Shape in ios swift - ios

how to draw the curve with blur background?
here I have attached my code but am not getting the exact output
#IBDesignable class CurvedHeaderView: UIView {
#IBInspectable var curveHeight:CGFloat = 50.0
var curvedLayer = CAShapeLayer()
override func draw(_ rect: CGRect) {
let path = UIBezierPath()
path.move(to: CGPoint(x: 0, y: 0))
path.move(to: CGPoint(x: 0, y: rect.height))
// path.addLine(to: CGPoint(x: 0, y: 0))
path.addLine(to: CGPoint(x: rect.width, y: rect.height))
path.addArc(withCenter: CGPoint(x: CGFloat(rect.width) - curveHeight, y: 100), radius: curveHeight, startAngle: 0, endAngle: 1.5 * CGFloat.pi, clockwise: false)
// path.addArc(withCenter: CGPoint(x: CGFloat(rect.width) - curveHeight, y: rect.height), radius: curveHeight, startAngle: 0, endAngle: 1.5 * CGFloat.pi, clockwise: false)
// path.addLine(to: CGPoint(x: curveHeight, y: rect.height - curveHeight))
// path.addLine(to: CGPoint(x: curveHeight, y: 50))
path.addLine(to: CGPoint(x: curveHeight, y: curveHeight))
path.addArc(withCenter: CGPoint(x: curveHeight, y: 0), radius: curveHeight, startAngle: 0, endAngle: CGFloat.pi, clockwise: true)
path.addLine(to: CGPoint(x: 0, y: 0))
// path.addArc(withCenter: CGPoint(x: curveHeight, y: rect.height - (curveHeight * 2.0)), radius: curveHeight, startAngle: 0, endAngle: CGFloat.pi, clockwise: true)
path.close()
curvedLayer.path = path.cgPath
curvedLayer.fillColor = UIColor.white.cgColor
curvedLayer.frame = rect
self.layer.insertSublayer(curvedLayer, at: 0)
self.layer.shadowColor = UIColor.black.cgColor
self.layer.shadowRadius = 10.0
self.layer.shadowOpacity = 0.7
}
}
Please share me reference if anything wrong
Thanks in advance

I have tried but it showing code working but not exactly been getting
#IBOutlet weak var blurEffectView: UIVisualEffectView!
override func viewDidLayoutSubviews() {
let maskView = CurvedHeaderView(frame: blurEffectView.bounds)
maskView.clipsToBounds = true;
maskView.backgroundColor = UIColor.clear
blurEffectView.mask = maskView
}

