I want to create custom bar for displaying some progress, that must look something like this:
So, as you can see each bar has it's own gradient background. I want to use UICollectionView for this. But problem is to create gradient background for each individual cell. So is it possible somehow create ONE basic gradient for whole UICollectionView, and then mask it, to be visible inside UICollectionViewCell?
Okay, here is the example, background is the gradient layer with different colours are spread and above you can create a mask layer to appear only on the rectangular shapes, which gives the illusion of the different rectangular layers having different gradient, you can play with gradient to get your desired effect,
First you subclass the UIView or you can create directly, better you can create a subclass as I am doing in the example
obj-c
- (instancetype)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if(self)
{
[self createGreadient];
}
return self;
}
//this create a grenadine with the rectangular mask layer
- (void)createGreadient
{
UIColor *theColor = [UIColor redColor];//[[UIColor alloc] initWithRed:146.0/255.0 green:146.0/255.0 blue:146.0/255.0 alpha:1];
CAGradientLayer *gradientLayer = [[CAGradientLayer alloc] init];
gradientLayer.frame = self.bounds;
//u can add your own colours to get your requirement
gradientLayer.colors = [NSArray arrayWithObjects:
(id)[theColor CGColor],
(id)[[theColor colorWithAlphaComponent:0.7f] CGColor],
(id)[[theColor colorWithAlphaComponent:0.4f] CGColor],
(id)[[theColor colorWithAlphaComponent:0.3f] CGColor],
(id)[[theColor colorWithAlphaComponent:0.2f] CGColor],
(id)[[theColor colorWithAlphaComponent:0.1f] CGColor],
(id)[[UIColor clearColor] CGColor],nil];
[self.layer addSublayer:gradientLayer];
CAShapeLayer *layerMask = [[CAShapeLayer alloc] init];
layerMask.frame = self.bounds;
UIBezierPath *rectangularMaskPath = [self getRectangularMaskPathForCount:5];
layerMask.path = rectangularMaskPath.CGPath;
gradientLayer.mask = layerMask;
}
//this creates rectangular path, u can adjust the rectangular and u can
//pass different number of count as the progress proceeds
- (UIBezierPath *)getRectangularMaskPathForCount:(NSInteger)rectCount
{
UIBezierPath *path = [[UIBezierPath alloc] init];
int i = 0;
for(;i <= rectCount; i++)
{
UIBezierPath *aPath;
CGRect aRect = CGRectMake(20+ (i * 20), 20, 10, 100); //set the rectangular position to your requirement
aPath = [UIBezierPath bezierPathWithRect:aRect];
[path appendPath:aPath];
}
return path;
}
swift version
subclass the UIView and past the below code,
override init (frame : CGRect) {
super.init(frame : frame)
createGreadient()
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
func createGreadient()
{
let color:UIColor = UIColor.red
let greadetLayer = CAGradientLayer.init()
greadetLayer.frame = self.bounds
greadetLayer.colors = [color.withAlphaComponent(0.8).cgColor,color.withAlphaComponent(0.7),color.withAlphaComponent(0.4).cgColor,color.withAlphaComponent(0.3).cgColor,color.withAlphaComponent(0.2),color.withAlphaComponent(0.1).cgColor]
self.layer .addSublayer(greadetLayer)
let rectangularMaskPath = self.creatrRectangularPathWithCount(countRect: 5)
let maskLayer:CAShapeLayer = CAShapeLayer()
maskLayer.frame = self.bounds
maskLayer.path = rectangularMaskPath.cgPath
greadetLayer.mask = maskLayer
}
func creatrRectangularPathWithCount(countRect:NSInteger) -> UIBezierPath {
let path : UIBezierPath = UIBezierPath()
for i in 0..<countRect {
let aPath = UIBezierPath.init(rect: CGRect(x: 20 + (i * 20), y:20, width: 10, height: 100))
path.append(aPath)
}
return path
}
You can use the above view like below,
in ViewController
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
let customView:CustomView = CustomView(frame: CGRect(x: 20, y: 20, width: 300, height: 300))
self.view.addSubview(customView)
}
Related
This gradient is what I'd like to achieve on dashed UIBezierPath.
Tried this code with no success.
let gradient = CAGradientLayer()
gradient.frame = outerPath.bounds
gradient.colors = [UIColor.red.cgColor, UIColor.yellow.cgColor]
// mask
let shapeMask = CAShapeLayer()
shapeMask.path = outerPath.cgPath
self.insertSublayer(gradient, at: 0)
Let the CAShapeLayer make a dashed line mask.
class
TheView: UIView {
required init?( coder aDecoder: NSCoder ) {
super.init( coder: aDecoder )
let outerPath = UIBezierPath( ovalIn: bounds.insetBy( dx: 20, dy: 20 ) )
let gradient = CAGradientLayer()
gradient.frame = bounds
gradient.colors = [ UIColor.red.cgColor, UIColor.yellow.cgColor ]
let shapeMask = CAShapeLayer()
shapeMask.path = outerPath.cgPath
shapeMask.lineWidth = 8
shapeMask.lineDashPhase = 0
shapeMask.lineDashPattern = [ 6, 2 ]
shapeMask.lineCap = .butt
shapeMask.lineJoin = .bevel
shapeMask.strokeColor = UIColor.black.cgColor // Any color
shapeMask.fillColor = nil
gradient.mask = shapeMask
layer.addSublayer( gradient )
}
}
I think the best way is filling every square's color by yourself.In this case, the start color is green, end color is red, so how to calculate the internal color?
