Use radial gradient as an extention for UIView - ios

My goal is to make radial gradient extension for UIView. Here is my code:
extension UIView {
func drawRadialGradient() {
let colors = Colors.gradientColors as CFArray
let gradient = CGGradient(colorsSpace: nil, colors: colors, locations: nil)
guard let gradientValue = gradient else{ return }
let endRadius: CGFloat? = max(frame.width, frame.height) / 2
guard let endRadiusValue = endRadius else{ return }
let bottomcenterCoordinates = CGPoint(x: frame.width / 2, y: frame.height)
let getCurrentContext = UIGraphicsGetCurrentContext()
guard let currentContext = getCurrentContext else{ return }
currentContext.drawRadialGradient(gradientValue, startCenter: bottomcenterCoordinates, startRadius: 0.0, endCenter: bottomcenterCoordinates, endRadius: endRadiusValue, options: CGGradientDrawingOptions.drawsAfterEndLocation)
let radialGradientLayer = CALayer(layer: currentContext)
radialGradientLayer.frame = bounds
radialGradientLayer.masksToBounds = true
self.layer.insertSublayer(radialGradientLayer, at: 1)
}
}
When I call this function in viewDidLoad() or viewWillAppear() the compiler contains no mistakes and no warnings, the function just does not work out. i call it as following:
override func viewDidLoad() {
super.viewDidLoad()
view.drawRadialGradient()
}
For example, I have created an extension function for drawing a Linear Gradient on the UIView and it works, I call it the same way as radial gradient function:
func drawLinearGradient() {
let gradientLayer = CAGradientLayer()
gradientLayer.frame = self.frame
gradientLayer.colors = Colors.gradientColors
gradientLayer.startPoint = CGPoint(x: 0.0, y: 0.95)
gradientLayer.endPoint = CGPoint(x: 1.0, y: 0.05)
self.layer.insertSublayer(gradientLayer, at: 0)
}
For colors I have created a structure:
struct Colors {
static let firstColor = colorPicker(red: 70, green: 183, blue: 0)
static let secondColor = colorPicker(red: 0, green: 170, blue: 116)
static let thirdColor = colorPicker(red: 20, green: 0, blue: 204)
static let gradientColors = [firstColor.cgColor, secondColor.cgColor, thirdColor.cgColor]
static func colorPicker(red: CGFloat, green: CGFloat, blue: CGFloat) -> UIColor {
let color = UIColor(red: red / 255, green: green / 255, blue: blue / 255, alpha: 1.0)
return color
}
}
Please, give me a piece of advice on how to realize it as an extension.

One main thing I can see in your code, is that you try to do the drawing in viewDidLoad. Don't do that, on top of other problems, the frame size is not properly set yet at that moment. If you want the UIView to do the drawing, then derive a class from UIView, and do the drawing in the draw method of that class.
If you want the radialGradientLayer CALayer that you created to do the drawing (it currently is just empty), then derive a subclass from CALayer, and implement its drawInContext method.

Related

UIView with gradient not changing colors when button is tapped

When a user clicks on a button, it randomizes the colors used to create a gradient in a large circle. Beneath it are two small circles that display the solid colors used for the gradient. They all display correctly at the start (main circle is a gradient of the randomized smaller circles' color) but when I click on the button, only the smaller circles change color; the large circle stays at the same gradient colors.
Extensions and View Controller:
extension UIView {
func setupGradientBackground(colorOne: UIColor, colorTwo: UIColor) {
let gradientLayer: CAGradientLayer = CAGradientLayer()
gradientLayer.colors = [colorOne.cgColor, colorTwo.cgColor]
gradientLayer.locations = [0.0, 1.0]
gradientLayer.startPoint = CGPoint(x: 0.0, y: 1.0)
gradientLayer.endPoint = CGPoint(x: 1.0, y: 0.0)
gradientLayer.frame = self.bounds
self.layer.insertSublayer(gradientLayer, at: 0)
}
}
extension UIColor {
static var random: UIColor {
return UIColor(red: .random(in: 0...1), green: .random(in: 0...1), blue: .random(in: 0...1), alpha: 1.0)
}
}
class GradientController: UIViewController {
let gradientView = GradientView()
let leftGradientColor: UIColor = .random
let rightGradientColor: UIColor = .random
}
override func viewDidLoad() {
super.viewDidLoad()
view = gradientView
newGradient()
}
func newGradient() {
gradientView.mainCircleView.setupGradientBackground(colorOne: leftGradientColor, colorTwo: rightGradientColor)
gradientView.colorCircleLeftView.backgroundColor = leftGradientColor
gradientView.colorCircleRightView.backgroundColor = rightGradientColor
gradientView.gradientGenerateButton.addTarget(self, action: #selector(randomGradient(sender:)), for: .touchUpInside)
}
#objc func randomGradient(sender: UIButton)
{
let leftGradient = UIColor.random
let rightGradient = UIColor.random
gradientView.colorCircleLeftView.backgroundColor = leftGradient
gradientView.colorCircleRightView.backgroundColor = rightGradient
//Here is where it's not changing colors. Doesn't seem like the VC recognizes it in this function
gradientView.mainCircleView.setupGradientBackground(colorOne: leftGradient, colorTwo: rightGradient)
}
View:
class GradientView: UIView {
//circle's UIView code in Extensions
let mainCircleView = UIView().circleView(width: 380, height: 380)
let colorCircleLeftView = UIView().circleView(width: 40, height: 40)
let colorCircleRightView = UIView().circleView(width: 40, height: 40)
...
func setupLayout() {
...
}
}
What I've tried is changing the mainCircleView color to solid UIColors, like gradientView.mainCircleView.setupGradientBackground(colorOne: .red, colorTwo: .orange) to see if the main Circle changes to those colors in both func newGradient() and #objc func randomGradient(sender: UIButton). It only changes in func newGradient() what I've set manually, so that means the VC isn't recognizing the main Circle in the #objc func but I'm lost on how to fix it...
Any help is appreciated!
What it looks like when I click the "Generate" button (large circle should be showing brown and purple):
Update your function with this, You have to remove old layer and then insert new Sublayer.
