Makes drawBottomCurvedShadowsOnRect more flexible by allowing the rect to be passed in with a non (0,0) origin
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@ -260,15 +260,15 @@ static const CGFloat VertialShadowOffset = 6;
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UIBezierPath *shadowPath = [UIBezierPath bezierPath];
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//get the variables for frame
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CGFloat x = 0;
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CGFloat y = 0;
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CGFloat x = rect.origin.x;
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CGFloat y = rect.origin.y;
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CGFloat width = CGRectGetWidth(rect);
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CGFloat height = CGRectGetHeight(rect);
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[shadowPath moveToPoint:CGPointMake(x + HorizontalShadowInset, y)];
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[shadowPath addLineToPoint:CGPointMake(width - HorizontalShadowInset, y)];
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[shadowPath addLineToPoint:CGPointMake(width - HorizontalShadowInset, height-VertialShadowOffset/2)];
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[shadowPath addQuadCurveToPoint:CGPointMake(x + HorizontalShadowInset, height - VertialShadowOffset/2) controlPoint:CGPointMake(width/2.f, height - VertialShadowOffset * 1.5)];
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[shadowPath addLineToPoint:CGPointMake(x + width - HorizontalShadowInset, y)];
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[shadowPath addLineToPoint:CGPointMake(x + width - HorizontalShadowInset, height-VertialShadowOffset/2)];
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[shadowPath addQuadCurveToPoint:CGPointMake(x + HorizontalShadowInset, height - VertialShadowOffset/2) controlPoint:CGPointMake((x + width)/2.f, height - VertialShadowOffset * 1.5)];
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[shadowPath addLineToPoint:CGPointMake(x + HorizontalShadowInset, y)];
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[shadowPath closePath];
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