Corner radius image Swift - ios

I'm trying to make this corner radius image...it's not exactly the same shape of the image..any easy answer instead of trying random numbers of width and height ?
thanks alot
let rectShape = CAShapeLayer()
rectShape.bounds = self.mainImg.frame
rectShape.position = self.mainImg.center
rectShape.path = UIBezierPath(roundedRect: self.mainImg.bounds, byRoundingCorners: [.bottomLeft , .bottomRight ], cornerRadii: CGSize(width: 50, height: 4)).cgPath

You can use QuadCurve to get the design you want.
Here is a Swift #IBDesignable class that lets you specify the image and the "height" of the rounding in Storyboard / Interface Builder:
#IBDesignable
class RoundedBottomImageView: UIView {
var imageView: UIImageView!
#IBInspectable var image: UIImage? {
didSet { self.imageView.image = image }
}
#IBInspectable var roundingValue: CGFloat = 0.0 {
didSet {
self.setNeedsLayout()
}
}
override init(frame: CGRect) {
super.init(frame: frame)
doMyInit()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
doMyInit()
}
func doMyInit() {
imageView = UIImageView()
imageView.backgroundColor = UIColor.red
imageView.contentMode = UIViewContentMode.scaleAspectFill
addSubview(imageView)
}
override func layoutSubviews() {
super.layoutSubviews()
imageView.frame = self.bounds
let rect = self.bounds
let y:CGFloat = rect.size.height - roundingValue
let curveTo:CGFloat = rect.size.height + roundingValue
let myBezier = UIBezierPath()
myBezier.move(to: CGPoint(x: 0, y: y))
myBezier.addQuadCurve(to: CGPoint(x: rect.width, y: y), controlPoint: CGPoint(x: rect.width / 2, y: curveTo))
myBezier.addLine(to: CGPoint(x: rect.width, y: 0))
myBezier.addLine(to: CGPoint(x: 0, y: 0))
myBezier.close()
let maskForPath = CAShapeLayer()
maskForPath.path = myBezier.cgPath
layer.mask = maskForPath
}
}
Result with 300 x 200 image view, rounding set to 40:
Edit - (3.5 years later)...
To answer #MiteshDobareeya comment, we can switch the rounded edge from Bottom to Top by transforming the bezier path:
let c = CGAffineTransform(scaleX: 1, y: -1).concatenating(CGAffineTransform(translationX: 0, y: bounds.size.height))
myBezier.apply(c)
It's been quite a while since this answer was originally posted, so a few changes:
subclass UIImageView directly - no need to make it a UIView with an embedded UIImageView
add a Bool roundTop var
if set to False (the default), we round the Bottom
if set to True, we round the Top
re-order and "name" our path points for clarity
So, the basic principle:
We create a UIBezierPath and:
move to pt1
add a line to pt2
add a line to pt3
add a quad-curve to pt4 with controlPoint
close the path
use that path for a CAShapeLayer mask
the result:
If we want to round the Top, after closing the path we can apply apply a scale transform using -1 as the y value to vertically mirror it. Because that transform mirror it at "y-zero" we also apply a translate transform to move it back down into place.
That gives us:
Here's the updated class:
#IBDesignable
class RoundedTopBottomImageView: UIImageView {
#IBInspectable var roundingValue: CGFloat = 0.0 {
didSet {
self.setNeedsLayout()
}
}
#IBInspectable var roundTop: Bool = false {
didSet {
self.setNeedsLayout()
}
}
override func layoutSubviews() {
super.layoutSubviews()
let r = bounds
let myBezier = UIBezierPath()
let pt1: CGPoint = CGPoint(x: r.minX, y: r.minY)
let pt2: CGPoint = CGPoint(x: r.maxX, y: r.minY)
let pt3: CGPoint = CGPoint(x: r.maxX, y: r.maxY - roundingValue)
let pt4: CGPoint = CGPoint(x: r.minX, y: r.maxY - roundingValue)
let controlPoint: CGPoint = CGPoint(x: r.midX, y: r.maxY + roundingValue)
myBezier.move(to: pt1)
myBezier.addLine(to: pt2)
myBezier.addLine(to: pt3)
myBezier.addQuadCurve(to: pt4, controlPoint: controlPoint)
myBezier.close()
if roundTop {
// if we want to round the Top instead of the bottom,
// flip the path vertically
let c = CGAffineTransform(scaleX: 1, y: -1) //.concatenating(CGAffineTransform(translationX: 0, y: bounds.size.height))
myBezier.apply(c)
}
let maskForPath = CAShapeLayer()
maskForPath.path = myBezier.cgPath
layer.mask = maskForPath
}
}

