Swift 3: CAShapeLayer mask not animating for pie chart animation - ios

I have code that successfully creates a pie chart given arbitrary input data. It produces a pie chart that looks like this:
What I want:
I wish to create an animation that draws those pieces of the pie chart in a sequential order. That is, I wish to perform a "clock swipe" animation of the pie chart. The screen should start of black and then gradually fill to produce the above image of the pie chart.
The problem:
I am trying to create a layer mask for each pie chart piece and animate the layer mask so that the pie chart piece fills in an animation. However, when I implement the layer mask, it does not animate and the screen remains black.
The code:
class GraphView: UIView {
// Array of colors for graph display
var colors: [CGColor] = [UIColor.orange.cgColor, UIColor.cyan.cgColor, UIColor.green.cgColor, UIColor.blue.cgColor]
override func draw(_ rect: CGRect) {
drawPieChart()
}
func drawPieChart() {
// Get data from file, yields array of numbers that sum to 100
let data: [String] = getData(from: "pie_chart")
// Create the pie chart
let pieCenter: CGPoint = CGPoint(x: frame.width / 2, y: frame.height / 2)
let radius = frame.width / 3
let rad = 2 * Double.pi
var lastEnd: Double = 0
var start: Double = 0
for i in 0...data.count - 1 {
let size = Double(data[i])! / 100
let end: Double = start + (size * rad)
// Create the main layer
let path = UIBezierPath()
path.move(to: pieCenter)
path.addArc(withCenter: pieCenter, radius: radius, startAngle: CGFloat(start), endAngle: CGFloat(end), clockwise: true)
let shapeLayer = CAShapeLayer()
shapeLayer.path = path.cgPath
shapeLayer.fillColor = colors[i]
// Create the mask
let maskPath = CGMutablePath()
maskPath.move(to: pieCenter)
maskPath.addArc(center: pieCenter, radius: radius, startAngle: CGFloat(start), endAngle: CGFloat(end), clockwise: true)
let shapeLayerMask = CAShapeLayer()
shapeLayerMask.path = maskPath
shapeLayerMask.fillColor = colors[i]
shapeLayerMask.lineWidth = radius
shapeLayerMask.strokeStart = 0
shapeLayerMask.strokeEnd = 1
// Set the mask
shapeLayer.mask = shapeLayerMask
shapeLayer.mask!.frame = shapeLayer.bounds
// Add the masked layer to the main layer
self.layer.addSublayer(shapeLayer)
// Animate the mask
DispatchQueue.main.asyncAfter(deadline: .now() + Double(i)) {
let animation = CABasicAnimation(keyPath: "strokeEnd")
animation.fromValue = shapeLayerMask.strokeStart
animation.toValue = shapeLayerMask.strokeEnd
animation.duration = 4
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionLinear)
animation.isRemovedOnCompletion = false
animation.autoreverses = false
shapeLayerMask.add(animation, forKey: nil)
}
start = end
}
}
}
Again, this code just yields a blank screen. If you comment out the mask related code and add shapeLayer as the subview, you will see the un-animated pie chart.
What am I doing wrong and how can I get my pie chart to animate?

The sublayers must be added to a parent layer before they can be masked:
// Code above this line adds the pie chart slices to the parentLayer
for layer in parentLayer.sublayers! {
// Code in this block creates and animates a mask for each layer
}
// Add the parent layer to the highest parent view/layer
That's really all there is to it. You must ensure that a one-to-one correspondence exists between pie chart slices and sublayers.
The reason for this is because you cannot mask multiple views/layers with one instance of a layer mask. When you do this, the layer mask becomes part of the Layer Hierarchy of the layers that you are trying mask. A parent-child relationship between the mask and the layer to-be-masked must be established for this to work.

Related

How do I make everything outside of a CAShapeLayer black with an opacity of 50% with Swift?

I have the following code which draws a shape:
let screenSize: CGRect = UIScreen.main.bounds
let cardLayer = CAShapeLayer()
let cardWidth = 350.0
let cardHeight = 225.0
let cardXlocation = (Double(screenSize.width) - cardWidth) / 2
let cardYlocation = (Double(screenSize.height) / 2) - (cardHeight / 2) - (Double(screenSize.height) * 0.05)
cardLayer.path = UIBezierPath(roundedRect: CGRect(x: 0, y: 0, width: cardWidth, height: 225.0), cornerRadius: 10.0).cgPath
cardLayer.position = CGPoint(x: cardXlocation, y: cardYlocation)
cardLayer.strokeColor = UIColor.white.cgColor
cardLayer.fillColor = UIColor.clear.cgColor
cardLayer.lineWidth = 4.0
self.previewLayer.insertSublayer(cardLayer, above: self.previewLayer)
I want everything outside of the shape to be black with an opacity of 50%. That way you can see the camera view still behind it, but it's dimmed, except where then shape is.
I tried adding a mask to previewLayer.mask but that didn't give me the effect I was looking for.
Your impulse to use a mask is correct, but let's think about what needs to be masked. You are doing three things:
Dimming the whole thing. Let's call that the dimming layer. It needs a dark semi-transparent background.
Drawing the white rounded rect. That's the shape layer.
Making a hole in the entire thing. That's the mask.
Now, the first two layers can be the same layer. That leaves only the mask. This is not trivial to construct: a mask affects its owner in terms entirely of its transparency, so we need a mask that is opaque except for an area shaped like the shape of the shape layer, which needs to be clear. To get that, we start with the shape and clip to that shape as we fill the mask — or we can clip to that shape as we erase the mask, which is the approach I prefer.
In addition, your code has some major flaws, the most important of which is that your shape layer has no size. Without a size, there is nothing to mask.
So here, with corrections and additions, is your code; I made this the entirety of a view controller, for testing purposes, and what I'm covering is the entire view controller's view rather than a particular subview or sublayer:
override func viewDidLoad() {
super.viewDidLoad()
self.view.backgroundColor = .red
}
private var didInitialLayout = false
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
if didInitialLayout {
return
}
didInitialLayout = true
let screenSize = UIScreen.main.bounds
let cardLayer = CAShapeLayer()
cardLayer.frame = self.view.bounds
self.view.layer.addSublayer(cardLayer)
let cardWidth = 350.0 as CGFloat
let cardHeight = 225.0 as CGFloat
let cardXlocation = (screenSize.width - cardWidth) / 2
let cardYlocation = (screenSize.height / 2) - (cardHeight / 2) - (screenSize.height * 0.05)
let path = UIBezierPath(roundedRect: CGRect(
x: cardXlocation, y: cardYlocation, width: cardWidth, height: cardHeight),
cornerRadius: 10.0)
cardLayer.path = path.cgPath
cardLayer.strokeColor = UIColor.white.cgColor
cardLayer.lineWidth = 8.0
cardLayer.backgroundColor = UIColor.black.withAlphaComponent(0.5).cgColor
let mask = CALayer()
mask.frame = cardLayer.bounds
cardLayer.mask = mask
let r = UIGraphicsImageRenderer(size: mask.bounds.size)
let im = r.image { ctx in
UIColor.black.setFill()
ctx.fill(mask.bounds)
path.addClip()
ctx.cgContext.clear(mask.bounds)
}
mask.contents = im.cgImage
}
And here's what we get. I didn't have a preview layer but the background is red, and as you see, the red shows through inside the white shape, which is just the effect you are looking for.
The shape layer can only affect what it covers, not the space it doesn't cover. Make a path that covers the entire video and has a hole in it where the card should be.
let areaToDarken = previewLayer.bounds // assumes origin at 0, 0
let areaToLeaveClear = areaToDarken.insetBy(dx: 50, dy: 200)
let shapeLayer = CAShapeLayer()
let path = CGPathCreateMutable()
path.addRect(areaToDarken, ...)
path.addRoundedRect(areaToLeaveClear, ...)
cardLayer.frame = previewLayer.bounds // use frame if shapeLayer is sibling
cardLayer.path = path
cardLayer.fillRule = .evenOdd // allow holes
cardLayer.fillColor = black, 50% opacity

Masking a UIEffectView with intersecting UIBezierPath

I wanted to apply a UIEffectView with blur over a tableView but have circular UIImageView objects in each cell show through. I used a mask and adapted the solution from this answer to create a method that would iteratively cut out circles above each cell:
func cutCircle(inView view: UIView, rect1: CGRect, rect2: CGRect?) {
// Create new path and mask
let newMask = CAShapeLayer()
// Create path to clip
let newClipPath = UIBezierPath(rect: view.bounds)
let path1 = UIBezierPath(ovalIn: rect1)
newClipPath.append(path1)
if let rect2 = rect2 {
let path2 = UIBezierPath(ovalIn: rect2)
//FIXME: Need a way to get a union of both paths!
//newClipPath.append(path2)
}
// If view already has a mask
if let originalMask = view.layer.mask, let originalShape = originalMask as? CAShapeLayer, let originalPath = originalShape.path {
// Create bezierpath from original mask's path
let originalBezierPath = UIBezierPath(cgPath: originalPath)
// Append view's bounds to "reset" the mask path before we re-apply the original
newClipPath.append(UIBezierPath(rect: view.bounds))
// Combine new and original paths
newClipPath.append(originalBezierPath)
}
// Apply new mask
newMask.path = newClipPath.cgPath
newMask.fillRule = .evenOdd
view.layer.mask = newMask
}
This function is called on the UIEffectView for each visible tableview cell using: for cell in tableView.visibleCells(). It appends a new circle to the mask.
However, some items have a smaller circle icon overlay, like this:
I added the second CGRect parameter to the method above to conditionally cut out this circle. However, the mask remains intact where the two circles overlap, like this:
I looked at a few answers here, as I needed to find a way to get the union of two UIBezierPath objects. However, this proved very difficult. I don’t think I can use a drawing context as this is a UIEffectView and the mask needs to be cut iteratively.
I tried changing the fill rules (.evenOdd, .nonZero) but this does not have the desired effect.
Are there any tips for combining two overlapping UIBezierPath into a single mask?
The overall aim is to achieve this effect with consecutive tableview cells, but some icons will have the extra circle.
Notice how the bottom icon has the extra circle but it is cropped, and my current technique to cut out this extra circle causes the problem noted above, where the overlap is not masked as expected.
You could use addArcWithCenter method to combine two arcs into desired shape.eg:
#define DEGREES_TO_RADIANS(degrees)((M_PI * degrees)/180)
- (UIBezierPath*)createPath
{
UIBezierPath* path = [[UIBezierPath alloc]init];
[path addArcWithCenter:CGPointMake(25, 25) radius:25 startAngle:DEGREES_TO_RADIANS(30) endAngle:DEGREES_TO_RADIANS(60) clockwise:false];
[path addArcWithCenter:CGPointMake(40, 40) radius:10 startAngle:DEGREES_TO_RADIANS(330) endAngle:DEGREES_TO_RADIANS(120) clockwise:true];
[path closePath];
return path;
}
I wasn't able to find out the exact points but if you could adjust the constants you could create the perfect shape required.
try the following code in your function
let newRect: CGRect
if let rect2 = rect2{
let raw = rect1.union(rect2)
let size = max(raw.width, raw.height)
newRect = CGRect(x: raw.minX, y: raw.minX, width: size, height: size)
}else{
newRect = rect1
}
let path1 = UIBezierPath(ovalIn: newRect)
newClipPath.append(path1)
Full function
func cutCircle(inView view: UIView, rect1: CGRect, rect2: CGRect?) {
// Create new path and mask
let newMask = CAShapeLayer()
// Create path to clip
let newClipPath = UIBezierPath(rect: view.bounds)
let newRect: CGRect
if let rect2 = rect2{
let raw = rect1.union(rect2)
let size = max(raw.width, raw.height) // getting the larger value in order to draw a proper circle
newRect = CGRect(x: raw.minX, y: raw.minX, width: size, height: size)
}else{
newRect = rect1
}
let path1 = UIBezierPath(ovalIn: newRect)
newClipPath.append(path1)
// If view already has a mask
if let originalMask = view.layer.mask, let originalShape = originalMask as? CAShapeLayer, let originalPath = originalShape.path {
// Create bezierpath from original mask's path
let originalBezierPath = UIBezierPath(cgPath: originalPath)
// Append view's bounds to "reset" the mask path before we re-apply the original
newClipPath.append(UIBezierPath(rect: view.bounds))
// Combine new and original paths
newClipPath.append(originalBezierPath)
}
// Apply new mask
newMask.path = newClipPath.cgPath
newMask.fillRule = .evenOdd
view.layer.mask = newMask
}
I used the built-in function union to create a raw CGRect and then I get the max value to draw a proper circle.
Thanks to the accepted answer (from user Tibin Thomas) I was able to adapt the use of arcs with UIBezierPath to obtain exactly what I needed. I have accepted his answer but posted my final code here for future reference.
Of note, before calling this method, I have to convert the CGRect coordinates from the UIImageViews superview to the coordinate space of my UIEffectView. I also apply an inset of -1 to obtain the 1pt border. Thus the radii used are 1 greater than the radii of my UIImageViews.
func cutCircle(inView view: UIView, rect1: CGRect, rect2: CGRect?) {
// Create new path and mask
let newMask = CAShapeLayer()
// Create path to clip
let newClipPath = UIBezierPath(rect: view.bounds)
// Center of rect1
let x1 = rect1.midX
let y1 = rect1.midY
let center1 = CGPoint(x: x1, y: y1)
// New path
let newPath: UIBezierPath
if let rect2 = rect2 {
// Need to get two arcs - main icon and padlock icon
// Center of rect2
let x2 = rect2.midX
let y2 = rect2.midY
let center2 = CGPoint(x: x2, y: y2)
// These values are hard-coded for 25pt radius main icon and bottom-right-aligned 10pt radius padlock icon with a 1pt additional border
newPath = UIBezierPath(arcCenter: center1, radius: 26, startAngle: 1.2, endAngle: 0.3, clockwise: true)
newPath.addArc(withCenter: center2, radius: 11, startAngle: 5.8, endAngle: 2.2, clockwise: true)
} else {
// Only single circle is needed
newPath = UIBezierPath(ovalIn: rect1)
}
newPath.close()
newClipPath.append(newPath)
// If view already has a mask
if let originalMask = view.layer.mask,
let originalShape = originalMask as? CAShapeLayer,
let originalPath = originalShape.path {
// Create bezierpath from original mask's path
let originalBezierPath = UIBezierPath(cgPath: originalPath)
// Append view's bounds to "reset" the mask path before we re-apply the original
newClipPath.append(UIBezierPath(rect: view.bounds))
// Combine new and original paths
newClipPath.append(originalBezierPath)
}
// Apply new mask
newMask.path = newClipPath.cgPath
newMask.fillRule = .evenOdd
view.layer.mask = newMask
}

How to apply multiple masks to UIView

I have a question about how to apply multiple masks to a UIView that already has a mask.
The situation:
I have a view with an active mask that creates a hole in its top left corner, this is a template UIView that is reused everywhere in the project. Later in the project I would like to be able to create a second hole but this time in the bottom right corner, this without the need to create a completely new UIView.
The problem:
When I apply the bottom mask, it of course replaces the first one thus removing the top hole ... Is there a way to combine them both? And for that matter to combine any existing mask with a new one?
Thank you in advance!
Based on #Sharad's answer, I realised that re-adding the view's rect would enable me to combine the original and new mask into one.
Here is my solution:
func cutCircle(inView view: UIView, withRect rect: CGRect) {
// Create new path and mask
let newMask = CAShapeLayer()
let newPath = UIBezierPath(ovalIn: rect)
// Create path to clip
let newClipPath = UIBezierPath(rect: view.bounds)
newClipPath.append(newPath)
// If view already has a mask
if let originalMask = view.layer.mask,
let originalShape = originalMask as? CAShapeLayer,
let originalPath = originalShape.path {
// Create bezierpath from original mask's path
let originalBezierPath = UIBezierPath(cgPath: originalPath)
// Append view's bounds to "reset" the mask path before we re-apply the original
newClipPath.append(UIBezierPath(rect: view.bounds))
// Combine new and original paths
newClipPath.append(originalBezierPath)
}
// Apply new mask
newMask.path = newClipPath.cgPath
newMask.fillRule = kCAFillRuleEvenOdd
view.layer.mask = newMask
}
This is code I have used in my project to create one circle and one rectangle mask in UIView, you can replace the UIBezierPath line with same arc code :
func createCircleMask(view: UIView, x: CGFloat, y: CGFloat, radius: CGFloat, downloadRect: CGRect){
self.layer.sublayers?.forEach { ($0 as? CAShapeLayer)?.removeFromSuperlayer() }
let mutablePath = CGMutablePath()
mutablePath.addArc(center: CGPoint(x: x, y: y + radius), radius: radius, startAngle: 0.0, endAngle: 2 * 3.14, clockwise: false)
mutablePath.addRect(view.bounds)
let path = UIBezierPath(roundedRect: downloadRect, byRoundingCorners: [.topLeft, .bottomRight], cornerRadii: CGSize(width: 5, height: 5))
mutablePath.addPath(path.cgPath)
let mask = CAShapeLayer()
mask.path = mutablePath
mask.fillRule = kCAFillRuleEvenOdd
mask.backgroundColor = UIColor.clear.cgColor
view.layer.mask = mask
}
Pass your same UIView, it removes previous layers and applies new masks on same UIView.
Here mask.fillRule = kCAFillRuleEvenOdd is important. If you notice there are 3 mutablePath.addPath() functions, what kCAFillRuleEvenOdd does is, it first creates a hole with the arc then adds Rect of that view's bound and then another mask to create 2nd hole.
You can do something like the following, if you don't only have "simple shapes" but actual layers from e.g. other views, like UILabel or UIImageView.
let maskLayer = CALayer()
maskLayer.frame = viewToBeMasked.bounds
maskLayer.addSublayer(self.imageView.layer)
maskLayer.addSublayer(self.label.layer)
viewToBeMasked.bounds.layer.mask = maskLayer
So basically I just create a maskLayer, that contains all the other view's layer as sublayer and then use this as a mask.

Positioning layers of uiview in swift

I am working on a timeline view. I am drawing a line in the centre of my icon and drawing a circle with fill colour. But the problem is that when I draw the circle, it is always on the top of the icon. Now the icon is not showing. I tried zposition of the layers. Here is what I tried
override func draw(_ rect: CGRect) {
if let anchor = anchorView(){
let centreRelativeToTableView = anchor.superview!.convert(anchor.center, to: self)
// print("Anchor x origin : \(anchor.frame.size.origin.x)")
timelinePoint.position = CGPoint(x: centreRelativeToTableView.x , y: centreRelativeToTableView.y/2)
timeline.start = CGPoint(x: centreRelativeToTableView.x , y: 0)
timeline.middle = CGPoint(x: timeline.start.x, y: anchor.frame.origin.y)
timeline.end = CGPoint(x: timeline.start.x, y: self.bounds.size.height)
timeline.draw(view: self.contentView)
let circlePath = UIBezierPath(arcCenter: CGPoint(x: anchor.center.x,y: anchor.center.y - 20), radius: CGFloat(20), startAngle: CGFloat(0), endAngle:CGFloat(M_PI * 2), clockwise: true)
let shapeLayer = CAShapeLayer()
shapeLayer.path = circlePath.cgPath
//change the fill color
shapeLayer.fillColor = UIColor.randomFlat.cgColor
// shapeLayer.fillColor = UIColor.clear.cgColor
//you can change the stroke color
shapeLayer.strokeColor = UIColor.white.cgColor
//you can change the line width
shapeLayer.lineWidth = 5
shapeLayer.zPosition = 0
anchor.alpha = 1
//Set Anchor Z position
anchor.layer.zPosition = 2
shapeLayer.zPosition = 1
anchor.layer.addSublayer(shapeLayer)
// Setting icon to layer
/*let imageLayer = CALayer()
imageLayer.contents = newImage
anchor.layer.addSublayer(imageLayer)*/
// timelinePoint.draw(view: self.contentView)
}else{
print("this should not happen")
}
}
-------
I want to draw my icon with white tint on top of the circle. Please help me
Using addSublayer will add the new layer on top, which will cover everything else added before.
If you know which layer your icon is at, you can instead use insertSublayer(at:) to place it under your icon
Alternatively you can create another UIView with the exact frame of the icon in storyboard and place it lower in the hierarchy so whatever your draw ends up under.

How to get a circle shape layer with one edge as a gradient and the other one as a full color

I have done this circle gradient layer:
What I would like to have is only one gradient (the one on the left) while the gradient on the bottom would be removed to show a clear separation between red and yellow.
As I will need to make an animation out of it (like a loading view), I thought about having an image in the background and having a circle shape layer with a color (like white) on top and change the stroke of this layer as I need.
Another solution I thought about was having tow circle shape layers, one with the gradient, the other one without.
But both those solutions feels more like a hack and I was wondering if there was a proper one using just
Here is the code I used:
fileprivate func createProgressLayer() {
let startAngle = CGFloat(M_PI_2)
let endAngle = CGFloat(M_PI * 2 + M_PI_2)
let centerPoint = CGPoint(x: frame.width / 2 , y: frame.height / 2)
progressLayer.path = UIBezierPath(arcCenter:centerPoint, radius: frame.width / 2 - 30.0, startAngle: startAngle, endAngle: endAngle, clockwise: true).cgPath
progressLayer.backgroundColor = UIColor.clear.cgColor
progressLayer.fillColor = nil
progressLayer.strokeColor = UIColor.black.cgColor
progressLayer.lineWidth = 4.0
progressLayer.strokeStart = 0.0
progressLayer.strokeEnd = 1.0
let gradientMaskLayer = gradientMask()
gradientMaskLayer.mask = progressLayer
layer.addSublayer(gradientMaskLayer)
}
fileprivate func gradientMask() -> CAGradientLayer {
let gradientLayer = CAGradientLayer()
gradientLayer.frame = bounds
gradientLayer.locations = [0.0, 0.1]
gradientLayer.startPoint = CGPoint(x: 0.0, y: 0.5)
gradientLayer.endPoint = CGPoint(x: 0.5, y: 0)
let arrayOfColors: [AnyObject] = [UIColor.red.cgColor, UIColor.yellow.cgColor]
gradientLayer.colors = arrayOfColors
return gradientLayer
}
Shape layers only support a single color.
In order to get the effect that you're after I think you're going to need to use a shape layer as a mask on your gradient like you're doing.
Having a second white shape layer on top of the gradient+mask layer and changing strokeStart and/or strokeEnd also sounds like a reasonable way to do what you're trying to do.
Doing tricks ("hacks" as you call them) with layers is quite common and a reasonable way to do what you're trying to do.

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