UIButton Round Corner not working properly on iPhone 5 - ios

this is by UI extension method
extension UIView {
func roundCorners(corners:UIRectCorner, radiusWidth: CGFloat,radiusHeight: CGFloat) {
let path = UIBezierPath(roundedRect: self.bounds, byRoundingCorners: corners, cornerRadii: CGSize(width: radiusWidth/2, height: radiusHeight/2))
let mask = CAShapeLayer()
mask.path = path.cgPath
self.layer.mask = mask
}}
by this extension method i want to make my buttons with round corners with this code on viewdidload
btnRideNow.roundCorners(corners: [.topRight], radiusWidth: btnRideNow.frame.width,radiusHeight: btnRideNow.frame.height )
btnRideLater.roundCorners(corners: [.topLeft], radiusWidth: btnRideLater.frame.width,radiusHeight: btnRideLater.frame.height )
but on iPhone 5 i am getting this result
ScreenShot
you can see left button wouldn't render properly but in iPhone 6 this work properly Why?

It's all a matter of timing.
If you call roundCorners too soon, e.g. in viewDidLoad, the button's frame and bounds may not yet have been finalized. But your roundCorners depends on the bounds, so if you add the mask and the button is then resized as a result of layout, you will naturally get the wrong result.

If you want round corners you can simple do:
view.layer.cornerRadius
and if you want a border you can do
view.layer.borderWidth
and color
view.layer.borderColor

Here's a simple subclass that works with IB. You should be able to easily adapt it to your needs:
#IBDesignable
public class Button: UIButton {
#IBInspectable public var borderColor:UIColor? {
didSet {
layer.borderColor = borderColor?.cgColor
}
}
#IBInspectable public var borderWidth:CGFloat = 0 {
didSet {
layer.borderWidth = borderWidth
}
}
#IBInspectable public var cornerRadius:CGFloat {
get {
return layer.cornerRadius
}
set {
layer.cornerRadius = newValue
layer.masksToBounds = newValue > 0
}
}
}
Now if you wish to simply code things, you were given most of the answer. For a complete circle:
view.layer.cornerRadius = view.frame.height / 2
You can use width though, if it's square. But like #Matt says (he's very good), be careful to do this after you have the frame/bounds properly set!

Related

Issue in setting corner radius of view inside cell?

