Custom iOS UIButton shape - ios

I'm trying to create a semi circle button as per wireframe.
But it's not turning out right.
This is the code I've written in C#:
PORCalculatorButton.Layer.CornerRadius = PORCalculatorButton.Layer.Bounds.Width / 2;
PORCalculatorButton.ClipsToBounds = true;
PORCalculatorButton.Layer.MaskedCorners = (CoreAnimation.CACornerMask)3;
There are layout constraints on the button too.
Can anyone tell me where I've gone wrong or if there's a better way?
I'll accept any answers in ObjC, Swift or C#
Thanks.

Try the below Code:
let circlePath = UIBezierPath.init(arcCenter:
CGPointMake(PORCalculatorButton.bounds.size.width / 2, PORCalculatorButton.bounds.size.height), radius: PORCalculatorButton.bounds.size.height, startAngle: 0.0, endAngle: CGFloat(M_PI), clockwise: false)
let circleShape = CAShapeLayer()
circleShape.path = circlePath.CGPath
PORCalculatorButton.layer.mask = circleShape

Because of layout constraints, your button will resize according to your outer views. You need to make sure to apply the layer properties, after your button is rendered, to ensure you have the final frame/bounds, and also re-apply the same properties if the button size changes (say due to rotation etc)
You are trying to clip/mask the button vertically, but you are using width, not height, to calculate corner radius. Is this the intended implementation?

Related

UIImageview mask updating too slowly in response to gesture

I need to create a component that will let users choose from 2 choices in images. At first, you see 2 images side by side with a "handle" in the middle. If you move the handle to the left, you will see more of the image to right and less of the left image, as to reveal the right image, and vice versa.
Technically, I have 2 full size UIImageViews one on top of the other, and they are masked. I have a pan gesture and when the user slides the handle, the handle moves and the masks update themselves to adjust to "the new middle".
Here's the code responsible for adjusting the image mask. The constant is calculated in the method called by the gesture. I know my calculations of that constant are good because the "handle" and the masks are updated correctly.
BUT
the masks gets updated too late and when dragging, we see it being adjusted too late.
func adjustImagesMasks(to constant: CGFloat) {
choiceImageA.mask?.willChangeValue(forKey: "frame")
choiceImageB.mask?.willChangeValue(forKey: "frame")
let separationPoint: CGFloat = self.frame.width / 2.0 + constant
maskA.backgroundColor = UIColor.black.cgColor
maskA.frame = CGRect(origin: .zero, size: CGSize(width: separationPoint, height: self.frame.size.height))
maskB.backgroundColor = UIColor.black.cgColor
maskB.frame = CGRect(x: separationPoint, y: 0, width: self.frame.width - separationPoint, height: self.frame.size.height)
choiceImageA.mask?.didChangeValue(forKey: "frame")
choiceImageB.mask?.didChangeValue(forKey: "frame")
maskA.drawsAsynchronously = true
maskB.drawsAsynchronously = true
self.setNeedsDisplay()
maskA.setNeedsDisplay()
maskA.displayIfNeeded()
maskB.setNeedsDisplay()
maskB.displayIfNeeded()
}
The image views have their masks setup like this:
maskA = CALayer()
maskB = CALayer()
choiceImageA.layer.mask = maskA
choiceImageA.layer.masksToBounds = true
choiceImageB.layer.mask = maskB
choiceImageB.layer.masksToBounds = true
So to recap, my question is really about performance. The image views are being correctly adjusted, but too slowly. The "handle", which is positioned with constraints, get updated really quickly.
So apparently, CALayer tries to animate most of the changes to its properties. So the delay I was seeing was in fact due to an animation.
I resolved my issue by surrounding the call to adjustImagesMasks() with CATransaction.setValue(kCFBooleanTrue, forKey:kCATransactionDisableActions) and CATransaction.commit(). So for this transaction, I'm asking to not animate the changes. Because this is continuous (with the panning gesture), it is seemless.
Full code here:
CATransaction.setValue(kCFBooleanTrue, forKey:kCATransactionDisableActions)
adjustImagesMasks(to: newConstant)
CATransaction.commit()```.
This other post helped me a lot. There's a nice explanation too.
Hope this helps someone else.