Solution 1 :
func setupGradientBackground(colorOne: UIColor, colorTwo: UIColor) {
if let gradientLayer = (self.layer.sublayers?.compactMap { $0 as? CAGradientLayer })?.first {
gradientLayer.removeFromSuperlayer()
}
let gradientLayer: CAGradientLayer = CAGradientLayer()
gradientLayer.colors = [colorOne.cgColor, colorTwo.cgColor]
gradientLayer.locations = [0.0, 1.0]
gradientLayer.startPoint = CGPoint(x: 0.0, y: 1.0)
gradientLayer.endPoint = CGPoint(x: 1.0, y: 0.0)
gradientLayer.frame = self.bounds
self.layer.insertSublayer(gradientLayer, at: 0)
}
Solution 2 :
func setupGradientBackground(colorOne: UIColor, colorTwo: UIColor) {
let gradientLayer = layer.sublayers?.first as? CAGradientLayer ?? CAGradientLayer()
gradientLayer.colors = [colorOne.cgColor, colorTwo.cgColor]
gradientLayer.locations = [0.0, 1.0]
gradientLayer.startPoint = CGPoint(x: 0.0, y: 1.0)
gradientLayer.endPoint = CGPoint(x: 1.0, y: 0.0)
gradientLayer.frame = self.bounds
guard gradientLayer.superlayer != self else {
return
}
layer.insertSublayer(gradientLayer, at: 0)
}
Solution 3 :
you can set name to your CAGradientLayer, This will help you for removing that particular layer.
func setupGradientBackground(colorOne: UIColor, colorTwo: UIColor) {
for layer in layer.sublayers ?? [] {
if layer.name == "GradientLayer" {
layer.removeFromSuperlayer()
}
}
let gradientLayer: CAGradientLayer = CAGradientLayer()
gradientLayer.colors = [colorOne.cgColor, colorTwo.cgColor]
gradientLayer.locations = [0.0, 1.0]
gradientLayer.startPoint = CGPoint(x: 0.0, y: 1.0)
gradientLayer.endPoint = CGPoint(x: 1.0, y: 0.0)
gradientLayer.name = "GradientLayer"
gradientLayer.frame = self.bounds
self.layer.insertSublayer(gradientLayer, at: 0)
}
The gradient does not change because you add a new gradient below the existing one
extension UIView {
func setupGradientBackground(colorOne: UIColor, colorTwo: UIColor) {
let gradientLayer: CAGradientLayer = CAGradientLayer()
...
// ⬇ There is a mistake.
self.layer.insertSublayer(gradientLayer, at: 0)
}
}
You should change the current gradient with this new one. Or insert a new one above the old one.
Changing the gradient layer colors after setting it
extension CALayer {
func updateGradientColors(_ colors:CGColor...) {
if let layer = sublayers?.first as? CAGradientLayer {
let frame = CGRect(origin: self.bounds.origin, size: CGSize(width: self.bounds.size.width, height: self.bounds.size.height))
layer.frame = frame
layer.colors = colors
}
}
}

How to set gradient colour to UIButton in background?

Am trying to set CAGradientLayer for UIButton.
But it is not getting exactly. am I doing any wrong ?
am getting output like
You can see there is some horizontal line
Here is the code which I tried
let topColor = UIColor(red: 0.62, green: 0.38, blue: 1, alpha: 1).cgColor
let bottomColor = UIColor(red: 0.87, green: 0.51, blue: 0.93, alpha: 1).cgColor
let gradientLayer = CAGradientLayer()
gradientLayer.frame = myButton.bounds
gradientLayer.colors = [topColor, bottomColor]
gradientLayer.startPoint = CGPoint(x: 0.0, y: 0.5)
gradientLayer.endPoint = CGPoint(x: 1.0, y: 0.5)
myButton.layer.insertSublayer(myButton, at: 0)
Create a Designable custom class like this
import Foundation
import UIKit
#IBDesignable class CustomButton:UIButton {
#IBInspectable var firstColor:UIColor = UIColor.clear {
didSet {
updateUI()
}
}
#IBInspectable var secondColor:UIColor = UIColor.clear {
didSet{
updateUI()
}
}
override class var layerClass: AnyClass {
get {
return CAGradientLayer.self
}
}
func updateUI(){
let gradient: CAGradientLayer = self.layer as! CAGradientLayer
gradient.frame = self.bounds
gradient.colors = [firstColor,secondColor].map { $0.cgColor }
gradient.locations = [0.0,1.0]
gradient.startPoint = CGPoint(x: 0.0, y: 1.0)
gradient.endPoint = CGPoint(x: 1.0, y: 1.0)
}
}
from your Identity inspector set your UIbutton class to CustomButtom like this
from your Attribute inspector change your gradient color to whatever you want to set
and finally your button will be like this
if you want to change the starting and endpoint to those colors
just play around with these two values
gradient.startPoint = CGPoint(x: 0.0, y: 1.0)
gradient.endPoint = CGPoint(x: 1.0, y: 1.0)
You have to update the gradient's frame when the view is laid out:
override func viewDidLayoutSubviews() {
myButton.layer.sublayers?.first?.frame = myButton.bounds
}

Right way to reproduce sketch gradient with CAGradientLayer

I would like to create a gradient layer with four given colours. I have a sketch file for the gradients. I have the coordinates for the colour stops. I calculated the normalised coordinates for the start and the end point for the CAGradientLayer. I also calculated the location where the colours change each other. Still the layer does not match with the sketch image. Can you help me what could be wrong? Usage of the exported image is not an option because the layer has to change with animation to other gradient locations.
let imageWidth: CGFloat = 375.0
let imageHeihgt: CGFloat = 293.0
class ViewController: UIViewController {
let homeColors: [UIColor] = [UIColor(red: 62/255, green: 131/255, blue: 255/255, alpha: 1.0),
UIColor(red: 99/255, green: 22/255, blue: 203/255, alpha: 1.0),
UIColor(red: 122/255, green: 5/255, blue: 239/255, alpha: 1.0),
UIColor(red: 122/255, green: 5/255, blue: 240/255, alpha: 1.0)]
let startPoint: CGPoint = CGPoint(x: -0.225/imageWidth*UIScreen.main.bounds.width, y: -0.582*imageHeihgt/UIScreen.main.bounds.height)
let endPoint: CGPoint = CGPoint(x: 1.088/imageWidth*UIScreen.main.bounds.width, y: 1.01*imageHeihgt/UIScreen.main.bounds.height)
let locations: [NSNumber] = [0.0, 0.734, 0.962, 1.0]
var subview: UIView!
override func viewDidLoad() {
super.viewDidLoad()
subview = UIView(frame: CGRect(x: 0, y: 20, width: imageWidth, height: imageHeihgt))
view.addSubview(subview)
view.sendSubview(toBack: subview)
addGradientLayer()
}
func addGradientLayer() {
let gradient = CAGradientLayer()
gradient.frame = subview.bounds
gradient.colors = homeColors.map { $0.cgColor }
gradient.startPoint = startPoint
gradient.endPoint = endPoint
gradient.locations = locations
subview.layer.insertSublayer(gradient, at: 0)
}
}
I have attached some screenshots to make the difference clear. It is not a big difference but still.
