I am trying to get erase functionality working with CAShapeLayer. Current code:
class MaskTestVC: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = .white
let image = UIImage(named: "test.jpg")!
let testLayer = CAShapeLayer()
testLayer.contents = image.cgImage
testLayer.frame = view.bounds
let maskLayer = CAShapeLayer()
maskLayer.opacity = 1.0
maskLayer.lineWidth = 20.0
maskLayer.strokeColor = UIColor.black.cgColor
maskLayer.fillColor = UIColor.clear.cgColor
maskLayer.frame = view.bounds
testLayer.mask = maskLayer
view.layer.addSublayer(testLayer)
}
}
I was thinking if I create a mask layer then I could draw a path on the mask layer and erase parts of the image eg:
let path = UIBezierPath()
path.move(to: CGPoint(x: 100.0, y: 100.0))
path.addLine(to: CGPoint(x: 200.0, y: 200.0))
maskLayer.path = path.cgPath
However it seems that when I add the maskLayer it covers the entire image and I can't see the contents below it. What am I doing wrong here?
You can use a bezier path mask to "erase" the path by creating a custom CALayer subclass and overriding draw(in ctx: CGContext):
class MyCustomLayer: CALayer {
var myPath: CGPath?
var lineWidth: CGFloat = 24.0
override func draw(in ctx: CGContext) {
// fill entire layer with solid color
ctx.setFillColor(UIColor.gray.cgColor)
ctx.fill(self.bounds);
// we want to "clear" the stroke
ctx.setStrokeColor(UIColor.clear.cgColor);
// any color will work, as the mask uses the alpha value
ctx.setFillColor(UIColor.white.cgColor)
ctx.setLineWidth(self.lineWidth)
ctx.setLineCap(.round)
ctx.setLineJoin(.round)
if let pth = self.myPath {
ctx.addPath(pth)
}
ctx.setBlendMode(.sourceIn)
ctx.drawPath(using: .fillStroke)
}
}
Here's a complete example... we'll create a UIView subclass and, since the effect will be "scratching off the image" we'll call it ScratchOffImageView:
class ScratchOffImageView: UIView {
public var image: UIImage? {
didSet {
self.scratchOffImageLayer.contents = image?.cgImage
}
}
// adjust drawing-line-width as desired
// or set from
public var lineWidth: CGFloat = 24.0 {
didSet {
maskLayer.lineWidth = lineWidth
}
}
private class MyCustomLayer: CALayer {
var myPath: CGPath?
var lineWidth: CGFloat = 24.0
override func draw(in ctx: CGContext) {
// fill entire layer with solid color
ctx.setFillColor(UIColor.gray.cgColor)
ctx.fill(self.bounds);
// we want to "clear" the stroke
ctx.setStrokeColor(UIColor.clear.cgColor);
// any color will work, as the mask uses the alpha value
ctx.setFillColor(UIColor.white.cgColor)
ctx.setLineWidth(self.lineWidth)
ctx.setLineCap(.round)
ctx.setLineJoin(.round)
if let pth = self.myPath {
ctx.addPath(pth)
}
ctx.setBlendMode(.sourceIn)
ctx.drawPath(using: .fillStroke)
}
}
private let maskPath: UIBezierPath = UIBezierPath()
private let maskLayer: MyCustomLayer = MyCustomLayer()
private let scratchOffImageLayer: CALayer = CALayer()
override init(frame: CGRect) {
super.init(frame: frame)
commonInit()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
commonInit()
}
func commonInit() {
// Important, otherwise you will get a black rectangle
maskLayer.isOpaque = false
// add the image layer
layer.addSublayer(scratchOffImageLayer)
// assign the layer mask
scratchOffImageLayer.mask = maskLayer
}
override func layoutSubviews() {
super.layoutSubviews()
// set frames for mask and image layers
maskLayer.frame = bounds
scratchOffImageLayer.frame = bounds
// triggers drawInContext
maskLayer.setNeedsDisplay()
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else { return }
let currentPoint = touch.location(in: self)
maskPath.move(to: currentPoint)
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else { return }
let currentPoint = touch.location(in: self)
// add line to our maskPath
maskPath.addLine(to: currentPoint)
// update the mask layer path
maskLayer.myPath = maskPath.cgPath
// triggers drawInContext
maskLayer.setNeedsDisplay()
}
}
and, an example view controller:
class ScratchOffViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = .systemBackground
guard let img = UIImage(named: "test.jpg") else {
fatalError("Could not load image!!!!")
}
let scratchOffView = ScratchOffImageView()
// set the "scratch-off" image
scratchOffView.image = img
// default line width is 24.0
// we can set it to a different width here
//scratchOffView.lineWidth = 12
// let's add a light-gray label with red text
// we'll overlay the scratch-off-view on top of the label
// so we can see the text "through" the image
let backgroundLabel = UILabel()
backgroundLabel.font = .italicSystemFont(ofSize: 36)
backgroundLabel.text = "This is some text in a label so we can see that the path is clear -- so it appears as if the image is being \"scratched off\""
backgroundLabel.numberOfLines = 0
backgroundLabel.textColor = .red
backgroundLabel.backgroundColor = UIColor(white: 0.9, alpha: 1.0)
[backgroundLabel, scratchOffView].forEach { v in
v.translatesAutoresizingMaskIntoConstraints = false
view.addSubview(v)
}
let g = view.safeAreaLayoutGuide
NSLayoutConstraint.activate([
backgroundLabel.widthAnchor.constraint(equalTo: g.widthAnchor, multiplier: 0.7),
backgroundLabel.centerXAnchor.constraint(equalTo: g.centerXAnchor),
backgroundLabel.centerYAnchor.constraint(equalTo: g.centerYAnchor),
scratchOffView.widthAnchor.constraint(equalTo: g.widthAnchor, multiplier: 0.8),
scratchOffView.heightAnchor.constraint(equalTo: scratchOffView.widthAnchor, multiplier: 2.0 / 3.0),
scratchOffView.centerXAnchor.constraint(equalTo: backgroundLabel.centerXAnchor),
scratchOffView.centerYAnchor.constraint(equalTo: backgroundLabel.centerYAnchor),
])
}
}
It will look like this to start - I used a 3:2 image, and overlaid it on a light-gray label with red text so we can see that we are "scratching off" the image:
then, after a little bit of "scratching":
and after a lot of "scratching":
maskLayer has no initial path therefore its content is not filled, also filling it with .clear will completely mask the image.
