All four corner of a view having different radius - ios

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

Related

Curved bottom bar

I want to make curved bottom bar it is not looking perfect round by below code
struct customShape: Shape {
var xAxis : CGFloat
var animatableData: CGFloat{
get { return xAxis}
set { xAxis = newValue}
}
func path(in rect: CGRect) -> Path {
return Path { path in
path.move(to: CGPoint(x: 0, y: 0))
path.addLine(to: CGPoint(x: rect.width, y: 0))
path.addLine(to: CGPoint(x: rect.width, y: rect.height))
path.addLine(to: CGPoint(x: 0, y: rect.height))
let center = xAxis
path.move(to: CGPoint(x: center - 43, y: 0))
let to1 = CGPoint(x: center, y: 50)
let center1 = CGPoint(x: center - 30, y: 0)
let center2 = CGPoint(x: center - 46, y: 42)
let to2 = CGPoint(x: center + 52, y: 0)
let center3 = CGPoint(x: center + 57, y: 47)
let center4 = CGPoint(x: center + 35, y: 0)
path.addCurve(to: to1, control1: center1, control2: center2)
path.addCurve(to: to2, control1: center3, control2: center4)
}
}
}
You are trying to construct a circle with Bezier handles. And it seems you are not calculating the values but guessing and trying. This will be at least very hard if not impossible to solve. Try to add an arc instead of a curve.
Possible implementation:
struct customShape: Shape {
var xAxis : CGFloat
var radius: CGFloat = 40
var animatableData: CGFloat{
get { return xAxis}
set { xAxis = newValue}
}
func path(in rect: CGRect) -> Path {
return Path { path in
path.move(to: CGPoint(x: 0, y: 0))
// add a line to the starting point of the circle
path.addLine(to: CGPoint(x: xAxis - radius, y: 0))
// add the arc with the centerpoint of (xAxis,0) and 180°
path.addArc(center: .init(x: xAxis, y: 0), radius: radius, startAngle: .init(degrees: 180), endAngle: .init(degrees: 0), clockwise: true)
// complete the rectangle
path.addLine(to: .init(x: rect.size.width, y: 0))
path.addLine(to: CGPoint(x: rect.width, y: rect.height))
path.addLine(to: CGPoint(x: 0, y: rect.height))
path.closeSubpath()
}
}
}

BezierPath clipShape issue

I added curves on the right and left sides. When you look at the stroke function, everything is normal, but when the stroke function is removed, the curve on the right works normally, but the curve on the left does not work. is this a bug?
ContentView
struct ContentView: View {
#State var viewState: CGSize = .zero
var body: some View {
ZStack {
Color.orange
.clipShape(FooBezierPath(rightOffset: viewState).stroke())//remove stroke
.edgesIgnoringSafeArea(.all)
.overlay(
HStack {
Image(systemName: "chevron.right")
.font(.largeTitle)
.offset(y: 115)
.edgesIgnoringSafeArea(.all)
Spacer()
Image(systemName: "chevron.left")
.font(.largeTitle)
.contentShape(Rectangle())
.gesture(DragGesture().onChanged({ (value) in
withAnimation(.spring(response: 0.5, dampingFraction: 0.6, blendDuration: 0)) {
self.viewState = value.translation
}
}).onEnded({ (value) in
withAnimation(.spring(response: 0.5, dampingFraction: 0.6, blendDuration: 0)) {
self.viewState = .zero
}
}))
.edgesIgnoringSafeArea(.all)
.offset(y: 70)
}
,alignment: .topTrailing
)
.padding(.horizontal)
}
}
}
BezierPath
struct FooBezierPath: Shape {
var rightOffset: CGSize
func path(in rect: CGRect) -> Path {
return Path { path in
let width = rect.width + rightOffset.width
let height = rect.height
path.move(to: CGPoint(x: 0, y: 0))
path.addLine(to: CGPoint(x: rect.width, y: 0))
path.addLine(to: CGPoint(x: rect.width, y: rect.height))
path.addLine(to: CGPoint(x: 0, y: rect.height))
path.addLine(to: CGPoint(x: 0, y: 0))
//MARK: - Left Curve
path.move(to: CGPoint(x: 0, y: 80))
path.addCurve(to: CGPoint(x: 0, y: 180), control1: CGPoint(x: 50, y: 130), control2: CGPoint(x: 50, y: 130))
//MARK: - Right Curve
path.move(to: CGPoint(x: width, y: 80))
path.addCurve(to: CGPoint(x: width, y: 180), control1: CGPoint(x: width - 50, y: 130), control2: CGPoint(x: width - 50, y: 130))
}
}
}
It Helps to Draw the entire shape without moving points, otherwise the clip malfunctions for some reason. Try this:
struct FooBezierPath: Shape {
var rightOffset: CGSize
func path(in rect: CGRect) -> Path {
return Path { path in
let width = rect.width + rightOffset.width
let height = rect.height
// Draw left Edge of Shape
path.move(to: CGPoint(x: 0, y: 0))
path.addLine(to: CGPoint(x: 0, y: 80))
path.addCurve(to: CGPoint(x: 0, y: 180), control1: CGPoint(x: 50, y: 130), control2: CGPoint(x: 50, y: 130))
path.addLine(to: CGPoint(x: 0, y: height))
// Draw Bottom Edge of Shape
path.addLine(to: CGPoint(x: width, y: height))
// Draw Right Edge of Shape
path.addLine(to: CGPoint(x: width, y: 180))
path.addCurve(to: CGPoint(x: width, y: 80), control1: CGPoint(x: width - 50, y: 130), control2: CGPoint(x: width - 50, y: 130))
path.addLine(to: CGPoint(x: width, y: 0))
// Draw Top Edge of Shape
path.addLine(to: CGPoint(x:0, y: 0))
}
}
}
Tried and tested the code, the results are:
Without Stroke
With Stroke

