Creating circle and using it as "bar graph" - ios

I want to create a circle with an inner circle that looks like the image below. I'm having trouble with the inner circle and I don't know how to create it so it's easy to adjust percentage (like the image is showing).
So far I have this CircleGraph class which can draw the ouster circle and an inner circle which can only draw 50 %.
import Foundation
import UIKit
class CircleGraph: UIView
{
// Only override drawRect: if you perform custom drawing.
// An empty implementation adversely affects performance during animation.
override func drawRect(rect: CGRect)
{
super.drawRect(rect)
// Outer circle
Colors().getMainColor().setFill()
let outerPath = UIBezierPath(ovalInRect: rect)
outerPath.fill()
// inner circle so far
let percentage = 0.5
UIColor.whiteColor().setFill()
let circlePath = UIBezierPath(arcCenter: CGPoint(x: rect.height/2,y: rect.height/2), radius: CGFloat(rect.height/2), startAngle: CGFloat(-M_PI_2), endAngle:CGFloat(M_PI * 2 * percentage - M_PI_2), clockwise: true)
circlePath.fill()
}
}
Can anyone assist me?
What I want is something simliar to the image below:

I would go for the easy solution and create a UIView with a UIView and UILabel as subviews. If you use something like:
// To make it round
let width = self.frame.width
self.view.layer.cornerRadius = width * 0.5
self.view.layer.masksToBounds = true
for each of the sublayers. If you have set the background colour of the UIView's background layer to something like Red and the UIView layer above to have a whiteish background colour with alpha 0.5 than you already achieve this effect.
If you do not know how to proceed with this tip ill try to provide a code sample.
-- EDIT --
Here is the code sample:
import UIKit
class CircleView: UIView {
var percentage : Int?
var transparency : CGFloat?
var bottomLayerColor : UIColor?
var middleLayerColor : UIColor?
init(frame : CGRect, percentage : Int, transparency : CGFloat, bottomLayerColor : UIColor, middleLayerColor : UIColor) {
super.init(frame : frame)
self.percentage = percentage
self.transparency = transparency
self.bottomLayerColor = bottomLayerColor
self.middleLayerColor = middleLayerColor
viewDidLoad()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
viewDidLoad()
}
func viewDidLoad() {
let width = self.frame.width
let height = self.frame.height
let textFrame = CGRectMake(0, 0, width, height)
guard let percentage = self.percentage
else {
print("Error")
return
}
let newHeight = (CGFloat(percentage)/100.0)*height
let middleFrame = CGRectMake(0,height - newHeight, width, newHeight)
// Set Background Color
if let bottomLayerColor = self.bottomLayerColor {
self.backgroundColor = bottomLayerColor
}
// Make Bottom Layer Round
self.layer.cornerRadius = width * 0.5
self.layer.masksToBounds = true
// Create Middle Layer
let middleLayer = UIView(frame: middleFrame)
if let middleLayerColor = self.middleLayerColor {
middleLayer.backgroundColor = middleLayerColor
}
if let transparency = self.transparency {
middleLayer.alpha = transparency
}
// The Label
let percentageLayer = UILabel(frame: textFrame)
percentageLayer.textAlignment = NSTextAlignment.Center
percentageLayer.textColor = UIColor.whiteColor()
if let percentage = self.percentage {
percentageLayer.text = "\(percentage)%"
}
// Add Subviews
self.addSubview(middleLayer)
self.addSubview(percentageLayer)
}
}
To use in a View Controller:
let redColor = UIColor.redColor()
let blueColor = UIColor.blueColor()
let frame = CGRectMake(50, 50, 100, 100)
// 50% Example
let circleView = CircleView(frame: frame, percentage: 50, transparency: 0.5, bottomLayerColor: redColor, middleLayerColor: blueColor)
self.view.addSubview(circleView)
// 33% Example
let newFrame = CGRectMake(50, 150, 120, 120)
let newCircleView = CircleView(frame: newFrame, percentage: 33, transparency: 0.7, bottomLayerColor: UIColor.redColor(), middleLayerColor: UIColor.whiteColor())
self.view.addSubview(newCircleView)
This will yield something like this:

Related

Building a circular facepile of profile pictures in Swift: how to have the last photo tucked under the first?

I am trying to build a UIView that has a few UIImageViews arranged in a circular, overlapping manner (see image below). Let's say we have N images. Drawing out the first N - 1 is easy, just use sin/cos functions to arrange the centers of the UIImageViews around a circle. The problem is with the last image that seemingly has two z-index values! I know this is possible since kik messenger has similar group profile photos.