Related

Add curve on arc swift

I want to generate a curve in the middle of a line programatically, however the edge of the curve is not rounded using my current solution.
func createPath() -> CGPath {
let height: CGFloat = 86.0
let path = UIBezierPath()
let centerWidth = self.frame.width / 2
path.move(to: CGPoint(x: 0, y: 0))
path.addLine(to: CGPoint(x: (centerWidth - (height/2)), y: 0))
path.addArc(withCenter: CGPoint(x: centerWidth, y: 0), radius: 80 / 2, startAngle: 180 * CGFloat(PI)/180, endAngle: 0 * CGFloat(PI)/180, clockwise: false)
path.addLine(to: CGPoint(x: self.frame.width, y: 0))
path.addLine(to: CGPoint(x: self.frame.width, y: self.frame.height))
path.addLine(to: CGPoint(x: 0, y: self.frame.height))
path.lineCapStyle = .round
path.stroke()
path.close()
self.path = path
return path.cgPath
}
This is the Arc I have created but I want the curves to be rounded:
But I want it to be like this:
This is the code that you need
func createPath() -> CGPath {
let padding: CGFloat = 5.0
let centerButtonHeight: CGFloat = 53.0
let f = CGFloat(centerButtonHeight / 2.0) + padding
let h = frame.height
let w = frame.width
let halfW = frame.width/2.0
let r = CGFloat(18)
let path = UIBezierPath()
path.move(to: .zero)
path.addLine(to: CGPoint(x: halfW-f-(r/2.0), y: 0))
path.addQuadCurve(to: CGPoint(x: halfW-f, y: (r/2.0)), controlPoint: CGPoint(x: halfW-f, y: 0))
path.addArc(withCenter: CGPoint(x: halfW, y: (r/2.0)), radius: f, startAngle: .pi, endAngle: 0, clockwise: false)
path.addQuadCurve(to: CGPoint(x: halfW+f+(r/2.0), y: 0), controlPoint: CGPoint(x: halfW+f, y: 0))
path.addLine(to: CGPoint(x: w, y: 0))
path.addLine(to: CGPoint(x: w, y: h))
path.addLine(to: CGPoint(x: 0.0, y: h))
path.close()
return path.cgPath
}
Result:
You can customize the size of the button...
For a great explanation of how it is work, I recommend you to read this explanation, and you can draw any shape which do you want: https://ayusinghi96.medium.com/draw-custom-shapes-and-views-with-uiberzierpath-ios-1737f5cb975
You can just draw more arc like you already does. Or may be you can use path.addCurve, if you dont want oval
func createPath() -> CGPath {
let bigRadius: CGFloat = 40.0
let path = UIBezierPath()
let centerWidth = self.frame.width / 2
path.move(to: CGPoint(x: 0, y: 0))
let radius: CGFloat = 4 //change it if you want
let leftArcOriginX = centerWidth - bigRadius - radius
let leftArcOriginY: CGFloat = 0
path.addLine(to: CGPoint(x: leftArcOriginX, y: leftArcOriginY))
// add left little arc, change angle if you want, if you dont want oval, may be you can use path.addCurve(to: , controlPoint1: , controlPoint2: )
path.addArc(withCenter: CGPoint(x: leftArcOriginX, y: leftArcOriginY + radius), radius: radius, startAngle: CGFloat(270.0 * Double.pi/180.0), endAngle: 0, clockwise: true)
// add big arc
path.addArc(withCenter: CGPoint(x: centerWidth, y: radius), radius: bigRadius, startAngle: CGFloat(180.0 * Double.pi/180.0), endAngle: CGFloat(0 * Double.pi/180.0), clockwise: false)
// add right litte arc
path.addArc(withCenter: CGPoint(x: centerWidth + bigRadius + radius, y: radius), radius: radius, startAngle: CGFloat(180.0 * Double.pi/180.0), endAngle: CGFloat(270.0 * Double.pi/180.0), clockwise: true)
path.addLine(to: CGPoint(x: self.frame.width, y: 0))
path.addLine(to: CGPoint(x: self.frame.width, y: self.frame.height))
path.addLine(to: CGPoint(x: 0, y: self.frame.height))
path.lineCapStyle = .round
path.stroke()
path.close()
return path.cgPath
}

How to do this shape with UIBezierPath

I'm trying to convert my UIView to this shape with UIBezierPath, currently I'm only able to do the left bottom corner, seeking for help for adding other corners.
Code for left bottom only.
let mask = CAShapeLayer()
mask.frame = self.innerLayout.layer.bounds
let path = UIBezierPath()
let radius: CGFloat = 50
let rect = mask.bounds
path.move(to: rect.origin)
path.addLine(to: CGPoint(x: rect.maxX, y: rect.minY))
path.addLine(to: CGPoint(x: rect.maxX, y: rect.maxY))
path.addLine(to: CGPoint(x: rect.minX + radius, y: rect.maxY))
path.addArc(withCenter: CGPoint(x: rect.minX, y: rect.maxY), radius: radius, startAngle: 0, endAngle: CGFloat(M_PI_2 * 3), clockwise: false)
mask.path = path.cgPath
self.innerLayout.layer.mask = mask
I did couple of trials for adding other corners but my UIView got funny shapes. I simply added this by copying and pasting (and changing origin), I believe we will use this part of the code 4 times to add 4 corners
path.move(to: CGPoint(x: rect.maxX, y: rect.maxY)
path.addLine(to: CGPoint(x: rect.maxX, y: rect.minY))
path.addLine(to: CGPoint(x: rect.maxX, y: rect.maxY))
path.addLine(to: CGPoint(x: rect.minX + radius, y: rect.maxY))
path.addArc(withCenter: CGPoint(x: rect.minX, y: rect.maxY), radius: radius, startAngle: 0, endAngle: CGFloat(M_PI_2 * 3), clockwise: false)
Here's a complete example to be run in Playground. Such geometric shapes are always tricky. It's very easy to get coordinates wrong or have an arc go into the wrong direction.
import UIKit
import PlaygroundSupport
class ConcaveConrnerViewController : UIViewController {
override func loadView() {
let view = UIView()
view.backgroundColor = .white
let frame = CGRect(x: 100, y: 200, width: 200, height: 200)
let subView = UIView(frame: frame)
subView.backgroundColor = .red
let mask = CAShapeLayer()
mask.frame = subView.layer.bounds
let path = UIBezierPath()
let radius: CGFloat = 50
let rect = mask.bounds
path.move(to: CGPoint(x: rect.minX + radius, y: rect.minY))
path.addLine(to: CGPoint(x: rect.maxX - radius, y: rect.minY))
path.addArc(withCenter: CGPoint(x: rect.maxX, y: rect.minY), radius: radius, startAngle: CGFloat(Double.pi / 2 * 2), endAngle: CGFloat(Double.pi / 2 * 3), clockwise: false)
path.addLine(to: CGPoint(x: rect.maxX, y: rect.maxY - radius))
path.addArc(withCenter: CGPoint(x: rect.maxX, y: rect.maxY), radius: radius, startAngle: CGFloat(Double.pi / 2 * 1), endAngle: CGFloat(Double.pi / 2 * 2), clockwise: false)
path.addLine(to: CGPoint(x: rect.minX + radius, y: rect.maxY))
path.addArc(withCenter: CGPoint(x: rect.minX, y: rect.maxY), radius: radius, startAngle: CGFloat(Double.pi / 2 * 0), endAngle: CGFloat(Double.pi / 2 * 1), clockwise: false)
path.addLine(to: CGPoint(x: rect.minX, y: rect.minY + radius))
path.addArc(withCenter: CGPoint(x: rect.minX, y: rect.minY), radius: radius, startAngle: CGFloat(Double.pi / 2 * 3), endAngle: CGFloat(Double.pi / 2 * 0), clockwise: false)
path.close()
mask.path = path.cgPath
subView.layer.mask = mask
view.addSubview(subView)
self.view = view
}
}
PlaygroundPage.current.liveView = ConcaveConrnerViewController()

