I created a custom UILabel subclass that has a circle in the middle, and the label's text (which is a number) will be on top of the circle.
I initially thought of doing this using layer.cornerRadius, but that will not create a circle when the label's width and height are not equal.
What I mean is, for a label with width 100 and height 50, I still want a circle with radius 50 and centre at (50, 25).
Therefore, I tried to use UIBezierPath to draw the circle. This is what I have tried:
override func draw(_ rect: CGRect) {
super.draw(rect)
if bounds.height > bounds.width {
let y = (bounds.height - bounds.width) / 2
let path = UIBezierPath(ovalIn: CGRect(x: 0, y: y, width: bounds.width, height: bounds.width))
circleColor.setFill()
path.fill()
} else {
let x = (bounds.width - bounds.height) / 2
let path = UIBezierPath(ovalIn: CGRect(x: x, y: 0, width: bounds.height, height: bounds.height))
circleColor.setFill()
path.fill()
}
}
I have put super.draw(rect) because I thought that would draw the label's text, but when I run the app, I only see the circle and not my label text.
I am very confused because why hasn't super.draw(rect) drawn the label's text?
The text is not seen because the "z-index" of UIBezierPaths depends on the order in which they are drawn. In other words, UIBezierPaths are drawn on top of each other.
super.draw(rect) indeed draws the text. But when you put it as the first statement, it will get drawn first, so everything you draw after that, goes on top of the text. To fix this, you should call super.draw(rect) last:
override func draw(_ rect: CGRect) {
if bounds.height > bounds.width {
let y = (bounds.height - bounds.width) / 2
let path = UIBezierPath(ovalIn: CGRect(x: 0, y: y, width: bounds.width, height: bounds.width))
circleColor.setFill()
path.fill()
} else {
let x = (bounds.width - bounds.height) / 2
let path = UIBezierPath(ovalIn: CGRect(x: x, y: 0, width: bounds.height, height: bounds.height))
circleColor.setFill()
path.fill()
}
super.draw(rect) // <------- here!
}
Alternatively, just subclass UIView, draw the circle in draw(_:), and add a UILabel as a subview of that. The advantage if this approach is that it does not depend on the implementation of super.draw(_:), which might change in the future,
Related
I have a code that draws an ellipse, but it's in a separate class that inherits from UIView
class DRAW: UIView {
override func draw(_ rect: CGRect) {
var path = UIBezierPath()
path = UIBezierPath(ovalIn: CGRect(x: 36.62, y: 77.54, width: 303.19, height: 495.93))
UIColor.green.setFill()
path.stroke()
path.fill()
}
}
If I try to add it via addSubview(), then it is not on the screen, and if I give it the dimensions, then a black crawl for the entire display and only in the middle is the ellipse I need.
view.addSubview(DRAW.init(CGRect(x: 36.62, y: 77.54, width: 303.19, height: 495.93)))
How do I display only an ellipse without a black square. I would be grateful for your help
You can just simply set the clear background color of your view
let yourView = DRAW.init(frame: CGRect(x: 36.62, y: 77.54, width: 303.19, height: 495.93))
yourView.backgroundColor = .clear
self.view.addSubview(yourView)
I wanted to make a white color view with a triangle shaped pointer being grooved inside like this:
As shown in the image above, goal is to create a "rounded groove" inset into the whiteview
let pointerRadius:CGFloat = 4
pointerLayer = CAShapeLayer()
pointerLayer.path = pointerPathForContentSize(contentSize: bounds.size).cgPath
pointerLayer.lineJoin = kCALineJoinRound
pointerLayer.lineWidth = 2*pointerRadius
pointerLayer.fillColor = UIColor.white.cgColor
pointerLayer.strokeColor = UIColor.black.cgColor
pointerLayer.backgroundColor = UIColor.white.cgColor
layer.addSublayer(pointerLayer)
But what I get is this:
But,if I set the stroke color to white
pointerLayer.strokeColor = UIColor.white.cgColor
In the groove I wanted to have a rounded edge in bottom (just like in the first pic) which no more remains visible when fillColor and strokeColor get matched (both white).
How can I fix it?
Is there any other way to achieve this?
Here is the code for pointer path:
private func pointerPathForContentSize(contentSize: CGSize) -> UIBezierPath
{
let rect = CGRect(x: 0, y: 0, width: contentSize.width, height: contentSize.height)
let width:CGFloat = 20
let height:CGFloat = 20
let path = UIBezierPath()
let startX:CGFloat = 50
let startY:CGFloat = rect.minY
path.move(to: CGPoint(x: startX , y: startY))
path.addLine(to: CGPoint(x: (startX + width*0.5), y: startY + height))
path.addLine(to: CGPoint(x: (startX + width), y: startY))
path.addLine(to: CGPoint(x: rect.maxX, y: rect.minY))
path.addLine(to: CGPoint(x: rect.maxX, y: rect.maxY))
path.addLine(to: CGPoint(x: rect.minX, y: rect.maxY))
path.addLine(to: CGPoint(x: rect.minX, y: rect.minY))
path.close()
return path
}
Since you have already outlined the shape you want by stroking the path, I think the simplest solution is probably to use the stroked and filled path as a mask.
