Animating CALayer is not working on iOS 14 - ios

I have a problem with animating CALayer after updating to Xcode12 and iOS14 - animations that used to work on iOS13 are not working on iOS14. Here is the code for animations:
private func animateCellPress() {
let lightShadowAnimation = CABasicAnimation(keyPath: "shadowOffset")
lightShadowAnimation.fromValue = CGSize(width: -self.shadowRadius, height: -self.shadowRadius)
lightShadowAnimation.toValue = CGSize(width: self.shadowRadius, height: self.shadowRadius)
lightShadowAnimation.fillMode = .forwards;
lightShadowAnimation.isRemovedOnCompletion = false;
lightShadowAnimation.duration = self.animationDuration
self.lightShadow.add(lightShadowAnimation, forKey: lightShadowAnimation.keyPath)
let darkShadowAnimation = CABasicAnimation(keyPath: "shadowOffset")
darkShadowAnimation.fromValue = CGSize(width: self.shadowRadius, height: self.shadowRadius)
darkShadowAnimation.toValue = CGSize(width: -self.shadowRadius, height: -self.shadowRadius)
darkShadowAnimation.fillMode = .forwards;
darkShadowAnimation.isRemovedOnCompletion = false;
darkShadowAnimation.duration = self.animationDuration
self.darkShadow.add(darkShadowAnimation, forKey: darkShadowAnimation.keyPath)
}
lightShadow and darkShadow are stored as a properties and here is the initialisation code for them:
private func initializeDarkShadow() {
darkShadow = CALayer()
darkShadow.frame = bounds
darkShadow.backgroundColor = backgroundColor?.cgColor
darkShadow.cornerRadius = cornerRadius
darkShadow.shadowOffset = CGSize(width: shadowRadius, height: shadowRadius)
darkShadow.shadowOpacity = 1
darkShadow.shadowRadius = shadowRadius
darkShadow.shadowColor = Asset.Colors.darkShadow.color.cgColor
let rect = CGRect(origin: CGPoint(x: 0, y: 0), size: bounds.size)
darkShadow.shadowPath = UIBezierPath(roundedRect: rect, cornerRadius: cornerRadius).cgPath
layer.insertSublayer(darkShadow, at: 0)
}
private func initializeLightShadow() {
lightShadow = CALayer()
lightShadow.frame = bounds
lightShadow.backgroundColor = backgroundColor?.cgColor
lightShadow.cornerRadius = cornerRadius
lightShadow.shadowOffset = CGSize(width: -shadowRadius, height: -shadowRadius)
lightShadow.shadowOpacity = 1
lightShadow.shadowRadius = shadowRadius
lightShadow.shadowColor = Asset.Colors.lightShadow.color.cgColor
let rect = CGRect(origin: CGPoint(x: 0, y: 0), size: bounds.size)
lightShadow.shadowPath = UIBezierPath(roundedRect: rect, cornerRadius: cornerRadius).cgPath
layer.insertSublayer(lightShadow, at: 0)
}
Any ideas on what's wrong and how can I fix it? Also I am not getting any compiler errors or warnings. Console log is empty as well.

This works. I think each time you are calling your animate layoutSubviews is being called thus removing the layer and the animation. You could either just update the frame there or check if the layer has already been added. If that is not the issue then there is something wrong with you press or touch function. Create a project with a single view and copy and paste this into your ViewController file.
