我想在我的一个屏幕上渲染一些具有 3dish 外观的文本。我正在使用 UIKit 和标准 View Controller 等。
效果看起来像这样:
这可以通过 UIKit 和 iOS 来完成吗?通常我只会使用静态 png,但是文本是动态的并根据用户数据进行更新
最佳答案
嗯,这是一个基本示例。
这个想法是,使用 x/y 1 偏移量一遍又一遍地绘制相同文本的图层,以创建“深度”外观。
我创建了一个 UIImage 类别,名为 UIImage+3d,您可以测试它:
这是头文件 (.h)
//
// UIImage+3D.h
//
// Created by Lefteris Haritou on 12/10/12.
// Feel Free to use this code, but please keep the credits
//
#import <UIKit/UIKit.h>
@interface UIImage (Extensions)
+ (UIImage *)create3DImageWithText:(NSString *)_text Font:(UIFont*)_font ForegroundColor:(UIColor*)_foregroundColor ShadowColor:(UIColor*)_shadowColor outlineColor:(UIColor*)_outlineColor depth:(int)_depth useShine:(BOOL)_shine;
@end
这是实现 (.m) 文件
//
// UIImage+3D.m
//
// Created by Lefteris Haritou on 12/10/12.
// Feel Free to use this code, but please keep the credits
//
#import "UIImage+3D.h"
#import <CoreText/CoreText.h>
#import <QuartzCore/QuartzCore.h>
@implementation UIImage (Extensions)
+ (UIImage *)create3DImageWithText:(NSString *)_text Font:(UIFont*)_font ForegroundColor:(UIColor*)_foregroundColor ShadowColor:(UIColor*)_shadowColor outlineColor:(UIColor*)_outlineColor depth:(int)_depth useShine:(BOOL)_shine {
//calculate the size we will need for our text
CGSize expectedSize = [_text sizeWithFont:_font constrainedToSize:CGSizeMake(MAXFLOAT, MAXFLOAT)];
//increase our size, as we will draw in 3d, so we need extra space for 3d depth + shadow with blur
expectedSize.height+=_depth+5;
expectedSize.width+=_depth+5;
UIColor *_newColor;
UIGraphicsBeginImageContextWithOptions(expectedSize, NO, [[UIScreen mainScreen] scale]);
CGContextRef context = UIGraphicsGetCurrentContext();
//because we want to do a 3d depth effect, we are going to slightly decrease the color as we move back
//so here we are going to create a color array that we will use with required depth levels
NSMutableArray *_colorsArray = [[NSMutableArray alloc] initWithCapacity:_depth];
CGFloat *components = (CGFloat *)CGColorGetComponents(_foregroundColor.CGColor);
//add as a first color in our array the original color
[_colorsArray insertObject:_foregroundColor atIndex:0];
//create a gradient of our color (darkening in the depth)
int _colorStepSize = floor(100/_depth);
for (int i=0; i<_depth; i++) {
for (int k=0; k<3; k++) {
if (components[k]>(_colorStepSize/255.f)) {
components[k]-=(_colorStepSize/255.f);
}
}
_newColor = [UIColor colorWithRed:components[0] green:components[1] blue:components[2] alpha:CGColorGetAlpha(_foregroundColor.CGColor)];
//we are inserting always at first index as we want this array of colors to be reversed (darkest color being the last)
[_colorsArray insertObject:_newColor atIndex:0];
}
//we will draw repeated copies of our text, with the outline color and foreground color, starting from the deepest
for (int i=0; i<_depth; i++) {
//change color
_newColor = (UIColor*)[_colorsArray objectAtIndex:i];
//draw the text
CGContextSaveGState(context);
CGContextSetShouldAntialias(context, YES);
//draw outline if this is the last layer (front one)
if (i+1==_depth) {
CGContextSetLineWidth(context, 1);
CGContextSetLineJoin(context, kCGLineJoinRound);
CGContextSetTextDrawingMode(context, kCGTextStroke);
[_outlineColor set];
[_text drawAtPoint:CGPointMake(i, i) withFont:_font];
}
//draw filling
[_newColor set];
CGContextSetTextDrawingMode(context, kCGTextFill);
//if this is the last layer (first one we draw), add the drop shadow too and the outline
if (i==0) {
CGContextSetShadowWithColor(context, CGSizeMake(-2, -2), 4.0f, _shadowColor.CGColor);