Sketch renders graphics differently than iOS. Even if you match the colors and locations perfectly, the end result will still look different.
If you want an exact match to the Sketch file, you'll need to make some optical adjustments to the colors to account for the differences. Your two images are very close, so with some minor color adjustments, it should look a lot closer.
Try making your light blue (top left) and light purple (bottom right) less vibrant. I don't have access to your Sketch file, so I can't suggest new colors to get an exact match, but it shouldn't be too hard, just a little trial and error.
I wrote a script convert Sketch gradient layer to CALayer. Insert this layer by view.layer.insertSublayer(gradientLayer, at: 0).
Link: Convert Sketch Gradient To Swift Code
Select a layer which contains one gradient fill, then press control + shift + K, paste code below and run. you will see:
And on iPhone it looks like:
console.log('Select Layer Then Run Script.');
var sketch = require('sketch');
var UI = require('sketch/ui');
var document = sketch.getSelectedDocument();
var selectedLayers = document.selectedLayers;
var selectedCount = selectedLayers.length;
function hexToRGBA(hex) {
var result = /^#?([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})([a-f\d]{2})$/i.exec(hex);
return result ? {
r: parseInt(result[1], 16),
g: parseInt(result[2], 16),
b: parseInt(result[3], 16),
a: parseInt(result[4], 16)
} : null;
}
let precesion = 10000
function parseGradient(layerGradient) {
let colorItems = ""
let locationArray = ""
layerGradient.stops.forEach(elm => {
let rgbaColor = hexToRGBA(elm.color)
colorItems += `UIColor(red: ${rgbaColor.r}/255.0, green: ${rgbaColor.g}/255.0, blue: ${rgbaColor.b}/255.0, alpha: ${rgbaColor.a}/255.0), `
locationArray += `${Math.round(elm.position*precesion)/precesion}, `
});
var codeTemplate = `
import Foundation
import UIKit
class LinearGradientLayer: CALayer {
required override init() {
super.init()
needsDisplayOnBoundsChange = true
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
required override init(layer: Any) {
super.init(layer: layer)
}
let colors = [${colorItems}].map(\{ \$0.cgColor \})
override func draw(in ctx: CGContext) {
ctx.saveGState()
let colorSpace = CGColorSpaceCreateDeviceRGB()
let locations: [CGFloat] = [${locationArray}]
let gradient = CGGradient(colorsSpace: colorSpace, colors: colors as CFArray, locations: locations)!
ctx.drawLinearGradient(gradient, start: CGPoint(x: ${Math.round(layerGradient.from.x*precesion)/precesion}*bounds.width, y: ${Math.round(layerGradient.from.y*precesion)/precesion}*bounds.height), end: CGPoint(x: ${Math.round(layerGradient.to.x*precesion)/precesion}*bounds.width, y: ${Math.round(layerGradient.to.y*precesion)/precesion}*bounds.height), options: [.drawsBeforeStartLocation, .drawsAfterEndLocation])
}
}
`;
return codeTemplate
}
if (selectedCount === 0) {
UI.alert('No layers are selected', 'Select one gradient filled layer and rerun.')
} else {
selectedLayers.forEach(function (layer, i) {
console.log((i + 1) + '. ' + layer.name);
let layerGradient = layer.style.fills[0].gradient;
console.log(layerGradient)
UI.getInputFromUser(
"Convert Result",
{
initialValue: parseGradient(layerGradient),
numberOfLines: 12
},
(err, value) => {
if (err) {
// most likely the user canceled the input
return;
}
}
);
});
}

Filling Undefined forms with Gradient color SWIFT

I am new to programming and I have no idea how I can fill a undefined geometrical form with a gradient color...
I managed to do with a simple color like that:
func fillRegion(pixelX: Int, pixelY: Int, withColor color: UIColor) {
var red: CGFloat = 0, green: CGFloat = 0, blue: CGFloat = 0, alpha: CGFloat = 0
color.getRed(&red, green: &green, blue: &blue, alpha: &alpha)
var newColor = (UInt32)(alpha*255)<<24 | (UInt32)(red*255)<<16 | (UInt32)(green*255)<<8 | (UInt32)(blue*255)<<0
let pixelColor = regionsData.advanced(by: (pixelY * imageHeight) + pixelX).pointee
if pixelColor == blackColor { return }
var pointerRegionsData: UnsafeMutablePointer<UInt32> = regionsData
var pointerImageData: UnsafeMutablePointer<UInt32> = imageData
var pixelsChanged = false
for i in 0...(imageHeight * imageHeight - 1) {
if pointerRegionsData.pointee == pixelColor {
pointerImageData = imageData.advanced(by: i)
if pointerImageData.pointee != newColor {
// newColor = newColor + 1
pointerImageData.pointee = newColor
pixelsChanged = true
}
}
pointerRegionsData = pointerRegionsData.successor()
}
if pixelsChanged {
self.image = UIImage(cgImage: imageContext.makeImage()!)
DispatchQueue.main.async {
CATransaction.setDisableActions(true)
self.layer.contents = self.image.cgImage
self.onImageDraw?(self.image)
}
self.playTapSound()
}
}
Pixel by pixel it fill the color (ignoring the black color) any ideas how to do that with Gradient color? thanks!
You can make a gradient layer and apply an image or a shape layer as its mask. Here is a playground.
import PlaygroundSupport
import UIKit
class V: UIView {
private lazy var gradientLayer: CAGradientLayer = {
let gradientLayer = CAGradientLayer()
gradientLayer.colors = [UIColor.red.cgColor,
UIColor.purple.cgColor,
UIColor.blue.cgColor,
UIColor.white.cgColor]
gradientLayer.locations = [0, 0.3, 0.9, 1]
gradientLayer.startPoint = CGPoint(x: 0, y: 0)
gradientLayer.endPoint = CGPoint(x: 0, y: 1)
gradientLayer.mask = self.strokeLayer
self.layer.addSublayer(gradientLayer)
return gradientLayer
}()
private lazy var strokeLayer: CAShapeLayer = {
let strokeLayer = CAShapeLayer()
strokeLayer.path = UIBezierPath(ovalIn: CGRect(x:0, y: 0, width: 100, height: 100)).cgPath
return strokeLayer
}()
override func layoutSubviews() {
super.layoutSubviews()
strokeLayer.path = UIBezierPath(ovalIn: bounds).cgPath
gradientLayer.frame = bounds
layer.addSublayer(gradientLayer)
}
}
let v = V(frame: CGRect(x: 0, y: 0, width: 200, height: 200))
PlaygroundPage.current.liveView = v
I'm not 100% sure I understand the question, but it seems like you want to fill any-old shape with a gradient, right? If so, there are a couple of ways to do that, but the easiest is to make a gradient that's the same size as the boundary of the shape and then apply that as its color. I'm typing this on my PC so I'm sure there's syntax errors, but here goes...
let size = CGSize(width, height)
UIGraphicsRenderer(size, false, 0) // I KNOW I have this one wrong
let colors = [tColour.cgColor, bColour.cgColor] as CFArray
let colorSpace = CGColorSpaceCreateDeviceRGB()
let gradient = CGGradient(colorsSpace: colorSpace, colors: colors , locations: nil)
Set the colors array as needed and then send that into the UIImage. You can use locations: to change the orientation.

