iOS Radar Chart with 3D Effect - ios

I would like to replicate this graph in my app.
I tried to search online but I found only pods, specifically Charts.
I tried to customize it but I was unable to give it the 3d effect by assigning each "triangle" a different color shade.
How can I replicate it?
Uibezierpath or something else?

Just have fun.
class GraphView: UIView {
let cirleSegnaposto:CGFloat = 20.0
let labelSize:Double = 50
let spacingGraphLabel:Double = 0
let widthOfZero:Double = 30
let labels = ["Label 1", "Label 2", "Label 3", "Label 4", "Label 5"]
let firstColors:[UIColor] = [.darkGray, .black, .darkGray, .lightGray, .white]
let secondColors:[UIColor] = [.orange, .brown, .orange, .yellow, .red]
var values: [Int]? = nil
var secondValues: [Int]? = nil
override func draw(_ rect: CGRect) {
for i in 0 ..< 4 {
let cirleLayer = CAShapeLayer()
let delta = Double(15 * i) + labelSize
let path = UIBezierPath(ovalIn: CGRect(x: delta,
y: delta,
width: Double(rect.width) - delta * 2,
height: Double(rect.width) - delta * 2))
cirleLayer.path = path.cgPath
cirleLayer.lineWidth = 1
cirleLayer.strokeColor = UIColor.lightGray.cgColor
cirleLayer.fillColor = UIColor.clear.cgColor
self.layer.addSublayer(cirleLayer)
}
let radius:Double = Double(rect.width/2) - (labelSize - spacingGraphLabel)
let labelRadius:Double = Double(rect.width/2) + (spacingGraphLabel)
let origin = CGPoint(x: rect.width/2, y: rect.height/2)
for i in 0..<5 {
let cirleLayer = CAShapeLayer()
let angle:Double = Double(i)/5.0 * (2 * .pi)
let centerX = Double(origin.x) + radius * cos(angle)
let centerY = Double(origin.y) - radius * sin(angle)
let path = UIBezierPath(ovalIn: CGRect(x: CGFloat(centerX) - cirleSegnaposto/2,
y: CGFloat(centerY) - cirleSegnaposto/2,
width: cirleSegnaposto,
height: cirleSegnaposto))
cirleLayer.path = path.cgPath
cirleLayer.fillColor = UIColor.lightGray.cgColor
cirleLayer.lineWidth = 0.5
cirleLayer.strokeColor = UIColor.black.cgColor
self.layer.addSublayer(cirleLayer)
let label = UILabel(frame: .zero)
label.font = UIFont.systemFont(ofSize: 12)
label.text = labels[i]
label.frame.size = CGSize(width: labelSize, height: labelSize/2)
let labelCenterX = Double(origin.x) + labelRadius * cos(angle)
let labelCenterY = Double(origin.y) - labelRadius * sin(angle)
label.center = CGPoint(x: labelCenterX, y: labelCenterY)
label.transform = label.transform.rotated(by: .pi/2)
self.addSubview(label)
}
if let values = secondValues {
drawGraph(values: values, center: origin, maxValue: radius, colors: secondColors.map({$0.cgColor}))
}
if let values = values {
drawGraph(values: values, center: origin, maxValue: radius, colors: firstColors.map({$0.cgColor}))
}
}
func drawGraph(values: [Int], center: CGPoint, maxValue: Double, colors: [CGColor]) {
var points = [CGPoint]()
for i in 0 ..< values.count {
let radius = Double(values[i])/10.0 * (maxValue - widthOfZero) + widthOfZero
let angle:Double = Double(i)/5.0 * (2 * .pi)
let x = Double(center.x) + radius * cos(angle)
let y = Double(center.y) - radius * sin(angle)
let point = CGPoint(x: x, y: y)
points.append(point)
}
for (i, point) in points.enumerated() {
let secondPoint = point == points.last ? points[0] : points[i+1]
let path = UIBezierPath()
path.move(to: center)
path.addLine(to: point)
path.addLine(to: secondPoint)
path.close()
let layer = CAShapeLayer()
layer.path = path.cgPath
layer.fillColor = colors[i]
layer.lineWidth = 1
layer.lineJoin = .round
layer.strokeColor = UIColor.black.cgColor
self.layer.addSublayer(layer)
}
}
}

Related

How to create Circle with step progress (gaps in it) and animate it?

I need to create a progressive with gaps in it and Animate the layers. I have achieved it. But the problem is it is starting (0) from Right centre. But the requirement is it should start from top centre. In image You can see that it is started from right side.
I have attached my code sample along with Image for your understanding. Can somebody help me where I'm doing wrong or how should I make it from top.
extension ViewController {
func sampleProgress() {
let totalSteps = 6
let frame = CGRect(x: 50, y: 50, width: 120, height: 120)
let circlePath = UIBezierPath(ovalIn: frame)
let gapSize: CGFloat = 0.0125
let segmentAngle: CGFloat = 0.167 // (1/totalSteps)
var startAngle = 0.0
let lineWidth = 8.0
for index in 0 ... totalSteps {
// Background layer
let backgroundLayer = CAShapeLayer()
backgroundLayer.strokeStart = startAngle
backgroundLayer.strokeEnd = backgroundLayer.strokeStart + segmentAngle - gapSize
backgroundLayer.path = circlePath.cgPath
backgroundLayer.name = String(index)
backgroundLayer.strokeColor = UIColor.lightGray.cgColor
backgroundLayer.lineWidth = lineWidth
backgroundLayer.lineCap = CAShapeLayerLineCap.butt
backgroundLayer.fillColor = UIColor.clear.cgColor
self.view.layer.addSublayer(backgroundLayer)
// Foreground layer
let foregroundLayer = CAShapeLayer()
foregroundLayer.strokeStart = startAngle
foregroundLayer.strokeEnd = backgroundLayer.strokeStart + segmentAngle - gapSize
foregroundLayer.isHidden = true
foregroundLayer.name = String(index) + String(index)
foregroundLayer.path = circlePath.cgPath
foregroundLayer.strokeColor = UIColor.green.cgColor
foregroundLayer.lineWidth = lineWidth
foregroundLayer.lineCap = CAShapeLayerLineCap.butt
foregroundLayer.fillColor = UIColor.clear.cgColor
self.view.layer.addSublayer(foregroundLayer)
print("Start angle: \(startAngle)")
startAngle = startAngle + segmentAngle
}
}
func animateLayer(isAnimate: Bool, stepsToAnimate: Int) {
let segmentAngle: CGFloat = (360 * 0.166) / 360
let gapSize: CGFloat = 0.0125
var startAngle = 0.0
for index in 0 ... stepsToAnimate {
if let foregroundLayers = self.view.layer.sublayers {
for animateLayer in foregroundLayers {
if animateLayer.name == String(index) + String(index) {
if index == stepsToAnimate && isAnimate {
let animation = CABasicAnimation(keyPath: "strokeEnd")
animation.fromValue = startAngle
animation.toValue = startAngle + segmentAngle - gapSize
animation.duration = 1.0
animateLayer.add(animation, forKey: "foregroundAnimation")
animateLayer.isHidden = false
} else {
animateLayer.isHidden = false
}
startAngle = startAngle + segmentAngle
}
}
}
}
}
}
You can "move the start" to the top by rotating the layer(s) minus 90-degrees:
let tr = CATransform3DMakeRotation(-(.pi * 0.5), 0, 0, 1)
I would assume this would be wrapped into a UIView subclass, but to get your example (adding sublayers to the main view's layer) to work right, we'll want to use a Zero-based origin for the path rect:
// use 0,0 for the origin of the PATH frame
let frame = CGRect(x: 0, y: 0, width: 120, height: 120)
let circlePath = UIBezierPath(ovalIn: frame)
and then an offset rect for the position:
let layerFrame = frame.offsetBy(dx: 50, dy: 50)
and we set the .anchorPoint of the layers to the center of that rect -- so it will rotate around its center:
// set the layer's frame
backgroundLayer.frame = layerFrame
// set the layer's anchor point
backgroundLayer.anchorPoint = CGPoint(x: 0.5, y: 0.5)
// apply the rotation transform
backgroundLayer.transform = tr
// set the layer's frame
foregroundLayer.frame = layerFrame
// set the layer's anchor point
foregroundLayer.anchorPoint = CGPoint(x: 0.5, y: 0.5)
// apply the rotation transform
foregroundLayer.transform = tr
So, slight modifications to your code:
extension ViewController {
func sampleProgress() {
let totalSteps = 6
// use 0,0 for the origin of the PATH frame
let frame = CGRect(x: 0, y: 0, width: 120, height: 120)
let circlePath = UIBezierPath(ovalIn: frame)
// use this for the POSITION of the path
let layerFrame = frame.offsetBy(dx: 50, dy: 50)
let gapSize: CGFloat = 0.0125
let segmentAngle: CGFloat = 0.167 // (1/totalSteps)
var startAngle = 0.0
let lineWidth = 8.0
// we want to rotate the layer by -90 degrees
let tr = CATransform3DMakeRotation(-(.pi * 0.5), 0, 0, 1)
for index in 0 ... totalSteps {
// Background layer
let backgroundLayer = CAShapeLayer()
backgroundLayer.strokeStart = startAngle
backgroundLayer.strokeEnd = backgroundLayer.strokeStart + segmentAngle - gapSize
backgroundLayer.path = circlePath.cgPath
backgroundLayer.name = String(index)
backgroundLayer.strokeColor = UIColor.lightGray.cgColor
backgroundLayer.lineWidth = lineWidth
backgroundLayer.lineCap = CAShapeLayerLineCap.butt
backgroundLayer.fillColor = UIColor.clear.cgColor
self.view.layer.addSublayer(backgroundLayer)
// set the layer's frame
backgroundLayer.frame = layerFrame
// set the layer's anchor point
backgroundLayer.anchorPoint = CGPoint(x: 0.5, y: 0.5)
// apply the rotation transform
backgroundLayer.transform = tr
// Foreground layer
let foregroundLayer = CAShapeLayer()
foregroundLayer.strokeStart = startAngle
foregroundLayer.strokeEnd = backgroundLayer.strokeStart + segmentAngle - gapSize
foregroundLayer.isHidden = true
foregroundLayer.name = String(index) + String(index)
foregroundLayer.path = circlePath.cgPath
foregroundLayer.strokeColor = UIColor.green.cgColor
foregroundLayer.lineWidth = lineWidth
foregroundLayer.lineCap = CAShapeLayerLineCap.butt
foregroundLayer.fillColor = UIColor.clear.cgColor
self.view.layer.addSublayer(foregroundLayer)
// set the layer's frame
foregroundLayer.frame = layerFrame
// set the layer's anchor point
foregroundLayer.anchorPoint = CGPoint(x: 0.5, y: 0.5)
// apply the rotation transform
foregroundLayer.transform = tr
print("Start angle: \(startAngle)")
startAngle = startAngle + segmentAngle
}
}
func animateLayer(isAnimate: Bool, stepsToAnimate: Int) {
let segmentAngle: CGFloat = (360 * 0.166) / 360
let gapSize: CGFloat = 0.0125
var startAngle = 0.0
for index in 0 ... stepsToAnimate {
if let foregroundLayers = self.view.layer.sublayers {
for animateLayer in foregroundLayers {
if animateLayer.name == String(index) + String(index) {
if index == stepsToAnimate && isAnimate {
let animation = CABasicAnimation(keyPath: "strokeEnd")
animation.fromValue = startAngle
animation.toValue = startAngle + segmentAngle - gapSize
animation.duration = 1.0
animateLayer.add(animation, forKey: "foregroundAnimation")
animateLayer.isHidden = false
} else {
animateLayer.isHidden = false
}
startAngle = startAngle + segmentAngle
}
}
}
}
}
}
and an example controller - each tap anywhere animates the next step:
class ViewController: UIViewController {
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
sampleProgress()
}
var p: Int = 0
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
animateLayer(isAnimate: true, stepsToAnimate: p)
p += 1
}
}

iOS - How to set a CATextLayer inside a CAShapeLayer which is drawn with a custom UIBezierPath?