You can try with UIView extension. as
extension UIView {
func setBottomCurve(){
let offset = CGFloat(self.frame.size.height + self.frame.size.height/1.8)
let bounds = self.bounds
let rectBounds = CGRect(x: bounds.origin.x,
y: bounds.origin.y ,
width: bounds.size.width,
height: bounds.size.height / 2)
let rectPath = UIBezierPath(rect: rectBounds)
let ovalBounds = CGRect(x: bounds.origin.x - offset / 2,
y: bounds.origin.y ,
width: bounds.size.width + offset,
height: bounds.size.height)
let ovalPath = UIBezierPath(ovalIn: ovalBounds)
rectPath.append(ovalPath)
let maskLayer = CAShapeLayer()
maskLayer.frame = bounds
maskLayer.path = rectPath.cgPath
self.layer.mask = maskLayer
}
}
& use it in viewWillAppear like methods where you can get actual frame of UIImageView.
Usage:
override func viewWillAppear(_ animated: Bool) {
//use it in viewWillAppear like methods where you can get actual frame of UIImageView
myImageView.setBottomCurve()
}

Related

Trim UIView with 2 arcs

I have a UIView and I want to trim it with two circles, like I've drawn(sorry for the quality).
My code:
final class TrimmedView: UIView {
override init(frame: CGRect) {
super.init(frame: frame)
let size = CGSize(width: 70, height: 70)
let innerRadius: CGFloat = 366.53658283002471
let innerBottomRadius: CGFloat = 297.88543112651564
let path = UIBezierPath()
path.move(to: CGPoint(x: -innerRadius + (size.width / 2), y: innerRadius))
path.addArc(withCenter: CGPoint(x: size.width / 2, y: innerRadius), radius: innerRadius, startAngle: CGFloat.pi, endAngle: 0, clockwise: true)
path.move(to: CGPoint(x: -innerBottomRadius + (size.width / 2), y: innerBottomRadius))
path.addArc(withCenter: CGPoint(x: size.width / 2, y: innerBottomRadius), radius: innerBottomRadius, startAngle: 0, endAngle: CGFloat.pi, clockwise: true)
path.close()
let shapeLayer = CAShapeLayer()
shapeLayer.path = path.cgPath
shapeLayer.shadowPath = path.cgPath
layer.mask = shapeLayer
}
required init?(coder: NSCoder) {
super.init(coder: coder)
}
}
ViewController:
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
let view = UIView(frame: CGRect(origin: CGPoint(x: (self.view.bounds.width - 70) / 2, y: (self.view.bounds.height - 70) / 2), size: CGSize(width: 70, height: 70)))
view.backgroundColor = .red
self.view.addSubview(view)
let view1 = TrimmedView(frame: view.frame)
view1.backgroundColor = .yellow
self.view.addSubview(view1)
}
I got this result. It seems for me that top trimming works but the bottom doesn't and I don't know why. Any help would be appreciated. Thanks.
Here is a custom view that should give you what you want.
The UIBezierPath uses QuadCurves for the top "convex" arc and the bottom "concave" arc.
It is marked #IBDesignable so you can see it at design-time in IB / Storyboard. The "height" of the arc and the fill color are each set as #IBInspectable so you can adjust those values at design-time as well.
To use it in Storyboard:
Add a normal UIView
change the Class to BohdanShapeView
in the Attributes Inspector pane, set the Arc Offset and the Fill Color
set the background color as with a normal view (you'll probably use clear)
Result:
To use it via code:
let view1 = BohdanShapeView(frame: view.frame)
view1.fillColor = .systemTeal
view1.arcOffset = 10
self.view.addSubview(view1)
Here is the class:
#IBDesignable
class BohdanShapeView: UIView {
#IBInspectable var arcOffset: CGFloat = 0.0
#IBInspectable var fillColor: UIColor = UIColor.white
let shapeLayer = CAShapeLayer()
override init(frame: CGRect) {
super.init(frame: frame)
commonInit()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
commonInit()
}
func commonInit() -> Void {
// add the shape layer
layer.addSublayer(shapeLayer)
}
override func layoutSubviews() {
super.layoutSubviews()
// fill color for the shape
shapeLayer.fillColor = self.fillColor.cgColor
let width = bounds.size.width
let height = bounds.size.height
let bezierPath = UIBezierPath()
// start at arcOffset below top-left
bezierPath.move(to: CGPoint(x: 0.0, y: 0.0 + arcOffset))
// add curve to arcOffset below top-right
bezierPath.addQuadCurve(to: CGPoint(x: width, y: 0.0 + arcOffset), controlPoint: CGPoint(x: width * 0.5, y: 0.0 - arcOffset))
// add line to bottom-right
bezierPath.addLine(to: CGPoint(x: width, y: height))
// add curve to bottom-left
bezierPath.addQuadCurve(to: CGPoint(x: 0.0, y: height), controlPoint: CGPoint(x: width * 0.5, y: height - arcOffset * 2.0))
// close the path
bezierPath.close()
shapeLayer.path = bezierPath.cgPath
}
}