import UIKit
class TableViewCell : UITableViewCell{
let darkShadowColor = UIColor.green
let lightShadowColor = UIColor.red
let animationDuration : Double = 2
var darkShadow = CALayer()
var lightShadow = CALayer()
let cornerRadius : CGFloat = 4
let shadowRadius : CGFloat = 3
override init(style: UITableViewCell.CellStyle, reuseIdentifier: String?) {
super.init(style: style, reuseIdentifier: reuseIdentifier)
initializeDarkShadow()
initializeLightShadow()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
initializeDarkShadow()
initializeLightShadow()
}
private func initializeDarkShadow() {
darkShadow = CALayer()
darkShadow.frame = bounds
darkShadow.backgroundColor = backgroundColor?.cgColor
darkShadow.cornerRadius = cornerRadius
darkShadow.shadowOffset = CGSize(width: shadowRadius, height: shadowRadius)
darkShadow.shadowOpacity = 1
darkShadow.shadowRadius = shadowRadius
darkShadow.shadowColor = darkShadowColor.cgColor
let rect = CGRect(origin: CGPoint(x: 0, y: 0), size: bounds.size)
darkShadow.shadowPath = UIBezierPath(roundedRect: rect, cornerRadius: cornerRadius).cgPath
layer.insertSublayer(darkShadow, at: 0)
}
private func initializeLightShadow() {
lightShadow = CALayer()
lightShadow.frame = bounds
lightShadow.backgroundColor = backgroundColor?.cgColor
lightShadow.cornerRadius = cornerRadius
lightShadow.shadowOffset = CGSize(width: -shadowRadius, height: -shadowRadius)
lightShadow.shadowOpacity = 1
lightShadow.shadowRadius = shadowRadius
lightShadow.shadowColor = lightShadowColor.cgColor
let rect = CGRect(origin: CGPoint(x: 0, y: 0), size: bounds.size)
lightShadow.shadowPath = UIBezierPath(roundedRect: rect, cornerRadius: cornerRadius).cgPath
layer.insertSublayer(lightShadow, at: 0)
}
func animateCellPress() {
print("called")
let lightShadowAnimation = CABasicAnimation(keyPath: "shadowOffset")
lightShadowAnimation.fromValue = CGSize(width: -self.shadowRadius, height: -self.shadowRadius)
lightShadowAnimation.toValue = CGSize(width: self.shadowRadius, height: self.shadowRadius)
lightShadowAnimation.beginTime = CACurrentMediaTime()
lightShadowAnimation.fillMode = .both;
lightShadowAnimation.isRemovedOnCompletion = false;
lightShadowAnimation.duration = self.animationDuration
self.lightShadow.add(lightShadowAnimation, forKey: nil)
let darkShadowAnimation = CABasicAnimation(keyPath: "shadowOffset")
darkShadowAnimation.fromValue = CGSize(width: self.shadowRadius, height: self.shadowRadius)
darkShadowAnimation.toValue = CGSize(width: -self.shadowRadius, height: -self.shadowRadius)
darkShadowAnimation.beginTime = CACurrentMediaTime()
darkShadowAnimation.fillMode = .both;
darkShadowAnimation.isRemovedOnCompletion = false;
darkShadowAnimation.duration = self.animationDuration
self.darkShadow.add(darkShadowAnimation, forKey: nil)
}
override func layoutSubviews() {
super.layoutSubviews()
self.lightShadow.frame = self.bounds
self.darkShadow.frame = self.bounds
}
}
class ViewController: UIViewController {
let identifier = "someCellID"
lazy var tableView : UITableView = {
let tv = UITableView(frame: self.view.bounds)
tv.delegate = self
tv.dataSource = self
tv.autoresizingMask = [.flexibleWidth,.flexibleHeight]
tv.register(TableViewCell.self, forCellReuseIdentifier: identifier)
return tv
}()
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
self.view.addSubview(tableView)
}
}
extension ViewController : UITableViewDelegate,UITableViewDataSource{
func tableView(_ tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
return 20
}
func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell {
if let cell = tableView.dequeueReusableCell(withIdentifier: identifier, for: indexPath) as? TableViewCell{
cell.selectionStyle = .none
return cell
}
print("error")
return UITableViewCell()
}
func tableView(_ tableView: UITableView, didHighlightRowAt indexPath: IndexPath) {
if let cell = tableView.cellForRow(at: indexPath) as? TableViewCell{
cell.animateCellPress()
}
}
func tableView(_ tableView: UITableView, heightForRowAt indexPath: IndexPath) -> CGFloat {
return 50
}
}

Related

IOS Step menu using swift

I would like to create the stepper menu in IOS using swift, But I'm facing some issues. Here are the issues.
1) Portrait and landscape stepper menu is not propper.
2) How to set default step position with the method below method, It's working when button clicked. But I want to set when menu loads the first time.
self.stepView.setSelectedPosition(index: 2)
3) If it reached the position last, I would like to change the color for complete path parentPathRect.
4) Progress animation CABasicAnimation is not like the progress bar, I want to show the animation.
