Values are not showing on chart graph swift - ios

I am using chart library to plot graph in swift. I want to show below values on LineChartView.
My values are as follows.
1) x: 0.0 y: 0.62020133693747
2) x: 0.0 y: 0.62020133693747
3) x: 0.0 y: 0.62020133693747
4) x: 8500.0 y: 0.62020133693747
5) x: 8500.0 y: 0.925703706122449
6) x: 9000.0 y: 0.925703706122449
7) x: 9000.0 y: 1.43307403327373
8) x: 9500.0 y: 1.43307403327373
9) x: 9500.0 y: 0.37799568
10) x: 9500.0 y: 0.37799568
11) x: 9500.0 y: 0.37799568
12) x: 9000.0 y: 0.37799568
13) x: 9000.0 y: 0.269996914285714
14) x: 8500.0 y: 0.269996914285714
15) x: 8500.0 y: 0.239997257142857
16) x: 6000.0 y: 0.239997257142857
17) x: 6000.0 y: 0.219552079597251
18) x: 0.0 y: 0.219552079597251
19) x: 0.0 y: 0.453594816
20) x: 0.0 y: 0.453594816
From these values the expected graph is:
But when I am using chart library I am getting the following graph:
It seems that the library is not able to plot the last values.
I have tried various setting but it didn't solve my issue.
My Code:
`func updateChartValues(arrLineCDE: Array<ChartDataEntry>) -> (LineChartDataSet) {
let Xvalues: [Double] = [/*All My X values are here*/]
let Yvalues: [Double] = [/*All My Y values are here*/]
var entries: [ChartDataEntry] = Array()
for (i, x) in Xvalues.enumerated() {
entries.append(ChartDataEntry(x: Xvalues[i], y: Yvalues[i], data: UIImage(named: "icon", in: Bundle(for: self.classForCoder), compatibleWith: nil)))
}
self.dataSet = LineChartDataSet(values: entries, label: "Depth vs. FV")
self.dataSet.mode = LineChartDataSet.Mode.cubicBezier
return dataSet
}`
Line Chart Sttings
`func setLineChartProperty(lineChartView lcv: LineChartView) {
//Line Chart Setting:
// lcv.delegate = self
lcv.setViewPortOffsets(left: 44.0, top: 30.0, right: 44.0, bottom: 44.0)
lcv.backgroundColor = darkBlueColor
lcv.chartDescription?.enabled = false
lcv.dragEnabled = false
lcv.setScaleEnabled(false)
lcv.pinchZoomEnabled = false
lcv.drawGridBackgroundEnabled = false
lcv.xAxis.labelFont = UIFont(name: "HelveticaNeue-Light", size: CGFloat(12.0))!
lcv.xAxis.setLabelCount(6, force: false)
lcv.xAxis.labelTextColor = UIColor.white
lcv.xAxis.labelPosition = .bottom
lcv.xAxis.axisLineColor = UIColor.white
lcv.xAxis.gridColor = UIColor.white
lcv.xAxis.drawGridLinesEnabled = true
lcv.xAxis.axisMaximum = 10000
lcv.xAxis.axisMinimum = 0
lcv.leftAxis.labelFont = UIFont(name: "HelveticaNeue-Light", size: CGFloat(12.0))!
lcv.leftAxis.setLabelCount(6, force: false)
lcv.leftAxis.labelTextColor = UIColor.white
lcv.leftAxis.labelPosition = .outsideChart
lcv.leftAxis.axisLineColor = UIColor.white
lcv.leftAxis.gridColor = UIColor.white
lcv.leftAxis.drawGridLinesEnabled = true
lcv.legend.horizontalAlignment = .right
lcv.legend.verticalAlignment = .bottom
lcv.legend.orientation = .horizontal
lcv.legend.drawInside = true
lcv.legend.form = .square
lcv.legend.formSize = 8.0
lcv.legend.formToTextSpace = 4.0
lcv.legend.xEntrySpace = 6.0
lcv.xAxis.enabled = true
lcv.rightAxis.enabled = false
lcv.leftAxis.enabled = true
lcv.legend.enabled = true
lcv.legend.textColor = UIColor.white
lcv.animate(xAxisDuration: 1.0, yAxisDuration: 1.0)
}`

Related

How to join a few rectangle UIBezierPath objects into one?

