How to apply Curve at bottom of UIImageView? - ios

I want to mask and add some curve at bottom of image view. i have try below code .
extension UIImage{
var roundedImage: UIImage {
let rect = CGRect(origin:CGPoint(x: 0, y: 0), size: self.size)
UIGraphicsBeginImageContextWithOptions(self.size, false, 1)
UIBezierPath(
roundedRect: rect,
cornerRadius: self.size.height
).addClip()
self.draw(in: rect)
return UIGraphicsGetImageFromCurrentImageContext()!
}
}
But not getting success.
Let me put UI here that i want to show in screen.
Let me know how to show UIImageView Like above screen shots in swift.
I have found some use full thing in android but not in iOS.
Link : Crescento View

As I said in my comment you need to make your own UIBezierPath adding a quad curve in the bottom part of your path, the curvedPercent will be how pronounced your curve will be, you can adjust it as you need it
Custom UIImageView class
#IBDesignable
class CurvedUIImageView: UIImageView {
private func pathCurvedForView(givenView: UIView, curvedPercent:CGFloat) ->UIBezierPath
{
let arrowPath = UIBezierPath()
arrowPath.move(to: CGPoint(x:0, y:0))
arrowPath.addLine(to: CGPoint(x:givenView.bounds.size.width, y:0))
arrowPath.addLine(to: CGPoint(x:givenView.bounds.size.width, y:givenView.bounds.size.height))
arrowPath.addQuadCurve(to: CGPoint(x:0, y:givenView.bounds.size.height), controlPoint: CGPoint(x:givenView.bounds.size.width/2, y:givenView.bounds.size.height-givenView.bounds.size.height*curvedPercent))
arrowPath.addLine(to: CGPoint(x:0, y:0))
arrowPath.close()
return arrowPath
}
#IBInspectable var curvedPercent : CGFloat = 0{
didSet{
guard curvedPercent <= 1 && curvedPercent >= 0 else{
return
}
let shapeLayer = CAShapeLayer(layer: self.layer)
shapeLayer.path = self.pathCurvedForView(givenView: self,curvedPercent: curvedPercent).cgPath
shapeLayer.frame = self.bounds
shapeLayer.masksToBounds = true
self.layer.mask = shapeLayer
}
}
}
Result in Storyboard as is Designable
For any kind of View, added curvedPercent parameter
func pathCurvedForView(givenView: UIView, curvedPercent:CGFloat) ->UIBezierPath
{
let arrowPath = UIBezierPath()
arrowPath.move(to: CGPoint(x:0, y:0))
arrowPath.addLine(to: CGPoint(x:givenView.bounds.size.width, y:0))
arrowPath.addLine(to: CGPoint(x:givenView.bounds.size.width, y:givenView.bounds.size.height))
arrowPath.addQuadCurve(to: CGPoint(x:0, y:givenView.bounds.size.height), controlPoint: CGPoint(x:givenView.bounds.size.width/2, y:givenView.bounds.size.height-givenView.bounds.size.height*curvedPercent))
arrowPath.addLine(to: CGPoint(x:0, y:0))
arrowPath.close()
return arrowPath
}
func applyCurvedPath(givenView: UIView,curvedPercent:CGFloat) {
guard curvedPercent <= 1 && curvedPercent >= 0 else{
return
}
let shapeLayer = CAShapeLayer(layer: givenView.layer)
shapeLayer.path = self.pathCurvedForView(givenView: givenView,curvedPercent: curvedPercent).cgPath
shapeLayer.frame = givenView.bounds
shapeLayer.masksToBounds = true
givenView.layer.mask = shapeLayer
}
How can I use it?
self.applyCurvedPath(givenView: self.customView,curvedPercent: 0.5)
Result for curvedPercent = 0.5
Result for curvedPercent = 0.1
Result for curvedPercent = 0.9
UPDATE
For inverted curve replace original pathCurvedForView method by this one
func pathCurvedForView(givenView: UIView, curvedPercent:CGFloat) ->UIBezierPath
{
let arrowPath = UIBezierPath()
arrowPath.move(to: CGPoint(x:0, y:0))
arrowPath.addLine(to: CGPoint(x:givenView.bounds.size.width, y:0))
arrowPath.addLine(to: CGPoint(x:givenView.bounds.size.width, y:givenView.bounds.size.height - (givenView.bounds.size.height*curvedPercent)))
arrowPath.addQuadCurve(to: CGPoint(x:0, y:givenView.bounds.size.height - (givenView.bounds.size.height*curvedPercent)), controlPoint: CGPoint(x:givenView.bounds.size.width/2, y:givenView.bounds.size.height))
arrowPath.addLine(to: CGPoint(x:0, y:0))
arrowPath.close()
return arrowPath
}
Result

