override func awakeFromNib() {
super.awakeFromNib()
makeRoundedCorners()
cellBackGroundView.layer.shadowColor = UIColor.black.cgColor
cellBackGroundView.layer.shadowOffset = CGSize(width: 10, height: 10)
cellBackGroundView.layer.shadowOpacity = 1
cellBackGroundView.layer.shadowRadius = 4
cellBackGroundView.clipsToBounds = true
cellBackGroundView.layer.masksToBounds = true
}
I am trying above code but shadow is not showing, not getting what is the issue.
It is because you are applying rounded corner and shadow both to a single view.
You should apply the rounded corner to the first view, and shadow to another view which is the superview of the first view.
For example, If cellBackGroundView is the subView of cell. then You should apply the rounded corner to cellBackGroundView and the shadow to cell(Which is the superView of cellBackGroundView).
addShadowToView(view: cell, value: 3)
addCornerToView(view: cell.cellBackGroundView, value: 8)
Let me share my functions with you,
For Shadow,
func addShadowToView (view : UIView, value: CGFloat) {
view.layer.shadowColor = UIColor.lightGray.cgColor
view.layer.shadowOffset = CGSize(width: value, height: value)
view.layer.shadowOpacity = 1.0
view.layer.shadowRadius = 2
view.clipsToBounds = false
}
For Rounded Corner,
func addCornerToView (view : UIView, value: CGFloat) {
view.layer.cornerRadius = value
view.clipsToBounds = true
}
you can remove clipsToBounds = true attribute
self.shadowColor = color.cgColor
self.shadowOffset = CGSize(width: 0.0, height: 1.4)
self.shadowOpacity = opacity
self.shadowRadius = 0.0
self.masksToBounds = false
Here is what i use for shadows:
extension UIView {
func addShadow(color: UIColor, shadowRadius: CGFloat, opacity: Float) {
layer.shadowColor = color.cgColor
layer.shadowOpacity = opacity
layer.shadowOffset = .zero
layer.shadowRadius = shadowRadius
layer.shadowPath = UIBezierPath(rect: bounds).cgPath
layer.shouldRasterize = true
layer.rasterizationScale = UIScreen.main.scale
}}
Usage:
view.addShadow(color: UIColor.black, shadowRadius: 4, opacity: 1)
You can try this one for collectionViewshadow
class CollectionViewCornerRound: UICollectionView {
var viewCornerRadius: CGFloat = 10 {
didSet {
layoutSubviews()
}
}
override func layoutSubviews() {
super.layoutSubviews()
layer.shadowRadius = 2
layer.shadowOpacity = 0.3
layer.cornerRadius = viewCornerRadius
layer.masksToBounds = true
layer.shadowOffset = .zero
clipsToBounds = true
}
}
I tried to give a shadow to label text but it does not shown.
My code
private func drawValueLabel() {
valueLabel.layer.shadowColor = UIColor.red.cgColor
valueLabel.layer.shadowOffset = CGSize.init(width: 15.0, height: 15.0)
valueLabel.layer.shadowRadius = 3.0
valueLabel.layer.shadowOpacity = 1
valueLabel.layer.masksToBounds = false
valueLabel.clipsToBounds = false
valueLabel.layer.shouldRasterize = true
valueLabel.drawText(in: self.bounds)
}
Help me to show shadow
Thanks
I'm using this UIView extension for add shadow. With this extension you can add shadow from storyboard.
extension UIView {
#IBInspectable var shadow: Bool {
get {
return layer.shadowOpacity > 0.0
}
set {
if newValue == true {
self.addShadow()
}
}
}
func addShadow(shadowColor: CGColor = UIColor.black.cgColor,
shadowOffset: CGSize = CGSize(width: 1.0, height: 2.0),
shadowOpacity: Float = 0.4,
shadowRadius: CGFloat = 3.0) {
layer.shadowColor = shadowColor
layer.shadowOffset = shadowOffset
layer.shadowOpacity = shadowOpacity
layer.shadowRadius = shadowRadius
}
}
Your code is working fine for me. Try giving some smaller offset so that you would be able to see it like
label.layer.shadowOffset = CGSize.init(width: 3.0, height: 3.0)
Use this -
label.layer.shadowColor = UIColor.black.cgColor
label.layer.shadowOpacity = 0.5
label.layer.shadowRadius = 2.0
label.layer.shadowOffset = CGSize(width: 2.0, height: 2.0)
Hi I am trying to get a shadow under a UITextField. I have made the followin extension to UIView. But if cuts off half of the ui for TextField.