How to Apply Gradient to background view of iOS Swift App

I'm trying to apply a gradient as the background color of a View (main view of a storyboard). The code runs, but nothing changes. I'm using xCode Beta 2 and Swift.
Here's the code:
class Colors {
let colorTop = UIColor(red: 192.0/255.0, green: 38.0/255.0, blue: 42.0/255.0, alpha: 1.0)
let colorBottom = UIColor(red: 35.0/255.0, green: 2.0/255.0, blue: 2.0/255.0, alpha: 1.0)
let gl: CAGradientLayer
init() {
gl = CAGradientLayer()
gl.colors = [ colorTop, colorBottom]
gl.locations = [ 0.0, 1.0]
}
}
then in the view controller:
let colors = Colors()
func refresh() {
view.backgroundColor = UIColor.clearColor()
var backgroundLayer = colors.gl
backgroundLayer.frame = view.frame
view.layer.insertSublayer(backgroundLayer, atIndex: 0)
}
}
}
Xcode 11 • Swift 5.1
You can design your own Gradient View as follow:
#IBDesignable
public class Gradient: UIView {
#IBInspectable var startColor: UIColor = .black { didSet { updateColors() }}
#IBInspectable var endColor: UIColor = .white { didSet { updateColors() }}
#IBInspectable var startLocation: Double = 0.05 { didSet { updateLocations() }}
#IBInspectable var endLocation: Double = 0.95 { didSet { updateLocations() }}
#IBInspectable var horizontalMode: Bool = false { didSet { updatePoints() }}
#IBInspectable var diagonalMode: Bool = false { didSet { updatePoints() }}
override public class var layerClass: AnyClass { CAGradientLayer.self }
var gradientLayer: CAGradientLayer { layer as! CAGradientLayer }
func updatePoints() {
if horizontalMode {
gradientLayer.startPoint = diagonalMode ? .init(x: 1, y: 0) : .init(x: 0, y: 0.5)
gradientLayer.endPoint = diagonalMode ? .init(x: 0, y: 1) : .init(x: 1, y: 0.5)
} else {
gradientLayer.startPoint = diagonalMode ? .init(x: 0, y: 0) : .init(x: 0.5, y: 0)
gradientLayer.endPoint = diagonalMode ? .init(x: 1, y: 1) : .init(x: 0.5, y: 1)
}
}
func updateLocations() {
gradientLayer.locations = [startLocation as NSNumber, endLocation as NSNumber]
}
func updateColors() {
gradientLayer.colors = [startColor.cgColor, endColor.cgColor]
}
override public func traitCollectionDidChange(_ previousTraitCollection: UITraitCollection?) {
super.traitCollectionDidChange(previousTraitCollection)
updatePoints()
updateLocations()
updateColors()
}
}
The Colors you're providing to gradient must be of type CGColor. So set your array of CGColor to gl.colors.
The correct code is :
class Colors {
var gl:CAGradientLayer!
init() {
let colorTop = UIColor(red: 192.0 / 255.0, green: 38.0 / 255.0, blue: 42.0 / 255.0, alpha: 1.0).cgColor
let colorBottom = UIColor(red: 35.0 / 255.0, green: 2.0 / 255.0, blue: 2.0 / 255.0, alpha: 1.0).cgColor
self.gl = CAGradientLayer()
self.gl.colors = [colorTop, colorBottom]
self.gl.locations = [0.0, 1.0]
}
}
Just modifying the above mentioned answer.
func setGradientBackground() {
let colorTop = UIColor(red: 255.0/255.0, green: 149.0/255.0, blue: 0.0/255.0, alpha: 1.0).cgColor
let colorBottom = UIColor(red: 255.0/255.0, green: 94.0/255.0, blue: 58.0/255.0, alpha: 1.0).cgColor
let gradientLayer = CAGradientLayer()
gradientLayer.colors = [colorTop, colorBottom]
gradientLayer.locations = [0.0, 1.0]
gradientLayer.frame = self.view.bounds
self.view.layer.insertSublayer(gradientLayer, at:0)
}
Then call this method within viewWillAppear
override func viewWillAppear(_ animated: Bool) {
setGradientBackground()
super.viewWillAppear(animated)
}
And if you need to change the direction of the gradient you have to use startPoint and endPoint.