I have a custom UITableView cell.I am setting it's bottom left & bottom right corner radius.I am setting corner radius in cellForAtindexPath.Below is the code for that
if indexPath.row == 9 {
recipeInfoCell.outerView.roundCorners(corners: [.bottomLeft, .bottomRight], radius: 10)
recipeInfoCell.layoutSubviews()
recipeInfoCell.layoutIfNeeded()
} else {
recipeInfoCell.outerView.roundCorners(corners: [.bottomLeft, .bottomRight], radius: 0)
recipeInfoCell.layoutSubviews()
}
Now when i first launch the tableview then it does not set any corner radius. But when i scroll again then it is setting the corner radius.
I have created an extension of UIView in which there is one function which is setting the corner radius
func roundCorners(corners: UIRectCorner, radius: CGFloat) {
let path = UIBezierPath(roundedRect: self.bounds, byRoundingCorners: corners, cornerRadii: CGSize(width: radius, height: radius))
let mask = CAShapeLayer()
mask.path = path.cgPath
self.layer.mask = mask
}
Please tell how do i resolve this ?
I do not think it is a good idea to set corner radius in cellForRow atIndexPath. The reason being, this function is called many times during the lifetime of UITableView and you only need to set the corner radius only once and that too when the cell is initialised. Changing the corner radius based on indexPath will also affect the UITableView's performance.
A better way to this would be to create two cells, one with corner radius as 0 and another with 10 and the use those cells based on indexPath.
Then you can put your cornerRadius set logic in layoutSubview function in your custom cell.
If you want to do it in your tableView methods only, the correct way is to do it in willDisplayCell because after that call, cell's layoutSubviews function in called.
func tableView(_ tableView: UITableView, willDisplay cell: UITableViewCell, forRowAt indexPath: IndexPath) {
if indexPath.row % 2 == 0 {
let path = UIBezierPath(roundedRect: cell.contentView.bounds, byRoundingCorners: [.bottomRight, .bottomLeft], cornerRadii: CGSize(width: 10, height: 10))
let mask = CAShapeLayer()
mask.path = path.cgPath
cell.contentView.layer.mask = mask
} else {
let path = UIBezierPath(roundedRect: cell.bounds, byRoundingCorners: [.bottomRight, .bottomLeft], cornerRadii: CGSize(width: 0, height: 0))
let mask = CAShapeLayer()
mask.path = path.cgPath
cell.contentView.layer.mask = mask
}
}
UPDATE: May 19, 2017
The above concept will work fine when the view that you want to round and put shadow on is the same size as the cell's content view. But if it is anything different than that, it won't work.
The reason for the above statement is that at the time when willDisplayCell is called, where the above code is using cell.contentView.bounds, the other views are not calculated yet. So when we will be using another view, we will have to use that view's bounds to calculate the mask's frame which we will be different from the actual one.
After reading up on this a bit, I found out that, to do this kind of a thing is by overriding draw(_ rect: CGRect) function of UITableViewCell. Because at this point, the view's size has been properly calculated and we can create a correct frame.
Below is the code from custom UITableViewCell class:
var shadowLayer = CAShapeLayer()
override func draw(_ rect: CGRect) {
let path = UIBezierPath(roundedRect: self.outerView.bounds, byRoundingCorners: [.bottomRight, .bottomLeft], cornerRadii: CGSize(width: 10, height: 10))
let mask = CAShapeLayer()
mask.path = path.cgPath
self.outerView.layer.mask = mask
// Handle Cell reuse case
shadowLayer.removeFromSuperlayer()
shadowLayer.shadowPath = path.cgPath
shadowLayer.frame = self.outerView.layer.frame
print(shadowLayer.frame)
shadowLayer.shadowOffset = CGSize(width: 0, height: 0)
shadowLayer.shadowColor = UIColor.black.cgColor
shadowLayer.shadowOpacity = 0.9
self.contentView.layer.insertSublayer(shadowLayer, below: self.outerView.layer)
super.draw(rect)
}
put round corner code in main queue like this :
if indexPath.row == 9 { dispatch_async(dispatch_get_main_queue(),{
recipeInfoCell.outerView.roundCorners(corners: [.bottomLeft, .bottomRight], radius: 10)
})} else{
dispatch_async(dispatch_get_main_queue(),{
recipeInfoCell.outerView.roundCorners(corners: [.bottomLeft, .bottomRight], radius: 0)
}) }
Try writing these lines of code in layoutSubviews() of your custom UITableViewCell
override func layoutSubviews() {
super.layoutSubviews()
self.outerView.roundCorners(corners: [.bottomLeft, .bottomRight], radius: 10)
}
For acquiring that in swift only I use to create one subclass of the UIButton like below
(in any .swift file of project)
//MARK: Custom Class for UIView