The best idea I have come up so far is taking the last image, split into something like "top half" and "bottom half" and assign different z-values for each. This seems doable when the image is the left-most one, but what happens if the image is the top most? In this case, I would need to split left and right instead of top and bottom.
Because of this problem, it's probably not top, left, or right, but more like a split across some imaginary axis from the center of the overall facepile through the center of the UIImageView. How would I do that?!
Below Code Will Layout UIImageView's in Circle
You would need to import SDWebImage and provide some image URLs to run the code below.
import Foundation
import UIKit
import SDWebImage
class EventDetailsFacepileView: UIView {
static let dimension: CGFloat = 66.0
static let radius: CGFloat = dimension / 1.68
private var profilePicViews: [UIImageView] = []
var profilePicURLs: [URL] = [] {
didSet {
updateView()
}
}
func updateView() {
self.profilePicViews = profilePicURLs.map({ (profilePic) -> UIImageView in
let imageView = UIImageView()
imageView.sd_setImage(with: profilePic)
imageView.roundImage(imageDimension: EventDetailsFacepileView.dimension, showsBorder: true)
imageView.sd_imageTransition = .fade
return imageView
})
self.profilePicViews.forEach { (imageView) in
self.addSubview(imageView)
}
self.setNeedsLayout()
self.layer.borderColor = UIColor.green.cgColor
self.layer.borderWidth = 2
}
override func layoutSubviews() {
super.layoutSubviews()
let xOffset: CGFloat = 0
let yOffset: CGFloat = 0
let center = CGPoint(x: self.bounds.size.width / 2, y: self.bounds.size.height / 2)
let radius: CGFloat = EventDetailsFacepileView.radius
let angleStep: CGFloat = 2 * CGFloat(Double.pi) / CGFloat(profilePicViews.count)
var count = 0
for profilePicView in profilePicViews {
let xPos = center.x + CGFloat(cosf(Float(angleStep) * Float(count))) * (radius - xOffset)
let yPos = center.y + CGFloat(sinf(Float(angleStep) * Float(count))) * (radius - yOffset)
profilePicView.frame = CGRect(origin: CGPoint(x: xPos, y: yPos),
size: CGSize(width: EventDetailsFacepileView.dimension, height: EventDetailsFacepileView.dimension))
count += 1
}
}
override func sizeThatFits(_ size: CGSize) -> CGSize {
let requiredSize = EventDetailsFacepileView.dimension + EventDetailsFacepileView.radius
return CGSize(width: requiredSize,
height: requiredSize)
}
}
I don't think you'll have much success trying to split images to get over/under z-indexes.
One approach is to use masks to make it appear that the image views are overlapped.
The general idea would be:
subclass UIImageView
in layoutSubviews()
apply cornerRadius to layer to make the image round
get a rect from the "overlapping view"
convert that rect to local coordinates
expand that rect by the desired width of the "outline"
get an oval path from that rect
combine it with a path from self
apply it as a mask layer
Here is an example....
I was not entirely sure what your sizing calculations were doing... trying to use your EventDetailsFacepileView as-is gave me small images in the lower-right corner of the view?