let gradient: CAGradientLayer = CAGradientLayer()
gradient.colors = [UIColor.blue.cgColor, UIColor.red.cgColor]
gradient.locations = [0.0 , 1.0]
gradient.startPoint = CGPoint(x: 0.0, y: 1.0)
gradient.endPoint = CGPoint(x: 1.0, y: 1.0)
gradient.frame = CGRect(x: 0.0, y: 0.0, width: self.view.frame.size.width, height: self.view.frame.size.height)
self.view.layer.insertSublayer(gradient, at: 0)
In Swift3 try this:
func addGradient(){
let gradient:CAGradientLayer = CAGradientLayer()
gradient.frame.size = self.viewThatHoldsGradient.frame.size
gradient.colors = [UIColor.white.cgColor,UIColor.white.withAlphaComponent(0).cgColor] //Or any colors
self.viewThatHoldsGradient.layer.addSublayer(gradient)
}
I have these extensions:
#IBDesignable class GradientView: UIView {
#IBInspectable var firstColor: UIColor = UIColor.red
#IBInspectable var secondColor: UIColor = UIColor.green
#IBInspectable var vertical: Bool = true
lazy var gradientLayer: CAGradientLayer = {
let layer = CAGradientLayer()
layer.colors = [firstColor.cgColor, secondColor.cgColor]
layer.startPoint = CGPoint.zero
return layer
}()
//MARK: -
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
applyGradient()
}
override init(frame: CGRect) {
super.init(frame: frame)
applyGradient()
}
override func prepareForInterfaceBuilder() {
super.prepareForInterfaceBuilder()
applyGradient()
}
override func layoutSubviews() {
super.layoutSubviews()
updateGradientFrame()
}
//MARK: -
func applyGradient() {
updateGradientDirection()
layer.sublayers = [gradientLayer]
}
func updateGradientFrame() {
gradientLayer.frame = bounds
}
func updateGradientDirection() {
gradientLayer.endPoint = vertical ? CGPoint(x: 0, y: 1) : CGPoint(x: 1, y: 0)
}
}
#IBDesignable class ThreeColorsGradientView: UIView {
#IBInspectable var firstColor: UIColor = UIColor.red
#IBInspectable var secondColor: UIColor = UIColor.green
#IBInspectable var thirdColor: UIColor = UIColor.blue
#IBInspectable var vertical: Bool = true {
didSet {
updateGradientDirection()
}
}
lazy var gradientLayer: CAGradientLayer = {
let layer = CAGradientLayer()
layer.colors = [firstColor.cgColor, secondColor.cgColor, thirdColor.cgColor]
layer.startPoint = CGPoint.zero
return layer
}()
//MARK: -
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
applyGradient()
}
override init(frame: CGRect) {
super.init(frame: frame)
applyGradient()
}
override func prepareForInterfaceBuilder() {
super.prepareForInterfaceBuilder()
applyGradient()
}
override func layoutSubviews() {
super.layoutSubviews()
updateGradientFrame()
}
//MARK: -
func applyGradient() {
updateGradientDirection()
layer.sublayers = [gradientLayer]
}
func updateGradientFrame() {
gradientLayer.frame = bounds
}
func updateGradientDirection() {
gradientLayer.endPoint = vertical ? CGPoint(x: 0, y: 1) : CGPoint(x: 1, y: 0)
}
}
#IBDesignable class RadialGradientView: UIView {
#IBInspectable var outsideColor: UIColor = UIColor.red
#IBInspectable var insideColor: UIColor = UIColor.green
override func awakeFromNib() {
super.awakeFromNib()
applyGradient()
}
func applyGradient() {
let colors = [insideColor.cgColor, outsideColor.cgColor] as CFArray
let endRadius = sqrt(pow(frame.width/2, 2) + pow(frame.height/2, 2))
let center = CGPoint(x: bounds.size.width / 2, y: bounds.size.height / 2)
let gradient = CGGradient(colorsSpace: nil, colors: colors, locations: nil)
let context = UIGraphicsGetCurrentContext()
context?.drawRadialGradient(gradient!, startCenter: center, startRadius: 0.0, endCenter: center, endRadius: endRadius, options: CGGradientDrawingOptions.drawsBeforeStartLocation)
}
override func draw(_ rect: CGRect) {
super.draw(rect)
#if TARGET_INTERFACE_BUILDER
applyGradient()
#endif
}
}
Usage:
I made an UIView extension to apply a basic gradient to any view
extension UIView {
func layerGradient() {
let layer : CAGradientLayer = CAGradientLayer()
layer.frame.size = self.frame.size
layer.frame.origin = CGPointMake(0.0,0.0)
layer.cornerRadius = CGFloat(frame.width / 20)
let color0 = UIColor(red:250.0/255, green:250.0/255, blue:250.0/255, alpha:0.5).CGColor
let color1 = UIColor(red:200.0/255, green:200.0/255, blue: 200.0/255, alpha:0.1).CGColor
let color2 = UIColor(red:150.0/255, green:150.0/255, blue: 150.0/255, alpha:0.1).CGColor
let color3 = UIColor(red:100.0/255, green:100.0/255, blue: 100.0/255, alpha:0.1).CGColor
let color4 = UIColor(red:50.0/255, green:50.0/255, blue:50.0/255, alpha:0.1).CGColor
let color5 = UIColor(red:0.0/255, green:0.0/255, blue:0.0/255, alpha:0.1).CGColor
let color6 = UIColor(red:150.0/255, green:150.0/255, blue:150.0/255, alpha:0.1).CGColor
layer.colors = [color0,color1,color2,color3,color4,color5,color6]
self.layer.insertSublayer(layer, atIndex: 0)
}
}
Try This , It's working for me,
var gradientView = UIView(frame: CGRect(x: 0, y: 0, width: 320, height: 35))
let gradientLayer:CAGradientLayer = CAGradientLayer()
gradientLayer.frame.size = self.gradientView.frame.size
gradientLayer.colors =
[UIColor.white.cgColor,UIColor.red.withAlphaComponent(1).cgColor]
//Use diffrent colors
gradientView.layer.addSublayer(gradientLayer)
You can add starting and end point of gradient color.
gradientLayer.startPoint = CGPoint(x: 0.0, y: 1.0)
gradientLayer.endPoint = CGPoint(x: 1.0, y: 1.0)
For more detail description refer Best Answer or you can follow CAGradientLayer From Apple
Hopes This is help for some one.
It's easy
// MARK: - Gradient
extension CAGradientLayer {
enum Point {
case topLeft
case centerLeft
case bottomLeft
case topCenter
case center
case bottomCenter
case topRight
case centerRight
case bottomRight
var point: CGPoint {
switch self {
case .topLeft:
return CGPoint(x: 0, y: 0)
case .centerLeft:
return CGPoint(x: 0, y: 0.5)
case .bottomLeft:
return CGPoint(x: 0, y: 1.0)
case .topCenter:
return CGPoint(x: 0.5, y: 0)
case .center:
return CGPoint(x: 0.5, y: 0.5)
case .bottomCenter:
return CGPoint(x: 0.5, y: 1.0)
case .topRight:
return CGPoint(x: 1.0, y: 0.0)
case .centerRight:
return CGPoint(x: 1.0, y: 0.5)
case .bottomRight:
return CGPoint(x: 1.0, y: 1.0)
}
}
}
convenience init(start: Point, end: Point, colors: [CGColor], type: CAGradientLayerType) {
self.init()
self.startPoint = start.point
self.endPoint = end.point
self.colors = colors
self.locations = (0..<colors.count).map(NSNumber.init)
self.type = type
}
}
Use like this:-
let fistColor = UIColor.white
let lastColor = UIColor.black
let gradient = CAGradientLayer(start: .topLeft, end: .topRight, colors: [fistColor.cgColor, lastColor.cgColor], type: .radial)
gradient.frame = yourView.bounds
yourView.layer.addSublayer(gradient)
Extend UIView with this custom class.
GradientView.swift
import UIKit
class GradientView: UIView {
// Default Colors
var colors:[UIColor] = [UIColor.redColor(), UIColor.blueColor()]
override func drawRect(rect: CGRect) {
// Must be set when the rect is drawn
setGradient(colors[0], color2: colors[1])
}
func setGradient(color1: UIColor, color2: UIColor) {
let context = UIGraphicsGetCurrentContext()
let gradient = CGGradientCreateWithColors(CGColorSpaceCreateDeviceRGB(), [color1.CGColor, color2.CGColor], [0, 1])!
