I have created a UIView
subclass which uses a CAGradientLayer
for its layer. This is working fine. Now I want to draw a line at the end of the gradient (used as separator). I thought I can use the drawRect
method for this:
public class GradientView : UIView
{
// accessors
private CAGradientLayer gradientLayer {
// read-only
get { return (CAGradientLayer)this.Layer; }
}
public CGColor[] Colors {
// set the colors of the gradient layer
get { return this.gradientLayer.Colors; }
set { this.gradientLayer.Colors = value; }
}
[Export ("layerClass")]
public static Class LayerClass ()
{
// use a different Core Animation layer for its backing store
// normally a CALayer is used for a UIView
return new Class (typeof(CAGradientLayer));
}
public override void Draw (RectangleF rect)
{
PointF pointA = new PointF (0, rect.Height);
PointF pointB = new PointF (rect.Width, rect.Height);
CAShapeLayer line = new CAShapeLayer ();
UIBezierPath linePath = new UIBezierPath ();
linePath.MoveTo (pointA);
linePath.AddLineTo(pointB);
line.Path = linePath.CGPath;
line.FillColor = null;
line.Opacity = 1.0f;
line.StrokeColor = UIColor.Black.CGColor;
this.gradientLayer.AddSublayer (line);
base.Draw (rect);
}
}
But I get a black background. Can I use drawRect
for that? Or how do I add a line on it?
I'm using C# as language but you can provide your solution in Objective-C as well. Auto Layout determines the size of the GradientView
and my old solution also adapted to orientation changes.
Edit:
I tried what Cyrille said:
public class GradientView : UIView
{
// accessors
private CAShapeLayer line;
private CAGradientLayer gradientLayer {
// read-only
get { return (CAGradientLayer)this.Layer; }
}
public CGColor[] Colors {
// set the colors of the gradient layer
get { return this.gradientLayer.Colors; }
set { this.gradientLayer.Colors = value; }
}
public GradientView()
{
PointF pointA = new PointF (0, this.Bounds.Height);
PointF pointB = new PointF (this.Bounds.Width, this.Bounds.Height);
line = new CAShapeLayer ();
UIBezierPath linePath = new UIBezierPath ();
linePath.MoveTo (pointA);
linePath.AddLineTo(pointB);
line.Path = linePath.CGPath;
line.FillColor = null;
line.Opacity = 1.0f;
line.StrokeColor = UIColor.Black.CGColor;
line.LineWidth = 1.0f;
this.gradientLayer.AddSublayer (line);
}
[Export ("layerClass")]
public static Class LayerClass ()
{
// use a different Core Animation layer for its backing store
// normally a CALayer is used for a UIView
return new Class (typeof(CAGradientLayer));
}
public override void LayoutSubviews ()
{
PointF pointA = new PointF (0, this.Bounds.Height-2);
PointF pointB = new PointF (this.Bounds.Width, this.Bounds.Height-2);
UIBezierPath linePath = new UIBezierPath ();
linePath.MoveTo (pointA);
linePath.AddLineTo(pointB);
line.Path = linePath.CGPath;
base.LayoutSubviews ();
}
}
This seems to do what I want except that the line is not a thin hairline. Is CAShapeLayer
inappropriate for this?
Solution:
Of course it would be possible to use CAShapeLayer
, but if I have to setup things in drawRect
, then I completely draw my line there. Now the solution for me does look like the following:
public class GradientView : UIView
{
// accessors
private CAShapeLayer line;
private CAGradientLayer gradientLayer {
// read-only
get { return (CAGradientLayer)this.Layer; }
}
public CGColor[] Colors {
// set the colors of the gradient layer
get { return this.gradientLayer.Colors; }
set { this.gradientLayer.Colors = value; }
}
public GradientView()
{
this.BackgroundColor = UIColor.Clear;
}
[Export ("layerClass")]
public static Class LayerClass ()
{
// use a different Core Animation layer for its backing store
// normally a CALayer is used for a UIView
return new Class (typeof(CAGradientLayer));
}
public override void Draw (RectangleF rect)
{
base.Draw (rect);
// get graphics context
CGContext context = UIGraphics.GetCurrentContext ();
// start point
context.MoveTo (0, rect.Height);
// end point
context.AddLineToPoint (rect.Width, rect.Height);
context.SetLineWidth (1.0f);
context.SetShouldAntialias(false);
// draw the path
context.DrawPath (CGPathDrawingMode.Stroke);
}