So, I modified your EventDetailsFacepileView in a couple ways:
uses local images named "pro1" through "pro5" (you should be able to replace with your SDWebImage)
uses auto-layout constraints instead of explicit frames
uses MyOverlapImageView class to handle the masking
Code - no #IBOutlet connections, so just set a blank view controller to OverlapTestViewController:
class OverlapTestViewController: UIViewController {
let facePileView = MyFacePileView()
override func viewDidLoad() {
super.viewDidLoad()
facePileView.translatesAutoresizingMaskIntoConstraints = false
view.addSubview(facePileView)
facePileView.dimension = 120
let sz = facePileView.sizeThatFits(.zero)
let g = view.safeAreaLayoutGuide
NSLayoutConstraint.activate([
facePileView.widthAnchor.constraint(equalToConstant: sz.width),
facePileView.heightAnchor.constraint(equalTo: facePileView.widthAnchor),
facePileView.centerXAnchor.constraint(equalTo: g.centerXAnchor),
facePileView.centerYAnchor.constraint(equalTo: g.centerYAnchor),
])
facePileView.profilePicNames = [
"pro1", "pro2", "pro3", "pro4", "pro5"
]
}
}
class MyFacePileView: UIView {
var dimension: CGFloat = 66.0
lazy var radius: CGFloat = dimension / 1.68
private var profilePicViews: [MyOverlapImageView] = []
var profilePicNames: [String] = [] {
didSet {
updateView()
}
}
func updateView() {
self.profilePicViews = profilePicNames.map({ (profilePic) -> MyOverlapImageView in
let imageView = MyOverlapImageView()
if let img = UIImage(named: profilePic) {
imageView.image = img
}
return imageView
})
// add MyOverlapImageViews to self
// and set width / height constraints
self.profilePicViews.forEach { (imageView) in
self.addSubview(imageView)
imageView.translatesAutoresizingMaskIntoConstraints = false
imageView.widthAnchor.constraint(equalToConstant: dimension).isActive = true
imageView.heightAnchor.constraint(equalTo: imageView.widthAnchor).isActive = true
}
// start at "12 o'clock"
var curAngle: CGFloat = .pi * 1.5
// angle increment
let incAngle: CGFloat = ( 360.0 / CGFloat(self.profilePicViews.count) ) * .pi / 180.0
// calculate position for each image view
// set center constraints
self.profilePicViews.forEach { imgView in
let xPos = cos(curAngle) * radius
let yPos = sin(curAngle) * radius
imgView.centerXAnchor.constraint(equalTo: centerXAnchor, constant: xPos).isActive = true
imgView.centerYAnchor.constraint(equalTo: centerYAnchor, constant: yPos).isActive = true
curAngle += incAngle
}
// set "overlapView" property for each image view
let n = self.profilePicViews.count
for i in (1..<n).reversed() {
self.profilePicViews[i].overlapView = self.profilePicViews[i-1]
}
self.profilePicViews[0].overlapView = self.profilePicViews[n - 1]
self.layer.borderColor = UIColor.green.cgColor
self.layer.borderWidth = 2
}
override func sizeThatFits(_ size: CGSize) -> CGSize {
let requiredSize = dimension * 2.0 + radius / 2.0
return CGSize(width: requiredSize,
height: requiredSize)
}
}
class MyOverlapImageView: UIImageView {
// reference to the view that is overlapping me
weak var overlapView: MyOverlapImageView?
// width of "outline"
var outlineWidth: CGFloat = 6
override func layoutSubviews() {
super.layoutSubviews()
// make image round
layer.cornerRadius = bounds.size.width * 0.5
layer.masksToBounds = true
let mask = CAShapeLayer()
if let v = overlapView {
// get bounds from overlapView
// converted to self
// inset by outlineWidth (negative numbers will make it grow)
let maskRect = v.convert(v.bounds, to: self).insetBy(dx: -outlineWidth, dy: -outlineWidth)
// oval path from mask rect
let path = UIBezierPath(ovalIn: maskRect)
// path from self bounds
let clipPath = UIBezierPath(rect: bounds)
// append paths
clipPath.append(path)
mask.path = clipPath.cgPath
mask.fillRule = .evenOdd
// apply mask
layer.mask = mask
}
}
}
Result:
(I grabbed random images by searching google for sample profile pictures)

Is is possible to animate text color changing only in a part of text in iOS?

I wonder if it even possible in iOS to animate changing color in only a part of the text, preferably not char by char, but pixel by pixel, like on this picture?
I know how to change text color in static with NSAttributedString and I know how to animate the whole text with CADisplayLink, but this makes me worry.
Maybe I can dive into CoreText, but I'm still not sure it is possible even with it. Any thoughts?
UPD I decided to add a video with my first results to make the question more clear:
my efforts for now (the label is overlapping)
You can quite easily achieve this using CoreAnimation possibilities.
I've added a simple demo, you play with it here (just build the project and tap anywhere to see the animation).
The logic is the following:
Create a custom subclass of UIView.
When some text is set, create two similar CATextLayers, each with the same text and frame.
Set different foregroundColor and mask for those layers. The mask of the left layer will be the left part of the view, and the mask of the right layer will be the right part.
Animate foregroundColor for those layers (simultaneously).
