I have an app where users can place shapes onto an image. The image is in a UIImageView set to AspectFit. The UIImageView is in a UIScrollView to allow for zooming and panning. The shapes are UIViews added to the UIImageView. Everything is working fine except when the Device Orientation changes. Since the image is set to AspectFit and the orientation changes so does the aspect ratio. Therefore, my shapes don't maintain the same position on the image.
Before rotation:
After rotation:
ViewController Code:
override func viewDidLoad() {
super.viewDidLoad()
imageView.image = markupUIImage;
scrollView.maximumZoomScale=5;
scrollView.minimumZoomScale=0.5;
scrollView.bounces=true;
scrollView.bouncesZoom=true;
scrollView.contentSize=CGSize(width: imageView.frame.size.width, height: imageView.frame.size.height);
scrollView.showsHorizontalScrollIndicator=true;
scrollView.showsVerticalScrollIndicator=true;
scrollView.delegate=self;
}
func viewForZooming(in scrollView: UIScrollView) -> UIView?
{
return self.imageView
}
Class for Shapes:
class ShapeUIView: UIView {
override public class var layerClass: Swift.AnyClass {
get {
return CAShapeLayer.self;
}
}
override init(frame: CGRect) {
super.init(frame: frame)
initializeView()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
initializeView()
}
private func initializeView(){
let shapeLayer = (layer as! CAShapeLayer);
shapeLayer.opacity = 1.0
shapeLayer.lineJoin = kCALineJoinRound
shapeLayer.lineWidth = 2.0
shapeLayer.strokeColor = UIColor(red: 0, green: 0, blue: 0, alpha: 1.0).cgColor
shapeLayer.fillColor = UIColor(red: 0, green: 128, blue: 0, alpha: 0.3).cgColor
self.isUserInteractionEnabled = true;
self.alpha = 1.0;
self.isHidden = false;
}
public func setPath(_ path: UIBezierPath) {
(layer as! CAShapeLayer).path = path.cgPath;
}
}
How do I get the shape to stay in the same location on the image after rotation?
I was able to figure out my own question. Posting here in case someone else comes across this.
What I did was set the UIImageView.contentMode = .center and set the UIImageView size to the same height and width of the image. Then I let the UIScrollView do its thing and scale the image. Therefore, I didn't have both the UIImageView scaling the image because of the AspectFit and the UIScrollView scaling the image.
I put the following in my UIViewController:
override func viewDidAppear(_ animated: Bool) {
//Initial Scale
imageView.bounds.size.width = (imageView.image?.size.width)!;
imageView.bounds.size.height = (imageView.image?.size.height)!;
imageView.frame = CGRect(x: 0, y: 0, width: imageView.bounds.size.width, height: imageView.bounds.size.height)
let widthScale: CGFloat = scrollView.width / imageView.image!.size.width;
let heightScale: CGFloat = scrollView.height / imageView.image!.size.height;
let initialZoom = min(widthScale, heightScale);
scrollView.setZoomScale(initialZoom, animated: false)
}
Now when my shapes are draw on the image and the device is rotated they stay in the correct place.
Related
I have an extension for UIView to apply gradient:
extension UIView {
func applyGradient(colors: [CGColor]) {
self.backgroundColor = nil
let gradientLayer = CAGradientLayer()
gradientLayer.frame = self.bounds // Here new gradientLayer should get actual UIView bounds
gradientLayer.cornerRadius = self.layer.cornerRadius
gradientLayer.colors = colors
gradientLayer.startPoint = CGPoint(x: 0.0, y: 0.0)
gradientLayer.endPoint = CGPoint(x: 1.0, y: 1.0)
gradientLayer.masksToBounds = true
self.layer.insertSublayer(gradientLayer, at: 0)
}
}
In my UIView subclass I'm creating all my view and setting up constraints:
private let btnSignIn: UIButton = {
let btnSignIn = UIButton()
btnSignIn.setTitle("Sing In", for: .normal)
btnSignIn.titleLabel?.font = UIFont(name: "Avenir Medium", size: 35)
btnSignIn.layer.cornerRadius = 30
btnSignIn.clipsToBounds = true
btnSignIn.translatesAutoresizingMaskIntoConstraints = false
return btnSignIn
}()
override init(frame: CGRect) {
super.init(frame: frame)
addSubViews()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
addSubViews()
}
func addSubViews() {
self.addSubview(imageView)
self.addSubview(btnSignIn)
self.addSubview(signUpstackView)
self.addSubview(textFieldsStackView)
setConstraints()
}
I've overridden layoutSubviews function which is called each time when view bounds are changed(Orientation transition included), where I'm calling applyGradient.
override func layoutSubviews() {
super.layoutSubviews()
btnSignIn.applyGradient(colors: [Colors.ViewTopGradient, Colors.ViewBottomGradient])
}
The problem is that after orientation transition gradient applied wrong for some reason...
See the screenshot please
What am I missing here?
If you look at your button, you’ll see two gradients. That’s because layoutSubviews is called at least twice, first when the view was first presented and again after the orientation change. So you’ve added at least two gradient layers.
You want to change this so you only insertSublayer once (e.g. while the view is being instantiated), and because layoutSubviews can be called multiple times, it should limit itself to just adjusting existing layers, not adding any.
You can also just use the layerClass class property to make the button’s main layer a gradient, and then you don’t have to manually adjust layer frames at all:
#IBDesignable
public class RoundedGradientButton: UIButton {
static public override var layerClass: AnyClass { CAGradientLayer.self }
private var gradientLayer: CAGradientLayer { layer as! CAGradientLayer }
#IBInspectable var startColor: UIColor = .blue { didSet { updateColors() } }
#IBInspectable var endColor: UIColor = .red { didSet { updateColors() } }
override public init(frame: CGRect = .zero) {
super.init(frame: frame)
configure()
}
required public init?(coder: NSCoder) {
super.init(coder: coder)
configure()
}
override public func layoutSubviews() {
super.layoutSubviews()
layer.cornerRadius = min(bounds.height, bounds.width) / 2
}
}
private extension RoundedGradientButton {
func configure() {
gradientLayer.startPoint = CGPoint(x: 0, y: 0)
gradientLayer.endPoint = CGPoint(x: 1, y: 1)
updateColors()
titleLabel?.font = UIFont(name: "Avenir Medium", size: 35)
}
func updateColors() {
gradientLayer.colors = [startColor.cgColor, endColor.cgColor]
}
}
This technique eliminates the need to adjust the layer’s frame manually and results in better mid-animation renditions, too.
I have a custom UIView called CircleView which is essentially a colored ellipse. The color property I'm using to color the ellipse is rendered using setFillColor on the graphics context. I was wondering if there was a way to animate the color change, because when I run through the animate / transition the color changes immediately instead of being animated.
Example Setup
let c = CircleView()
c.frame = CGRect(x: 20, y: 20, width: 100, height: 100)
c.color = UIColor.blue
c.backgroundColor = UIColor.clear
self.view.addSubview(c)
UIView.transition(with: c, duration: 5, options: .transitionCrossDissolve, animations: {
c.color = UIColor.red // Not animated
})
UIView.animate(withDuration: 5) {
c.color = UIColor.yellow // Not animated
}
Circle View
class CircleView : UIView {
var color = UIColor.blue {
didSet {
setNeedsDisplay()
}
}
override init(frame: CGRect) {
super.init(frame: frame)
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
override func draw(_ rect: CGRect) {
guard let context = UIGraphicsGetCurrentContext() else {return}
context.addEllipse(in: rect)
context.setFillColor(color.cgColor)
context.fillPath()
}
}
You can use the built in animation support for the layer's backgroundColor.
While the easiest way to make a circle is to make your view a square (using aspect ratio constraints, for instance) and then set the cornerRadius to half the width or height, I assume you want something a bit more advanced, and that is why you used a path.
My solution to this would be something like:
class CircleView : UIView {
var color = UIColor.blue {
didSet {
layer.backgroundColor = color.cgColor
}
}
override init(frame: CGRect) {
super.init(frame: frame)
setup()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
setup()
}
// Setup the view, by setting a mask and setting the initial color
private func setup(){
layer.mask = shape
layer.backgroundColor = color.cgColor
}
// Change the path in case our view changes it's size
override func layoutSubviews() {
super.layoutSubviews()
let path = CGMutablePath()
// add an elipse, or what ever path/shapes you want
path.addEllipse(in: bounds)
// Created an inverted path to use as a mask on the view's layer
shape.path = UIBezierPath(cgPath: path).reversing().cgPath
}
// this is our shape
private var shape = CAShapeLayer()
}
Or if you really need a simple circle, just something like:
class CircleView : UIView {
var color = UIColor.blue {
didSet {
layer.backgroundColor = color.cgColor
}
}
override init(frame: CGRect) {
super.init(frame: frame)
setup()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
setup()
}
private func setup(){
clipsToBounds = true
layer.backgroundColor = color.cgColor
}
override func layoutSubviews() {
super.layoutSubviews()
layer.cornerRadius = bounds.height / 2
}
}
Either way, this will animate nicely:
UIView.animate(withDuration: 5) {
self.circle.color = .red
}
Strange things happens!
Your code is ok, you just need to call your animation in another method and asyncronusly
As you can see, with
let c = CircleView()
override func viewDidLoad() {
super.viewDidLoad()
c.frame = CGRect(x: 20, y: 20, width: 100, height: 100)
c.color = UIColor.blue
c.backgroundColor = UIColor.clear
self.view.addSubview(c)
changeColor()
}
func changeColor(){
DispatchQueue.main.async
{
UIView.transition(with: self.c, duration: 5, options: .transitionCrossDissolve, animations: {
self.c.color = UIColor.red // Not animated
})
UIView.animate(withDuration: 5) {
self.c.color = UIColor.yellow // Not animated
}
}
}
Work as charm.
Even if you add a button that trigger the color change, when you press the button the animation will work.
I encourage you to set this method in the definition of the CircleView
func changeColor(){
DispatchQueue.main.async
{
UIView.transition(with: self, duration: 5, options: .transitionCrossDissolve, animations: {
self.color = UIColor.red
})
UIView.animate(withDuration: 5) {
self.color = UIColor.yellow
}
}
}
and call it where you want in your ViewController, simply with
c.changeColor()
I am trying to create a UIButton subclass and have the selected and disabled state background image from color. The UIButton will be with rounded edges self.layer.cornerRadius = self.frame.height/2
class RoundedButton: UIButton {
public var shadowOffset: CGSize = CGSize(width:0, height:0) {
didSet{
self.layer.shadowOffset = shadowOffset
}
}
public var shadowRadius: CGFloat = 0.0 {
didSet{
self.layer.shadowRadius = shadowRadius
}
}
public var shadowOpacity: Float = 1.0 {
didSet{
self.layer.shadowOpacity = shadowOpacity
}
}
public var shadowColor: UIColor = UIColor.black {
didSet{
self.layer.shadowColor = shadowColor.cgColor
}
}
public var selectedBackgroundColor: UIColor = UIColor.black
override func layoutSubviews() {
super.layoutSubviews()
self.layer.cornerRadius = self.frame.height/2
self.setBackgroundImage(getImageWithColor(color: selectedBackgroundColor, size: self.frame.size, cornerRadius: self.frame.height/2), for: .selected)
}
func getImageWithColor(color: UIColor, size: CGSize, cornerRadius: CGFloat?) -> UIImage? {
let rect = CGRect(x:0, y:0, width:size.width, height:size.height)
UIGraphicsBeginImageContextWithOptions(size, false, 0)
color.setFill()
if cornerRadius != nil {
UIBezierPath(roundedRect: rect, cornerRadius: cornerRadius!).addClip()
}
UIRectFill(rect)
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return image
}
}
It does not work when I select the button (I do change the state when the button is tapped) the weird think is that the button detect only the first time is being tapped. Another weird behaviour is that If I assign a normal UIImage (not created by core graphics) it works so maybe something wrong with the images generated.
Note that I need to combine shadow, corner radius and being able to have different background button states color from UIColor.
You didn't set background image for other states: .normal, .disabled in your case. You also do not need to set the image in layoutSubviews function. Simply override the initializer and set background images for all states there.
Alternative you can observe isSelected, isHighlighted etc. and simply set the backgroundColor property of your button.
I am trying to set a collectionView with round images I get using KingFisher (image caching library).
I am not sure what I should set with round corner, the imageView or the cell itself. Even if the cell is round the image seems to fill the square.
So far I am using this code (If I dont set it after I change the image its square):
func collectionView(_ collectionView: UICollectionView, cellForItemAt indexPath: IndexPath) -> UICollectionViewCell {
...
if let path = user.profilePictureURL {
if let url = URL(string: path) {
cell.profilePictureImageView.kf.setImage(with: url)
cell.profilePictureImageView.layer.cornerRadius = cell.profilePictureImageView.frame.width/2.0
}
}
And the ImageView :
class ProfilePicture : UIImageView {
required init(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)!
self.commonInit()
}
override init(frame: CGRect) {
super.init(frame: frame)
self.commonInit()
}
func commonInit(){
self.layer.masksToBounds = false
self.layer.cornerRadius = self.layer.frame.width/2.0
self.clipsToBounds = true
}
}
But the first time it downloads the images , they are like this (cell background is blue)
You can use like this:
extension UIImageView {
func setRounded() {
let radius = CGRectGetWidth(self.frame) / 2
self.layer.cornerRadius = radius
self.layer.masksToBounds = true
}
}
then call the method as below:
imageView.setRounded()
You can get a circle by adjusting height (in portrait) instead of width:
self.layer.cornerRadius = self.layer.frame.height/2.0
you'll have to adjust your contentMode.scaleAspect if you are unhappy with the results. By adjusting on the long edge you can get a circle but you won't see the entire image.
You can get a circle in the image with a extension of UIView
extension UIImage {
var circleMask: UIImage {
let square = size.width < size.height ? CGSize(width: size.width, height: size.width) : CGSize(width: size.height, height: size.height)
let imageView = UIImageView(frame: CGRect(origin: CGPoint(x: 0, y: 0), size: square))
imageView.contentMode = UIView.ContentMode.scaleAspectFill
imageView.image = self
imageView.layer.cornerRadius = square.width/2
//imageView.layer.borderColor = UIColor.white.cgColor
//imageView.layer.borderWidth = 5
imageView.layer.masksToBounds = true
UIGraphicsBeginImageContext(imageView.bounds.size)
imageView.layer.render(in: UIGraphicsGetCurrentContext()!)
let result = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return result!
}}
I have a custom UIView like so:
import UIKit
class MainLogoAnimationView: UIView {
#IBOutlet var customView: UIView!
var turquoiseCircle: AnimationCircleView!
var redCircle: AnimationCircleView!
var blueCircle: AnimationCircleView!