I want to program a custom pie menu. In the code below you see how I create a pie menu with two items. My structure is the following: I'm using a rectengular UIBezierPath with a CAShapeLayer as the context as my circular background. Inside my circular background I've got a child, the inner small circle (also UIBezierPath with CAShapeLayer). The other childs of my circular background layer are the items, which are also a CAShapeLayer with using a custom UIBezierPath (I draw my items depends on the number of items (different degrees and so on)). Now I want to add inside every item layer a CATextLayer ("Item 1", "Item 2" and so on). My problem is, that I don't know how to set the frame of my specific item layers and how I can add the specific CATextLayer in the way that the text is dynamically inside the parent item layer. In my case the CATextLayer depends on the frame of the menu background layer.
func setMenuBackgroundLayer() {
//Draw a circle background with UIBezierPath for the static pie menu
let path = UIBezierPath(arcCenter: CGPoint(x: self.frame.size.width / 2, y: self.frame.size.height / 2), radius: menuRadius, startAngle: CGFloat(0), endAngle: CGFloat(Double.pi * 2), clockwise: true)
menuBackgroundLayer = CAShapeLayer()
menuBackgroundLayer.path = path.cgPath
menuBackgroundLayer.fillColor = menuBackgroundLayerColor.cgColor
menuBackgroundLayer.frame = self.bounds
menuBackgroundLayer.zPosition = 1
self.layer.addSublayer(menuBackgroundLayer)
//Draw the inner circle (back button)
let pathInner = UIBezierPath(arcCenter: CGPoint(x: menuBackgroundLayer.frame.size.width / 2, y: menuBackgroundLayer.frame.size.height / 2), radius: innerCircleRadius, startAngle: CGFloat(0), endAngle: CGFloat(Double.pi * 2), clockwise: true)
innerCircleLayer = CAShapeLayer()
innerCircleLayer.path = pathInner.cgPath
innerCircleLayer.fillColor = menuBackgroundLayerColor.cgColor
innerCircleLayer.strokeColor = UIColor.black.cgColor
innerCircleLayer.lineWidth = 1
innerCircleLayer.frame = menuBackgroundLayer.frame
menuBackgroundLayer.addSublayer(innerCircleLayer)
//Set the inner circle above all other menu items
innerCircleLayer.zPosition = 100
//Add the arrow image inside the inner circle
//addBackImage()
}
func insertMenuItems() {
//Compare which item has to get inserted and insert it
if numberOfItems == 1 {
let path = UIBezierPath(arcCenter: CGPoint(x: menuBackgroundLayer.frame.size.width / 2, y: menuBackgroundLayer.frame.size.height / 2), radius: menuRadius, startAngle: CGFloat(0), endAngle: CGFloat(Double.pi * 2), clockwise: true)
item1Layer = CAShapeLayer()
item1Layer.path = path.cgPath
item1Layer.fillColor = menuBackgroundLayerColor.cgColor
item1Layer.strokeColor = UIColor.black.cgColor
item1Layer.lineWidth = 1
item1Layer.frame = menuBackgroundLayer.bounds
menuBackgroundLayer.addSublayer(item1Layer)
item1Layer.zPosition = 2
let textLayer = CATextLayer()
textLayer.string = "ITEM 1"
textLayer.foregroundColor = UIColor.white.cgColor
textLayer.font = UIFont(name: "Avenir", size: 15.0)
textLayer.fontSize = 15.0
textLayer.alignmentMode = CATextLayerAlignmentMode.center
textLayer.zPosition = 3
textLayer.frame = item1Layer.bounds
textLayer.position = CGPoint(x: item1Layer.position.x, y: item1Layer.position.y + 20.0)
textLayer.contentsScale = UIScreen.main.scale
item1Layer.addSublayer(textLayer)
}
else if numberOfItems == 2 {
//Item 1
let path1 = UIBezierPath()
path1.move(to: CGPoint(x: menuBackgroundLayer.frame.size.width / 2, y: menuBackgroundLayer.frame.size.height / 2))
path1.addArc(withCenter: CGPoint(x: menuBackgroundLayer.frame.size.width / 2, y: menuBackgroundLayer.frame.size.height / 2), radius: menuRadius, startAngle: rad2deg(180.0), endAngle: rad2deg(0.0), clockwise: true)
path1.close()
item1Layer = CAShapeLayer()
item1Layer.path = path1.cgPath
item1Layer.fillColor = menuBackgroundLayerColor.cgColor
item1Layer.strokeColor = UIColor.black.cgColor
item1Layer.lineWidth = 1
item1Layer.frame = menuBackgroundLayer.bounds
menuBackgroundLayer.addSublayer(item1Layer)
item1Layer.zPosition = 2
let textLayer1 = CATextLayer()
textLayer1.string = "ITEM 1"
textLayer1.foregroundColor = UIColor.white.cgColor
textLayer1.font = UIFont(name: "Avenir", size: 15.0)
textLayer1.fontSize = 15.0
textLayer1.alignmentMode = CATextLayerAlignmentMode.center
textLayer1.zPosition = 3
textLayer1.frame = item1Layer.bounds
textLayer1.position = CGPoint(x: item1Layer.position.x, y: item1Layer.position.y + 20.0)
textLayer1.contentsScale = UIScreen.main.scale
item1Layer.addSublayer(textLayer1)
//Item 2
let path2 = UIBezierPath()
path2.move(to: CGPoint(x: menuBackgroundLayer.frame.size.width / 2, y: menuBackgroundLayer.frame.size.height / 2))
path2.addArc(withCenter: CGPoint(x: menuBackgroundLayer.frame.size.width / 2, y: menuBackgroundLayer.frame.size.height / 2), radius: menuRadius, startAngle: rad2deg(0.0), endAngle: rad2deg(180.0), clockwise: true)
path2.close()
item2Layer = CAShapeLayer()
item2Layer.path = path2.cgPath
item2Layer.fillColor = menuBackgroundLayerColor.cgColor
item2Layer.strokeColor = UIColor.black.cgColor
item2Layer.lineWidth = 1
item2Layer.frame = menuBackgroundLayer.bounds
menuBackgroundLayer.addSublayer(item2Layer)
item2Layer.zPosition = 2
let textLayer2 = CATextLayer()
textLayer2.string = "ITEM 2"
textLayer2.foregroundColor = UIColor.white.cgColor
textLayer2.font = UIFont(name: "Avenir", size: 15.0)
textLayer2.fontSize = 15.0
textLayer2.alignmentMode = CATextLayerAlignmentMode.center
textLayer2.zPosition = 3
textLayer2.frame = item2Layer.bounds
textLayer2.position = CGPoint(x: item2Layer.position.x, y: item2Layer.position.y + 20.0)
textLayer2.contentsScale = UIScreen.main.scale
item2Layer.addSublayer(textLayer2)
}
and so on...
