I'm trying to use a UIView with Arkit 3D space. I've seen a few examples which requires the UIView or UIView's layer is set as the diffuse content of the SCNMaterial object. That's not working as I've expected so far. I only see the frame of the view but the subviews within it are not added neither is a corner radius on the layer visible.
func setupBillBoard() {
let view = PlayerView(frame: CGRect(x: 0, y: 0, width: 70, height: 40))
view.backgroundColor = .red
view.layer.cornerRadius = 14
let material = SCNMaterial()
material.diffuse.contents = view.asImage()
material.isDoubleSided = true
let plane = SCNPlane(width: 1, height: 1)
plane.materials = [material]
let node = SCNNode()
node.geometry = plane
node.position = SCNVector3(box.x, box.y + 0.3, box.z - 0.4)
node.scale = SCNVector3(0.4, 0.4, 0.4)
self.billBoardNode = node
}
View Extension to convert UIView to image capture
extension UIView {
func asImage() -> UIImage {
let renderer = UIGraphicsImageRenderer(bounds: bounds)
return renderer.image { rendererContext in
layer.render(in: rendererContext.cgContext)
}
}
}
So far I get only a red square shaped view in the scene and nothing more
Custom class code here: https://www.paste.org/106551
Xib in attached image
Here's the way i set mines up and it works fine. You should be able to copy and paste the function inside viewDidLoad and you will see a red circle. You can also use an UIImageView instead of a UIView.
After you create you custom UIView call yourView.layoutIfNeeded() before adding it to the SCNMaterial.
You can also set the corner radius on a geometry: plane.cornerRadius = 0.015 like I did in createAndPositionGrayNode()
override func viewDidLoad() {
super.viewDidLoad()
createAndPositionRedCircleNode()
// or try it with an imageView, comment out the line above
// createAndPositionGrayNode()
}
func createAndPositionRedCircleNode() {
let redImage = UIColor.red.imageRepresentation
let myView = UIView()
myView.frame = CGRect(x: 0, y: 0, width: 250, height: 250)
myView.layer.contents = redImage.cgImage
myView.layoutIfNeeded() // <-- myView.layoutIfNeeded() called here
myView.layer.contentsGravity = CALayerContentsGravity.resizeAspectFill
myView.layer.contentsScale = UIScreen.main.scale
myView.layer.masksToBounds = true
myView.layer.cornerRadius = myView.frame.width / 2
let convertedImage = myView.asImage()
let material = SCNMaterial()
material.diffuse.contents = convertedImage
let plane = SCNPlane(width: 0.15, height: 0.15)
plane.materials = [material]
plane.firstMaterial?.isDoubleSided = true
let redNode = SCNNode(geometry: plane)
redNode.name = "redNode"
redNode.position = SCNVector3(0.0, 0.2, -0.7)
sceneView.scene.rootNode.addChildNode(redNode)
}
func createAndPositionGrayNode() {
let lightGrayImage = UIColor.lightGray.imageRepresentation
let imageView = UIImageView()
imageView.frame = CGRect(x: 0, y: 0, width: 250, height: 250)
imageView.image = lightGrayImage
imageView.contentMode = .scaleAspectFit
imageView.backgroundColor = .clear
imageView.layer.masksToBounds = true
let material = SCNMaterial()
material.diffuse.contents = imageView.image
let plane = SCNPlane(width: 0.4, height: 0.4)
plane.materials = [material]
plane.firstMaterial?.isDoubleSided = true
plane.cornerRadius = 0.015 // <-- geometry cornerRadius set here
let grayNode = SCNNode(geometry: plane)
grayNode.name = "grayNode"
grayNode.position = SCNVector3(0.0, 0.2, -0.7)
sceneView.scene.rootNode.addChildNode(grayNode)
}
extension UIView {
func asImage() -> UIImage {
let renderer = UIGraphicsImageRenderer(bounds: bounds)
return renderer.image { rendererContext in
layer.render(in: rendererContext.cgContext)
}
}
}
Related
I am trying to get a navigation bar similar to the one in iOS messages app. This is what I have, and it creates a bit of a circle shape but gets cut off. If you were to recreate the centered image from Messages how would you?