// Draw Path
let path = UIBezierPath(rect: CGRectMake(0, 0, frame.width, frame.height))
CGContextSaveGState(context)
path.addClip()
CGContextDrawLinearGradient(context, gradient, CGPointMake(frame.width / 2, 0), CGPointMake(frame.width / 2, frame.height), CGGradientDrawingOptions())
CGContextRestoreGState(context)
}
override func layoutSubviews() {
// Ensure view has a transparent background color (not required)
backgroundColor = UIColor.clearColor()
}
}
Usage
gradientView.colors = [UIColor.blackColor().colorWithAlphaComponent(0.8), UIColor.clearColor()]
Result
Swift 4
Add a view outlet
#IBOutlet weak var gradientView: UIView!
Add gradient to the view
func setGradient() {
let gradient: CAGradientLayer = CAGradientLayer()
gradient.colors = [UIColor.red.cgColor, UIColor.blue.cgColor]
gradient.locations = [0.0 , 1.0]
gradient.startPoint = CGPoint(x: 0.0, y: 1.0)
gradient.endPoint = CGPoint(x: 1.0, y: 1.0)
gradient.frame = gradientView.layer.frame
gradientView.layer.insertSublayer(gradient, at: 0)
}
This code will work with Swift 3.0
class GradientView: UIView {
override open class var layerClass: AnyClass {
get{
return CAGradientLayer.classForCoder()
}
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
let gradientLayer = self.layer as! CAGradientLayer
let color1 = UIColor.white.withAlphaComponent(0.1).cgColor as CGColor
let color2 = UIColor.white.withAlphaComponent(0.9).cgColor as CGColor
gradientLayer.locations = [0.60, 1.0]
gradientLayer.colors = [color2, color1]
}
}
I mixed the Rohit Sisodia and MGM answers
// MARK: - Gradient
public enum CAGradientPoint {
case topLeft
case centerLeft
case bottomLeft
case topCenter
case center
case bottomCenter
case topRight
case centerRight
case bottomRight
var point: CGPoint {
switch self {
case .topLeft:
return CGPoint(x: 0, y: 0)
case .centerLeft:
return CGPoint(x: 0, y: 0.5)
case .bottomLeft:
return CGPoint(x: 0, y: 1.0)
case .topCenter:
return CGPoint(x: 0.5, y: 0)
case .center:
return CGPoint(x: 0.5, y: 0.5)
case .bottomCenter:
return CGPoint(x: 0.5, y: 1.0)
case .topRight:
return CGPoint(x: 1.0, y: 0.0)
case .centerRight:
return CGPoint(x: 1.0, y: 0.5)
case .bottomRight:
return CGPoint(x: 1.0, y: 1.0)
}
}
}
extension CAGradientLayer {
convenience init(start: CAGradientPoint, end: CAGradientPoint, colors: [CGColor], type: CAGradientLayerType) {
self.init()
self.frame.origin = CGPoint.zero
self.startPoint = start.point
self.endPoint = end.point
self.colors = colors
self.locations = (0..<colors.count).map(NSNumber.init)
self.type = type
}
}
extension UIView {
func layerGradient(startPoint:CAGradientPoint, endPoint:CAGradientPoint ,colorArray:[CGColor], type:CAGradientLayerType ) {
let gradient = CAGradientLayer(start: .topLeft, end: .topRight, colors: colorArray, type: type)
gradient.frame.size = self.frame.size
self.layer.insertSublayer(gradient, at: 0)
}
}
To Use write:-
btnUrdu.layer.cornerRadius = 25
btnUrdu.layer.masksToBounds = true
btnUrdu.layerGradient(startPoint: .centerRight, endPoint: .centerLeft, colorArray: [UIColor.appBlue.cgColor, UIColor.appLightBlue.cgColor], type: .axial)
Output:
if you want to use HEX instead of RGBA, just drag a new empty .swift and add below mentioned code:
import UIKit
extension UIColor {
convenience init(rgba: String) {
var red: CGFloat = 0.0
var green: CGFloat = 0.0
var blue: CGFloat = 0.0
var alpha: CGFloat = 1.0
if rgba.hasPrefix("#") {
let index = advance(rgba.startIndex, 1)
let hex = rgba.substringFromIndex(index)
let scanner = NSScanner(string: hex)
var hexValue: CUnsignedLongLong = 0
if scanner.scanHexLongLong(&hexValue) {
switch (count(hex)) {
case 3:
red = CGFloat((hexValue & 0xF00) >> 8) / 15.0
green = CGFloat((hexValue & 0x0F0) >> 4) / 15.0
blue = CGFloat(hexValue & 0x00F) / 15.0
case 4:
red = CGFloat((hexValue & 0xF000) >> 12) / 15.0
green = CGFloat((hexValue & 0x0F00) >> 8) / 15.0
blue = CGFloat((hexValue & 0x00F0) >> 4) / 15.0
alpha = CGFloat(hexValue & 0x000F) / 15.0
case 6:
red = CGFloat((hexValue & 0xFF0000) >> 16) / 255.0
green = CGFloat((hexValue & 0x00FF00) >> 8) / 255.0
blue = CGFloat(hexValue & 0x0000FF) / 255.0
case 8:
red = CGFloat((hexValue & 0xFF000000) >> 24) / 255.0
green = CGFloat((hexValue & 0x00FF0000) >> 16) / 255.0
blue = CGFloat((hexValue & 0x0000FF00) >> 8) / 255.0
alpha = CGFloat(hexValue & 0x000000FF) / 255.0
default:
print("Invalid RGB string, number of characters after '#' should be either 3, 4, 6 or 8")
}
} else {
println("Scan hex error")
}
} else {
print("Invalid RGB string, missing '#' as prefix")
}
self.init(red:red, green:green, blue:blue, alpha:alpha)
}
}
similarly, drag another empty .swift file and add below mentioned code:
class Colors {
let colorTop = UIColor(rgba: "##8968CD").CGColor
let colorBottom = UIColor(rgba: "#5D478B").CGColor
let gl: CAGradientLayer
init() {
gl = CAGradientLayer()
gl.colors = [ colorTop, colorBottom]
gl.locations = [ 0.0, 1.0]
}
}
after that in view controller, under class instantiate your 'Color' class like this:
let colors = Colors()
add a new function:
func refresh() {
view.backgroundColor = UIColor.clearColor()
var backgroundLayer = colors.gl
backgroundLayer.frame = view.frame
view.layer.insertSublayer(backgroundLayer, atIndex: 0)
}
state that function in viewDidLoad:
refresh()
you're done :))
using HEX is way too easy if compared to RGBA. :D
Swift 3 - Uses only textures and SKSpriteNode, doesn't require UIView
import Foundation
import SpriteKit
class GradientSpriteNode : SKSpriteNode
{
convenience init(size: CGSize, colors: [UIColor], locations: [CGFloat])
{
let texture = GradientSpriteNode.texture(size: size, colors: colors, locations: locations)
self.init(texture: texture, color:SKColor.clear, size: texture.size())
}
private override init(texture: SKTexture!, color: SKColor, size: CGSize) {
super.init(texture: texture, color: color, size: size)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
private static func texture(size: CGSize, colors: [UIColor], locations: [CGFloat]) -> SKTexture
{
UIGraphicsBeginImageContext(size)
let context = UIGraphicsGetCurrentContext()!
