Suggestions regarding UIImageView customization - ios

I'm trying to figure out the best way to recreate this image in code. I've thought about taking two UIImageViews and connecting them via constraints but that would only get me 50% of the way there because there wouldn't be a diagonal white line splitting the two unique colors. I also want to be able to programmatically change the color of each half of the UIImageView.

My class was very similar to what "May Rest in Peace" posted, but since I had put it together already, I'll go ahead and post it.
The main difference is that I implemented #IBDesignable and #IBInspectable so you can see it and make adjustments in Storyboard / IB
#IBDesignable
class AaronView: UIView {
let leftLayer: CAShapeLayer = CAShapeLayer()
let rightLayer: CAShapeLayer = CAShapeLayer()
let maskLayer: CAShapeLayer = CAShapeLayer()
#IBInspectable
var leftColor: UIColor = UIColor(red: 0.5, green: 0.6, blue: 0.8, alpha: 1.0) {
didSet {
setNeedsLayout()
}
}
#IBInspectable
var rightColor: UIColor = UIColor(red: 0.0, green: 0.5, blue: 0.4, alpha: 1.0) {
didSet {
setNeedsLayout()
}
}
#IBInspectable
var divColor: UIColor = UIColor.white {
didSet {
setNeedsLayout()
}
}
#IBInspectable
var divAngle: CGFloat = 5.0 {
didSet {
setNeedsLayout()
}
}
#IBInspectable
var divWidth: CGFloat = 8.0 {
didSet {
setNeedsLayout()
}
}
#IBInspectable
var radius: CGFloat = 32.0 {
didSet {
setNeedsLayout()
}
}
override init(frame: CGRect) {
super.init(frame: frame)
commonInit()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
commonInit()
}
func commonInit() -> Void {
layer.addSublayer(leftLayer)
layer.addSublayer(rightLayer)
}
override func layoutSubviews() {
super.layoutSubviews()
let x1 = bounds.minX
let y1 = bounds.minY
let x2 = bounds.maxX
let y2 = bounds.maxY
var path = UIBezierPath()
let offset = (bounds.width / 2) * tan(divAngle * CGFloat.pi / 180)
path.move(to: CGPoint(x: x1, y: y1))
path.addLine(to: CGPoint(x: x2 / 2.0 - divWidth / 2.0 + offset, y: y1))
path.addLine(to: CGPoint(x: x2 / 2.0 - divWidth / 2.0 - offset, y: y2))
path.addLine(to: CGPoint(x: x1, y: y2))
path.close()
leftLayer.path = path.cgPath
path = UIBezierPath()
path.move(to: CGPoint(x: x2 / 2.0 + divWidth / 2.0 + offset, y: y1))
path.addLine(to: CGPoint(x: x2, y: y1))
path.addLine(to: CGPoint(x: x2, y: y2))
path.addLine(to: CGPoint(x: x2 / 2.0 + divWidth / 2.0 - offset, y: y2))
path.close()
rightLayer.path = path.cgPath
leftLayer.fillColor = leftColor.cgColor
rightLayer.fillColor = rightColor.cgColor
maskLayer.path = UIBezierPath(roundedRect: bounds, cornerRadius: radius).cgPath
layer.mask = maskLayer
backgroundColor = divColor
}
}
Using Defaults:
Result:
and some changes:
Result:

A UIImageView holds a static bitmap image. You could just generate an image like that, save it as a JPEG/PNG/TIF, and load the image into a UIImageView as a bitmap. That doesn't sound like what you want however.
I'd suggest creating a custom subclass of UIView. From there you could go a couple of different ways.
You could have your view override the draw() method for UIView and use Core Graphics calls to draw into the graphics context. Core Graphics is pretty specialized and will require some research to get the hang of.
You could have your custom view add Core Animation (CA) layers that draw your shapes for you. The class CAShapeLayer would be a good choice for this. You'll need to read up on CALayers and how to use them (which is also fairly arcane bit of learning.)
In general Apple steers you towards using layers and letting the system do the rendering for you. That's probably how I would do this. (Using CAShapeLayers, which in turn use CGPath objects.)

