I have a problem with adding gradient to CAShapeLayer. I've created circle layer and I want to add a gradient to it. So, I created a CAGradientLayer and set it frames to layer bounds and mask to layer and it doesn't appear. What can I do?
private func setupCircle() -> CAShapeLayer {
let circlePath = UIBezierPath(arcCenter: CGPoint(x: progressView.frame.size.width / 2.0, y: progressView.frame.size.height / 2.0), radius: (progressView.frame.size.width - 10)/2, startAngle: 0.0, endAngle: CGFloat(M_PI * 2.0), clockwise: true)
let circleLayer = CAShapeLayer()
circleLayer.path = circlePath.CGPath
circleLayer.fillColor = nil
circleLayer.strokeColor = UIColor.yellowColor().CGColor
circleLayer.backgroundColor = UIColor.yellowColor().CGColor
circleLayer.lineWidth = configurator.lineWidth
circleLayer.strokeEnd = 1.0
return circleLayer
}
private func setupGradient() -> CAGradientLayer {
let gradient = CAGradientLayer()
gradient.colors = [UIColor.clearColor().CGColor, UIColor.yellowColor().CGColor, UIColor.greenColor().CGColor]
gradient.locations = [0.0, 0.25, 1.0]
gradient.startPoint = CGPointMake(0, 0)
gradient.endPoint = CGPointMake(1, 1)
return gradient
}
let circle = setupCircle()
let gradient = setupGradient()
gradient.frame = circle.bounds
gradient.mask = circle
progressView.layer.addSublayer(circle)
progressView.layer.insertSublayer(gradient, atIndex: 0)
EDIT:
I've changed setupCircle method to:
private func setupCircle() -> CAShapeLayer {
let circleLayer = CAShapeLayer()
circleLayer.frame = progressView.bounds.insetBy(dx: 5, dy: 5)
circleLayer.path = UIBezierPath(ovalInRect: CGRectMake(progressView.center.x, progressView.center.y, progressView.bounds.size.width, progressView.bounds.size.height)).CGPath
circleLayer.fillColor = nil
circleLayer.strokeColor = UIColor.yellowColor().CGColor
circleLayer.backgroundColor = UIColor.yellowColor().CGColor
circleLayer.lineWidth = configurator.lineWidth
circleLayer.strokeEnd = 1.0
return circleLayer
}
And here the effect, did I do it properly?:
EDIT 2:
I've changed circleLayer.path = UIBezierPath(ovalInRect: CGRectMake(progressView.center.x, progressView.center.y, progressView.bounds.size.width, progressView.bounds.size.height)).CGPath to circleLayer.path = UIBezierPath(ovalInRect: circleLayer.bounds).CGPath and it's better but still not what I want:
It's ok that you create layers and add them to layer hierarchy in viewDidLoad, but you shouldn't do any frame logic there since layout is not updated at that moment.
Try to move all the code which is doing any frame calculations to viewDidLayoutSubviews.
This should also be done every time layout is updated, so move it from setupCircle to viewDidLayoutSubviews:
let circlePath = UIBezierPath(...)
circleLayer.path = circlePath.cgPath
Edit:
Also I can't see where do you set circleLayer's frame? It's not enough to set it's path. If you have CGRect.zero rect for a mask, it will completely hide it's parent layer.
I would recommend to replace this:
let circlePath = UIBezierPath(arcCenter: CGPoint(x: progressView.frame.size.width / 2.0, y: progressView.frame.size.height / 2.0), radius: (progressView.frame.size.width - 10)/2, startAngle: 0.0, endAngle: CGFloat(M_PI * 2.0), clockwise: true)
with this:
circleLayer.bounds = progressView.frame.insetBy(dx: 5, dy: 5)
circleLayer.path = UIBezierPath(ovalIn: circleLayer.bounds).cgPath
This way you'll have both frame and path set. Also be careful about coordinate system. I'm not sure about where is progressView in your view hierarchy, perhaps you'll need it's bounds instead.
Edit 2:
Also you should delete a few lines of code there.
This makes your circle layer completely opaque, it makes the shape itself unvisible.
circleLayer.backgroundColor = UIColor.yellowColor().CGColor
You shouldn't add circle as a sublayer since you're going to use it as a mask:
progressView.layer.addSublayer(circle)
Related
I have a circle like in Instagram profile image which has story. I want to have an affect like circle is spinning. For that, I used CABasicAnimation. It is spinning but not in center.
