How to make an UIView into circle shape in swift 4.2? - ios

The width(40) and height(40) of the UIView are equal.
I have tried these but they didn't work for me:
countView?.clipsToBounds = true
self.countView?.layer.cornerRadius = min((countView?.frame.size.width)!, (countView?.frame.size.height)!)/2
and also
self.countView.layer.cornerRadius = (countView.frame.size.width)/2
Thanks

In addition to #Stephan answer.
With less code:
self.countView.layer.cornerRadius = self.countView.bounds.height / 2
Result:

You can use a mask layer like this:
override func viewDidLoad() {
super.viewDidLoad()
let maskLayer = CAShapeLayer()
maskLayer.path = UIBezierPath(ovalIn: self.countView.bounds).cgPath;
self.countView.layer.mask = maskLayer
}
Example Output
Here the output of a UIView with width/height = 128/128:

Related

Aligning CAShapeLayer center of my UIView

I've been trying to solve this for days, and none of the suggestions solved my problem. I have a UIView inside a UITableView. I've been trying to draw my CAShapeLayer inside my UIView, but I just can't get it right.
I need my yellow CAShapeLayer to be exactly center within the gray UIView.
func DrawActivityRect(cell: CalorieDashboardTVCell){
let rectangle = UIBezierPath(rect: cell.calorieBurnUIView.bounds)
let trackLayer = CAShapeLayer()
trackLayer.frame = cell.calorieBurnUIView.bounds
trackLayer.path = rectangle.cgPath
trackLayer.position = cell.calorieBurnUIView.center
trackLayer.strokeColor = UIColor.yellow.cgColor
trackLayer.lineWidth = 10
trackLayer.fillColor = UIColor.clear.cgColor
trackLayer.lineCap = kCALineCapRound
cell.calorieBurnUIView.layer.addSublayer(trackLayer)
}
Result:
I suspect the cell size change after you have set the layer. The easiest place to fix this is in the cell's layoutSubviews(). Since your path is using absolute coordinates you need to update both the layer frame and the path.
override func layoutSubviews() {
super.layoutSubviews()
// You need to keep trackLayer around after you created it
let rectangle = UIBezierPath(rect: cell.calorieBurnUIView.bounds)
self.trackLayer.frame = cell.calorieBurnUIView.bounds
self.trackLayer.path = rectangle.cgPath
self.trackLayer.position = cell.calorieBurnUIView.center
}

How to create the below attached UI using CG classes in Swift?

How to create this kind of UI?
So far, I end up creating the same UI like below.
I am not sure, how to curve that yellow colored border as in the above reference.
Simply adding a border layout and adding a mask you can achieve what you need
Full Example (only relevant code)
import UIKit
class ViewController: UIViewController {
#IBOutlet weak var tableView: UITableView!
var selectedIndex : Int = -1
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
self.tableView.layer.borderColor = UIColor.red.cgColor
self.tableView.layer.borderWidth = 3
}
func bezierPathWithShape(rect:CGRect,cornerRadius:CGFloat) ->UIBezierPath
{
let path = UIBezierPath(roundedRect: rect, byRoundingCorners: .allCorners, cornerRadii: CGSize(width: cornerRadius, height: cornerRadius))
return path
}
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
let mask = CAShapeLayer(layer: self)
mask.path = self.bezierPathWithShape(rect: self.tableView.bounds, cornerRadius: 15).cgPath
self.tableView.layer.mask = mask
self.tableView.layer.masksToBounds = true
}
}
Result
Here is another way to do it.
Take a view which is superView to both the tableView and the lines.
Add cornerRadius, then set clipToBounds = true for the superView.
It will clip the lines according to the cornerRadius.

How to create a stroke around a custom mask?

