Mask Image with custom UIBazierPath swift - ios

I have created UIBezierPath with custom shape then I need to make it mask for image always I got empty image
here is my code
First I created the path, then create image and last create my mask but it is not working
here is image I need to mask it dropbox.com/s/tnxgx7g1uvb1zj7/TeethMask.png?dl=0 here is UIBazier path dropbox.com/s/nz93n1vgvj6c6y0/… I need to mask this image in this path
The output is something like this
https://www.dropbox.com/s/gueyhdmmdcfvyiq/image.png?dl=0
Here is ViewController class
import UIKit
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
let tapGR = UITapGestureRecognizer(target: self, action: #selector(didTap))
self.view.addGestureRecognizer(tapGR)
}
#objc func didTap(tapGR: UITapGestureRecognizer) {
let tapPoint = tapGR.location(in: self.view)
if #available(iOS 11.0, *) {
let shapeView = ShapeView(origin: tapPoint)
self.view.addSubview(shapeView)
} else {
// Fallback on earlier versions
}
}
}
Here is ShapeView class
import UIKit
#available(iOS 11.0, *)
class ShapeView: UIView {
let size: CGFloat = 150
let lineWidth: CGFloat = 3
var fillColor: UIColor!
var path: UIBezierPath!
init(origin: CGPoint) {
super.init(frame: CGRect(x: 0.0, y: 0.0, width: size, height: size))
self.fillColor = randomColor()
self.path = mouthPath()
self.center = origin
self.backgroundColor = UIColor.clear
}
func randomColor() -> UIColor {
let hue:CGFloat = CGFloat(Float(arc4random()) / Float(UINT32_MAX))
return UIColor(hue: hue, saturation: 0.8, brightness: 1.0, alpha: 0.8)
}
func mouthPath() -> UIBezierPath{
let pointsArray = [CGPoint(x:36 , y:36 ),CGPoint(x:41 , y:36 ),CGPoint(x:45 , y:36 ),CGPoint(x:49 , y:36 ),CGPoint(x:53 , y:36 ),CGPoint(x:58 , y: 37),CGPoint(x:64 , y:37 ),CGPoint(x:69 , y:36 ),CGPoint(x:65 , y:29 ),CGPoint(x:58 , y:24 ),CGPoint(x:50 , y:22 ),CGPoint(x:42 , y:23 ),CGPoint(x:36 , y:28 ),CGPoint(x:32 , y:35 )]
let newPath = UIBezierPath()
let factor:CGFloat = 10
for i in 0...pointsArray.count - 1 { // last point is 0,0
let point = pointsArray[i]
let currentPoint1 = CGPoint(x: point.x * factor , y: point.y * factor)
if i == 0 {
newPath.move(to: currentPoint1)
} else {
newPath.addLine(to: currentPoint1)
}
}
newPath.addLine(to: CGPoint(x: pointsArray[0].x * factor, y: pointsArray[0].y * factor))
newPath.close()
let imageTemplate = UIImageView()
imageTemplate.image = UIImage(named: "TeethMask")
self.addSubview(imageTemplate)
self.bringSubviewToFront(imageTemplate)
imageTemplate.frame = self.frame
let mask = CAShapeLayer(layer: self.layer)
mask.frame = newPath.bounds
mask.fillColor = UIColor.clear.cgColor
mask.strokeColor = UIColor.black.cgColor
mask.path = newPath.cgPath
mask.shouldRasterize = true
imageTemplate.layer.mask = mask
imageTemplate.layer.addSublayer(mask)
}
}

Well, you're doing a few things wrong...
The "teeth" image you linked:
has a native size of 461 x 259. So, I'm going to use a proportional "target" size of 200 x 112.
First, shape layers use 0,0 at upper-left. Your original points array:
let pointsArray = [
CGPoint(x: 36, y: 36),
CGPoint(x: 41, y: 36),
CGPoint(x: 45, y: 36),
CGPoint(x: 49, y: 36),
CGPoint(x: 53, y: 36),
CGPoint(x: 58, y: 37),
CGPoint(x: 64, y: 37),
CGPoint(x: 69, y: 36),
CGPoint(x: 65, y: 29),
CGPoint(x: 58, y: 24),
CGPoint(x: 50, y: 22),
CGPoint(x: 42, y: 23),
CGPoint(x: 36, y: 28),
CGPoint(x: 32, y: 35),
]
gives this shape:
If we invert the y-coordinates:
let pointsArray = [
CGPoint(x: 36.0, y: 23.0),
CGPoint(x: 41.0, y: 23.0),
CGPoint(x: 45.0, y: 23.0),
CGPoint(x: 49.0, y: 23.0),
CGPoint(x: 53.0, y: 23.0),
CGPoint(x: 58.0, y: 22.0),
CGPoint(x: 64.0, y: 22.0),
CGPoint(x: 69.0, y: 23.0),
CGPoint(x: 65.0, y: 30.0),
CGPoint(x: 58.0, y: 35.0),
CGPoint(x: 50.0, y: 37.0),
CGPoint(x: 42.0, y: 36.0),
CGPoint(x: 36.0, y: 31.0),
CGPoint(x: 32.0, y: 24.0),
]
we get this shape:
It will be difficult to get things to "line up" correctly if your shape is offset like that, so we can "normalize" the points to start at top-left:
let pointsArray: [CGPoint] = [
CGPoint(x: 4.0, y: 1.0),
CGPoint(x: 9.0, y: 1.0),
CGPoint(x: 13.0, y: 1.0),
CGPoint(x: 17.0, y: 1.0),
CGPoint(x: 21.0, y: 1.0),
CGPoint(x: 26.0, y: 0.0),
CGPoint(x: 32.0, y: 0.0),
CGPoint(x: 37.0, y: 1.0),
CGPoint(x: 33.0, y: 8.0),
CGPoint(x: 26.0, y: 13.0),
CGPoint(x: 18.0, y: 15.0),
CGPoint(x: 10.0, y: 14.0),
CGPoint(x: 4.0, y: 9.0),
CGPoint(x: 0.0, y: 2.0),
]
resulting in:
However, we want the shape to fit the image, so we can scale the UIBezierPath to the bounds of the imageView:
// need to scale the path to self.bounds
let scaleW = bounds.width / pth.bounds.width
let scaleH = bounds.height / pth.bounds.height
let trans = CGAffineTransform(scaleX: scaleW, y: scaleH)
pth.apply(trans)
and we're here:
The only thing left is to use that as a mask for the image.