How do you add shadow underneath a UIView/UITextField?
public extension UIView {
func installShadow() {
self.layer.masksToBounds = false
self.layer.backgroundColor = UIColor.white.cgColor
self.layer.shadowColor = UIColor.lightGray.cgColor
self.layer.shadowRadius = 5
self.layer.shadowOpacity = 1
self.layer.shadowOffset = CGSize(width: 0, height: 1)
let shadowPath = CGPath(ellipseIn: CGRect(x: self.frame.origin.x,
y: self.frame.origin.y,
width: self.frame.size.width,
height: self.frame.size.height),
transform: nil)
self.layer.shadowPath = shadowPath
}
}
You have 2 issues mainly, 1. Using Frame instead of Bounds, and 2. Using CGPath(ellipseIn: your path will be an ellipse
Use this code
public extension UIView {
func installShadow() {
self.layer.masksToBounds = false
self.layer.backgroundColor = UIColor.white.cgColor
self.layer.shadowColor = UIColor.lightGray.cgColor
self.layer.shadowRadius = 5
self.layer.shadowOpacity = 1
self.layer.shadowOffset = CGSize(width: 0, height: 1)
self.layer.shadowPath = UIBezierPath(rect: self.bounds).cgPath
}
}
Hope this helps you
Try these ...
public extension UIView {
func installShadow() {
let shadowSize : CGFloat = 0.5
layer.clipsToBounds = true
let shadowPath = UIBezierPath(rect: CGRect(x: -shadowSize / 2,
y: -shadowSize / 2,
width: subView!.frame.size.width + shadowSize,
height: subView!.frame.size.height + shadowSize))
self.layer.masksToBounds = false
self.layer.shadowColor = UIColor.darkGray.cgColor
self.layer.shadowOffset = CGSize(width: 0, height: 0)
self.layer.shadowOpacity = 0.2
self.layer.shadowRadius = 5.0
self.layer.cornerRadius = 5.0
self.layer.shadowPath = shadowPath.cgPath
}
}
I want to animate out a shadow on my UIView, so that it starts visible, and by the end of the animation is invisible. I can do the opposite fine, but if I try to fade it out, the animation never occurs, in fact I never see a lick of shadow.
My code:
override func viewDidAppear(animated: Bool) {
super.viewDidAppear(animated)
let foo = UIView(frame: CGRect(x: 100, y: 100, width: 100, height: 100))
foo.backgroundColor = UIColor.greenColor()
applyShadowToView(foo)
view.addSubview(foo)
foo.layer.shadowOpacity = 1.0
let shadowAnimation = CABasicAnimation(keyPath: "shadowOpacity")
shadowAnimation.fromValue = 1.0
shadowAnimation.toValue = 0.0
shadowAnimation.duration = 0.5
shadowAnimation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionLinear)
foo.layer.addAnimation(shadowAnimation, forKey: "shadowOpacity")
foo.layer.shadowOpacity = 0.0
}
private func applyShadowToView(view: UIView) {
view.clipsToBounds = false
view.layer.shadowColor = UIColor(white: 0.4, alpha: 1.0).CGColor
view.layer.shadowOffset = CGSize(width: -5.0, height: 0.0)
view.layer.shadowRadius = 5.0
view.layer.shadowOpacity = 0.0
view.layer.shadowPath = UIBezierPath(rect: view.bounds).CGPath
view.layer.shouldRasterize = true
view.layer.rasterizationScale = UIScreen.mainScreen().scale
}
What am I doing wrong here exactly?
I have designed UI elements in sketch, and one of them has a shadow with blur 1 and spread 0. I looked at the doc for the views layer property and layer doesn't have anything named spread or blur, or anything equivalent (the only control was merely shadowOpacity). How can control things like blur and spread?
Here are my settings in Sketch:
And here is what I want my shadow to look like:
And here is what it looks like at the moment:
Note, you have to click on the picture to actually see the shadow.