You can see this demo:
typedef struct{
float red;
float green;
float blue;
} TFColor;
- (void)viewDidLoad {
[super viewDidLoad];
TFColor start = {0,1,0}; //green
TFColor end = {1,0,0}; //red
for (int i = 0; i<20; i++) {
UIView *square = [[UIView alloc] initWithFrame:CGRectMake(150, 20*i, 75, 20)];
//the lerp rate changes from 1 to 0.
TFColor lerpColor = [self lerp:(19-i)/19.0f first:start second:end];
square.backgroundColor = [UIColor colorWithRed:lerpColor.red green:lerpColor.green blue:lerpColor.blue alpha:1];
[self.view addSubview:square];
}
}
#define lerpNum(a,b,r) (a*r+(1.0f-r)*b)
-(TFColor)lerp:(CGFloat)rate first:(TFColor)firstColor second:(TFColor)secondColor{
TFColor result;
result.red = lerpNum(firstColor.red, secondColor.red, rate);
result.green = lerpNum(firstColor.green, secondColor.green, rate);
result.blue = lerpNum(firstColor.blue, secondColor.blue, rate);
return result;
}
You can use the angle of every square to get smooth lerp rate.
Here is my class and it'll draw a circle, it looks like this:
class OvalLayer: CAShapeLayer {
let animationDuration: CFTimeInterval = 0.3
override init() {
super.init()
fillColor = Colors.green.CGColor
path = ovalPathSmall.CGPath
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
var ovalPathStart: UIBezierPath {
let path = UIBezierPath(ovalInRect: CGRect(x: 0.0, y: 0.0, width: 100.0, height: 100.0))
return path
}
}
Now I need to add a text to middle of this circle, I tried to find it on google but nothing that works fine. I am not sure if it's possible or not, can anyone help me if it's possible?
I guess you should add CATextLayer as a sublayer to CALayer... That works fine that way: try adding CAShapeLayer first, and then CATextLayer (to same CALayer parent layer), for example in following order...
// assume self - is UIView instance
self.layer.addSublayer(shapedLayer) // shapedLayer - CAShapeLayer instance
self.layer.addSublayer(textLayer) // textLayer - CATextLayer instance
Swift 3.0
let label = UILabel()
label.font = UIFont(name: "Helvetica-Bold", size: 12)
label.frame = CGRect(x: OvalLayer.frame.origin.x + (circleWidth/2), y: OvalLayer.frame.origin.y, width: OvalLayer.bounds.width, height: OvalLayer.bounds.height)
label.text = "Hello"
label.textColor = UIColor.red
label.isHidden = false
OvalLayer.addSublayer(label.layer)
You just need to get the center of your UIBezierPath and add a label or a CATextLayer to your current layer.
let center : CGPoint = CGPoint(x: CGRectGetMidX(ovalPathStart.bounds), y: CGRectGetMidX(ovalPathStart.bounds))
Now, create a UILabel or CATextLayer and set the center.
Text on CAShapeLayer Using CATextLayer
Here i am create CAShapeLayer object and i am adding CATextLayer to CAShapeLayer
Here numberOfArcsCount means some 8
CAShapeLayer *progressLayer = [[CAShapeLayer alloc] init];
[progressLayer setPath:bezierPath.CGPath];
CATextLayer* text = [CATextLayer new];
for (int i = 1; i <= numberOfArcs.count; i++) {
text.string = [NSString stringWithFormat:#"%i", i];
text.font = (__bridge CFTypeRef _Nullable)([UIFont fontWithName:#"akaChen" size:42]);
text.font = (__bridge CFTypeRef _Nullable)([UIFont boldSystemFontOfSize:15]);
text.fontSize=25;
text.frame = CGRectMake(0,0,40,40);
text.position = CGPointMake(CGRectGetMidX(progressLayer.frame) ,CGRectGetMidY(progressLayer.frame) );
CGFloat vert = CGRectGetMidY(progressLayer.frame) / CGRectGetHeight(text.frame);
text.anchorPoint = CGPointMake(0.5, vert );
text.alignmentMode = kCAAlignmentCenter;
text.foregroundColor = [[UIColor whiteColor] CGColor];
[progressLayer addSublayer:text];
}
This way to add label to layer :
labelFrame - CGRect
someString - String
layer - your layer
let label = CATextLayer()
label.frame = labelFarme
label.string = someString
layer.addSublayer(label)
I want to animate a UILabel to fade text in from left to right. My code below fades the entire UILabel in at once, but I would like to go letter by letter or word by word. Also, words can be added to this text, and when that happens I only want to fade in the new words, not the entire UILabel again.
