How to add multiple circle on circular progress bar? - ios

I have implemented circular progress bar. but now i want to add multiple circles on progress bar. like below image
I have implemented below code
let rect = rectForShape()
let circlePath = UIBezierPath(arcCenter: CGPoint(x:rect.midX , y: rect.midY), radius: CGFloat(10), startAngle: CGFloat(50), endAngle: CGFloat(Double.pi * 2), clockwise: true)
let shapeLayer = CAShapeLayer()
shapeLayer.path = circlePath.cgPath
// Change the fill color
shapeLayer.fillColor = UIColor.clear.cgColor
// You can change the stroke color
shapeLayer.strokeColor = UIColor.red.cgColor
// You can change the line width
shapeLayer.lineWidth = 3.0
view.layer.addSublayer(shapeLayer)

Related

Positioning of CAShapeLayer

I'm currently trying to implement a CAShapeLayer. It works fine, but its position isn't working the way I want it to.
I want the circle to be displayed inside of the top selected UIView you see in the second image below. To do that, I tried to set arcCenter to circleView.center. But what's being displayed is the image below.
How it's being displayed:
I want it to be displayed in the center inside of this UIView:
My code:
func displayCircle() {
let color = UIColor(red: 11/255, green: 95/255, blue: 244/255, alpha: 1)
let trackLayer = CAShapeLayer()
let center = circleView.center
let circularPath = UIBezierPath(arcCenter: center, radius: 100, startAngle: -CGFloat.pi / 2, endAngle: 2 * CGFloat.pi, clockwise: true)
trackLayer.path = circularPath.cgPath
trackLayer.strokeColor = UIColor.groupTableViewBackground.cgColor
trackLayer.lineWidth = 20
trackLayer.fillColor = UIColor.clear.cgColor
shapeLayer.path = circularPath.cgPath
shapeLayer.strokeColor = color.cgColor
shapeLayer.lineWidth = 20
shapeLayer.fillColor = UIColor.clear.cgColor
shapeLayer.lineCap = CAShapeLayerLineCap.round
shapeLayer.strokeEnd = 0
circleView.layer.addSublayer(trackLayer)
circleView.layer.addSublayer(shapeLayer)
}
Edit, UIView's constraints:
You can simply change your center position of circle view like below,
let center = CGPoint(x: circleView.frame.size.width/2, y: circleView.frame.size.height/2)
Hope this way may help you.

Custom circular progress view in awakeFromNib

I have created circle progress view using UIBezierPath and CAShapeLayer with following code.
let center = self.center
let trackLayer = CAShapeLayer()
let circularPath = UIBezierPath(arcCenter: center, radius: 100, startAngle: -CGFloat.pi / 2, endAngle: 2 * CGFloat.pi, clockwise: true)
trackLayer.path = circularPath.cgPath
trackLayer.strokeColor = UIColor.lightGray.cgColor
trackLayer.lineWidth = 10
trackLayer.fillColor = UIColor.clear.cgColor
trackLayer.lineCap = kCALineCapRound
self.layer.addSublayer(trackLayer)
shapeLayer.path = circularPath.cgPath
shapeLayer.strokeColor = UIColor.red.cgColor
shapeLayer.lineWidth = 10
shapeLayer.fillColor = UIColor.clear.cgColor
shapeLayer.lineCap = kCALineCapRound
shapeLayer.strokeEnd = 0
self.layer.addSublayer(shapeLayer)
self.addGestureRecognizer(UITapGestureRecognizer(target: self, action: #selector(handleTap)))
If I put that code in my viewDidLoad it works fine. However, when I add UIView from storyboard and set its class to custom class then copy all codes to that custom UIView class and call it in awakeFromNib function it is not working what could be the reason? And how can I use above code with custom UIView class?
Orange view should be my custom view I have added leading, trailing, bottom and fixed height constraint it but it looks like above. Does not circle view need to place center of orange view?
Actually it works but it has wrong position. The position in this case is out of your view so you can't see it. It makes you think that your code doesn't work.
If you want to have circle in the center of your view. Put the code in awakeFromNib and calculate center your self, don't use self.center
override func awakeFromNib() {
let center = CGPoint.init(x: frame.width / 2, y: frame.height / 2)
let trackLayer = CAShapeLayer()
let shapeLayer = CAShapeLayer()
let circularPath = UIBezierPath(arcCenter: center, radius: 100, startAngle: -CGFloat.pi / 2, endAngle: 2 * CGFloat.pi, clockwise: true)
trackLayer.path = circularPath.cgPath
trackLayer.strokeColor = UIColor.lightGray.cgColor
trackLayer.lineWidth = 10
trackLayer.fillColor = UIColor.clear.cgColor
trackLayer.lineCap = kCALineCapRound
self.layer.addSublayer(trackLayer)
shapeLayer.path = circularPath.cgPath
shapeLayer.strokeColor = UIColor.red.cgColor
shapeLayer.lineWidth = 10
shapeLayer.fillColor = UIColor.clear.cgColor
shapeLayer.lineCap = kCALineCapRound
shapeLayer.strokeEnd = 0
self.layer.addSublayer(shapeLayer)
}
Result