CAShapeLayer animation issue

I have a CAShapeLayer (below) which is used to draw a bubble. Which all works fine, as per designs but when i start resizing it within a tableView with tableView.beginUpdates() and tableView.endUpdates(). I end up having the old layer in black momentarily. which is looks awful. I am really puzzled on how to solve this. It kinda feels that layers are black, and the fill paints over them like a mask.
I have tried several things as to add/removing the layer in different places. etc. but result is always this.
video to describe it
override func draw(_ rect: CGRect) {
self.layer.backgroundColor = UIColor.clear.cgColor
let fillColor: UIColor = self.shapeColor
let shapeLayer = CAShapeLayer()
shapeLayer.contentsScale = UIScreen.main.scale
let path = UIBezierPath()
shapeLayer.fillColor = fillColor.cgColor
let width = self.bounds.size.width
let height = self.bounds.size.height
path.move(to: CGPoint(x: 3.02, y: height * 0.5))
path.move(to: CGPoint(x: 3.02, y: 24.9))
path.addLine(to: CGPoint(x: 3.02, y: 14.62))
path.addLine(to: CGPoint(x: 3.02, y: 14.62))
path.addCurve(to: CGPoint(x: 17.64, y: -0), controlPoint1: CGPoint(x: 3.02, y: 6.55),controlPoint2: CGPoint(x: 9.57, y: -0))
path.addLine(to: CGPoint(x: width - 15.85, y: 0))
path.addLine(to: CGPoint(x: width - 15.85, y: 0))
path.addCurve(to: CGPoint(x: width, y: 14.62), controlPoint1: CGPoint(x: width - 7.77, y: 0), controlPoint2: CGPoint(x: width, y: 6.55))
path.addLine(to: CGPoint(x: width, y: height - 15.1))
path.addLine(to: CGPoint(x: width, y: height - 15.1))
path.addCurve(to: CGPoint(x: width - 15.85, y: height), controlPoint1: CGPoint(x: width, y: height - 7.03), controlPoint2: CGPoint(x: width - 7.77, y: height))
path.addLine(to: CGPoint(x: 17.64, y: height))
path.addLine(to: CGPoint(x: 17.64, y: height))
path.addCurve(to: CGPoint(x: 8.69, y: height - 3.56), controlPoint1: CGPoint(x: 14.39, y: height),controlPoint2: CGPoint(x: 11.24, y: height - 1.57))
path.addLine(to: CGPoint(x: 8.79, y: height - 3.46))
path.addCurve(to: CGPoint(x: 0, y: height), controlPoint1: CGPoint(x: 7.27, y: height - 1.27), controlPoint2: CGPoint(x: 3.84, y: height + 0.51))
path.addCurve(to: CGPoint(x: 3.02, y: height - 14.1), controlPoint1: CGPoint(x: 4.06, y: height - 4.22), controlPoint2: CGPoint(x: 3.02, y: height - 9.62))
path.close()
if self.reverted {
let mirrorOverXOrigin: CGAffineTransform = CGAffineTransform(scaleX: -1.0, y: 1.0);
let translate: CGAffineTransform = CGAffineTransform(translationX: width, y: 0);
// Apply these transforms to the path
path.apply(mirrorOverXOrigin)
path.apply(translate)
}
path.fill()
shapeLayer.path = path.cgPath
shapeLayer.rasterizationScale = UIScreen.main.scale
shapeLayer.shouldRasterize = true
if let bubbleLayer = self.bubbleLayer {
self.layer.replaceSublayer(bubbleLayer, with: shapeLayer)
} else {
self.layer.insertSublayer(shapeLayer, at: 0)
}
self.bubbleLayer = shapeLayer
}
shapeLayer.path = path.cgPath
shapeLayer.rasterizationScale = UIScreen.main.scale
shapeLayer.shouldRasterize = true
self.layer.insertSublayer(shapeLayer, at: 0)
self.bubbleLayer?.removeFromSuperlayer()
self.bubbleLayer = shapeLayer
}
your solution cannot work. Draw(_ :) is not called during animation block. It is draw after tableView.endUpdates(), after UITableView ends animation.
Draw(_ :) - I don't think you should use it for your needs at all.
If I can recommend you some solution:
1) In awakeFromNib:
override func awakeFromNib() {
super.awakeFromNib()
self.contentView.backgroundColor = self.shapeColor
self.contentView.layer.cornerRadius = 15
/** make left view and attach it to the left bottom anchors with fixed size and draw into this view the shape of your left arrow***/
self.leftArrowView.isHidden = self.isReverted
/** make right view and attach it to the right bottom anchors with fixed size and draw into this view the shape of your right arrow***/
self.rightArrowView.isHidden = !self.isReverted
}
2) In prepareForReuse:
override func prepareForReuse() {
super.prepareForReuse()
self.leftArrowView.isHidden = self.isReverted
self.rightArrowView.isHidden = !self.isReverted
}
And this should cause your cell will change size smoothly.