Resize SKShapeNode frame, or alternative

This issue is tied with this: Set SKShapeNode frame to calculateAccumutedFrame
Is there a way to resize an SKShapeNode's frame. I do not want to scale it, (suggested here: Resizing a SKShapeNode). Using whatever scale function makes its contents shrink and resize aswell (the line width of 200x200 is way different than 50x50)
I need to take a frame and set it to a specific size. For example this:
shape.frame = CGRect(...)
Can't do that since frame is get-only. I attempted to override calculateAccumulatedFrame but that does nothing (see top link).
Can someone please suggest an alternative to the same functionality of SKShapeNode that is not halfway built... Or a way to actually change the frame. The basic functionality I need is to create an arc (seen in pictures of link on top) and have that in some sort of SKNode so I can resize, shrink it, etc. the same as you can do with SKSpriteNode
SKShapeNode is a node based on the Core Graphics path (CGPath).
So there is no direct method of resizings different from scaling as you want.
If you use a SKSpriteNode for example you have actions like resizeByWidth or resizeToWidth.
But about node like shapes you should think to him as you must resize a CGPath or UIBezierPath using method like :
apply(_ transform: CGAffineTransform)
or directly by rebuild your path as for example:
let π:CGFloat = CGFloat(M_PI)
let startAngle: CGFloat = 3 * π / 4
let endAngle: CGFloat = π / 4
myShape.path = UIBezierPath(arcCenter: CGPoint.zero, radius: 33.5, startAngle: startAngle, endAngle: endAngle, clockwise: true).cgPath
I would recommend making an SKSpriteNode out of your SKShapeNode because SKShapeNode is buggy.
let node = SKNode()
node.addChild(shapeNode) //we do this because of the bugs with SKShapeNode
let texture = view.textureFromNode(node, crop:node.calculateAccumulatedFrame)
let spriteNode = SKSpriteNode(texture:texture)
Optionally, I would look up ways to save this texture to disk, so that you do not have to render the shape every time.

Resize sprite without shrinking contents

I have created a big circle with a UIBezierPath and turned it into a Sprite using this,
let path = UIBezierPath(arcCenter: CGPoint(x: 0, y: 0), radius: CGFloat(226), startAngle: 0.0, endAngle: CGFloat(M_PI * 2), clockwise: false)
// create a shape from the path and customize it
let shape = SKShapeNode(path: path.cgPath)
shape.lineWidth = 20
shape.position = center
shape.strokeColor = UIColor(red:0.98, green:0.99, blue:0.99, alpha:1.00)
let trackViewTexture = self.view!.texture(from: shape, crop: outerPath.bounds)
let trackViewSprite = SKSpriteNode(texture: trackViewTexture)
trackViewSprite.physicsBody = SKPhysicsBody(edgeChainFrom: innerPath.cgPath)
self.addChild(trackViewSprite)
It works fine. It creates the circle perfectly. But I need to resize it using
SKAction.resize(byWidth: -43, height: -43, duration: 0.3)
Which will make it a bit smaller. But, when it resizes the 20 line width I set now is very small because of the aspect fill. So when I shink it looks something like this:
But I need it to shrink like this-- keeping the 20 line width:
How would I do this?
Don't know if this would affect anything, but the sprites are rotating with an SKAction forever
-- EDIT --
Now, how do I use this method to scale to a specific size? Like turn 226x226 to 183x183?
Since by scaling down the circle, not only its radius gets scaled but its line's width too, you need to set a new lineWidth proportional with the scale. For example, when scaling the circle down by 2, you will need to double the lineWidth.
This can be done in two ways:
Setting the lineWidth in the completion block of the run(SKAction, completion: #escaping () -> Void) method. However this will result in seeing the line shrinking while the animation is running, then jumping to its new width once the animation finishes. If your animation is short, this may not be easy to observe tough.
Running a parallel animation together with the scaling one, which constantly adjusts the lineWidth. For this, you can use SKAction's customAction method.
Here is an example for your case:
let scale = CGFloat(0.5)
let finalLineWidth = initialLineWidth / scale
let animationDuration = 1.0
let scaleAction = SKAction.scale(by: scale, duration: animationDuration)
let lineWidthAction = SKAction.customAction(withDuration: animationDuration) { (shapeNode, time) in
if let shape = shapeNode as? SKShapeNode {
let progress = time / CGFloat(animationDuration)
shape.lineWidth = initialLineWidth + progress * (finalLineWidth - initialLineWidth)
}
}
let group = SKAction.group([scaleAction, lineWidthAction])
shape.run(group)
In this example, your shape will be scaled by 0.5, therefore in case of an initial line width of 10, the final width will be 20. First we create a scaleAction with a specified duration, then a custom action which will update the line's width every time its actionBlock is called, by using the progress of the animation to make the line's width look like it's not changing. At the end we group the two actions so they will run in parallel once you call run.
As a hint, you don't need to use Bezier paths to create circles, there is a init(circleOfRadius: CGFloat) initializer for SKShapeNode which creates a circle for you.