open class CustomView: UIView {
open func drawViewsForRect(_ rect: CGRect) {
fatalError("\(#function) must be overridden")
}
open func updateViewsForBoundsChange(_ bounds: CGRect) {
fatalError("\(#function) must be overridden")
}
}
Then define the below methods in same or deferent .swift file like this
//MARK: - UIView Property Class
#IBDesignable open class CView : CustomView{
#IBInspectable dynamic open var borderColor: UIColor = UIColor.clear{
didSet{
updateBorderColor()
}
}
#IBInspectable dynamic open var borderWidth: CGFloat = 1.0{
didSet{
updateBorderWidth()
}
}
#IBInspectable dynamic open var cornerRadius: CGFloat = 0.0{
didSet{
updateBorderRadius()
}
}
#IBInspectable dynamic open var shadowColor: UIColor?{
didSet{
updateShadowColor()
}
}
#IBInspectable dynamic open var shadowRadius: CGFloat = 0.0{
didSet{
updateShadowRadius()
}
}
#IBInspectable dynamic open var shadowOpacity: Float = 0.0{
didSet{
updateShadowOpacity()
}
}
#IBInspectable dynamic open var shadowOffSet: CGSize = CGSize(width: 0.0, height: 0.0){
didSet{
updateShadowOffset()
}
}
//Update Borders Properties
open func updateBorderColor(){
self.layer.borderColor = borderColor.cgColor
}
open func updateBorderRadius(){
self.layer.cornerRadius = cornerRadius
}
open func updateBorderWidth(){
self.layer.borderWidth = borderWidth
}
//Update Shadow Properties
open func updateShadowColor(){
self.layer.shadowColor = shadowColor?.cgColor
self.clipsToBounds = false;
self.layer.masksToBounds = false;
}
open func updateShadowOpacity(){
self.layer.shadowOpacity = shadowOpacity
self.clipsToBounds = false;
self.layer.masksToBounds = false;
}
open func updateShadowRadius(){
self.layer.shadowRadius = shadowRadius
self.clipsToBounds = false;
self.layer.masksToBounds = false;
}
open func updateShadowOffset(){
self.layer.shadowOffset = CGSize(width: shadowOffSet.width, height: shadowOffSet.height)
self.layer.shadowColor = shadowColor?.cgColor
self.clipsToBounds = false;
self.layer.masksToBounds = false;
}
}
Then just assign the CView class in storyboard at design time for any view controller and just provide the required values for the properties for that in side the attribute inspector for that view
In Storyboard
1) Class of the View Like this
2) Set property like this
3) This will show view in side the design like this
With this you even been able to see the shadow or corner radius directly in your design builder i.e. in side the storyboard view like the third image.
You want a specific cell to round corner if i understand correctly. here is my solution.Though i am bit late but i try to help others. :) I just added my solution as a picture.
Step 1:
Created a custom Cell and did some necessary steps.
Below is the code for Rounded bottom left and bottom right.Sorry for poor coding style:
Below is My view controller's configuration for showing tableView with rounded cells.
And Below is the moment of truth:
I took reference from (https://stackoverflow.com/a/44067058/2781088) and modified the code and now it's working for me:
Add below code to your custom cell class:
enum cellStyle: Int {
case Normal = 0, Rounded
}
class CustomTableCell:UITableViewCell {
var cellType: Int = 0 {
didSet {
let maskLayer = CAShapeLayer()
let cell: cellStyle = cellStyle(rawValue: cellType)!
switch cell {
case .Normal:
let normal = UIBezierPath(roundedRect: self.viewMain.bounds, byRoundingCorners: [.bottomLeft, .bottomRight], cornerRadii: CGSize(width: 0, height: 0))
maskLayer.path = normal.cgPath
self.viewMain.layer.mask = maskLayer
case .Rounded:
let rounded = UIBezierPath(roundedRect: self.viewMain.bounds, byRoundingCorners: [.bottomLeft, .bottomRight], cornerRadii: CGSize(width: 10, height: 10))
maskLayer.path = rounded.cgPath
self.viewMain.layer.mask = maskLayer
}
}
}
}
In your ViewController->cellForRowAt --- Call below code on Main Queue
DispatchQueue.main.async {
if totalRows == index + 1 { //write your condition
cell.cellType = cellStyle.Rounded.rawValue
} else {
cell.cellType = cellStyle.Normal.rawValue
}
cell.layoutSubviews()
cell.layoutIfNeeded()
}
This worked for me:
view.clipsToBounds = true
view.layer.cornerRadius = value
view.layer.maskedCorners = [.layerMaxXMaxYCorner, .layerMinXMaxYCorner]
Based on my experience, this is what works for me to get the dynamic-sized layers work properly.
//Inside the cell or the view class
override func layoutSublayers(of layer: CALayer) {
super.layoutSublayers(of: layer)
if layer === self.layer {
//Do any dynamic-layer update here
myViewToRound.layer.cornerRadius = myViewToRound.bounds.width/2
}
}
here, replace myViewToRound with the UIView subclass that you want to be rounded inside your cell/view