This works for me:
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = .white
let image = UIImage(named: "test.jpg")!
let testLayer = CAShapeLayer()
testLayer.contents = image.cgImage
testLayer.frame = view.bounds
let maskLayer = CAShapeLayer()
maskLayer.strokeColor = UIColor.black.cgColor
maskLayer.fillColor = UIColor.black.cgColor
maskLayer.path = UIBezierPath(rect: view.bounds).cgPath
testLayer.mask = maskLayer
view.layer.addSublayer(testLayer)
/* optional for testing
let path = UIBezierPath()
path.move(to: CGPoint(x: 100.0, y: 100.0))
path.addLine(to: CGPoint(x: 200.0, y: 200.0))
maskLayer.path = path.cgPath
*/
}
Not actually sure if a combination of stroke and fill works but maybe someone else comes up with a solution. If you want to cut out shapes from your path you could try something like this:
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = .white
let image = UIImage(named: "test.jpg")!
let testLayer = CAShapeLayer()
testLayer.contents = image.cgImage
testLayer.frame = view.bounds
let maskLayer = CAShapeLayer()
maskLayer.fillColor = UIColor.black.cgColor
maskLayer.fillRule = .evenOdd
testLayer.mask = maskLayer
view.layer.addSublayer(testLayer)
let path = UIBezierPath(rect: CGRect(x: 100, y: 100, width: 200, height: 20))
let fillPath = UIBezierPath(rect: view.bounds)
fillPath.append(path)
maskLayer.path = fillPath.cgPath
}
Related
I have a Button that hides when pressed and instead an animation is shown that fills from left to right, indicating a wait time.
I have the following class which handles the animation:
//MARK: - Class: LinearProgressBarButtonView
class LinearProgressBarButtonView: UIView {
private var myWidth: CGFloat!
private var myHeight: CGFloat!
init(frame: CGRect, width: CGFloat, height: CGFloat) {
super.init(frame: frame)
myWidth = width
myHeight = height
}
required init?(coder: NSCoder) {
super.init(coder: coder)
}
private var lineLayer = CAShapeLayer()
private var progressLayer = CAShapeLayer()
func createLinePath() {
// created linePath for lineLayer and progressLayer
let rect = CGRect(x: 0, y: 0, width: myWidth, height: myHeight)
let linePath = UIBezierPath()
linePath.move(to: CGPoint(x: 0.0, y: rect.height/2))
linePath.addLine(to: CGPoint(x: myWidth, y: rect.height/2))
// lineLayer path defined to circularPath
lineLayer.path = linePath.cgPath
// ui edits
lineLayer.fillColor = UIColor.clear.cgColor
lineLayer.lineCap = .square
lineLayer.lineWidth = myHeight
lineLayer.strokeEnd = 1.0
lineLayer.strokeColor = colors.Blue.cgColor
// added circleLayer to layer
layer.addSublayer(lineLayer)
// progressLayer path defined to circularPath
progressLayer.path = linePath.cgPath
// ui edits
progressLayer.fillColor = UIColor.clear.cgColor
progressLayer.lineCap = .square
progressLayer.lineWidth = myHeight
progressLayer.strokeEnd = 0
progressLayer.strokeColor = colors.red.cgColor
// added progressLayer to layer
layer.addSublayer(progressLayer)
}
func progressAnimation(duration: TimeInterval) {
// created circularProgressAnimation with keyPath
let linearProgressAnimation = CABasicAnimation(keyPath: "strokeEnd")
// set the end time
linearProgressAnimation.duration = duration
linearProgressAnimation.toValue = 1.0
linearProgressAnimation.fillMode = .forwards
linearProgressAnimation.isRemovedOnCompletion = true
progressLayer.add(linearProgressAnimation, forKey: "progressAnim")
}
func endAnimation(){
progressLayer.removeAllAnimations()
}
}
I have set all necessary constraints, which are all correct. Using
linearProgressBarButtonView = LinearProgressBarButtonView(frame: .zero, width: bookButton.frame.width, height: bookButton.frame.height) linearProgressBarButtonView.createLinePath()
I can create the view and later add it as a subview.
I can now use linearProgressBarButtonView.progressAnimation(duration: linearViewDuration) to start the animation, which works exactly as it should. However, the animation does not seem to start at x = 0, but further along the way (somewhere at around 15%). Here is a screenshot of the first second of the animation, which is supposed to last 60 seconds:
I can't seem to figure out why. As far as I understand, it should start from x = 0. And the width should be the exact same width as the view has, which I pass when generating the animated view. Why is it starting with an offset then?
The main problem is:
lineLayer.lineCap = .square
// and
progressLayer.lineCap = .square
Those need to be .butt
When set to .square one-half the line-width will be "added" on each end. Here, the line path goes from 0,20 to 260,20, with a .lineWidth = 40:
You can easily see what's going on by setting layer.borderWidth = 1 on your view ... it will look similar to this:
So, that change should fix your issue.
However, I'd suggest -- instead of saving width/height and having to call createLinePath(), move that code into layoutSubviews(). That will always keep your line path correct, even if you change the frame at a later point:
class LinearProgressBarButtonView: UIView {
override init(frame: CGRect) {
super.init(frame: frame)
commonInit()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
commonInit()
}
private func commonInit() {
layer.addSublayer(lineLayer)
layer.addSublayer(progressLayer)
}
private var lineLayer = CAShapeLayer()
private var progressLayer = CAShapeLayer()
override func layoutSubviews() {
super.layoutSubviews()
let linePath = UIBezierPath()
linePath.move(to: CGPoint(x: bounds.minX, y: bounds.midY))
linePath.addLine(to: CGPoint(x: bounds.maxX, y: bounds.midY))
lineLayer.path = linePath.cgPath
// ui edits
lineLayer.fillColor = UIColor.clear.cgColor
lineLayer.lineCap = .butt
lineLayer.lineWidth = bounds.height
lineLayer.strokeEnd = 1.0
lineLayer.strokeColor = UIColor.systemBlue.cgColor
progressLayer.path = linePath.cgPath
// ui edits
progressLayer.fillColor = UIColor.clear.cgColor
progressLayer.lineCap = .butt
progressLayer.lineWidth = bounds.height
progressLayer.strokeEnd = 0.0
progressLayer.strokeColor = UIColor.systemRed.cgColor
}
func progressAnimation(duration: TimeInterval) {
// created ProgressAnimation with keyPath
let linearProgressAnimation = CABasicAnimation(keyPath: "strokeEnd")
// set the end time
linearProgressAnimation.duration = duration
linearProgressAnimation.fromValue = 0.0
linearProgressAnimation.toValue = 1.0
linearProgressAnimation.fillMode = .forwards
linearProgressAnimation.isRemovedOnCompletion = true
progressLayer.add(linearProgressAnimation, forKey: "progressAnim")
}
func endAnimation(){
progressLayer.removeAllAnimations()
}
}
I have two shapes of type CAShapeLayer (e.g. one box and a circle) and a gradient layer of type CAGradientLayer. How can I mask the gradient layer with the intersection of the two shapes like this picture in Swift?