As I searched, I need to give bounty for shapeLayer but when I do that, It doesn't placed where It needs to be.
How can I achieve animation like in Instagram story circle (like circle is spinning)?
EDIT I also try to add "colors" animation but because It works like It is in square, I can't get the desired result.
func addCircle() {
let circularPath = UIBezierPath(arcCenter: CGPoint(x: self.bounds.midX, y: self.bounds.midY), radius: self.bounds.width / 2, startAngle: -CGFloat.pi / 2, endAngle: 2 * CGFloat.pi, clockwise: true)
shapeLayer.strokeColor = UIColor.blue.cgColor
shapeLayer.lineWidth = 10
shapeLayer.fillColor = UIColor.clear.cgColor
shapeLayer.lineCap = kCALineCapRound
shapeLayer.strokeEnd = 1.0
gradient.frame = circularPath.bounds
gradient.colors = [UIColor.blue.cgColor, UIColor.red.cgColor]
gradient.startPoint = CGPoint(x: 0, y: 1)
gradient.endPoint = CGPoint(x: 1, y: 0)
shapeLayer.path = circularPath.cgPath
gradient.mask = shapeLayer
self.layer.addSublayer(gradient)
}
let rotationAnimation: CAAnimation = {
let animation = CABasicAnimation(keyPath: "transform.rotation")
animation.fromValue = 0
animation.toValue = 1
animation.duration = 4
animation.repeatCount = MAXFLOAT
return animation
}()
#objc private func handleTap() {
print("Attempting to animate stroke")
shapeLayer.add(rotationAnimation, forKey: "urSoBasic2")
}
If spinning, why not spin gradient
let rotationAnimation: CAAnimation = {
let animation = CABasicAnimation(keyPath: "transform.rotation")
animation.fromValue = 0
animation.toValue = Float.pi * 2
animation.duration = 4
animation.repeatCount = MAXFLOAT
return animation
}()
#objc func handleTap() {
print("Attempting to animate stroke")
gradient.add(rotationAnimation, forKey: "urSoBasic2")
}
As to off center problem. The correct frame for gradient should be like this :
gradient.frame = self.bounds
To verify the center, you may add a background for the view:
self.background = UIColor.black.
The reason is width and height of the view is not set well due to the constraints. Try to set the correct bounds of the view, so when you add the circularPath, it's center in the view.
I'm trying to replicate the default camera button on iOS devices:
I'm able to create a white circular button with black button within it. However, the black button is also filled, instead of just being a thin circle.
This is what I have (most of it has been copied from different sources and put together, so the code isn't efficient)
The object represents the button,
func applyRoundCorner(_ object: AnyObject) {
//object.layer.shadowColor = UIColor.black.cgColor
//object.layer.shadowOffset = CGSize(width: 0.0, height: 2.0)
object.layer.cornerRadius = (object.frame.size.width)/2
object.layer.borderColor = UIColor.black.cgColor
object.layer.borderWidth = 5
object.layer.masksToBounds = true
//object.layer.shadowRadius = 1.0
//object.layer.shadowOpacity = 0.5
var CircleLayer = CAShapeLayer()
let center = CGPoint (x: object.frame.size.width / 2, y: object.frame.size.height / 2)
let circleRadius = object.frame.size.width / 6
let circlePath = UIBezierPath(arcCenter: center, radius: circleRadius, startAngle: CGFloat(M_PI), endAngle: CGFloat(M_PI * 2), clockwise: true)
CircleLayer.path = circlePath.cgPath
CircleLayer.strokeColor = UIColor.black.cgColor
//CircleLayer.fillColor = UIColor.blue.cgColor
CircleLayer.lineWidth = 1
CircleLayer.strokeStart = 0
CircleLayer.strokeEnd = 1
object.layer.addSublayer(CircleLayer)
}
Basic Approach
You could do it like this (for the purpose of demonstration, I would do the button programmatically, using a playground):
let buttonWidth = 100.0
let button = UIButton(frame: CGRect(x: 0, y: 0, width: buttonWidth, height: buttonWidth))
button.backgroundColor = .white
button.layer.cornerRadius = button.frame.width / 2
Drawing Part:
So, after adding the button and do the desired setup (make it circular), here is part of how you could draw a circle in it:
let circlePath = UIBezierPath(arcCenter: CGPoint(x: buttonWidth / 2,y: buttonWidth / 2), radius: 40.0, startAngle: 0, endAngle: CGFloat.pi * 2, clockwise: true)
let circleLayer = CAShapeLayer()
circleLayer.path = circlePath.cgPath
circleLayer.fillColor = UIColor.clear.cgColor
circleLayer.strokeColor = UIColor.black.cgColor
circleLayer.lineWidth = 2.5
// adding the layer into the button:
button.layer.addSublayer(circleLayer)
Probably, circleLayer.fillColor = UIColor.clear.cgColor is the part you missing 🙂.