Creating a shadow for a UIImageView that has rounded corners?

I am trying to create an ImageView that has rounded corners and a shadow to give it some depth. I was able to create a shadow for the UIImageView, but whenever I added the code to also make it have rounded corners, it only had rounded corners with no shadow. I have an IBOutlet named myImage, and it is inside of the viewDidLoad function. Does anybody have any ideas on how to make it work? What am I doing wrong?
override func viewDidLoad() {
super.ViewDidLoad()
myImage.layer.shadowColor = UIColor.black.cgColor
myImage.layer.shadowOpacity = 1
myImage.layer.shadowOffset = CGSize.zero
myImage.layer.shadowRadius = 10
myImage.layer.shadowPath = UIBezierPath(rect: myImage.bounds).cgPath
myImage.layer.shouldRasterize = false
myImage.layer.cornerRadius = 10
myImage.clipsToBounds = true
}
If you set clipsToBounds to true, this will round the corners but prevent the shadow from appearing. In order to resolve this, you can create two views. The container view should have the shadow, and its subview should have the rounded corners.
The container view has clipsToBounds set to false, and has the shadow properties applied. If you want the shadow to be rounded as well, use the UIBezierPath constructor that takes in a roundedRect and cornerRadius.
let outerView = UIView(frame: CGRect(x: 0, y: 0, width: 100, height: 100))
outerView.clipsToBounds = false
outerView.layer.shadowColor = UIColor.black.cgColor
outerView.layer.shadowOpacity = 1
outerView.layer.shadowOffset = CGSize.zero
outerView.layer.shadowRadius = 10
outerView.layer.shadowPath = UIBezierPath(roundedRect: outerView.bounds, cornerRadius: 10).cgPath
Next, set the image view (or any other type of UIView) to be the same size of the container view, set clipsToBounds to true, and give it a cornerRadius.
let myImage = UIImageView(frame: outerView.bounds)
myImage.clipsToBounds = true
myImage.layer.cornerRadius = 10
Finally, remember to make the image view a subview of the container view.
outerView.addSubview(myImage)
The result should look something like this:
Swift 5:
You can use the below extension:
extension UIImageView {
func applyshadowWithCorner(containerView : UIView, cornerRadious : CGFloat){
containerView.clipsToBounds = false
containerView.layer.shadowColor = UIColor.black.cgColor
containerView.layer.shadowOpacity = 1
containerView.layer.shadowOffset = CGSize.zero
containerView.layer.shadowRadius = 10
containerView.layer.cornerRadius = cornerRadious
containerView.layer.shadowPath = UIBezierPath(roundedRect: containerView.bounds, cornerRadius: cornerRadious).cgPath
self.clipsToBounds = true
self.layer.cornerRadius = cornerRadious
}
}
How to use:
Drag a UIView on the storyboard
Drag an ImageView inside that UIView
Storyboard should look like this:
Create IBOutlet for both Views, call extension on your ImageView, and pass above created UIView as an argument.
Here is the output :
Finally here is how to
Properly have an image view, with rounded corners AND shadows.
It's this simple:
First some bringup code ..
class ShadowRoundedImageView: UIView {
override init(frame: CGRect) {
super.init(frame: frame); common() }
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder); common() }
private func common() {
backgroundColor = .clear
clipsToBounds = false
self.layer.addSublayer(shadowLayer)
self.layer.addSublayer(imageLayer) // (in that order)
}
#IBInspectable var image: UIImage? = nil {
didSet {
imageLayer.contents = image?.cgImage
shadowLayer.shadowPath = (image == nil) ? nil : shapeAsPath
}
}
and then the layers ...
var imageLayer: CALayer = CALayer()
var shadowLayer: CALayer = CALayer()
var shape: UIBezierPath {
return UIBezierPath(roundedRect: bounds, cornerRadius:50)
}
var shapeAsPath: CGPath {
return shape.cgPath
}
var shapeAsMask: CAShapeLayer {
let s = CAShapeLayer()
s.path = shapeAsPath
return s
}
override func layoutSubviews() {
super.layoutSubviews()
imageLayer.frame = bounds
imageLayer.contentsGravity = .resizeAspectFill // (as preferred)
imageLayer.mask = shapeAsMask
shadowLayer.shadowPath = (image == nil) ? nil : shapeAsPath
shadowLayer.shadowOpacity = 0.80 // etc ...
}
}
Here is the
Explanation
UIImageView is useless, you use a UIView
You need two layers, one for the shadow and one for the image
To round an image layer you use a mask
To round a shadow layer you use a path
For the shadow qualities, obviously add code as you see fit
shadowLayer.shadowOffset = CGSize(width: 0, height: 20)
shadowLayer.shadowColor = UIColor.purple.cgColor
shadowLayer.shadowRadius = 5
shadowLayer.shadowOpacity = 0.80
For the actual shape (the bez path) make it any shape you wish.
(For example this tip https://stackoverflow.com/a/41553784/294884 shows how to make only one or two corners rounded.)
Summary:
• Use two layers on a UIView
Make your bezier and ...
• Use a mask on the image layer
• Use a path on the shadow layer
Here is a another solution (tested code) in swift 2.0
If you set clipsToBounds to true, this will round the corners but prevent the shadow from appearing. So, you can add same size UIView in storyboard behind imageview and we can give shadow to that view
SWIFT 2.0
outerView.layer.cornerRadius = 20.0
outerView.layer.shadowColor = UIColor.blackColor().CGColor
outerView.layer.shadowOffset = CGSizeMake(0, 2)
outerView.layer.shadowOpacity = 1
outerView.backgroundColor = UIColor.whiteColor()
You can use a simple class I have created to add image with rounded corners and shadow directly from Storyboard
You can find the class here

