First time using BezierPaths, wondering how this function is actually supposed to be implemented. Currently the bezier path moves within the frame of the image, as opposed t
Swift 3.1 Version of William Falcon's Answer + Improved
This is just an updated version of already accepted answer, and I just added a little bit more to it.
func drawLineFromPointToPoint(startX: Int, toEndingX endX: Int, startingY startY: Int, toEndingY endY: Int, ofColor lineColor: UIColor, widthOfLine lineWidth: CGFloat, inView view: UIView) {
let path = UIBezierPath()
path.move(to: CGPoint(x: startX, y: startY))
path.addLine(to: CGPoint(x: endX, y: endY))
let shapeLayer = CAShapeLayer()
shapeLayer.path = path.cgPath
shapeLayer.strokeColor = lineColor.cgColor
shapeLayer.lineWidth = lineWidth
view.layer.addSublayer(shapeLayer)
}
And of course the implementation would be
drawLineFromPointToPoint(startX: Int, toEndingX: Int, startingY: Int, toEndingY: Int, ofColor: UIColor, widthOfLine: CGFloat, inView: UIView)
What I changed from accepted answer
I changed the vars to lets, and made it easier to input the start and end of both the x and the y. I also allow the user to change the width of the line.
I chose for the values to be of type Int, but you can change those to be the other allowed options.