This will help you to solve your problem
extension UIImageView{
var roundedImage: UIImageView {
let maskLayer = CAShapeLayer(layer: self.layer)
let bezierPath = UIBezierPath()
bezierPath.move(to: CGPoint(x:0, y:0))
bezierPath.addLine(to: CGPoint(x:self.bounds.size.width, y:0))
bezierPath.addLine(to: CGPoint(x:self.bounds.size.width, y:self.bounds.size.height))
bezierPath.addQuadCurve(to: CGPoint(x:0, y:self.bounds.size.height), controlPoint: CGPoint(x:self.bounds.size.width/2, y:self.bounds.size.height-self.bounds.size.height*0.3))
bezierPath.addLine(to: CGPoint(x:0, y:0))
bezierPath.close()
maskLayer.path = bezierPath.cgPath
maskLayer.frame = self.bounds
maskLayer.masksToBounds = true
self.layer.mask = maskLayer
return self
}
}
Result

Related

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:

Corner radius image Swift

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()
}

Fill Path on Intersecting UIBezierPath

Any idea on how to fill all the paths in here. What is currently happening is that I draw a rectangle path on my view then add small circles in between but it seems that if the circle and rectangle intersects, the white fill color is showing. What I would want is show still the gradient layer. Any help? My current code is below.
func addGradientLayer() {
let gradientLayer = CAGradientLayer()
gradientLayer.frame = bounds
let startColor = UIColor.create(withHexOrName: OurPayStatesViewUX.GradientColorStart)
let endColor = UIColor.create(withHexOrName: OurPayStatesViewUX.GradientColorEnd)
gradientLayer.colors = [startColor.CGColor, endColor.CGColor]
gradientLayer.startPoint = CGPoint(x: 0, y: 0)
gradientLayer.endPoint = CGPoint(x: 1, y: 0)
layer.insertSublayer(gradientLayer, atIndex: 0)
}
func createOverlay(view: UIView, circleLocations: [CGPoint]) {
maskLayer?.removeFromSuperlayer()
let radius: CGFloat = view.frame.height/2
let path = UIBezierPath(roundedRect: CGRect(x: 0, y: 0, width: view.bounds.size.width, height: view.bounds.size.height), cornerRadius: 0)
for i in circleLocations {
// Create a circle path in each of the state views
let circlePath = UIBezierPath(roundedRect: CGRect(x: i.x, y: i.y, width: 2 * radius, height: 2 * radius), cornerRadius: radius)
path.appendPath(circlePath)
}
let rect = createRectangle(startPointX: 0, endPointX: view.bounds.size.width)
path.appendPath(rect)
path.usesEvenOddFillRule = true
let fillLayer = CAShapeLayer()
fillLayer.path = path.CGPath
fillLayer.fillRule = kCAFillRuleEvenOdd
fillLayer.fillColor = backgroundColor?.CGColor ?? UIColor.whiteColor().CGColor
fillLayer.opacity = 1
maskLayer = fillLayer
layer.addSublayer(fillLayer)
}
func createRectangle(startPointX startPointX: CGFloat, endPointX: CGFloat) -> UIBezierPath {
let rectHeight: CGFloat = 6
let path = UIBezierPath(rect: CGRect(x: startPointX, y: frame.height/2 - rectHeight/2, width: endPointX - startPointX, height: rectHeight))
return path
}

swift Export CAShapeLayer animation to gif

I have a small code on Swift, that makes animation drawing of house. For animation drawing I use CAShapeLayer() based on UIBezierPath():
func setupDrawingLayer() {
// Stop and remove all other actions and pics on the animationLayer
clearLayer()
if let _ = animationLayer{
let pathRect: CGRect = animationLayer!.bounds.insetBy(dx: 100.0, dy: 100.0)
let bottomLeft = CGPoint(x: pathRect.minX, y: pathRect.minY)
let topLeft = CGPoint(x: pathRect.minX, y: pathRect.minY + pathRect.height * 2.0 / 3.0)
let bottomRight = CGPoint(x: pathRect.maxX, y: pathRect.minY)
let topRight = CGPoint(x: pathRect.maxX, y: pathRect.minY + pathRect.height * 2.0 / 3.0)
let roofTip = CGPoint(x: pathRect.midX, y: pathRect.maxY)
let path = UIBezierPath()
path.move(to: bottomLeft)
path.addLine(to: topLeft)
...
path.addLine(to: bottomLeft)
path.addLine(to: bottomRight)
let pathShapeLayer = CAShapeLayer()
pathShapeLayer.frame = animationLayer!.bounds
pathShapeLayer.bounds = pathRect
pathShapeLayer.isGeometryFlipped = true
pathShapeLayer.path = path.cgPath
pathShapeLayer.strokeColor = UIColor.black.cgColor
pathShapeLayer.fillColor = nil
pathShapeLayer.lineWidth = 10.0
pathShapeLayer.lineJoin = kCALineJoinBevel
animationLayer!.addSublayer(pathShapeLayer)
pathLayer = pathShapeLayer
}
}
I need to export this animation to GIF file. How can I do this?
Or may be you know some other solution, that can animate UIBezierPath() drawing with exporting to GIF?
Thank you.