Not exactly clear what you mean by "intersection of the two shapes" ... but maybe this is what you're going for:
To get that, we can create a CAShapeLayer with an oval (round) path, and use it as a mask on the gradient layer.
Here's some example code:
class GradientMaskingViewController: UIViewController {
let gradView = MaskedGradView()
override func viewDidLoad() {
super.viewDidLoad()
gradView.translatesAutoresizingMaskIntoConstraints = false
view.addSubview(gradView)
let g = view.safeAreaLayoutGuide
NSLayoutConstraint.activate([
gradView.leadingAnchor.constraint(equalTo: g.leadingAnchor, constant: 60.0),
gradView.trailingAnchor.constraint(equalTo: g.trailingAnchor, constant: -60.0),
gradView.heightAnchor.constraint(equalTo: gradView.widthAnchor),
gradView.centerYAnchor.constraint(equalTo: g.centerYAnchor),
])
gradView.colorArray = [
.blue, .orange, .purple, .yellow
]
}
}
class MaskedGradView: UIView {
enum Direction {
case horizontal, vertical, diagnal
}
public var colorArray: [UIColor] = [] {
didSet {
setNeedsLayout()
}
}
public var locationsArray: [NSNumber] = [] {
didSet {
setNeedsLayout()
}
}
public var direction: Direction = .vertical {
didSet {
setNeedsLayout()
}
}
private let gLayer = CAGradientLayer()
private let maskLayer = CAShapeLayer()
override init(frame: CGRect) {
super.init(frame: frame)
commonInit()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
commonInit()
}
private func commonInit() {
// add gradient layer as a sublayer
layer.addSublayer(gLayer)
// mask it
gLayer.mask = maskLayer
// we'll use a 120-point diameter circle for the mask
maskLayer.path = UIBezierPath(ovalIn: CGRect(x: 0.0, y: 0.0, width: 120.0, height: 120.0)).cgPath
// so we can see this view's frame
layer.borderColor = UIColor.black.cgColor
layer.borderWidth = 1
}
override func layoutSubviews() {
super.layoutSubviews()
// update gradient layer
// frame
// colors
// locations
gLayer.frame = bounds
gLayer.colors = colorArray.map({ $0.cgColor })
if locationsArray.count > 0 {
gLayer.locations = locationsArray
}
switch direction {
case .horizontal:
gLayer.startPoint = CGPoint(x: 0.0, y: 0.5)
gLayer.endPoint = CGPoint(x: 1.0, y: 0.5)
case .vertical:
gLayer.startPoint = CGPoint(x: 0.5, y: 0.0)
gLayer.endPoint = CGPoint(x: 0.5, y: 1.0)
case .diagnal:
gLayer.startPoint = CGPoint(x: 0.0, y: 0.0)
gLayer.endPoint = CGPoint(x: 1.0, y: 1.0)
}
}
// touch code to drag the circular mask around
private var curPos: CGPoint = .zero
private var lPos: CGPoint = .zero
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else { return }
curPos = touch.location(in: self)
lPos = maskLayer.position
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else { return }
let newPos = touch.location(in: self)
let diffX = newPos.x - curPos.x
let diffY = newPos.y - curPos.y
CATransaction.begin()
CATransaction.setDisableActions(true)
maskLayer.position = CGPoint(x: lPos.x + diffX, y: lPos.y + diffY)
CATransaction.commit() }
}
To help make it clear, I added touch handling code so you can drag the circle around inside the view:
Edit - after comment (but still missing details), let's try this again...
We can get the desired output by using multiple layers.
a white-filled gray-bordered rectangle CAShapeLayer
a white-filled NON-bordered oval CAShapeLayer
a CAGradientLayer masked with an oval CAShapeLayer
a NON-filled gray-bordered oval CAShapeLayer
So, we start with a view:
add a white-filled gray-bordered rectangle CAShapeLayer:
add a white-filled NON-bordered oval CAShapeLayer (red first, to show it clearly):
add a CAGradientLayer:
mask it with an oval CAShapeLayer:
finally, add a NON-filled gray-bordered oval CAShapeLayer:
Here's the example code:
class GradientMaskingViewController: UIViewController {
let gradView = MultiLayeredGradView()
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = UIColor(white: 0.9, alpha: 1.0)
gradView.translatesAutoresizingMaskIntoConstraints = false
view.addSubview(gradView)
let g = view.safeAreaLayoutGuide
NSLayoutConstraint.activate([
gradView.widthAnchor.constraint(equalToConstant: 240.0),
gradView.heightAnchor.constraint(equalTo: gradView.widthAnchor),
gradView.centerXAnchor.constraint(equalTo: g.centerXAnchor),
gradView.centerYAnchor.constraint(equalTo: g.centerYAnchor),
])
}
}
class MultiLayeredGradView: UIView {
private let rectLayer = CAShapeLayer()
private let filledCircleLayer = CAShapeLayer()
private let gradLayer = CAGradientLayer()
private let maskLayer = CAShapeLayer()
private let outlineCircleLayer = CAShapeLayer()
override init(frame: CGRect) {
super.init(frame: frame)
commonInit()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
commonInit()
}
private func commonInit() {
// add filled-bordered rect layer as a sublayer
layer.addSublayer(rectLayer)
// add filled circle layer as a sublayer
layer.addSublayer(filledCircleLayer)
// add gradient layer as a sublayer
layer.addSublayer(gradLayer)
// mask it
gradLayer.mask = maskLayer
// add outline circle layer as a sublayer
layer.addSublayer(outlineCircleLayer)
let bColor: CGColor = UIColor.gray.cgColor
let fColor: CGColor = UIColor.white.cgColor
// filled-outlined
rectLayer.strokeColor = bColor
rectLayer.fillColor = fColor
rectLayer.lineWidth = 2
// filled
filledCircleLayer.fillColor = fColor
// clear-outlined
outlineCircleLayer.strokeColor = bColor
outlineCircleLayer.fillColor = UIColor.clear.cgColor
outlineCircleLayer.lineWidth = 2
// gradient layer properties
let colorArray: [UIColor] = [
.blue, .orange, .purple, .yellow
]
gradLayer.colors = colorArray.map({ $0.cgColor })
gradLayer.startPoint = CGPoint(x: 0.5, y: 0.0)
gradLayer.endPoint = CGPoint(x: 0.5, y: 1.0)
}
override func layoutSubviews() {
super.layoutSubviews()
// circle diameter is 45% of the width of the view
let circleDiameter: CGFloat = bounds.width * 0.45
// circle Top is at vertical midpoint
// circle is moved Left by 25% of the circle diameter
let circleBounds: CGRect = CGRect(x: bounds.minX - circleDiameter * 0.25,
y: bounds.maxY * 0.5,
width: circleDiameter,
height: circleDiameter)
// gradient layer fills the bounds
gradLayer.frame = bounds
let rectPath = UIBezierPath(rect: bounds).cgPath
rectLayer.path = rectPath
let circlePath = UIBezierPath(ovalIn: circleBounds).cgPath
filledCircleLayer.path = circlePath
outlineCircleLayer.path = circlePath
maskLayer.path = circlePath
}
}
I'd like to recreate a bevel-effect circular UIButton subclass, as pictured below (but with a user-chosen base color). I am confused on how to set the bounds for a CAGradientLayer / masking CAShapeLayer.