Therefore:
Back to your case:
Aside Bar Tip:
For implementing applyRoundCorner, I would suggest to let it has only the job for rounding the view, and then create another function to add the circle inside the view. And that's for avoiding any naming conflict, which means that when reading "applyRoundCorner" I would not assume that it is also would add circle to my view! So:
func applyRoundedCorners(for view: UIView) {
view.layer.cornerRadius = view.frame.size.width / 2
view.layer.borderColor = UIColor.white.cgColor
view.layer.borderWidth = 5.0
view.layer.masksToBounds = true
}
func drawCircle(in view: UIView) {
let circlePath = UIBezierPath(arcCenter: CGPoint(x: view.frame.size.width / 2,y: view.frame.size.width / 2),
radius: view.frame.size.width / 2.5,
startAngle: 0,
endAngle: CGFloat.pi * 2,
clockwise: true)
let shapeLayer = CAShapeLayer()
shapeLayer.path = circlePath.cgPath
shapeLayer.fillColor = UIColor.clear.cgColor
shapeLayer.strokeColor = UIColor.black.cgColor
shapeLayer.lineWidth = 2.5
button.layer.addSublayer(shapeLayer)
}
and now:
applyRoundedCorners(for: button)
drawCircle(in: button)
That's seems to be better. From another aspect, consider that you want to make a view to be circular without add a circle in it, with separated methods you could simply applyRoundedCorners(for: myView) without the necessary of adding a circle in it.
Furthermore:
As you can see, I changed AnyObject to UIView, it seems to be more logical to your case. So here is a cool thing that we could do:
extension UIView {
func applyRoundedCorners(for view: UIView) {
view.layer.cornerRadius = view.frame.size.width / 2
view.layer.borderColor = UIColor.white.cgColor
view.layer.borderWidth = 5.0
view.layer.masksToBounds = true
}
func drawCircle(in view: UIView) {
let circlePath = UIBezierPath(arcCenter: CGPoint(x: view.frame.size.width / 2,y: view.frame.size.width / 2),
radius: view.frame.size.width / 2.5,
startAngle: 0,
endAngle: CGFloat.pi * 2,
clockwise: true)
let shapeLayer = CAShapeLayer()
shapeLayer.path = circlePath.cgPath
shapeLayer.fillColor = UIColor.clear.cgColor
shapeLayer.strokeColor = UIColor.black.cgColor
shapeLayer.lineWidth = 2.5
button.layer.addSublayer(shapeLayer)
}
}
Now both applyRoundedCorners and drawCircle are implicitly included to the UIView (which means UIButton), instead of passing the button to these functions, you would be able to:
button.applyRoundedCorners()
button.drawCircle()
You just need to add circle Shape layer with lesser width and height
Try this code
func applyRoundCorner(_ object: UIButton) {
object.layer.cornerRadius = (object.frame.size.width)/2
object.layer.borderColor = UIColor.black.cgColor
object.layer.borderWidth = 5
object.layer.masksToBounds = true
let anotherFrame = CGRect(x: 12, y: 12, width: object.bounds.width - 24, height: object.bounds.height - 24)
let circle = CAShapeLayer()
let path = UIBezierPath(arcCenter: object.center, radius: anotherFrame.width / 2, startAngle: 0, endAngle: .pi * 2, clockwise: true)
circle.path = path.cgPath
circle.strokeColor = UIColor.black.cgColor
circle.lineWidth = 1.0
circle.fillColor = UIColor.clear.cgColor
object.layer.addSublayer(circle)
}
Note: Change frame value according to your requirements and best user experience
Output
I have no doubt there are a million different ways to approach this problem, this is just one...
I started with a UIButton for simplicity and speed, I might consider actually starting with a UIImage and simply setting the image properties of the button, but it would depend a lot on what I'm trying to achieve
internal extension FloatingPoint {
var degreesToRadians: Self { return self * .pi / 180 }
var radiansToDegrees: Self { return self * 180 / .pi }
}
class RoundButton: UIButton {
override func draw(_ rect: CGRect) {
makeButtonImage()?.draw(at: CGPoint(x: 0, y: 0))
}
func makeButtonImage() -> UIImage? {
let size = bounds.size
UIGraphicsBeginImageContext(CGSize(width: size.width, height: size.height))
defer {
UIGraphicsEndImageContext()
}
guard let ctx = UIGraphicsGetCurrentContext() else {
return nil
}
let center = CGPoint(x: size.width / 2.0, y: size.height / 2.0)
// Want to "over fill" the image area, so the mask can be applied
// to the entire image
let radius = min(size.width / 2.0, size.height / 2.0)
let innerRadius = radius * 0.75
let innerCircle = UIBezierPath(arcCenter: center,
radius: innerRadius,
startAngle: CGFloat(0.0).degreesToRadians,
endAngle: CGFloat(360.0).degreesToRadians,
clockwise: true)
// The color doesn't matter, only it's alpha level
UIColor.red.setStroke()
innerCircle.lineWidth = 4.0
innerCircle.stroke(with: .normal, alpha: 1.0)
let circle = UIBezierPath(arcCenter: center,
radius: radius,
startAngle: CGFloat(0.0).degreesToRadians,
endAngle: CGFloat(360.0).degreesToRadians,
clockwise: true)
UIColor.clear.setFill()
ctx.fill(bounds)
UIColor.white.setFill()
circle.fill(with: .sourceOut, alpha: 1.0)
return UIGraphicsGetImageFromCurrentImageContext()
}
}
nb: This is unoptimised! I would consider caching the result of makeButtonImage and invalidate it when the state/size of the button changes, just beware of that
Why is this approach any "better" then any other? I just want to say, it's not, but what it does create, is a "cut out" of the inner circle
It's a nitpick on my part, but I think it looks WAY better and is a more flexible solution, as you don't "need" a inner circle stroke color, blah, blah, blah
The solution makes use of the CoreGraphics CGBlendModes
Of course I might just do the whole thing in PaintCodeApp and be done with it
I draw a donut chart with CAShapeLayers arcs. I draw it by putting one on top of another and the problem that underneath layers edges are visible.
code of drawing is following
for (index, item) in values.enumerated() {
var currentValue = previousValue + item.value
previousValue = currentValue
if index == values.count - 1 {
currentValue = 100
}
let layer = CAShapeLayer()
let path = UIBezierPath()
let separatorLayer = CAShapeLayer()
let separatorPath = UIBezierPath()
let radius: CGFloat = self.frame.width / 2 - lineWidth / 2
let center: CGPoint = CGPoint(x: self.bounds.width / 2, y: self.bounds.width / 2)
separatorPath.addArc(withCenter: center, radius: radius, startAngle: percentToRadians(percent: -25), endAngle: percentToRadians(percent: CGFloat(currentValue - 25 + 0.2)), clockwise: true)
separatorLayer.path = separatorPath.cgPath
separatorLayer.fillColor = UIColor.clear.cgColor
separatorLayer.strokeColor = UIColor.white.cgColor
separatorLayer.lineWidth = lineWidth
separatorLayer.contentsScale = UIScreen.main.scale
self.layer.addSublayer(separatorLayer)
separatorLayer.add(createGraphAnimation(), forKey: nil)
separatorLayer.zPosition = -(CGFloat)(index)
path.addArc(withCenter: center, radius: radius, startAngle: percentToRadians(percent: -25), endAngle: percentToRadians(percent: CGFloat(currentValue - 25)), clockwise: true)
layer.path = path.cgPath
layer.fillColor = UIColor.clear.cgColor
layer.strokeColor = item.color.cgColor
layer.lineWidth = lineWidth
layer.contentsScale = UIScreen.main.scale
layer.shouldRasterize = true
layer.rasterizationScale = UIScreen.main.scale
layer.allowsEdgeAntialiasing = true
separatorLayer.addSublayer(layer)
layer.add(createGraphAnimation(), forKey: nil)
layer.zPosition = -(CGFloat)(index)
What am I doing wrong ?