}
So, here's a rough prototype which does the stuff you need, but not very precise.
If you want to rotate the text, this can be achieved with CATransform.
You can play with the code here: https://github.com/gatamar/stackoverflow_answers/tree/master/so64348954
Or I can make it more precise, if this is almost what you need.
The code for Pie Menu:
import Foundation
import UIKit
class HackLinesView: UIView {
init(frame: CGRect, partsCount parts: Int) {
super.init(frame: frame)
backgroundColor = .clear
let side = frame.width/2
// add lines
for part in 0..<parts {
let angle = CGFloat(part)/CGFloat(parts) * 2 * .pi
let lineLayer = CAShapeLayer()
lineLayer.backgroundColor = UIColor.black.cgColor
let path = UIBezierPath(rect: CGRect(x: 0, y: 0, width: 1, height: side))
lineLayer.path = path.cgPath
lineLayer.transform = CATransform3DMakeRotation(angle, 0, 0, 1)
layer.addSublayer(lineLayer)
}
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
class PieMenuView: UIView {
init(frame: CGRect, partsCount parts: Int) {
assert( abs(frame.width-frame.height) < 0.001)
super.init(frame: frame)
setupLayers(parts)
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
private func setupLayers(_ parts: Int) {
let side = bounds.width
let outerRadius = side * 0.5
let innerRadius = side * 0.2
// add outer circle
let outerCircleLayer = CAShapeLayer()
outerCircleLayer.frame = bounds
outerCircleLayer.cornerRadius = outerRadius
outerCircleLayer.backgroundColor = UIColor.orange.cgColor
layer.addSublayer(outerCircleLayer)
// add inner circle
let innerCircleLayer = CAShapeLayer()
innerCircleLayer.frame = CGRect(x: side/2-innerRadius, y: side/2-innerRadius, width: innerRadius*2, height: innerRadius*2)
innerCircleLayer.cornerRadius = innerRadius
innerCircleLayer.backgroundColor = UIColor.yellow.cgColor
layer.addSublayer(innerCircleLayer)
let linesView = HackLinesView(frame: CGRect(x: side/2, y: side/2, width: side, height: side), partsCount: parts)
addSubview(linesView)
// add text
for part in 0..<parts {
let angle = CGFloat(part)/CGFloat(parts) * 2 * .pi
let textLayer = CATextLayer()
textLayer.string = String(format: "%d", part)
textLayer.foregroundColor = UIColor.blue.cgColor
// calc the center for text layer
let x1 = side/2
let y1 = side/2
let x2 = x1 + cos(angle)*outerRadius
let y2 = y1 + sin(angle)*outerRadius
let textCenterX = (x1 + x2)/2, textCenterY = (y1 + y2)/2
let textLayerSide: CGFloat = 50
textLayer.frame = CGRect(x: textCenterX-textLayerSide/2, y: textCenterY-textLayerSide/2, width: textLayerSide, height: textLayerSide)
layer.addSublayer(textLayer)
}
}
}

How to provide maintain spacing between different CALayers

Heading ##I'm trying to learn the charts and having trouble
Adding consistent space between the slices.
Start the animation in sequence.
The reason, I didn't want the separator as a separate arch is to have both the edges rounded. Adding a separator as another layer overlaps the rounded corners.
Any help or pointers is highly appreciated.
import UIKit
import PlaygroundSupport
var str = "Hello, playground"
struct dataItem {
var color: UIColor
var percentage: CGFloat
}
typealias pieAngle = (start: CGFloat, end: CGFloat, color: UIColor)
let pieDataToDisplay = [dataItem(color: .red, percentage: 10),
dataItem(color: .blue, percentage: 20),
dataItem(color: .green, percentage: 25),
dataItem(color: .yellow, percentage: 25),
dataItem(color: .orange, percentage: 10)]
class USBCircleChart: UIView {
private var piesToDisplay: [dataItem] = [] { didSet { setNeedsLayout() } }
private var seperatorSpace: Double = 2.0 { didSet { setNeedsLayout() } }
func fillDataForChart(with items: [dataItem] ) {
self.piesToDisplay.append(contentsOf: items)
print("getting data \(self.piesToDisplay)")
layoutIfNeeded()
}
override func layoutSubviews() {
super.layoutSubviews()
guard piesToDisplay.count > 0 else { return }
print("laying out data")
let angles = calcualteStartAndEndAngle(items: piesToDisplay)
for i in angles {
var dataItem = i
addSpace(data: &dataItem)
addShapeToCircle(data: dataItem)
}
}
func addSpace(data:inout pieAngle) -> pieAngle {
// If space is not added, then its collated at the end, we have to scatter it between each item.
//data.end -= CGFloat(seperatorSpace)
return data
}
func addShapeToCircle(data : pieAngle, percent: CGFloat) {
let center = CGPoint(x: bounds.origin.x + bounds.size.width / 2, y: bounds.origin.y + bounds.size.height / 2)
var shapeLayer = CAShapeLayer()
// radians = degrees * pi / 180
// x*2 + y*2 = r*2
//cos teta = x/r --> x = r * cos teta
// sinn teta = y/ r --> y = r * sin teta
// let x = 100 * cos(data.start)
// let y = 100 * sin(data.end)
let radius = (bounds.origin.x + bounds.size.width / 2 - (sliceThickness)) / 2
//This is the circle path drawn.
