zoukankan      html  css  js  c++  java
  • IOS CALayer的阴影属性

    @property(nullable) CGColorRef shadowColor;
    
    /* The opacity of the shadow. Defaults to 0. Specifying a value outside the
     * [0,1] range will give undefined results. Animatable. */
    
    @property float shadowOpacity;
    
    /* The shadow offset. Defaults to (0, -3). Animatable. */
    
    @property CGSize shadowOffset;
    
    /* The blur radius used to create the shadow. Defaults to 3. Animatable. */
    
    @property CGFloat shadowRadius;
    
    /* When non-null this path defines the outline used to construct the
     * layer's shadow instead of using the layer's composited alpha
     * channel. The path is rendered using the non-zero winding rule.
     * Specifying the path explicitly using this property will usually
     * improve rendering performance, as will sharing the same path
     * reference across multiple layers. Upon assignment the path is copied.
     * Defaults to null. Animatable. */
    
    @property(nullable) CGPathRef shadowPath;

    1、shadowColor:阴影颜色

    2、shadowOpacity:不透明度,取值范围[0,1],可以对应UIView的 透明度 进行理解
    3、shadowRadius:对阴影的模糊度,默认值为3 ,值越大,越模糊,越自然如果为零则有明确的边界线

    4、shadowOffset:阴影的偏移量,默认(0,-3)

    5、shadowPath:可以指定阴影的形状,可以矩形,圆形甚至是贝塞尔曲线生成的任意形状,如下代码,生成的就是矩形的阴影

    CGFloat x,y,w,h;
    CGMutablePathRef squarePath = CGPathCreateMutable(); CGPathAddRect(squarePath, NULL, CGRectMake(x, y, w, h)); view.layer.shadowPath = squarePath;

    相同

  • 相关阅读:
    来自1068
    耻辱的时间戳(笑哭)
    依然排序
    呵呵
    好吧,第二篇
    来自机房的第一篇博客
    Shader-水流效果
    unity中虚拟摇杆的实现
    (转载)Unity3d中的属性(Attributes)整理
    C#冒泡排序法及优化
  • 原文地址:https://www.cnblogs.com/zhhl/p/5688743.html
Copyright © 2011-2022 走看看