I am try draw shape using UIBezierPath, but I am not completely understand how need to use "addQuadCurve", I am draw first Curve left from the center cirle hole but can't understand how to draw right edge.
What I am doing wrong?
Code of shape:
class CustomShapeOfBottomOne: UIView {
// init the view with a rectangular frame
override init(frame: CGRect)
{
super.init(frame: frame)
backgroundColor = UIColor.clear
}
// init the view by deserialisation
required init?(coder aDecoder: NSCoder)
{
super.init(coder: aDecoder)
backgroundColor = UIColor.clear
}
override func draw(_ rect: CGRect)
{
let fillColor = UIColor(red: 0.118, green: 0.118, blue: 0.149, alpha: 1.000)
let path = UIBezierPath()
let viewWidth = frame.width
let viewHeight = frame.height - 20
path.move(to: CGPoint(x: (viewWidth - viewWidth) + 10, y: 0))
path.addLine(to: CGPoint(x: (viewWidth / 2) - 35 - 10, y: 0))
// center left edge
path.addQuadCurve(to: CGPoint(x: (viewWidth / 2 ) - 35, y: (11/2.0)), controlPoint: CGPoint(x: (viewWidth / 2 ) - 35, y: 0))
// end left edge
path.addArc(withCenter: CGPoint(x: viewWidth / 2, y: 0), radius: 35, startAngle: CGFloat(Double.pi), endAngle: CGFloat(Double.pi * Double.pi), clockwise: false)
// How to draw this curve?
// center right edge
// path.addQuadCurve(to: CGPoint(x: (viewWidth / 2 ) + 35 + 10 , y: 0), controlPoint: CGPoint(x: (viewWidth / 2 ) + 35 - 10, y: 10))
// end right edge
path.addLine(to: CGPoint(x: viewWidth - 10, y: 0))
path.addArc(withCenter: CGPoint(x: viewWidth - 10, y: (viewHeight - viewHeight) + 10),
radius: 10,
startAngle: CGFloat(Double.pi / 2), // 90 degree
endAngle: CGFloat(0), // 0 degree
clockwise: true)
path.addLine(to: CGPoint(x: viewWidth, y: (viewHeight - viewHeight) + viewHeight + 10))
path.addArc(withCenter: CGPoint(x: viewWidth - 10, y: (viewHeight - viewHeight) + viewHeight + 10),
radius: 10,
startAngle: CGFloat(0), // 360 degree
endAngle: CGFloat((3 * Double.pi) / 2 ), // 270 degree
clockwise: true)
path.addLine(to: CGPoint(x: viewWidth - 10, y: (viewHeight - viewHeight) + viewHeight + 10 + 10))
path.addLine(to: CGPoint(x: (viewWidth - viewWidth) + 10, y: (viewHeight - viewHeight) + viewHeight + 10 + 10))
path.addArc(withCenter: CGPoint(x: (viewWidth - viewWidth) + 10, y: (viewHeight - viewHeight) + viewHeight + 10),
radius: 10,
startAngle: CGFloat((3 * Double.pi) / 2), // 270 degree
endAngle: CGFloat(Double.pi ), // 180 degree
clockwise: true)
path.addLine(to: CGPoint(x: viewWidth - viewWidth, y: (viewHeight - viewHeight) + viewHeight + 10))
path.addLine(to: CGPoint(x: viewWidth - viewWidth, y: (viewHeight - viewHeight) + 10))
path.addArc(withCenter: CGPoint(x: (viewWidth - viewWidth) + 10, y: (viewHeight - viewHeight) + 10),
radius: 10,
startAngle: CGFloat(Double.pi), // 180 degree
endAngle: CGFloat(Double.pi / 2 ), // 90 degree
clockwise: true)
path.close()
fillColor.setFill()
path.fill()
}
}
Show me example what need change or explain me where I did mistake?
I am solved this problem using "addCurve" instead of "addQuadCurve". code which I am replace
from:
// center left edge
path.addQuadCurve(to: CGPoint(x: (viewWidth / 2 ) - 35, y: (11/2.0)), controlPoint: CGPoint(x: (viewWidth / 2 ) - 35, y: 0))
// end left edge
path.addArc(withCenter: CGPoint(x: viewWidth / 2, y: 0), radius: 35, startAngle: CGFloat(Double.pi), endAngle: CGFloat(Double.pi * Double.pi), clockwise: false)
// How to draw this curve?
// center right edge
// path.addQuadCurve(to: CGPoint(x: (viewWidth / 2 ) + 35 + 10 , y: 0), controlPoint: CGPoint(x: (viewWidth / 2 ) + 35 - 10, y: 10))
// end right edge
to:
// center left edge
path.addCurve(to: CGPoint(x: (viewWidth / 2) - 35.9, y: 10), controlPoint1: CGPoint(x: (viewWidth / 2) - 35, y: 0), controlPoint2: CGPoint(x: (viewWidth / 2) - 35, y: 10))
// end left edge
path.addArc(withCenter: CGPoint(x: viewWidth / 2, y: 0), radius: 36.5, startAngle: CGFloat(Double.pi), endAngle: CGFloat(2 * Double.pi), clockwise: false)
// How to draw this curve?
// center right edge
path.addCurve(to: CGPoint(x: (viewWidth / 2) + 35 + 8, y: 0), controlPoint1: CGPoint(x: (viewWidth / 2) + 36, y: 10), controlPoint2: CGPoint(x: (viewWidth / 2) + 35, y: 0))
// end right edge