The code of a custom view:
class CustomTextLabel: UIView {
override init(frame: CGRect) {
super.init(frame: frame)
backgroundColor = .green
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
private var textLayer1: CATextLayer?
private var textLayer2: CATextLayer?
func setText(_ text: String, fontSize: CGFloat) {
// create 2 layers with the same text and size, we'll set the colors for them later
textLayer1 = createTextLayer(text, fontSize: fontSize)
textLayer2 = createTextLayer(text, fontSize: fontSize)
// estimate the frame size needed for the text layer with such text and font size
let textSize = textLayer1!.preferredFrameSize()
let w = frame.width, h = frame.height
// calculate the frame such that both layers will be in center of view
let centeredTextFrame = CGRect(x: (w-textSize.width)/2, y: (h-textSize.height)/2, width: textSize.width, height: textSize.height)
textLayer1!.frame = centeredTextFrame
textLayer2!.frame = centeredTextFrame
// set up default color for the text
textLayer1!.foregroundColor = UIColor.yellow.cgColor
textLayer2!.foregroundColor = UIColor.yellow.cgColor
// set background transparent, that's very important
textLayer1!.backgroundColor = UIColor.clear.cgColor
textLayer2!.backgroundColor = UIColor.clear.cgColor
// set up masks, such that each layer's text is visible only in its part
textLayer1!.mask = createMaskLayer(CGRect(x: 0, y: 0, width: textSize.width/2, height: textSize.height))
textLayer2!.mask = createMaskLayer(CGRect(x: textSize.width/2, y: 0, width: textSize.width/2, height: textSize.height))
layer.addSublayer(textLayer1!)
layer.addSublayer(textLayer2!)
}
private var finishColor1: UIColor = .black, finishColor2: UIColor = .black
func animateText(leftPartColor1: UIColor, leftPartColor2: UIColor, rightPartColor1: UIColor, rightPartColor2: UIColor) {
finishColor1 = leftPartColor2
finishColor2 = rightPartColor2
if let layer1 = textLayer1, let layer2 = textLayer2 {
CATransaction.begin()
let animation1 = CABasicAnimation(keyPath: "foregroundColor")
animation1.fromValue = leftPartColor1.cgColor
animation1.toValue = leftPartColor2.cgColor
animation1.duration = 3.0
layer1.add(animation1, forKey: "animation1")
let animation2 = CABasicAnimation(keyPath: "foregroundColor")
animation2.fromValue = rightPartColor1.cgColor
animation2.toValue = rightPartColor2.cgColor
animation2.duration = 3.0
layer2.add(animation2, forKey: "animation2")
CATransaction.setCompletionBlock {
self.textLayer1?.foregroundColor = self.finishColor1.cgColor
self.textLayer2?.foregroundColor = self.finishColor2.cgColor
}
CATransaction.commit()
}
}
private func createTextLayer(_ text: String, fontSize: CGFloat) -> CATextLayer {
let textLayer = CATextLayer()
textLayer.string = text
textLayer.fontSize = fontSize // TODO: also set font name
textLayer.contentsScale = UIScreen.main.scale
return textLayer
}
private func createMaskLayer(_ holeRect: CGRect) -> CAShapeLayer {
let layer = CAShapeLayer()
let path = CGMutablePath()
path.addRect(holeRect)
path.addRect(bounds)
layer.path = path
layer.fillRule = CAShapeLayerFillRule.evenOdd
layer.opacity = 1
return layer
}
}
The calls of a custom view:
class ViewController: UIViewController {
var customLabel: CustomTextLabel!
override func viewDidLoad() {
super.viewDidLoad()
let viewW = view.frame.width, viewH = view.frame.height
let labelW: CGFloat = 200, labelH: CGFloat = 50
customLabel = CustomTextLabel(frame: CGRect(x: (viewW-labelW)/2, y: (viewH-labelH)/2, width: labelW, height: labelH))
customLabel.setText("Optimizing...", fontSize: 20)
view.addSubview(customLabel)
let tapRecogniner = UITapGestureRecognizer(target: self, action: #selector(onTap))
view.addGestureRecognizer(tapRecogniner)
}
#objc func onTap() {
customLabel.animateText(leftPartColor1: UIColor.blue,
leftPartColor2: UIColor.red,
rightPartColor1: UIColor.white,
rightPartColor2: UIColor.black)
}
}
Thanks to Olha's (#OlhaPavliuk) answer, I used two CATextLayer shapes and two CAShapeLayer masks for text layers. In draw method I just change masks frames to calculated size (bounds.width * progress value), and also change the second mask origin to a new start (bounds.width - bounds.width * progress value).
Also, it was very important to set layer.fillRule = CAShapeLayerFillRule.evenOdd while creating a mask, so that both layers became visible.
It turned out that I actually didn't need any animation code involved, because changing frames looks just ok.
In motion: https://giphy.com/gifs/LMbmlMoxY9oaWhXfO1
Full code: https://gist.github.com/joliejuly/a792c2ab8d97d304d731a4a5202f741a

Masking CAGradientLayer over CALayers

In my scene I have 2 views: first holds CALayer instances (bars), another hold CAGradientLayer and placed over first one. Picture below describes current state.
But I need this gradient to be applied only to bars (CALayer) of the first view.
I haven't found any relevant information to my problem. Any help appreciated.
You have to apply a mask to the gradient. There are various ways you could approach this problem.
You could create a CAShapeLayer, set the shape layer's path to the shape of the bars, and set the gradient layer's mask to that shape layer.
Or you could get rid of the bar layer and instead use two gradient layers, one for the orange bars and the other for the gray bars. Put both gradient layers in a subview, side-by-side, and set the superview's layer mask to the shape layer. Here's how to do that.
You'll need two gradient layers and a shape layer:
#IBDesignable
class BarGraphView : UIView {
private let orangeGradientLayer = CAGradientLayer()
private let grayGradientLayer = CAGradientLayer()
private let maskLayer = CAShapeLayer()
You'll also need the bar width:
private let barWidth = CGFloat(9)
At initialization time, set up the gradients and add all the sublayers:
override init(frame: CGRect) {
super.init(frame: frame)
commonInit()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
commonInit()
}
private func commonInit() {
backgroundColor = .black
initGradientLayer(orangeGradientLayer, with: .orange)
initGradientLayer(grayGradientLayer, with: .gray)
maskLayer.strokeColor = nil
maskLayer.fillColor = UIColor.white.cgColor
layer.mask = maskLayer
}
private func initGradientLayer(_ gradientLayer: CAGradientLayer, with color: UIColor) {
gradientLayer.colors = [ color, color, color.withAlphaComponent(0.6), color ].map({ $0.cgColor })
gradientLayer.locations = [ 0.0, 0.5, 0.5, 1.0 ]
layer.addSublayer(gradientLayer)
}
At layout time, set the frames of the gradient layers and set the mask layer's path. This requires a little work because you don't want a bar to be half orange and half gray.
override func layoutSubviews() {
super.layoutSubviews()
let barCount = ceil(bounds.size.width / barWidth)
let orangeBarCount = floor(barCount / 2)
let grayBarCount = barCount - orangeBarCount
var grayFrame = bounds
grayFrame.size.width = grayBarCount * barWidth
grayFrame.origin.x = frame.maxX - grayFrame.size.width
grayGradientLayer.frame = grayFrame
var orangeFrame = bounds
orangeFrame.size.width -= grayFrame.size.width
orangeGradientLayer.frame = orangeFrame
maskLayer.frame = bounds
maskLayer.path = barPath()
}
private func barPath() -> CGPath {
var columnBounds = self.bounds
columnBounds.origin.x = columnBounds.maxX
columnBounds.size.width = barWidth
let path = CGMutablePath()
for datum in barData.reversed() {
columnBounds.origin.x -= barWidth
let barHeight = CGFloat(datum) * columnBounds.size.height
let barRect = columnBounds.insetBy(dx: 1, dy: (columnBounds.size.height - barHeight) / 2)
path.addRoundedRect(in: barRect, cornerWidth: 2, cornerHeight: 2)
}
return path
}
let barData: [Double] = {
let count = 100
return (0 ..< count).map({ 0.5 + (1 + sin(8.0 * .pi * Double($0) / Double(count))) / 4 })
}()
}
Result:
The BarGraphView is transparent wherever there are no bars. If you want it on a dark background, put a dark view behind it, or make it a subview of a dark view:

Adding border with width to UIView show small background outside

I'm trying to add circle border to a UIView with green background, I created simple UIView subclass with borderWidth, cornerRadius and borderColor properties and I'm setting it from storyboard.
#IBDesignable
class RoundedView: UIView {
#IBInspectable var cornerRadius: CGFloat {
get {
return layer.cornerRadius
}
set {
layer.cornerRadius = newValue
layer.masksToBounds = newValue > 0
}
}
#IBInspectable var borderWidth: CGFloat {
get {
return layer.borderWidth
}
set {
layer.borderWidth = newValue
}
}
#IBInspectable var borderColor: UIColor {
get {
if let color = layer.borderColor {
return UIColor(cgColor: color)
} else {
return UIColor.clear
}
}
set {
layer.borderColor = newValue.cgColor
}
}
}
But when I compile and run an app or display it in InterfaceBuilder I can see a line outside the border that is still there (and is quite visible on white background).
This RoundedView with green background, frame 10x10, corner radius = 5 is placed in corner of plain UIImageView (indicates if someone is online or not). You can see green border outside on both UIImageView and white background.
Can you please tell me what's wrong?
What you are doing is relying on the layer to draw your border and round the corners. So you are not in charge of the result. You gave it a green background, and now you are seeing the background "stick out" at the edge of the border. And in any case, rounding the corners is a really skanky and unreliable way to make a round view. To make a round view, make a round mask.
So, the way to make your badge is to take complete charge of what it is drawn: you draw a green circle in the center of a white background, and mask it all with a larger circle to make the border.
Here is a Badge view that will do precisely what you're after, with no artifact round the outside:
class Badge : UIView {
class Mask : UIView {
override init(frame:CGRect) {
super.init(frame:frame)
self.isOpaque = false
self.backgroundColor = .clear
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func draw(_ rect: CGRect) {
let con = UIGraphicsGetCurrentContext()!
con.fillEllipse(in: CGRect(origin:.zero, size:rect.size))
}
}
let innerColor : UIColor
let outerColor : UIColor
let innerRadius : CGFloat
var madeMask = false
init(frame:CGRect, innerColor:UIColor, outerColor:UIColor, innerRadius:CGFloat) {
self.innerColor = innerColor
self.outerColor = outerColor
self.innerRadius = innerRadius
super.init(frame:frame)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func draw(_ rect: CGRect) {
let con = UIGraphicsGetCurrentContext()!
con.setFillColor(outerColor.cgColor)
con.fill(rect)
con.setFillColor(innerColor.cgColor)
con.fillEllipse(in: CGRect(
x: rect.midX-innerRadius, y: rect.midY-innerRadius,
width: 2*innerRadius, height: 2*innerRadius))
if !self.madeMask {
self.madeMask = true // do only once
self.mask = Mask(frame:CGRect(origin:.zero, size:rect.size))
}
}
}
I tried this with a sample setting as follows:
let v = Badge(frame: CGRect(x:100, y:100, width:16, height:16),
innerColor: .green, outerColor: .white, innerRadius: 5)
self.view.addSubview(v)
It looks fine. Adjust the parameters as desired.
I solved this by using a UIBezierPath and adding to the view's layer:
let strokePath = UIBezierPath(roundedRect: view.bounds, cornerRadius: view.frame.width / 2)
let stroke = CAShapeLayer()
stroke.frame = bounds
stroke.path = strokePath.cgPath
stroke.fillColor = .green.cgColor
stroke.lineWidth = 1.0
stroke.strokeColor = .white.cgColor
view.layer.insertSublayer(stroke, at: 2)
I solved this problem with gradients.
Just seting the backgroundColor of your circle as gradient.
let gradientLayer = CAGradientLayer()
//define colors
gradientLayer.colors = [<<your_bgc_color>>>>, <<border__bgc__color>>]
//define locations of colors as NSNumbers in range from 0.0 to 1.0
gradientLayer.locations = [0.0, 0.7]
//define frame
gradientLayer.frame = self.classView.bounds
self.classView.layer.insertSublayer(gradientLayer, at: 0)
MyImage
An easier fix might be to just mask it like this:
let mask = UIView()
mask.backgroundColor = .black
mask.frame = yourCircleView.bounds.inset(by: UIEdgeInsets(top: 0.1, left: 0.1, bottom: 0.1, right: 0.1))
mask.layer.cornerRadius = mask.height * 0.5
yourCircleView.mask = mask

Making UIProgressView Rounded corners

I have created a UIProgressView with following properties
progressView.progressTintColor = UIColor.appChallengeColorWithAlpha(1.0)
progressView.trackTintColor = UIColor.clearColor()
progressView.clipsToBounds = true
progressView.layer.cornerRadius = 5
I am using a UIView for border. It appears like his progress = 1, which is exactly the way I want.
But if progress value is less then 1. Corners are not rounded as it should be.
Am I missing something ? How can I make it rounded corner ?
UIProgressView has two part, progress part and track part. If you use Reveal, you can see it only has two subviews. The progress view hierarchy is very simple. so...
Objective-C
- (void)layoutSubviews
{
[super layoutSubviews];
[self.progressView.subviews enumerateObjectsUsingBlock:^(__kindof UIView * _Nonnull obj, NSUInteger idx, BOOL * _Nonnull stop) {
obj.layer.masksToBounds = YES;
obj.layer.cornerRadius = kProgressViewHeight / 2.0;
}];
}
Swift (3, 4 and 5+)
override func layoutSubviews() {
super.layoutSubviews()
subviews.forEach { subview in
subview.layer.masksToBounds = true
subview.layer.cornerRadius = kProgressViewHeight / 2.0
}
}
I admit subclass or extend progressView is the recommended way. In case of you don't want to do that for such a simple effect, this may do the trick.