__weak ViewController *weakSelf = self;
weakSelf.label.alpha = 0;
[UIView animateWithDuration:0.5 delay:0 options:UIViewAnimationOptionCurveEaseIn
animations:^{ weakSelf.label.alpha = 1;}
completion:nil];
I have done this once before with decent results. You will probably have to tweak it to your preference.
First step is to create a gradient image to match the way you want the text to fade in. If your text color is black you can try this.
- (UIImage *)labelTextGradientImage
{
CAGradientLayer *l = [CAGradientLayer layer];
l.frame = self.label.bounds;
l.colors = [NSArray arrayWithObjects:(id)[[UIColor colorWithRed:0 green:0 blue:0 alpha:0] CGColor], (id)[[UIColor colorWithRed:0 green:0 blue:0 alpha:1] CGColor], nil];
l.endPoint = CGPointMake(0.0, 0.0f);
l.startPoint = CGPointMake(1.0f, 0.0f);
UIGraphicsBeginImageContext(self.label.frame.size);
[l renderInContext:UIGraphicsGetCurrentContext()];
UIImage *textGradientImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return textGradientImage;
}
That code creates an black image that should fade from left to right.
Next, when you create you label, you need to set its text color based from a pattern made from the image we just generated.
self.label.alpha = 0;
self.label.textColor = [UIColor colorWithPatternImage:[self labelTextGradientImage]];
Assuming that works, the last step is to animate the label into view and change its text color while that happens.
[UIView transitionWithView:self.label duration:0.2 options:UIViewAnimationOptionTransitionCrossDissolve animations:^{
self.label.textColor = [UIColor blackColor];
self.label.alpha = 1;
} completion:^(BOOL finished) {
}];
The animation code is a little funky because the UILabel's textColor property doesn't seem to be animatable with a UIViewAnimation.
Well, I know how I would do it. I would make a mask containing a gradient, and animate the mask across the front of the label.
Here's the result when I do that (don't know whether it's exactly what you have in mind, but perhaps it's a start):
I managed to achieve this and created a function within a UIView extension:
#discardableResult public func addSlidingGradientLayer(withDuration duration: Double = 3.0, animationDelegate delegate: CAAnimationDelegate? = nil) -> CAGradientLayer {
let gradientLayer = CAGradientLayer()
gradientLayer.frame = bounds
gradientLayer.colors = [UIColor.white.cgColor, UIColor.clear.cgColor, UIColor.clear.cgColor]
gradientLayer.startPoint = CGPoint(x: -1.0, y: 0.5)
gradientLayer.endPoint = CGPoint(x: 1.0, y: 0.5)
let gradientAnimation = CABasicAnimation(keyPath: "startPoint")
gradientAnimation.fromValue = gradientLayer.startPoint
gradientAnimation.toValue = gradientLayer.endPoint
gradientAnimation.duration = duration
gradientAnimation.delegate = delegate
gradientLayer.add(gradientAnimation, forKey: "startPoint")
layer.mask = gradientLayer
return gradientLayer
}
To begin with we create a CAGradientLayer instance that we use as a mask for a view (in this case a UILabel).
We then create a CABasicAnimation instance, which we use to animate the startPoint of the CAGradientLayer. This has the effect of sliding the startPoint from left to right with some supplied duration value.
Finally, we an also the delegate of the CABasicAnimation. Then, if we adhere to the CAAnimationDelegate protocol, we can execute some code after the animation completes.
This is how you might use this extension:
class ViewController: UIViewController {
#IBOutlet weak var someLabel: UILabel!
private func configureSomeLabel() {
someLabel.text = "Sliding into existence!"
someLabel.sizeToFit()
someLabel.addSlidingGradientLayer(withDuration: 3.0, animationDelegate: self)
}
override func viewDidLoad() {
super.viewDidLoad()
configureSomeLabel()
}
}
Where someLabel has been hooked up to your storyboard. And as we've assigned this view controller as the animation delegate we need to add:
extension ViewController: CAAnimationDelegate {
func animationDidStop(_ anim: CAAnimation, finished flag: Bool) {
someLabel.layer.mask = nil
}
}
where I have chosen to remove the masking layer.
Hope this helps someone!
I've been able to get pretty far with what I've been wanting to accomplish, and that's to replicate iOS's built in circular photo cropper for the built in contacts app. However, I'm stuck at trying to get my CAShapeLayers made correctly. I'm trying to make a transparent 320 px diameter circle and the rest of the view filled with an 0.9 alpha black background. The circle and rectangle are in the right place, but, the circle is not completely transparent like I need it to be.