My code is as follows:
func setupLayer(){
view.layer.cornerRadius = 2
view.layer.shadowColor = Colors.Shadow.CGColor
view.layer.shadowOffset = CGSize(width: 0, height: 1)
view.layer.shadowOpacity = 0.9
view.layer.shadowRadius = 5
}
Here's how to apply all 6 Sketch shadow properties to a UIView's layer with near perfect accuracy:
extension CALayer {
func applySketchShadow(
color: UIColor = .black,
alpha: Float = 0.5,
x: CGFloat = 0,
y: CGFloat = 2,
blur: CGFloat = 4,
spread: CGFloat = 0)
{
masksToBounds = false
shadowColor = color.cgColor
shadowOpacity = alpha
shadowOffset = CGSize(width: x, height: y)
shadowRadius = blur / 2.0
if spread == 0 {
shadowPath = nil
} else {
let dx = -spread
let rect = bounds.insetBy(dx: dx, dy: dx)
shadowPath = UIBezierPath(rect: rect).cgPath
}
}
}
Say we want to represent the following:
You can easily do this via:
myView.layer.applySketchShadow(
color: .black,
alpha: 0.5,
x: 0,
y: 0,
blur: 4,
spread: 0)
or more succinctly:
myView.layer.applySketchShadow(y: 0)
Example:
Left: iPhone 8 UIView screenshot; right: Sketch rectangle.
Note:
When using a non-zero spread, it hardcodes a path based on the bounds of the CALayer. If the layer's bounds ever change, you'd want to call the applySketchShadow() method again.
You can try this .... you can play with the values.
The shadowRadius dictates the amount of blur. shadowOffset dictates where the shadow goes.
Swift 2.0
let radius: CGFloat = demoView.frame.width / 2.0 //change it to .height if you need spread for height
let shadowPath = UIBezierPath(rect: CGRect(x: 0, y: 0, width: 2.1 * radius, height: demoView.frame.height))
//Change 2.1 to amount of spread you need and for height replace the code for height
demoView.layer.cornerRadius = 2
demoView.layer.shadowColor = UIColor.blackColor().CGColor
demoView.layer.shadowOffset = CGSize(width: 0.5, height: 0.4) //Here you control x and y
demoView.layer.shadowOpacity = 0.5
demoView.layer.shadowRadius = 5.0 //Here your control your blur
demoView.layer.masksToBounds = false
demoView.layer.shadowPath = shadowPath.CGPath
Swift 3.0
let radius: CGFloat = demoView.frame.width / 2.0 //change it to .height if you need spread for height
let shadowPath = UIBezierPath(rect: CGRect(x: 0, y: 0, width: 2.1 * radius, height: demoView.frame.height))
//Change 2.1 to amount of spread you need and for height replace the code for height
demoView.layer.cornerRadius = 2
demoView.layer.shadowColor = UIColor.black.cgColor
demoView.layer.shadowOffset = CGSize(width: 0.5, height: 0.4) //Here you control x and y
demoView.layer.shadowOpacity = 0.5
demoView.layer.shadowRadius = 5.0 //Here your control your blur
demoView.layer.masksToBounds = false
demoView.layer.shadowPath = shadowPath.cgPath
Example with spread
To create a basic shadow
demoView.layer.cornerRadius = 2
demoView.layer.shadowColor = UIColor.blackColor().CGColor
demoView.layer.shadowOffset = CGSizeMake(0.5, 4.0); //Here your control your spread
demoView.layer.shadowOpacity = 0.5
demoView.layer.shadowRadius = 5.0 //Here your control your blur
Basic Shadow example in Swift 2.0
Sketch Shadow Using IBDesignable and IBInspectable in Swift 4
SKETCH AND XCODE SIDE BY SIDE
CODE
#IBDesignable class ShadowView: UIView {
#IBInspectable var shadowColor: UIColor? {
get {
if let color = layer.shadowColor {
return UIColor(cgColor: color)
}
return nil
}
set {
if let color = newValue {
layer.shadowColor = color.cgColor
} else {
layer.shadowColor = nil
}
}
}
#IBInspectable var shadowOpacity: Float {
get {
return layer.shadowOpacity
}
set {
layer.shadowOpacity = newValue
}
}
#IBInspectable var shadowOffset: CGPoint {
get {
return CGPoint(x: layer.shadowOffset.width, y:layer.shadowOffset.height)
}
set {
layer.shadowOffset = CGSize(width: newValue.x, height: newValue.y)
}
}
#IBInspectable var shadowBlur: CGFloat {
get {
return layer.shadowRadius
}
set {
layer.shadowRadius = newValue / 2.0
}
}
#IBInspectable var shadowSpread: CGFloat = 0 {
didSet {
if shadowSpread == 0 {
layer.shadowPath = nil
} else {
let dx = -shadowSpread
let rect = bounds.insetBy(dx: dx, dy: dx)