I'm going to suggest subclassing UIImageView instead of UIView ... that way you can set the .image property without needing to add another view as a subview. Also, I think you'll find it much easier to manage the size of the custom, masked image in your controller code, rather than inside the custom class.
Here is a demo view controller and a custom MouthShapeView:
class TeethViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
let tapGR = UITapGestureRecognizer(target: self, action: #selector(didTap))
self.view.addGestureRecognizer(tapGR)
}
#objc func didTap(tapGR: UITapGestureRecognizer) {
let tapPoint = tapGR.location(in: self.view)
if #available(iOS 11.0, *) {
// make sure you can load the image
if let img = UIImage(named: "TeethMask") {
// create custom ShapeView with image
let shapeView = MouthShapeView(image: img)
// if you want to use original image proportions
// set the width you want and calculate a proportional height
// based on the original image size
let targetWidth: CGFloat = 200.0
let targetHeight: CGFloat = img.size.height / img.size.width * targetWidth
// set the frame size
shapeView.frame.size = CGSize(width: targetWidth, height: targetHeight)
// set the frame center
shapeView.center = tapPoint
// add it
self.view.addSubview(shapeView)
}
} else {
// Fallback on earlier versions
}
}
}
#available(iOS 11.0, *) class MouthShapeView: UIImageView {
let pointsArray: [CGPoint] = [
CGPoint(x: 4.0, y: 1.0),
CGPoint(x: 9.0, y: 1.0),
CGPoint(x: 13.0, y: 1.0),
CGPoint(x: 17.0, y: 1.0),
CGPoint(x: 21.0, y: 1.0),
CGPoint(x: 26.0, y: 0.0),
CGPoint(x: 32.0, y: 0.0),
CGPoint(x: 37.0, y: 1.0),
CGPoint(x: 33.0, y: 8.0),
CGPoint(x: 26.0, y: 13.0),
CGPoint(x: 18.0, y: 15.0),
CGPoint(x: 10.0, y: 14.0),
CGPoint(x: 4.0, y: 9.0),
CGPoint(x: 0.0, y: 2.0),
]
let maskLayer = CAShapeLayer()
override init(image: UIImage?) {
super.init(image: image)
maskLayer.fillColor = UIColor.black.cgColor
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func layoutSubviews() {
super.layoutSubviews()
let newPath = UIBezierPath()
pointsArray.forEach { p in
if p == pointsArray.first {
newPath.move(to: p)
} else {
newPath.addLine(to: p)
}
}
newPath.close()
// need to scale the path to self.bounds
let scaleW = bounds.width / newPath.bounds.width
let scaleH = bounds.height / newPath.bounds.height
let trans = CGAffineTransform(scaleX: scaleW, y: scaleH)
newPath.apply(trans)
maskLayer.path = newPath.cgPath
layer.mask = maskLayer
}
}
When you run that code, and tap on the view, you'll get this:

Related

How to join a few rectangle UIBezierPath objects into one?

I simply do the following in code:
let path = UIBezierPath(rect: blurView.bounds)
path.usesEvenOddFillRule = true
path.append(UIBezierPath(rect: CGRect(x: 100, y: 100, width: 100, height: 100)))
path.append(UIBezierPath(rect: CGRect(x: 150, y: 150, width: 100, height: 100)))
//here you can add more paths, but the number is not known
let layer = CAShapeLayer()
layer.path = path.cgPath
layer.fillRule = .evenOdd
blurView.layer.mask = layer
and the effect is following:
Two rectangles overlapping one another. But all I need is to combine area from both rectanges, not to exclude everlapping area. Is it possible?
Using the "even-odd" fill rule is great for "cutting a hole" in a path. However, this code:
// create a big rect
let path = UIBezierPath(rect: blurView.bounds)
// cut a hole in it
path.append(UIBezierPath(rect: CGRect(x: 100, y: 100, width: 100, height: 100)))
// cut a hole overlapping a hole?
path.append(UIBezierPath(rect: CGRect(x: 150, y: 150, width: 100, height: 100)))
will be, as you've seen, problematic.
Depending on what all you are wanting to do, you could use a library such as ClippingBezier which allows you to manipulate paths with boolean actions.
