// // UITableViewCell+CSCellShadows.m // CoinShang // // Created by Jiayu_iOSer on 2018/11/27. // Copyright © 2018 Shangbee. All rights reserved. // #import "UITableViewCell+CSCellShadows.h" @implementation UITableViewCell (CSCellShadows) - (void)addShadowToCellInTableView:(UITableView *)tableView atIndexPath:(NSIndexPath *)indexPath { // 给section加阴影 BOOL isFirstRow = !indexPath.row;// 第一个cell BOOL isLastRow = (indexPath.row == [tableView numberOfRowsInSection:indexPath.section] - 1);//最后一个cell BOOL isSectionOneRow = ([tableView numberOfRowsInSection:indexPath.section] == 1);// 只有一个cell // the shadow rect determines the area in which the shadow gets drawn CGRect shadowRect = CGRectInset(CGRectMake(0, 0, ScreenWidth, self.frame.size.height), 10, -10); if(isFirstRow) shadowRect.origin.y += 10; else if(isLastRow) shadowRect.size.height -= 10; // the mask rect ensures that the shadow doesn't bleed into other table cells CGRect maskRect = CGRectInset(CGRectMake(0, 0, ScreenWidth, self.frame.size.height), -10, 0); if(isFirstRow) { maskRect.origin.y -= 10; maskRect.size.height += 10; } else if(isLastRow) maskRect.size.height += 10; // 如果section 只有一个cell if (isSectionOneRow) { for (int i = 0; i < 2; i++) { shadowRect.size.height -= 10; maskRect.size.height += 5; } } // now configure the background view layer with the shadow CALayer *layers = self.backgroundView.layer; layers.shadowColor = [UIColor lightGrayColor].CGColor; layers.shadowOffset = CGSizeMake(0, 0); layers.shadowRadius = 2.5; layers.shadowOpacity = 0.2f; layers.shadowPath = [UIBezierPath bezierPathWithRoundedRect:shadowRect cornerRadius:8].CGPath; layers.masksToBounds = NO; // and finally add the shadow mask CAShapeLayer *maskLayer = [CAShapeLayer layer]; maskLayer.path = [UIBezierPath bezierPathWithRect:maskRect].CGPath; layers.mask = maskLayer; /* BOOL isFirstRow = !indexPath.row; BOOL isLastRow = (indexPath.row == [tableView numberOfRowsInSection:indexPath.section] - 1); // the shadow rect determines the area in which the shadow gets drawn CGRect shadowRect = CGRectInset(self.backgroundView.bounds, 0, -10); if(isFirstRow) shadowRect.origin.y += 10; else if(isLastRow) shadowRect.size.height -= 10; // the mask rect ensures that the shadow doesn't bleed into other table cells CGRect maskRect = CGRectInset(self.backgroundView.bounds, -20, 0); if(isFirstRow) { maskRect.origin.y -= 10; maskRect.size.height += 10; } else if(isLastRow) maskRect.size.height += 10; // now configure the background view layer with the shadow CALayer *layer = self.backgroundView.layer; layer.shadowColor = [UIColor redColor].CGColor; layer.shadowOffset = CGSizeMake(0, 0); layer.shadowRadius = 3; layer.shadowOpacity = 0.75; layer.shadowPath = [UIBezierPath bezierPathWithRoundedRect:shadowRect cornerRadius:5].CGPath; layer.masksToBounds = NO; // and finally add the shadow mask CAShapeLayer *maskLayer = [CAShapeLayer layer]; maskLayer.path = [UIBezierPath bezierPathWithRect:maskRect].CGPath; layer.mask = maskLayer; */ } /* / 给tableview section 添加圆角 / */ - (void)addShadowToSectionTableView:(UITableView *)tableView atIndexPath:(NSIndexPath *)indexPath{ // 圆角弧度半径 CGFloat cornerRadius = 7.f; // 设置cell的背景色为透明,如果不设置这个的话,则原来的背景色不会被覆盖 self.backgroundColor = UIColor.clearColor; // 创建一个shapeLayer CAShapeLayer *layer = [[CAShapeLayer alloc] init]; CAShapeLayer *backgroundLayer = [[CAShapeLayer alloc] init]; //显示选中 // 创建一个可变的图像Path句柄,该路径用于保存绘图信息 CGMutablePathRef pathRef = CGPathCreateMutable(); // 获取cell的size // 第一个参数,是整个 cell 的 bounds, 第二个参数是距左右两端的距离,第三个参数是距上下两端的距离 CGRect bounds = CGRectInset(self.bounds, 10, 0); // CGRectGetMinY:返回对象顶点坐标 // CGRectGetMaxY:返回对象底点坐标 // CGRectGetMinX:返回对象左边缘坐标 // CGRectGetMaxX:返回对象右边缘坐标 // CGRectGetMidX: 返回对象中心点的X坐标 // CGRectGetMidY: 返回对象中心点的Y坐标 // 这里要判断分组列表中的第一行,每组section的第一行,每组section的中间行 // CGPathAddRoundedRect(pathRef, nil, bounds, cornerRadius, cornerRadius); // 起始坐标为左下角,设为p,(CGRectGetMinX(bounds), CGRectGetMinY(bounds))为左上角的点,设为p1(x1,y1),(CGRectGetMidX(bounds), CGRectGetMinY(bounds))为顶部中点的点,设为p2(x2,y2)。然后连接p1和p2为一条直线l1,连接初始点p到p1成一条直线l,则在两条直线相交处绘制弧度为r的圆角。 if (indexPath.row == 0) { if ([tableView numberOfRowsInSection:indexPath.section] == 1) { CGPathMoveToPoint(pathRef, nil, CGRectGetMinX(bounds), CGRectGetMaxY(bounds)); CGPathAddArcToPoint(pathRef, nil, CGRectGetMinX(bounds), CGRectGetMinY(bounds), CGRectGetMidX(bounds), CGRectGetMinY(bounds), cornerRadius); CGPathAddArcToPoint(pathRef, nil, CGRectGetMaxX(bounds), CGRectGetMinY(bounds), CGRectGetMaxX(bounds), CGRectGetMidY(bounds), cornerRadius); CGPathAddArcToPoint(pathRef, nil, CGRectGetMaxX(bounds), CGRectGetMaxY(bounds), CGRectGetMidX(bounds), CGRectGetMaxY(bounds), cornerRadius); CGPathAddArcToPoint(pathRef, nil, CGRectGetMinX(bounds), CGRectGetMaxY(bounds), CGRectGetMinX(bounds), CGRectGetMidY(bounds), cornerRadius); CGPathAddLineToPoint(pathRef, nil, CGRectGetMinX(bounds), CGRectGetMaxY(bounds)); }else{ // 初始起点为cell的左下角坐标 CGPathMoveToPoint(pathRef, nil, CGRectGetMinX(bounds), CGRectGetMaxY(bounds)); CGPathAddArcToPoint(pathRef, nil, CGRectGetMinX(bounds), CGRectGetMinY(bounds), CGRectGetMidX(bounds), CGRectGetMinY(bounds), cornerRadius); CGPathAddArcToPoint(pathRef, nil, CGRectGetMaxX(bounds), CGRectGetMinY(bounds), CGRectGetMaxX(bounds), CGRectGetMidY(bounds), cornerRadius); // 终点坐标为右下角坐标点,把绘图信息都放到路径中去,根据这些路径就构成了一块区域了 CGPathAddLineToPoint(pathRef, nil, CGRectGetMaxX(bounds), CGRectGetMaxY(bounds)); } } else if (indexPath.row == [tableView numberOfRowsInSection:indexPath.section]-1) { // 初始起点为cell的左上角坐标 CGPathMoveToPoint(pathRef, nil, CGRectGetMinX(bounds), CGRectGetMinY(bounds)); CGPathAddArcToPoint(pathRef, nil, CGRectGetMinX(bounds), CGRectGetMaxY(bounds), CGRectGetMidX(bounds), CGRectGetMaxY(bounds), cornerRadius); CGPathAddArcToPoint(pathRef, nil, CGRectGetMaxX(bounds), CGRectGetMaxY(bounds), CGRectGetMaxX(bounds), CGRectGetMidY(bounds), cornerRadius); // 添加一条直线,终点坐标为右下角坐标点并放到路径中去 CGPathAddLineToPoint(pathRef, nil, CGRectGetMaxX(bounds), CGRectGetMinY(bounds)); }else { // 添加cell的rectangle信息到path中(不包括圆角) CGPathAddRect(pathRef, nil, bounds); } // 把已经绘制好的可变图像路径赋值给图层,然后图层根据这图像path进行图像渲染render layer.path = pathRef; backgroundLayer.path = pathRef; // 注意:但凡通过Quartz2D中带有creat/copy/retain方法创建出来的值都必须要释放 CFRelease(pathRef); // 按照shape layer的path填充颜色,类似于渲染render // layer.fillColor = [UIColor colorWithWhite:1.f alpha:0.8f].CGColor; layer.fillColor = [UIColor whiteColor].CGColor; // view大小与cell一致 UIView *roundView = [[UIView alloc] initWithFrame:bounds]; // 添加自定义圆角后的图层到roundView中 [roundView.layer insertSublayer:layer atIndex:0]; roundView.backgroundColor = UIColor.clearColor; // cell的背景view self.backgroundView = roundView; } @end