layer.shadowPath = UIBezierPath(rect: rect).cgPath
}
}
}
}
OUTPUT
HOW TO USE IT
This code worked very well for me:
yourView.layer.shadowOpacity = 0.2 // opacity, 20%
yourView.layer.shadowColor = UIColor.black.cgColor
yourView.layer.shadowRadius = 2 // HALF of blur
yourView.layer.shadowOffset = CGSize(width: 0, height: 2) // Spread x, y
yourView.layer.masksToBounds = false
For those who are attempting to apply a shadow to a predefined path (Like for a circular view, for instance), here's what I ended up with:
extension CALayer {
func applyShadow(color: UIColor = .black,
alpha: Float = 0.5,
x: CGFloat = 0,
y: CGFloat = 2,
blur: CGFloat = 4,
spread: CGFloat = 0,
path: UIBezierPath? = nil) {
shadowColor = color.cgColor
shadowOpacity = alpha
shadowRadius = blur / 2
if let path = path {
if spread == 0 {
shadowOffset = CGSize(width: x, height: y)
} else {
let scaleX = (path.bounds.width + (spread * 2)) / path.bounds.width
let scaleY = (path.bounds.height + (spread * 2)) / path.bounds.height
path.apply(CGAffineTransform(translationX: x + -spread, y: y + -spread).scaledBy(x: scaleX, y: scaleY))
shadowPath = path.cgPath
}
} else {
shadowOffset = CGSize(width: x, height: y)
if spread == 0 {
shadowPath = nil
} else {
let dx = -spread
let rect = bounds.insetBy(dx: dx, dy: dx)
shadowPath = UIBezierPath(rect: rect).cgPath
}
}
shouldRasterize = true
rasterizationScale = UIScreen.main.scale
}
}
I'll post some examples later, but this has worked spot on for circular views for me.
My solution based on this post replies: (Swift 3)
let shadowPath = UIBezierPath(rect: CGRect(x: -1,
y: -2,
width: target.frame.width + 2,
height: target.frame.height + 2))
target.layer.shadowColor = UIColor(hexString: shadowColor).cgColor
target.layer.shadowOffset = CGSize(width: CGFloat(shadowOffsetX), height: CGFloat(shadowOffsetY))
target.layer.masksToBounds = false
target.layer.shadowOpacity = Float(shadowOpacity)
target.layer.shadowPath = shadowPath.cgPath
Change a little bit from #Senseful 's answer and works fine to my project.
Support shadow corner radius (for some round corner view)
spread == 0 it still apply shadow effect(looks like border)
struct SketchShadow {
var color: UIColor = .black
let alpha: Float = 0.1
let x: CGFloat
let y: CGFloat
let blur: CGFloat
let spread: CGFloat
let cornorRadius: CGFloat
func applyToLayer(_ layer: CALayer) {
layer.masksToBounds = false
layer.shadowColor = color.cgColor
layer.shadowOpacity = alpha
layer.shadowOffset = CGSize(width: x, height: y)
layer.shadowRadius = blur / 2.0
if spread == 0 {
layer.shadowPath = UIBezierPath(roundedRect: layer.bounds, byRoundingCorners: .allCorners, cornerRadii: CGSize(width: cornorRadius, height: cornorRadius)).cgPath
} else {
let dx = -(spread)
let rect = layer.bounds.insetBy(dx: dx, dy: dx)
layer.shadowPath = UIBezierPath(roundedRect: rect, byRoundingCorners: .allCorners, cornerRadii: CGSize(width: cornorRadius, height: cornorRadius)).cgPath
}
}
}
I really like the answer posted here and suggestions in the comments. This is how I modified that solution:
extension UIView {
func applyShadow(color: UIColor, alpha: Float, x: CGFloat, y: CGFloat, blur: CGFloat, spread: CGFloat) {
layer.masksToBounds = false
layer.shadowColor = color.cgColor
layer.shadowOpacity = alpha
layer.shadowOffset = CGSize(width: x, height: y)
layer.shadowRadius = blur / UIScreen.main.scale
if spread == 0 {
layer.shadowPath = nil
} else {
let dx = -spread
let rect = bounds.insetBy(dx: dx, dy: dx)
layer.shadowPath = UIBezierPath(rect: rect).cgPath
}
}
}
USAGE:
myButton.applyShadow(color: .black, alpha: 0.2, x: 0, y: 1, blur: 2, spread: 0)
It might be a little diggin in history, but maybe some had same issue. I useed code sample from accepted answer. However the effects are quite different:
- y value has to be around half compared to same value in sketch
- I tried to apply shadow on navigation bar and the effect is terribly different - barely visible while using same values that sketch had.
So there seems that the method is totally not reflecting sketch parameters.
Any hints?