5) It should not remove the selected position color when changing the orientation.
As per my organization rules should not use third-party frameworks.
Can anyone help me with the solution? Or is there any alternative solution for this?
Here is my code:
import UIKit
class ViewController: UIViewController, StepMenuDelegate {
#IBOutlet weak var stepView: StepView!
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
self.stepView.delegate = self;
self.stepView.titles = ["1", "2", "3"]
self.stepView.lineWidth = 8
self.stepView.offSet = 8
self.stepView.setSelectedPosition(index: 2)
}
func didSelectItem(atIndex index: NSInteger) {
print(index)
}
}
protocol StepMenuDelegate {
func didSelectItem(atIndex index: NSInteger)
}
class StepView: UIView {
var delegate : StepMenuDelegate!
var titles: [String] = [] {
didSet(values) {
setup()
setupItems()
}
}
var lineWidth: CGFloat = 8 {
didSet(values) {
setup()
}
}
var offSet: CGFloat = 8 {
didSet(values) {
self.itemOffset = offSet * 4
setup()
}
}
private var selectedIndex : NSInteger!
private var itemOffset : CGFloat = 8 {
didSet (value) {
setup()
setupItems()
}
}
private var path : UIBezierPath!
var selectedLayer : CAShapeLayer!
private var parentPathRect : CGRect!
override func awakeFromNib() {
super.awakeFromNib()
}
override func layoutSubviews() {
self.setup()
setupItems()
}
func setup() {
self.removeAllButtonsAndLayes()
let layer = CAShapeLayer()
self.parentPathRect = CGRect(origin: CGPoint(x: offSet, y: self.bounds.midY - (self.lineWidth/2) ), size: CGSize(width: self.bounds.width - (offSet * 2), height: lineWidth))
path = UIBezierPath(roundedRect: self.parentPathRect, cornerRadius: 2)
layer.path = path.cgPath
layer.fillColor = UIColor.orange.cgColor
layer.lineCap = .butt
layer.shadowColor = UIColor.darkGray.cgColor
layer.shadowOffset = CGSize(width: 1, height: 2)
layer.shadowOpacity = 0.1
layer.shadowRadius = 2
self.layer.addSublayer(layer)
}
func setupItems() {
removeAllButtonsAndLayes()
let itemRect = CGRect(x: self.itemOffset, y: 0, width: 34, height: 34)
let totalWidth = self.bounds.width
let itemWidth = totalWidth / CGFloat(self.titles.count);
for i in 0..<self.titles.count {
let button = UIButton()
var xPos: CGFloat = itemOffset
self.addSubview(button)
xPos += (CGFloat(i) * itemWidth);
xPos += itemOffset/3
button.translatesAutoresizingMaskIntoConstraints = false
button.leftAnchor.constraint(equalTo: self.leftAnchor, constant: xPos).isActive = true
button.centerYAnchor.constraint(equalTo: self.centerYAnchor, constant: 0).isActive = true
button.heightAnchor.constraint(equalToConstant: itemRect.height).isActive = true
button.widthAnchor.constraint(equalToConstant: itemRect.width).isActive = true
button.backgroundColor = UIColor.red
button.layer.zPosition = 1
button.layer.cornerRadius = itemRect.height/2
let name : String = self.titles[i]
button.tag = i
button.setTitle(name, for: .normal)
button.addTarget(self, action: #selector(selectedItemEvent(sender:)), for: .touchUpInside)
if self.selectedIndex != nil {
if button.tag == self.selectedIndex {
selectedItemEvent(sender: button)
}
}
}
}
#objc func selectedItemEvent(sender:UIButton) {
if self.selectedLayer != nil {
selectedLayer.removeFromSuperlayer()
}
self.delegate.didSelectItem(atIndex: sender.tag)
let fromRect = self.parentPathRect.origin
self.selectedLayer = CAShapeLayer()
let rect = CGRect(origin: fromRect, size: CGSize(width:sender.frame.origin.x - 4, height: 8))
let path = UIBezierPath(roundedRect: rect, cornerRadius: 4)
self.selectedLayer.path = path.cgPath
self.selectedLayer.lineCap = .round
self.selectedLayer.fillColor = UIColor.orange.cgColor
let animation = CABasicAnimation(keyPath: "fillColor")
animation.toValue = UIColor.blue.cgColor
animation.duration = 0.2
animation.fillMode = .forwards
animation.isRemovedOnCompletion = false
self.selectedLayer.add(animation, forKey: "fillColor")
self.layer.addSublayer(self.selectedLayer)
}
func removeAllButtonsAndLayes() {
for button in self.subviews {
if button is UIButton {
button.removeFromSuperview()
}
}
}
func setSelectedPosition(index:NSInteger) {
self.selectedIndex = index
}
}
Here I found One way to achieve the solution.!!