Add shadow to UIView whose shape has been changed by UIBezierPath

I've created an extension for UIView that allows me to make a concave shape.
extension UIView {
func createConcave(depth: CGFloat) {
let width = self.bounds.width
let height = self.bounds.height
let path = UIBezierPath()
let p0 = CGPoint(x: 0, y: 0)
let p2 = CGPoint(x: width, y: 0)
let p1 = CGPoint(x: width / 2, y: depth)
path.move(to: p0)
path.addQuadCurve(to: p2, controlPoint: p1)
path.addLine(to: CGPoint(x: width, y: height))
path.addLine(to: CGPoint(x: 0, y: height))
path.addLine(to: p0)
let mask = CAShapeLayer()
mask.path = path.cgPath
self.layer.mask = mask
self.layer.masksToBounds = false
}
}
What would be a good solution to add a shadow to the view that matches the shape? Would I have to specify the shadow path to be the same path as the concave shape?
You are masking the layer to the path. Thus anything, including the shadow, will be clipped by that mask.
Instead of masking, add sublayer.
E.g.
#IBDesignable
class ConcaveView: UIView {
#IBInspectable var depth: CGFloat = 10 { didSet { updatePath() } }
#IBInspectable var fillColor: UIColor = .red { didSet { shapeLayer.fillColor = fillColor.cgColor } }
private lazy var shapeLayer: CAShapeLayer = {
let shapeLayer = CAShapeLayer()
shapeLayer.fillColor = fillColor.cgColor
shapeLayer.shadowColor = UIColor.black.cgColor
shapeLayer.shadowRadius = 5
shapeLayer.shadowOpacity = 1
shapeLayer.shadowOffset = .zero
return shapeLayer
}()
override init(frame: CGRect = .zero) {
super.init(frame: frame)
configure()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
configure()
}
func configure() {
layer.addSublayer(shapeLayer)
clipsToBounds = false
}
override func layoutSubviews() {
super.layoutSubviews()
updatePath()
}
func updatePath() {
let path = UIBezierPath()
let point0 = CGPoint(x: bounds.minX, y: bounds.minY)
let point2 = CGPoint(x: bounds.maxX, y: bounds.minY)
let point1 = CGPoint(x: bounds.width / 2, y: bounds.minY + depth)
path.move(to: point0)
path.addQuadCurve(to: point2, controlPoint: point1)
path.addLine(to: CGPoint(x: bounds.maxX, y: bounds.maxY))
path.addLine(to: CGPoint(x: bounds.minX, y: bounds.maxY))
path.addLine(to: point0)
shapeLayer.path = path.cgPath
}
}
That yields:

