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Draw dynamic line path - sample
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//: A UIKit based Playground for presenting user interface | |
import UIKit | |
import PlaygroundSupport | |
class CustomButton: UIButton { | |
var key: String? | |
convenience init(key: String, point: CGPoint) { | |
self.init(type: .custom) | |
self.key = key | |
self.frame.size = CGSize(width: 16, height: 16) | |
self.center = point | |
self.backgroundColor = .black | |
self.layer.masksToBounds = true | |
self.layer.cornerRadius = 8.0 | |
} | |
} | |
class MyViewController : UIViewController { | |
let points = [ | |
("A", CGPoint(x: 20, y: 400)), | |
("B", CGPoint(x: 50, y: 350)), | |
("C", CGPoint(x: 80, y: 350)), | |
("D", CGPoint(x: 110, y: 300)), | |
("E", CGPoint(x: 200, y: 400)), | |
("F", CGPoint(x: 230, y: 375)), | |
] | |
var startKey: String? | |
var endKey: String? | |
var activeLineImageView: UIImageView? | |
override func loadView() { | |
let view = UIView() | |
view.backgroundColor = .white | |
view.frame.size = CGSize(width: 500, height: 500) | |
self.view = view | |
UIGraphicsBeginImageContextWithOptions(view.frame.size, false, 0) | |
let path = UIBezierPath() | |
path.lineWidth = 5.0 | |
path.move(to: points[0].1) | |
points.forEach { point in | |
let button = CustomButton(key: point.0, point: point.1) | |
button.addTarget(self, action: #selector(buttonPressed), for: .touchUpInside) | |
view.addSubview(button) | |
path.addLine(to: point.1) | |
} | |
UIColor.black.setStroke() | |
path.stroke() | |
var image = UIGraphicsGetImageFromCurrentImageContext() | |
var imageView = UIImageView(image: image) | |
self.view.addSubview(imageView) | |
UIGraphicsEndImageContext() | |
} | |
@objc private func buttonPressed(_ button: CustomButton) { | |
if startKey == nil && endKey == nil { | |
activeLineImageView?.removeFromSuperview() | |
activeLineImageView = nil | |
startKey = button.key | |
return | |
} | |
if startKey != nil && endKey == nil { | |
endKey = button.key | |
drawLine() | |
resetKeys() | |
} | |
} | |
private func drawLine() { | |
UIGraphicsBeginImageContextWithOptions(view.frame.size, false, 0) | |
let path = UIBezierPath() | |
path.lineWidth = 3.0 | |
var add = false | |
for point in points { | |
if let startKey = startKey, startKey == point.0 { | |
path.move(to: point.1) | |
add = true | |
continue | |
} | |
if let endKey = endKey, endKey == point.0 { | |
path.addLine(to: point.1) | |
add = false | |
break | |
} | |
if add { | |
path.addLine(to: point.1) | |
continue | |
} | |
} | |
UIColor.red.setStroke() | |
path.stroke() | |
var image = UIGraphicsGetImageFromCurrentImageContext() | |
activeLineImageView = UIImageView(image: image) | |
self.view.addSubview(activeLineImageView!) | |
UIGraphicsEndImageContext() | |
} | |
private func resetKeys() { | |
startKey = nil | |
endKey = nil | |
} | |
} | |
// Present the view controller in the Live View window | |
PlaygroundPage.current.liveView = MyViewController() |
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