I figured to compose this of several CAShapeLayers as I would in SwiftUI. This renders as desired (sans-gradients).
However, when masking a CAGradientLayer with a previously-rendered CAShapeLayer, the gradient is not drawn visibly.
I assume my error is related to bounds/frame setting. When I move the sublayer additions to layoutSubviews(), part of the gradient ring is rendered. Also, the user-color circle obeys constraints set by a parent VC, but the other layers do not.
I've read several posts (1 2, 3, 4) on applying a CAShapeLayer as a mask to a CAGradientLayer, but am failing to understand how to properly set frames for these multiple layers.
extension BeveledButton {
/// Draws yellow ring in desired location
func makeEmbossmentRingAsShapeLayer() -> CAShapeLayer {
let pathFrame = frame.insetBy(dx: insetBevel, dy: insetBevel)
let path = CGPath.circleStroked(width: bevelRingWidth, inFrame: pathFrame)
let shape = CAShapeLayer()
shape.path = path
shape.fillColor = UIColor.yellow.cgColor
return shape
}
/// Does not draw gradient (visibly) where yellow ring was
func makeEmbossmentRingAsGradientLayer() -> CAGradientLayer {
let pathFrame = frame.insetBy(dx: insetBevel, dy: insetBevel)
let path = CGPath.circleStroked(width: bevelRingWidth, inFrame: frame)
let mask = CAShapeLayer()
mask.path = path
mask.fillColor = UIColor.black.cgColor
mask.lineWidth = 4
mask.frame = pathFrame
let gradient = CAGradientLayer(colors: [UIColor.orange, UIColor.green], in: pathFrame)
gradient.frame = pathFrame
gradient.mask = mask
return gradient
}
}
extension CGPath {
static func circle(inFrame: CGRect) -> CGPath {
CGPath(ellipseIn: inFrame, transform: nil)
}
static func circleStroked(width: CGFloat, inFrame: CGRect) -> CGPath {
var path = CGPath(ellipseIn: inFrame, transform: nil)
path = path.copy(strokingWithWidth: width, lineCap: .round, lineJoin: .round, miterLimit: 0)
return path
}
}
extension CAGradientLayer {
convenience init(colors: [UIColor], in frame: CGRect) {
self.init()
self.colors = colors.map(\.cgColor)
self.frame = frame
}
}
import UIKit
import Combine
class BeveledButton: UIButton {
weak var userColor: CurrentValueSubject<UIColor,Never>?
private var updates: AnyCancellable? = nil
private lazy var outerRing: CAShapeLayer = makeOuterRing()
private lazy var innerReflection: CAShapeLayer = makeReflectionCircle()
private lazy var userColorCircle: CAShapeLayer = makeUserColorCircle()
private lazy var embossmentRing: CAGradientLayer = makeEmbossmentRingAsGradientLayer()
// private lazy var embossmentRing: CAShapeLayer = makeEmbossmentRingAsShapeLayer()
init(frame: CGRect, userColor: CurrentValueSubject<UIColor,Never>) {
self.userColor = userColor
super.init(frame: frame)
setupRings()
updateUserColor(userColor)
}
required init?(coder: NSCoder) { fatalError("") }
private let outerRingWidth: CGFloat = 2.5
private let inset: CGFloat = 3
private let insetReflection: CGFloat = 5
private lazy var insetBevel: CGFloat = inset + 1
private let bevelRingWidth: CGFloat = 2
}
private extension BeveledButton {
func setupRings() {
layer.addSublayer(outerRing)
layer.addSublayer(userColorCircle)
layer.addSublayer(innerReflection)
layer.addSublayer(embossmentRing)
}
func makeOuterRing() -> CAShapeLayer {
let path = CGPath.circle(inFrame: frame)
let shape = CAShapeLayer()
shape.fillColor = UIColor.clear.cgColor
shape.strokeColor = UIColor.lightGray.cgColor
shape.lineWidth = outerRingWidth
shape.path = path
return shape
}
func makeUserColorCircle() -> CAShapeLayer {
let pathFrame = frame.insetBy(dx: inset, dy: inset)
let path = CGPath.circle(inFrame: pathFrame)
let shape = CAShapeLayer()
shape.path = path
shape.fillColor = userColor?.value.cgColor
return shape
}
func makeReflectionCircle() -> CAShapeLayer {
let pathFrame = frame.insetBy(dx: insetReflection, dy: insetReflection)
let path = CGPath.circle(inFrame: pathFrame)
let shape = CAShapeLayer()
shape.path = path
shape.fillColor = UIColor.lightGray.cgColor.copy(alpha: 0.4)
return shape
}
func updateUserColor(_ userColor: CurrentValueSubject<UIColor,Never>) {
updates = userColor.sink { [weak self] color in
UIView.animate(withDuration: 0.3) {
self?.userColorCircle.fillColor = color.cgColor
}
}
}
}
You're on the right track...
