I'm trying to understand CAShapeLayer
and where it shines. It seems like the main advantage is the shape style properties that you can conveniently access:
let shapeLayer = CAShapeLayer()
shapeLayer.frame = CGRect(origin: CGPoint(x: 100, y: 100), size: .init(width: 200, height: 200))
shapeLayer.fillColor = .none
shapeLayer.lineWidth = 5
shapeLayer.strokeColor = UIColor.blue.cgColor
let path = UIBezierPath()
let withCenter = CGPoint(x: 100, y: 100)
let radius = CGFloat(100)
let startAngle = CGFloat(0.0)
let endAngle = CGFloat(CGFloat.pi * 2)
path.addArc(withCenter: withCenter, radius: radius, startAngle: startAngle, endAngle: endAngle, clockwise: true)
shapeLayer.path = path.cgPath
But, I think the advantage ends there. It rather limits your ability set the context to multiple states like colors for different paths and requires a new CAShapeLayer
. I can override the drawing method or use the delegate, but that's be doing the same thing as CALayer
in that case.
On the other hand, with CALayer
:
let layer = CALayer()
layer.frame = CGRect(origin: CGPoint(x: 100, y: 300), size: .init(width: 200, height: 200))
let renderer = UIGraphicsImageRenderer(size: CGSize(width: 200, height: 200))
let image = renderer.image { (_) in
let path = UIBezierPath()
let withCenter = CGPoint(x: 100, y: 100)
let radius = CGFloat(100)
let startAngle = CGFloat(0.0)
let endAngle = CGFloat(CGFloat.pi * 2)
path.lineWidth = 5
UIColor.blue.setStroke()
path.addArc(withCenter: withCenter, radius: radius, startAngle: startAngle, endAngle: endAngle, clockwise: true)
path.stroke()
}
layer.contents = image.cgImage
you can set multiple stroke colors for different paths. Obviously, you can set the CAShapeLayer
's contents
in a similar manner, but I want to take advantage of CAShapeLayer
's API's that CALayer
doesn't offer.
Are the shape style properties the main reason for CAShapeLayer
?