Circular ImageView Swift

I have tried every answer variation I have found and all give me the same result. A weird almost diamond shaped image view. I was using this:
imageView.layer.cornerRadius = imageView.frame.width/2
imageView.clipsToBounds = true
This worked with a previous project I was working on but now when I try it I get the weird diamond.
Here is the solution how to create UIImageView Circular. This Approach is new
Create a new Designable.swift file in your project.
Copy the following code in your Designable.swift file.
import UIKit
#IBDesignable class DesignableImageView: UIImageView { }
#IBDesignable class DesignableButton:UIButton { }
#IBDesignable class DesignableTextField:UITextField { }
extension UIView {
#IBInspectable
var borderWidth :CGFloat {
get {
return layer.borderWidth
}
set(newBorderWidth){
layer.borderWidth = newBorderWidth
}
}
#IBInspectable
var borderColor: UIColor? {
get{
return layer.borderColor != nil ? UIColor(CGColor: layer.borderColor!) :nil
}
set {
layer.borderColor = newValue?.CGColor
}
}
#IBInspectable
var cornerRadius :CGFloat {
get {
return layer.cornerRadius
}
set{
layer.cornerRadius = newValue
layer.masksToBounds = newValue != 0
}
}
#IBInspectable
var makeCircular:Bool? {
get{
return nil
}
set {
if let makeCircular = newValue where makeCircular {
cornerRadius = min(bounds.width, bounds.height) / 2.0
}
}
}
}
Now after this select your ImageView on StoryBoard and Select Identity Inspector from Utilities Panel.
In Custom Class section select the custom class from the drop-down menu naming DesignableImageView and hit return. You will see the designable update after hitting return.
Now go to attribute inspector in utility panel and you can add the desired Corner Radius for the image to be circular.
P.S. If your image is rectangle this will try to make it square and then best possible circle.
Attached images for reference.
Try changing the view mode for the uiimageview. It might have been set to Aspect fit making it to look like a diamond.
Or you can create a circular uiimage using the code below,
imageLayer.contents = yourImage.CGImage
let mask = CAShapeLayer()
let dx = lineWidth + 1.0
let path = UIBezierPath(ovalInRect: CGRectInset(self.bounds, dx, dx))
mask.fillColor = UIColor.blackColor().CGColor
mask.path = path.CGPath
mask.frame = self.bounds
layer.addSublayer(mask)
imageLayer = CAShapeLayer()
imageLayer.frame = self.bounds
imageLayer.mask = mask
imageLayer.contentsGravity = kCAGravityResizeAspectFill
layer.addSublayer(imageLayer)
If you want to create with new image it may be like this
let img = UIImage(named: "logo.png")
UIGraphicsBeginImageContextWithOptions(imgView.bounds.size, false, 0.0);
// Add a clip before drawing anything, in the shape of an rounded rect
UIBezierPath(roundedRect: imgView.bounds, cornerRadius:imgView.bounds.size.width/2).addClip()
img!.drawInRect(imgView.bounds)
imgView.image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext();
Ref & If you want to make extension for it : https://stackoverflow.com/a/25459500/4557505
You can find more information in the above link for other alternative solutions
Your image view should be a square in order for this to work.
if you are trying this code in viewDidLoad(), please try it in viewDidLayoutSubviews()
viewDidLayoutSubviews() {
imageView.layer.cornerRadius = imageView.frame.size.width/2
imageView.layer.masksToBounds = true
}
extension UIImageView {
public func maskCircle(inputImage: UIImage) {
self.contentMode = UIViewContentMode.scaleAspectFill
self.layer.cornerRadius = self.frame.height / 2
self.layer.masksToBounds = false
self.clipsToBounds = true
self.image = inputImage
}
}
Usage example of the above extension:
let yourImage:UIImage = UIImage(named: "avatar")!
yourImageView.maskCircle(yourImage)