let imageView = UIImageView(image: UIImage(named: "test-image"))
imageView.contentMode = .scaleAspectFit
let titleView = UIView(frame: CGRect(x: 0, y: 0, width: 44, height: 44))
imageView.frame = titleView.bounds
imageView.layer.masksToBounds = true
imageView.layer.cornerRadius = imageView.frame.height / 2
titleView.addSubview(imageView)
self.navigationItem.titleView = titleView
The current outcome with this snippet:
The desired outcome:
Tested solutions In dark mode:
Please excuse my eggs ;) It's my favorite test pic
Set image view content mode .scaleAspectFill
imageView.contentMode = .scaleAspectFill
The following is what I have done.
I use two functions to work with an image. The makeCutout function creates a square cutout based on the height of an image of your selection. The position of the cutout is placed at the center of the source image. (See let cutoutRect = ...) The second one, the makeCircularImage function, makes the cutout image circular. Note that I'm assuming the original image is horizontally-long, which means that the diameter of the cutout will be the height of the image.
import UIKit
class ViewController: UIViewController {
// MARK: - Life cycle
override func viewDidLoad() {
super.viewDidLoad()
if let image = UIImage(named: "jenniferGarner.jpg") {
let imageWidth = image.size.width
let imageHeight = image.size.height
let cutoutRect = CGRect(origin: CGPoint(x: (imageWidth - imageHeight) / 2.0, y: 0.0), size: CGSize(width: imageHeight, height: imageHeight))
if let cutoutImage = makeCutout(image: image, rect: cutoutRect) {
/* making it a circular image */
if let circleImage = makeCircularImage(sourceImage: cutoutImage, diameter: cutoutImage.size.height) {
testImageView.isHidden = true
let imageView = UIImageView(image: circleImage)
imageView.contentMode = .scaleAspectFit
let titleView = UIView(frame: CGRect(x: 0, y: 0, width: 44, height: 44))
//titleView.backgroundColor = UIColor.green
imageView.frame = titleView.bounds
imageView.layer.masksToBounds = true
imageView.layer.cornerRadius = imageView.frame.height / 2
titleView.addSubview(imageView)
self.navigationItem.titleView = titleView
}
}
}
}
// MARK: - Making a cutout image
func makeCutout(image: UIImage, rect: CGRect) -> UIImage? {
if let cgImage = image.cgImage {
let contextImage: UIImage = UIImage(cgImage: cgImage)
// Create bitmap image from context using the rect
var croppedContextImage: CGImage? = nil
if let contextImage = contextImage.cgImage {
if let croppedImage = contextImage.cropping(to: rect) {
croppedContextImage = croppedImage
}
}
// Create a new image based on the imageRef and rotate back to the original orientation
if let croppedImage: CGImage = croppedContextImage {
let image: UIImage = UIImage(cgImage: croppedImage, scale: image.scale, orientation: image.imageOrientation)
return image
}
}
return nil
}
func makeCircularImage(sourceImage: UIImage, diameter: CGFloat) -> UIImage? {
let imageView = UIImageView(image: sourceImage)
let layer = imageView.layer
layer.masksToBounds = true
layer.cornerRadius = diameter / 2.0
UIGraphicsBeginImageContext(imageView.bounds.size)
layer.render(in: UIGraphicsGetCurrentContext()!)
if let finalImage = UIGraphicsGetImageFromCurrentImageContext() {
UIGraphicsEndImageContext()
return finalImage
}
return nil
}
}
I have Jeniffer Garner as a guest as shown below. The source image size is 480 px X 180 px.
The following is the final work with an iPhone simulator with the dark mode.
How to draw View like this.
After research I got context.fillRects method can be used. But how to find the exact rects for this.
let context = UIGraphicsGetCurrentContext()
context?.setFillColor(UIColor.red.cgColor)
context?.setAlpha(0.5)
context?.fill([<#T##rects: [CGRect]##[CGRect]#>])
How to achieve this result?
Background: Blue.