The idea is to add 4 sublayers:
"outer" CAShapeLayer
"ring" CAShapeLayer
"bevel" CAGradientLayer with CAShapeLayer mask
"inner" CAGradientLayer with CAShapeLayer mask
Inset the frame of each layer by the width of the previous layer, so:
rect = bounds
outer layer frame will be rect
inset rect by "outer width"
ring layer frame will be that inset rect
inset rect by "ring width"
bevel layer frame will be that inset rect
inset rect by "bevel width"
inner layer frame will be that inset rect
So layoutSubviews will look something like this:
override func layoutSubviews() {
super.layoutSubviews()
var pth: UIBezierPath = UIBezierPath()
var frameRect: CGRect = .zero
var pathRect: CGRect = .zero
frameRect = bounds
outerLayer.frame = frameRect
pathRect.size = frameRect.size
pth = UIBezierPath(ovalIn: pathRect)
outerLayer.path = pth.cgPath
frameRect = frameRect.insetBy(dx: outerWidth, dy: outerWidth)
ringLayer.frame = frameRect
pathRect.size = frameRect.size
pth = UIBezierPath(ovalIn: pathRect)
ringLayer.path = pth.cgPath
frameRect = frameRect.insetBy(dx: ringWidth, dy: ringWidth)
bevelGradLayer.frame = frameRect
pathRect.size = frameRect.size
pth = UIBezierPath(ovalIn: pathRect)
bevelLayerMask.path = pth.cgPath
frameRect = frameRect.insetBy(dx: bevelWidth, dy: bevelWidth)
innerGradLayer.frame = frameRect
pathRect.size = frameRect.size
pth = UIBezierPath(ovalIn: pathRect)
innerLayerMask.path = pth.cgPath
}
In the code you posted, you are using extension to try and segment the code functions... that can be helpful, but it can also make things more complicated, and can make it a little difficult to follow the flow - particularly when elements need to be related.
Here is a version of what you're going for... note that it is #IBDesignable with various user-available #IBInspectable properties, so you can see it in IB / Storyboard (if desired):
#IBDesignable
class BevelButton: UIButton {
#IBInspectable
var outerColor: UIColor = UIColor(white: 0.75, alpha: 1.0) {
didSet {
outerLayer.fillColor = outerColor.cgColor
}
}
#IBInspectable
var ringColor: UIColor = .black {
didSet {
ringLayer.fillColor = ringColor.cgColor
}
}
#IBInspectable
var startColor: UIColor = UIColor(white: 0.9, alpha: 1.0) {
didSet {
bevelGradLayer.colors = [startColor.cgColor, endColor.cgColor]
innerGradLayer.colors = [endColor.cgColor, startColor.cgColor]
}
}
#IBInspectable
var endColor: UIColor = UIColor(white: 0.75, alpha: 1.0) {
didSet {
bevelGradLayer.colors = [startColor.cgColor, endColor.cgColor]
innerGradLayer.colors = [endColor.cgColor, startColor.cgColor]
}
}
#IBInspectable
var outerWidth: CGFloat = 6
#IBInspectable
var ringWidth: CGFloat = 2
#IBInspectable
var bevelWidth: CGFloat = 6
private let outerLayer = CAShapeLayer()
private let ringLayer = CAShapeLayer()
private let innerLayerMask = CAShapeLayer()
private let innerGradLayer = CAGradientLayer()
private let bevelLayerMask = CAShapeLayer()
private let bevelGradLayer = CAGradientLayer()
override init(frame: CGRect) {
super.init(frame: frame)
commonInit()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
commonInit()
}
private func commonInit() -> Void {
layer.addSublayer(outerLayer)
layer.addSublayer(ringLayer)
layer.addSublayer(bevelGradLayer)
layer.addSublayer(innerGradLayer)
bevelGradLayer.mask = bevelLayerMask
innerGradLayer.mask = innerLayerMask
bevelLayerMask.fillColor = UIColor.black.cgColor
innerLayerMask.fillColor = UIColor.black.cgColor
outerLayer.fillColor = outerColor.cgColor
ringLayer.fillColor = ringColor.cgColor
bevelGradLayer.colors = [startColor.cgColor, endColor.cgColor]
innerGradLayer.colors = [endColor.cgColor, startColor.cgColor]
}
override func layoutSubviews() {
super.layoutSubviews()
var pth: UIBezierPath = UIBezierPath()
var frameRect: CGRect = .zero
var pathRect: CGRect = .zero
frameRect = bounds
outerLayer.frame = frameRect
pathRect.size = frameRect.size
pth = UIBezierPath(ovalIn: pathRect)
outerLayer.path = pth.cgPath
frameRect = frameRect.insetBy(dx: outerWidth, dy: outerWidth)
ringLayer.frame = frameRect
pathRect.size = frameRect.size
pth = UIBezierPath(ovalIn: pathRect)
ringLayer.path = pth.cgPath
frameRect = frameRect.insetBy(dx: ringWidth, dy: ringWidth)
bevelGradLayer.frame = frameRect
pathRect.size = frameRect.size
pth = UIBezierPath(ovalIn: pathRect)
bevelLayerMask.path = pth.cgPath
frameRect = frameRect.insetBy(dx: bevelWidth, dy: bevelWidth)
innerGradLayer.frame = frameRect
pathRect.size = frameRect.size
pth = UIBezierPath(ovalIn: pathRect)
innerLayerMask.path = pth.cgPath
}
override var isHighlighted: Bool {
get {
return super.isHighlighted
}
set {
if newValue {
innerGradLayer.colors = [startColor.cgColor, endColor.cgColor]
bevelGradLayer.colors = [endColor.cgColor, startColor.cgColor]
} else {
bevelGradLayer.colors = [startColor.cgColor, endColor.cgColor]
innerGradLayer.colors = [endColor.cgColor, startColor.cgColor]
}
super.isHighlighted = newValue
}
}
}
Here's how it looks (with default properties) in Storyboard:
Here's the IBInspectable properties panel:
And, at run-time, default state:
and Highlighted state (with the gradients flipped vertically):
I created a CAShapeLayer and added it as a subLayer.
Then I overridden the:
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?)
And it get called successfully, but after I move this layer using CABasicAnimation.
It's not longer touchable.
The strange thing is that the original empty place of the CAShapeLayer is touchable after the animation finishes.
The structure of the view is as follows:
I subclass UIView and add to it the layer, let's name it view X.
Then I take view X and add it to anther view.