I created a custom view based on what you need based on #DuncanC's suggestions
class AngledSplitView: UIView {
var leftLayer: CAShapeLayer!
var rightLayer: CAShapeLayer!
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
override init(frame: CGRect) {
super.init(frame: frame)
}
init (frame: CGRect,
leftColor: UIColor,
rightColor: UIColor,
separatorWidth: CGFloat,
separatorAngleInDegrees: CGFloat) {
super.init(frame: frame)
setupViews(leftColor: leftColor,
rightColor: rightColor,
separatorWidth: separatorWidth,
separatorAngleInDegrees: separatorAngleInDegrees)
}
func setupViews(leftColor: UIColor,
rightColor: UIColor,
separatorWidth: CGFloat,
separatorAngleInDegrees: CGFloat) {
// sets the image's frame to fill our view
createLeftView(leftColor: leftColor, separatorWidth: separatorWidth, separatorAngleInDegrees: separatorAngleInDegrees)
createRightView(rightColor: rightColor, separatorWidth: separatorWidth, separatorAngleInDegrees: separatorAngleInDegrees)
}
func setLeftColor(leftColor: UIColor) {
leftLayer.fillColor = leftColor.cgColor
}
func setRightColor(rightColor: UIColor) {
rightLayer.fillColor = rightColor.cgColor
}
func createLeftView(leftColor: UIColor,
separatorWidth: CGFloat,
separatorAngleInDegrees: CGFloat) {
let path = UIBezierPath()
let leftLayer = CAShapeLayer()
let offset = (bounds.height / 2) * tan(separatorAngleInDegrees * CGFloat.pi / 180)
path.move(to: bounds.origin)
path.addLine(to: CGPoint(x: bounds.width / 2 - separatorWidth / 2 + offset,
y: bounds.origin.y))
path.addLine(to:CGPoint(x: bounds.width / 2 - separatorWidth / 2 - offset,
y: bounds.height))
path.addLine(to:CGPoint(x: bounds.origin.x, y: bounds.height))
path.addLine(to:bounds.origin)
path.close()
leftLayer.path = path.cgPath
leftLayer.fillColor = leftColor.cgColor
self.layer.addSublayer(leftLayer)
}
func createRightView(rightColor: UIColor,
separatorWidth: CGFloat,
separatorAngleInDegrees: CGFloat) {
let path = UIBezierPath()
let rightLayer = CAShapeLayer()
let offset = (bounds.height / 2) * tan(separatorAngleInDegrees * CGFloat.pi / 180)
path.move(to: CGPoint(x: bounds.width / 2 + separatorWidth / 2 + offset,
y: bounds.origin.y))
path.addLine(to: CGPoint(x: bounds.width / 2 + separatorWidth / 2 + offset,
y: bounds.origin.y))
path.addLine(to:CGPoint(x: bounds.width / 2 + separatorWidth / 2 - offset,
y: bounds.height))
path.addLine(to:CGPoint(x: bounds.width, y: bounds.height))
path.addLine(to:CGPoint(x: bounds.width, y: bounds.origin.y))
path.close()
rightLayer.path = path.cgPath
rightLayer.fillColor = rightColor.cgColor
self.layer.addSublayer(rightLayer)
}
}
You can use it like this:
let customView = AngledSplitView(
frame: CGRect(x: 20, y: 30, width: view.frame.width - 40, height:
view.frame.height / 4),
leftColor: .red,
rightColor: .blue,
separatorWidth: 20,
separatorAngleInDegrees: 45)
view.addSubview(customView)

Related

How to draw a curve like this in UIBezierPath Swift?