Adding a mask to CAGradientLayer makes UIBezierPath disappear

I want to add an inner border to a view with a gradient. The following code works and gives me this result
import UIKit
class InnerGradientBorderView: UIView {
override init(frame: CGRect) {
super.init(frame: frame)
backgroundColor = UIColor.clear
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
backgroundColor = UIColor.clear
}
override func draw(_ rect: CGRect) {
super.draw(rect)
addGradientInnerBorder(width: 8, color: FlatWhite())
}
func addGradientInnerBorder(width: CGFloat, color: UIColor) {
// Setup
let topLeftO = CGPoint(x: 0, y: 0)
let topLeftI = CGPoint(x: width, y: width)
let topRightO = CGPoint(x: frame.width, y: 0)
let topRightI = CGPoint(x: frame.width - width, y: width)
let bottomLeftO = CGPoint(x: 0, y: frame.height)
let bottomLeftI = CGPoint(x: width, y: frame.height - width)
let bottomRightO = CGPoint(x: frame.width, y: frame.height)
let bottomRightI = CGPoint(x: frame.width - width, y: frame.height - width)
// Top
let topPoints = [topLeftO, topLeftI, topRightI, topRightO, topLeftO]
let topGradientPoints = [CGPoint(x: 0, y: 0), CGPoint(x: 0, y: 1)]
addGradientToBeizerPath(path: addClosedPathForPoints(points: topPoints), color: color, gradientPoints: topGradientPoints)
// Left
let leftPoints = [topLeftO, topLeftI, bottomLeftI, bottomLeftO, topLeftO]
let leftGradientPoints = [CGPoint(x: 0, y: 0), CGPoint(x: 1, y: 0)]
addGradientToBeizerPath(path: addClosedPathForPoints(points: leftPoints), color: color, gradientPoints: leftGradientPoints)
// Right
let rightPoints = [topRightO, topRightI, bottomRightI, bottomRightO, topRightO]
let rightGradientPoints = [CGPoint(x: 1, y: 0), CGPoint(x: 0, y: 0)]
addGradientToBeizerPath(path: addClosedPathForPoints(points: rightPoints), color: color, gradientPoints: rightGradientPoints)
// Bottom
let bottomPoints = [bottomLeftO, bottomLeftI, bottomRightI, bottomRightO, bottomLeftO]
let bottomGradientPoints = [CGPoint(x: 0, y: 1), CGPoint(x: 0, y: 0)]
addGradientToBeizerPath(path: addClosedPathForPoints(points: bottomPoints), color: color, gradientPoints: bottomGradientPoints)
}
func addClosedPathForPoints(points: [CGPoint]) -> UIBezierPath? {
guard points.count == 5 else { return nil }
let path = UIBezierPath()
path.move(to: points[0])
path.addLine(to: points[1])
path.addLine(to: points[2])
path.addLine(to: points[3])
path.addLine(to: points[4])
path.close()
return path
}
func addGradientToBeizerPath(path: UIBezierPath?, color: UIColor, gradientPoints: [CGPoint]) {
guard let path = path, gradientPoints.count == 2 else { return }
let gradient = CAGradientLayer()
gradient.frame = path.bounds
gradient.colors = [color.cgColor, UIColor.clear.cgColor]
gradient.startPoint = gradientPoints[0]
gradient.endPoint = gradientPoints[1]
// let shapeMask = CAShapeLayer()
// shapeMask.path = path.cgPath
// gradient.mask = shapeMask
self.layer.insertSublayer(gradient, at: 0)
}
}
You will notice that the edges do not look that great.To fix that, I am giving the edges an angle. When I apply a mask to this gradient with this angle, the right and bottom paths disappear like this:
All I am doing here is using some closed bezierPaths and applying a gradient to them. If the gradient has a mask (the commented code is uncommented), two of the paths disappear. I have a feeling that I am not understanding something so hopefully someone here can tell me how to use CAShapeLayer properly.
This comment to CALayer mask property
explains it perfectly:
The mask layer lives in the masked layer's coordinate system just as if it were a sublayer.
In your case, the origin of the right and bottom gradient layer is not
at (0, 0) of the enclosing view, but at (frame.width - width, 0)
and (frame.height - width, 0) respectively.
On the other hand, the coordinates of the points in
oshapeMask.path are relative to (0, 0) of the enclosing view.
A possible simple fix is to transform the coordinate system of
the shape layer so that it uses the same coordinates as the points
of the given path:
let gradient = CAGradientLayer()
gradient.frame = path.bounds
gradient.bounds = path.bounds // <<--- ADDED HERE!
gradient.colors = [color.cgColor, UIColor.clear.cgColor]
gradient.startPoint = gradientPoints[0]
gradient.endPoint = gradientPoints[1]
let shapeMask = CAShapeLayer()
shapeMask.path = path.cgPath
gradient.mask = shapeMask
self.layer.addSublayer(gradient)