Redraw CoreGraphics drawing when device orientation changed

I working on app where I want to make custom shape button like this below
for this I'm using coregraphics to draw that shape for button and here code of button
class RewardStepsButton: UIButton {
#IBInspectable var firstStep: Bool = true{
didSet{
if firstStep{
secondStep = false
thirdStep = false
}
}
}
#IBInspectable var secondStep: Bool = false{
didSet{
if secondStep{
firstStep = false
thirdStep = false
}
}
}
#IBInspectable var thirdStep: Bool = false{
didSet{
if thirdStep{
firstStep = false
secondStep = false
}
}
}
#IBInspectable var buttonColor: UIColor = UIColor.lightGray
// Only override draw() if you perform custom drawing.
// An empty implementation adversely affects performance during animation.
override func draw(_ rect: CGRect) {
// Drawing code
let path = UIBezierPath()
let btnLayer = CAShapeLayer()
if firstStep{
path.addArc(withCenter: CGPoint(x: 5, y: 5), radius: 5, startAngle: .pi, endAngle: 3 * .pi / 2, clockwise: true)
path.addLine(to: CGPoint(x: self.bounds.width - 15, y: 0))
path.addLine(to: CGPoint(x: self.bounds.width, y: self.bounds.height / 2))
path.addLine(to: CGPoint(x: self.bounds.width - 15, y: self.bounds.height))
path.addArc(withCenter: CGPoint(x: 5, y: self.bounds.height - 5), radius: 5, startAngle: .pi / 2, endAngle: .pi, clockwise: true)
path.close()
}else if secondStep{
path.move(to: CGPoint(x: 0, y: 0))
path.addLine(to: CGPoint(x: self.bounds.width - 15, y: 0))
path.addLine(to: CGPoint(x: self.bounds.width, y: self.bounds.height / 2))
path.addLine(to: CGPoint(x: self.bounds.width - 15, y: self.bounds.height))
path.addLine(to: CGPoint(x: 0, y: self.bounds.height))
path.addLine(to: CGPoint(x: 15, y: self.bounds.height / 2))
path.addLine(to: CGPoint(x: 0, y: 0))
}else{
path.move(to: CGPoint(x: 0, y: 0))
path.addArc(withCenter: CGPoint(x: self.bounds.width - 5, y: 5), radius: 5, startAngle: 3 * .pi / 2, endAngle: 2 * .pi, clockwise: true)
path.addArc(withCenter: CGPoint(x: self.bounds.width - 5, y: self.bounds.height - 5), radius: 5, startAngle: 2 * .pi, endAngle:.pi / 2, clockwise: true)
path.addLine(to: CGPoint(x: 0, y: self.bounds.height))
path.addLine(to: CGPoint(x: 15, y: self.bounds.height / 2))
path.close()
}
btnLayer.path = path.cgPath
btnLayer.fillColor = self.buttonColor.cgColor
self.layer.addSublayer(btnLayer)
self.bringSubviewToFront(self.titleLabel!)
if thirdStep || secondStep{
self.titleEdgeInsets = UIEdgeInsets(top: 0, left: 25, bottom: 0, right: 0)
}else{
self.titleEdgeInsets = UIEdgeInsets(top: 0, left: 10, bottom: 0, right: 0)
}
}
}
now it works almost perfect when I run the application buttons draw on app same as I want see below
now the problem it that when I changed the orientation of device, shape of drawing button is same doesn't refresh.
so I googled it and try to find solution and lot of answer were use
setNeedsDisplay() method for this so I use that method also but problem is, it draw another shape or add another layer and not erase the previous one. see this
When app load
when landscape orientation
when again portrait
please give me solution or idea how to solve this mess, Thanks.
Dont add layer in draw() method as in calls every time you call setNeedsLayout or layoutifNeeded ... use to add them in common init()
self.layer.addSublayer(btnLayer)
remove this line from draw() method
//MARK:- initializers
required init?(coder: NSCoder) {
super.init(coder: coder)
commonInit()
}
override init(frame: CGRect) {
super.init(frame: frame)
commonInit()
}
private func commonInit(){
self.layer.addSublayer(btnLayer)
}

