1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230
| #import "CircleView.h"
static CGFloat DOU = 1 / 7.0;
@implementation CircleView
- (instancetype)initWithFrame:(CGRect)frame { self = [super initWithFrame:frame]; if (self) { _overRatio = DOU; _space = 2; } return self; }
- (void)setDatas:(NSArray *)datas { _datas = datas; [self updateDatas]; }
- (void)setFrame:(CGRect)frame { [super setFrame:frame]; [self updateDatas]; }
- (void)updateDatas { for (UIView *view in self.subviews) { [view removeFromSuperview]; } switch (self.datas.count) { case 0: break; case 1: [self doOneImage]; break; case 2: [self doTwoImage]; break; case 3: [self doThreeImage]; break; case 4: [self doFourImage]; break; default: [self doFourImage]; break; } }
- (void)doOneImage { UIImage *image1 = [UIImage imageNamed:self.datas[0]]; UIImageView *imageView = [self imageViewWithImage:image1 width: self.bounds.size.width]; imageView.frame = self.bounds; }
- (void)doTwoImage { UIImage *image1 = [UIImage imageNamed:self.datas[0]]; UIImage *image2 = [UIImage imageNamed:self.datas[1]]; CGFloat width = self.bounds.size.width / (1 + (1 - self.overRatio) * sin(M_PI_4)); UIImageView *imageView1 = [self imageViewWithImage:image1 width:width]; imageView1.frame = CGRectMake(self.frame.size.width - width, self.frame.size.width - width, width, width); UIBezierPath *path1 = [UIBezierPath bezierPath]; [path1 moveToPoint:CGPointMake(width / 2.0, 0)]; CGFloat offset = width / 2.0 - (width * (1 - self.overRatio)) * sin(M_PI_4); [path1 addArcWithCenter:CGPointMake(offset, offset) radius:width / 2.0 + self.space startAngle:-M_PI_4 endAngle:M_PI_2 + M_PI_4 clockwise:YES]; [path1 addLineToPoint:CGPointMake(0, width / 2.0)]; [path1 addLineToPoint:CGPointMake(0, width)]; [path1 addLineToPoint:CGPointMake(width, width)]; [path1 addLineToPoint:CGPointMake(width , 0)]; [path1 closePath]; imageView1.layer.mask = [self layerWithPath:path1]; UIImageView *imageView2 = [UIImageView new]; imageView2.backgroundColor = [UIColor grayColor]; imageView2.image = image2; imageView2.frame = CGRectMake(0, 0, width, width); imageView2.layer.masksToBounds = YES; imageView2.layer.cornerRadius = width / 2.0; [self addSubview:imageView2]; }
- (void)doThreeImage { UIImage *image1 = [UIImage imageNamed:self.datas[0]]; UIImage *image2 = [UIImage imageNamed:self.datas[1]]; UIImage *image3 = [UIImage imageNamed:self.datas[2]]; CGFloat width = self.bounds.size.width / (1 + (1 - self.overRatio)); CGFloat radius = width / 2.0 + self.space; UIImageView *imageView1 = [self imageViewWithImage:image1 width:width]; imageView1.frame = CGRectMake((self.frame.size.width - width) / 2.0, self.frame.size.height - width - (width * (1 - self.overRatio) * sin(M_PI / 3.0)), width, width); UIBezierPath *path1 = [UIBezierPath bezierPath]; [path1 moveToPoint:CGPointMake(0, 0)]; [path1 addLineToPoint:CGPointMake(0, width)]; CGFloat offsetY = (width * (1 - self.overRatio)) * sin(M_PI / 3.0) + width / 2.0; CGFloat offsetX = width / 2.0 - (width * (1 - self.overRatio)) * sin(M_PI / 6.0); [path1 addArcWithCenter:CGPointMake(offsetX, offsetY) radius:radius startAngle:M_PI + M_PI_2 - M_PI_4 endAngle:M_PI + M_PI + M_PI_4 clockwise:YES]; [path1 addLineToPoint:CGPointMake(width, width)]; [path1 addLineToPoint:CGPointMake(width , 0)]; [path1 closePath]; imageView1.layer.mask = [self layerWithPath:path1]; UIImageView *imageView2 = [self imageViewWithImage:image2 width:width]; imageView2.frame = CGRectMake(0, self.frame.size.height - width, width, width);
UIBezierPath *path2 = [UIBezierPath bezierPath]; [path2 moveToPoint:CGPointMake(0, 0)]; [path2 addLineToPoint:CGPointMake(0 , width)]; [path2 addLineToPoint:CGPointMake(width, width)]; CGFloat offsetY2 = width / 2.0; CGFloat offsetX2 = width * (1 - self.overRatio) + width / 2.0; [path2 addArcWithCenter:CGPointMake(offsetX2, offsetY2) radius:radius startAngle:M_PI - M_PI_2 endAngle: M_PI + M_PI_2 clockwise:YES]; [path2 addLineToPoint:CGPointMake(width , 0)]; [path2 addLineToPoint:CGPointMake(0 , 0)]; [path2 closePath]; imageView2.layer.mask = [self layerWithPath:path2];
UIImageView *imageView3 = [self imageViewWithImage:image3 width:width]; imageView3.frame = CGRectMake(self.frame.size.width - width, self.frame.size.height - width, width, width);