filling a circle gradually from bottom to top swift2

Basically I'am very new to Swift 2 and have created a circle with a stroke and white background using below code, then I got a circle something like this:
func getDynamicItemQty() -> UIImage {
let View = UIView(frame: CGRectMake(0,0,200,200))
let circlePath =
UIBezierPath(arcCenter: CGPoint(x: 100,y: 100), radius: CGFloat(90), startAngle: CGFloat(9.4), endAngle:CGFloat(0), clockwise: false)
let shapeLayer = CAShapeLayer()
shapeLayer.path = circlePath.CGPath
//shapeLayer.fillRule = kCAFillRuleEvenOdd
//change the fill color
shapeLayer.fillColor = UIColor.brownColor().CGColor
//you can change the stroke color
shapeLayer.strokeColor = UIColor.blueColor().CGColor
//you can change the line width
shapeLayer.lineWidth = 10
View.layer.addSublayer(shapeLayer)
return UIImage.renderUIViewToImage(View)
}
However, how can we draw circles that is partly filled horizontally in Swift 2? I mean circles which are filled, for example, from the bottom to the top according to the percentage specified in Swift code.
Here is a preview of what we need:
A view and a shape layer are definitely the wrang appraoch. You should take a look at UIGraphicsBeginImageContextWithOptions or for iOS 10 or newer UIGraphicsImageRenderer. For your problem: You should draw your circle twice. Something like that:
let size = CGSize(width: 200.0, height: 200.0)
UIGraphicsBeginImageContextWithOptions(size, true, 0)
let circlePath =
UIBezierPath(arcCenter: CGPoint(x: 100, y: 100), radius: CGFloat(90), startAngle: CGFloat(9.4), endAngle:CGFloat(0), clockwise: false)
UIColor.white.fill()
UIRectFill(origin: CGPoint.zero, size: size)
// Drawing the background with a clipping
UIGraphicsPushContext(UIGraphicsGetCurrentContext())
UIColor(...).setFill()
UIRectClip(CGRect(x: 0.0, y:10.0 + 180.0 * (1.0 - percentage), width:size.width, height:size.height))
circlePath.fill()
// leave the subcontext to discard the clipping
UIGraphicsPopContext()
UIColor(...).setStroke()
circlePath.lineWidth = 10.0
circlePath.stroke()
// Keep the fruits of our labour
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()

How to find radius of image view?

I currently have an image view that contains a circular image.
I've set it up like so:
profileImageView.layer.cornerRadius = self.profileImageView.frame.size.width / 2
profileImageView.clipsToBounds = true
I'm attempting to draw an arc around the circle using UIBezierPath, and I would like to pass the radius of the Image View for the radius parameter.
let circlePath = UIBezierPath(arcCenter: CGPoint(x: profileImageView.frame.size.width/2, y: profileImageView.frame.size.height/2), radius: IMG_VIEW_RADIUS, startAngle: CGFloat(0), endAngle:CGFloat(M_PI * 2), clockwise: true)
How would I go about doing that?
Swift 3.0
Another way
I just added a imageView like this
let imageView = UIImageView(frame: CGRect(x: 100, y: 100, width: 200, height: 200))
imageView.backgroundColor = UIColor.green
imageView.layer.cornerRadius = imageView.frame.size.width / 2
imageView.clipsToBounds = true
self.view.addSubview(imageView)
Doing the circular bezier path
let circlePath = UIBezierPath(arcCenter: CGPoint(x: imageView.frame.size.width/2,y: imageView.frame.size.height/2), radius: CGFloat((imageView.frame.size.width/2) - 3.5), startAngle: CGFloat(0), endAngle:CGFloat(M_PI * 2), clockwise: true)
let shapeLayer = CAShapeLayer()
shapeLayer.path = circlePath.cgPath
//fill color
shapeLayer.fillColor = UIColor.clear.cgColor
//stroke color
shapeLayer.strokeColor = UIColor.white.cgColor
//line width
shapeLayer.lineWidth = 2.0
//finally adding the shapeLayer to imageView's layer
imageView.layer.addSublayer(shapeLayer)
Now creating an outside border using the same concept
let outerCirclePath = UIBezierPath(arcCenter: CGPoint(x: imageView.frame.size.width/2,y: imageView.frame.size.height/2), radius: CGFloat(imageView.frame.size.width/2 ), startAngle: CGFloat(0), endAngle:CGFloat(M_PI * 2), clockwise: true)
let outerLayer = CAShapeLayer()
outerLayer.path = outerCirclePath.cgPath
//fill color
outerLayer.fillColor = UIColor.clear.cgColor
//stroke color
outerLayer.strokeColor = UIColor.blue.cgColor
//line width
outerLayer.lineWidth = 15.0
imageView.layer.addSublayer(outerLayer)
Now change the zPosition of shape layer created for the inner layer as the radius of this is smaller than the outer layer and it should be added at the top in order to be visible
shapeLayer.zPosition = 2
You need to tweak a bit with the radius of the first inner layer. In my case I just subtracted the radius with 3.5
just use border width and border color
profileImageView?.layer.cornerRadius = 5.0
profileImageView?.layer.borderColor = UIColor.white.cgColor

How do I get a multi colored border?

I have a circle that is filled based on percentage, but I need it to have a multi color border, i.e. 0-.10 is orange, .10-.50 is blue, .50-.70 is purple, and .70-1 is black.
let circlePath = UIBezierPath(arcCenter: CGPointMake(cell.progress.frame.width / 2, cell.progress.frame.height / 2), radius: CGFloat(60), startAngle: CGFloat(-M_PI_2), endAngle:CGFloat(M_PI * 2 * percentage - M_PI_2), clockwise: true)
let shapeLayer = CAShapeLayer()
shapeLayer.path = circlePath.CGPath
shapeLayer.fillColor = UIColor.clearColor().CGColor
shapeLayer.strokeColor = UIColor.redColor().CGColor
shapeLayer.lineWidth = 3.0
cell.progress.layer.addSublayer(shapeLayer)
There is no simple way; you are certainly not going to do this with a single shape layer. But you can readily construct a drawing (in code) where you make successive arcs in different colors. For example:
That was achieved by a repeated sequence of calls to CGContextSetStrokeColorWithColor, CGContextAddArc, and CGContextStrokePath.

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