Set the radius of one corner of a SKShapeNode

I want to change the radius of two corners of a SKShapeNode (rect) but I didn't find a working solution.
I've tried to use a path, and it didn't work.
Swift 4.2, iOS 12.1.1, Xcode 10.1
let shape = SKShapeNode()
shape.path = UIBezierPath(roundedRect: CGRect(x: -128, y: -128, width: 256, height: 256), cornerRadius: 64).cgPath
shape.position = CGPoint(x: frame.midX, y: frame.midY)
shape.fillColor = UIColor.red
shape.strokeColor = UIColor.blue
shape.lineWidth = 10
addChild(shape)
I made a function that will allow you to customize each corner radius to whatever size you'd like. You can have 1,2,3 or 4 corners with a radius. If you always just want two corners then I would suggest making a wrapper function so you don't have so many parameters to fill in each time you call it.
func CustomRoundRectPath(_ rect:CGRect, _ TLR:CGFloat,_ TRR:CGFloat,_ BLR:CGFloat,_ BRR:CGFloat) -> CGPath {
let w = rect.width
let h = rect.height
//TLP:(TLP)
let TLP = CGPoint(x: TLR, y: h - TLR)
let TRP = CGPoint(x: w - TRR, y: h - TRR)
let BLP = CGPoint(x: BLR, y: BLR)
let BRP = CGPoint(x: w - BRR, y: BRR)
//Create path and addComponents
let path = CGMutablePath()
path.addArc(center: TLP, radius: TLR, startAngle: CGFloat.pi, endAngle: CGFloat.pi/2, clockwise: true)
path.addLine(to: CGPoint(x: TRP.x, y: h))
path.addArc(center: TRP, radius: TRR, startAngle: CGFloat.pi/2, endAngle: 0, clockwise: true)
path.addLine(to: CGPoint(x: w, y: BRP.y))
path.addArc(center: BRP, radius: BRR, startAngle: 0, endAngle: -CGFloat.pi/2, clockwise: true)
path.addLine(to: CGPoint(x: BLP.x, y: 0))
path.addArc(center: BLP, radius: BLR, startAngle: -CGFloat.pi/2, endAngle: -CGFloat.pi, clockwise: true)
path.addLine(to: CGPoint(x: 0, y: TLP.y))
return path
}

Swift: UIBezierPath Stroke Animation from Center

I've been making a simple UIBezierPath animation with Swift. This path consists on creating a rounded rectangle with a colored border. The animation must be the drawing of the colored border. To do so, I've created a CAShapeLayer with a UIBezierPath(roundedRect:, cornerRadius: )
let layer = CAShapeLayer()
var viewPrueba = UIView()
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
viewPrueba = UIView(frame: CGRectMake(self.view.frame.width/2-100, self.view.frame.height/2 - 100, 200, 200))
self.view.addSubview(viewPrueba)
let path = UIBezierPath(roundedRect: CGRectMake(0, 0, 200, 200), cornerRadius: 40.0)
layer.path = path.CGPath
layer.fillColor = UIColor.clearColor().CGColor
layer.strokeColor = UIColor.blueColor().CGColor
layer.strokeStart = 0.0
layer.strokeEnd = 0.0
layer.lineWidth = 4.0
layer.lineJoin = kCALineJoinRound
viewPrueba.layer.addSublayer(layer)
let tapGR = UITapGestureRecognizer(target: self, action: #selector(ViewController.anim))
self.view.addGestureRecognizer(tapGR)
}
func anim() {
let anim1 = CABasicAnimation(keyPath: "strokeEnd")
anim1.fromValue = 0.0
anim1.toValue = 1.0
anim1.duration = 4.0
anim1.repeatCount = 0
anim1.autoreverses = false
anim1.removedOnCompletion = false
anim1.additive = true
anim1.fillMode = kCAFillModeForwards
self.layer.addAnimation(anim1, forKey: "strokeEnd")
}`
It works well. The only problem is that the animation starts from the top-left part of the square and not from the top-center. How can I do that?
The only thing I've found in order to achieve this is by doing it with a circle and not a rectangle, which is not what we want.
Thanks
CoreAnimate animated as the same order as which the UIBezierPath was drawn.
The system method
+ (instancetype)bezierPathWithRoundedRect:(CGRect)rect cornerRadius:(CGFloat)cornerRadius;
return a UIBezierPath which was drawn from the top-left,so your animation started from the top-left.
But you can create your own UIBezierPath drawn form top-center:
func centerStartBezierPath(frame:CGRect,cornerRadius:CGFloat) -> UIBezierPath {
let path = UIBezierPath()
path.moveToPoint(CGPointMake(frame.width/2.0, 0))
path.addLineToPoint(CGPointMake(frame.width-cornerRadius, 0))
path.addArcWithCenter(CGPointMake(frame.width-cornerRadius, cornerRadius),
radius: cornerRadius,
startAngle: CGFloat(-M_PI/2),
endAngle: 0,
clockwise: true)
path.addLineToPoint(CGPointMake(frame.width, frame.height-cornerRadius))
path.addArcWithCenter(CGPointMake(frame.width-cornerRadius, frame.height-cornerRadius),
radius: cornerRadius,
startAngle: 0,
endAngle: CGFloat(M_PI/2),
clockwise: true)
path.addLineToPoint(CGPointMake(cornerRadius, frame.height))
path.addArcWithCenter(CGPointMake(cornerRadius, frame.height-cornerRadius),
radius: cornerRadius,
startAngle: CGFloat(M_PI/2),
endAngle: CGFloat(M_PI),
clockwise: true)
path.addLineToPoint(CGPointMake(0, cornerRadius))
path.addArcWithCenter(CGPointMake(cornerRadius, cornerRadius),
radius: cornerRadius,
startAngle: CGFloat(M_PI),
endAngle: CGFloat(M_PI*3/2),
clockwise: true)
path.closePath()
path.applyTransform(CGAffineTransformMakeTranslation(frame.origin.x, frame.origin.y))
return path;
}
And it works like this:
You can also change the code,and start from any point you want.
Swift syntax changed much during these three years. Here is my updated version of originally accepted answer, but in Swift 5.1+
private extension UIBezierPath {
convenience init(roundedRectFromCenter frame: CGRect, cornerRadius: CGFloat) {
self.init()
move(to: CGPoint(x: frame.width / 2, y: 0))
addLine(to: CGPoint(x: frame.width - cornerRadius, y: 0))
addArc(
withCenter: CGPoint(x: frame.width - cornerRadius, y: cornerRadius),
radius: cornerRadius,
startAngle: -.pi / 2,
endAngle: 0,
clockwise: true
)
addLine(to: CGPoint(x: frame.width, y: frame.height - cornerRadius))
addArc(
withCenter: CGPoint(x: frame.width - cornerRadius, y: frame.height - cornerRadius),
radius: cornerRadius,
startAngle: 0,
endAngle: .pi / 2,
clockwise: true
)
addLine(to: CGPoint(x: cornerRadius, y: frame.height))
addArc(
withCenter: CGPoint(x: cornerRadius, y: frame.height - cornerRadius),
radius: cornerRadius,
startAngle: .pi / 2,
endAngle: .pi,
clockwise: true
)
addLine(to: CGPoint(x: 0, y: cornerRadius))
addArc(
withCenter: CGPoint(x: cornerRadius, y: cornerRadius),
radius: cornerRadius,
startAngle: .pi,
endAngle: .pi * 3 / 2,
clockwise: true
)
close()
apply(CGAffineTransform(
translationX: frame.origin.x,
y: frame.origin.y
))
}
}

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