let circularPath = UIBezierPath(arcCenter: .zero, radius: self.frame.width / 2, startAngle: data.start, endAngle: data.end, clockwise: true) //2*CGFloat.pi
shapeLayer.path = circularPath.cgPath
//Provide a bounding box for the shape layer to handle events
//Removing the below line works but will not handle touch events :(
shapeLayer.bounds = circularPath.cgPath.boundingBox
//Start the angle from anyplace you need { + - of Pi} // {0, 0.5 pi, 1 pi, 1.5pi}
// shapeLayer.transform = CATransform3DMakeRotation(-CGFloat.pi / 2 , 0, 0, 1)
// color of the stroke
shapeLayer.strokeColor = data.color.cgColor
//Width of stoke
shapeLayer.lineWidth = sliceThickness
//Starts from the center of the view
shapeLayer.position = center
//To provide a rounded cap on the stroke
shapeLayer.lineCap = .round
//Fills the entire circle with this color
shapeLayer.fillColor = UIColor.clear.cgColor
shapeLayer.strokeEnd = 0
basicAnim(shapeLayer: &shapeLayer, percentage: percent)
layer.addSublayer(shapeLayer)
}
func basicAnim(shapeLayer: inout CAShapeLayer) {
let basicAnimation = CABasicAnimation(keyPath: "strokeEnd")
basicAnimation.toValue = 1
basicAnimation.duration = 10
//Forwards will hold the layer after completion
basicAnimation.fillMode = .forwards
basicAnimation.isRemovedOnCompletion = false
shapeLayer.add(basicAnimation, forKey: "shapeLayerAniamtion")
}
// //Calucate percentage based on given values
// public func calculateAngle(percentageVal:Double)-> CGFloat {
// return CGFloat((percentageVal / 100) * 360)
// let val = CGFloat (percentageVal / 100.0)
// return val * 2 * CGFloat.pi
// }
private func calcualteStartAndEndAngle(items : [dataItem])-> [pieAngle] {
var angle: pieAngle
var angleToStart: CGFloat = 0.0
//Add the total separator space to the circle so we can accurately measure the start point with space.
var totalSeperatorSpace = Double(items.count) * separatorSpace
var totalSum = items.reduce(CGFloat(totalSeperatorSpace)) { return $0 + $1.percentage }
var angleList: [pieAngle] = []
for item in items {
//Find the end angle based on the percentage in the total circle
let endAngle = (item.percentage / totalSum * 2 * .pi) + angleToStart
angle.0 = angleToStart
angle.1 = endAngle
angle.2 = item.color
angleList.append(angle)
angleToStart = endAngle
//print(angle)
}
return angleList
}
}
let container = UIView()
container.frame.size = CGSize(width: 360, height: 360)
container.backgroundColor = .white
PlaygroundPage.current.liveView = container
PlaygroundPage.current.needsIndefiniteExecution = true
let m = USBCircleChart(frame: CGRect(x: 0, y: 0, width: 215, height: 215))
m.center = CGPoint(x: container.bounds.size.width / 2, y: container.bounds.size.height / 2)
m.fillDataForChart(with: pieDataToDisplay)
container.addSubview(m)
UPDATED :
Updated the code to include proper spacing irrespective of single/multiple items on the chart with equal distribution of total spacing, based on a suggestion from #jaferAli
Open Issue: Handling tap gesture on the layer so I can perform custom actions based on the category selected.
Screen 2
UPDATED CODE:
import UIKit
import PlaygroundSupport
var str = "Hello, playground"
struct dataItem {
var color: UIColor
var percentage: CGFloat
}
func hexStringToUIColor (hex:String) -> UIColor {
var cString:String = hex.trimmingCharacters(in: .whitespacesAndNewlines).uppercased()
if (cString.hasPrefix("#")) {
cString.remove(at: cString.startIndex)
}
if ((cString.count) != 6) {
return UIColor.gray
}
var rgbValue:UInt64 = 0
Scanner(string: cString).scanHexInt64(&rgbValue)
return UIColor(
red: CGFloat((rgbValue & 0xFF0000) >> 16) / 255.0,
green: CGFloat((rgbValue & 0x00FF00) >> 8) / 255.0,
blue: CGFloat(rgbValue & 0x0000FF) / 255.0,
alpha: CGFloat(1.0)
)
}
typealias pieAngle = (start: CGFloat, end: CGFloat, color: UIColor, percent: CGFloat)
let pieDataToDisplay = [
dataItem(color: hexStringToUIColor(hex: "#E61628"), percentage: 10),
dataItem(color: hexStringToUIColor(hex: "#50B7FB"), percentage: 20),
dataItem(color: hexStringToUIColor(hex: "#38BE72"), percentage: 25),
dataItem(color: hexStringToUIColor(hex: "#FFAA4C"), percentage: 15),
dataItem(color: hexStringToUIColor(hex: "#B6BE33"), percentage: 30)
]
let pieDataToDisplayWhite = [dataItem(color: .white, percentage: 10),
dataItem(color: .white, percentage: 20),
dataItem(color: .white, percentage: 25),
dataItem(color: .white, percentage: 25),
dataItem(color: .orange, percentage: 10)]
class USBCircleChart: UIView {
private var piesToDisplay: [dataItem] = [] { didSet { setNeedsLayout() } }
private var seperatorSpace: Double = 5.0 { didSet { setNeedsLayout() } }
private var sliceThickness: CGFloat = 10.0 { didSet { setNeedsLayout() } }
func fillDataForChart(with items: [dataItem] ) {
self.piesToDisplay.append(contentsOf: items)
print("getting data \(self.piesToDisplay)")
layoutIfNeeded()
}
override func layoutSubviews() {
super.layoutSubviews()
guard piesToDisplay.count > 0 else { return }
print("laying out data")
let angles = calcualteStartAndEndAngle(items: piesToDisplay)
for i in angles {
var dataItem = i
addSpace(data: &dataItem)
addShapeToCircle(data: dataItem, percent:i.percent)
}
}
func addSpace(data:inout pieAngle) -> pieAngle {
// If space is not added, then its collated at the end, we have to scatter it between each item.