Overlay(Purple): 50% opacity that contains square hole in the center
First create your view and then draw everything with two UIBezierPaths: one is describing the inside rect (the hole) and the other one runs along the borders on your screen (externalPath). This way of drawing ensures that the blue rect in the middle is a true hole and not drawn on top of the purple view.
let holeWidth: CGFloat = 200
let hollowedView = UIView(frame: view.frame)
hollowedView.backgroundColor = UIColor.clear
//Initialise the layer
let hollowedLayer = CAShapeLayer()
//Draw your two paths and append one to the other
let holePath = UIBezierPath(rect: CGRect(origin: CGPoint(x: (view.frame.width - holeWidth) / 2, y: (view.frame.height - holeWidth) / 2), size: CGSize(width: holeWidth, height: holeWidth)))
let externalPath = UIBezierPath(rect: hollowedView.frame).reversing()
holePath.append(externalPath)
holePath.usesEvenOddFillRule = true
//Assign your path to the path property of your layer
hollowedLayer.path = holePath.cgPath
hollowedLayer.fillColor = UIColor.purple.cgColor
hollowedLayer.opacity = 0.5
//Add your hollowedLayer to the layer of your hollowedView
hollowedView.layer.addSublayer(hollowedLayer)
view.addSubview(hollowedView)
The result looks like this :
Create a custom UIView with background color blue.
class CustomView: UIView {
// Try adding a rect and fill color.
override func draw(_ rect: CGRect) {
let ctx = UIGraphicsGetCurrentContext()
ctx!.beginPath()
//Choose the size based on the size required.
ctx?.addRect(CGRect(x: 20, y: 20, width: rect.maxX - 40, height: rect.maxY - 40))
ctx!.closePath()
ctx?.setFillColor(UIColor.red.cgColor)
ctx!.fillPath()
}
}
I just ended up with this.
Code:
createHoleOnView()
let blurView = createBlurEffect(style: style)
self.addSubview(blurView)
Method Create Hole:
private func createHoleOnView() {
let maskView = UIView(frame: self.frame)
maskView.clipsToBounds = true;
maskView.backgroundColor = UIColor.clear
func holeRect() -> CGRect {
var holeRect = CGRect(x: 0, y: 0, width: scanViewSize.rawValue.width, height: scanViewSize.rawValue.height)
let midX = holeRect.midX
let midY = holeRect.midY
holeRect.origin.x = maskView.frame.midX - midX
holeRect.origin.y = maskView.frame.midY - midY
self.holeRect = holeRect
return holeRect
}
let outerbezierPath = UIBezierPath.init(roundedRect: self.bounds, cornerRadius: 0)
let holePath = UIBezierPath(roundedRect: holeRect(), cornerRadius: holeCornerRadius)
outerbezierPath.append(holePath)
outerbezierPath.usesEvenOddFillRule = true
let hollowedLayer = CAShapeLayer()
hollowedLayer.fillRule = kCAFillRuleEvenOdd
hollowedLayer.fillColor = outerColor.cgColor
hollowedLayer.path = outerbezierPath.cgPath
if self.holeStyle == .none {
hollowedLayer.opacity = 0.8
}
maskView.layer.addSublayer(hollowedLayer)
switch self.holeStyle {
case .none:
self.addSubview(maskView)
break
case .blur(_):
self.mask = maskView;
break
}
}
UIView's Extension function for Create Blur:
internal func createBlurEffect(style: UIBlurEffectStyle = .extraLight) -> UIView {
let blurEffect = UIBlurEffect(style: style)
let blurEffectView = UIVisualEffectView(effect: blurEffect)
blurEffectView.frame = self.bounds
return blurEffectView
}
I want to implement this UITextField design:
In Zeplin here is the properties of the shadow:
What I have tried ?