UPD
Tried code
let mask = CAShapeLayer()
mask.frame = CGRect(x: 0, y: 0, width: radius * 2, height: radius * 2)
mask.fillColor = nil
mask.strokeColor = UIColor.white.cgColor
mask.lineWidth = lineWidth * 2
let maskPath = CGMutablePath()
maskPath.addArc(center: CGPoint(x: self.radius, y: self.radius), radius: radius, startAngle: 0, endAngle: 2 * .pi, clockwise: true)
maskPath.closeSubpath()
mask.path = maskPath
self.layer.mask = mask
but it masks only inner edges, outer still has fringe
The fringe you're seeing happens because you're drawing exactly the same shape in the same position twice, and alpha compositing (as commonly implemented) is not designed to handle that. Porter and Duff's paper, “Compositing Digital Images”, which introduced alpha compositing, discusses the problem:
We must remember that our basic assumption about the
division of subpixel areas by geometric objects breaks
down in the face of input pictures with correlated mattes.
When one picture appears twice in a compositing expression,
we must take care with our computations of F A and
F B. Those listed in the table are correct only for uncorrelated
pictures.
When it says “matte”, it basically means transparency. When it says “uncorrelated pictures”, it means two pictures whose transparent areas have no special relationship. But in your case, your two pictures do have a special relationship: the pictures are transparent in exactly the same areas!
Here's a self-contained test that reproduces your problem:
private func badVersion() {
let center = CGPoint(x: view.bounds.width / 2, y: view.bounds.height / 2)
let radius: CGFloat = 100
let ringWidth: CGFloat = 44
let ring = CAShapeLayer()
ring.frame = view.bounds
ring.fillColor = nil
ring.strokeColor = UIColor.red.cgColor
ring.lineWidth = ringWidth
let ringPath = CGMutablePath()
ringPath.addArc(center: center, radius: radius, startAngle: 0, endAngle: 2 * .pi, clockwise: true)
ringPath.closeSubpath()
ring.path = ringPath
view.layer.addSublayer(ring)
let wedge = CAShapeLayer()
wedge.frame = view.bounds
wedge.fillColor = nil
wedge.strokeColor = UIColor.darkGray.cgColor
wedge.lineWidth = ringWidth
wedge.lineCap = kCALineCapButt
let wedgePath = CGMutablePath()
wedgePath.addArc(center: center, radius: radius, startAngle: 0.1, endAngle: 0.6, clockwise: false)
wedge.path = wedgePath
view.layer.addSublayer(wedge)
}
Here's the part of the screen that shows the problem:
One way to fix this is to draw the colors beyond the edges of the ring, and use a mask to clip them to the ring shape.
I'll change my code so that instead of drawing a red ring, and part of a gray ring on top of it, I draw a red disc, and a gray wedge on top of it:
If you zoom in, you can see that this still shows the red fringe at the edge of the gray wedge. So the trick is to use a ring-shaped mask to get the final shape. Here's the shape of the mask, drawn in white on top of the prior image:
Note that the mask is well away from the problematic area with the fringe. When I use the mask as a mask instead of drawing it, I get the final, perfect result:
Here's the code that draws the perfect version:
private func goodVersion() {
let center = CGPoint(x: view.bounds.width / 2, y: view.bounds.height / 2)
let radius: CGFloat = 100
let ringWidth: CGFloat = 44
let slop: CGFloat = 10
let disc = CAShapeLayer()
disc.frame = view.bounds
disc.fillColor = UIColor.red.cgColor
disc.strokeColor = nil
let ringPath = CGMutablePath()
ringPath.addArc(center: center, radius: radius + ringWidth / 2 + slop, startAngle: 0, endAngle: 2 * .pi, clockwise: true)
ringPath.closeSubpath()
disc.path = ringPath
view.layer.addSublayer(disc)
let wedge = CAShapeLayer()
wedge.frame = view.bounds
wedge.fillColor = UIColor.darkGray.cgColor
wedge.strokeColor = nil
let wedgePath = CGMutablePath()
wedgePath.move(to: center)
wedgePath.addArc(center: center, radius: radius + ringWidth / 2 + slop, startAngle: 0.1, endAngle: 0.6, clockwise: false)
wedgePath.closeSubpath()
wedge.path = wedgePath
view.layer.addSublayer(wedge)
let mask = CAShapeLayer()
mask.frame = view.bounds
mask.fillColor = nil
mask.strokeColor = UIColor.white.cgColor
mask.lineWidth = ringWidth
let maskPath = CGMutablePath()
maskPath.addArc(center: center, radius: radius, startAngle: 0, endAngle: 2 * .pi, clockwise: true)
maskPath.closeSubpath()
mask.path = maskPath
view.layer.mask = mask
}
Note that the mask applies to everything in view, so (in your case) you may need to move all of your layers into a subview has no other contents so it's safe to mask.
