRect)aRect dotsWidth:(CGFloat)dotWidth radius:(CGFloat)radius withColor:(UIColor*)color{

    CGContextRef c = UIGraphicsGetCurrentContext();
    CGContextSaveGState(c);

    CGFloat minSpacing = 10;
    CGFloat mWidth  = aRect.size.width  - radius *2;
    CGFloat mHeight = aRect.size.height - radius *2;

    int countW = mWidth  / (dotWidth + minSpacing);
    int countH = mHeight / (dotWidth + minSpacing);

    CGFloat spacingW = (mWidth - (dotWidth * countW)) / (countW + 1);
    CGFloat spacingH = (mHeight -(dotWidth * countH)) / (countH + 1);

    CGContextSetLineCap(c, kCGLineCapRound);
    CGContextSetLineWidth(c, 1.2);

    CGRect tempRect = aRect;
    for (int r = 0; r<=1; r++)
    {
        if (r==0)
        {
            CGContextSetStrokeColorWithColor(c, [[UIColor whiteColor] colorWithAlphaComponent:0.9].CGColor);
            aRect = CGRectOffset(tempRect, 0, 0.5);
        }
        else
        {
            CGContextSetStrokeColorWithColor(c, color.CGColor);
            aRect = tempRect;
        }


        for (int w = 0; w<=1; w++)
        {
            CGFloat y = (w==0) ? aRect.origin.y : CGRectGetMaxY(aRect);
            CGPoint pointsW[countW*2];
            for (int i = 0; i<countW*2; i++)
            {
                CGFloat x;
                CGFloat startPointX = radius + spacingW +aRect.origin.x;

                if (i%2 != 0)
                {
                    x = startPointX
                    + dotWidth * (i+1)/     2
                    + spacingW * ((int)i/2);
                }
                else
                {
                    x = startPointX
                    + (dotWidth+spacingW) * ((int)i/2);
                }

                pointsW[i] = CGPointMake(x, y);
            }


            CGContextStrokeLineSegments(c, pointsW, countW*2);
        }

        for (int h = 0; h<=1; h++)
        {
            CGFloat x = (h==0) ? aRect.origin.x : CGRectGetMaxX(aRect);
            CGPoint pointsH[countH*2];
            for (int j = 0; j<countH*2; j++)
            {
                CGFloat startY = radius + spacingH + aRect.origin.y;
                CGFloat y;
                if (j%2 != 0)
                {
                    y = startY + dotWidth * (j+1)/2 + spacingH * ((int)j/2);
                }
                else
                {
                    y = startY + (dotWidth + spacingH) * ((int)j/2);
                }

                pointsH[j] = CGPointMake(x, y);
            }
            CGContextStrokeLineSegments(c, pointsH, countH*2);
        }

        //radius
        for (int i = 0; i<4; i++)
        {
            CGPoint point0;
            CGPoint point1;
            CGPoint point2;
            switch (i) {
                case 0:
                    point0 = CGPointMake(CGRectGetMinX(aRect), CGRectGetMinY(aRect) + radius);
                    point1 = CGPointMake(CGRectGetMinX(aRect), CGRectGetMinY(aRect));
                    point2 = CGPointMake(CGRectGetMinX(aRect) + radius, CGRectGetMinY(aRect));

                    break;
                case 1:
                    point0 = CGPointMake(CGRectGetMaxX(aRect) - radius, CGRectGetMinY(aRect));
                    point1 = CGPointMake(CGRectGetMaxX(aRect), CGRectGetMinY(aRect));
                    point2 = CGPointMake(CGRectGetMaxX(aRect) , CGRectGetMinY(aRect) +radius);
                    break;
                case 2:
                    point0 = CGPointMake(CGRectGetMaxX(aRect), CGRectGetMaxY(aRect) - radius);
                    point1 = CGPointMake(CGRectGetMaxX(aRect), CGRectGetMaxY(aRect));
                    point2 = CGPointMake(CGRectGetMaxX(aRect) - radius, CGRectGetMaxY(aRect));

                    break;
                case 3:
                    point0 = CGPointMake(CGRectGetMinX(aRect), CGRectGetMaxY(aRect) - radius);
                    point1 = CGPointMake(CGRectGetMinX(aRect), CGRectGetMaxY(aRect));
                    point2 = CGPointMake(CGRectGetMinX(aRect) + radius, CGRectGetMaxY(aRect));

                    break;

                default:
                    break;

            }

            CGContextMoveToPoint(c, point0.x, point0.y);
            CGContextAddArcToPoint(c, point1.x, point1.y, point2.x, point2.y, radius);
            CGContextStrokePath(c);

        }

    }

    CGContextRestoreGState(c);


}
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