I'm lost as to how to fix this. I appreciate your help! Code and screenshot:
- (void)navigationController:(UINavigationController *)navigationController didShowViewController:(UIViewController *)viewController animated:(BOOL)animated
{
if ([navigationController.viewControllers count] == 3)
{
CGRect screenRect = [[UIScreen mainScreen] bounds];
CGFloat screenHeight = screenRect.size.height;
UIView *plCropOverlay = [[[viewController.view.subviews objectAtIndex:1]subviews] objectAtIndex:0];
plCropOverlay.hidden = YES;
CAShapeLayer *circleLayer = [CAShapeLayer layer];
if (screenHeight == 568)
{
[circleLayer setPosition:CGPointMake(0.0f,124.0f)];
}
else
{
[circleLayer setPosition:CGPointMake(0.0f,80.0f)];
}
UIBezierPath *path = [UIBezierPath bezierPathWithOvalInRect:
CGRectMake(0.0f, 0.0f, 320.0f, 320.0f)];
[circleLayer setPath:[path CGPath]];
[circleLayer setFillColor:[[UIColor whiteColor] CGColor]];
circleLayer.opacity = 0.7f;
// Set to 0.7f to show for screenshot purposes; setting to 0.0 would make it invisible and blend in with the below rectangleLayer.
CAShapeLayer *rectangleLayer = [CAShapeLayer layer];
UIBezierPath *path2 = [UIBezierPath bezierPathWithRect:CGRectMake(0.0f, 0.0f, 320.0f, screenHeight - 72)];
[rectangleLayer setPath:[path2 CGPath]];
[rectangleLayer setFillColor:[[UIColor blackColor] CGColor]];
[rectangleLayer setOpacity:0.9f];
[rectangleLayer addSublayer:circleLayer];
[[viewController.view layer] addSublayer:rectangleLayer];
UILabel *moveLabel = [[UILabel alloc]initWithFrame:CGRectMake(0, 10, 320, 50)];
[moveLabel setText:#"Move and Scale"];
[moveLabel setTextAlignment:NSTextAlignmentCenter];
[moveLabel setTextColor:[UIColor whiteColor]];
[viewController.view addSubview:moveLabel];
}
}
Resolved code:
- (void)navigationController:(UINavigationController *)navigationController didShowViewController:(UIViewController *)viewController animated:(BOOL)animated
{
if ([navigationController.viewControllers count] == 3)
{
CGFloat screenHeight = [[UIScreen mainScreen] bounds].size.height;
UIView *plCropOverlay = [[[viewController.view.subviews objectAtIndex:1]subviews] objectAtIndex:0];
plCropOverlay.hidden = YES;
int position = 0;
if (screenHeight == 568)
{
position = 124;
}
else
{
position = 80;
}
CAShapeLayer *circleLayer = [CAShapeLayer layer];
UIBezierPath *path2 = [UIBezierPath bezierPathWithOvalInRect:
CGRectMake(0.0f, position, 320.0f, 320.0f)];
[path2 setUsesEvenOddFillRule:YES];
[circleLayer setPath:[path2 CGPath]];
[circleLayer setFillColor:[[UIColor clearColor] CGColor]];
UIBezierPath *path = [UIBezierPath bezierPathWithRoundedRect:CGRectMake(0, 0, 320, screenHeight-72) cornerRadius:0];
[path appendPath:path2];
[path setUsesEvenOddFillRule:YES];
CAShapeLayer *fillLayer = [CAShapeLayer layer];
fillLayer.path = path.CGPath;
fillLayer.fillRule = kCAFillRuleEvenOdd;
fillLayer.fillColor = [UIColor blackColor].CGColor;
fillLayer.opacity = 0.8;
[viewController.view.layer addSublayer:fillLayer];
UILabel *moveLabel = [[UILabel alloc]initWithFrame:CGRectMake(0, 10, 320, 50)];
[moveLabel setText:#"Move and Scale"];
[moveLabel setTextAlignment:NSTextAlignmentCenter];
[moveLabel setTextColor:[UIColor whiteColor]];
[viewController.view addSubview:moveLabel];
}
}
I've changed the code of #aviatorken89 because it wasn't working on iPhone 6/6+ and iPad. Now it should work with any iPhone's screen size and also on iPad! Tested on iOS 7 and iOS 8.
All these methods aren't really reliable because they are based on the Image Picker subviews hierarchy, and of course Apple could change it. I've tried to protect the code as far as I could, in order to prevent possibile crashes on future iOS releases.