}
else if (i+1!=_depth){
//add glow like blur
CGContextSetShadowWithColor(context, CGSizeMake(-1, -1), 3.0f, _newColor.CGColor);
}
[_text drawAtPoint:CGPointMake(i, i) withFont:_font];
CGContextRestoreGState(context);
}
//if we need to apply the shine
if (_shine) {
//create an alpha mask from the top most layer of the image, so we can add a shine effect over it
CGColorSpaceRef genericRGBColorspace = CGColorSpaceCreateDeviceRGB();
CGContextRef imageContext = CGBitmapContextCreate(NULL, (int)expectedSize.width, (int)expectedSize.height, 8, (int)expectedSize.width * 4, genericRGBColorspace, kCGBitmapByteOrder32Little | kCGImageAlphaPremultipliedFirst);
UIGraphicsPushContext(imageContext);
CGContextSetTextDrawingMode(imageContext, kCGTextFill);
[_text drawAtPoint:CGPointMake(_depth-1, _depth-1) withFont:_font];
CGImageRef alphaMask = CGBitmapContextCreateImage(imageContext);
CGContextRelease(imageContext);
UIGraphicsPopContext();
//draw shine effect
//clip context to the mask we created
CGRect drawRect = CGRectZero;
drawRect.size = expectedSize;
CGContextSaveGState(context);
CGContextClipToMask(context, drawRect, alphaMask);
CGContextSetBlendMode(context, kCGBlendModeLuminosity);
size_t num_locations = 4;
CGFloat locations[4] = { 0.0, 0.4, 0.6, 1};
CGFloat gradientComponents[16] = {
0.0, 0.0, 0.0, 1.0,
0.6, 0.6, 0.6, 1.0,
0.8, 0.8, 0.8, 1.0,
0.0, 0.0, 0.0, 1.0
};
CGGradientRef glossGradient = CGGradientCreateWithColorComponents(genericRGBColorspace, gradientComponents, locations, num_locations);
CGPoint start = CGPointMake(0, 0);
CGPoint end = CGPointMake(0, expectedSize.height);
CGContextDrawLinearGradient(context, glossGradient, start, end, 0);
CGColorSpaceRelease(genericRGBColorspace);
CGGradientRelease(glossGradient);
CGImageRelease(alphaMask);
CGContextRestoreGState(context);
}
UIImage *finalImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return finalImage;
}
@end
要使用它,只需导入类别扩展,然后按如下方式使用它:
UIImage *my3dImage = [UIImage create3DImageWithText:@"3" Font:[UIFont systemFontOfSize:250] ForegroundColor:[UIColor colorWithRed:(200/255.f) green:(200/255.f) blue:(200/255.f) alpha:1.0] ShadowColor:[UIColor blackColor] outlineColor:[UIColor colorWithRed:(225/255.f) green:(225/255.f) blue:(225/255.f) alpha:1.0] depth:8 useShine:NO];
UIImageView *imgView = [[UIImageView alloc] initWithImage:my3dImage];
[self.view addSubview: imgView];
另一个例子是这样的:
UIImage *my3dImage = [UIImage create3DImageWithText:@"3D" Font:[UIFont fontWithName:@"MarkerFelt-Wide" size:180] ForegroundColor:[UIColor colorWithRed:(222/255.f) green:(100/255.f) blue:(100/255.f) alpha:1.0] ShadowColor:[UIColor blackColor] outlineColor:[UIColor colorWithRed:(216/255.f) green:(120/255.f) blue:(120/255.f) alpha:1.0] depth:6 useShine:NO];
UIImageView *imgView = [[UIImageView alloc] initWithImage:my3dImage];
imgView.center = self.view.center;
[self.view addSubview: imgView];
结果如下所示:
我编辑了代码以在图像上添加闪耀效果,我相信这会让它看起来更酷
UIImage *my3dImage = [UIImage create3DImageWithText:@"3D" Font:[UIFont fontWithName:@"MarkerFelt-Wide" size:180] ForegroundColor:[UIColor colorWithRed:(222/255.f) green:(100/255.f) blue:(100/255.f) alpha:1.0] ShadowColor:[UIColor blackColor] outlineColor:[UIColor colorWithRed:(216/255.f) green:(120/255.f) blue:(120/255.f) alpha:1.0] depth:6 useShine:YES];
UIImageView *imgView = [[UIImageView alloc] initWithImage:my3dImage];
imgView.center = self.view.center;
[self.view addSubview: imgView];
关于iphone - iOS 中的 3D 文字效果,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/59032435/