For example, here is a rectangular red view:
And here is the same red view with the notch cut out of the top. This seems to be the sort of thing you're after:
What I did there was to mask the red view with a special mask view that draws the notch using .clear blend mode:
class MaskView : UIView {
override init(frame: CGRect) {
super.init(frame:frame)
self.isOpaque = false
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func draw(_ rect: CGRect) {
let con = UIGraphicsGetCurrentContext()!
con.fill(self.bounds)
con.setBlendMode(.clear)
con.move(to: CGPoint(x:0, y:-4))
con.addLine(to: CGPoint(x:100, y:-4))
con.addLine(to: CGPoint(x:110, y:15))
con.addLine(to: CGPoint(x:120, y:-4))
con.addLine(to: CGPoint(x: self.bounds.maxX, y:-4))
con.addLine(to: CGPoint(x: self.bounds.maxX, y:-20))
con.addLine(to: CGPoint(x: 0, y:-20))
con.closePath()
con.setLineJoin(.round)
con.setLineWidth(10)
con.drawPath(using: .fillStroke) // stroke it and fill it
}
}
So then when I'm ready to cut out the notch on the red view, I just say:
self.redView.mask = MaskView(frame:self.redView.bounds)
I am making an app including some breathing techniques for a client. What he wants is to have a circle in the middle. For breathing in it becomes bigger, for breathing out tinier. The thing is, that he would like to have a cool animated circle in the middle, not just a standard one. I showed him this picture from YouTube:
The code used in the video looks like this:
func drawRotatedSquares() {
UIGraphicsBeginImageContextWithOptions(CGSize(width: 512, height: 512), false, 0)
let context = UIGraphicsGetCurrentContext()
context!.translateBy(x: 256, y: 256)
let rotations = 16
let amount = M_PI_2 / Double(rotations)
for i in 0 ..< rotations {
context!.rotate(by: CGFloat(amount))
//context!.addRect(context, CGRect(x: -128, y: -128, width: 256, height: 256))
context!.addRect(CGRect(x: -128, y: -128, width: 256, height: 256))
}
context!.setStrokeColor(UIColor.black as! CGColor)
let img = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
imageView.image = img
}
But if I run it, my simulator shows just a white screen. How do I get this circle into my Swift 3 app and how would the code look like? And is it possible not to show it in an ImageView but simply in a view?
Thank you very much!
Here is an implementation as a UIView subclass.
To set up:
Add this class to your Swift project.
Add a UIView to your Storyboard and change the class to Circle.
Add an outlet to your viewController
#IBOutlet var circle: Circle!
Change the value of multiplier to change the size of the circle.
circle.multiplier = 0.5 // 50% of size of view
class Circle: UIView {
var multiplier: CGFloat = 1.0 {
didSet {
setNeedsDisplay()
}
}
override func draw(_ rect: CGRect) {
let context = UIGraphicsGetCurrentContext()!
// Calculate size of square edge that fits into the view
let size = min(bounds.width, bounds.height) * multiplier / CGFloat(sqrt(2)) / 2
// Move origin to center of the view
context.translateBy(x: center.x, y: center.y)
// Create a path to draw a square
let path = UIBezierPath()
path.move(to: CGPoint(x: -size, y: -size))
path.addLine(to: CGPoint(x: -size, y: size))
path.addLine(to: CGPoint(x: size, y: size))
path.addLine(to: CGPoint(x: size, y: -size))
path.close()
UIColor.black.setStroke()
let rotations = 16
let amount = .pi / 2 / Double(rotations)
for _ in 0 ..< rotations {
// Rotate the context
context.rotate(by: CGFloat(amount))
// Draw a square
path.stroke()
}
}
}
Here it is running in a Playground:
You posted a singe method that generates a UIImage and installs it in an image view. If you don't have the image view on-screen then it won't show up.
If you create an image view in your view controller and connect an outlet to the image view then the above code should install the image view into your image and draw it on-screen.
You could rewrite the code you posted as the draw(_:) method of a custom subclass of UIView, in which case you'd get rid of the context setup and UIImage stuff, and simply draw in the current context. I suggest you search on UIView custom draw(_:) methods for more guidance.
How can I draw custom view as shown in image.
I want to draw a small rectangle in main view.
plaese refer any link if you have.
Image
Thank you
It could be as simple as below
import UIKit
class Rectangle:UIView{
override func draw(_ rect: CGRect) {
let path = UIBezierPath(rect: rect)
path.move(to: CGPoint(x:0,y:rect.height))
path.addLine(to: CGPoint(x:rect.width/2,y:rect.height/1.4))
path.addLine(to: CGPoint(x:rect.width,y:rect.height))
UIColor.red.setStroke()
path.stroke()
}
}
let rect=Rectangle(frame: CGRect(x: 0, y: 0, width: 100, height: 100))
I wanna draw a sloping oval with UIBezierPath. There is only a method UIBezierPath.init(ovalInRect: rect) to draw a oval without slop.What can I do to draw this? thanks
Here is an example of a rotated oval:
class MyView: UIView {
override func draw(_ rect: CGRect) {
// create oval centered at (0, 0)
let path = UIBezierPath(ovalIn: CGRect(x: -75, y: -50, width: 150, height: 100))
// rotate it 30 degrees
path.apply(CGAffineTransform(rotationAngle: 30 * .pi / 180))
// translate it to where you want it
path.apply(CGAffineTransform(translationX: self.bounds.width / 2, y: self.bounds.height / 2))
// set stroke color
UIColor.blue.setStroke()
// stroke the path
path.stroke()
}
}
let view = MyView(frame: CGRect(x: 0, y: 0, width: 200, height: 200))
view.backgroundColor = .white
Here it is running in a Playground: