Clipping the bezier path in curve shape - ios

I using Swift to creating a custom button in a phone UI and need to clip the bottom of the button in the convex like shape.
The problem was it should be perfect and the bottom curve should match the bigger button
I tried different approaches but it's not getting the perfect result.
Using rounded corners
if buttonDirection == 0 {
path = UIBezierPath(roundedRect: rect, byRoundingCorners:[UIRectCorner.topLeft, .topRight], cornerRadii: CGSize(width: self.bounds.width/2, height: 0))
path.close()
}
Create whole path without rounded curve using QuardCurve // still bottom part not inverse curve plus corner are also not smooth as 1
if buttonDirection == 0 {
//path = UIBezierPath(roundedRect: rect, byRoundingCorners:[UIRectCorner.topLeft, .topRight], cornerRadii: CGSize(width: self.bounds.width/2, height: 0))
//path.close()
let curve = UIBezierPath()
curve.move(to: CGPoint(x: 0, y: self.bounds.height))
curve.addLine(to:CGPoint(x: 0, y: self.bounds.width/3))
curve.addQuadCurve(to: CGPoint(x: self.bounds.width, y: self.bounds.width/3), controlPoint: CGPoint(x: self.bounds.width/2, y: -5))
curve.addLine(to: CGPoint(x: self.bounds.width, y: self.bounds.height))
curve.addQuadCurve(to: CGPoint(x: 0, y: self.bounds.height), controlPoint: CGPoint(x: self.bounds.width/2, y: self.bounds.width - 10))
UIColor.black.setFill()
curve.fill()
}
Create the path from 1 and then just Clip QuardCurve
if buttonDirection == 0 {
path = UIBezierPath(roundedRect: rect, byRoundingCorners:[UIRectCorner.topLeft, .topRight], cornerRadii: CGSize(width: self.bounds.width/2, height: 0))
path.close()
path.move(to: CGPoint(x: 0, y: self.bounds.height))
path.addQuadCurve(to: CGPoint(x: self.bounds.width, y: self.bounds.height), controlPoint: CGPoint(x: self.bounds.width/2, y: self.bounds.height/2))
path.addClip()
UIColor.black.setFill()
path.fill()
}
I tried many other things also but not getting the result, What I wanted is simply clip the bottom curve from the 1st path, Like how to cut one path from another (After reading apples doc I come to know I can use path.reverse() also )
here are all buttons in one pic and when you click the button say vol + its changes the colour
PS Edited the original question, as images were confusing, and I found one solution but still want to know if there is a better solution with one path and smooth edges.

Below method worked but if someone has better solution do post.
Basically what I am doing here is first clipping the whole button with the bottom part as convex, using addLines and Quardcurve in the bottom and after that creating new path using bezier roundedRect initialization with top-right and top-left corner.
if buttonDirection == 0 {
let curve = UIBezierPath()
curve.move(to: CGPoint(x: 0, y: self.bounds.height))
curve.addLine(to: CGPoint(x: 0, y: 0))
curve.addLine(to: CGPoint(x: self.bounds.width, y: 0))
curve.addLine(to: CGPoint(x: self.bounds.width, y: self.bounds.height))
curve.addQuadCurve(to: CGPoint(x: 0, y: self.bounds.height), controlPoint: CGPoint(x: self.bounds.width/2, y: self.bounds.height - self.bounds.height/4))
curve.close()
curve.addClip()
path = UIBezierPath(roundedRect: rect, byRoundingCorners:[UIRectCorner.topLeft, .topRight], cornerRadii: CGSize(width: self.bounds.width/2, height: 0))
path.close()
}

Related

Waved Curved Tabbar Design in swift 4.2 İOS

Wave curved (upside) tabbar behind the center raised button. İ have created a customised class for tabbar by using reference of "https://medium.com/#philipp307/draw-a-custom-ios-tabbar-shape-27d298a7f4fa" But actually İ need to create a Wave Curved in the center of tab bar. İ have tried to play around with Bézier curve but not getting an exact behind the central button. I don't need a dip of it. İ need it behind (upside wave) my custom code and images attached.
func createPath() -> CGPath {
let height: CGFloat = 37.0
let path = UIBezierPath()
let centerWidth = self.frame.width / 2
path.move(to: CGPoint(x: 0, y: 0)) // start top left
path.addLine(to: CGPoint(x: (centerWidth - height * 2), y: 0)) // the beginning of the trough
// first curve down
path.addCurve(to: CGPoint(x: centerWidth, y: height),
controlPoint1: CGPoint(x: (centerWidth - 30), y: 0), controlPoint2: CGPoint(x: centerWidth - 35, y: height))
// second curve up
path.addCurve(to: CGPoint(x: (centerWidth + height * 2), y: 0),
controlPoint1: CGPoint(x: centerWidth + 35, y: height), controlPoint2: CGPoint(x: (centerWidth + 30), y: 0))
// complete the rect
path.addLine(to: CGPoint(x: self.frame.width, y: 0))
path.addLine(to: CGPoint(x: self.frame.width, y: self.frame.height))
path.addLine(to: CGPoint(x: 0, y: self.frame.height))
path.close()
return path.cgPath
}
tabbar design

How to set Corner Radius to UIBezierPath

I have created following image by UIBezierPath using this code
//// Bezier Drawing
let bezierPath = UIBezierPath()
bezierPath.move(to: CGPoint(x: 360, y: 0))
bezierPath.addCurve(to: CGPoint(x: 360, y: 75), controlPoint1: CGPoint(x: 359.53, y: 30.5), controlPoint2: CGPoint(x: 359.91, y: 55.45))
bezierPath.addCurve(to: CGPoint(x: 360, y: 153.78), controlPoint1: CGPoint(x: 360.35, y: 153.21), controlPoint2: CGPoint(x: 360, y: 153.78))
bezierPath.addCurve(to: CGPoint(x: 180, y: 153.78), controlPoint1: CGPoint(x: 360, y: 153.78), controlPoint2: CGPoint(x: 271.2, y: 212.77))
bezierPath.addCurve(to: CGPoint(x: 0, y: 153.78), controlPoint1: CGPoint(x: 88.8, y: 94.8), controlPoint2: CGPoint(x: 0, y: 153.78))
bezierPath.addLine(to: CGPoint(x: 0, y: 0))
bezierPath.addLine(to: CGPoint(x: 360, y: 0))
UIColor.green.setFill()
bezierPath.fill()
now i want to give corner radius to TopLeft and TopRight of this following Image using Slider.
I have Tried Following code but it did not works for me.
var cornerPath = path
cornerPath = UIBezierPath(roundedRect:self.imgTop.bounds,
byRoundingCorners:[.topLeft, .topRight],
cornerRadii: CGSize(width: CGFloat(cornerRadius),
height: CGFloat(cornerRadius)))
path.lineWidth = 1.0
let maskLayer = CAShapeLayer()
maskLayer.path = cornerPath.cgPath
self.imgTop.layer.mask = maskLayer
let maskLayerTop = CAShapeLayer()
maskLayerTop.fillColor = UIColor.white.cgColor
maskLayerTop.backgroundColor = UIColor.clear.cgColor
maskLayerTop.path = pathTop?.cgPath
maskLayerTop.cornerRadius = CGFloat(cornerRadius)
//maskLayerTop.masksToBounds = true
maskLayerTop.shadowRadius = CGFloat(cornerRadius)
maskLayerTop.fillColor = UIColor.green.cgColor
maskLayerTop.shadowColor = UIColor.blue.cgColor
imgTop.layer.mask = maskLayerTop
I had also tried to applying corner radius to Image view but it did not work.i want corner radius like following image.
Please Help!
.
.
NOTE: I had already create one path to create following Image
before your let bezierPath = UIBezierPath() for curve add
var = cornerRadiudSize = CGSize(width: 50.0, height: 50.0) //this is your global variable that you can change based on the slider and then draw
let p = UIBezierPath(roundedRect: rect, byRoundingCorners: .allCorners, cornerRadii: cornerRadiudSize)
p.addClip()
PS: Instead of all corner set the corners you want
IOS 14, swift 5 version
let bezierPath = UIBezierPath(roundedRect: shareContainerView.bounds, byRoundingCorners: [.topLeft, .topRight], cornerRadii: CGSize(width: 4, height: 4))
let maskLayer = CAShapeLayer()
maskLayer.path = bezierPath.cgPath
shareContainerView.layer.mask = maskLayer

All four corner of a view having different radius

How do i design a UIView whose all 4 corners have different corner radius. So, UIView with its top right corner radius of 20, top left corner radius of 30, bottom left corner radius of 10 and bottom right corner radius of 20
I want to add different cornerRadius to Viw Container shown in image.
using UIBEZIER method cuts off the share comment and like portion.
viw Container is pinned to cell
You can use this UIView extension. It will create and apply a mask layer according to your radius values.
extension UIView {
func applyRadiusMaskFor(topLeft: CGFloat = 0, bottomLeft: CGFloat = 0, bottomRight: CGFloat = 0, topRight: CGFloat = 0) {
let path = UIBezierPath()
path.move(to: CGPoint(x: bounds.width - topRight, y: 0))
path.addLine(to: CGPoint(x: topLeft, y: 0))
path.addQuadCurve(to: CGPoint(x: 0, y: topLeft), controlPoint: .zero)
path.addLine(to: CGPoint(x: 0, y: bounds.height - bottomLeft))
path.addQuadCurve(to: CGPoint(x: bottomLeft, y: bounds.height), controlPoint: CGPoint(x: 0, y: bounds.height))
path.addLine(to: CGPoint(x: bounds.width - bottomRight, y: bounds.height))
path.addQuadCurve(to: CGPoint(x: bounds.width, y: bounds.height - bottomRight), controlPoint: CGPoint(x: bounds.width, y: bounds.height))
path.addLine(to: CGPoint(x: bounds.width, y: topRight))
path.addQuadCurve(to: CGPoint(x: bounds.width - topRight, y: 0), controlPoint: CGPoint(x: bounds.width, y: 0))
let shape = CAShapeLayer()
shape.path = path.cgPath
layer.mask = shape
}
}
Example usage:
let view = UIView(frame: CGRect(x: 0, y: 0, width: 200, height: 200))
view.backgroundColor = .red
view.applyRadiusMaskFor(topLeft: 80, bottomLeft: 40, bottomRight: 30, topRight: 60)
Result: Radius applied image

How to set shadow at left right and bottom in UIView in ios Swift?

I want shadow at left, right and bottom in view. But Swift 3 shadow offset provide only height or width. I found similar answer see below link it show shadow top left right shadow. I want left right and bottom.
see link little similar answer
It's almost the same task as link provided, just change the BezierPath.
let block1 = UIView(frame: CGRect.init(x: 50, y: 50, width: 300, height: 300))
block1.backgroundColor = UIColor.red
block1.layer.masksToBounds = false
block1.layer.shadowOffset = CGSize(width: 0.0, height: 0.0)
block1.layer.shadowRadius = 5.0
block1.layer.shadowOpacity = 0.7
let path = UIBezierPath()
path.move(to: CGPoint(x: 0.0, y: 0.0))
// Move to center between two top points instead of bottom
path.addLine(to: CGPoint(x: block1.frame.size.width/2.0, y: block1.frame.size.height/2.0))
path.addLine(to: CGPoint(x: block1.frame.size.width, y: 0.0))
path.addLine(to: CGPoint(x: block1.frame.size.width, y: block1.frame.size.height))
path.addLine(to: CGPoint(x: 0.0, y: block1.frame.size.height))
path.close()
block1.layer.shadowPath = path.cgPath

How can I create arc shape ios swift

I have an application with some buttons. I want to create a arc shape button like the following image
How can I do it? I use the following code to achieve this.
button.layer.cornerRadius = button.bounds.size.height
and
button.layer.cornerRadius = 0.5*button.bounds.size.height
I also tried this with the using of width
button.layer.cornerRadius = button.bounds.size.width
and
button.layer.cornerRadius = 0.5*button.bounds.size.width
How can I do it? Please someone help me to solve this.
To create arc shape you need to use UIBezierPath
please read apple's UIBezierPath_class Document.
They have mention method for create arc shape.
Creates and returns a new UIBezierPath object initialized with an arc of a circle.
For constructing the path
Appends an arc to the receiver’s path.
You can also Refer Core Graphics Tutorial Part 1 With Example and search with arc keyword on browser you will redirect to arc shape on the page.
Another image posted by #Jack in above comments and asked help, here is the image:
I couldn't answer him as comment, so pasting my playground here instead.
let shapeView = UIView(frame: CGRect(x: 0, y: 0, width: 360, height: 60))
let shapeSize = shapeView.frame.size
shapeView.backgroundColor = UIColor.white
let path = CGMutablePath()
path.move(to: CGPoint.zero)
let curveWidthOneFourth = shapeSize.width / 4
let curveHeight = shapeSize.height * 0.2
path.addCurve(to: CGPoint(x: curveWidthOneFourth * 2, y: curveHeight), control1: .zero, control2: CGPoint(x: curveWidthOneFourth, y: curveHeight))
path.addCurve(to: CGPoint(x: shapeSize.width, y: 0), control1: CGPoint(x: curveWidthOneFourth * 3, y: curveHeight), control2: CGPoint(x: shapeSize.width, y: 0))
path.addLine(to: CGPoint(x: shapeSize.width, y: shapeSize.height))
path.addLine(to: CGPoint(x: 0, y: shapeSize.height))
path.addLine(to: CGPoint.zero)
And add our path to a view's layer:
let layer = CAShapeLayer()
layer.path = path
layer.fillColor = UIColor.red.cgColor
shapeView.layer.addSublayer(layer)
Encountered a similar task today, I used CGMutableShape instead of UIBezierPath because I was required to animation the shape.
Anyways, to understand the shape I divided the shape into 6 parts (lines & curves):
Base UIView to draw our shape in
let shapeView = UIView(frame: CGRect(x: 16, y: 16, width: 100, height: 44))
shapeView.backgroundColor = UIColor.lightGray
self.view.addSubview(shapeView)
Actual shape and its path
let path = CGMutablePath()
path.move(to: CGPoint(x: 10, y: 0)) // Move path to beginning of part-1
// Draw above divided parts
path.addLine(to: CGPoint(x: 90, y: 0)) // Part-1
path.addCurve(to: CGPoint(x: 95, y: 22), control1: CGPoint(x: 93, y: 6.6), control2: CGPoint(x: 95, y: 14)) // Part-2
path.addCurve(to: CGPoint(x: 90, y: 44), control1: CGPoint(x: 95, y: 30), control2: CGPoint(x: 93, y: 37)) // Part-3
path.addLine(to: CGPoint(x: 10, y: 44)) // Part-4
path.addCurve(to: CGPoint(x: 5, y: 22), control1: CGPoint(x: 7, y: 37), control2: CGPoint(x: 5, y: 30)) // Part-5
path.addCurve(to: CGPoint(x: 10, y: 0), control1: CGPoint(x: 5, y: 14), control2: CGPoint(x: 6, y: 6.6)) // Part-6
let arcLayer = CAShapeLayer()
arcLayer.path = path
arcLayer.fillColor = UIColor.gray.cgColor
shapeView.layer.insertSublayer(arcLayer, at: 0)

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