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
setup()
}
func setup() {
_ = Bundle.main.loadNibNamed("MainLogoAnimationView", owner: self, options: nil)?[0] as! UIView
self.addSubview(customView)
customView.frame = self.bounds
setupAnimation()
}
let initialWidthScaleFactor: CGFloat = 0.06
func setupAnimation() {
let circleWidth = frame.size.width*initialWidthScaleFactor
let yPos = frame.size.height/2 - circleWidth/2
turquoiseCircle = AnimationCircleView(frame: CGRect(x: 0, y: yPos, width: circleWidth, height: circleWidth))
turquoiseCircle.circleColor = UIColor(red: 137/255.0, green: 203/255.0, blue: 225/255.0, alpha: 1.0).cgColor
turquoiseCircle.backgroundColor = UIColor.lightGray
addSubview(turquoiseCircle)
redCircle = AnimationCircleView(frame: CGRect(x: 100, y: yPos, width: circleWidth, height: circleWidth))
addSubview(redCircle)
blueCircle = AnimationCircleView(frame: CGRect(x: 200, y: yPos, width: circleWidth, height: circleWidth))
blueCircle.circleColor = UIColor(red: 93/255.0, green: 165/255.0, blue: 213/255.0, alpha: 1.0).cgColor
addSubview(blueCircle)
}
}
I created a light blue colored UIView in interface builder and set the above view MainLogoAnimationView as its subclass. If I run the app I get this:
It seems that for the turquoiseCircle the frame hasn't been placed at x = 0 as I set it. Not sure what I am doing wrong here. Is it because it is placed before the MainLogoAnimationView is fully initialized so being placed incorrectly? I have tried setting the frames of the circles in layoutSubviews() and this also didn't make any difference. I seem to run into the problem a lot with views being misplaced and think I am missing something fundamental here. What am I doing wrong?
UPDATE:
import UIKit
class MainLogoAnimationView: UIView {
#IBOutlet var customView: UIView!
var turquoiseCircle: AnimationCircleView!
var redCircle: AnimationCircleView!
var blueCircle: AnimationCircleView!
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
setup()
}
func setup() {
_ = Bundle.main.loadNibNamed("MainLogoAnimationView", owner: self, options: nil)?[0] as! UIView
self.addSubview(customView)
customView.frame = self.bounds
setupAnimation()
}
let initialWidthScaleFactor: CGFloat = 0.2
func setupAnimation() {
blueCircle = AnimationCircleView()
blueCircle.translatesAutoresizingMaskIntoConstraints = false
blueCircle.backgroundColor = UIColor.lightGray
blueCircle.circleColor = UIColor.blue.cgColor
addSubview(blueCircle)
redCircle = AnimationCircleView()
redCircle.translatesAutoresizingMaskIntoConstraints = false
redCircle.backgroundColor = UIColor.lightGray
addSubview(redCircle)
}
override func layoutSubviews() {
super.layoutSubviews()
let circleWidth = bounds.size.width*initialWidthScaleFactor
let yPos = frame.size.height/2 - circleWidth/2
blueCircle.frame = CGRect(x: 0, y: yPos, width: circleWidth, height: circleWidth)
redCircle.frame = CGRect(x: frame.size.width/2 - circleWidth/2, y: yPos, width: circleWidth, height: circleWidth)
}
}
and :
import UIKit
class AnimationCircleView: UIView {
var circleColor = UIColor(red: 226/255.0, green: 131/255.0, blue: 125/255.0, alpha: 1.0).cgColor {
didSet {
shapeLayer.fillColor = circleColor
}
}
override init(frame: CGRect) {
super.init(frame: frame)
setup()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
setup()
}
let shapeLayer = CAShapeLayer()
func setup() {
let circlePath = UIBezierPath(ovalIn: self.bounds)
shapeLayer.path = circlePath.cgPath
shapeLayer.fillColor = circleColor
shapeLayer.frame = self.bounds
layer.addSublayer(shapeLayer)
}
}
It's definitely the case that the setting up in init will provide self.frame/self.bounds values for whatever the view's initialized values are and not the correct final values when laid out in the view hierarchy. Probably the best way to handle this is like you tried, to add the views in init, and use property to keep a reference to them (you already are doing this) and then set the frame in -layoutSubviews().
The reason it probably didn't work in -layoutSubviews() is for each view after creation you need to call .translatesAutoresizingMaskIntoConstraints = false. Otherwise with programmatically-created views the system will create constraints for the values when added as a subview, overriding any setting of frames. Try setting that and see how it goes.
EDIT: For resizing the CAShapeLayer, instead of adding as a sublayer (which would require manually resizing) since AnimationCirleView view is specialized the view can be backed by CAShapeLayer. See the answer at Overriding default layer type in UIView in swift