I am trying to develop a screen whose background looks like this:
Here I am trying to develop the gray curved background and it fills the lower part of the screen as well. I'm very new to UIBezierPath and I've tried this:
class CurvedView: UIView {
//MARK:- Data Types
//MARK:- View Setup
override func draw(_ rect: CGRect) {
let fillColor: UIColor = .blue
let path = UIBezierPath()
let y:CGFloat = 0
print(rect.height)
print(rect.width)
path.move(to: CGPoint(x: .zero, y: 100))
path.addLine(to: CGPoint(x: 60, y: 100))
path.addCurve(to: .init(x: 100, y: 0), controlPoint1: .init(x: 125, y: 80), controlPoint2: .init(x: 50, y: 80))
path.close()
fillColor.setFill()
path.fill()
}
override init(frame: CGRect) {
super.init(frame: frame)
self.backgroundColor = .init(hex: "#dfe1e3")
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
self.backgroundColor = .init(hex: "#dfe1e3")
}
}
This code gave me this:
I followed a lot of tutorials but I didn't get the exact understanding. I understood that for this curve I have to move to (0,100) and then add a line and then add a curve and ten extend the line add a curve then straight line lower curve and then straight line and close. But, when I started as you can see the blue line didn't cover the upper part. Can any one please help me?
Here some example that I create, you can change the value to make it more similar to what you want
Here a guide how control point in a curve work
Note: I called this code in viewDidload
let path = UIBezierPath()
let fillColor = UIColor.blue
let y: CGFloat = UIScreen.main.bounds.size.height
let x: CGFloat = UIScreen.main.bounds.size.width
let height: CGFloat = 200
path.move(to: CGPoint(x: 0, y: y)) // bottom left
path.addLine(to: CGPoint(x: 0, y: y - 20)) // top left
path.addCurve(to: CGPoint(x: x, y: y - height), controlPoint1: CGPoint(x: x * 2 / 3, y: y), controlPoint2: CGPoint(x: x * 5 / 6, y: y - height * 6 / 5)) // curve to top right
path.addLine(to: CGPoint(x: x, y: y)) // bottom right
path.close() // close the path from bottom right to bottom left
let shapeLayer = CAShapeLayer()
shapeLayer.path = path.cgPath
shapeLayer.fillColor = fillColor.cgColor
view.layer.addSublayer(shapeLayer)
in reference to #aiwiguna
class CurvedView: UIView {
//MARK:- Data Types
//MARK:- View Setup
override func draw(_ rect: CGRect) {
let path = UIBezierPath()
let fillColor = UIColor.blue
let y: CGFloat = UIScreen.main.bounds.size.height
let x: CGFloat = UIScreen.main.bounds.size.width
let height: CGFloat = 200
path.move(to: CGPoint(x: 0, y: y)) // bottom left
path.addLine(to: CGPoint(x: 0, y: y - 20)) // top left
path.addCurve(to: CGPoint(x: x, y: y - height), controlPoint1: CGPoint(x: x * 2 / 3, y: y), controlPoint2: CGPoint(x: x * 5 / 6, y: y - height * 6 / 5)) // curve to top right
path.addLine(to: CGPoint(x: x, y: y)) // bottom right
path.close() // close the path from bottom right to bottom left
let shapeLayer = CAShapeLayer()
shapeLayer.path = path.cgPath
shapeLayer.fillColor = fillColor.cgColor
path.close()
fillColor.setFill()
path.fill()
}
override init(frame: CGRect) {
super.init(frame: frame)
self.backgroundColor = .red
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
self.backgroundColor = .yellow
}
}

Trim UIView with 2 arcs

I have a UIView and I want to trim it with two circles, like I've drawn(sorry for the quality).
My code:
final class TrimmedView: UIView {
override init(frame: CGRect) {
super.init(frame: frame)
let size = CGSize(width: 70, height: 70)
let innerRadius: CGFloat = 366.53658283002471
let innerBottomRadius: CGFloat = 297.88543112651564
let path = UIBezierPath()
path.move(to: CGPoint(x: -innerRadius + (size.width / 2), y: innerRadius))
path.addArc(withCenter: CGPoint(x: size.width / 2, y: innerRadius), radius: innerRadius, startAngle: CGFloat.pi, endAngle: 0, clockwise: true)
path.move(to: CGPoint(x: -innerBottomRadius + (size.width / 2), y: innerBottomRadius))
path.addArc(withCenter: CGPoint(x: size.width / 2, y: innerBottomRadius), radius: innerBottomRadius, startAngle: 0, endAngle: CGFloat.pi, clockwise: true)
path.close()
let shapeLayer = CAShapeLayer()
shapeLayer.path = path.cgPath
shapeLayer.shadowPath = path.cgPath
layer.mask = shapeLayer
}
required init?(coder: NSCoder) {
super.init(coder: coder)
}
}
ViewController:
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
let view = UIView(frame: CGRect(origin: CGPoint(x: (self.view.bounds.width - 70) / 2, y: (self.view.bounds.height - 70) / 2), size: CGSize(width: 70, height: 70)))
view.backgroundColor = .red
self.view.addSubview(view)
let view1 = TrimmedView(frame: view.frame)
view1.backgroundColor = .yellow
self.view.addSubview(view1)
}
I got this result. It seems for me that top trimming works but the bottom doesn't and I don't know why. Any help would be appreciated. Thanks.
Here is a custom view that should give you what you want.
The UIBezierPath uses QuadCurves for the top "convex" arc and the bottom "concave" arc.
It is marked #IBDesignable so you can see it at design-time in IB / Storyboard. The "height" of the arc and the fill color are each set as #IBInspectable so you can adjust those values at design-time as well.
To use it in Storyboard:
Add a normal UIView
change the Class to BohdanShapeView
in the Attributes Inspector pane, set the Arc Offset and the Fill Color
set the background color as with a normal view (you'll probably use clear)
Result:
To use it via code:
let view1 = BohdanShapeView(frame: view.frame)
view1.fillColor = .systemTeal
view1.arcOffset = 10
self.view.addSubview(view1)
Here is the class:
#IBDesignable
class BohdanShapeView: UIView {
#IBInspectable var arcOffset: CGFloat = 0.0
#IBInspectable var fillColor: UIColor = UIColor.white
let shapeLayer = CAShapeLayer()
override init(frame: CGRect) {
super.init(frame: frame)
commonInit()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
commonInit()
}
func commonInit() -> Void {
// add the shape layer
layer.addSublayer(shapeLayer)
}
override func layoutSubviews() {
super.layoutSubviews()
// fill color for the shape
shapeLayer.fillColor = self.fillColor.cgColor
let width = bounds.size.width
let height = bounds.size.height
let bezierPath = UIBezierPath()
// start at arcOffset below top-left
bezierPath.move(to: CGPoint(x: 0.0, y: 0.0 + arcOffset))
// add curve to arcOffset below top-right
bezierPath.addQuadCurve(to: CGPoint(x: width, y: 0.0 + arcOffset), controlPoint: CGPoint(x: width * 0.5, y: 0.0 - arcOffset))
// add line to bottom-right
bezierPath.addLine(to: CGPoint(x: width, y: height))
// add curve to bottom-left
bezierPath.addQuadCurve(to: CGPoint(x: 0.0, y: height), controlPoint: CGPoint(x: width * 0.5, y: height - arcOffset * 2.0))
// close the path
bezierPath.close()
shapeLayer.path = bezierPath.cgPath
}
}