Then I animate view X using CABasicAnimation
Code:
class AIFloatingMenuItem: UIView
{
var image = UIImage()
var color = UIColor.brown
var location:CGPoint?
var fontName:String?
var text:String?
let rectShape = CAShapeLayer()
convenience init(title:String, img:UIImage, bgColor:UIColor)
{
self.init(frame: CGRect(x: 0, y: 0, width: ITEM_SIZE, height: ITEM_SIZE))
self.image = img
self.color = bgColor
self.drawCircle()
backgroundColor = UIColor.red
}
override init(frame: CGRect)
{
super.init(frame: frame)
}
//MARK: - Drawing -
func drawCircle()
{
rectShape.anchorPoint = CGPoint(x:0.5 , y:0.5)
rectShape.fillColor = color.cgColor
let path = UIBezierPath(arcCenter: CGPoint(x: ITEM_SIZE/2, y: ITEM_SIZE/2), radius: ITEM_SIZE/2, startAngle: CGFloat(0), endAngle:CGFloat(M_PI * 2), clockwise: true)
rectShape.path = path.cgPath
layer.addSublayer(rectShape)
}
}
class AIFloatingMenu: UIView, CAAnimationDelegate
{
var item:AIFloatingMenuItem?
override func awakeFromNib()
{
super.awakeFromNib()
animateItem1()
}
func animateItem1()
{
item = AIFloatingMenuItem(title: "title", img: UIImage(named : "icon-plus")!, bgColor: .green)
let itemsInitialPostition = CGPoint(x: 250, y: 300)
item?.layer.position = itemsInitialPostition
self.addSubview(item!)
drawAnimateY(end: CGPoint(x: item!.layer.position.x, y: 300), isEnd: false, item: item!, delay: 0.5)
}
func drawAnimateY(end:CGPoint, isEnd:Bool, item:AIFloatingMenuItem, delay:Double)
{
let pathAnimation = CASpringAnimation(keyPath: "position")
pathAnimation.damping = 13
CATransaction.begin()
CATransaction.setCompletionBlock
{
}
pathAnimation.delegate = self
pathAnimation.duration = 1.5
pathAnimation.fromValue = item.layer.position
pathAnimation.toValue = end
pathAnimation.fillMode = kCAFillModeForwards
pathAnimation.isRemovedOnCompletion = false
pathAnimation.beginTime = CACurrentMediaTime() + delay
item.layer.add(pathAnimation, forKey: nil)
CATransaction.commit()
}
}
I add a view in the storyboard and set it's class to AIFloatingMenu.
I have been able to solve my issue by changing the position of the item being animated to the destination location after the item finishes the Animation:
func drawAnimateY(end:CGPoint, isEnd:Bool, item:AIFloatingMenuItem, delay:Double)
{
let pathAnimation = CASpringAnimation(keyPath: "position")
pathAnimation.damping = 13
CATransaction.begin()
CATransaction.setCompletionBlock
{
item.layer.position = end// changing the position of item to the destination location
}
pathAnimation.delegate = self
pathAnimation.duration = 1.5
pathAnimation.fromValue = item.layer.position
pathAnimation.toValue = end
pathAnimation.fillMode = kCAFillModeForwards
pathAnimation.isRemovedOnCompletion = false
pathAnimation.beginTime = CACurrentMediaTime() + delay
item.layer.add(pathAnimation, forKey: nil)
CATransaction.commit()
}
let block = UIView(frame: CGRectMake(cellWidth-25, cellHeight/2-8, 16, 16))
block.backgroundColor = UIColor(netHex: 0xff3b30)
block.layer.cornerRadius = 9
block.clipsToBounds = true
This is what I have right now, but it's obviously not the right way to do it.
What's the simplest way to do it?
Alert. This old answer is absolutely incorrect.
WARNING! This is an incorrect solution. layers are added infinitely in the drawRect method (every time the view is drawn). You should NEVER add layers in the drawRect method. Use layoutSubview instead.
You can draw a circle with this (Swift 3.0+):
let circlePath = UIBezierPath(arcCenter: CGPoint(x: 100, y: 100), radius: CGFloat(20), startAngle: CGFloat(0), endAngle: CGFloat(Double.pi * 2), clockwise: true)
let shapeLayer = CAShapeLayer()
shapeLayer.path = circlePath.cgPath
// Change the fill color
shapeLayer.fillColor = UIColor.clear.cgColor
// You can change the stroke color
shapeLayer.strokeColor = UIColor.red.cgColor
// You can change the line width
shapeLayer.lineWidth = 3.0
view.layer.addSublayer(shapeLayer)
With the code you have posted you are cropping the corners of the UIView, not adding a circle to the view.
Here's a full example of using that method:
/// A special UIView displayed as a ring of color
class Ring: UIView {
override func drawRect(rect: CGRect) {
drawRingFittingInsideView()
}
internal func drawRingFittingInsideView() -> () {
let halfSize:CGFloat = min( bounds.size.width/2, bounds.size.height/2)
let desiredLineWidth:CGFloat = 1 // your desired value
let circlePath = UIBezierPath(
arcCenter: CGPoint(x:halfSize,y:halfSize),
radius: CGFloat( halfSize - (desiredLineWidth/2) ),
startAngle: CGFloat(0),
endAngle:CGFloat(M_PI * 2),
clockwise: true)
let shapeLayer = CAShapeLayer()
shapeLayer.path = circlePath.CGPath
shapeLayer.fillColor = UIColor.clearColor().CGColor
shapeLayer.strokeColor = UIColor.redColor().CGColor
shapeLayer.lineWidth = desiredLineWidth
layer.addSublayer(shapeLayer)
}
}
Note, however there's an incredibly handy call:
let circlePath = UIBezierPath(ovalInRect: rect)
which does all the work of making the path. (Don't forget to inset it for the line thickness, which is also incredibly easy with CGRectInset.)
internal func drawRingFittingInsideView(rect: CGRect) {
let desiredLineWidth:CGFloat = 4 // Your desired value
let hw:CGFloat = desiredLineWidth/2
let circlePath = UIBezierPath(ovalInRect: CGRectInset(rect,hw,hw))
let shapeLayer = CAShapeLayer()
shapeLayer.path = circlePath.CGPath
shapeLayer.fillColor = UIColor.clearColor().CGColor
shapeLayer.strokeColor = UIColor.redColor().CGColor
shapeLayer.lineWidth = desiredLineWidth
layer.addSublayer(shapeLayer)
}
In practice these days in Swift, you would certainly use #IBDesignable and #IBInspectable. Using these you can actually see and change the rendering, in Storyboard!