//data.end -= CGFloat(seperatorSpace)
return data
}
func addShapeToCircle(data : pieAngle, percent: CGFloat) {
let center = CGPoint(x: bounds.origin.x + bounds.size.width / 2, y: bounds.origin.y + bounds.size.height / 2)
var shapeLayer = CAShapeLayer()
// radians = degrees * pi / 180
// x*2 + y*2 = r*2
//cos teta = x/r --> x = r * cos teta
// sinn teta = y/ r --> y = r * sin teta
// let x = 100 * cos(data.start)
// let y = 100 * sin(data.end)
let radius = (bounds.origin.x + bounds.size.width / 2 - (sliceThickness)) / 2
//This is the circle path drawn.
let circularPath = UIBezierPath(arcCenter: .zero, radius: self.frame.width / 2, startAngle: data.start, endAngle: data.end, clockwise: true) //2*CGFloat.pi
shapeLayer.path = circularPath.cgPath
//Provide a bounding box for the shape layer to handle events
//shapeLayer.bounds = circularPath.cgPath.boundingBox
//Start the angle from anyplace you need { + - of Pi} // {0, 0.5 pi, 1 pi, 1.5pi}
// shapeLayer.transform = CATransform3DMakeRotation(-CGFloat.pi / 2 , 0, 0, 1)
// color of the stroke
shapeLayer.strokeColor = data.color.cgColor
//Width of stoke
shapeLayer.lineWidth = sliceThickness
//Starts from the center of the view
shapeLayer.position = center
//To provide a rounded cap on the stroke
shapeLayer.lineCap = .round
//Fills the entire circle with this color
shapeLayer.fillColor = UIColor.clear.cgColor
shapeLayer.strokeEnd = 0
basicAnim(shapeLayer: &shapeLayer, percentage: percent)
layer.addSublayer(shapeLayer)
}
func basicAnim(shapeLayer: inout CAShapeLayer) {
let basicAnimation = CABasicAnimation(keyPath: "strokeEnd")
basicAnimation.toValue = 1
basicAnimation.duration = 10
//Forwards will hold the layer after completion
basicAnimation.fillMode = .forwards
basicAnimation.isRemovedOnCompletion = false
shapeLayer.add(basicAnimation, forKey: "shapeLayerAniamtion")
}
private var timeOffset:CFTimeInterval = 0
func basicAnim(shapeLayer: inout CAShapeLayer, percentage:CGFloat) {
let basicAnimation = CABasicAnimation(keyPath: "strokeEnd")
basicAnimation.toValue = 1
basicAnimation.duration = CFTimeInterval(percentage / 50)
basicAnimation.beginTime = CACurrentMediaTime() + timeOffset
print("timeOffset:\(timeOffset),")
//Forwards will hold the layer after completion
basicAnimation.fillMode = .forwards
basicAnimation.isRemovedOnCompletion = false
shapeLayer.add(basicAnimation, forKey: "shapeLayerAniamtion")
timeOffset += CFTimeInterval(percentage / 50)
}
private func calcualteStartAndEndAngle(items : [dataItem])-> [pieAngle] {
var angle: pieAngle
var angleToStart: CGFloat = 0.0
//Add the total separator space to the circle so we can accurately measure the start point with space.
let totalSeperatorSpace = Double(items.count)
let totalSum = items.reduce(CGFloat(seperatorSpace)) { return $0 + $1.percentage }
let spacing = CGFloat(seperatorSpace ) / CGFloat (totalSum)
print("total Sum:\(spacing)")
var angleList: [pieAngle] = []
for item in items {
//Find the end angle based on the percentage in the total circle
let endAngle = (item.percentage / totalSum * 2 * CGFloat.pi) + angleToStart
print("start:\(angleToStart) end:\(endAngle)")
angle.0 = angleToStart + spacing
angle.1 = endAngle - spacing
angle.2 = item.color
angle.3 = item.percentage
angleList.append(angle)
angleToStart = endAngle + spacing
//print(angle)
}
return angleList
}
}
extension USBCircleChart {
#objc func handleTap() {
print("getting tap action")
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let touch = touches.first
guard let loca = touch?.location(in: self) else { return }
let point = self.convert(loca, from: nil)
guard let sublayers = self.layer.sublayers as? [CAShapeLayer] else { return }
for layer in sublayers {
print("checking paths \(point) \(loca) \(layer.path) \n")
if let path = layer.path, path.contains(point) {
print(layer)
}
}
}
}
let container = UIView()
container.frame.size = CGSize(width: 300, height: 300)
container.backgroundColor = .white
PlaygroundPage.current.liveView = container
PlaygroundPage.current.needsIndefiniteExecution = true
let m = USBCircleChart(frame: CGRect(x: 0, y: 0, width: 200, height: 200))
//m.center = CGPoint(x: container.bounds.size.width / 2, y: container.bounds.size.height / 2)
m.center = container.center
m.fillDataForChart(with: pieDataToDisplay)
container.addSubview(m)
You need to calculate spacing and then add and Subtract it from start and end angle .. so update your calcualteStartAndEndAngle Method with this one
private func calcualteStartAndEndAngle(items : [dataItem])-> [pieAngle] {
var angle: pieAngle
var angleToStart: CGFloat = 0.0
//Add the total separator space to the circle so we can accurately measure the start point with space.
let totalSeperatorSpace = Double(items.count)
let totalSum = items.reduce(CGFloat(totalSeperatorSpace)) { return $0 + $1.percentage }
let spacing = CGFloat( totalSeperatorSpace + 1 ) / totalSum
print("total Sum:\(spacing)")
var angleList: [pieAngle] = []
for item in items {
//Find the end angle based on the percentage in the total circle
let endAngle = (item.percentage / totalSum * 2 * .pi) + angleToStart
print("start:\(angleToStart) end:\(endAngle)")
angle.0 = angleToStart + spacing
angle.1 = endAngle - spacing
angle.2 = item.color
angleList.append(angle)
angleToStart = endAngle + spacing
//print(angle)
}
return angleList
}
It will Result this Animation
and if you want linear Animation then change your animation method
private var timeOffset:CFTimeInterval = 0
func basicAnim(shapeLayer: inout CAShapeLayer, percentage:CGFloat) {
let basicAnimation = CABasicAnimation(keyPath: "strokeEnd")
basicAnimation.toValue = 1
basicAnimation.duration = CFTimeInterval(percentage)
basicAnimation.beginTime = CACurrentMediaTime() + timeOffset
print("timeOffset:\(timeOffset),")
//Forwards will hold the layer after completion
basicAnimation.fillMode = .forwards
basicAnimation.isRemovedOnCompletion = false
shapeLayer.add(basicAnimation, forKey: "shapeLayerAniamtion")
timeOffset += CFTimeInterval(percentage)
}
And if you want to learn more you can see this framework RingPieChart
The problem was
1. Re - Calculate the percentages by keeping the spacing percentage.
that is,
//This is to recalculate the percentage by adding the total spacing percentage.