I'll try to keep my solution updated on a gist: https://gist.github.com/andreacipriani/74ea67db8f17673f1b8b
Here is the code:
- (void)navigationController:(UINavigationController *)navigationController didShowViewController:(UIViewController *)viewController animated:(BOOL)animated
{
if ([navigationController.viewControllers count] == 3 && ([[[[navigationController.viewControllers objectAtIndex:2] class] description] isEqualToString:#"PUUIImageViewController"] || [[[[navigationController.viewControllers objectAtIndex:2] class] description] isEqualToString:#"PLUIImageViewController"]))
[self addCircleOverlayToImagePicker:viewController];
}
}
-(void)addCircleOverlayToImagePicker:(UIViewController*)viewController
{
UIColor *circleColor = [UIColor clearColor];
UIColor *maskColor = [[UIColor blackColor] colorWithAlphaComponent:0.8];
CGFloat screenHeight = [[UIScreen mainScreen] bounds].size.height;
CGFloat screenWidth = [[UIScreen mainScreen] bounds].size.width;
UIView *plCropOverlayCropView; //The default crop overlay view, we wan't to hide it and show our circular one
UIView *plCropOverlayBottomBar; //On iPhone this is the bar with "cancel" and "choose" buttons, on Ipad it's an Image View with a label saying "Scale and move"
//Subviews hirearchy is different in iPad/iPhone:
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad){
plCropOverlayCropView = [viewController.view.subviews objectAtIndex:1];
plCropOverlayBottomBar = [[[[viewController.view subviews] objectAtIndex:1] subviews] objectAtIndex:1];
//Protect against iOS changes...
if (! [[[plCropOverlayCropView class] description] isEqualToString:#"PLCropOverlay"]){
DLog(#"Warning - Image Picker with circle overlay: PLCropOverlay not found");
return;
}
if (! [[[plCropOverlayBottomBar class] description] isEqualToString:#"UIImageView"]){
DLog(#"Warning - Image Picker with circle overlay: BottomBar not found");
return;
}
}
else{
plCropOverlayCropView = [[[viewController.view.subviews objectAtIndex:1] subviews] firstObject];
plCropOverlayBottomBar = [[[[viewController.view subviews] objectAtIndex:1] subviews] objectAtIndex:1];
//Protect against iOS changes...
if (! [[[plCropOverlayCropView class] description] isEqualToString:#"PLCropOverlayCropView"]){
DDLogWarn(#"Image Picker with circle overlay: PLCropOverlayCropView not found");
return;
}
if (! [[[plCropOverlayBottomBar class] description] isEqualToString:#"PLCropOverlayBottomBar"]){
DDLogWarn(#"Image Picker with circle overlay: PLCropOverlayBottomBar not found");
return;
}
}
//It seems that everything is ok, we found the CropOverlayCropView and the CropOverlayBottomBar
plCropOverlayCropView.hidden = YES; //Hide default CropView
CAShapeLayer *circleLayer = [CAShapeLayer layer];
//Center the circleLayer frame:
UIBezierPath *circlePath = [UIBezierPath bezierPathWithOvalInRect:CGRectMake(0.0f, screenHeight/2 - screenWidth/2, screenWidth, screenWidth)];
circlePath.usesEvenOddFillRule = YES;
circleLayer.path = [circlePath CGPath];
circleLayer.fillColor = circleColor.CGColor;
//Mask layer frame: it begins on y=0 and ends on y = plCropOverlayBottomBar.origin.y
UIBezierPath *maskPath = [UIBezierPath bezierPathWithRoundedRect:CGRectMake(0, 0, screenWidth, screenHeight- plCropOverlayBottomBar.frame.size.height) cornerRadius:0];
[maskPath appendPath:circlePath];
maskPath.usesEvenOddFillRule = YES;
CAShapeLayer *maskLayer = [CAShapeLayer layer];
maskLayer.path = maskPath.CGPath;
maskLayer.fillRule = kCAFillRuleEvenOdd;
maskLayer.fillColor = maskColor.CGColor;
[viewController.view.layer addSublayer:maskLayer];
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone){
//On iPhone add an hint label on top saying "scale and move" or whatever you want
UILabel *cropLabel = [[UILabel alloc]initWithFrame:CGRectMake(0, 10, screenWidth, 50)];
[cropLabel setText:#"Scale and move"]; //You should localize it
[cropLabel setTextAlignment:NSTextAlignmentCenter];
[cropLabel setTextColor:[UIColor whiteColor]];
[viewController.view addSubview:cropLabel];
}
else{ //On iPad re-add the overlayBottomBar with the label "scale and move" because we set its parent to hidden (it's a subview of PLCropOverlay)
[viewController.view addSubview:plCropOverlayBottomBar];
}
}
Swift 3 version (also with rounded edit layer for pictures taken by camera):
// Insert this code to your view controller
private var editLayer: CAShapeLayer!
private var label: UILabel!