Or, you can use a custom CALayer like this to "invert" multiple paths to use as a "cutout mask":
class BasicCutoutLayer: CALayer {
var rects: [CGRect] = []
func addRect(_ newRect: CGRect) {
rects.append(newRect)
setNeedsDisplay()
}
func reset() {
rects = []
setNeedsDisplay()
}
override func draw(in ctx: CGContext) {
// fill entire layer with solid color
ctx.setFillColor(UIColor.gray.cgColor)
ctx.fill(self.bounds);
rects.forEach { r in
ctx.addPath(UIBezierPath(rect: r).cgPath)
}
// draw clear "cutouts"
ctx.setFillColor(UIColor.clear.cgColor)
ctx.setBlendMode(.sourceIn)
ctx.drawPath(using: .fill)
}
}
To show it in use, we'll use this image:
In a standard UIImageView, overlaid with a blur UIVisualEffectView, and then use the BasicCutoutLayer class with two overlapping rects as the blur view's layer mask:
class BasicCutoutVC: UIViewController {
let myBlurView = UIVisualEffectView()
let myCutoutLayer = BasicCutoutLayer()
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = .systemBlue
let imgView = UIImageView()
if let img = UIImage(named: "sampleBG") {
imgView.image = img
}
[imgView, myBlurView].forEach { v in
v.translatesAutoresizingMaskIntoConstraints = false
view.addSubview(v)
}
let g = view.safeAreaLayoutGuide
NSLayoutConstraint.activate([
imgView.topAnchor.constraint(equalTo: g.topAnchor),
imgView.leadingAnchor.constraint(equalTo: g.leadingAnchor),
imgView.trailingAnchor.constraint(equalTo: g.trailingAnchor),
imgView.bottomAnchor.constraint(equalTo: g.bottomAnchor),
myBlurView.topAnchor.constraint(equalTo: g.topAnchor, constant: 0.0),
myBlurView.leadingAnchor.constraint(equalTo: g.leadingAnchor, constant: 0.0),
myBlurView.trailingAnchor.constraint(equalTo: g.trailingAnchor, constant: 0.0),
myBlurView.bottomAnchor.constraint(equalTo: g.bottomAnchor, constant: 0.0),
])
myBlurView.effect = UIBlurEffect(style: .extraLight)
// set mask for blur view
myBlurView.layer.mask = myCutoutLayer
}
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
// set mask layer frame
myCutoutLayer.frame = myBlurView.bounds
// add two overlapping rects
let v: CGFloat = 160
let c: CGPoint = CGPoint(x: myBlurView.bounds.midX, y: myBlurView.bounds.midY)
var r: CGRect = CGRect(origin: c, size: CGSize(width: v, height: v))
r.origin.x -= v * 0.75
r.origin.y -= v * 0.75
myCutoutLayer.addRect(r)
r.origin.x += v * 0.5
r.origin.y += v * 0.5
myCutoutLayer.addRect(r)
}
}
Before applying the mask, it looks like this:
after applying the mask we get:
As we see, the "overlap" displays as we want.
That was a very simple, basic example. For a more advanced example, take a look at this:
struct MyPath {
var lineWidth: CGFloat = 0
var lineCap: CGLineCap = .butt
var lineJoin: CGLineJoin = .bevel
var isStroked: Bool = true
var isFilled: Bool = true
var pth: UIBezierPath = UIBezierPath()
}
class AdvancedCutoutLayer: CALayer {
var myPaths: [MyPath] = []
func addPath(_ newPath: MyPath) {
myPaths.append(newPath)
setNeedsDisplay()
}
func reset() {
myPaths = []
setNeedsDisplay()
}
override func draw(in ctx: CGContext) {
// fill entire layer with solid color
ctx.setFillColor(UIColor.gray.cgColor)
ctx.fill(self.bounds);
ctx.setBlendMode(.sourceIn)
myPaths.forEach { thisPath in
ctx.setStrokeColor(thisPath.isStroked ? UIColor.clear.cgColor : UIColor.black.cgColor)
ctx.setFillColor(thisPath.isFilled ? UIColor.clear.cgColor : UIColor.black.cgColor)
ctx.setLineWidth(thisPath.isStroked ? thisPath.lineWidth : 0.0)
ctx.setLineCap(thisPath.lineCap)
ctx.setLineJoin(thisPath.lineJoin)
ctx.addPath(thisPath.pth.cgPath)
ctx.drawPath(using: .fillStroke)
}
}
}
along with a subclassed UIVisualEffectView for convenience:
class CutoutBlurView: UIVisualEffectView {
let sl = AdvancedCutoutLayer()
override init(effect: UIVisualEffect?) {
super.init(effect: effect)
commonInit()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
commonInit()
}
func commonInit() {
sl.isOpaque = false
layer.mask = sl
}
override func layoutSubviews() {
super.layoutSubviews()
sl.frame = bounds
sl.setNeedsDisplay()
}
func addPath(_ newPath: MyPath) {
sl.addPath(newPath)
}
func reset() {
sl.reset()
}
}
and an example controller:
class AdvancedCutoutVC: UIViewController {
let myView = CutoutBlurView()
var idx: Int = 0
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = .systemBlue
let imgView = UIImageView()
if let img = UIImage(named: "sampleBG") {
imgView.image = img
}
[imgView, myView].forEach { v in
v.translatesAutoresizingMaskIntoConstraints = false
view.addSubview(v)
}
let g = view.safeAreaLayoutGuide
NSLayoutConstraint.activate([
imgView.topAnchor.constraint(equalTo: g.topAnchor),
imgView.leadingAnchor.constraint(equalTo: g.leadingAnchor),
imgView.trailingAnchor.constraint(equalTo: g.trailingAnchor),
imgView.bottomAnchor.constraint(equalTo: g.bottomAnchor),
myView.topAnchor.constraint(equalTo: g.topAnchor),
myView.leadingAnchor.constraint(equalTo: g.leadingAnchor),
myView.trailingAnchor.constraint(equalTo: g.trailingAnchor),
myView.bottomAnchor.constraint(equalTo: g.bottomAnchor),
])
myView.effect = UIBlurEffect(style: .extraLight)
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
Timer.scheduledTimer(withTimeInterval: 2.0, repeats: true, block: { _ in
switch self.idx % 4 {
case 1:
self.addSomeOvals()
case 2:
self.addSomeLines()
case 3:
self.addSomeShapes()
default:
self.addSomeRects()
}
self.idx += 1
})
}
func addSomeRects() {
myView.reset()
let w: CGFloat = myView.frame.width / 4.0
let h: CGFloat = myView.frame.height / 4.0
var x: CGFloat = ((myView.frame.width - (w * 5.0 * 0.5)) * 0.5) - (w * 0.25)
var y: CGFloat = ((myView.frame.height - (h * 5.0 * 0.5)) * 0.5) - (h * 0.25)
for _ in 1...5 {
let bz = UIBezierPath(rect: CGRect(x: x, y: y, width: w, height: h))
myView.addPath(MyPath(lineWidth: 0, isStroked: false, isFilled: true, pth: bz))
x += w * 0.5
y += h * 0.5
}
}
func addSomeOvals() {
myView.reset()
let w: CGFloat = myView.frame.width / 4.0
let h: CGFloat = myView.frame.height / 4.0
var x: CGFloat = ((myView.frame.width - (w * 5.0 * 0.5)) * 0.5) - (w * 0.25)
var y: CGFloat = ((myView.frame.height - (h * 5.0 * 0.5)) * 0.5) - (h * 0.25)
for _ in 1...5 {
let bz = UIBezierPath(ovalIn: CGRect(x: x, y: y, width: w, height: h))
myView.addPath(MyPath(lineWidth: 0, isStroked: false, isFilled: true, pth: bz))
x += w * 0.5
y += h * 0.5
}
}
func addSomeLines() {
myView.reset()
let w: CGFloat = myView.frame.width / 2.0
let h: CGFloat = myView.frame.height / 4.0
let x: CGFloat = 80
var y: CGFloat = 80
var lw: CGFloat = 4
for _ in 1...5 {
let bz = UIBezierPath()
bz.move(to: CGPoint(x: x, y: y))
bz.addLine(to: CGPoint(x: x + w, y: y + 20))
myView.addPath(MyPath(lineWidth: lw, lineCap: .round, isStroked: true, isFilled: false, pth: bz))
y += h * 0.5
lw += 10
}
}
func addSomeShapes() {
myView.reset()
var bz: UIBezierPath!