UIBezierPath *path3 = [UIBezierPath bezierPath]; [path3 moveToPoint:CGPointMake(width, width)]; [path3 addLineToPoint:CGPointMake(width , 0)]; CGFloat offsetY3 = width / 2.0 - (width * (1 - self.overRatio)) * sin(M_PI / 3.0); CGFloat offsetX3 = width / 2.0 - (width * (1 - self.overRatio)) * sin(M_PI / 6.0); [path3 addArcWithCenter:CGPointMake(offsetX3, offsetY3) radius:radius startAngle:M_PI / 4.0 - M_PI_2 endAngle:M_PI / 4.0 + M_PI_2 clockwise:YES]; [path3 addLineToPoint:CGPointMake(0, width)]; [path3 moveToPoint:CGPointMake(width, width)]; [path3 closePath]; imageView3.layer.mask = [self layerWithPath:path3]; }
- (void)doFourImage { UIImage *image1 = [UIImage imageNamed:self.datas[0]]; UIImage *image2 = [UIImage imageNamed:self.datas[1]]; UIImage *image3 = [UIImage imageNamed:self.datas[2]]; UIImage *image4 = [UIImage imageNamed:self.datas[3]]; CGFloat width = self.bounds.size.width / (1 + (1 - self.overRatio)); CGFloat radius = width / 2.0 + self.space; UIImageView *imageView1 = [self imageViewWithImage:image1 width:width]; imageView1.frame = CGRectMake(0, 0, width, width); UIBezierPath *path1 = [UIBezierPath bezierPath]; [path1 moveToPoint:CGPointMake(0, 0)]; [path1 addLineToPoint:CGPointMake(0, width)]; CGFloat offsetY = (width * (1 - self.overRatio)) + width / 2.0; CGFloat offsetX = width / 2.0; [path1 addArcWithCenter:CGPointMake(offsetX, offsetY) radius:radius startAngle:M_PI endAngle:M_PI * 2 clockwise:YES]; [path1 addLineToPoint:CGPointMake(width, width)]; [path1 addLineToPoint:CGPointMake(width , 0)]; [path1 closePath]; imageView1.layer.mask = [self layerWithPath:path1]; UIImageView *imageView2 = [self imageViewWithImage:image2 width:width]; imageView2.frame = CGRectMake(0, self.frame.size.height - width, width, width); UIBezierPath *path2 = [UIBezierPath bezierPath]; [path2 moveToPoint:CGPointMake(0, 0)]; [path2 addLineToPoint:CGPointMake(0 , width)]; [path2 addLineToPoint:CGPointMake(width, width)]; CGFloat offsetY2 = width / 2.0; CGFloat offsetX2 = width * (1 - self.overRatio) + width / 2.0; [path2 addArcWithCenter:CGPointMake(offsetX2, offsetY2) radius:radius startAngle:M_PI - M_PI_2 endAngle: M_PI + M_PI_2 clockwise:YES]; [path2 addLineToPoint:CGPointMake(width , 0)]; [path2 addLineToPoint:CGPointMake(0 , 0)]; [path2 closePath]; imageView2.layer.mask = [self layerWithPath:path2]; UIImageView *imageView3 = [self imageViewWithImage:image3 width:width]; imageView3.frame = CGRectMake(self.frame.size.width - width, self.frame.size.height - width, width, width); UIBezierPath *path3 = [UIBezierPath bezierPath]; [path3 moveToPoint:CGPointMake(width, width)]; [path3 addLineToPoint:CGPointMake(width , 0)]; CGFloat offsetY3 = width / 2.0 - (width * (1 - self.overRatio)); CGFloat offsetX3 = width / 2.0; [path3 addArcWithCenter:CGPointMake(offsetX3, offsetY3) radius:radius startAngle:0 endAngle:M_PI clockwise:YES]; [path3 addLineToPoint:CGPointMake(0, 0)]; [path3 addLineToPoint:CGPointMake(0, width)]; [path3 closePath]; imageView3.layer.mask = [self layerWithPath:path3]; UIImageView *imageView4 = [self imageViewWithImage:image4 width:width]; imageView4.frame = CGRectMake(self.frame.size.width - width, 0, width, width); UIBezierPath *path4 = [UIBezierPath bezierPath]; [path4 moveToPoint:CGPointMake(width, width)]; [path4 addLineToPoint:CGPointMake(width , 0)]; [path4 addLineToPoint:CGPointMake(0, 0)]; CGFloat offsetY4 = width / 2.0; CGFloat offsetX4 = width / 2.0 - width * (1 - self.overRatio); [path4 addArcWithCenter:CGPointMake(offsetX4, offsetY4) radius:radius startAngle:M_PI * 2 - M_PI_2 endAngle:M_PI * 2 + M_PI_2 clockwise:YES]; [path4 addLineToPoint:CGPointMake(0 , width)]; [path4 closePath]; imageView4.layer.mask = [self layerWithPath:path4]; }
- (CAShapeLayer *)layerWithPath:(UIBezierPath *)path { CAShapeLayer *layer = [CAShapeLayer layer]; [layer setPath:path.CGPath]; [layer setFillColor:[UIColor whiteColor].CGColor]; [layer setStrokeColor:[UIColor whiteColor].CGColor]; return layer; }
- (UIImageView *)imageViewWithImage:(UIImage *)image width:(CGFloat)width { UIImageView *imageView = [UIImageView new]; imageView.backgroundColor = [UIColor grayColor]; imageView.image = image; imageView.layer.masksToBounds = YES; imageView.layer.cornerRadius = width / 2.0; [self addSubview:imageView]; return imageView; }
@end
|