I simply do the following in code:
let path = UIBezierPath(rect: blurView.bounds)
path.usesEvenOddFillRule = true
path.append(UIBezierPath(rect: CGRect(x: 100, y: 100, width: 100, height: 100)))
path.append(UIBezierPath(rect: CGRect(x: 150, y: 150, width: 100, height: 100)))
//here you can add more paths, but the number is not known
let layer = CAShapeLayer()
layer.path = path.cgPath
layer.fillRule = .evenOdd
blurView.layer.mask = layer
and the effect is following:
Two rectangles overlapping one another. But all I need is to combine area from both rectanges, not to exclude everlapping area. Is it possible?
Using the "even-odd" fill rule is great for "cutting a hole" in a path. However, this code:
// create a big rect
let path = UIBezierPath(rect: blurView.bounds)
// cut a hole in it
path.append(UIBezierPath(rect: CGRect(x: 100, y: 100, width: 100, height: 100)))
// cut a hole overlapping a hole?
path.append(UIBezierPath(rect: CGRect(x: 150, y: 150, width: 100, height: 100)))
will be, as you've seen, problematic.
Depending on what all you are wanting to do, you could use a library such as ClippingBezier which allows you to manipulate paths with boolean actions.
Or, you can use a custom CALayer like this to "invert" multiple paths to use as a "cutout mask":
class BasicCutoutLayer: CALayer {
var rects: [CGRect] = []
func addRect(_ newRect: CGRect) {
rects.append(newRect)
setNeedsDisplay()
}
func reset() {
rects = []
setNeedsDisplay()
}
override func draw(in ctx: CGContext) {
// fill entire layer with solid color
ctx.setFillColor(UIColor.gray.cgColor)
ctx.fill(self.bounds);
rects.forEach { r in
ctx.addPath(UIBezierPath(rect: r).cgPath)
}
// draw clear "cutouts"
ctx.setFillColor(UIColor.clear.cgColor)
ctx.setBlendMode(.sourceIn)
ctx.drawPath(using: .fill)
}
}
To show it in use, we'll use this image:
In a standard UIImageView, overlaid with a blur UIVisualEffectView, and then use the BasicCutoutLayer class with two overlapping rects as the blur view's layer mask:
class BasicCutoutVC: UIViewController {
let myBlurView = UIVisualEffectView()
let myCutoutLayer = BasicCutoutLayer()
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = .systemBlue
let imgView = UIImageView()
if let img = UIImage(named: "sampleBG") {
imgView.image = img
}
[imgView, myBlurView].forEach { v in
v.translatesAutoresizingMaskIntoConstraints = false
view.addSubview(v)
}
let g = view.safeAreaLayoutGuide
NSLayoutConstraint.activate([
imgView.topAnchor.constraint(equalTo: g.topAnchor),
imgView.leadingAnchor.constraint(equalTo: g.leadingAnchor),
imgView.trailingAnchor.constraint(equalTo: g.trailingAnchor),
imgView.bottomAnchor.constraint(equalTo: g.bottomAnchor),
myBlurView.topAnchor.constraint(equalTo: g.topAnchor, constant: 0.0),
myBlurView.leadingAnchor.constraint(equalTo: g.leadingAnchor, constant: 0.0),
myBlurView.trailingAnchor.constraint(equalTo: g.trailingAnchor, constant: 0.0),
myBlurView.bottomAnchor.constraint(equalTo: g.bottomAnchor, constant: 0.0),
])
myBlurView.effect = UIBlurEffect(style: .extraLight)
// set mask for blur view
myBlurView.layer.mask = myCutoutLayer
}
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
// set mask layer frame
myCutoutLayer.frame = myBlurView.bounds
// add two overlapping rects
let v: CGFloat = 160
let c: CGPoint = CGPoint(x: myBlurView.bounds.midX, y: myBlurView.bounds.midY)
var r: CGRect = CGRect(origin: c, size: CGSize(width: v, height: v))
r.origin.x -= v * 0.75
r.origin.y -= v * 0.75
myCutoutLayer.addRect(r)
r.origin.x += v * 0.5
r.origin.y += v * 0.5
myCutoutLayer.addRect(r)
}
}
Before applying the mask, it looks like this:
after applying the mask we get:
As we see, the "overlap" displays as we want.