bz = UIBezierPath(rect: CGRect(x: 80, y: 80, width: 80, height: 120))
myView.addPath(MyPath(isStroked: false, isFilled: true, pth: bz))
bz = UIBezierPath(rect: CGRect(x: 120, y: 120, width: 120, height: 60))
myView.addPath(MyPath(isStroked: false, isFilled: true, pth: bz))
bz = UIBezierPath(rect: CGRect(x: 80, y: 220, width: 220, height: 60))
myView.addPath(MyPath(lineWidth: 12, isStroked: true, isFilled: false, pth: bz))
bz = UIBezierPath(ovalIn: CGRect(x: 100, y: 240, width: 220, height: 60))
myView.addPath(MyPath(lineWidth: 12, isStroked: true, isFilled: false, pth: bz))
var r: CGRect = CGRect(x: 40, y: 320, width: myView.frame.width - 80, height: 200)
for _ in 1...4 {
bz = UIBezierPath(rect: r)
myView.addPath(MyPath(lineWidth: 8, isStroked: true, isFilled: false, pth: bz))
r = r.insetBy(dx: 20, dy: 20)
}
}
}
When run, this example will cycle through overlapping rect, overlapping ovals, some varying width lines, and some assorted shapes (just to give an idea):
I would go with ClippingBezier because it is fast, easy to use and neat. It'll be something like this:
let rect1 = CGRect(x: 100, y: 100, width: 200, height: 200)
let rect2 = CGRect(x: 150, y: 200, width: 200, height: 200)
let path0 = UIBezierPath(rect: blurView.bounds)
let path1 = UIBezierPath(rect: rect1)
let path2 = UIBezierPath(rect: rect2)
let unionPathArray = path1.union(with: path2)
let unionPath = UIBezierPath()
if let array = unionPathArray {
array.forEach(unionPath.append)
path0.append(unionPath.reversing())
let layerUnion = CAShapeLayer()
layerUnion.path = path0.cgPath
blurView.layer.mask = layerUnion
}
Output:
EDIT
It appears that this method doesn't work properly when using UIBezierPath(roundedRect:cornerRadius:). To overcome that, here is how we can construct our own func to do that:
extension UIBezierPath {
convenience init(rectangleIn rect: CGRect, cornerRadius: CGFloat) {
self.init()
move(to: CGPoint(x: rect.minX, y: rect.minY + cornerRadius))
addArc(withCenter: CGPoint(x: rect.minX + cornerRadius, y: rect.minY + cornerRadius), radius: cornerRadius, startAngle: .pi, endAngle: 3.0 * .pi / 2.0, clockwise: true)
addLine(to: CGPoint(x: rect.maxX - cornerRadius, y: rect.minY))
addArc(withCenter: CGPoint(x: rect.maxX - cornerRadius, y: rect.minY + cornerRadius), radius: cornerRadius, startAngle: 3.0 * .pi / 2.0, endAngle: 2 * .pi, clockwise: true)
addLine(to: CGPoint(x: rect.maxX, y: rect.maxY - cornerRadius))
addArc(withCenter: CGPoint(x: rect.maxX - cornerRadius, y: rect.maxY - cornerRadius), radius: cornerRadius, startAngle: 0.0, endAngle: .pi / 2.0, clockwise: true)
addLine(to: CGPoint(x: rect.minX + cornerRadius, y: rect.maxY))
addArc(withCenter: CGPoint(x: rect.minX + cornerRadius, y: rect.maxY - cornerRadius), radius: cornerRadius, startAngle: .pi / 2.0, endAngle: .pi, clockwise: true)
//addLine(to: CGPoint(x: rect.minX, y: rect.minY + cornerRadius))
close()
}
}
We can also extend the above-mentioned solution to multiple paths. Here is one way to create the union of multiple paths:
extension UIBezierPath {
class func getUnion(of paths: [UIBezierPath]) -> UIBezierPath {
var result = UIBezierPath()
paths.forEach { subPath in
guard let union = result.union(with: subPath) else { return }
let unionCombined = UIBezierPath()
union.forEach(unionCombined.append)
result = unionCombined
}
return result
}
}
Here is an example:
let rect1 = CGRect(x: 100, y: 100, width: 200, height: 180)
let rect2 = CGRect(x: 150, y: 200, width: 200, height: 200)
let rect3 = CGRect(x: 150, y: 500, width: 100, height: 100)
let rect4 = CGRect(x: 150, y: 800, width: 300, height: 100)
let pathBase = UIBezierPath(rect: blurView.bounds)
let path1 = UIBezierPath(rectangleIn: rect1, cornerRadius: 20.0)
let path2 = UIBezierPath(rect: rect2)
let path3 = UIBezierPath(ovalIn: rect3)
let path4 = UIBezierPath(ovalIn: rect4)
let union = UIBezierPath.getUnion(of: [path1, path2, path3, path4])
pathBase.append(union.reversing())
let layerUnion = CAShapeLayer()
layerUnion.path = pathBase.cgPath
blurView.layer.mask = layerUnion
And the output:

CustomView with squiggle(wavy) top.(Swift)

I am trying to create a custom view a squiggle top and add an image view in the middle.