As you can see, it actually adds new features to the Inspector on the Storyboard, which you can change on the Storyboard:
/// A dot with a border, which you can control completely in Storyboard
#IBDesignable class Dot: UIView {
#IBInspectable var mainColor: UIColor = UIColor.blueColor() {
didSet {
print("mainColor was set here")
}
}
#IBInspectable var ringColor: UIColor = UIColor.orangeColor() {
didSet {
print("bColor was set here")
}
}
#IBInspectable var ringThickness: CGFloat = 4 {
didSet {
print("ringThickness was set here")
}
}
#IBInspectable var isSelected: Bool = true
override func drawRect(rect: CGRect) {
let dotPath = UIBezierPath(ovalInRect:rect)
let shapeLayer = CAShapeLayer()
shapeLayer.path = dotPath.CGPath
shapeLayer.fillColor = mainColor.CGColor
layer.addSublayer(shapeLayer)
if (isSelected) {
drawRingFittingInsideView(rect)
}
}
internal func drawRingFittingInsideView(rect: CGRect) {
let hw:CGFloat = ringThickness/2
let circlePath = UIBezierPath(ovalInRect: CGRectInset(rect,hw,hw) )
let shapeLayer = CAShapeLayer()
shapeLayer.path = circlePath.CGPath
shapeLayer.fillColor = UIColor.clearColor().CGColor
shapeLayer.strokeColor = ringColor.CGColor
shapeLayer.lineWidth = ringThickness
layer.addSublayer(shapeLayer)
}
}
Finally, note that if you have a UIView (which is square, and which you set to say red in Storyboard) and you simply want to turn it in to a red circle, you can just do the following:
// Makes a UIView into a circular dot of color
class Dot: UIView {
override func layoutSubviews() {
layer.cornerRadius = bounds.size.width/2
}
}
Make a class UIView and assign it this code for a simple circle
import UIKit
#IBDesignable
class DRAW: UIView {
override func draw(_ rect: CGRect) {
var path = UIBezierPath()
path = UIBezierPath(ovalIn: CGRect(x: 50, y: 50, width: 100, height: 100))
UIColor.yellow.setStroke()
UIColor.red.setFill()
path.lineWidth = 5
path.stroke()
path.fill()
}
}
If you want to use a UIView to draw it, then you need to make the radius / of the height or width.
so just change:
block.layer.cornerRadius = 9
to:
block.layer.cornerRadius = block.frame.width / 2
You'll need to make the height and width the same however. If you'd like to use coregraphics, then you'll want to do something like this:
CGContextRef ctx= UIGraphicsGetCurrentContext();
CGRect bounds = [self bounds];
CGPoint center;
center.x = bounds.origin.x + bounds.size.width / 2.0;
center.y = bounds.origin.y + bounds.size.height / 2.0;
CGContextSaveGState(ctx);
CGContextSetLineWidth(ctx,5);
CGContextSetRGBStrokeColor(ctx,0.8,0.8,0.8,1.0);
CGContextAddArc(ctx,locationOfTouch.x,locationOfTouch.y,30,0.0,M_PI*2,YES);
CGContextStrokePath(ctx);
Here is my version using Swift 5 and Core Graphics.
I have created a class to draw two circles. The first circle is created using addEllipse(). It puts the ellipse into a square, thus creating a circle. I find it surprising that there is no function addCircle(). The second circle is created using addArc() of 2pi radians
import UIKit
#IBDesignable
class DrawCircles: UIView {
override init(frame: CGRect) {
super.init(frame: frame)
}
required public init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
override func draw(_ rect: CGRect) {
guard let context = UIGraphicsGetCurrentContext() else {
print("could not get graphics context")
return
}
context.setLineWidth(2)
context.setStrokeColor(UIColor.blue.cgColor)
context.addEllipse(in: CGRect(x: 30, y: 30, width: 50.0, height: 50.0))
context.strokePath()
context.setStrokeColor(UIColor.red.cgColor)
context.beginPath() // this prevents a straight line being drawn from the current point to the arc
context.addArc(center: CGPoint(x:100, y: 100), radius: 20, startAngle: 0, endAngle: 2.0*CGFloat.pi, clockwise: false)
context.strokePath()
}
}
in your ViewController's didViewLoad() add the following:
let myView = DrawCircles(frame: CGRect(x: 50, y: 50, width: 300, height: 300))
self.view.addSubview(myView)
When it runs it should look like this. I hope you like my solution!
Swift 4 version of accepted answer:
#IBDesignable
class CircledDotView: UIView {
#IBInspectable var mainColor: UIColor = .white {
didSet { print("mainColor was set here") }
}
#IBInspectable var ringColor: UIColor = .black {
didSet { print("bColor was set here") }
}
#IBInspectable var ringThickness: CGFloat = 4 {
didSet { print("ringThickness was set here") }
}
#IBInspectable var isSelected: Bool = true
override func draw(_ rect: CGRect) {
let dotPath = UIBezierPath(ovalIn: rect)
let shapeLayer = CAShapeLayer()
shapeLayer.path = dotPath.cgPath
shapeLayer.fillColor = mainColor.cgColor
layer.addSublayer(shapeLayer)
if (isSelected) {
drawRingFittingInsideView(rect: rect)
}
}
internal func drawRingFittingInsideView(rect: CGRect) {
let hw: CGFloat = ringThickness / 2
let circlePath = UIBezierPath(ovalIn: rect.insetBy(dx: hw, dy: hw))
let shapeLayer = CAShapeLayer()
shapeLayer.path = circlePath.cgPath
shapeLayer.fillColor = UIColor.clear.cgColor
shapeLayer.strokeColor = ringColor.cgColor
shapeLayer.lineWidth = ringThickness
layer.addSublayer(shapeLayer)
}
}
Updating #Dario's code approach for Xcode 8.2.2, Swift 3.x. Noting that in storyboard, set the Background color to "clear" to avoid a black background in the square UIView:
import UIKit
#IBDesignable
class Dot:UIView
{
#IBInspectable var mainColor: UIColor = UIColor.clear
{
didSet { print("mainColor was set here") }
}
#IBInspectable var ringColor: UIColor = UIColor.clear
{
didSet { print("bColor was set here") }
}
#IBInspectable var ringThickness: CGFloat = 4
{
didSet { print("ringThickness was set here") }
}
#IBInspectable var isSelected: Bool = true
override func draw(_ rect: CGRect)
{
let dotPath = UIBezierPath(ovalIn: rect)
let shapeLayer = CAShapeLayer()
shapeLayer.path = dotPath.cgPath
shapeLayer.fillColor = mainColor.cgColor
layer.addSublayer(shapeLayer)
if (isSelected) { drawRingFittingInsideView(rect: rect) }
}
internal func drawRingFittingInsideView(rect: CGRect)->()
