我正在尝试使用循环来构建可变数量的 CGMutablePathRef,以便在圆上绘制可变数量的填充楔形。但是,出于某种原因,在循环结束时,我的数组仅返回一个对象。这是我用来构造数组的方法:
+ (NSMutableArray *)pathForCircleWithRect:(CGRect)rect numOfWedges:(NSUInteger)num
{
CGPoint center = CGPointMake(CGRectGetMidX(rect), CGRectGetMidY(rect));
CGFloat radius = rect.size.width / 2;
CGFloat angle = RADIANS(360) / num;
CGFloat startAngle = 0;
CGFloat endAngle = startAngle + angle;
NSMutableArray *paths = [NSMutableArray array];
for (int x = 0; x < num; x++);
{
CGMutablePathRef path = CGPathCreateMutable();
CGPathMoveToPoint(path, NULL, center.x, center.y);
CGPathAddArc(path, NULL, center.x, center.y, radius, startAngle, endAngle, 0);
CGPathAddLineToPoint(path, NULL, center.x, center.y);
[paths addObject:(id)path];
startAngle = endAngle;
endAngle = startAngle + angle;
}
return paths;
}
编辑 使用 UIBezierPath 的新尝试:
+ (NSMutableArray *)pathForCircleWithRect:(CGRect)rect numOfWedges:(NSUInteger)num
{
CGPoint center = CGPointMake(CGRectGetMidX(rect), CGRectGetMidY(rect));
CGFloat radius = rect.size.width / 2;
CGFloat angle = RADIANS(360) / num;
CGFloat startAngle = 0;
CGFloat endAngle = startAngle + angle;
NSMutableArray *paths = [NSMutableArray array];
for (int x = 0; x < num; x++);
{
CGMutablePathRef path = CGPathCreateMutable();
CGPathMoveToPoint(path, NULL, center.x, center.y);
CGPathAddArc(path, NULL, center.x, center.y, radius, startAngle, endAngle, 0);
CGPathAddLineToPoint(path, NULL, center.x, center.y);
[paths addObject:[UIBezierPath bezierPathWithCGPath:path]];
startAngle = endAngle;
endAngle = startAngle + angle;
}
return paths;
}
调用此函数的代码:
- (void)drawRect:(CGRect)rect
{
int num = 18;
NSMutableArray *paths = [WheelView pathForCircleWithRect:rect numOfWedges:num];
NSMutableArray *colors = [WheelView colorsForCircleWithNumOfWedges:num];
CGContextRef context = UIGraphicsGetCurrentContext();
for (int x = 0; x < num; x++)
{
CGContextSetFillColorWithColor(context, (CGColorRef)[colors objectAtIndex:x]);
CGContextSaveGState(context);
CGMutablePathRef wedgePath = (CGMutablePathRef)[paths objectAtIndex:x];
CGContextAddPath(context, wedgePath);
CGContextDrawPath(context, kCGPathFill);
//CGContextClip(context);
CGContextRestoreGState(context);
}
}