That was a very simple, basic example. For a more advanced example, take a look at this:
struct MyPath {
var lineWidth: CGFloat = 0
var lineCap: CGLineCap = .butt
var lineJoin: CGLineJoin = .bevel
var isStroked: Bool = true
var isFilled: Bool = true
var pth: UIBezierPath = UIBezierPath()
}
class AdvancedCutoutLayer: CALayer {
var myPaths: [MyPath] = []
func addPath(_ newPath: MyPath) {
myPaths.append(newPath)
setNeedsDisplay()
}
func reset() {
myPaths = []
setNeedsDisplay()
}
override func draw(in ctx: CGContext) {
// fill entire layer with solid color
ctx.setFillColor(UIColor.gray.cgColor)
ctx.fill(self.bounds);
ctx.setBlendMode(.sourceIn)
myPaths.forEach { thisPath in
ctx.setStrokeColor(thisPath.isStroked ? UIColor.clear.cgColor : UIColor.black.cgColor)
ctx.setFillColor(thisPath.isFilled ? UIColor.clear.cgColor : UIColor.black.cgColor)
ctx.setLineWidth(thisPath.isStroked ? thisPath.lineWidth : 0.0)
ctx.setLineCap(thisPath.lineCap)
ctx.setLineJoin(thisPath.lineJoin)
ctx.addPath(thisPath.pth.cgPath)
ctx.drawPath(using: .fillStroke)
}
}
}
along with a subclassed UIVisualEffectView for convenience:
class CutoutBlurView: UIVisualEffectView {
let sl = AdvancedCutoutLayer()
override init(effect: UIVisualEffect?) {
super.init(effect: effect)
commonInit()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
commonInit()
}
func commonInit() {
sl.isOpaque = false
layer.mask = sl
}
override func layoutSubviews() {
super.layoutSubviews()
sl.frame = bounds
sl.setNeedsDisplay()
}
func addPath(_ newPath: MyPath) {
sl.addPath(newPath)
}
func reset() {
sl.reset()
}
}
and an example controller:
class AdvancedCutoutVC: UIViewController {
let myView = CutoutBlurView()
var idx: Int = 0
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = .systemBlue
let imgView = UIImageView()
if let img = UIImage(named: "sampleBG") {
imgView.image = img
}
[imgView, myView].forEach { v in
v.translatesAutoresizingMaskIntoConstraints = false
view.addSubview(v)
}
let g = view.safeAreaLayoutGuide
NSLayoutConstraint.activate([
imgView.topAnchor.constraint(equalTo: g.topAnchor),
imgView.leadingAnchor.constraint(equalTo: g.leadingAnchor),
imgView.trailingAnchor.constraint(equalTo: g.trailingAnchor),
imgView.bottomAnchor.constraint(equalTo: g.bottomAnchor),
myView.topAnchor.constraint(equalTo: g.topAnchor),
myView.leadingAnchor.constraint(equalTo: g.leadingAnchor),
myView.trailingAnchor.constraint(equalTo: g.trailingAnchor),
myView.bottomAnchor.constraint(equalTo: g.bottomAnchor),
])
myView.effect = UIBlurEffect(style: .extraLight)
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
Timer.scheduledTimer(withTimeInterval: 2.0, repeats: true, block: { _ in
switch self.idx % 4 {
case 1:
self.addSomeOvals()
case 2:
self.addSomeLines()
case 3:
self.addSomeShapes()
default:
self.addSomeRects()
}
self.idx += 1
})
}
func addSomeRects() {
myView.reset()
let w: CGFloat = myView.frame.width / 4.0
let h: CGFloat = myView.frame.height / 4.0
var x: CGFloat = ((myView.frame.width - (w * 5.0 * 0.5)) * 0.5) - (w * 0.25)
var y: CGFloat = ((myView.frame.height - (h * 5.0 * 0.5)) * 0.5) - (h * 0.25)
for _ in 1...5 {
let bz = UIBezierPath(rect: CGRect(x: x, y: y, width: w, height: h))
myView.addPath(MyPath(lineWidth: 0, isStroked: false, isFilled: true, pth: bz))
x += w * 0.5
y += h * 0.5
}
}
func addSomeOvals() {
myView.reset()
let w: CGFloat = myView.frame.width / 4.0