override func layoutSubviews() {
super.layoutSubviews()
self.layer.cornerRadius = self.frame.size.height/2
self.addInnerShadow()
}
private func addInnerShadow() {
let innerShadow = CALayer()
innerShadow.frame = bounds
// Shadow path (1pt ring around bounds)
let path = UIBezierPath(rect: innerShadow.bounds.insetBy(dx: -1, dy: -1))
let cutout = UIBezierPath(rect: innerShadow.bounds).reversing()
path.append(cutout)
innerShadow.shadowPath = path.cgPath
innerShadow.masksToBounds = true
// Shadow properties
innerShadow.shadowColor = UIColor.black.cgColor
innerShadow.shadowOffset = CGSize(width: 0, height: 3)
innerShadow.shadowOpacity = 0.05
innerShadow.shadowRadius = 3
innerShadow.cornerRadius = self.frame.size.height/2
layer.addSublayer(innerShadow)
}
result:
Update:
override func layoutSubviews() {
super.layoutSubviews()
self.layer.cornerRadius = self.frame.size.height/2
self.addInnerShadow()
}
private func addInnerShadow() {
let innerShadow = CALayer()
innerShadow.frame = bounds
// Shadow path (1pt ring around bounds)
let path = UIBezierPath(roundedRect: innerShadow.bounds.insetBy(dx: -1, dy: -1), cornerRadius: self.frame.size.height/2)
let cutout = UIBezierPath(rect: innerShadow.bounds).reversing()
path.append(cutout)
innerShadow.shadowPath = path.cgPath
innerShadow.masksToBounds = true
// Shadow properties
innerShadow.shadowColor = UIColor.black.cgColor
innerShadow.shadowOffset = CGSize(width: 0, height: 3)
innerShadow.shadowOpacity = 0.05
innerShadow.shadowRadius = 3
//innerShadow.cornerRadius = self.frame.size.height/2
layer.addSublayer(innerShadow)
}
result:
the corner radius is causing a problem because the path is still rectangular and the shadow looks different
Just use a rounded rect path:
private func addInnerShadow() {
let innerShadow = CALayer()
innerShadow.frame = bounds
// Shadow path (1pt ring around bounds)
let radius = self.frame.size.height/2
let path = UIBezierPath(roundedRect: innerShadow.bounds.insetBy(dx: -1, dy:-1), cornerRadius:radius)
let cutout = UIBezierPath(roundedRect: innerShadow.bounds, cornerRadius:radius).reversing()
path.append(cutout)
innerShadow.shadowPath = path.cgPath
innerShadow.masksToBounds = true
// Shadow properties
innerShadow.shadowColor = UIColor.black.cgColor
innerShadow.shadowOffset = CGSize(width: 0, height: 3)
innerShadow.shadowOpacity = 0.15
innerShadow.shadowRadius = 3
innerShadow.cornerRadius = self.frame.size.height/2
layer.addSublayer(innerShadow)
}
To attain this - I added a uiimageview and input the image as the shadow text cell, then placed a label on top of the uiimageview with a clear background so you are able to see the shadow image through the text. This was all done with storyboard so I have no code to show and am not allowed to upload an image yet. Hope this helps.
I want my node to rotate on the Y axis while the camera is rotating.
class ArtScene: SCNScene{
var image = UIImage()
var geometry = SCNBox()
var motion = MotionKit()
var node = SCNNode()
convenience init(create: Bool) {
self.init()
image = UIImage(named: "sf")!
let lenght: CGFloat = 50
let width: CGFloat = self.image.size.width
let height: CGFloat = self.image.size.height
self.geometry = SCNBox(width: width / 1000 , height: height / 1000, length: lenght / 1000, chamferRadius: 0.005)
print("Geometry WIDTH: \(self.geometry.width)")
print("Geometry LENGHT: \(self.geometry.length)")
self.geometry.firstMaterial?.diffuse.contents = UIColor.red
self.geometry.firstMaterial?.specular.contents = UIColor.white
self.geometry.firstMaterial?.emission.contents = UIColor.blue
node = SCNNode(geometry: self.geometry)
self.rootNode.addChildNode(node)
}
func rotate() {
motion.getDeviceMotionObject { (deviceMotion) in
let rotationY = deviceMotion.rotationRate.y
print(rotationY)
let rotationAction = SCNAction.rotate(by: CGFloat(1.0), around: SCNVector3(0,rotationY,0), duration: 2.0)
self.node.runAction(rotationAction)
}
}
}
I can print the Device motion, but can't get the node to rotate at the same time. How can I do it?
I'm relatively new to ios animations and I believe there's something wrong with the approach I took to animate UIView.