I'm trying to create a border around a mask using a UIimage. When I create the mask in code it looks fine:
#IBOutlet weak var imageToBeMasked: UIImageView!
override func viewDidLoad() {
super.viewDidLoad()
let mask = UIImageView(image: Image)
imageToBeMasked.mask = mask
}
But when I try and create a stroke around it appears to not use the mask at all:
#IBOutlet weak var imageToBeMasked: UIImageView!
override func viewDidLoad() {
super.viewDidLoad()
let mask = UIImageView(image: Image)
// the layer used to mask the image view
let maskLayer = CAShapeLayer()
maskLayer.path = UIBezierPath(rect: mask.bounds).cgPath
imageToBeMasked.layer.mask = maskLayer
// the layer used to draw the border
let strokeLayer = CAShapeLayer()
strokeLayer.frame = imageToBeMasked.bounds
strokeLayer.fillColor = UIColor.clear.cgColor
strokeLayer.path = UIBezierPath(rect: mask.bounds).cgPath
strokeLayer.strokeColor = UIColor.black.cgColor
strokeLayer.lineWidth = 4
imageToBeMasked.layer.addSublayer(strokeLayer)
}
Any clue on how to solve this issue?
The CALayer is not affected by the mask itself. The quickest way would be creating a new image which is slightly bigger than the original, place it behind the original image and tint it with a color.
let templateImage = originalImage.withRenderingMode(.alwaysTemplate)
strokeImageView.image = templateImage
strokeImageView.tintColor = .black

Creating a shadow for a UIImageView that has rounded corners?

I am trying to create an ImageView that has rounded corners and a shadow to give it some depth. I was able to create a shadow for the UIImageView, but whenever I added the code to also make it have rounded corners, it only had rounded corners with no shadow. I have an IBOutlet named myImage, and it is inside of the viewDidLoad function. Does anybody have any ideas on how to make it work? What am I doing wrong?
override func viewDidLoad() {
super.ViewDidLoad()
myImage.layer.shadowColor = UIColor.black.cgColor
myImage.layer.shadowOpacity = 1
myImage.layer.shadowOffset = CGSize.zero
myImage.layer.shadowRadius = 10
myImage.layer.shadowPath = UIBezierPath(rect: myImage.bounds).cgPath
myImage.layer.shouldRasterize = false
myImage.layer.cornerRadius = 10
myImage.clipsToBounds = true
}
If you set clipsToBounds to true, this will round the corners but prevent the shadow from appearing. In order to resolve this, you can create two views. The container view should have the shadow, and its subview should have the rounded corners.
The container view has clipsToBounds set to false, and has the shadow properties applied. If you want the shadow to be rounded as well, use the UIBezierPath constructor that takes in a roundedRect and cornerRadius.
let outerView = UIView(frame: CGRect(x: 0, y: 0, width: 100, height: 100))
outerView.clipsToBounds = false
outerView.layer.shadowColor = UIColor.black.cgColor
outerView.layer.shadowOpacity = 1
outerView.layer.shadowOffset = CGSize.zero
outerView.layer.shadowRadius = 10
outerView.layer.shadowPath = UIBezierPath(roundedRect: outerView.bounds, cornerRadius: 10).cgPath
Next, set the image view (or any other type of UIView) to be the same size of the container view, set clipsToBounds to true, and give it a cornerRadius.
let myImage = UIImageView(frame: outerView.bounds)
myImage.clipsToBounds = true
myImage.layer.cornerRadius = 10
Finally, remember to make the image view a subview of the container view.
outerView.addSubview(myImage)
The result should look something like this:
Swift 5:
You can use the below extension:
extension UIImageView {
func applyshadowWithCorner(containerView : UIView, cornerRadious : CGFloat){
containerView.clipsToBounds = false
containerView.layer.shadowColor = UIColor.black.cgColor
containerView.layer.shadowOpacity = 1
containerView.layer.shadowOffset = CGSize.zero
containerView.layer.shadowRadius = 10
containerView.layer.cornerRadius = cornerRadious
containerView.layer.shadowPath = UIBezierPath(roundedRect: containerView.bounds, cornerRadius: cornerRadious).cgPath
self.clipsToBounds = true
self.layer.cornerRadius = cornerRadious
}
}
How to use:
Drag a UIView on the storyboard
Drag an ImageView inside that UIView
Storyboard should look like this:
Create IBOutlet for both Views, call extension on your ImageView, and pass above created UIView as an argument.
Here is the output :
Finally here is how to
Properly have an image view, with rounded corners AND shadows.
It's this simple:
First some bringup code ..
class ShadowRoundedImageView: UIView {
override init(frame: CGRect) {
super.init(frame: frame); common() }
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder); common() }
private func common() {
backgroundColor = .clear
clipsToBounds = false
self.layer.addSublayer(shadowLayer)
self.layer.addSublayer(imageLayer) // (in that order)
}
#IBInspectable var image: UIImage? = nil {
didSet {
imageLayer.contents = image?.cgImage
shadowLayer.shadowPath = (image == nil) ? nil : shapeAsPath
}
}
and then the layers ...
var imageLayer: CALayer = CALayer()
var shadowLayer: CALayer = CALayer()
var shape: UIBezierPath {
return UIBezierPath(roundedRect: bounds, cornerRadius:50)
}
var shapeAsPath: CGPath {
return shape.cgPath
}
var shapeAsMask: CAShapeLayer {
let s = CAShapeLayer()
s.path = shapeAsPath
return s
}
override func layoutSubviews() {
super.layoutSubviews()
imageLayer.frame = bounds
imageLayer.contentsGravity = .resizeAspectFill // (as preferred)
imageLayer.mask = shapeAsMask
shadowLayer.shadowPath = (image == nil) ? nil : shapeAsPath
shadowLayer.shadowOpacity = 0.80 // etc ...
}
}
Here is the
Explanation
UIImageView is useless, you use a UIView
You need two layers, one for the shadow and one for the image
To round an image layer you use a mask
To round a shadow layer you use a path
For the shadow qualities, obviously add code as you see fit
shadowLayer.shadowOffset = CGSize(width: 0, height: 20)
shadowLayer.shadowColor = UIColor.purple.cgColor
shadowLayer.shadowRadius = 5
shadowLayer.shadowOpacity = 0.80
For the actual shape (the bez path) make it any shape you wish.
(For example this tip https://stackoverflow.com/a/41553784/294884 shows how to make only one or two corners rounded.)
Summary:
• Use two layers on a UIView
Make your bezier and ...
• Use a mask on the image layer
• Use a path on the shadow layer
Here is a another solution (tested code) in swift 2.0
If you set clipsToBounds to true, this will round the corners but prevent the shadow from appearing. So, you can add same size UIView in storyboard behind imageview and we can give shadow to that view
SWIFT 2.0
outerView.layer.cornerRadius = 20.0
outerView.layer.shadowColor = UIColor.blackColor().CGColor
outerView.layer.shadowOffset = CGSizeMake(0, 2)
outerView.layer.shadowOpacity = 1
outerView.backgroundColor = UIColor.whiteColor()
You can use a simple class I have created to add image with rounded corners and shadow directly from Storyboard
You can find the class here