https://gist.github.com/DamodarGit/7f0f484708f60c996772ae28e5e1c615
Welcome to suggestions or code changes.!!

inner shadow effect UIView

I want to add inner shadow to this UIlabel
Picture:
reference form Inner shadow effect on UIView layer?
let display = UILabel()
func setBackgroundLayer () {
let backgroundLayer = CAGradientLayer()
backgroundLayer.frame = view.bounds
backgroundLayer.colors = [UIColor(white:1,alpha:0.5).cgColor,UIColor(white:0.5,alpha:0.5).cgColor]
view.layer.insertSublayer(backgroundLayer, at: 0)
}
func setDisplay() {
let Xratio = view.bounds.width/8
display.frame = CGRect(x:Xratio,y:80,width:Xratio*6,height:Xratio*2)
display.backgroundColor = UIColor(red:204/255,green:203/255,blue:181/255,alpha:1)
view.addSubview(display)
}
func displayInnerShadow() {
let shadowLayer = CAShapeLayer()
shadowLayer.frame = view.bounds
let path = CGMutablePath()
path.addRect(display.frame.insetBy(dx: -20, dy: -20))
path.addRect(display.frame)
shadowLayer.fillRule = kCAFillRuleEvenOdd
shadowLayer.path = path
shadowLayer.shadowColor = UIColor(white:0,alpha:1).cgColor
shadowLayer.shadowOffset = CGSize(width:0,height:0)
shadowLayer.shadowOpacity = 1
shadowLayer.shadowRadius = 5
view.layer.insertSublayer(shadowLayer, at: 1)
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
setBackgroundLayer()
setDisplay()
//displayInnerShadow()
}
I got this result:
Why isn't it working and how to set the fill color?
try this
let display = UILabel()
func setBackgroundLayer () {
let backgroundLayer = CAGradientLayer()
backgroundLayer.frame = view.bounds
backgroundLayer.colors = [UIColor(white:1,alpha:0.5).cgColor,UIColor(white:0.5,alpha:0.5).cgColor]
view.layer.insertSublayer(backgroundLayer, at: 0)
}
func setDisplay() {
let Xratio = view.bounds.width/8
display.frame = CGRect(x:Xratio,y:80,width:Xratio*6,height:Xratio*2)
set layer background color instead of display.backgroundColor
display.layer.backgroundColor = UIColor(red:204/255,green:203/255,blue:181/255,alpha:1).cgColor
view.addSubview(display)
}
func displayInnerShadow() {
let innerShadowLayer = CALayer()
innerShadowLayer.frame = display.bounds
let path = UIBezierPath(rect: innerShadowLayer.bounds.insetBy(dx: -20, dy: -20))
let innerPart = UIBezierPath(rect: innerShadowLayer.bounds).reversing()
path.append(innerPart)
innerShadowLayer.shadowPath = path.cgPath
innerShadowLayer.masksToBounds = true
innerShadowLayer.shadowColor = UIColor.black.cgColor
innerShadowLayer.shadowOffset = CGSize.zero
innerShadowLayer.shadowOpacity = 1
innerShadowLayer.shadowRadius = 5
display.layer.addSublayer(innerShadowLayer)
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
setDisplay()
setBackgroundLayer()
displayInnerShadow()
}

class is not working correctly after swift 3 conversion [duplicate]

This question already has answers here:
UIColor not working with RGBA values
(6 answers)
Closed 6 years ago.