Custom Rounding corners on UIView

So I've been stuck on this one for awhile, read and tried many different solutions online, but can't figure out what I'm doing wrong. What I'm trying to accomplish should be very simple: I have a UIView and I want to round its bottom left and right corners so that they are clipped and not drawn.
This is what I have so far (vwView is my outlet for a custom view on screen):
var layerTest = CAShapeLayer()
var bzPath = UIBezierPath(roundedRect: vwView.bounds, byRoundingCorners: [.BottomLeft, .BottomRight], cornerRadii: CGSizeMake(10, 10) )
layerTest.path = bzPath.CGPath
vwView.layer.mask = layerTest;
What am I doing wrong? ALSO: This is just my prototype because I really want to do this on a UITableViewCell, so if there is a different approach I need to take for that, that could also be helpful.
Thanks
James
The problem is that vwView gets resized later to fit the screen, but you don't update the path for its new size. There's no particularly trivial fix for this. You basically need to make vwView a custom class (if it's not already) and update the mask in layoutSubviews. Example:
public class RoundedBorderView: UIView {
public var roundedCorners: UIRectCorner = [ .BottomLeft, .BottomRight ] {
didSet { self.setNeedsLayout() }
}
public var cornerRadii: CGSize = CGSizeMake(10, 10) {
didSet { self.setNeedsLayout() }
}
public override func layoutSubviews() {
super.layoutSubviews()
updateMask()
}
private func updateMask() {
let mask = maskShapeLayer()
mask.path = UIBezierPath(roundedRect: bounds, byRoundingCorners: roundedCorners, cornerRadii: cornerRadii).CGPath
}
private func maskShapeLayer() -> CAShapeLayer {
if let mask = layer.mask as? CAShapeLayer {
return mask
}
let mask = CAShapeLayer()
layer.mask = mask
return mask
}
}
Change the class of vwView to RoundedBorderView and it will maintain its own mask layer.

How to add shadow to ImageView? [duplicate]