I will start with a UI screenshot to picture my problem more precisely:
There is a tableView cell with two labels and colorful filled circle
Anytime I introduce new value to the cell, I'd like to animate this left-most bulb so it looks like it's getting filled with red color.
This is the implementation od BadgeView, which is basically the aforementioned leftmost filled circle
class BadgeView: UIView {
var coeff:CGFloat = 0.5
override func drawRect(rect: CGRect) {
let topRect:CGRect = CGRectMake(0, 0, rect.size.width, rect.size.height*(1.0 - self.coeff))
UIColor(red: 249.0/255.0, green: 163.0/255.0, blue: 123.0/255.0, alpha: 1.0).setFill()
UIRectFill(topRect)
let bottomRect:CGRect = CGRectMake(0, rect.size.height*(1-coeff), rect.size.width, rect.size.height*coeff)
UIColor(red: 252.0/255.0, green: 95.0/255.0, blue: 95.0/255.0, alpha: 1.0).setFill()
UIRectFill(bottomRect)
self.layer.cornerRadius = self.frame.height/2.0
self.layer.masksToBounds = true
}
}
This is the way I achieve uneven fill - I introduced coefficient which I modify in viewController.
Inside my cellForRowAtIndexPath method I try to animate this shape using custom button with callback
let btn:MGSwipeButton = MGSwipeButton(title: "", icon: img, backgroundColor: nil, insets: ins, callback: {
(sender: MGSwipeTableCell!) -> Bool in
print("Convenience callback for swipe buttons!")
UIView.animateWithDuration(4.0, animations:{ () -> Void in
cell.pageBadgeView.coeff = 1.0
let frame:CGRect = cell.pageBadgeView.frame
cell.pageBadgeView.drawRect(frame)
})
return true
})
But it does nothing but prints to console
: CGContextSetFillColorWithColor: invalid context 0x0. If you want to see the backtrace, please set CG_CONTEXT_SHOW_BACKTRACE environmental variable.
Although I'd love to know the right answer and approach, it would be great to know, for education purpose, why this code doesn't work.
Thanks in advance
The error part of the problem seems to be this part of the code:
cell.pageBadgeView.drawRect(frame)
From the Apple docs on UIView drawRect:
This method is called when a view is first displayed or when an event occurs that invalidates a visible part of the view. You should never call this method directly yourself. To invalidate part of your view, and thus cause that portion to be redrawn, call the setNeedsDisplay or setNeedsDisplayInRect: method instead.
So if you'd change your code to:
cell.pageBadgeView.setNeedsDisplay()
You'll get rid of the error and see the badgeView filled correctly. However this won't animate it, since drawRect isn't animatable by default.
The easiest workaround to your problem would be for BadgeView to have an internal view for the fill color. I'd refactor the BadgeView as so:
class BadgeView: UIView {
private let fillView = UIView(frame: .zero)
private var coeff:CGFloat = 0.5 {
didSet {
// Make sure the fillView frame is updated everytime the coeff changes
updateFillViewFrame()
}
}
// Only needed if view isn't created in xib or storyboard
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
// Only needed if view isn't created in xib or storyboard
override init(frame: CGRect) {
super.init(frame: frame)
setupView()
}
override func awakeFromNib() {
setupView()
}
private func setupView() {
// Setup the layer
layer.cornerRadius = bounds.height/2.0
layer.masksToBounds = true
// Setup the unfilled backgroundColor
backgroundColor = UIColor(red: 249.0/255.0, green: 163.0/255.0, blue: 123.0/255.0, alpha: 1.0)
// Setup filledView backgroundColor and add it as a subview
fillView.backgroundColor = UIColor(red: 252.0/255.0, green: 95.0/255.0, blue: 95.0/255.0, alpha: 1.0)
addSubview(fillView)
// Update fillView frame in case coeff already has a value