let h: CGFloat = myView.frame.height / 4.0
var x: CGFloat = ((myView.frame.width - (w * 5.0 * 0.5)) * 0.5) - (w * 0.25)
var y: CGFloat = ((myView.frame.height - (h * 5.0 * 0.5)) * 0.5) - (h * 0.25)
for _ in 1...5 {
let bz = UIBezierPath(ovalIn: CGRect(x: x, y: y, width: w, height: h))
myView.addPath(MyPath(lineWidth: 0, isStroked: false, isFilled: true, pth: bz))
x += w * 0.5
y += h * 0.5
}
}
func addSomeLines() {
myView.reset()
let w: CGFloat = myView.frame.width / 2.0
let h: CGFloat = myView.frame.height / 4.0
let x: CGFloat = 80
var y: CGFloat = 80
var lw: CGFloat = 4
for _ in 1...5 {
let bz = UIBezierPath()
bz.move(to: CGPoint(x: x, y: y))
bz.addLine(to: CGPoint(x: x + w, y: y + 20))
myView.addPath(MyPath(lineWidth: lw, lineCap: .round, isStroked: true, isFilled: false, pth: bz))
y += h * 0.5
lw += 10
}
}
func addSomeShapes() {
myView.reset()
var bz: UIBezierPath!
bz = UIBezierPath(rect: CGRect(x: 80, y: 80, width: 80, height: 120))
myView.addPath(MyPath(isStroked: false, isFilled: true, pth: bz))
bz = UIBezierPath(rect: CGRect(x: 120, y: 120, width: 120, height: 60))
myView.addPath(MyPath(isStroked: false, isFilled: true, pth: bz))
bz = UIBezierPath(rect: CGRect(x: 80, y: 220, width: 220, height: 60))
myView.addPath(MyPath(lineWidth: 12, isStroked: true, isFilled: false, pth: bz))
bz = UIBezierPath(ovalIn: CGRect(x: 100, y: 240, width: 220, height: 60))
myView.addPath(MyPath(lineWidth: 12, isStroked: true, isFilled: false, pth: bz))
var r: CGRect = CGRect(x: 40, y: 320, width: myView.frame.width - 80, height: 200)
for _ in 1...4 {
bz = UIBezierPath(rect: r)
myView.addPath(MyPath(lineWidth: 8, isStroked: true, isFilled: false, pth: bz))
r = r.insetBy(dx: 20, dy: 20)
}
}
}
When run, this example will cycle through overlapping rect, overlapping ovals, some varying width lines, and some assorted shapes (just to give an idea):
I would go with ClippingBezier because it is fast, easy to use and neat. It'll be something like this:
let rect1 = CGRect(x: 100, y: 100, width: 200, height: 200)
let rect2 = CGRect(x: 150, y: 200, width: 200, height: 200)
let path0 = UIBezierPath(rect: blurView.bounds)
let path1 = UIBezierPath(rect: rect1)
let path2 = UIBezierPath(rect: rect2)
let unionPathArray = path1.union(with: path2)
let unionPath = UIBezierPath()
if let array = unionPathArray {
array.forEach(unionPath.append)
path0.append(unionPath.reversing())
let layerUnion = CAShapeLayer()
layerUnion.path = path0.cgPath
blurView.layer.mask = layerUnion
}
Output:
EDIT
It appears that this method doesn't work properly when using UIBezierPath(roundedRect:cornerRadius:). To overcome that, here is how we can construct our own func to do that:
extension UIBezierPath {
convenience init(rectangleIn rect: CGRect, cornerRadius: CGFloat) {
self.init()
move(to: CGPoint(x: rect.minX, y: rect.minY + cornerRadius))
addArc(withCenter: CGPoint(x: rect.minX + cornerRadius, y: rect.minY + cornerRadius), radius: cornerRadius, startAngle: .pi, endAngle: 3.0 * .pi / 2.0, clockwise: true)
addLine(to: CGPoint(x: rect.maxX - cornerRadius, y: rect.minY))
addArc(withCenter: CGPoint(x: rect.maxX - cornerRadius, y: rect.minY + cornerRadius), radius: cornerRadius, startAngle: 3.0 * .pi / 2.0, endAngle: 2 * .pi, clockwise: true)
addLine(to: CGPoint(x: rect.maxX, y: rect.maxY - cornerRadius))