override func viewDidLoad()
{
super.viewDidLoad()
// Rounded edit layer
navigationController?.delegate = self
NotificationCenter.default.addObserver(self, selector: #selector(pictureCaptured), name: NSNotification.Name(rawValue: "_UIImagePickerControllerUserDidCaptureItem"), object: nil)
NotificationCenter.default.addObserver(self, selector: #selector(pictureRejected), name: NSNotification.Name(rawValue: "_UIImagePickerControllerUserDidRejectItem"), object: nil)
}
#objc private func pictureCaptured()
{
addRoundedEditLayer(to: ...your UIImagePickerController..., forCamera: true)
}
#objc private func pictureRejected()
{
editLayer.removeFromSuperlayer()
label.removeFromSuperview()
}
deinit
{
NotificationCenter.default.removeObserver(self)
}
// MARK: Navigation controller delegate
func navigationController(_ navigationController: UINavigationController, willShow viewController: UIViewController, animated: Bool)
{
// Image picker in edit mode
if let imageVC = NSClassFromString("PUUIImageViewController")
{
if viewController.isKind(of: imageVC) {
addRoundedEditLayer(to: viewController, forCamera: false)
}
}
}
private func addRoundedEditLayer(to viewController: UIViewController, forCamera: Bool)
{
hideDefaultEditOverlay(view: viewController.view)
// Circle in edit layer - y position
let bottomBarHeight: CGFloat = 72.0
let position = (forCamera) ? viewController.view.center.y - viewController.view.center.x - bottomBarHeight/2 : viewController.view.center.y - viewController.view.center.x
let viewWidth = viewController.view.frame.width
let viewHeight = viewController.view.frame.height
let emptyShapePath = UIBezierPath(ovalIn: CGRect(x: 0, y: position, width: viewWidth, height: viewWidth))
emptyShapePath.usesEvenOddFillRule = true
let filledShapePath = UIBezierPath(roundedRect: CGRect(x: 0, y: 0, width: viewWidth, height: viewHeight - bottomBarHeight), cornerRadius: 0)
filledShapePath.append(emptyShapePath)
filledShapePath.usesEvenOddFillRule = true
editLayer = CAShapeLayer()
editLayer.path = filledShapePath.cgPath
editLayer.fillRule = kCAFillRuleEvenOdd
editLayer.fillColor = UIColor.black.cgColor
editLayer.opacity = 0.5
viewController.view.layer.addSublayer(editLayer)
// Move and Scale label
label = UILabel(frame: CGRect(x: 0, y: 10, width: viewWidth, height: 50))
label.text = "Move and Scale"
label.textAlignment = .center
label.textColor = UIColor.white
viewController.view.addSubview(label)
}
private func hideDefaultEditOverlay(view: UIView)
{
for subview in view.subviews
{
if let cropOverlay = NSClassFromString("PLCropOverlayCropView")
{
if subview.isKind(of: cropOverlay) {
subview.isHidden = true
break
}
else {
hideDefaultEditOverlay(view: subview)
}
}
}
}
For doing this from camera, try using the cameraOverlayView and set your own view. That will work only when picking from camera though and not photo library.
In the code of Jakub Marek, there's an issue with persistent rounded layer if you open a second time the camera.
to solve it add in your openCamera func:
editLayer?.removeFromSuperlayer()
label?.removeFromSuperview()
and replace in private func hideDefaultEditOverlay(view: UIView)
subview.isHidden = true
by
subview.removeFromSuperview()
Code :
func openCamera(){
if(UIImagePickerController .isSourceTypeAvailable(UIImagePickerController.SourceType.camera)){
imagePicker.sourceType = UIImagePickerController.SourceType.camera
//If you dont want to edit the photo then you can set allowsEditing to false
imagePicker.allowsEditing = true
imagePicker.cameraDevice = .rear
imagePicker.showsCameraControls = true
imagePicker.cameraCaptureMode = .photo
imagePicker.delegate = self
editLayer?.removeFromSuperlayer()
label?.removeFromSuperview()
self.present(imagePicker, animated: true, completion: nil)
}
else{
let alert = UIAlertController(title: NSLocalizedString("Attention",comment:""), message: NSLocalizedString("You don't have any camera",comment:""), preferredStyle: .alert)
alert.addAction(UIAlertAction(title: NSLocalizedString("OK",comment:""), style: .default, handler: nil))
self.present(alert, animated: true, completion: nil)
}
}
private func hideDefaultEditOverlay(view: UIView)
{
for subview in view.subviews
{
if let cropOverlay = NSClassFromString("PLCropOverlayCropView")
{
if subview.isKind(of: cropOverlay) {
subview.removeFromSuperview()
//subview.isHidden = true
break
}
else {
hideDefaultEditOverlay(view: subview)
}
}
}
}
I've made a little research about my problem and unfortunately there was no solution for my problem.
The closest was Fade UIImageView as it approaches the edges of a UIScrollView but it's still not for me.
I want my table to apply an "invisibility gradient" on the top. If the cell is at a 50px distance from the top edge it starts to vanish. The closer it is to the upper edge, the more invisible the part is. The cells height is about 200 pixels, so the lower part of the cell need to be visible in 100%. But nevermind - I need a table view (or table view container) to do this task, because similar tables can display other cells.