Creating Triangle with UIBezierPath in Swift

I am trying to understand how to create a triangle shape with Swift. I found this code that creates a triangle.
class TriangleLayer: CAShapeLayer {
let innerPadding: CGFloat = 30.0
override init() {
super.init()
fillColor = Colors.red.CGColor
strokeColor = Colors.red.CGColor
lineWidth = 7.0
lineCap = kCALineCapRound
lineJoin = kCALineJoinRound
path = trianglePathSmall.CGPath
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
var trianglePathSmall: UIBezierPath {
let trianglePath = UIBezierPath()
trianglePath.moveToPoint(CGPoint(x: 5.0 + innerPadding, y: 95.0)) // #1
trianglePath.addLineToPoint(CGPoint(x: 50.0, y: 12.5 + innerPadding)) // #2
trianglePath.addLineToPoint(CGPoint(x: 95.0 - innerPadding, y: 95.0)) // #3
trianglePath.closePath()
return trianglePath
}
And this code creates a shape like this
in the middle of the screen.
I tried to tweak and play around with it to understand how it works; however, at this point I realised that I got lost with the logic quite a bit. I placed the CGPoints of above triangle on an x-y axis in my head and it seems something like:
#1 x:35, y:95 #3 x:65, y:95
  #2 x:50, y: 42.5
But the triangle is created upside-down if I place the dots on the x-y axis.
What I want to achieve is what the axis tells, and I want to achieve..
. . .
<like this. not this>
. . .
You just have the axes in your head upside down. The coordinate system starts at 0,0 and extends right in X and down in Y.
So your points are really:
#2 x:50, y: 42.5
#1 x:35, y:95 #3 x:65, y:95
to get your desired triangle you'd have something like:
#1 x:35, y:95 #3 x:65, y:95
#2 x:50, y: 147.5
Result triangles
Code in swift5
//TriangleView
extension UIView {
func setRightTriangle(targetView:UIView?){
let heightWidth = targetView!.frame.size.width //you can use triangleView.frame.size.height
let path = CGMutablePath()
path.move(to: CGPoint(x: heightWidth/2, y: 0))
path.addLine(to: CGPoint(x:heightWidth, y: heightWidth/2))
path.addLine(to: CGPoint(x:heightWidth/2, y:heightWidth))
path.addLine(to: CGPoint(x:heightWidth/2, y:0))
let shape = CAShapeLayer()
shape.path = path
shape.fillColor = UIColor.blue.cgColor
targetView!.layer.insertSublayer(shape, at: 0)
}
func setLeftTriangle(targetView:UIView?){
let heightWidth = targetView!.frame.size.width
let path = CGMutablePath()
path.move(to: CGPoint(x: heightWidth/2, y: 0))
path.addLine(to: CGPoint(x:0, y: heightWidth/2))
path.addLine(to: CGPoint(x:heightWidth/2, y:heightWidth))
path.addLine(to: CGPoint(x:heightWidth/2, y:0))
let shape = CAShapeLayer()
shape.path = path
shape.fillColor = UIColor.blue.cgColor
targetView!.layer.insertSublayer(shape, at: 0)
}
func setUpTriangle(targetView:UIView?){
let heightWidth = targetView!.frame.size.width
let path = CGMutablePath()
path.move(to: CGPoint(x: 0, y: heightWidth))
path.addLine(to: CGPoint(x:heightWidth/2, y: heightWidth/2))
path.addLine(to: CGPoint(x:heightWidth, y:heightWidth))
path.addLine(to: CGPoint(x:0, y:heightWidth))
let shape = CAShapeLayer()
shape.path = path
shape.fillColor = UIColor.blue.cgColor
targetView!.layer.insertSublayer(shape, at: 0)
}
func setDownTriangle(targetView:UIView?){
let heightWidth = targetView!.frame.size.width
let path = CGMutablePath()
path.move(to: CGPoint(x: 0, y: 0))
path.addLine(to: CGPoint(x:heightWidth/2, y: heightWidth/2))
path.addLine(to: CGPoint(x:heightWidth, y:0))
path.addLine(to: CGPoint(x:0, y:0))
let shape = CAShapeLayer()
shape.path = path
shape.fillColor = UIColor.blue.cgColor
targetView!.layer.insertSublayer(shape, at: 0)
}
}
Swift 4.*
The easiest way of doing it by using AutoLayout:
Open your Storyboard and drag a UIView in UIViewController, position it and set the size as you wish (that's the place where the triangle will be). Set the view background to be transparent.
Create a new class, you can name it however you want (I named mine TriangleView). This will be the content of that class:
class TriangleView: UIView {
// predefined variables that can be changed
var startPoint: CGPoint = CGPoint(x: 0.0, y: 0.5)
var endPoint: CGPoint = CGPoint(x: 1.0, y: 0.5)
var firstGradientColor: UIColor = UIColor.white
var secondGradientColor: UIColor = UIColor.blue
let gradient: CAGradientLayer = CAGradientLayer()
override func draw(_ rect: CGRect) {
let height = self.layer.frame.size.height
let width = self.layer.frame.size.width
// draw the triangle
let path = UIBezierPath()
path.move(to: CGPoint(x: width / 2, y: 0))
path.addLine(to: CGPoint(x: width, y: height))
path.addLine(to: CGPoint(x: 0, y: height))
path.close()
// draw the triangle 'upside down'
// let path = UIBezierPath()
// path.move(to: CGPoint(x: 0, y: 0))
// path.addLine(to: CGPoint(x: width, y: 0))
// path.addLine(to: CGPoint(x: width / 2, y: height))
// path.close()
// add path to layer
let shapeLayer = CAShapeLayer()
shapeLayer.path = path.cgPath
shapeLayer.lineWidth = 1.0
// Add the gradient for the view background if needed
gradient.colors = [firstGradientColor.cgColor, secondGradiendColor.cgColor]
gradient.startPoint = startPoint
gradient.endPoint = endPoint
gradient.frame = self.bounds
gradient.mask = shapeLayer
self.layer.addSublayer(gradient)
}
}
Go to your Storyboard, select the UIView and in Identity Inspector write the class name TriangleView
Enjoy your triangle! :)

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