addArc(withCenter: CGPoint(x: rect.maxX - cornerRadius, y: rect.maxY - cornerRadius), radius: cornerRadius, startAngle: 0.0, endAngle: .pi / 2.0, clockwise: true)
addLine(to: CGPoint(x: rect.minX + cornerRadius, y: rect.maxY))
addArc(withCenter: CGPoint(x: rect.minX + cornerRadius, y: rect.maxY - cornerRadius), radius: cornerRadius, startAngle: .pi / 2.0, endAngle: .pi, clockwise: true)
//addLine(to: CGPoint(x: rect.minX, y: rect.minY + cornerRadius))
close()
}
}
We can also extend the above-mentioned solution to multiple paths. Here is one way to create the union of multiple paths:
extension UIBezierPath {
class func getUnion(of paths: [UIBezierPath]) -> UIBezierPath {
var result = UIBezierPath()
paths.forEach { subPath in
guard let union = result.union(with: subPath) else { return }
let unionCombined = UIBezierPath()
union.forEach(unionCombined.append)
result = unionCombined
}
return result
}
}
Here is an example:
let rect1 = CGRect(x: 100, y: 100, width: 200, height: 180)
let rect2 = CGRect(x: 150, y: 200, width: 200, height: 200)
let rect3 = CGRect(x: 150, y: 500, width: 100, height: 100)
let rect4 = CGRect(x: 150, y: 800, width: 300, height: 100)
let pathBase = UIBezierPath(rect: blurView.bounds)
let path1 = UIBezierPath(rectangleIn: rect1, cornerRadius: 20.0)
let path2 = UIBezierPath(rect: rect2)
let path3 = UIBezierPath(ovalIn: rect3)
let path4 = UIBezierPath(ovalIn: rect4)
let union = UIBezierPath.getUnion(of: [path1, path2, path3, path4])
pathBase.append(union.reversing())
let layerUnion = CAShapeLayer()
layerUnion.path = pathBase.cgPath
blurView.layer.mask = layerUnion
And the output:

UIButton shadow and lighting effect (Swift 4)

I'd like to add a lighting effect like these two buttons, a shadow on the bottom but also a lighted edge on top as if there were a light above it.
I've been experimenting with :
button.layer.shadowColor = UIColor.black.cgColor
button.layer.shadowColor.layer.shadowOffset = CGSize(width: 2, height: 2)
button.layer.shadowColor.layer.shadowRadius = 2
button.layer.shadowColor.layer.shadowOpacity = 8
button.layer.shadowColor.layer.masksToBounds = false
and get a nice shadow on the bottom, but how would I light up the top edge?
I was able to get a button pretty similar to your first drawing, just as an experiment:
The button background is constructed entirely using elementary drawing commands involving UIBezierPath and CGContext in a UIGraphicsImageRenderer. So if that's an acceptable sort of approach, you could just do a tweak on the sort of thing I'm doing.
let r = UIGraphicsImageRenderer(size: CGSize(width:100, height:100))
let im = r.image {
ctx in let con = ctx.cgContext
do {
let p = UIBezierPath(roundedRect: CGRect.init(x: 0, y: 0, width: 100, height: 50), cornerRadius: 10)
UIColor(white: 0.9, alpha: 1.0).setFill()
p.fill()
}
do {
let p = UIBezierPath(roundedRect: CGRect.init(x: 0, y: 50, width: 100, height: 50), cornerRadius: 10)
UIColor(white: 0.1, alpha: 1.0).setFill()
p.fill()
}
do {
let p = UIBezierPath(roundedRect: CGRect.init(x: 0, y: 2, width: 100, height: 95), cornerRadius: 10)
p.addClip()
}
let locs : [CGFloat] = [ 0.0, 0.2, 0.8, 1.0 ]
let colors : [CGFloat] = [
0.54, 0.54, 0.54, 1.0,
0.5, 0.5, 0.5, 1.0,
0.5, 0.5, 0.5, 1.0,
0.44, 0.44, 0.44, 1.0,
]
let sp = CGColorSpaceCreateDeviceRGB()
let grad = CGGradient(
colorSpace:sp, colorComponents: colors, locations: locs, count: 4)!