If the table is a subview of a solid color view, I can achieve that by adding an image which is a horizontal gradient that I can streach to any width. The top pixel of that image starts with the exact color of the background, and going down the same color has less alpha.
But...
we have a UITableView with transparent color. Below the table there is no solid color, but a pattern image/texture, that can also be different on other screens of the app.
Do you have any Idea how I can achieve this behaviour?
Regards
I took this tutorial and made some changes and additions:
It now works on all tableviews - even if they are part of bigger screen.
It works regardless of the background or whatever is behind the tableview.
The mask changes depends on the position of the table view - when scrolled to top only the bottom faded, in when scrolled to bottom only top is faded...
1. Start by importing QuartzCore and setting a mask layer in your controller:
EDIT: No need for reference to CAGradientLayer in class.
#import <UIKit/UIKit.h>
#import <QuartzCore/QuartzCore.h>
#interface mViewController : UIViewController
.
.
#end
2. Add this to viewWillAppear viewDidLayoutSubviews:
(See #Darren's comment on this one)
- (void)viewDidLayoutSubviews
{
[super viewDidLayoutSubviews];
if (!self.tableView.layer.mask)
{
CAGradientLayer *maskLayer = [CAGradientLayer layer];
maskLayer.locations = #[[NSNumber numberWithFloat:0.0],
[NSNumber numberWithFloat:0.2],
[NSNumber numberWithFloat:0.8],
[NSNumber numberWithFloat:1.0]];
maskLayer.bounds = CGRectMake(0, 0,
self.tableView.frame.size.width,
self.tableView.frame.size.height);
maskLayer.anchorPoint = CGPointZero;
self.tableView.layer.mask = maskLayer;
}
[self scrollViewDidScroll:self.tableView];
}
3. Make sure you are a delegate of UIScrollViewDelegate by adding it in the .h of your controller:
#interface mViewController : UIViewController <UIScrollViewDelegate>
4. To finish, implement scrollViewDidScroll in your controller .m:
#pragma mark - Scroll View Delegate Methods
- (void)scrollViewDidScroll:(UIScrollView *)scrollView
{
CGColorRef outerColor = [UIColor colorWithWhite:1.0 alpha:0.0].CGColor;
CGColorRef innerColor = [UIColor colorWithWhite:1.0 alpha:1.0].CGColor;
NSArray *colors;
if (scrollView.contentOffset.y + scrollView.contentInset.top <= 0) {
//Top of scrollView
colors = #[(__bridge id)innerColor, (__bridge id)innerColor,
(__bridge id)innerColor, (__bridge id)outerColor];
} else if (scrollView.contentOffset.y + scrollView.frame.size.height
>= scrollView.contentSize.height) {
//Bottom of tableView
colors = #[(__bridge id)outerColor, (__bridge id)innerColor,
(__bridge id)innerColor, (__bridge id)innerColor];
} else {
//Middle
colors = #[(__bridge id)outerColor, (__bridge id)innerColor,
(__bridge id)innerColor, (__bridge id)outerColor];
}
((CAGradientLayer *)scrollView.layer.mask).colors = colors;
[CATransaction begin];
[CATransaction setDisableActions:YES];
scrollView.layer.mask.position = CGPointMake(0, scrollView.contentOffset.y);
[CATransaction commit];
}
Again: most of the solution is from this tutorial in cocoanetics.
This is a translation of Aviel Gross's answer to Swift
import UIKit
class mViewController: UIViewController, UIScrollViewDelegate {
//Emitted boilerplate code
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
if self.tableView.layer.mask == nil {
//If you are using auto layout
//self.view.layoutIfNeeded()
let maskLayer: CAGradientLayer = CAGradientLayer()
maskLayer.locations = [0.0, 0.2, 0.8, 1.0]
let width = self.tableView.frame.size.width
let height = self.tableView.frame.size.height
maskLayer.bounds = CGRect(x: 0.0, y: 0.0, width: width, height: height)
maskLayer.anchorPoint = CGPoint.zero
self.tableView.layer.mask = maskLayer
}
scrollViewDidScroll(self.tableView)
}
func scrollViewDidScroll(_ scrollView: UIScrollView) {
let outerColor = UIColor(white: 1.0, alpha: 0.0).cgColor
let innerColor = UIColor(white: 1.0, alpha: 1.0).cgColor
var colors = [CGColor]()
if scrollView.contentOffset.y + scrollView.contentInset.top <= 0 {
colors = [innerColor, innerColor, innerColor, outerColor]
} else if scrollView.contentOffset.y + scrollView.frame.size.height >= scrollView.contentSize.height {
colors = [outerColor, innerColor, innerColor, innerColor]
} else {