{
let hw:CGFloat = ringThickness/2
let circlePath = UIBezierPath(ovalIn: rect.insetBy(dx: hw,dy: hw) )
let shapeLayer = CAShapeLayer()
shapeLayer.path = circlePath.cgPath
shapeLayer.fillColor = UIColor.clear.cgColor
shapeLayer.strokeColor = ringColor.cgColor
shapeLayer.lineWidth = ringThickness
layer.addSublayer(shapeLayer)
}
}
And if you want to control the start and end angles:
import UIKit
#IBDesignable
class Dot:UIView
{
#IBInspectable var mainColor: UIColor = UIColor.clear
{
didSet { print("mainColor was set here") }
}
#IBInspectable var ringColor: UIColor = UIColor.clear
{
didSet { print("bColor was set here") }
}
#IBInspectable var ringThickness: CGFloat = 4
{
didSet { print("ringThickness was set here") }
}
#IBInspectable var isSelected: Bool = true
override func draw(_ rect: CGRect)
{
let dotPath = UIBezierPath(ovalIn: rect)
let shapeLayer = CAShapeLayer()
shapeLayer.path = dotPath.cgPath
shapeLayer.fillColor = mainColor.cgColor
layer.addSublayer(shapeLayer)
if (isSelected) { drawRingFittingInsideView(rect: rect) }
}
internal func drawRingFittingInsideView(rect: CGRect)->()
{
let halfSize:CGFloat = min( bounds.size.width/2, bounds.size.height/2)
let desiredLineWidth:CGFloat = ringThickness // your desired value
let circlePath = UIBezierPath(
arcCenter: CGPoint(x: halfSize, y: halfSize),
radius: CGFloat( halfSize - (desiredLineWidth/2) ),
startAngle: CGFloat(0),
endAngle:CGFloat(Double.pi),
clockwise: true)
let shapeLayer = CAShapeLayer()
shapeLayer.path = circlePath.cgPath
shapeLayer.fillColor = UIColor.clear.cgColor
shapeLayer.strokeColor = ringColor.cgColor
shapeLayer.lineWidth = ringThickness
layer.addSublayer(shapeLayer)
}
}
A much easier and resource friendly approach would be.
import UIKit
#IBDesignable
class CircleDrawView: UIView {
#IBInspectable var borderColor: UIColor = UIColor.red;
#IBInspectable var borderSize: CGFloat = 4
override func draw(_ rect: CGRect)
{
layer.borderColor = borderColor.cgColor
layer.borderWidth = borderSize
layer.cornerRadius = self.frame.height/2
}
}
With Border Color and Border Size and the default Background property you can define the appearance of the circle.
Please note, to draw a circle the view's height and width have to be equal in size.
The code is working for Swift >= 4 and Xcode >= 9.
I find Core Graphics to be pretty simple for Swift 3:
if let cgcontext = UIGraphicsGetCurrentContext() {
cgcontext.strokeEllipse(in: CGRect(x: center.x-diameter/2, y: center.y-diameter/2, width: diameter, height: diameter))
}
A simple function drawing a circle on the middle of your window frame, using a multiplicator percentage
/// CGFloat is a multiplicator from self.view.frame.width
func drawCircle(withMultiplicator coefficient: CGFloat) {
let radius = self.view.frame.width / 2 * coefficient
let circlePath = UIBezierPath(arcCenter: self.view.center, radius: radius, startAngle: CGFloat(0), endAngle:CGFloat(Double.pi * 2), clockwise: true)
let shapeLayer = CAShapeLayer()
shapeLayer.path = circlePath.cgPath
//change the fill color
shapeLayer.fillColor = UIColor.clear.cgColor
shapeLayer.strokeColor = UIColor.darkGray.cgColor
shapeLayer.lineWidth = 2.0
view.layer.addSublayer(shapeLayer)
}
Add in view did load
//Circle Points
var CircleLayer = CAShapeLayer()
let center = CGPoint (x: myCircleView.frame.size.width / 2, y: myCircleView.frame.size.height / 2)
let circleRadius = myCircleView.frame.size.width / 2
let circlePath = UIBezierPath(arcCenter: center, radius: circleRadius, startAngle: CGFloat(M_PI), endAngle: CGFloat(M_PI * 4), clockwise: true)
CircleLayer.path = circlePath.cgPath
CircleLayer.strokeColor = UIColor.red.cgColor
CircleLayer.fillColor = UIColor.blue.cgColor
CircleLayer.lineWidth = 8
CircleLayer.strokeStart = 0
CircleLayer.strokeEnd = 1
Self.View.layer.addSublayer(CircleLayer)
2022, General example of how to actually draw using draw in a UIView.
It's not so easy to properly use UIView#draw.
General beginner tips, you can only draw inside a UIView, it is meaningless otherwise. Further, you can only use the draw commands (.fillEllipse etc) inside the draw call of a UIView.
You almost certainly want to set the intrinsic content size properly. It's important to fully understand how to use this on consumers views, in the two possible situations (a) you are using constraints (b) you are positioning the view by hand in layoutSubviews inside another view.
A huge gotchya is that you cannot draw outside the frame, no matter what. In contrast if you just use lazy vars with a layer to draw a shape (whether dot, circle, etc) it's no problem if you go outside the nominal frame (indeed you often just make the frame size zero so that everything centers easily in your consumer code). But once you start using draw you MUST be inside the frame. This is often confusing as in some cases you "don't know how big your drawing is going to be" until you draw it.
A huge gotchya is, when you are drawing either circles or edges, beginner programmers accidentally cut off half the thickness of that line, due to the fact that draw absolutely can't draw outside the frame. You have to inset the circle or rectangle, by, half the width of the line thickness.
Some code with correct 2022 syntax:
import UIKit
class ExampleDot: UIIView {
// setup ..
// clipsToBounds = false BUT SEE NOTES
// backgroundColor = .clear
override var intrinsicContentSize: CGSize {
return CGSize(width: 40, height: 40)
}
override func draw(_ rect: CGRect) {
guard let ctx = UIGraphicsGetCurrentContext() else { return }
// example of a dot
ctx.setFillColor(UIColor.black.cgColor)
ctx.fillEllipse(in: CGRect(x: 0, y: 0, width: 40, height: 40))
// example of a round circle BUT SEE NOTES
ctx.setStrokeColor(UIColor.systemYellow.cgColor)
ctx.setLineWidth(2)
ctx.strokeEllipse(in: CGRect(x: 1, y: 1, width: 40 - 4, height: 40 - 4))
// example of a smaller inner dot
ctx.setFillColor(UIColor.white.cgColor)
ctx.fillEllipse(in: CGRect(x: 10, y: 10, width: 20, height: 20))
}
}