Something like this:
But I am not so used to UIBezierPath, so I am pretty confused.
This is what I have done so far.
class DemoView: UIView {
var path: UIBezierPath!
override init(frame: CGRect) {
super.init(frame: frame)
self.backgroundColor = UIColor.darkGray
complexShape()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
complexShape()
}
func complexShape() {
path = UIBezierPath()
path.move(to: CGPoint(x: 0.0, y: 0.0))
path.addLine(to: CGPoint(x: self.frame.size.width/2 - 50.0, y: 0.0))
path.addLine(to: CGPoint(x: self.frame.size.width/2, y: 0.0))
path.addCurve(to: CGPoint(x: self.frame.size.width, y: 50.0),
controlPoint1: CGPoint(x: self.frame.size.width + 50.0, y: 25.0),
controlPoint2: CGPoint(x: self.frame.size.width - 150.0, y: 50.0))
path.addLine(to: CGPoint(x: self.frame.size.width, y: self.frame.size.height))
path.addLine(to: CGPoint(x: 0.0, y: self.frame.size.height))
path.close()
let shapeLayer = CAShapeLayer()
shapeLayer.path = path.cgPath
self.layer.mask = shapeLayer
}
}
extension CGFloat {
func toRadians() -> CGFloat {
return self * .pi / 180.0
}
}
The method below will let you add the background wave effect to another view. All you then need to do for the foreground square is add another view. Play with the constants to change the wave shape/height.
func addWaveBackground(to view: UIView){
let leftDrop:CGFloat = 0.4
let rightDrop: CGFloat = 0.3
let leftInflexionX: CGFloat = 0.4
let leftInflexionY: CGFloat = 0.47
let rightInflexionX: CGFloat = 0.6
let rightInflexionY: CGFloat = 0.22
let backView = UIView(frame: view.frame)
backView.backgroundColor = .gray
view.addSubview(backView)
let backLayer = CAShapeLayer()
let path = UIBezierPath()
path.move(to: CGPoint(x: 0, y: 0))
path.addLine(to: CGPoint(x:0, y: view.frame.height * leftDrop))
path.addCurve(to: CGPoint(x:view.frame.width, y: view.frame.height * rightDrop),
controlPoint1: CGPoint(x: view.frame.width * leftInflexionX, y: view.frame.height * leftInflexionY),
controlPoint2: CGPoint(x: view.frame.width * rightInflexionX, y: view.frame.height * rightInflexionY))
path.addLine(to: CGPoint(x:view.frame.width, y: 0))
path.close()
backLayer.fillColor = UIColor.blue.cgColor
backLayer.path = path.cgPath
backView.layer.addSublayer(backLayer)
}
Pass in the view you want to add the wave effect to (this will usually be the VC's main view).

Swift 4 view with curved center

i have difficulties to create UI. I tried to create custom view, but i can't see even the background of this view. Here is my sample code, i took it from another post, but i don't know how to change it to my case.
I do use SnapKit for my UI elements.
My View:
lazy var greenView: CurvedView = {
let view = CurvedView()
view.backgroundColor = #colorLiteral(red: 0.08778516203, green: 0.7643524408, blue: 0.1997725368, alpha: 1)
DispatchQueue.main.async {
view.snp.makeConstraints{ (make) -> Void in
make.top.equalTo(self.shipView.snp.bottom).offset(100)
make.left.right.equalTo(self.scrollContentView)
make.height.equalTo(200)
}
}
return view
}()
Tried to create custom View:
class CurvedView: UIView {
override init(frame: CGRect) {
super.init(frame: frame)
StyleKitName.drawCanvas1(frame: CGRect(x: 0, y: 0, width: UIScreen.main.bounds.width, height: 400), resizing: .aspectFit)
backgroundColor = .red
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
}
UPDATED green customView with PaintCode
public class StyleKitName : UIView {
//// Drawing Methods
#objc dynamic public class func drawCanvas1(frame targetFrame: CGRect = CGRect(x: 0, y: 0, width: 240, height: 120), resizing: ResizingBehavior = .aspectFit) {
//// General Declarations
let context = UIGraphicsGetCurrentContext()!