How to add shadow to ImageView? [duplicate]

I am trying to create an ImageView that has rounded corners and a shadow to give it some depth. I was able to create a shadow for the UIImageView, but whenever I added the code to also make it have rounded corners, it only had rounded corners with no shadow. I have an IBOutlet named myImage, and it is inside of the viewDidLoad function. Does anybody have any ideas on how to make it work? What am I doing wrong?
override func viewDidLoad() {
super.ViewDidLoad()
myImage.layer.shadowColor = UIColor.black.cgColor
myImage.layer.shadowOpacity = 1
myImage.layer.shadowOffset = CGSize.zero
myImage.layer.shadowRadius = 10
myImage.layer.shadowPath = UIBezierPath(rect: myImage.bounds).cgPath
myImage.layer.shouldRasterize = false
myImage.layer.cornerRadius = 10
myImage.clipsToBounds = true
}
If you set clipsToBounds to true, this will round the corners but prevent the shadow from appearing. In order to resolve this, you can create two views. The container view should have the shadow, and its subview should have the rounded corners.
The container view has clipsToBounds set to false, and has the shadow properties applied. If you want the shadow to be rounded as well, use the UIBezierPath constructor that takes in a roundedRect and cornerRadius.
let outerView = UIView(frame: CGRect(x: 0, y: 0, width: 100, height: 100))
outerView.clipsToBounds = false
outerView.layer.shadowColor = UIColor.black.cgColor
outerView.layer.shadowOpacity = 1
outerView.layer.shadowOffset = CGSize.zero
outerView.layer.shadowRadius = 10
outerView.layer.shadowPath = UIBezierPath(roundedRect: outerView.bounds, cornerRadius: 10).cgPath
Next, set the image view (or any other type of UIView) to be the same size of the container view, set clipsToBounds to true, and give it a cornerRadius.
let myImage = UIImageView(frame: outerView.bounds)
myImage.clipsToBounds = true
myImage.layer.cornerRadius = 10
Finally, remember to make the image view a subview of the container view.
outerView.addSubview(myImage)
The result should look something like this:
Swift 5:
You can use the below extension:
extension UIImageView {
func applyshadowWithCorner(containerView : UIView, cornerRadious : CGFloat){
containerView.clipsToBounds = false
containerView.layer.shadowColor = UIColor.black.cgColor
containerView.layer.shadowOpacity = 1
containerView.layer.shadowOffset = CGSize.zero
containerView.layer.shadowRadius = 10
containerView.layer.cornerRadius = cornerRadious
containerView.layer.shadowPath = UIBezierPath(roundedRect: containerView.bounds, cornerRadius: cornerRadious).cgPath
self.clipsToBounds = true
self.layer.cornerRadius = cornerRadious
}
}
How to use:
Drag a UIView on the storyboard
Drag an ImageView inside that UIView
Storyboard should look like this:
Create IBOutlet for both Views, call extension on your ImageView, and pass above created UIView as an argument.
Here is the output :
Finally here is how to
Properly have an image view, with rounded corners AND shadows.
It's this simple:
First some bringup code ..
class ShadowRoundedImageView: UIView {
override init(frame: CGRect) {
super.init(frame: frame); common() }
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder); common() }
private func common() {
backgroundColor = .clear
clipsToBounds = false
self.layer.addSublayer(shadowLayer)
self.layer.addSublayer(imageLayer) // (in that order)
}
#IBInspectable var image: UIImage? = nil {
didSet {
imageLayer.contents = image?.cgImage
shadowLayer.shadowPath = (image == nil) ? nil : shapeAsPath
}
}
and then the layers ...
var imageLayer: CALayer = CALayer()
var shadowLayer: CALayer = CALayer()
var shape: UIBezierPath {
return UIBezierPath(roundedRect: bounds, cornerRadius:50)
}
var shapeAsPath: CGPath {
return shape.cgPath
}
var shapeAsMask: CAShapeLayer {
let s = CAShapeLayer()
s.path = shapeAsPath
return s
}
override func layoutSubviews() {
super.layoutSubviews()
imageLayer.frame = bounds
imageLayer.contentsGravity = .resizeAspectFill // (as preferred)
imageLayer.mask = shapeAsMask
shadowLayer.shadowPath = (image == nil) ? nil : shapeAsPath
shadowLayer.shadowOpacity = 0.80 // etc ...
}
}
Here is the
Explanation
UIImageView is useless, you use a UIView
You need two layers, one for the shadow and one for the image
To round an image layer you use a mask
To round a shadow layer you use a path
For the shadow qualities, obviously add code as you see fit
shadowLayer.shadowOffset = CGSize(width: 0, height: 20)
shadowLayer.shadowColor = UIColor.purple.cgColor
shadowLayer.shadowRadius = 5
shadowLayer.shadowOpacity = 0.80
For the actual shape (the bez path) make it any shape you wish.
(For example this tip https://stackoverflow.com/a/41553784/294884 shows how to make only one or two corners rounded.)
Summary:
• Use two layers on a UIView
Make your bezier and ...
• Use a mask on the image layer
• Use a path on the shadow layer
Here is a another solution (tested code) in swift 2.0
If you set clipsToBounds to true, this will round the corners but prevent the shadow from appearing. So, you can add same size UIView in storyboard behind imageview and we can give shadow to that view
SWIFT 2.0
outerView.layer.cornerRadius = 20.0
outerView.layer.shadowColor = UIColor.blackColor().CGColor
outerView.layer.shadowOffset = CGSizeMake(0, 2)
outerView.layer.shadowOpacity = 1
outerView.backgroundColor = UIColor.whiteColor()
You can use a simple class I have created to add image with rounded corners and shadow directly from Storyboard
You can find the class here

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