colors = [outerColor, innerColor, innerColor, outerColor]
}
if let mask = scrollView.layer.mask as? CAGradientLayer {
mask.colors = colors
CATransaction.begin()
CATransaction.setDisableActions(true)
mask.position = CGPoint(x: 0.0, y: scrollView.contentOffset.y)
CATransaction.commit()
}
}
//Emitted boilerplate code
}
Swift version of #victorfigol's excellent solution:
class FadingTableView : UITableView {
var percent = Float(0.05)
private let outerColor = UIColor(white: 1.0, alpha: 0.0).cgColor
private let innerColor = UIColor(white: 1.0, alpha: 1.0).cgColor
override func awakeFromNib() {
super.awakeFromNib()
addObserver(self, forKeyPath: "bounds", options: NSKeyValueObservingOptions(rawValue: 0), context: nil)
}
override func observeValue(forKeyPath keyPath: String?, of object: Any?, change: [NSKeyValueChangeKey : Any]?, context: UnsafeMutableRawPointer?) {
if object is FadingTableView && keyPath == "bounds" {
initMask()
}
}
deinit {
removeObserver(self, forKeyPath:"bounds")
}
override func layoutSubviews() {
super.layoutSubviews()
updateMask()
}
func initMask() {
let maskLayer = CAGradientLayer()
maskLayer.locations = [0.0, NSNumber(value: percent), NSNumber(value:1 - percent), 1.0]
maskLayer.bounds = CGRect(x:0, y:0, width:frame.size.width, height:frame.size.height)
maskLayer.anchorPoint = CGPoint.zero
self.layer.mask = maskLayer
updateMask()
}
func updateMask() {
let scrollView : UIScrollView = self
var colors = [CGColor]()
if scrollView.contentOffset.y <= -scrollView.contentInset.top { // top
colors = [innerColor, innerColor, innerColor, outerColor]
}
else if (scrollView.contentOffset.y + scrollView.frame.size.height) >= scrollView.contentSize.height { // bottom
colors = [outerColor, innerColor, innerColor, innerColor]
}
else {
colors = [outerColor, innerColor, innerColor, outerColor]
}
if let mask = scrollView.layer.mask as? CAGradientLayer {
mask.colors = colors
CATransaction.begin()
CATransaction.setDisableActions(true)
mask.position = CGPoint(x: 0.0, y: scrollView.contentOffset.y)
CATransaction.commit()
}
}
}
This is my version of the fading table view by inheriting UITableView. Tested for iOS 7 & 8.
There is no need to implement scrollViewDidScroll, layoutSubviews can be used instead.
By observing for bounds changes, the mask is
always properly placed when the rotation changes.
You can use the percent parameter to change how much fading you want at the edges, I
find a small value looking better in some cases.
CEFadingTableView.m
#import "CEFadingTableView.h"
#interface CEFadingTableView()
#property (nonatomic) float percent; // 1 - 100%
#end
#implementation CEFadingTableView
- (void)awakeFromNib
{
[super awakeFromNib];
self.percent = 5.0f;
[self addObserver:self forKeyPath:#"bounds" options:0 context:nil];
}
- (void)observeValueForKeyPath:(NSString *)keyPath ofObject:(id)object change:(NSDictionary *)change context:(void *)context
{
if(object == self && [keyPath isEqualToString:#"bounds"])
{
[self initMask];
}
}
- (void)dealloc
{
[self removeObserver:self forKeyPath:#"bounds"];
}
- (void)layoutSubviews
{
[super layoutSubviews];
[self updateMask];
}
- (void)initMask
{
CAGradientLayer *maskLayer = [CAGradientLayer layer];
maskLayer.locations = #[#(0.0f), #(_percent / 100), #(1 - _percent / 100), #(1.0f)];
maskLayer.bounds = CGRectMake(0, 0, self.frame.size.width, self.frame.size.height);
maskLayer.anchorPoint = CGPointZero;
self.layer.mask = maskLayer;
[self updateMask];
}
- (void)updateMask
{
UIScrollView *scrollView = self;
CGColorRef outer = [UIColor colorWithWhite:1.0 alpha:0.0].CGColor;
CGColorRef inner = [UIColor colorWithWhite:1.0 alpha:1.0].CGColor;
NSArray *colors = #[(__bridge id)outer, (__bridge id)inner, (__bridge id)inner, (__bridge id)outer];
if(scrollView.contentOffset.y <= 0) // top
{
colors = #[(__bridge id)inner, (__bridge id)inner, (__bridge id)inner, (__bridge id)outer];
}
else if((scrollView.contentOffset.y + scrollView.frame.size.height) >= scrollView.contentSize.height) // bottom
{
colors = #[(__bridge id)outer, (__bridge id)inner, (__bridge id)inner, (__bridge id)inner];
}
((CAGradientLayer *)scrollView.layer.mask).colors = colors;
[CATransaction begin];
[CATransaction setDisableActions:YES];
scrollView.layer.mask.position = CGPointMake(0, scrollView.contentOffset.y);
[CATransaction commit];
}
#end