con.drawLinearGradient(grad,
start: CGPoint(x:0,y:0), end: CGPoint(x:0,y:100), options:[])
}
let b = UIButton(type: .custom)
b.setTitle("9", for: .normal)
b.setBackgroundImage(im, for: .normal)
b.frame = CGRect(x: 100, y: 100, width: 100, height: 100)
b.titleLabel?.font = UIFont.systemFont(ofSize: 40, weight: .bold)
self.view.addSubview(b)
b.layer.borderWidth = 1
b.layer.borderColor = UIColor.black.cgColor
b.layer.cornerRadius = 10

Animation with UIBezierPath - Object gets fixed on the top left corner

I am trying to create an animation in swift to make a few ballons float from the bottom of the screen to the top. However in the middle of the animation one of the balloons gets fixed on the top left corner of the screen and does not disappear even when the animation finishes.
Please watch this video to see what I am talking about:
https://imgur.com/a/tyS0Q5u
Here is my code. I don't really know what I am doing wrong.
func presentVictoryView() {
blackView.isHidden = false
for _ in 0 ... 20 {
let objectView = UIView()
objectView.translatesAutoresizingMaskIntoConstraints = false
objectView.frame = CGRect(x: 50, y: 50, width: 20, height: 100)
//objectView.backgroundColor = .clear
//objectView.alpha = CGFloat(0.9)
objectView.isHidden = false
let ballon = UILabel()
ballon.translatesAutoresizingMaskIntoConstraints = false
ballon.frame = CGRect(x: 50, y: 50, width: 20, height: 100)
//ballon.backgroundColor = .clear
//ballon.alpha = CGFloat(0.9)
ballon.text = "🎈"
ballon.font = UIFont.systemFont(ofSize: 60)
objectView.addSubview(ballon)
NSLayoutConstraint.activate([
ballon.centerXAnchor.constraint(equalTo: objectView.centerXAnchor),
ballon.centerYAnchor.constraint(equalTo: objectView.centerYAnchor)
])
blackView.addSubview(objectView)
let randomXOffset = Int.random(in: -120 ..< 200)
let path = UIBezierPath()
path.move(to: CGPoint(x: 270 + randomXOffset, y: 1000))
path.addCurve(to: CGPoint(x: 100 + randomXOffset, y: -300), controlPoint1: CGPoint(x: 300 - randomXOffset, y: 600), controlPoint2: CGPoint(x: 70 + randomXOffset, y: 300))
let animation = CAKeyframeAnimation(keyPath: "position")
animation.path = path.cgPath
animation.repeatCount = 1
animation.duration = Double.random(in: 4.0 ..< 7.0)
//animation.timeOffset = Double(arc4random_uniform(50))
objectView.layer.add(animation, forKey: "animate position along path")
}
//objectView.isHidden = true
//self?.newGame()
}
Thank you for your help! :)
You should use delegate to detect end of animation and remove bubbleView then.