UIBezierPath partially stroke

I have this code to draw a rectangle which is rounded rect only on one side.
override func draw(_ rect: CGRect) {
// Drawing code
guard let context = UIGraphicsGetCurrentContext() else { return }
let lineWidth = CGFloat(4)
let pathRect = CGRect(x: 0, y: 0, width: rect.width, height: rect.height)
let path = UIBezierPath(roundedRect: pathRect.inset(by: UIEdgeInsets(top: lineWidth, left: lineWidth, bottom: lineWidth, right: 0)), byRoundingCorners: [.topLeft, .bottomLeft], cornerRadii: CGSize(width: 7, height: 7))
context.setFillColor(UIColor.black.cgColor)
path.fill()
context.setLineWidth(lineWidth)
}
I want to stroke it with red color on all but the right edge (no stroke on the right edge). How do I do it?
You’ll have to create your own path.
A couple of observations:
Don’t use the rect parameter. The rect is what is being asked to being drawn at this point in time, which may not be the entire view. Use bounds when figuring out what the overall path should be.
I might inset the path so that the stroke stays within the bounds of the view.
You can make this #IBDesignable if you want to also be able to see it rendered in IB.
You don’t really need UIGraphicsGetCurrentContext(). The UIKit methods fill(), stroke(), setFill(), and setStroke() methods automatically use the current context.
Thus:
#IBDesignable
class OpenRightView: UIView {
#IBInspectable var lineWidth: CGFloat = 4 { didSet { setNeedsDisplay() } }
#IBInspectable var radius: CGFloat = 7 { didSet { setNeedsDisplay() } }
#IBInspectable var fillColor: UIColor = .black { didSet { setNeedsDisplay() } }
#IBInspectable var strokeColor: UIColor = .red { didSet { setNeedsDisplay() } }
override func draw(_ rect: CGRect) {
let pathRect = bounds.inset(by: .init(top: lineWidth / 2, left: lineWidth / 2, bottom: lineWidth / 2, right: 0))
let path = UIBezierPath()
path.lineWidth = lineWidth
path.move(to: CGPoint(x: pathRect.maxX, y: pathRect.minY))
path.addLine(to: CGPoint(x: pathRect.minX + radius, y: pathRect.minY))
path.addQuadCurve(to: CGPoint(x: pathRect.minX, y: pathRect.minY + radius), controlPoint: pathRect.origin)
path.addLine(to: CGPoint(x: pathRect.minX, y: pathRect.maxY - radius))
path.addQuadCurve(to: CGPoint(x: pathRect.minX + radius, y: pathRect.maxY), controlPoint: CGPoint(x: pathRect.minX, y: pathRect.maxY))
path.addLine(to: CGPoint(x: pathRect.maxX, y: pathRect.maxY))
fillColor.setFill()
path.fill()
strokeColor.setStroke()
path.stroke()
}
}
That yields:
Theoretically, it might be more efficient to use CAShapeLayer and let Apple take care of the draw(_:) for us. E.g., they may have optimized the rendering to handle partial view updates, etc.
That might look like the following:
#IBDesignable
class OpenRightView: UIView {
#IBInspectable var lineWidth: CGFloat = 4 { didSet { updatePath() } }
#IBInspectable var radius: CGFloat = 7 { didSet { updatePath() } }
#IBInspectable var fillColor: UIColor = .black { didSet { shapeLayer.fillColor = fillColor.cgColor } }
#IBInspectable var strokeColor: UIColor = .red { didSet { shapeLayer.strokeColor = strokeColor.cgColor } }
lazy var shapeLayer: CAShapeLayer = {
let shapeLayer = CAShapeLayer()
shapeLayer.fillColor = fillColor.cgColor
shapeLayer.strokeColor = strokeColor.cgColor
shapeLayer.lineWidth = lineWidth
return shapeLayer
}()
override init(frame: CGRect = .zero) {
super.init(frame: frame)
configure()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
configure()
}
override func layoutSubviews() {
super.layoutSubviews()
updatePath()
}
}
private extension OpenRightView {
func configure() {
layer.addSublayer(shapeLayer)
}
func updatePath() {
let pathRect = bounds.inset(by: .init(top: lineWidth / 2, left: lineWidth / 2, bottom: lineWidth / 2, right: 0))
let path = UIBezierPath()
path.move(to: CGPoint(x: pathRect.maxX, y: pathRect.minY))
path.addLine(to: CGPoint(x: pathRect.minX + radius, y: pathRect.minY))
path.addQuadCurve(to: CGPoint(x: pathRect.minX, y: pathRect.minY + radius), controlPoint: pathRect.origin)
path.addLine(to: CGPoint(x: pathRect.minX, y: pathRect.maxY - radius))
path.addQuadCurve(to: CGPoint(x: pathRect.minX + radius, y: pathRect.maxY), controlPoint: CGPoint(x: pathRect.minX, y: pathRect.maxY))
path.addLine(to: CGPoint(x: pathRect.maxX, y: pathRect.maxY))
shapeLayer.path = path.cgPath
shapeLayer.lineWidth = lineWidth
}
}