Keep the situation that Apple will change the view hierarchy, and something may go wrong in mind.
Just do this in init
layer.cornerRadius = *desired_corner_radius*
clipsToBounds = true
It's very late to answer but actually I had the same problem.
Here my simplest solution (no code needed !) :
Add a container to embed your progress view
Round corner for your container (10 = height of container / 2)
The result :)
After searching and trying I decided to create my own custom progress view. Here is the code for anyone who may find them selevs in same problem.
import Foundation
import UIKit
class CustomHorizontalProgressView: UIView {
var progress: CGFloat = 0.0 {
didSet {
setProgress()
}
}
override init(frame: CGRect) {
super.init(frame: frame)
setup()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
setup()
}
func setup() {
self.backgroundColor = UIColor.clearColor()
}
override func drawRect(rect: CGRect) {
super.drawRect(rect)
setProgress()
}
func setProgress() {
var progress = self.progress
progress = progress > 1.0 ? progress / 100 : progress
self.layer.cornerRadius = CGRectGetHeight(self.frame) / 2.0
self.layer.borderColor = UIColor.grayColor().CGColor
self.layer.borderWidth = 1.0
let margin: CGFloat = 6.0
var width = (CGRectGetWidth(self.frame) - margin) * progress
let height = CGRectGetHeight(self.frame) - margin
if (width < height) {
width = height
}
let pathRef = UIBezierPath(roundedRect: CGRect(x: margin / 2.0, y: margin / 2.0, width: width, height: height), cornerRadius: height / 2.0)
UIColor.redColor().setFill()
pathRef.fill()
UIColor.clearColor().setStroke()
pathRef.stroke()
pathRef.closePath()
self.setNeedsDisplay()
}
}
Just put above code in a swift file and drag drop a UIView in IB and give it class CustomHorizontalProgressView. and That is it.
Another answer to throw in the mix, super hacky but very quick to use.
You can just grab the sublayer and set its radius. No need to write your own UIProgressView or mess with clip paths.
progressView.layer.cornerRadius = 5
progressView.layer.sublayers[1].cornerRadius = 5
progressView.subviews[1]. clipsToBounds = true
progressView.layer.masksToBounds = true
So you round the corner of your overall UIProgressView (no need for ClipsToBounds)
Then the fill bar is the 2nd sublayer, so you can grab that and round its Corners, but you also need to set the subview for that layer to clipsToBounds.
Then set the overall layer to mask to its bounds and it all looks good.
Obviously, this is massively reliant on the setup of UIProgressView not changing and the 2nd subview/layer being the fill view.
But. If you're happy with that assumption, super easy code wise to use.
Basically progress view's (Default Style) subviews consist of 2 image view.
One for the "progress", and one for the "track".
You can loop the subviews of progress view, and set the each of image view's corner radius.
for let view: UIView in self.progressView.subviews {
if view is UIImageView {
view.clipsToBounds = true
view.layer.cornerRadius = 15
}
}
Yes ,one thing is missed...corner radius is set to progressview and it is reflecting as expected..
But if you want your track image to be rounded you have to customise your progressview.
You have to use image with rounded corner.
[progressView setTrackImage:[UIImage imageNamed:#"roundedTrack.png"]];
//roundedTrack.png must be of rounded corner
This above code will help you to change image of trackView for your progressview.
You may face the inappropriate stretching of image. You have to make your image resizable.
May be the link below will be useful if issue arise
https://www.natashatherobot.com/ios-stretchable-button-uiedgeinsetsmake/
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
let v = ProgessView(frame: CGRect(x: 20, y: 200, width: 100, height: 10))
view.addSubview(v)
//v.progressLayer.strokeEnd = 0.8
}
}
class ProgessView: UIView {
lazy var progressLayer: CAShapeLayer = {
let line = CAShapeLayer()
let path = UIBezierPath()
path.move(to: CGPoint(x: 5, y: 5))
path.addLine(to: CGPoint(x: self.bounds.width - 5, y: 5))
line.path = path.cgPath
line.lineWidth = 6
line.strokeColor = UIColor(colorLiteralRed: 127/255, green: 75/255, blue: 247/255, alpha: 1).cgColor
line.strokeStart = 0
line.strokeEnd = 0.5
line.lineCap = kCALineCapRound
line.frame = self.bounds
return line
}()
override init(frame: CGRect) {
super.init(frame: frame)
backgroundColor = UIColor.white
layer.cornerRadius = 5
layer.borderWidth = 1
layer.borderColor = UIColor(colorLiteralRed: 197/255, green: 197/255, blue: 197/255, alpha: 1).cgColor
layer.addSublayer(progressLayer)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
Test my codes. You can design the height and the width as your want. You can use strokeEnd to change the progress of the progressView. You can add an animation to it. But actually, it is already animatable, you can change the value of the strokeEnd to see its primary effect. If you want to design your own animation. Try CATransaction like below.