iOS Screen coordinates and scaling

I'm trying to draw on top of an image in a CALayer and am having trouble with where the drawing shows up on different size displays.
func drawLayer(){
let circleLayer = CAShapeLayer()
let radius: CGFloat = 30
let x = Thermo.frame.origin.x
let y = Thermo.frame.origin.y
let XX = Thermo.frame.width
let YY = Thermo.frame.height
print("X: \(x) Y: \(y) Width: \(XX) Height: \(YY)")
circleLayer.path = UIBezierPath(roundedRect: CGRect(x: 0, y: 0, width: 2.0 * radius, height: 2.0 * radius) , cornerRadius: radius).CGPath
circleLayer.fillColor = UIColor.redColor().CGColor
circleLayer.shadowOffset = CGSizeMake(0, 3)
circleLayer.shadowRadius = 5.0
circleLayer.shadowColor = UIColor.blackColor().CGColor
circleLayer.shadowOpacity = 0.8
circleLayer.frame = CGRectMake(0, 410, 0, 192);
self.Thermo.layer.addSublayer(circleLayer)
circleLayer.setNeedsDisplay()
}
That draws a circle, in the correct place ... for an iPhone 6s. But when the enclosing UIImageView component is scaled for a smaller device, well, to clearly doesn't. I added the print() to see what the image size, and position was and ... well, it's exactly the same on every device I run it on X: 192.0 Y: 8.0 Width: 216.0 Height: 584.0 but clearly it's being scaled by the constraints in the AuoLayout manager.
So, my question is how can I figure out the proper radio and position for different screen sizes if I can't use the enclosing View's size and position since that seems to never change?
Here is the image I am starting with, in a UIImageView, and trying to draw over.
Im of course trying to color it in based on data from an external device. Any suggestions/sample code most appreciated!
CALayer and its subclasses incl. CAShapeLayer have a property
var contentsScale: CGFloat
From class reference :
For layers you create and manage yourself, you must set the value of this property yourself based on the resolution of the screen and the content you are providing. Core Animation uses the value you specify as a cue to determine how to render your content.
So what you need to do is set the scale on the layer and you get the scale of the device from UIDevice class
circleLayer.scale = UIScreen.mainScreen().scale

Subtract UIView from another UIView in Swift

I'm sure this is a very simple thing to do, but I can't seem to wrap my head around the logic.
I have two UIViews. One black, semi-transparent and "full-screen" ("overlayView"), another one on top, smaller and resizeable ("cropView"). It's pretty much a crop-view setup, where I want to "dim" out the areas of an underlying image that are not being cropped.
My question is: How do I go about this? I'm sure my approach should be with CALayers and masks, but no matter what I try, I can't get behind the logic.
This is what I have right now:
This is what I would want it to look like:
How do I achieve this result in Swift?
Although you won't find a method such as subtract(...), you can easily build a screen with an overlay and a transparent cut with the following code:
Swift 4.2
private func addOverlayView() {
let overlayView = UIView(frame: self.bounds)
let targetMaskLayer = CAShapeLayer()
let squareSide = frame.width / 1.6
let squareSize = CGSize(width: squareSide, height: squareSide)
let squareOrigin = CGPoint(x: CGFloat(center.x) - (squareSide / 2),
y: CGFloat(center.y) - (squareSide / 2))
let square = UIBezierPath(roundedRect: CGRect(origin: squareOrigin, size: squareSize), cornerRadius: 16)
let path = UIBezierPath(rect: self.bounds)
path.append(square)
targetMaskLayer.path = path.cgPath
// Exclude intersected paths
targetMaskLayer.fillRule = CAShapeLayerFillRule.evenOdd
overlayView.layer.mask = targetMaskLayer
overlayView.clipsToBounds = true
overlayView.alpha = 0.6
overlayView.backgroundColor = UIColor.black
addSubview(overlayView)
}
Just call this method inside your custom view's constructor or inside your ViewController's viewDidLoad().
Walkthrough
First I create a raw overlayView, then a CAShapeLayer which I called "targetMaskLayer". The ultimate goal is to draw a square with the help of UIBezierPath inside that overlayView. After defining the square's dimensions, I set its cgPath as the targetMaskLayer's path.
Now comes an important part:
targetMaskLayer.fillRule = CAShapeLayerFillRule.evenOdd
Here I basically configure the fill rule to exclude the intersection.
Finally, I provide some styling to the overlayView and add it as a subview.
ps.: don't forget to import UIKit
There might be another drawing solution but basically you have 4 areas that need to be handled. Take the square area above and below the space with full width and add the right and left side between them with constraints to eachother.

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