iOS Swift Rectangle

I am trying to add a rectangular shape (curve as shown in picture) to my existing UIView.
.
This is the code I have implemented:
func drawRect(rect: CGRect) {
let y:CGFloat = 20
let curveTo:CGFloat = 0
let myBezier = UIBezierPath()
myBezier.move(to: CGPoint(x: 0, y: y))
myBezier.addQuadCurve(to: CGPoint(x: rect.width, y: y), controlPoint: CGPoint(x: rect.width / 2, y: curveTo))
myBezier.addLine(to: CGPoint(x: rect.width, y: rect.height))
myBezier.addLine(to: CGPoint(x: 0, y: rect.height))
myBezier.close()
let context = UIGraphicsGetCurrentContext()
context!.setLineWidth(4.0)
UIColor.yellow.setFill()
myBezier.fill()
}
Just to try and get a rectangle path to appear, however, when I open it in the simulator there is nothing. I believe it is because my other elements are overlayed on top of it is this correct? My full code is here
Thanks for your help.
Looking at your code. The UIViewController don't have overridden message drawRect. You should create custom class derived from UIView and override message drawRect there.
This could be made much more flexible, but it might suit your needs. If it doesn't, it could be a good starting point for you to get to what you want.
If you haven't looked at custom components / subclassing UIView / using IBInspectable and IBDesignable, this probably won't make much sense, so you might have some reading to do :)
//
// RoundedBottomImageView.swift
// SW3IBDesign
//
// Created by Don Mag on 2/27/17.
// Copyright © 2017 DonMag. All rights reserved.
//
import UIKit
#IBDesignable
class RoundedBottomImageView: UIView {
var imageView: UIImageView!
#IBInspectable var image: UIImage? {
didSet { self.imageView.image = image }
}
#IBInspectable var roundingValue: CGFloat = 0.0 {
didSet {
self.setNeedsLayout()
}
}
override init(frame: CGRect) {
super.init(frame: frame)
doMyInit()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
doMyInit()
}
func doMyInit() {
imageView = UIImageView()
imageView.backgroundColor = UIColor.red
imageView.contentMode = UIViewContentMode.scaleToFill
addSubview(imageView)
}
override func layoutSubviews() {
super.layoutSubviews()
imageView.frame = self.bounds
let rect = self.bounds
let y:CGFloat = rect.size.height - roundingValue
let curveTo:CGFloat = rect.size.height
let myBezier = UIBezierPath()
myBezier.move(to: CGPoint(x: 0, y: y))
myBezier.addQuadCurve(to: CGPoint(x: rect.width, y: y), controlPoint: CGPoint(x: rect.width / 2, y: curveTo))
myBezier.addLine(to: CGPoint(x: rect.width, y: 0))
myBezier.addLine(to: CGPoint(x: 0, y: 0))
myBezier.close()
let maskForPath = CAShapeLayer()
maskForPath.path = myBezier.cgPath
layer.mask = maskForPath
}
}
Example app: https://github.com/DonMag/IBDesignInspect
Edit: Example now includes buttons to demonstrate changing the image via code.
Edit2: Example app now has an Alternate Storyboard to show how the image can be "path clipped" without using a custom subclass.