func presentVictoryView() {
blackView.isHidden = false
for _ in 0 ... 20 {
let objectView = UIView()
objectView.translatesAutoresizingMaskIntoConstraints = false
objectView.frame = CGRect(x: 50, y: 50, width: 20, height: 100)
//objectView.backgroundColor = .clear
//objectView.alpha = CGFloat(0.9)
objectView.isHidden = false
let ballon = UILabel()
ballon.translatesAutoresizingMaskIntoConstraints = false
ballon.frame = CGRect(x: 50, y: 50, width: 20, height: 100)
//ballon.backgroundColor = .clear
//ballon.alpha = CGFloat(0.9)
ballon.text = "🎈"
ballon.font = UIFont.systemFont(ofSize: 60)
objectView.addSubview(ballon)
NSLayoutConstraint.activate([
ballon.centerXAnchor.constraint(equalTo: objectView.centerXAnchor),
ballon.centerYAnchor.constraint(equalTo: objectView.centerYAnchor)
])
blackView.addSubview(objectView)
let randomXOffset = Int.random(in: -120 ..< 200)
let path = UIBezierPath()
path.move(to: CGPoint(x: 270 + randomXOffset, y: 1000))
path.addCurve(to: CGPoint(x: 100 + randomXOffset, y: -300), controlPoint1: CGPoint(x: 300 - randomXOffset, y: 600), controlPoint2: CGPoint(x: 70 + randomXOffset, y: 300))
let animation = CAKeyframeAnimation(keyPath: "position")
animation.path = path.cgPath
animation.repeatCount = 1
// add these
animation.fillMode = .forwards
animation.isRemovedOnCompletion = false
let delegate = BubbleAnimDelegate()
delegate.didFinishAnimation = {
objectView.removeFromSuperview()
}
animation.delegate = delegate
// upto here
animation.duration = Double.random(in: 4.0 ..< 7.0)
//animation.timeOffset = Double(arc4random_uniform(50))
objectView.layer.add(animation, forKey: "animate position along path")
}
//objectView.isHidden = true
//self?.newGame()
}
class BubbleAnimDelegate: NSObject, CAAnimationDelegate {
var didFinishAnimation: (()->Void)?
func animationDidStop(_ anim: CAAnimation, finished flag: Bool) {
didFinishAnimation?()
}
}

Barchart with grouped values: center-align x-axis labels

I'm using the Charts library to generate a bar chart. This is the design I've been given, which I am trying to recreate:
This is what I've managed to build:
It's getting close, but I'm having serious issues showing the bars. For example, the x-axis labels need to be shown in the center of the group, not directly under the vertical line. And the last gray bar is not shown at all for some reason.
Code:
import Charts
import UIKit
class DayAxisValueFormatter: NSObject, IAxisValueFormatter {
public func stringForValue(_ value: Double, axis: AxisBase?) -> String {
let day = Int(value)
return ["Fri", "Sat", "Sun", "Mon", "Tue", "Wed", "Thu"][day]
}
}
class ReportBarChart: UITableViewCell {
#IBOutlet private var chartView: BarChartView!
let groupSpace = 0.06
let barSpace = 0.02
let barWidth = 0.45
override func awakeFromNib() {
super.awakeFromNib()
chartView.backgroundColor = .reportCard
chartView.drawBarShadowEnabled = false
chartView.drawValueAboveBarEnabled = false
chartView.dragEnabled = false
chartView.setScaleEnabled(false)
chartView.pinchZoomEnabled = false
let xAxis = chartView.xAxis
xAxis.labelPosition = .bottom
xAxis.labelFont = .systemFont(ofSize: 11, weight: .semibold)
xAxis.labelTextColor = .reportGrayText
xAxis.granularity = 1
xAxis.labelCount = 7
xAxis.valueFormatter = DayAxisValueFormatter()
let leftAxis = chartView.leftAxis
leftAxis.enabled = false
let rightAxis = chartView.rightAxis
rightAxis.enabled = true
rightAxis.labelFont = .systemFont(ofSize: 11, weight: .semibold)
rightAxis.labelTextColor = .reportGrayText
rightAxis.axisMinimum = 0
rightAxis.labelCount = 3
let legend = chartView.legend
legend.font = .systemFont(ofSize: 11, weight: .semibold)
legend.textColor = .white
legend.form = .circle
legend.xEntrySpace = 16
}
func configure() {
let currentValues = [
BarChartDataEntry(x: 0, y: 1),
BarChartDataEntry(x: 1, y: 2),
BarChartDataEntry(x: 2, y: 3),
BarChartDataEntry(x: 3, y: 4),
BarChartDataEntry(x: 4, y: 4),
BarChartDataEntry(x: 5, y: 1),
BarChartDataEntry(x: 6, y: 6),
]
let currentValuesSet = BarChartDataSet(entries: currentValues, label: "This week")
currentValuesSet.setColor(UIColor.reportOrange)
currentValuesSet.drawValuesEnabled = false
let previousValues = [
BarChartDataEntry(x: 0, y: 4),
BarChartDataEntry(x: 1, y: 3),
BarChartDataEntry(x: 2, y: 2),
BarChartDataEntry(x: 3, y: 1),
BarChartDataEntry(x: 4, y: 3),
BarChartDataEntry(x: 5, y: 2),
BarChartDataEntry(x: 6, y: 5),
]
let previousValuesSet = BarChartDataSet(entries: previousValues, label: "Last week")
previousValuesSet.setColor(UIColor.reportGrayChart)
previousValuesSet.drawValuesEnabled = false
let data = BarChartData(dataSets: [currentValuesSet, previousValuesSet])
data.highlightEnabled = false
data.barWidth = barWidth
data.groupBars(fromX: 0, groupSpace: groupSpace, barSpace: barSpace)
chartView.data = data
}
}
Okay, found the answer 😅
xAxis.axisMinimum = 0
xAxis.axisMaximum = 7
xAxis.centerAxisLabelsEnabled = true

Swift - How to apply the drop shadow only on UIButton Bottom Shadow but not for its image and its title label?