my class (UIView) is not working after Xcode 8.1's swift 3 conversion i have no idea whats wrong here , this class is a progress view which is looking fine after conversion but my progress is not visible here's my class after the conversion :
class CircularLoaderView: UIView, CAAnimationDelegate {
let circlePathLayer = CAShapeLayer()
let circleRadius: CGFloat = 60.0
let innerCirclePathLayer = CAShapeLayer()
let innerCircleRadius: CGFloat = 60.0
override init(frame: CGRect) {
super.init(frame: frame)
configure()
innerConfigure()
}
required init(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)!
configure()
innerConfigure()
}
func configure() {
circlePathLayer.frame = bounds
circlePathLayer.lineWidth = 10
circlePathLayer.fillColor = UIColor.clear.cgColor
circlePathLayer.strokeColor = UIColor.darkGray.cgColor
layer.addSublayer(circlePathLayer)
backgroundColor = UIColor.clear
progress = 0
}
func innerConfigure() {
innerCirclePathLayer.frame = bounds
innerCirclePathLayer.lineWidth = 10
innerCirclePathLayer.fillColor = UIColor.clear.cgColor
innerCirclePathLayer.strokeColor = UIColor(red: 100, green: 60, blue: 70, alpha: 0.2).cgColor
layer.addSublayer(innerCirclePathLayer)
backgroundColor = UIColor.clear
}
func innerCircleFrame() -> CGRect {
var circleFrame = CGRect(x: 0, y: 0, width: 2*innerCircleRadius, height: 2*innerCircleRadius)
circleFrame.origin.x = innerCirclePathLayer.bounds.midX - circleFrame.midX
circleFrame.origin.y = innerCirclePathLayer.bounds.midY - circleFrame.midY
return circleFrame
}
func innerCirclePath() -> UIBezierPath {
return UIBezierPath(ovalIn: innerCircleFrame())
}
func circleFrame() -> CGRect {
var circleFrame = CGRect(x: 0, y: 0, width: 2*circleRadius, height: 2*circleRadius)
circleFrame.origin.x = circlePathLayer.bounds.midX - circleFrame.midX
circleFrame.origin.y = circlePathLayer.bounds.midY - circleFrame.midY
return circleFrame
}
func circlePath() -> UIBezierPath {
return UIBezierPath(ovalIn: circleFrame())
}
override func layoutSubviews() {
super.layoutSubviews()
circlePathLayer.frame = bounds
circlePathLayer.path = circlePath().cgPath
innerCirclePathLayer.frame = bounds
innerCirclePathLayer.path = innerCirclePath().cgPath
}
var progress: CGFloat {
get {
return circlePathLayer.strokeEnd
}
set {
if (newValue > 1) {
circlePathLayer.strokeEnd = 1
} else if (newValue < 0) {
circlePathLayer.strokeEnd = 0
} else {
circlePathLayer.strokeEnd = newValue
}
}
}
func reveal() {
// 1
backgroundColor = UIColor.clear
progress = 1
// 2
circlePathLayer.removeAnimation(forKey: "strokeEnd")
// 3
circlePathLayer.removeFromSuperlayer()
superview?.layer.mask = circlePathLayer
// 1
let center = CGPoint(x: bounds.midX, y: bounds.midY)
let finalRadius = sqrt((center.x*center.x) + (center.y*center.y))
let radiusInset = finalRadius - circleRadius
let outerRect = circleFrame().insetBy(dx: -radiusInset, dy: -radiusInset)
let toPath = UIBezierPath(ovalIn: outerRect).cgPath
// 2
let fromPath = circlePathLayer.path
let fromLineWidth = circlePathLayer.lineWidth
// 3
CATransaction.begin()
CATransaction.setValue(kCFBooleanTrue, forKey: kCATransactionDisableActions)
circlePathLayer.lineWidth = 2*finalRadius
circlePathLayer.path = toPath
CATransaction.commit()
// 4
let lineWidthAnimation = CABasicAnimation(keyPath: "lineWidth")
lineWidthAnimation.fromValue = fromLineWidth
lineWidthAnimation.toValue = 2*finalRadius
let pathAnimation = CABasicAnimation(keyPath: "path")
pathAnimation.fromValue = fromPath
pathAnimation.toValue = toPath
// 5
let groupAnimation = CAAnimationGroup()
groupAnimation.duration = 1
groupAnimation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
groupAnimation.animations = [pathAnimation, lineWidthAnimation]
groupAnimation.delegate = self
circlePathLayer.add(groupAnimation, forKey: "strokeWidth")
}
func animationDidStop(_ anim: CAAnimation, finished flag: Bool) {
superview?.layer.mask = nil
}
}
this is how i'm setting the progress :
cell.loaderView?.progress = CGFloat(receivedSize)/CGFloat(expectedSize)
still its not showing any progress , anyone have any clue whats wrong here then let me know
You haven't specify what exactly not working, but when I test your code it showing progress the only thing is not working was it is not showing me the innerCirclePathLayer because you have not divide your RGB color with 255 because init(red:green:blue:alpha:) accept values between 0.0 to 1.0 and values above 1.0 are interpreted as 1.0. So try once dividing RGB to 255.
innerCirclePathLayer.strokeColor = UIColor(red: 100/255.0, green: 60/255.0, blue: 70/255.0, alpha: 0.2).cgColor

Adding horizontal line below cell in uicollectionview

I am implementing like a calendar layout with some modification which is shown in the screenshot. To achieve this I have used UICollectionView. The problem is, I have to draw a screen width continuous line(green line in screenshot). The green line should cover the whole width, I know its not showing over the circular cell due to half of the cornerRadius and a vertical line only after the first cell(10 am). Where i have to add the shapelayer, so that it ll seems like a continuous line. Here is the code which I have tried so far.
KKViewController.m
func collectionView(collectionView: UICollectionView, cellForItemAtIndexPath indexPath: NSIndexPath) -> UICollectionViewCell {
let cell = collectionView.dequeueReusableCellWithReuseIdentifier(reuseIdentifier, forIndexPath: indexPath) as! KKBookCollectionViewCell
self.bookingCollectionView.backgroundColor = UIColor.whiteColor()
let rectangularRowIndex:NSInteger = indexPath.row % 5
if(rectangularRowIndex == 0 )
{
cell.userInteractionEnabled = false
cell.layer.cornerRadius = 0
cell.timeSlotLabel.text = "10am"
cell.backgroundColor = UIColor.whiteColor()
cell.layer.borderWidth = 0
cell.layer.borderColor = UIColor.clearColor().CGColor
}
else
{
cell.userInteractionEnabled = true
cell.layer.cornerRadius = cell.frame.size.width/2
cell.timeSlotLabel.text = ""
//cell.backgroundColor = UIColor.lightGrayColor()
cell.layer.borderWidth = 1
cell.layer.borderColor = UIColor.grayColor().CGColor
if cell.selected == true
{
cell.backgroundColor = UIColor.greenColor()
}
else
{
cell.backgroundColor = UIColor.lightGrayColor()
}
}
return cell
}
KKCollectionCell.m
var borderWidth:CGFloat!
var borderPath:UIBezierPath!
override func awakeFromNib() {
super.awakeFromNib()
drawHorizontalLine()
dottedLine(with: borderPath, and: borderWidth)
drawVerticalLine()
dottedLine(with: borderPath, and: borderWidth)
func drawVerticalLine()
{
borderPath = UIBezierPath()
borderPath.moveToPoint(CGPointMake(self.frame.origin.x + self.frame.size.width, self.frame.origin.y))
//borderPath.addLineToPoint(CGPointMake(self.frame.size.width - 5, self.frame.origin.y + self.frame.size.height - 50))
borderPath.addLineToPoint(CGPointMake(self.frame.origin.x + self.frame.size.width, self.frame.origin.y + self.frame.size.height))
borderWidth = 2.0
print("border path is %f, %f:\(borderPath)")
}
func drawHorizontalLine()
{
borderPath = UIBezierPath()
borderPath.moveToPoint(CGPointMake(0, self.frame.origin.y))
borderPath.addLineToPoint(CGPointMake(self.frame.size.width + 10, self.frame.origin.y))
borderWidth = 2.0
print("border path is %f, %f:\(borderPath)")
}
func dottedLine (with path:UIBezierPath, and borderWidth:CGFloat)
{
let shapeLayer = CAShapeLayer()
shapeLayer.strokeStart = 0.0
shapeLayer.strokeColor = UIColor.greenColor().CGColor
shapeLayer.lineWidth = borderWidth
shapeLayer.lineJoin = kCALineJoinRound
shapeLayer.lineDashPattern = [1,2]
shapeLayer.path = path.CGPath
self.layer.addSublayer(shapeLayer)
}
You can add a new view inside the collection view cell and set the corner radius for that new view. Also you have to reduce the spacing between the cells. Then the line will look like what you expected.