let gradient = CGGradient(colorsSpace: CGColorSpaceCreateDeviceRGB(), colors: colors.map{$0.cgColor} as CFArray, locations: locations)!
context.drawLinearGradient(gradient, start: CGPoint(x: size.width / 2, y: 0), end: CGPoint(x: size.width / 2, y: size.height), options: CGGradientDrawingOptions())
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return SKTexture(image: image!)
}
}
Usage:
let gradient = GradientSpriteNode(
size: CGSize(width: 100, height: 100),
colors: [UIColor.red, UIColor.blue],
locations: [0.0, 1.0])
addChild(gradient)
I wanted to add a gradient to a view, and then anchor it using auto-layout.
class GradientView: UIView {
private let gradient: CAGradientLayer = {
let layer = CAGradientLayer()
let topColor: UIColor = UIColor(red:0.98, green:0.96, blue:0.93, alpha:0.5)
let bottomColor: UIColor = UIColor.white
layer.colors = [topColor.cgColor, bottomColor.cgColor]
layer.locations = [0,1]
return layer
}()
init() {
super.init(frame: .zero)
gradient.frame = frame
layer.insertSublayer(gradient, at: 0)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func layoutSubviews() {
super.layoutSubviews()
gradient.frame = bounds
}
}
Xcode 11 | Swift 5
If anybody is looking for a quick and easy way to add a gradient to a view:
extension UIView {
func addGradient(colors: [UIColor] = [.blue, .white], locations: [NSNumber] = [0, 2], startPoint: CGPoint = CGPoint(x: 0.0, y: 1.0), endPoint: CGPoint = CGPoint(x: 1.0, y: 1.0), type: CAGradientLayerType = .axial){
let gradient = CAGradientLayer()
gradient.frame.size = self.frame.size
gradient.frame.origin = CGPoint(x: 0.0, y: 0.0)
// Iterates through the colors array and casts the individual elements to cgColor
// Alternatively, one could use a CGColor Array in the first place or do this cast in a for-loop
gradient.colors = colors.map{ $0.cgColor }
gradient.locations = locations
gradient.startPoint = startPoint
gradient.endPoint = endPoint
// Insert the new layer at the bottom-most position
// This way we won't cover any other elements
self.layer.insertSublayer(gradient, at: 0)
}
}
Examples on how to use the extension:
// Testing
view.addGradient()
// Two Colors
view.addGradient(colors: [.init(rgb: 0x75BBDB), .black], locations: [0, 3])
// Full Blown
view.addGradient(colors: [.init(rgb: 0x75BBDB), .black], locations: [0, 3], startPoint: CGPoint(x: 0.0, y: 1.5), endPoint: CGPoint(x: 1.0, y: 2.0), type: .axial)
Optionally, use the following to input hex numbers .init(rgb: 0x75BBDB)
extension UIColor {
convenience init(red: Int, green: Int, blue: Int) {
self.init(red: CGFloat(red) / 255.0, green: CGFloat(green) / 255.0, blue: CGFloat(blue) / 255.0, alpha: 1.0)
}
convenience init(rgb: Int) {
self.init(
red: (rgb >> 16) & 0xFF,
green: (rgb >> 8) & 0xFF,
blue: rgb & 0xFF
)
}
}
Use below code :
extension UIView {
func applyGradient(colours: [UIColor]) -> Void {
let gradient: CAGradientLayer = CAGradientLayer()
gradient.frame = self.bounds
gradient.colors = colours.map { $0.cgColor }
gradient.startPoint = CGPoint(x : 0.0, y : 0.5)
gradient.endPoint = CGPoint(x :1.0, y: 0.5)
self.layer.insertSublayer(gradient, at: 0)
}
}
call this function like :
self.mainView.applyGradient(colours: [.green, .blue])
To add gradient into layer, add:
let layer = CAGradientLayer()
layer.frame = CGRect(x: 64, y: 64, width: 120, height: 120)
layer.colors = [UIColor.red.cgColor, UIColor.blue.cgColor]
view.layer.addSublayer(layer)
Just Specify the Frame of the View, where you want to show the gradient color.
