快两个月没写文章了,说是工作比较忙,归根结底还是懒,哈哈😁。
想开源一个点图标签的库,但其实没有必要,明白原理,大家都可以动手干的。文末附笔者自己思路下的Demo,满足要求的给个star,直接拿过去用哈。
点图标签的实现思路
首先将点图标签分为,圆,文本,以及控制的方向。如下图
先上效果
实现:
一、圆
在初始化时确定圆的大小,一般的点图标签就是圆点和和做动画的阴影圆,有的也会有大圆部分,其实就是在圆点下方加一个大圆,使其有圆环的效果。
- (void)creatCircleView
{ //circleLayer
CGSize circleSize = self.circleSize;
self.circleLayer =[CALayer new];
self.circleLayer.position = CGPointMake(circleSize.width/2, circleSize.height/2);
self.circleLayer.bounds = CGRectMake(0, 0, circleSize.width, circleSize.height);
self.circleLayer.cornerRadius = circleSize.width/2;
[self.layer addSublayer:self.circleLayer];
//circleView
self.circleView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, circleSize.width, circleSize.height)];
self.circleView.layer.cornerRadius = self.circleView.frame.size.width / 2;
self.circleView.layer.masksToBounds = YES;
self.circleView.center = CGPointMake(10, CGRectGetHeight(self.frame)/2.0);
self.circleLayer.position = self.circleView.center;
//bigCircleView
self.bigCircleView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, circleSize.width+2, circleSize.height+2)];
self.bigCircleView.layer.cornerRadius = self.bigCircleView.frame.size.width / 2;
self.bigCircleView.layer.masksToBounds = YES;
self.bigCircleView.center = CGPointMake(10, CGRectGetHeight(self.frame)/2.0);
[self addSubview:self.bigCircleView];
[self addSubview:self.circleView];
//添加动画
[self circleAnimation:self.circleLayer];
}
二、 文字
文字部分主要是根据方向画出对应形状的
path
(画path
其实是一件很有意思的事情,建立坐标系,画出形状然后标出关键点,用关键点生成path
即可,有兴趣的可以动手试试哈),然后利用CAShapeLayer
来生成图层裁剪UILabel
的layer
。CAShapeLayer
的优点这里就不细说了。
//处理label的形状
- (void)triangle:(UILabel *)label
{
CGFloat angleWidth = 10;
CGFloat labelCornerRadius = 4;
CGFloat lineCornerRadius = 2;
CGFloat arrowCornerRadious = 1;
UIBezierPath * path = [UIBezierPath new];
switch (self.direction)
{
case YLTagDirectionRight:
[path moveToPoint:( CGPoint ) { labelCornerRadius, 0}];
[path addQuadCurveToPoint:( CGPoint ) {0, labelCornerRadius} controlPoint:( CGPoint ) { 0,0}];
[path addLineToPoint :( CGPoint ) { 0, CGRectGetHeight(label.frame)-labelCornerRadius}];
[path addQuadCurveToPoint:( CGPoint ) {labelCornerRadius, CGRectGetHeight(label.frame)} controlPoint:( CGPoint ) { 0, CGRectGetHeight(label.frame)}];
[path addLineToPoint :( CGPoint ) { CGRectGetWidth(label.frame) - angleWidth-lineCornerRadius, CGRectGetHeight(label.frame)}];
[path addQuadCurveToPoint:( CGPoint ) {CGRectGetWidth(label.frame) - angleWidth+lineCornerRadius, CGRectGetHeight(label.frame)-lineCornerRadius} controlPoint:( CGPoint ) { CGRectGetWidth(label.frame)-angleWidth, CGRectGetHeight(label.frame)}];
[path addLineToPoint :( CGPoint ) { CGRectGetWidth(label.frame)-arrowCornerRadious, CGRectGetHeight(label.frame)/2.0+arrowCornerRadious}];
[path addQuadCurveToPoint:( CGPoint ) {CGRectGetWidth(label.frame)-arrowCornerRadious,CGRectGetHeight(label.frame)/2.0-arrowCornerRadious} controlPoint:( CGPoint ) { CGRectGetWidth(label.frame), CGRectGetHeight(label.frame)/2.0}];