I know it's an old question but it was never properly answered, i was looking for such behaivior and achieved it with the help of another answer.
To achieve that you need to subclass the UICollectionViewFlowLayout (maybe a simple layout also would do but i didn't try).
class HorizontalLineFlowLayout: UICollectionViewFlowLayout {
var insets: CGFloat = 10.0
static let lineWidth: CGFloat = 10.0
override func layoutAttributesForElements(in rect: CGRect) -> [UICollectionViewLayoutAttributes]? {
guard let attributes = super.layoutAttributesForElements(in: rect) else { return nil }
var attributesCopy: [UICollectionViewLayoutAttributes] = []
for attribute in attributes {
attributesCopy += [attribute]
let indexPath = attribute.indexPath
if collectionView!.numberOfItems(inSection: indexPath.section) == 0 { continue }
let contains = attributes.contains { layoutAttribute in
layoutAttribute.indexPath == indexPath && layoutAttribute.representedElementKind == HorizontalLineDecorationView.kind
}
if !contains {
let horizontalAttribute = UICollectionViewLayoutAttributes(forDecorationViewOfKind: HorizontalLineDecorationView.kind, with: indexPath)
let width = indexPath.item == collectionView!.numberOfItems(inSection: indexPath.section) - 1 ?
attribute.frame.width + insets :
attribute.frame.width + insets * 1.5
let frame = CGRect(x: attribute.frame.minX, y: attribute.frame.minY, width: width, height: 0.5)
horizontalAttribute.frame = frame
attributesCopy += [horizontalAttribute]
}
}
return attributesCopy
}
override func shouldInvalidateLayout(forBoundsChange newBounds: CGRect) -> Bool {
return true
}
the func layoutAttributesForElements is called each time, and it makes the lines for the cells you specify and for the frames you specify.
you would also need the decoration view which looks like that:
class HorizontalLineDecorationView: UICollectionReusableView {
static let kind = "HorizontalLineDecorationView"
override init(frame: CGRect) {
super.init(frame: frame)
backgroundColor = .gray
alpha = 0.2
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
in general its just a view that goes behind the cell, respectively to its indexPath, so the lines are not all along the screen but those are some lines gathered togather which look like a full line, you can adjust its width and height, play with that.
notice that frame that is set for an attribute in the layout, that is the frame of the decoration view, and is defined with respect to the cell (attribute).
dont forget to register that decoration view and also to make the layout and pass it to the collecitonview like this:
let layout = HorizontalLineFlowLayout()
layout.register(HorizontalLineDecorationView.self, forDecorationViewOfKind: HorizontalLineDecorationView.kind)
layout.minimumInteritemSpacing = 10.0
layout.minimumLineSpacing = 10.0
layout.sectionInset = .zero
collectionView = UICollectionView(frame: .zero, collectionViewLayout: layout)
collectionView.register(DateCell.self, forCellWithReuseIdentifier: "month")
collectionView.delegate = monthDelegate
collectionView.dataSource = monthDelegate
collectionView.backgroundColor = .clear
the end result is

UITableViewCell gets reused and shows wrong drawing in UIView

I've been having this problem for weeks and I think I am not able to solve it.
I have a tableView which has custom tableViewCells and they are filled with data. The tableViewCell has two UILabels and one UIView.
The problem appears when I scroll several times the drawings on the UIViews are overlapped one with another, I think they are redrawn. I know that this behavior is because of the reuse of the cells but I can't even locate the origin of the problem.