//// Resize to Target Frame
context.saveGState()
let resizedFrame: CGRect = resizing.apply(rect: CGRect(x: 0, y: 0, width: 240, height: 120), target: targetFrame)
context.translateBy(x: resizedFrame.minX, y: resizedFrame.minY)
context.scaleBy(x: resizedFrame.width / 240, y: resizedFrame.height / 120)
//// Color Declarations
let color = #colorLiteral(red: 0.3411764801, green: 0.6235294342, blue: 0.1686274558, alpha: 1)
let color2 = #colorLiteral(red: 0.7450980544, green: 0.1568627506, blue: 0.07450980693, alpha: 1)
//// Rectangle Drawing
let rectanglePath = UIBezierPath()
rectanglePath.move(to: CGPoint(x: 48, y: 103))
rectanglePath.addLine(to: CGPoint(x: 191, y: 103))
rectanglePath.addLine(to: CGPoint(x: 191, y: 9))
rectanglePath.addLine(to: CGPoint(x: 48, y: 9))
rectanglePath.addLine(to: CGPoint(x: 48, y: 103))
rectanglePath.close()
color.setFill()
rectanglePath.fill()
//// Bezier Drawing
let bezierPath = UIBezierPath()
bezierPath.move(to: CGPoint(x: 96, y: 9))
bezierPath.addCurve(to: CGPoint(x: 110, y: 15), controlPoint1: CGPoint(x: 104.11, y: 9.42), controlPoint2: CGPoint(x: 107, y: 12))
bezierPath.addCurve(to: CGPoint(x: 123, y: 23), controlPoint1: CGPoint(x: 114.16, y: 19.16), controlPoint2: CGPoint(x: 115.63, y: 23))
bezierPath.addCurve(to: CGPoint(x: 136, y: 15), controlPoint1: CGPoint(x: 129.95, y: 23), controlPoint2: CGPoint(x: 132, y: 19))
bezierPath.addCurve(to: CGPoint(x: 152, y: 9), controlPoint1: CGPoint(x: 139.3, y: 11.7), controlPoint2: CGPoint(x: 145.35, y: 9))
bezierPath.addCurve(to: CGPoint(x: 96, y: 9), controlPoint1: CGPoint(x: 166.7, y: 9), controlPoint2: CGPoint(x: 96, y: 9))
bezierPath.addLine(to: CGPoint(x: 148.61, y: 9))
color2.setFill()
bezierPath.fill()
context.restoreGState()
}
#objc(StyleKitNameResizingBehavior)
public enum ResizingBehavior: Int {
case aspectFit /// The content is proportionally resized to fit into the target rectangle.
case aspectFill /// The content is proportionally resized to completely fill the target rectangle.
case stretch /// The content is stretched to match the entire target rectangle.
case center /// The content is centered in the target rectangle, but it is NOT resized.
public func apply(rect: CGRect, target: CGRect) -> CGRect {
if rect == target || target == CGRect.zero {
return rect
}
var scales = CGSize.zero
scales.width = abs(target.width / rect.width)
scales.height = abs(target.height / rect.height)
switch self {
case .aspectFit:
scales.width = min(scales.width, scales.height)
scales.height = scales.width
case .aspectFill:
scales.width = max(scales.width, scales.height)
scales.height = scales.width
case .stretch:
break
case .center:
scales.width = 1
scales.height = 1
}
var result = rect.standardized
result.size.width *= scales.width
result.size.height *= scales.height
result.origin.x = target.minX + (target.width - result.width) / 2
result.origin.y = target.minY + (target.height - result.height) / 2
return result
}
}
}
https://d.radikal.ru/d30/1902/c5/c07cac5532d0.png
This is the basic way to use that PaintCode generated code...
class StyleView: UIView {
override func draw(_ rect: CGRect) {
StyleKitName.drawCanvas1()
}
}
class StyleTestViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
let v = StyleView()
v.frame = CGRect(x: 0, y: 0, width: 240, height: 120)
v.center = view.center
v.backgroundColor = .blue
view.addSubview(v)
}
}
Result:

Render multiple overlapping polygons using a single SKShapeNode?

I discovered that it's possible to render multiple polygons using a single SKShapeNode object:
class GameScene: SKScene {
override func didMove(to view: SKView) {
let polygons = [
[
CGPoint(x: 0, y: 0),
CGPoint(x: 100, y: 100),
CGPoint(x: 100, y: 0)
],
[
CGPoint(x: 50, y: 50),
CGPoint(x: 50, y: 150),
CGPoint(x: 150, y: 150),
CGPoint(x: 150, y: 50),
],
]
let path = CGMutablePath()
for points in polygons {
path.addLines(between: points)
path.closeSubpath()
}
let node = SKShapeNode(path: path)
node.fillColor = UIColor.red
addChild(node)
}
}
However, any space where polygons overlap is rendered as empty:
Is it possible to fill those empty spaces, while continuing to use a single node?
Here is a kluge workaround if you don't care about the border.
class GameScene: SKScene {
override func didMove(to view: SKView) {
let polygons = [
[
CGPoint(x: 0, y: 0),
CGPoint(x: 100, y: 100),
CGPoint(x: 100, y: 0)
],
[
CGPoint(x: 50, y: 50),
CGPoint(x: 50, y: 150),
CGPoint(x: 150, y: 150),
CGPoint(x: 150, y: 50),
]
]
let path = CGMutablePath()
for points in polygons {
path.addLines(between: points)
path.closeSubpath()
}
let first = CGMutablePath()
first.addLines(between: polygons[0]);
first.closeSubpath()
let second = CGMutablePath()
second.addLines(between: polygons[1]);
second.closeSubpath()
let node = SKShapeNode(path: first)
node.fillColor = .red
node.strokeColor = .red
let child = SKShapeNode(path: second)
child.fillColor = .red
child.strokeColor = .red
node.addChild(child)
addChild(node)
}
}
If you care about the border, then ...
class GameScene: SKScene {
override func didMove(to view: SKView) {
let polygons = [
[
CGPoint(x: 0, y: 0),
CGPoint(x: 100, y: 100),
CGPoint(x: 100, y: 0)
],
[
CGPoint(x: 50, y: 50),
CGPoint(x: 50, y: 150),
CGPoint(x: 150, y: 150),
CGPoint(x: 150, y: 50),
]
]
let path = CGMutablePath()
for points in polygons {
path.addLines(between: points)
path.closeSubpath()
}
let first = CGMutablePath()
first.addLines(between: polygons[0]);
first.closeSubpath()
let second = CGMutablePath()
second.addLines(between: polygons[1]);
second.closeSubpath()
let node = SKShapeNode(path: first)
node.fillColor = .red
node.strokeColor = .white
node.lineWidth = 2
let child = SKShapeNode(path: second)
child.fillColor = .red
child.strokeColor = .white
node.lineWidth = 2
node.addChild(child)
let child2 = SKShapeNode(path: first)
child2.fillColor = .red
child2.strokeColor = .clear
node.lineWidth = 2
node.addChild(child2)
addChild(node)
}
}

Adding inner shadow to top of UIView

I looked up but I couldn't find how I can add an inner shadow to UIView, only top (from top to bottom) for Swift. What is the best way add inner circle in Swift?