Animate CAShapeLayer & Shadow independently

I have a 'UIView' Subclass called 'HexagonView' in which I create a layer to display a Hexagon. I then add another layer with the same path as shadow layer. I had to do it this way since I could not display a shadow outside of the 'layer.mask' Shape.
My goal is to animate a 360° rotation of the shape, while the shadow stays on it's position instead of moving around with the rotation.
See example image
This is the code I have so far:
#IBDesignable class HexagonView: UIView {
override func prepareForInterfaceBuilder()
{
super.prepareForInterfaceBuilder()
configureLayer()
addShadow()
}
override init(frame: CGRect)
{
super.init(frame: frame)
configureLayer()
addShadow()
}
required init?(coder aDecoder: NSCoder)
{
super.init(coder: aDecoder)
configureLayer()
addShadow()
}
func configureLayer()
{
let maskLayer = CAShapeLayer()
maskLayer.fillRule = kCAFillRuleEvenOdd
maskLayer.frame = bounds
UIGraphicsBeginImageContext(frame.size)
maskLayer.path = getHexagonPath().cgPath
UIGraphicsEndImageContext()
layer.addSublayer(maskLayer)
}
private func getHexagonPath() -> UIBezierPath
{
let width = frame.size.width
let height = frame.size.height
let padding = width * 1 / 8 / 2
let path = UIBezierPath()
path.move(to: CGPoint(x: width / 2, y: 0))
path.addLine(to: CGPoint(x: width - padding, y: height / 4))
path.addLine(to: CGPoint(x: width - padding, y: height * 3 / 4))
path.addLine(to: CGPoint(x: width / 2, y: height))
path.addLine(to: CGPoint(x: padding, y: height * 3 / 4))
path.addLine(to: CGPoint(x: padding, y: height / 4))
path.close()
return path
}
func addShadow()
{
let s = CAShapeLayer()
s.fillColor = backgroundColor?.cgColor
s.frame = layer.bounds
s.path = getHexagonPath().cgPath
layer.backgroundColor = UIColor.clear.cgColor
layer.addSublayer(s)
layer.masksToBounds = false
layer.shadowColor = AppAppearance.Colors.labelBackground.cgColor
layer.shadowOffset = CGSize(width: 5, height: 10)
layer.shadowOpacity = 0.5
layer.shadowPath = getHexagonPath().cgPath
layer.shadowRadius = 0
}
func rotate(duration: CFTimeInterval = 1.0, completionDelegate: AnyObject? = nil)
{
let rotateAnimation = CABasicAnimation(keyPath: "transform.rotation")
rotateAnimation.fromValue = 0.0
rotateAnimation.toValue = CGFloat(M_PI * 2.0)
rotateAnimation.duration = duration
rotateAnimation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
if let delegate = completionDelegate as? CAAnimationDelegate {
rotateAnimation.delegate = delegate
}
layer.add(rotateAnimation, forKey: nil)
}
}
How can I achieve the shadow rotation on its starting position rather than having it attached to the white layer.

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