I need to overlay some text on an image. Because the image has a lot of detail, I need to do something to make the text more legible.
What I would like to do is draw a semi-transparen开发者_如何学JAVAt white rounded rectangle with a SOFT EDGE below the text.
I've tried painting a white rounded rectangle with a white shadow, but that doesn't give me quite the effect I want. It results in a hard edge between the rounded rectangle and the shadow. I would like it to be a smooth transition.
Any ideas?
I've done something similar with CGGradient
and it was a pain and the final result didn't look that great. A much easier way would be to create the edges with a partially transparent PNG using - (UIImage *)stretchableImageWithLeftCapWidth:(NSInteger)leftCapWidth topCapHeight:(NSInteger)topCapHeight
Transparent graphics are expensive, so this may excessively degrade performance if you have a lot of labels, but if you've only got a few (and they don't move or otherwise require lots of redraws) you'll be fine.
You'll need to subclass UIView
and modify the drawRect:
method to allow for a radius. For a code sample of a drawRect:
with a fixed radius of 10.0px, try this:
- (void)drawRect:(CGRect)rect {
float radius = 10.0f;
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetRGBFillColor(context, 255,255,255,0.25);
CGContextMoveToPoint(context, rect.origin.x, rect.origin.y + radius);
CGContextAddLineToPoint(context, rect.origin.x, rect.origin.y + rect.size.height - radius);
CGContextAddArc(context, rect.origin.x + radius, rect.origin.y + rect.size.height - radius,
radius, M_PI / 4, M_PI / 2, 1);
CGContextAddLineToPoint(context, rect.origin.x + rect.size.width - radius,
rect.origin.y + rect.size.height);
CGContextAddArc(context, rect.origin.x + rect.size.width - radius,
rect.origin.y + rect.size.height - radius, radius, M_PI / 2, 0.0f, 1);
CGContextAddLineToPoint(context, rect.origin.x + rect.size.width, rect.origin.y + radius);
CGContextAddArc(context, rect.origin.x + rect.size.width - radius, rect.origin.y + radius,
radius, 0.0f, -M_PI / 2, 1);
CGContextAddLineToPoint(context, rect.origin.x + radius, rect.origin.y);
CGContextAddArc(context, rect.origin.x + radius, rect.origin.y + radius, radius,
-M_PI / 2, M_PI, 1);
CGContextFillPath(context);
}
So the best way to do this would be to add
@property CGFloat radius;
to your header file, and override the default constructor to read:
-(id) initWithFrame:(CGRect)aRect radius:(CGFloat)rad color:(UIColor *)bgColor opacity:(CGFloat)opacity {
if (self = [super initWithFrame:aRect]) {
[self setOpacity:opacity];
[self setBackgroundColor:bgColor];
[self setRadius:rad];
}
}
and tweak my above method to include self.radius
for all radius
calls, removing the float
declaration at the top.
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