UPDATE
Looking at your playground, the problem is (still) that you're drawing two shapes that have exactly the same partially-transparent edge on top of each other. You can't do that. The solution is to draw the colored shapes larger, so that they are both completely opaque at the edge of the donut, and then use the layer mask to clip them to the donut shape.
I fixed your playground. Notice how in my version, the lineWidth of each colored section is donutThickness + 10, and the mask's lineWidth is only donutThickness. Here's the result:
Here's the playground:
import UIKit
import PlaygroundSupport
class ABDonutChart: UIView {
struct Datum {
var value: Double
var color: UIColor
}
var donutThickness: CGFloat = 20 { didSet { setNeedsLayout() } }
var separatorValue: Double = 1 { didSet { setNeedsLayout() } }
var separatorColor: UIColor = .white { didSet { setNeedsLayout() } }
var data = [Datum]() { didSet { setNeedsLayout() } }
func withAnimation(_ wantAnimation: Bool, do body: () -> ()) {
let priorFlag = wantAnimation
self.wantAnimation = true
defer { self.wantAnimation = priorFlag }
body()
layoutIfNeeded()
}
override func layoutSubviews() {
super.layoutSubviews()
let bounds = self.bounds
let center = CGPoint(x: bounds.origin.x + bounds.size.width / 2, y: bounds.origin.y + bounds.size.height / 2)
let radius = (min(bounds.size.width, bounds.size.height) - donutThickness) / 2
let maskLayer = layer.mask as? CAShapeLayer ?? CAShapeLayer()
maskLayer.frame = bounds
maskLayer.fillColor = nil
maskLayer.strokeColor = UIColor.white.cgColor
maskLayer.lineWidth = donutThickness
maskLayer.path = CGPath(ellipseIn: CGRect(x: center.x - radius, y: center.y - radius, width: 2 * radius, height: 2 * radius), transform: nil)
layer.mask = maskLayer
var spareLayers = segmentLayers
segmentLayers.removeAll()
let finalSum = data.reduce(Double(0)) { $0 + $1.value + separatorValue }
var runningSum: Double = 0
let animation = CABasicAnimation(keyPath: "strokeEnd")
animation.fromValue = 0.0
animation.toValue = 1.0
animation.duration = 2
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
func addSegmentLayer(color: UIColor, segmentSum: Double) {
let angleOffset: CGFloat = -0.25 * 2 * .pi
let segmentLayer = spareLayers.popLast() ?? CAShapeLayer()
segmentLayer.strokeColor = color.cgColor
segmentLayer.lineWidth = donutThickness + 10
segmentLayer.lineCap = kCALineCapButt
segmentLayer.fillColor = nil
let path = CGMutablePath()
path.addArc(center: center, radius: radius, startAngle: angleOffset, endAngle: CGFloat(segmentSum / finalSum * 2 * .pi) + angleOffset, clockwise: false)
segmentLayer.path = path
layer.insertSublayer(segmentLayer, at: 0)
segmentLayers.append(segmentLayer)
if wantAnimation {
segmentLayer.add(animation, forKey: animation.keyPath)
}
}
for datum in data {
addSegmentLayer(color: separatorColor, segmentSum: runningSum + separatorValue / 2)
runningSum += datum.value + separatorValue
addSegmentLayer(color: datum.color, segmentSum: runningSum - separatorValue / 2)
}
addSegmentLayer(color: separatorColor, segmentSum: finalSum)
spareLayers.forEach { $0.removeFromSuperlayer() }
}
private var segmentLayers = [CAShapeLayer]()
private var wantAnimation = false
}
let container = UIView()
container.frame.size = CGSize(width: 300, height: 300)
container.backgroundColor = .black
PlaygroundPage.current.liveView = container
PlaygroundPage.current.needsIndefiniteExecution = true
let m = ABDonutChart(frame: CGRect(x: 0, y: 0, width: 215, height: 215))
m.center = CGPoint(x: container.bounds.size.width / 2, y: container.bounds.size.height / 2)
container.addSubview(m)
m.withAnimation(true) {
m.data = [
.init(value: 10, color: .red),
.init(value: 30, color: .blue),
.init(value: 15, color: .orange),
.init(value: 40, color: .yellow),
.init(value: 50, color: .green)]
}
To me, it looks like the edges are antialiased resulting in somewhat transparent pixels. The orange of the background can then be seen through the 'blurred' edges of the overlay.