I am trying to create an ImageView that has rounded corners and a shadow to give it some depth. I was able to create a shadow for the UIImageView, but whenever I added the code to also make it have rounded corners, it only had rounded corners with no shadow. I have an IBOutlet named myImage, and it is inside of the viewDidLoad function. Does anybody have any ideas on how to make it work? What am I doing wrong?
override func viewDidLoad() {
super.ViewDidLoad()
myImage.layer.shadowColor = UIColor.black.cgColor
myImage.layer.shadowOpacity = 1
myImage.layer.shadowOffset = CGSize.zero
myImage.layer.shadowRadius = 10
myImage.layer.shadowPath = UIBezierPath(rect: myImage.bounds).cgPath
myImage.layer.shouldRasterize = false
myImage.layer.cornerRadius = 10
myImage.clipsToBounds = true
}
If you set clipsToBounds to true, this will round the corners but prevent the shadow from appearing. In order to resolve this, you can create two views. The container view should have the shadow, and its subview should have the rounded corners.
The container view has clipsToBounds set to false, and has the shadow properties applied. If you want the shadow to be rounded as well, use the UIBezierPath constructor that takes in a roundedRect and cornerRadius.
let outerView = UIView(frame: CGRect(x: 0, y: 0, width: 100, height: 100))
outerView.clipsToBounds = false
outerView.layer.shadowColor = UIColor.black.cgColor
outerView.layer.shadowOpacity = 1
outerView.layer.shadowOffset = CGSize.zero
outerView.layer.shadowRadius = 10
outerView.layer.shadowPath = UIBezierPath(roundedRect: outerView.bounds, cornerRadius: 10).cgPath
Next, set the image view (or any other type of UIView) to be the same size of the container view, set clipsToBounds to true, and give it a cornerRadius.
let myImage = UIImageView(frame: outerView.bounds)
myImage.clipsToBounds = true
myImage.layer.cornerRadius = 10
Finally, remember to make the image view a subview of the container view.
outerView.addSubview(myImage)
The result should look something like this:
Swift 5:
You can use the below extension:
extension UIImageView {
func applyshadowWithCorner(containerView : UIView, cornerRadious : CGFloat){
containerView.clipsToBounds = false
containerView.layer.shadowColor = UIColor.black.cgColor
containerView.layer.shadowOpacity = 1
containerView.layer.shadowOffset = CGSize.zero
containerView.layer.shadowRadius = 10
containerView.layer.cornerRadius = cornerRadious
containerView.layer.shadowPath = UIBezierPath(roundedRect: containerView.bounds, cornerRadius: cornerRadious).cgPath
self.clipsToBounds = true
self.layer.cornerRadius = cornerRadious
}
}
How to use:
Drag a UIView on the storyboard
Drag an ImageView inside that UIView
Storyboard should look like this:
Create IBOutlet for both Views, call extension on your ImageView, and pass above created UIView as an argument.
Here is the output :
Finally here is how to
Properly have an image view, with rounded corners AND shadows.
It's this simple:
First some bringup code ..
class ShadowRoundedImageView: UIView {
override init(frame: CGRect) {
super.init(frame: frame); common() }
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder); common() }
private func common() {
backgroundColor = .clear
clipsToBounds = false
self.layer.addSublayer(shadowLayer)
self.layer.addSublayer(imageLayer) // (in that order)
}
#IBInspectable var image: UIImage? = nil {
didSet {
imageLayer.contents = image?.cgImage
shadowLayer.shadowPath = (image == nil) ? nil : shapeAsPath
}
}
and then the layers ...
var imageLayer: CALayer = CALayer()
var shadowLayer: CALayer = CALayer()
var shape: UIBezierPath {
return UIBezierPath(roundedRect: bounds, cornerRadius:50)
}
var shapeAsPath: CGPath {
return shape.cgPath
}
var shapeAsMask: CAShapeLayer {
let s = CAShapeLayer()
s.path = shapeAsPath
return s
}
override func layoutSubviews() {
super.layoutSubviews()
imageLayer.frame = bounds
imageLayer.contentsGravity = .resizeAspectFill // (as preferred)
imageLayer.mask = shapeAsMask
shadowLayer.shadowPath = (image == nil) ? nil : shapeAsPath
shadowLayer.shadowOpacity = 0.80 // etc ...
}
}
Here is the
Explanation
UIImageView is useless, you use a UIView
You need two layers, one for the shadow and one for the image
To round an image layer you use a mask
To round a shadow layer you use a path
For the shadow qualities, obviously add code as you see fit
shadowLayer.shadowOffset = CGSize(width: 0, height: 20)
shadowLayer.shadowColor = UIColor.purple.cgColor
shadowLayer.shadowRadius = 5
shadowLayer.shadowOpacity = 0.80
For the actual shape (the bez path) make it any shape you wish.
(For example this tip https://stackoverflow.com/a/41553784/294884 shows how to make only one or two corners rounded.)
Summary:
• Use two layers on a UIView
Make your bezier and ...
• Use a mask on the image layer
• Use a path on the shadow layer
Here is a another solution (tested code) in swift 2.0
If you set clipsToBounds to true, this will round the corners but prevent the shadow from appearing. So, you can add same size UIView in storyboard behind imageview and we can give shadow to that view
SWIFT 2.0
outerView.layer.cornerRadius = 20.0
outerView.layer.shadowColor = UIColor.blackColor().CGColor
outerView.layer.shadowOffset = CGSizeMake(0, 2)
outerView.layer.shadowOpacity = 1
outerView.backgroundColor = UIColor.whiteColor()
You can use a simple class I have created to add image with rounded corners and shadow directly from Storyboard
You can find the class here

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