Edit: I've found some questions & answers on SO however they are either in obj-c or looks so complicated. I was just looking for a more Swifty way, if there is any
What I want to achieve:
Here's a pure Swift version that I whipped up:
public class EdgeShadowLayer: CAGradientLayer {
public enum Edge {
case Top
case Left
case Bottom
case Right
}
public init(forView view: UIView,
edge: Edge = Edge.Top,
shadowRadius radius: CGFloat = 20.0,
toColor: UIColor = UIColor.white,
fromColor: UIColor = UIColor.black) {
super.init()
self.colors = [fromColor.cgColor, toColor.cgColor]
self.shadowRadius = radius
let viewFrame = view.frame
switch edge {
case .Top:
startPoint = CGPoint(x: 0.5, y: 0.0)
endPoint = CGPoint(x: 0.5, y: 1.0)
self.frame = CGRect(x: 0.0, y: 0.0, width: viewFrame.width, height: shadowRadius)
case .Bottom:
startPoint = CGPoint(x: 0.5, y: 1.0)
endPoint = CGPoint(x: 0.5, y: 0.0)
self.frame = CGRect(x: 0.0, y: viewFrame.height - shadowRadius, width: viewFrame.width, height: shadowRadius)
case .Left:
startPoint = CGPoint(x: 0.0, y: 0.5)
endPoint = CGPoint(x: 1.0, y: 0.5)
self.frame = CGRect(x: 0.0, y: 0.0, width: shadowRadius, height: viewFrame.height)
case .Right:
startPoint = CGPoint(x: 1.0, y: 0.5)
endPoint = CGPoint(x: 0.0, y: 0.5)
self.frame = CGRect(x: viewFrame.width - shadowRadius, y: 0.0, width: shadowRadius, height: viewFrame.height)
}
}
required public init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
To use it,
let topShadow = EdgeShadowLayer(forView: targetView, edge: .Top)
targetView.layer.addSublayer(topShadow)
Note that it defaults to a black-to-white gradient that's 20 points deep.
The full code, with a sample UIViewController that lets you toggle shadows on all four corners of a view, can be found at https://github.com/jrtibbetts/Tenebrae. I've also documented the EdgeShadowLayer pretty thoroughly.
I used implement inner shadow to UIView using Objective-C. I try to translate code into swift. Please forgive me for my poor swift syntax
you can call function below in UIView.didMoveToSuperview
func drawShadow() {
if nil == self.shadowLayer {
let size = self.frame.size
self.clipsToBounds = true
let layer: CALayer = CALayer()
layer.backgroundColor = UIColor.lightGrayColor().CGColor
layer.position = CGPointMake(size.width / 2, -size.height / 2 + 0.5)
layer.bounds = CGRectMake(0, 0, size.width, size.height)
layer.shadowColor = UIColor.darkGrayColor().CGColor
layer.shadowOffset = CGSizeMake(0.5, 0.5)
layer.shadowOpacity = 0.8
layer.shadowRadius = 5.0
self.shadowLayer = layer
self.layer.addSublayer(layer)
}
}
I tweaked the modification made by #anoop4real using clear as the toColor and made the interface more in-line with the shadow settings in CALayer, including defaults, with the exception of opacity, which is set to 0.0 by default. I went with a default of 0.6 since it looked the most natural.
extension UIView {
func addShadow(to edges: [UIRectEdge], radius: CGFloat = 3.0, opacity: Float = 0.6, color: CGColor = UIColor.black.cgColor) {
let fromColor = color
let toColor = UIColor.clear.cgColor
let viewFrame = self.frame
for edge in edges {
let gradientLayer = CAGradientLayer()
gradientLayer.colors = [fromColor, toColor]
gradientLayer.opacity = opacity
switch edge {
case .top:
gradientLayer.startPoint = CGPoint(x: 0.5, y: 0.0)
gradientLayer.endPoint = CGPoint(x: 0.5, y: 1.0)
gradientLayer.frame = CGRect(x: 0.0, y: 0.0, width: viewFrame.width, height: radius)
case .bottom:
gradientLayer.startPoint = CGPoint(x: 0.5, y: 1.0)
gradientLayer.endPoint = CGPoint(x: 0.5, y: 0.0)
gradientLayer.frame = CGRect(x: 0.0, y: viewFrame.height - radius, width: viewFrame.width, height: radius)
case .left:
gradientLayer.startPoint = CGPoint(x: 0.0, y: 0.5)
gradientLayer.endPoint = CGPoint(x: 1.0, y: 0.5)
gradientLayer.frame = CGRect(x: 0.0, y: 0.0, width: radius, height: viewFrame.height)
case .right:
gradientLayer.startPoint = CGPoint(x: 1.0, y: 0.5)
gradientLayer.endPoint = CGPoint(x: 0.0, y: 0.5)
gradientLayer.frame = CGRect(x: viewFrame.width - radius, y: 0.0, width: radius, height: viewFrame.height)
default:
break
}
self.layer.addSublayer(gradientLayer)
}
}
func removeAllShadows() {
if let sublayers = self.layer.sublayers, !sublayers.isEmpty {
for sublayer in sublayers {
sublayer.removeFromSuperlayer()
}
}
}
}
The top view is the default settings, and the bottom uses a radius of 5.0 to show more clearly.