Have you tried making the overlaid layers opaque?
layer.Opaque = true; //C#
An alternative way may be to draw a thin circle with the background color on top the orange edges. This should work, but it's not the prettiest method.
The Problem
I am creating an exploding rings effect. I'm using multiple CAShapeLayer's and creating a UIBezierPath for each layer. When the view is initialised, all the layers have a path with width 0. When an action is triggered, the rings animate to a larger path.
As seen in the demo below, the right hand edge of each layer is slower to animate than the remainder of each circular layer.
Demo
Code
Drawing the layers:
func draw(inView view: UIView) -> CAShapeLayer {
let shapeLayer = CAShapeLayer()
// size.width defaults to 0
let circlePath = UIBezierPath(arcCenter: view.center, radius: size.width / 2, startAngle: 0, endAngle: CGFloat(360.0).toRadians(), clockwise: true)
shapeLayer.path = circlePath.CGPath
shapeLayer.frame = view.frame
return shapeLayer
}
Updating the layers
func updateAnimated(updatedOpacity: CGFloat, updatedSize: CGSize, duration: CGFloat) {
let updatePath = UIBezierPath(arcCenter: view.center, radius: updatedSize.width / 2,
startAngle: 0, endAngle: CGFloat(360).toRadians(), clockwise: true)
let pathAnimation = CABasicAnimation(keyPath: "path")
pathAnimation.fromValue = layer.path // the current path (initially with width 0)
pathAnimation.toValue = updatePath.CGPath
let opacityAnimation = CABasicAnimation(keyPath: "opacity")
opacityAnimation.fromValue = self.opacity
opacityAnimation.toValue = updatedOpacity
let animationGroup = CAAnimationGroup()
animationGroup.animations = [pathAnimation, opacityAnimation]
animationGroup.duration = Double(duration)
animationGroup.fillMode = kCAFillModeForwards
animationGroup.removedOnCompletion = false
layer.addAnimation(animationGroup, forKey: "shape_update")
... update variables ...
}
Avoid starting with a path width of 0. It is very difficult to scale from 0 and tiny floating-point errors magnify. Values very close to zero are not very continuous in floating point (hmmm.... I guess that actually is a little like the real universe). Try starting with larger values and see how close to zero you can go safely.
I want to create a view that looks like this:
I figure what I need is a uiview with some sort of mask, I can make a mask in the shape of a circle using a UIBezierpath, however I cannot invert this makes so that it masks everything but the circle. I need this to be a mask of a view and not a fill layer because the view that I intend to mask has a UIBlurEffect on it. The end goal is to animate this UIView overtop of my existing views to provide instruction.
Please note that I am using swift. Is there away to do this? If so, how?
Updated again for Swift 4 & removed a few items to make the code tighter.
Please note that maskLayer.fillRule is set differently between Swift 4 and Swift 4.2.
func createOverlay(frame: CGRect,
xOffset: CGFloat,
yOffset: CGFloat,
radius: CGFloat) -> UIView {
// Step 1
let overlayView = UIView(frame: frame)
overlayView.backgroundColor = UIColor.black.withAlphaComponent(0.6)
// Step 2
let path = CGMutablePath()
path.addArc(center: CGPoint(x: xOffset, y: yOffset),
radius: radius,
startAngle: 0.0,
endAngle: 2.0 * .pi,
clockwise: false)
path.addRect(CGRect(origin: .zero, size: overlayView.frame.size))
// Step 3
let maskLayer = CAShapeLayer()
maskLayer.backgroundColor = UIColor.black.cgColor
maskLayer.path = path
// For Swift 4.0
maskLayer.fillRule = kCAFillRuleEvenOdd
// For Swift 4.2
maskLayer.fillRule = .evenOdd
// Step 4
overlayView.layer.mask = maskLayer
overlayView.clipsToBounds = true
return overlayView
}
A rough breakdown on what is happening:
Create a view sized to the specified frame, with a black background set to 60% opacity
Create the path for drawing the circle using the provided starting point and radius
Create the mask for the area to remove
Apply the mask & clip to bounds
The following code snippet will call this and place a circle in the middle of the screen with radius of 50:
let overlay = createOverlay(frame: view.frame,
xOffset: view.frame.midX,
yOffset: view.frame.midY,
radius: 50.0)
view.addSubview(overlay)
Which looks like this:
You can use this function to create what you need.
