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August 29, 2015 14:06
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extension NSBezierPath { | |
var CGPath: CGMutablePath! { | |
get { | |
if self.elementCount == 0 { | |
return nil | |
} | |
let path = CGPathCreateMutable() | |
var didClosePath = false | |
for i in 0..<self.elementCount { | |
var points:[NSPoint] = [NSPoint](count: 3, repeatedValue: NSZeroPoint) | |
switch self.elementAtIndex(i, associatedPoints: &points) { | |
case .MoveToBezierPathElement: | |
CGPathMoveToPoint(path, nil, points[0].x, points[0].y) | |
case .LineToBezierPathElement: | |
CGPathAddLineToPoint(path, nil, points[0].x, points[0].y) | |
case .CurveToBezierPathElement: | |
CGPathAddCurveToPoint(path, nil, points[0].x, points[0].y, points[1].x, points[1].y, points[2].x, points[2].y) | |
case .ClosePathBezierPathElement: | |
CGPathCloseSubpath(path) | |
didClosePath = true | |
} | |
} | |
if !didClosePath { | |
CGPathCloseSubpath(path) | |
} | |
return CGPathCreateMutableCopy(path) | |
} | |
} | |
} | |
//Now you can: | |
class TerrainLayer: CALayer { | |
override func drawInContext(ctx: CGContext!) { | |
let path = NSBezierPath(roundedRect: bounds, xRadius:10, yRadius:10).CGPath | |
CGPathAddRect(path, nil, bounds) | |
CGContextSetFillColorWithColor(ctx, NSColor.redColor().CGColor) | |
CGContextAddPath(ctx, path) | |
CGContextFillPath(ctx) | |
} | |
} | |
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