[path addLineToPoint :( CGPoint ) { CGRectGetWidth(label.frame) - angleWidth+lineCornerRadius, lineCornerRadius}];
[path addQuadCurveToPoint:( CGPoint ) {CGRectGetWidth(label.frame) - angleWidth-lineCornerRadius, 0} controlPoint:( CGPoint ) { CGRectGetWidth(label.frame)-angleWidth,0}];
[path addLineToPoint :( CGPoint ) { labelCornerRadius, 0}];
break;
case YLTagDirectionLeft:
default:
[path moveToPoint :( CGPoint ) { angleWidth+lineCornerRadius , 0 }];
[path addQuadCurveToPoint:( CGPoint ) { angleWidth-lineCornerRadius,lineCornerRadius} controlPoint:( CGPoint ) {angleWidth , 0}];
[path addLineToPoint :( CGPoint ) { arrowCornerRadious, CGRectGetHeight(label.frame)/2.0-arrowCornerRadious}];
[path addQuadCurveToPoint:( CGPoint ) {arrowCornerRadious, CGRectGetHeight(label.frame)/2.0+arrowCornerRadious} controlPoint:( CGPoint ) { 0, CGRectGetHeight(label.frame)/2.0}];
[path addLineToPoint :( CGPoint ) { angleWidth-lineCornerRadius, CGRectGetHeight(label.frame)-lineCornerRadius}];
[path addQuadCurveToPoint:( CGPoint ) { angleWidth+lineCornerRadius, CGRectGetHeight(label.frame)} controlPoint:( CGPoint ) { angleWidth, CGRectGetHeight(label.frame)}];
[path addLineToPoint :( CGPoint ) { CGRectGetWidth(label.frame)-labelCornerRadius, CGRectGetHeight(label.frame)}];
[path addQuadCurveToPoint:( CGPoint ) { CGRectGetWidth(label.frame), CGRectGetHeight(label.frame)-labelCornerRadius} controlPoint:( CGPoint ) { CGRectGetWidth(label.frame), CGRectGetHeight(label.frame)}];
[path addLineToPoint :( CGPoint ) { CGRectGetWidth(label.frame), labelCornerRadius}];
[path addQuadCurveToPoint:( CGPoint ) { CGRectGetWidth(label.frame)-labelCornerRadius, 0} controlPoint:( CGPoint ) { CGRectGetWidth(label.frame),0}];
[path addLineToPoint :( CGPoint ) { angleWidth, 0}];
break;
}
CAShapeLayer* mask = [CAShapeLayer layer];
mask.path = path.CGPath ;
label.layer.mask = mask;
}
上面的绘制会引发一个小问题,由于UILabel
被裁剪的形状不规则,一边是三角形,一边是矩形,所以就导致了文字在被裁剪的UILabel
中看起来不是居中的,为了解决这个问题就自定了一个UILabel
改变了它的Insets
。
三、 方向(边缘处理)
在点击屏幕边缘时需要处理🏷的方向,比如,默认方向为左,但当点击屏幕右边缘时,此时的🏷是不能默认为左的,此时方向为右,才能保证🏷不会超出屏幕,在拿到
text
之后计算方向即可。其实就是父视图边缘的特殊处理,此Demo种父视图与屏幕等宽。当然除此以外还要处理标签移动时,标签不会超出屏幕。
//处理完判断边界fram,赋值方向
CGFloat selfW = rect.size.width + CGRectGetWidth(self.bigCircleView.frame) + kSpace;
if (CGRectGetWidth(self.superview.frame)>0)
{
if (self.direction == YLTagDirectionLeft)
{
CGFloat maxX = self.circlePoint.x - CGRectGetWidth(_bigCircleView.frame)/2 + selfW;
if (maxX>self.superview.frame.size.width)
{
self.direction = YLTagDirectionRight;
}
}else
{
CGFloat minX = self.circlePoint.x + CGRectGetWidth(_bigCircleView.frame) - selfW;
if (minX<0)
{
self.direction = YLTagDirectionLeft;
}
}
}
详细代码见Demo
点图标签的核心就是处理圆点,文字和方向三者之间的关系。其实所有的问题都大同小异,学会拆分问题,然后解决问题。题外话,哈哈😁。
照例放Demo,仅供参考,如有问题请留言
Demo地址:
https://github.com/yongliangP/YLTagView 用心良苦请 star
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