Add shadow to UIView whose shape has been changed by UIBezierPath

I've created an extension for UIView that allows me to make a concave shape.
extension UIView {
func createConcave(depth: CGFloat) {
let width = self.bounds.width
let height = self.bounds.height
let path = UIBezierPath()
let p0 = CGPoint(x: 0, y: 0)
let p2 = CGPoint(x: width, y: 0)
let p1 = CGPoint(x: width / 2, y: depth)
path.move(to: p0)
path.addQuadCurve(to: p2, controlPoint: p1)
path.addLine(to: CGPoint(x: width, y: height))
path.addLine(to: CGPoint(x: 0, y: height))
path.addLine(to: p0)
let mask = CAShapeLayer()
mask.path = path.cgPath
self.layer.mask = mask
self.layer.masksToBounds = false
}
}
What would be a good solution to add a shadow to the view that matches the shape? Would I have to specify the shadow path to be the same path as the concave shape?
You are masking the layer to the path. Thus anything, including the shadow, will be clipped by that mask.
Instead of masking, add sublayer.
E.g.
#IBDesignable
class ConcaveView: UIView {
#IBInspectable var depth: CGFloat = 10 { didSet { updatePath() } }
#IBInspectable var fillColor: UIColor = .red { didSet { shapeLayer.fillColor = fillColor.cgColor } }
private lazy var shapeLayer: CAShapeLayer = {
let shapeLayer = CAShapeLayer()
shapeLayer.fillColor = fillColor.cgColor
shapeLayer.shadowColor = UIColor.black.cgColor
shapeLayer.shadowRadius = 5
shapeLayer.shadowOpacity = 1
shapeLayer.shadowOffset = .zero
return shapeLayer
}()
override init(frame: CGRect = .zero) {
super.init(frame: frame)
configure()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
configure()
}
func configure() {
layer.addSublayer(shapeLayer)
clipsToBounds = false
}
override func layoutSubviews() {
super.layoutSubviews()
updatePath()
}
func updatePath() {
let path = UIBezierPath()
let point0 = CGPoint(x: bounds.minX, y: bounds.minY)
let point2 = CGPoint(x: bounds.maxX, y: bounds.minY)
let point1 = CGPoint(x: bounds.width / 2, y: bounds.minY + depth)
path.move(to: point0)
path.addQuadCurve(to: point2, controlPoint: point1)
path.addLine(to: CGPoint(x: bounds.maxX, y: bounds.maxY))
path.addLine(to: CGPoint(x: bounds.minX, y: bounds.maxY))
path.addLine(to: point0)
shapeLayer.path = path.cgPath
}
}
That yields:

Swift: rainbow colour circle

Hi i am trying to write colour picker in swift that looks like this.
But so far I managed this.
Draw circle was easy, heres code...
fileprivate func setupScene(){
let circlePath: UIBezierPath = UIBezierPath(arcCenter: CGPoint(x: self.wheelView.frame.width/2, y: self.wheelView.frame.height/2), radius: CGFloat(self.wheelView.frame.height/2), startAngle: CGFloat(0), endAngle:CGFloat(Double.pi * 2), clockwise: true)
let shapeLayer = CAShapeLayer()
shapeLayer.path = circlePath.cgPath
//color inside circle
shapeLayer.fillColor = UIColor.clear.cgColor
//colored border of circle
shapeLayer.strokeColor = UIColor.purple.cgColor
//width size of border
shapeLayer.lineWidth = 10
wheelView.layer.addSublayer(shapeLayer)
}
#IBOutlet var wheelView: UIView!
But now I don't know how to insert rainbow colours ... I tried CAGradientLayer but it was not visible. Any good advice?
Details
Xcode 9.1, swift 4
Xcode 10.2.1 (10E1001), Swift 5
Solution
The code was taken from https://github.com/joncardasis/ChromaColorPicker
import UIKit
class RainbowCircle: UIView {
private var radius: CGFloat {
return frame.width>frame.height ? frame.height/2 : frame.width/2
}
private var stroke: CGFloat = 10
private var padding: CGFloat = 5
//MARK: - Drawing
override func draw(_ rect: CGRect) {
super.draw(rect)
drawRainbowCircle(outerRadius: radius - padding, innerRadius: radius - stroke - padding, resolution: 1)
}
init(frame: CGRect, lineHeight: CGFloat) {
super.init(frame: frame)
stroke = lineHeight
}
required init?(coder aDecoder: NSCoder) { super.init(coder: aDecoder) }
/*
Resolution should be between 0.1 and 1
*/
private func drawRainbowCircle(outerRadius: CGFloat, innerRadius: CGFloat, resolution: Float) {
guard let context = UIGraphicsGetCurrentContext() else { return }
context.saveGState()
context.translateBy(x: self.bounds.midX, y: self.bounds.midY) //Move context to center
let subdivisions:CGFloat = CGFloat(resolution * 512) //Max subdivisions of 512
let innerHeight = (CGFloat.pi*innerRadius)/subdivisions //height of the inner wall for each segment
let outterHeight = (CGFloat.pi*outerRadius)/subdivisions
let segment = UIBezierPath()
segment.move(to: CGPoint(x: innerRadius, y: -innerHeight/2))
segment.addLine(to: CGPoint(x: innerRadius, y: innerHeight/2))
segment.addLine(to: CGPoint(x: outerRadius, y: outterHeight/2))
segment.addLine(to: CGPoint(x: outerRadius, y: -outterHeight/2))
segment.close()
//Draw each segment and rotate around the center
for i in 0 ..< Int(ceil(subdivisions)) {
UIColor(hue: CGFloat(i)/subdivisions, saturation: 1, brightness: 1, alpha: 1).set()
segment.fill()
//let lineTailSpace = CGFloat.pi*2*outerRadius/subdivisions //The amount of space between the tails of each segment
let lineTailSpace = CGFloat.pi*2*outerRadius/subdivisions
segment.lineWidth = lineTailSpace //allows for seemless scaling
segment.stroke()
//Rotate to correct location
let rotate = CGAffineTransform(rotationAngle: -(CGFloat.pi*2/subdivisions)) //rotates each segment
segment.apply(rotate)
}
context.translateBy(x: -self.bounds.midX, y: -self.bounds.midY) //Move context back to original position
context.restoreGState()
}
}
Usage
import UIKit
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
let rainbowCircle = RainbowCircle(frame: CGRect(x: 50, y: 50, width: 240, height: 420), lineHeight: 5)
rainbowCircle.backgroundColor = .clear
view.addSubview(rainbowCircle)
}
}
Result

Resources