UIViews show perfectly when opening the app
UIViews get overlapped after scrolling
My UITableView's cellForRowAtIndexPath is:
func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {
let CellIdentifier = "Cell"
let cell: CustomTableViewcell = self.tableView.dequeueReusableCellWithIdentifier(CellIdentifier, forIndexPath: indexPath) as! CustomTableViewcell
//self.tableView.dequeueReusableCellWithIdentifier(CellIdentifier) as! CustomTableViewcell
cell.prepareForReuse()
self.createUIForCell(cell)
self.configureCell(cell, indexPath: indexPath)
print("\t\(parsedData[indexPath.row].stationName): \(parsedData[indexPath.row].freeBikes)")
return cell
}
func createUIForCell(cell: CustomTableViewcell) {
cell.distanceLabel.textColor = UIColor.whiteColor()
cell.distanceLabel.backgroundColor = UIColor.clearColor()
cell.bikeStationLabel.textColor = UIColor.whiteColor()
cell.bikeStationLabel.backgroundColor = UIColor.clearColor()
}
func configureCell(cell: CustomTableViewcell, indexPath: NSIndexPath) {
let stations = parsedData[indexPath.row]
if indexPath.row % 2 == 0 {
cell.stackView.arrangedSubviews.first!.backgroundColor = cellBackgroundColor1
cell.progressView.backgroundColor = cellBackgroundColor2
} else {
cell.stackView.arrangedSubviews.first!.backgroundColor = cellBackgroundColor2
cell.progressView.backgroundColor = cellBackgroundColor1
}
cell.progressView.getWidth(stations.freeBikes, freeDocks: stations.freeDocks)
cell.getLocation(stations.latitude, longitude: stations.longitude)
cell.getParameters(stations.freeBikes, freeDocks: stations.freeDocks)
cell.bikeStationLabel.text = stations.stationName
if stations.distanceToLocation != nil {
if stations.distanceToLocation! < 1000 {
cell.distanceLabel.text = String(format: "%.f m", stations.distanceToLocation!)
} else {
cell.distanceLabel.text = String(format: "%.1f km", stations.distanceToLocation! / 1000)
}
} else {
cell.distanceLabel.text = ""
}
}
For the before mentioned UIVIew inside my custom cell I have created a separated class for it to handle the drawing and it looks like this:
import UIKit
class ProgressViewBar: UIView {
var freeBikes = 0
var freeDocks = 0
var text: UILabel? = nil
var text2: UILabel? = nil
func getWidth(freeBikes: Int, freeDocks: Int) {
self.freeBikes = freeBikes
self.freeDocks = freeDocks
}
override func drawRect(rect: CGRect) {
let path = UIBezierPath(roundedRect: CGRect(x: 0, y: 0, width: rect.width * (CGFloat(freeBikes) / (CGFloat(freeBikes) + CGFloat(freeDocks))), height: frame.height), cornerRadius: 0)
let shapeLayer = CAShapeLayer()
shapeLayer.path = path.CGPath
shapeLayer.strokeColor = UIColor.whiteColor().CGColor
shapeLayer.fillColor = UIColor.whiteColor().CGColor
self.layer.addSublayer(shapeLayer)
drawText(rect)
}
func drawText(rect: CGRect) {
if freeBikes != 0 {
text?.removeFromSuperview()
text = UILabel(frame: CGRect(x: 2, y: 0, width: 20, height: 20))
text!.text = String("\(freeBikes)")
text!.textAlignment = NSTextAlignment.Left
text!.font = UIFont(name: "HelveticaNeue-Thin", size: 17)
text!.backgroundColor = UIColor.clearColor()
text!.textColor = UIColor(red: 1/255, green: 87/255, blue: 155/255, alpha: 1)
self.addSubview(text!)
}
text2?.removeFromSuperview()
text2 = UILabel(frame: CGRect(x: rect.width * (CGFloat(freeBikes) / (CGFloat(freeBikes) + CGFloat(freeDocks))) + 2, y: 0, width: 20, height: 20))
text2!.text = String("\(freeDocks)")
text2!.textAlignment = NSTextAlignment.Left
text2!.font = UIFont(name: "HelveticaNeue-Thin", size: 17)
text2!.backgroundColor = UIColor.clearColor()
text2!.textColor = UIColor.whiteColor()
self.addSubview(text2!)
}
}
The view needs two parameters to be drawn and I pass them using the func getWidth(freeBikes: Int, freeDocks: Int) method calling it from the `ViewController. If any other piece of code is needed you can look at the repo.
The problem is that when reusing the cell you call drawRect once again and don't clear the already drawn rect. Clear it before drawing another one.

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