/// Example : The percenatge of each category is recalculated - for instance , lets assume Apple - 60 %,
/// Android - 40 %, now we add Samsung as 10 %, which equates to 110%, To correct this
/// Apple 60 * (100- Samsung) / 100 = 54 %, Android = 36 %, which totals to 100 %.
///
/// - Parameter buffer: total spacing between the splices.
func updatedPercentage(with buffer: CGFloat ) -> CGFloat {
return percentage * (100 - buffer) / 100
}
Once this is done, the total categories + spacings will equate to 100 %.
The only problem left is, for very smaller percentage categories (lesser than spacing percentage), the start angle will be greater than end angle. This is because we are subtracting the spacing from end angle.
there are two options to correct,
a. flip the angles.
if angle.start > angle.end {
let start = angle.start
angle.start = angle.end
angle.end = start
}
b. draw it anti clock wise in Beizer path , only for that slice.
let circularPath = UIBezierPath(arcCenter: center, radius: radius, startAngle: angle.start, endAngle: angle.end, clockwise: **angle.start < angle.end**)
this should solve all the problems, i will upload my findings on a GIT repo and publish the link here.

Swift UITableView zigzag borders

I am trying to achieve this aspect for an UITableView : https://www.dropbox.com/s/bcp86myyjgek1kt/Screenshot%202016-11-04%2014.04.14.png?dl=0 and I am stuck.
I followed Atul Manwar's answer :
func applyZigZagEffect(givenView: UIView) {
let width = givenView.frame.size.width
let height = givenView.frame.size.height
let givenFrame = givenView.frame
let zigZagWidth = CGFloat(7)
let zigZagHeight = CGFloat(5)
let yInitial = height-zigZagHeight
var zigZagPath = UIBezierPath()
zigZagPath.moveToPoint(CGPointMake(0, 0))
zigZagPath.addLineToPoint(CGPointMake(0, yInitial))
var slope = -1
var x = CGFloat(0)
var i = 0
while x < width {
x = zigZagWidth * CGFloat(i)
let p = zigZagHeight * CGFloat(slope)
let y = yInitial + p
let point = CGPointMake(x, y)
zigZagPath.addLineToPoint(point)
slope = slope*(-1)
i++
}
zigZagPath.addLineToPoint(CGPointMake(width, 0))
var shapeLayer = CAShapeLayer()
shapeLayer.path = zigZagPath.CGPath
givenView.layer.mask = shapeLayer
}
The result is not the one I am looking for, because I only obtain the bottom border: Achieved using Atul's answer and I have no clue how to change it for both borders ( bottom and top ).
Tried with images, but is not scaled correctly, and I find this solution better, but I am not able to produce the effect for top border.
Thanks!
I had been working on your question and this are my results, use this code,
func applyZigZagEffect(givenView: UIView) {
let width = givenView.frame.size.width
let height = givenView.frame.size.height
let givenFrame = givenView.frame
let zigZagWidth = CGFloat(7)
let zigZagHeight = CGFloat(5)
var yInitial = height-zigZagHeight
var zigZagPath = UIBezierPath(rect: givenFrame)
zigZagPath.move(to: CGPoint(x:0, y:0))
zigZagPath.addLine(to: CGPoint(x:0, y:yInitial))
var slope = -1
var x = CGFloat(0)
var i = 0
while x < width {
x = zigZagWidth * CGFloat(i)
let p = zigZagHeight * CGFloat(slope)
let y = yInitial + p
let point = CGPoint(x: x, y: y)
zigZagPath.addLine(to: point)
slope = slope*(-1)
i += 1
}
zigZagPath.addLine(to: CGPoint(x:width,y: 0))
yInitial = 0 + zigZagHeight
x = CGFloat(width)
i = 0
while x > 0 {
x = width - (zigZagWidth * CGFloat(i))
let p = zigZagHeight * CGFloat(slope)
let y = yInitial + p
let point = CGPoint(x: x, y: y)
zigZagPath.addLine(to: point)
slope = slope*(-1)
i += 1
}
var shapeLayer = CAShapeLayer()
shapeLayer.path = zigZagPath.cgPath
givenView.layer.mask = shapeLayer
}
I hope this helps you, this code works and was tested
Edited
With this method you can get curved zigzag instead of lines
class func pathSemiCirclesPathForView(givenView: UIView, ciclesRadius:CGFloat = 4, circlesDistance : CGFloat = 3, top:Bool = true, bottom:Bool = true ) ->UIBezierPath
{
let width = givenView.frame.size.width
let height = givenView.frame.size.height
let semiCircleWidth = CGFloat(ciclesRadius*2)
let semiCirclesPath = UIBezierPath()
semiCirclesPath.move(to: CGPoint(x:0, y:0))
if(bottom) {
var x = CGFloat(0)
var i = 0
while x < width {
x = (semiCircleWidth) * CGFloat(i) + (circlesDistance * CGFloat(i))
let pivotPoint = CGPoint(x: x + semiCircleWidth/2, y: height)
semiCirclesPath.addArc(withCenter: pivotPoint, radius: ciclesRadius, startAngle: -180 * .pi / 180.0, endAngle: 0 * .pi / 180.0, clockwise: true)
semiCirclesPath.addLine(to: CGPoint(x: semiCirclesPath.currentPoint.x + circlesDistance, y: height))
i += 1
}
}
else {
semiCirclesPath.addLine(to: CGPoint(x: 0, y: height))
semiCirclesPath.addLine(to: CGPoint(x: width, y: height))
}
semiCirclesPath.addLine(to: CGPoint(x:width,y: 0))
if(top) {
var x = CGFloat(width)
var i = 0
while x > 0 {
x = width - (semiCircleWidth) * CGFloat(i) - (circlesDistance * CGFloat(i))
let pivotPoint = CGPoint(x: x - semiCircleWidth/2, y: 0)
semiCirclesPath.addArc(withCenter: pivotPoint, radius: ciclesRadius, startAngle: 0 * .pi / 180.0, endAngle: -180 * .pi / 180.0, clockwise: true)
semiCirclesPath.addLine(to: CGPoint(x: semiCirclesPath.currentPoint.x - circlesDistance, y: 0))
i += 1
}
}
semiCirclesPath.close()
return semiCirclesPath
}
RESULTS
In case somebody else will need it somewhere, I am posting here the result I was looking for with #Reinier Melian 's help. I will soon post another version, customising only the first and last cell of a UITableView.