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 draw UIBezierPaths swift

Here's what I want to do:
with help UIBezierPath i want draw mask like on this link
// Create an image context containing the original UIImage.
let maskWithHole = CAShapeLayer()
let biggerRect = CGRect(x: 0, y: 0, width: withSize.width, height: withSize.height)
let maskPath = UIBezierPath() //UIBezierPath(roundedRect: toRectArray.first!, cornerRadius: 40)
maskPath.move(to: CGPoint(x: biggerRect.minX, y: biggerRect.minY))
maskPath.addLine(to: CGPoint(x: biggerRect.minX, y: biggerRect.maxY))
maskPath.addLine(to: CGPoint(x: biggerRect.maxX, y: biggerRect.maxY))
maskPath.addLine(to: CGPoint(x: biggerRect.maxX, y: biggerRect.minY))
maskPath.addLine(to: CGPoint(x: biggerRect.minX, y: biggerRect.minY))
let smallerRect = CGRect(x: 10, y: 10, width: withSize.width - 10, height: withSize.height - 10)
maskPath.move(to: CGPoint(x: smallerRect.minX, y: smallerRect.minY))
maskPath.addLine(to: CGPoint(x: smallerRect.minX, y: smallerRect.maxY))
maskPath.addLine(to: CGPoint(x: smallerRect.maxX, y: smallerRect.maxY))
maskPath.addLine(to: CGPoint(x: smallerRect.maxX, y: smallerRect.minY))
maskPath.addLine(to: CGPoint(x: smallerRect.minX, y: smallerRect.minY))
maskWithHole.path = maskPath.cgPath
maskWithHole.fillRule = kCAFillRuleEvenOdd
maskWithHole.fillColor = UIColor.orange.cgColor
maskWithHole.opacity = 1.0
it's work i cut inside content of image but want round rect inside when cut like link image.

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