I'm trying to add drop shadow to UIButton but I want to have only the shadow for UIButton bottom shadow only not for its image and title. I followed UIButton bottom shadow but it didn't work.
Basically, here is what I'm having right now:
And here is what I want to have:
This is my current code:
button.layer.borderWidth = 0.5
button.layer.borderColor = UIColor.gray.cgColor
button.layer.shadowColor = UIColor.black.cgColor
button.layer.shadowOffset = CGSize(width: 0, height: 2)
button.layer.shadowOpacity = 1.0
button.layer.shadowRadius = 0
button.layer.masksToBounds = false
Please help. Thanks in advance.
Checkout below lines of code
btn.setImage(UIImage(named: "Unknown.jpg"), for: .normal)
btn.imageView?.layer.shadowColor = UIColor.blue.cgColor
btn.imageView?.layer.shadowOffset = CGSize(width: 1, height: 1)
btn.imageView?.layer.shadowOpacity = 1.0
btn.imageView?.layer.shadowRadius = 5
btn.imageView?.layer.masksToBounds = false
btn.setTitle(" hello", for: .normal)
btn.titleLabel?.layer.shadowColor = UIColor.black.cgColor
btn.titleLabel?.layer.shadowOffset = CGSize(width: 1, height: 1)
btn.titleLabel?.layer.shadowOpacity = 1.0
btn.titleLabel?.layer.shadowRadius = 3
btn.titleLabel?.layer.masksToBounds = false
btn.backgroundColor = UIColor.red
Hi dear best way to apply shadow for transparent button you just need to embed your button in view and apply shadow effect on that view.
Like I have done below:
yourButtonView.layer.borderWidth = 0.5
yourButtonView.layer.borderColor = UIColor.gray.cgColor
yourButtonView.layer.shadowColor = UIColor.black.cgColor
yourButtonView.layer.shadowOffset = CGSize(width: 0, height: 2)
yourButtonView.layer.shadowOpacity = 1.0
yourButtonView.layer.shadowRadius = 0
yourButtonView.layer.masksToBounds = false
Please use the below extension for creating shadow
extension UIView {
func addshadow(top: Bool,
left: Bool,
bottom: Bool,
right: Bool
) {
let shadowRadius: CGFloat = 2.0
self.layer.masksToBounds = false
self.layer.shadowOffset = CGSize(width: 0.0, height: 0.0)
self.layer.shadowRadius = shadowRadius
self.layer.shadowOpacity = 0.3
let path = UIBezierPath()
var x: CGFloat = 0
var y: CGFloat = 0
var viewWidth = self.frame.width
var viewHeight = self.frame.height
if (!top) {
y+=(shadowRadius+1)
}
if (!bottom) {
viewHeight-=(shadowRadius+1)
}
if (!left) {
x+=(shadowRadius+1)
}
if (!right) {
viewWidth-=(shadowRadius+1)
}
path.move(to: CGPoint(x: x, y: y))
path.addLine(to: CGPoint(x: x, y: viewHeight))
path.addLine(to: CGPoint(x: viewWidth, y: viewHeight))
path.addLine(to: CGPoint(x: viewWidth, y: y))
path.close()
self.layer.shadowPath = path.cgPath
}
}
use -
button.addshadow(top: false, left: false, bottom: true, right: false)

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