func updateProgress(_ progress: CGFloat) {
CATransaction.begin()
CATransaction.setAnimationDuration(3)
progressLayer.strokeEnd = progress
CATransaction.commit()
}
I had this exact same problem, which is what led me to your question after googling like crazy. The problem is two-fold. First, how to make the inside of the progress bar round at the end (which 季亨达's answer shows how to do), and secondly, how to make the round end of the CAShapeLayer you added match up with the square end of the original progress bar underneath (the answer to this other StackOverflow question helped with that How to get the exact point of objects in swift?) If you replace this line of code in 季亨达's answer:
path.addLine(to: CGPoint(x: self.bounds.width - 5, y: 5))
with this:
path.addLine(to: CGPoint(x: (Int(self.progress * Float(self.bounds.width))), y: 5))
you will hopefully get the result you're looking for.
With swift 4.0 I'm doing in this way:
let progressViewHeight: CGFloat = 4.0
// Set progress view height
let transformScale = CGAffineTransform(scaleX: 1.0, y: progressViewHeight)
self.progressView.transform = transformScale
// Set progress round corners
self.progressView.layer.cornerRadius = progressViewHeight
self.progressView.clipsToBounds = true
//Updated for swift 4
import Foundation
import UIKit
class CustomHorizontalProgressView: UIView {
var progress: CGFloat = 0.0 {
didSet {
setProgress()
}
}
override init(frame: CGRect) {
super.init(frame: frame)
setup()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
setup()
}
func setup() {
self.backgroundColor = UIColor.clear
}
override func draw(_ rect: CGRect) {
super.draw(rect)
setProgress()
}
func setProgress() {
var progress = self.progress
progress = progress > 1.0 ? progress / 100 : progress
self.layer.cornerRadius = self.frame.height / 2.0
self.layer.borderColor = UIColor.gray.cgColor
self.layer.borderWidth = 1.0
let margin: CGFloat = 6.0
var width = (self.frame.width - margin) * progress
let height = self.frame.height - margin
if (width < height) {
width = height
}
let pathRef = UIBezierPath(roundedRect: CGRect(x: margin / 2.0, y: margin / 2.0, width: width, height: height), cornerRadius: height / 2.0)
UIColor.red.setFill()
pathRef.fill()
UIColor.clear.setStroke()
pathRef.stroke()
pathRef.close()
self.setNeedsDisplay()
}
}
Swift 4.2 version from Umair Afzal's solution
class CustomHorizontalProgressView: UIView {
var strokeColor: UIColor?
var progress: CGFloat = 0.0 {
didSet {
setNeedsDisplay()
}
}
override init(frame: CGRect) {
super.init(frame: frame)
setup()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
setup()
}
func setup() {
self.backgroundColor = UIColor.clear
}
override func draw(_ rect: CGRect) {
super.draw(rect)
setProgress()
}
func setProgress() {
var progress = self.progress
progress = progress > 1.0 ? progress / 100 : progress
self.layer.cornerRadius = frame.size.height / 2.0
self.layer.borderColor = UIColor.gray.cgColor
self.layer.borderWidth = 1.0
let margin: CGFloat = 6.0
var width = (frame.size.width - margin) * progress
let height = frame.size.height - margin
if (width < height) {
width = height
}
let pathRef = UIBezierPath(roundedRect: CGRect(x: margin / 2.0, y: margin / 2.0, width: width, height: height), cornerRadius: height / 2.0)
strokeColor?.setFill()
pathRef.fill()
UIColor.clear.setStroke()
pathRef.stroke()
pathRef.close()
}
}
And to use it
var progressView: CustomHorizontalProgressView = {
let view = CustomHorizontalProgressView()
view.strokeColor = UIColor.orange
view.progress = 0.5
return view
}()
Set line cap :
.lineCap = kCALineCapRound;

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