My code is this:
let myPath = UIBezierPath()
myPath.lineJoinStyle = .round
let rect = bounds
myPath.move(to: CGPoint(x: rect.maxX * 0.05, y: rect.midY))
myPath.addCurve(to: CGPoint(x: rect.maxX / 3, y: rect.maxY / 10),
controlPoint1: CGPoint(x: rect.midX/5, y: rect.midY/2),
controlPoint2: CGPoint(x: rect.midX/3, y: rect.midY/3))
myPath.addQuadCurve(to: CGPoint(x: rect.maxX * 2/3, y: rect.maxY / 5),
controlPoint: CGPoint(x: rect.maxX * 0.6, y: rect.maxY / 4))
But still first and second curves joint point is not round. What should I do to make it round and smooth?
Here is result image:
Here As per your expectation https://prnt.sc/sgmyp6 i have used addQuadCurve
function to make a curve.
took a UIView
with Height = 200
And Width = 300
@IBOutlet weak var centerView: UIView!
override func viewDidLoad() {
super.viewDidLoad()
let centerViewW = centerView.frame.size.width. //Width Of your view
let centerViewH = centerView.frame.size.height //Height Of your view
let myPath: UIBezierPath = UIBezierPath()
let drawingLayer = CAShapeLayer()
drawingLayer.strokeColor = UIColor.red.cgColor
drawingLayer.fillColor = UIColor.clear.cgColor
drawingLayer.lineWidth = 4.0
//This is starting point from where you start drawing
myPath.move(to: CGPoint(x: 0, y: centerViewH-25))
//This is First Curve
myPath.addQuadCurve(to: CGPoint(x: ((centerViewW/2)+10), y: (centerViewH/3+15)), controlPoint: CGPoint(x: 40, y: 20))
drawingLayer.path = myPath.cgPath
centerView.layer.addSublayer(drawingLayer)
//This is Second Curve
myPath.addQuadCurve(to: CGPoint(x: centerViewW, y: (centerViewH/2)), controlPoint: CGPoint(x: (centerViewW - 45), y: (centerViewH/2)+40))
drawingLayer.path = myPath.cgPath
centerView.layer.addSublayer(drawingLayer)
}
You just have to update/change the control points to match the slopes of lines.
Output:-