func createOverlay(frame : CGRect)
{
let overlayView = UIView(frame: frame)
overlayView.alpha = 0.6
overlayView.backgroundColor = UIColor.blackColor()
self.view.addSubview(overlayView)
let maskLayer = CAShapeLayer()
// Create a path with the rectangle in it.
var path = CGPathCreateMutable()
let radius : CGFloat = 50.0
let xOffset : CGFloat = 10
let yOffset : CGFloat = 10
CGPathAddArc(path, nil, overlayView.frame.width - radius/2 - xOffset, yOffset, radius, 0.0, 2 * 3.14, false)
CGPathAddRect(path, nil, CGRectMake(0, 0, overlayView.frame.width, overlayView.frame.height))
maskLayer.backgroundColor = UIColor.blackColor().CGColor
maskLayer.path = path;
maskLayer.fillRule = kCAFillRuleEvenOdd
// Release the path since it's not covered by ARC.
overlayView.layer.mask = maskLayer
overlayView.clipsToBounds = true
}
Adjust the radius and xOffset and yOffset to change the radius and position of the circle.
For Swift 3, here is rakeshbs' answer formatted so it returns the UIView needed:
func createOverlay(frame : CGRect, xOffset: CGFloat, yOffset: CGFloat, radius: CGFloat) -> UIView
{
let overlayView = UIView(frame: frame)
overlayView.alpha = 0.6
overlayView.backgroundColor = UIColor.black
// Create a path with the rectangle in it.
let path = CGMutablePath()
path.addArc(center: CGPoint(x: xOffset, y: yOffset), radius: radius, startAngle: 0.0, endAngle: 2 * 3.14, clockwise: false)
path.addRect(CGRect(x: 0, y: 0, width: overlayView.frame.width, height: overlayView.frame.height))
let maskLayer = CAShapeLayer()
maskLayer.backgroundColor = UIColor.black.cgColor
maskLayer.path = path;
maskLayer.fillRule = kCAFillRuleEvenOdd
// Release the path since it's not covered by ARC.
overlayView.layer.mask = maskLayer
overlayView.clipsToBounds = true
return overlayView
}
The above solution works great.
Say if you are looking for mask with rectangle area here is the snippet below
let fWidth = self.frame.size.width
let fHeight = self.frame.size.height
let squareWidth = fWidth/2
let topLeft = CGPoint(x: fWidth/2-squareWidth/2, y: fHeight/2-squareWidth/2)
let topRight = CGPoint(x: fWidth/2+squareWidth/2, y: fHeight/2-squareWidth/2)
let bottomLeft = CGPoint(x: fWidth/2-squareWidth/2, y: fHeight/2+squareWidth/2)
let bottomRight = CGPoint(x: fWidth/2+squareWidth/2, y: fHeight/2+squareWidth/2)
let cornerWidth = squareWidth/4
// Step 2
let path = CGMutablePath()
path.addRoundedRect(in: CGRect(x: topLeft.x, y: topLeft.y,
width: topRight.x - topLeft.x, height: bottomLeft.y - topLeft.y),
cornerWidth: 20, cornerHeight: 20)
path.addRect(CGRect(origin: .zero, size: self.frame.size))
// Step 3
let maskLayer = CAShapeLayer()
maskLayer.backgroundColor = UIColor.clear.cgColor
maskLayer.path = path
// For Swift 4.0
maskLayer.fillRule = kCAFillRuleEvenOdd
// For Swift 4.2
//maskLayer.fillRule = .evenOdd
// Step 4
self.layer.mask = maskLayer
self.clipsToBounds = true
rectangle mask looks like this