import UIKit
class ViewController: UIViewController {
#IBOutlet weak var customView: UIView!
override func viewDidLoad()
{
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
self.applyZigZagEffect(givenView: customView)
}
override func didReceiveMemoryWarning()
{
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
func pathZigZagForView(givenView: UIView) ->UIBezierPath
{
let width = givenView.frame.size.width
let height = givenView.frame.size.height
let givenFrame = givenView.frame
let zigZagWidth = CGFloat(7)
let zigZagHeight = CGFloat(5)
var yInitial = height-zigZagHeight
let zigZagPath = UIBezierPath(rect: givenFrame.insetBy(dx: 5, dy: 5))
zigZagPath.move(to: CGPoint(x:0, y:0))
zigZagPath.addLine(to: CGPoint(x:0, y:yInitial))
var slope = -1
var x = CGFloat(0)
var i = 0
while x < width
{
x = zigZagWidth * CGFloat(i)
let p = zigZagHeight * CGFloat(slope) - 5
let y = yInitial + p
let point = CGPoint(x: x, y: y)
zigZagPath.addLine(to: point)
slope = slope*(-1)
i += 1
}
zigZagPath.addLine(to: CGPoint(x:width,y: 0))
yInitial = 0 + zigZagHeight
x = CGFloat(width)
i = 0
while x > 0
{
x = width - (zigZagWidth * CGFloat(i))
let p = zigZagHeight * CGFloat(slope) + 5
let y = yInitial + p
let point = CGPoint(x: x, y: y)
zigZagPath.addLine(to: point)
slope = slope*(-1)
i += 1
}
zigZagPath.close()
return zigZagPath
}
func applyZigZagEffect(givenView: UIView)
{
let shapeLayer = CAShapeLayer(layer: givenView.layer)
givenView.backgroundColor = UIColor.clear
shapeLayer.path = self.pathZigZagForView(givenView: givenView).cgPath
shapeLayer.frame = givenView.bounds
shapeLayer.fillColor = UIColor.red.cgColor
shapeLayer.masksToBounds = true
shapeLayer.shadowOpacity = 1
shapeLayer.shadowColor = UIColor.black.cgColor
shapeLayer.shadowOffset = CGSize(width: 0, height: 0)
shapeLayer.shadowRadius = 3
givenView.layer.addSublayer(shapeLayer)
}
}
Result
Here is the code in a Swift 3 playground if anyone wants to check out the solution in action:
https://gist.github.com/thexande/9f93b3c899af63108415936bf13a43da

How to draw dashed arrow?

I want to draw arrow like this:
I found how to draw just solid arrow here, but i don't know how to draw arrow like above.
Solution:
For me I ended up with code below:
func addArrowOntoView(view: UIView, startPoint: CGPoint, endPoint: CGPoint, color: UIColor) {
let line = UIBezierPath()
line.moveToPoint(startPoint)
line.addLineToPoint(endPoint)
let arrow = UIBezierPath()
arrow.moveToPoint(endPoint)
arrow.addLineToPoint(CGPointMake(endPoint.x - 5, endPoint.y - 4))
arrow.moveToPoint(endPoint)
arrow.addLineToPoint(CGPointMake(endPoint.x - 5, endPoint.y + 4))
arrow.lineCapStyle = .Square
let sublayer = CAShapeLayer()
sublayer.path = line.CGPath
view.layer.addSublayer(sublayer)
//add Line
let lineLayer = CAShapeLayer()
lineLayer.path = line.CGPath
lineLayer.strokeColor = color.CGColor
lineLayer.lineWidth = 1.0
lineLayer.lineDashPattern = [5, 3]
view.layer.addSublayer(lineLayer)
//add Arrow
let arrowLayer = CAShapeLayer()
arrowLayer.path = arrow.CGPath
arrowLayer.strokeColor = color.CGColor
arrowLayer.lineWidth = 1.0
view.layer.addSublayer(arrowLayer)
}
Here is a code for such an ArrowView that I wrote to get this in a playground:
//ArrowView
class ArrowView : UIView {
var dashWidth :CGFloat = 3.0
var dashGap : CGFloat = 3.0
var arrowThickNess : CGFloat = 2.0
var arrowLocationX : CGFloat = 0.0
//MARK:
override func drawRect(rect: CGRect) {
//Compute the dashPath
let path = UIBezierPath()
//Compute the mid y, path height
let midY = CGRectGetMidY(frame)
let pathHeight = CGRectGetHeight(frame)
path.moveToPoint(CGPointMake(frame.origin.x, midY))
path.addLineToPoint(CGPointMake(frame.origin.x + frame.size.width - dashWidth , midY))
path.lineWidth = arrowThickNess
let dashes: [CGFloat] = [dashWidth, dashGap]
path.setLineDash(dashes, count: dashes.count, phase: 0)
//Arrow
let arrow = UIBezierPath()
arrow.lineWidth = arrowThickNess
arrow.moveToPoint(CGPointMake(frame.origin.x + arrowLocationX , midY))
arrow.addLineToPoint(CGPointMake(frame.origin.x + frame.size.width - arrowThickNess/2 - 18, 0))
arrow.moveToPoint(CGPointMake(frame.origin.x + arrowLocationX , midY))
arrow.addLineToPoint(CGPointMake(frame.origin.x + frame.size.width - arrowThickNess/2 - 18 , pathHeight))
arrow.lineCapStyle = .Square
UIColor.whiteColor().set()
path.stroke()
arrow.stroke()
}
}
let arrowView = ArrowView(frame: CGRect(x: 0, y: 0, width: 210, height: 20))
arrowView.dashGap = 10
arrowView.dashWidth = 5
arrowView.arrowLocationX = 202
arrowView.setNeedsDisplay()
Basically you will need to create a bezier path with required line dashes and you will need to supply the dashes as an array of float values. At the end of this bezier path, you will need to draw another bezier path representing the arrow.
Output:-

Resources