Draw a line with UIBezierPath
Ended up doing it this way:
func drawLineFromPoint(start : CGPoint, toPoint end:CGPoint, ofColor lineColor: UIColor, inView view:UIView) { //design the path let path = UIBezierPath() path.move(to: start) path.addLine(to: end) //design path in layer let shapeLayer = CAShapeLayer() shapeLayer.path = path.cgPath shapeLayer.strokeColor = lineColor.CGColor shapeLayer.lineWidth = 1.0 view.layer.addSublayer(shapeLayer)}
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.
Swift 4
func drawLineFromPoint(start : CGPoint, toPoint end:CGPoint, ofColor lineColor: UIColor, inView view:UIView) { //design the path let path = UIBezierPath() path.move(to: start) path.addLine(to: end) //design path in layer let shapeLayer = CAShapeLayer() shapeLayer.path = path.cgPath shapeLayer.strokeColor = lineColor.cgColor shapeLayer.lineWidth = 1.0 view.layer.addSublayer(shapeLayer)}