let firstColor = UIColor(red: 69/255, green: 90/255, blue: 195/255, alpha: 1.0).CGColor
let secondColor = UIColor(red: 230/255, green: 44/255, blue: 75/255, alpha: 1.0).CGColor
let gradientLayer = CAGradientLayer()
gradientLayer.colors = [ firstColor, secondColor]
gradientLayer.locations = [ 0.0, 1.0]
gradientLayer.frame = CGRectMake(0, 0, 375, 64)// You can mention frame here
self.view.layer.addSublayer(gradientLayer)
Here's a variation for setting this up in a reusable Util class file
In your Xcode project:
Create a new Swift class call it UI_Util.swift, and populate it as follows:
import Foundation
import UIKit
class UI_Util {
static func setGradientGreenBlue(uiView: UIView) {
let colorTop = UIColor(red: 15.0/255.0, green: 118.0/255.0, blue: 128.0/255.0, alpha: 1.0).cgColor
let colorBottom = UIColor(red: 84.0/255.0, green: 187.0/255.0, blue: 187.0/255.0, alpha: 1.0).cgColor
let gradientLayer = CAGradientLayer()
gradientLayer.colors = [ colorTop, colorBottom]
gradientLayer.locations = [ 0.0, 1.0]
gradientLayer.frame = uiView.bounds
uiView.layer.insertSublayer(gradientLayer, at: 0)
}
}
Now you can call the function from any ViewController like so:
class AbcViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
UI_Util.setGradientGreen(uiView: self.view)
}
Thanks to katwal-Dipak's answer for the function code
For swift to apply CAGradientLayer to any object (Horizontal and vertical)
func makeGradientColor(`for` object : AnyObject , startPoint : CGPoint , endPoint : CGPoint) -> CAGradientLayer {
let gradient: CAGradientLayer = CAGradientLayer()
gradient.colors = [(UIColor(red: 59.0/255.0, green: 187.0/255.0, blue: 182.0/255.0, alpha: 1.00).cgColor), (UIColor(red: 57.0/255.0, green: 174.0/255.0, blue: 236.0/255.0, alpha: 1.00).cgColor)]
gradient.locations = [0.0 , 1.0]
gradient.startPoint = startPoint
gradient.endPoint = endPoint
gradient.frame = CGRect(x: 0.0, y: 0.0, width: object.frame.size.width, height: object.frame.size.height)
return gradient
}
How to use
let start : CGPoint = CGPoint(x: 0.0, y: 1.0)
let end : CGPoint = CGPoint(x: 1.0, y: 1.0)
let gradient: CAGradientLayer = self.makeGradientColor(for: vwTop, startPoint: start, endPoint: end)
vwTop.layer.insertSublayer(gradient, at: 0)
let start1 : CGPoint = CGPoint(x: 1.0, y: 1.0)
let end1 : CGPoint = CGPoint(x: 1.0, y: 0.0)
let gradient1: CAGradientLayer = self.makeGradientColor(for: vwTop, startPoint: start1, endPoint: end1)
vwBottom.layer.insertSublayer(gradient1, at: 0)
You can check output here
There is a library called Chameleon (https://github.com/viccalexander/Chameleon) which one can use for gradient colors. It even has styles of gradient to implement. This is how you can add it in swift 4 podfile
pod 'ChameleonFramework/Swift', :git => 'https://github.com/ViccAlexander/Chameleon.git', :branch => 'wip/swift4'
import ChameleonFramework
let colors:[UIColor] = [
UIColor.flatPurpleColorDark(),
UIColor.flatWhiteColor()
]
view.backgroundColor = GradientColor(.TopToBottom, frame: view.frame, colors: colors)
Here's a swift extension where you can pass any amount of arbitrary colors. It will remove any previous gradients before inserting one and it will return the newly inserted gradient layer for further manipulation if needed:
extension UIView {
/**
Given an Array of CGColor, it will:
- Remove all sublayers of type CAGradientLayer.
- Create and insert a new CAGradientLayer.
- Parameters:
- colors: An Array of CGColor with the colors for the gradient fill
- Returns: The newly created gradient CAGradientLayer
*/
func layerGradient(colors c:[CGColor])->CAGradientLayer {
self.layer.sublayers = self.layer.sublayers?.filter(){!($0 is CAGradientLayer)}
let layer : CAGradientLayer = CAGradientLayer()
layer.frame.size = self.frame.size
layer.frame.origin = CGPointZero
layer.colors = c
self.layer.insertSublayer(layer, atIndex: 0)
return layer
}
}
Cleaner code that lets you pass any UIColor to an instance of the GradientLayer class:
class GradientLayer {
let gradientLayer: CAGradientLayer
let colorTop: CGColor
let colorBottom: CGColor
init(colorTop: UIColor, colorBottom: UIColor) {
self.colorTop = colorTop.CGColor
self.colorBottom = colorBottom.CGColor
gradientLayer = CAGradientLayer()
gradientLayer.colors = [colorTop, colorBottom]
gradientLayer.locations = [0.0, 1.0]
}
}
Easy to use extension on swift 3
extension CALayer {
func addGradienBorder(colors:[UIColor] = [UIColor.red,UIColor.blue], width:CGFloat = 1) {
let gradientLayer = CAGradientLayer()
gradientLayer.frame = CGRect(origin: .zero, size: self.bounds.size)
gradientLayer.startPoint = CGPoint(x:0.0, y:0.5)
gradientLayer.endPoint = CGPoint(x:1.0, y:0.5)
gradientLayer.colors = colors.map({$0.cgColor})
let shapeLayer = CAShapeLayer()
shapeLayer.lineWidth = width
shapeLayer.path = UIBezierPath(rect: self.bounds).cgPath
shapeLayer.fillColor = nil
shapeLayer.strokeColor = UIColor.black.cgColor
gradientLayer.mask = shapeLayer
self.addSublayer(gradientLayer)
}
}
use to your view, example
yourView.addGradienBorder(color: UIColor.black, opacity: 0.1, offset: CGSize(width:2 , height: 5), radius: 3, viewCornerRadius: 3.0)
If you have view Collection (Multiple View) do this
func setGradientBackground() {
let v:UIView
for v in viewgradian
//here viewgradian is your view Collection Outlet name
{
let layer:CALayer
var arr = [AnyObject]()
for layer in v.layer.sublayers!
{
arr.append(layer)
}
let colorTop = UIColor(red: 216.0/255.0, green: 240.0/255.0, blue: 244.0/255.0, alpha: 1.0).cgColor
let colorBottom = UIColor(red: 255.0/255.0, green: 255.0/255.0, blue: 255.0/255.0, alpha: 1.0).cgColor
let gradientLayer = CAGradientLayer()
gradientLayer.colors = [ colorBottom, colorTop]
gradientLayer.startPoint = CGPoint(x: 1.0, y: 0.0)
gradientLayer.endPoint = CGPoint(x: 0.0, y: 1.0)
gradientLayer.frame = v.bounds
v.layer.insertSublayer(gradientLayer, at: 0)
}
}
For those wanting an Objective C version of the answer. Tested and works on iOS13
// Done here so that constraints have completed and the frame is correct.
- (void) viewDidLayoutSubviews {
[super viewDidLayoutSubviews];
UIColor *colorTop = [UIColor colorWithRed:(CGFloat)192.0/255.0 green: 38.0/255.0 blue: 42.0/255.0 alpha:1.0];
UIColor *colorBottom = [UIColor colorWithRed: 35.0/255.0 green: 2.0/255.0 blue: 2.0/255.0 alpha: 1.0];
CAGradientLayer *gl = [CAGradientLayer new];
[gl setColors:#[(id)[colorTop CGColor], (id)[colorBottom CGColor]]];
[gl setLocations:#[#0.0f, #1.0f]];
self.view.backgroundColor = [UIColor clearColor];
CALayer *backgroundLayer = gl;
backgroundLayer.frame = self.view.frame;
[self.view.layer insertSublayer:backgroundLayer atIndex:0];
}
One thing I noticed is you can't add a gradient to a UILabel without clearing the text. One simple workaround is to use a UIButton and disable user interaction.
SwiftUI: You can use the LinearGradient struct as the first element in a ZStack. As the "bottom" of the ZStack, it will serve as the background color. AngularGradient and RadialGradient are also available.
import SwiftUI
struct ContentView: View {
var body: some View {
ZStack {
LinearGradient(gradient: Gradient(colors: [.red, .blue]), startPoint: .top, endPoint: .bottom)
.edgesIgnoringSafeArea(.all)
// Put other content here; it will appear on top of the background gradient
}
}
}

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