I'm trying to slant one edge of a UIBezierPath
in Swift. I believe you do this by using move
on one of the edges. Similar to the below -
let offset: CGFloat = 60.0;
let path = UIBezierPath()
let width = self.bounds.width - offset
let upperLeftPoint = CGPoint(x: self.bounds.origin.x + width + offset, y: self.bounds.origin.y)
let upperRightPoint = CGPoint(x: self.bounds.origin.x, y: self.bounds.origin.y)
let lowerRightPoint = CGPoint(x: self.bounds.origin.x, y: self.bounds.size.height)
let lowerLeftPoint = CGPoint(x: width - offset, y: self.bounds.size.height)
path.move(to: upperLeftPoint)
path.addLine(to: upperRightPoint)
path.addLine(to: lowerRightPoint)
path.addLine(to: lowerLeftPoint)
path.addLine(to: upperLeftPoint)
// Close the path. This will create the last line automatically.
path.close()
UIColor.red.setFill()
path.fill()
let shapeLayer = CAShapeLayer()
shapeLayer.path = path.cgPath
self.layer.mask = shapeLayer;
However this isn't quite what I'm trying to achieve. Below is what I'm attempting to achieve.
I achieved this shape by doing the following -
class Header: UIView {
var path: UIBezierPath!
override init(frame: CGRect) {
super.init(frame: frame)
self.backgroundColor = UIColor.red
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
func createHeader() {
// Drawing code
// Get Height and Width
let layerHeight = layer.frame.height
let layerWidth = layer.frame.width
// Create Path
let bezierPath = UIBezierPath()
// Points
let pointA = CGPoint(x: 0, y: 0)
let pointB = CGPoint(x: layerWidth, y: 0)
let pointC = CGPoint(x: layerWidth, y: layerHeight*2/3)
let pointD = CGPoint(x: 0, y: layerHeight)
// Draw the path
bezierPath.move(to: pointA)
bezierPath.addLine(to: pointB)
bezierPath.addLine(to: pointC)
bezierPath.addLine(to: pointD)
bezierPath.close()
// Mask to Path
let shapeLayer = CAShapeLayer()
shapeLayer.path = bezierPath.cgPath
layer.mask = shapeLayer
}
override func draw(_ rect: CGRect) {
// self.createRectangle()
self.createHeader()
}
}