updateFillViewFrame()
}
private func updateFillViewFrame() {
fillView.frame = CGRect(x: 0, y: bounds.height*(1-coeff), width: bounds.width, height: bounds.height*coeff)
}
// Setter function to set the coeff animated. If setting it not animated isn't necessary at all, consider removing this func and animate updateFillViewFrame() in coeff didSet
func setCoeff(coeff: CGFloat, animated: Bool) {
if animated {
UIView.animate(withDuration: 4.0, animations:{ () -> Void in
self.coeff = coeff
})
} else {
self.coeff = coeff
}
}
}
In your button callback you'll just have to do:
cell.pageBadgeView.setCoeff(1.0, animated: true)
try this playground code
import UIKit
import CoreGraphics
var str = "Hello, playground"
class BadgeView: UIView {
var coeff:CGFloat = 0.5
func drawCircleInView(){
// Set up the shape of the circle
let size:CGSize = self.bounds.size;
let layer = CALayer();
layer.frame = self.bounds;
layer.backgroundColor = UIColor.blue().cgColor
let initialRect:CGRect = CGRect.init(x: 0, y: size.height, width: size.width, height: 0)
let finalRect:CGRect = CGRect.init(x: 0, y: size.height/2, width: size.width, height: size.height/2)
let sublayer = CALayer()
sublayer.frame = initialRect
sublayer.backgroundColor = UIColor.orange().cgColor
sublayer.opacity = 0.5
let mask:CAShapeLayer = CAShapeLayer()
mask.frame = self.bounds
mask.path = UIBezierPath(ovalIn: self.bounds).cgPath
mask.fillColor = UIColor.black().cgColor
mask.strokeColor = UIColor.yellow().cgColor
layer.addSublayer(sublayer)
layer.mask = mask
self.layer.addSublayer(layer)
let boundsAnim:CABasicAnimation = CABasicAnimation(keyPath: "bounds")
boundsAnim.toValue = NSValue.init(cgRect:finalRect)
let anim = CAAnimationGroup()
anim.animations = [boundsAnim]
anim.isRemovedOnCompletion = false
anim.duration = 3
anim.fillMode = kCAFillModeForwards
sublayer.add(anim, forKey: nil)
}
}
var badgeView:BadgeView = BadgeView(frame:CGRect.init(x: 50, y: 50, width: 50, height: 50))
var window:UIWindow = UIWindow(frame: CGRect.init(x: 0, y: 0, width: 200, height: 200))
window.backgroundColor = UIColor.red()
badgeView.backgroundColor = UIColor.green()
window.becomeKey()
window.makeKeyAndVisible()
window.addSubview(badgeView)
badgeView.drawCircleInView()
More Modification to Above code , anchor point code was missing in above code
```
var str = "Hello, playground"
class BadgeView: UIView {
var coeff:CGFloat = 0.7
func drawCircleInView(){
// Set up the shape of the circle
let size:CGSize = self.bounds.size;
let layerBackGround = CALayer();
layerBackGround.frame = self.bounds;
layerBackGround.backgroundColor = UIColor.blue.cgColor
self.layer.addSublayer(layerBackGround)
let initialRect:CGRect = CGRect.init(x: 0, y: size.height , width: size.width, height: 0)
let finalRect:CGRect = CGRect.init(x: 0, y: 0, width: size.width, height: size.height)
let sublayer = CALayer()
//sublayer.bounds = initialRect
sublayer.frame = initialRect
sublayer.anchorPoint = CGPoint(x: 0.5, y: 1)
sublayer.backgroundColor = UIColor.orange.cgColor
sublayer.opacity = 1
let mask:CAShapeLayer = CAShapeLayer()
mask.frame = self.bounds
mask.path = UIBezierPath(ovalIn: self.bounds).cgPath
mask.fillColor = UIColor.black.cgColor
mask.strokeColor = UIColor.yellow.cgColor
layerBackGround.addSublayer(sublayer)
layerBackGround.mask = mask
self.layer.addSublayer(layerBackGround)
let boundsAnim:CABasicAnimation = CABasicAnimation(keyPath: "bounds")
boundsAnim.toValue = NSValue.init(cgRect:finalRect)
let anim = CAAnimationGroup()
anim.animations = [boundsAnim]
anim.isRemovedOnCompletion = false
anim.duration = 1
anim.fillMode = kCAFillModeForwards
sublayer.add(anim, forKey: nil)
}