view1.addShadow([.top, .bottom, .left, .right])
view2.addShadow([.top, .bottom, .left, .right], radius: 5.0)
view2.backgroundColor = .orange
I updated #NRitH's answer and made an extension out of it also modified so that you can manipulate multiple edges in one go
usage
myview.addShadow(to: [.top,.bottom], radius: 15.0)
extension UIView{
func addShadow(to edges:[UIRectEdge], radius:CGFloat){
let toColor = UIColor(colorLiteralRed: 235.0/255.0, green: 235.0/255.0, blue: 235.0/255.0, alpha: 1.0)
let fromColor = UIColor(colorLiteralRed: 188.0/255.0, green: 188.0/255.0, blue: 188.0/255.0, alpha: 1.0)
// Set up its frame.
let viewFrame = self.frame
for edge in edges{
let gradientlayer = CAGradientLayer()
gradientlayer.colors = [fromColor.cgColor,toColor.cgColor]
gradientlayer.shadowRadius = radius
switch edge {
case UIRectEdge.top:
gradientlayer.startPoint = CGPoint(x: 0.5, y: 0.0)
gradientlayer.endPoint = CGPoint(x: 0.5, y: 1.0)
gradientlayer.frame = CGRect(x: 0.0, y: 0.0, width: viewFrame.width, height: gradientlayer.shadowRadius)
case UIRectEdge.bottom:
gradientlayer.startPoint = CGPoint(x: 0.5, y: 1.0)
gradientlayer.endPoint = CGPoint(x: 0.5, y: 0.0)
gradientlayer.frame = CGRect(x: 0.0, y: viewFrame.height - gradientlayer.shadowRadius, width: viewFrame.width, height: gradientlayer.shadowRadius)
case UIRectEdge.left:
gradientlayer.startPoint = CGPoint(x: 0.0, y: 0.5)
gradientlayer.endPoint = CGPoint(x: 1.0, y: 0.5)
gradientlayer.frame = CGRect(x: 0.0, y: 0.0, width: gradientlayer.shadowRadius, height: viewFrame.height)
case UIRectEdge.right:
gradientlayer.startPoint = CGPoint(x: 1.0, y: 0.5)
gradientlayer.endPoint = CGPoint(x: 0.0, y: 0.5)
gradientlayer.frame = CGRect(x: viewFrame.width - gradientlayer.shadowRadius, y: 0.0, width: gradientlayer.shadowRadius, height: viewFrame.height)
default:
break
}
self.layer.addSublayer(gradientlayer)
}
}
func removeAllSublayers(){
if let sublayers = self.layer.sublayers, !sublayers.isEmpty{
for sublayer in sublayers{
sublayer.removeFromSuperlayer()
}
}
}
}
Swift 5 extension
extension UIView {
func addInnerShadow() {
let innerShadow = CALayer()
innerShadow.frame = bounds
// Shadow path (1pt ring around bounds)
let radius = self.layer.cornerRadius
let path = UIBezierPath(roundedRect: innerShadow.bounds.insetBy(dx: 2, dy:2), 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: 0)
innerShadow.shadowOpacity = 0.5
innerShadow.shadowRadius = 2
innerShadow.cornerRadius = self.layer.cornerRadius
layer.addSublayer(innerShadow)
}
}
I rewrote #NRitH solution on Swift 3, also slightly refactor it:
final class SideShadowLayer: CAGradientLayer {
enum Side {
case top,
bottom,
left,
right
}
init(frame: CGRect, side: Side, shadowWidth: CGFloat,
fromColor: UIColor = .black,
toColor: UIColor = UIColor(red: 0, green: 0, blue: 0, alpha: 0),
opacity: Float = 0.5) {
super.init()
colors = [fromColor.cgColor, toColor.cgColor]
self.opacity = opacity
switch side {
case .bottom:
startPoint = CGPoint(x: 0.5, y: 1.0)
endPoint = CGPoint(x: 0.5, y: 0.0)
self.frame = CGRect(x: 0, y: frame.height - shadowWidth, width: frame.width, height: shadowWidth)
case .top:
startPoint = CGPoint(x: 0.5, y: 0.0)
endPoint = CGPoint(x: 0.5, y: 1.0)
self.frame = CGRect(x: 0, y: 0, width: frame.width, height: shadowWidth)
case .left:
startPoint = CGPoint(x: 0.0, y: 0.5)
endPoint = CGPoint(x: 1.0, y: 0.5)
self.frame = CGRect(x: 0, y: 0, width: shadowWidth, height: frame.height)
case .right:
startPoint = CGPoint(x: 1.0, y: 0.5)
endPoint = CGPoint(x: 0.0, y: 0.5)
self.frame = CGRect(x: frame.width - shadowWidth, y: 0, width: shadowWidth, height: frame.height)
}
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
}
If you don't mind using clipsToBounds = true, you can create a new CALayer offset just off the edge of your view and add the shadow to THAT view. This is what J.Hunter's answer does.
J.Hunter's code adds a top shadow, here I updated it to Swift 5 and added it to the bottom.
Swift 5:
override func draw(_ rect: CGRect) {
// Create Inner Shadow. Not sure about efficiency of this.
// You may want to create a shadowLayer property
// and only run this code if it hasn't been created yet.
let size = rect.size
clipsToBounds = true // Don't want to see your fake view layer
let innerShadowLayer: CALayer = CALayer()
// Need to set a backgroundColor or it doesn't work
innerShadowLayer.backgroundColor = UIColor.black.cgColor
// Position your shadow layer (anchor point is in the center)
// on the edge of where your shadow needs to be.
// In my case this moves the shadow layer to the
// bottom edge of my view
innerShadowLayer.position = CGPoint(x: size.width / 2, y: size.height + (size.height / 2))
// This could be smaller I think, just copying J.Hunter's code...
innerShadowLayer.bounds = CGRect(x: 0, y: 0, width: size.width, height: size.height)
// Normal shadow layer properties you'd use for an outer shadow
innerShadowLayer.shadowColor = UIColor.black.cgColor
innerShadowLayer.shadowOffset = CGSize(width: 0, height: 0)
innerShadowLayer.shadowOpacity = 0.3
innerShadowLayer.shadowRadius = 3
layer.addSublayer(innerShadowLayer)
}

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