Sublayer is not showing up after add it - ios

I'm trying to add the image "resizeLayer" over my UIView selectedShape by sublayering it over selectedShape
let sublayer = CALayer()
sublayer.bounds = selectedShape.bounds //even when inserted this line, sublayer still doesn't show up
sublayer.frame = selectedShape.frame
sublayer.contents = UIImage(named: "resizeLayer")
selectedShape?.layer.addSublayer(sublayer)
But when I run my code I don't see the layer at all
I even tried subviewing the image "resizeLayer" over the UIView "selectedShape"
let resizeFrame = UIImageView(image: UIImage(named: "resizeLayer"))
resizeFrame.frame = selectedShape.frame
resizeFrame.contentMode = UIViewContentMode.ScaleAspectFill
selectedShape.addSubview(resizeFrame)
But still, the "resizeLayer" does not show up!
It only shows up if I add the "resizeLayer" to the overall view:
let resizeFrame = UIImageView(image: UIImage(named: "resizeLayer"))
resizeFrame.frame = selectedShape.frame
resizeFrame.contentMode = UIViewContentMode.ScaleAspectFill
selectedShape.addSubview(resizeFrame)
self.view.insertSubview(resizeFrame, aboveSubview: selectedShape) //add this line
Any help on this would be really appreciated!
If it's relevant, this is how I made selectedShape
selectedShape = UIView(frame: CGRect(x: 0, y: 0, width: 60, height: 60))
selectedShape.layer.cornerRadius = 10
selectedShape.backgroundColor = UIColor.blueColor()
canvas.addSubview(selectedShape) //canvas is the view I'm adding selectedShape to
This is the image "resizeLayer" that I'm trying to add
The blue square is selectedShape. As you can see the layer is not showing up.
What I want to happen

You are using the entire frame for selectedShape. You should only use the width and the height because x and y should be zero. The image is added to selectedShape so the point (0,0) is the top left of the selectedShape view.
resizeFrame.frame = CGRect(origin: CGPointZero, size: selectedShape.frame.size)
I will admit that this stumped me for longer than it should have.

Not really an answer to his problem, but related and would have saved me time if somone had written this here before. So in hope to help someone and compile a more complete list of problems and their solution:
The addSublayer call needs to be made from the main-thread...
The funny thing is if you do it from a worker-thread it still shows up in the view-hirarchy-debugging with the content you set, but it's not displayed...

I think you should send selectedView to back:
canvas.sendSubviewToBack(selectedShape)

Related

circle collectionview image according to device size

Hello in my horizontal collectionview i want to circle image , if i set static height and width it works but it does not work if i set constraint
iam using this method to circle my image
public static func circularImageWhite(photoImageView: UIImageView?)
{
photoImageView!.layer.frame = photoImageView!.layer.frame.insetBy(dx: 0, dy: 0)
photoImageView!.layer.borderColor = UIColor.white.cgColor
photoImageView!.layer.cornerRadius = photoImageView!.frame.height/2
photoImageView!.layer.masksToBounds = false
photoImageView!.clipsToBounds = true
photoImageView!.layer.borderWidth = 1
photoImageView!.contentMode = UIViewContentMode.scaleAspectFill
}
i want to circle image on every device
Everything about your code is wrong.
photoImageView!.layer.frame = photoImageView!.layer.frame.insetBy(dx: 0, dy: 0)
That line is meaningless. If you inset the frame by zero you are not changing it. So that line does nothing at all.
photoImageView!.layer.masksToBounds = false
photoImageView!.clipsToBounds = true
A layer's masksToBounds and a view's clipsToBounds are actually the very same property. So you are setting the same property to false and then back to true in the very next line. Thus the first of those two lines does nothing at all.
photoImageView!.layer.cornerRadius = photoImageView!.frame.height/2
That is actually the heart of the matter. The problem is that you are setting the corner radius according to the frame height. But that assumes you know what the frame is. You don't. As you yourself said, this doesn't work if you set autolayout constraints on your view. Why? Because of the order in which things happen:
First, you use the current frame height to set the corner radius.
Then, the constraints kick in and change the frame. So now the corner radius that you set before doesn't "fit" the image view any more.
Moreover, setting the corner radius is a lousy way to clip a view to a circle. The correct way is to mask the view to an actual circle.
So, to sum up: You should use a UIImageView subclass that overrides its own layoutSubviews to set its own mask to a circle that fits the current size. As the size changes due to constraints, layoutSubviews will be called and your code will change the mask to fit properly.
(The white circular border can be yet another layer or subview that draws the circle.)
The matter comes up quite often, and I often see the cornerRadius misused in this same way, so here's an actual implementation:
class CircleImageView : UIImageView {
override func layoutSubviews() {
super.layoutSubviews()
self.layer.sublayers = nil
let radius = min(self.bounds.height, self.bounds.width)/2
let cen = CGPoint(x:self.bounds.width/2, y:self.bounds.height/2)
let r = UIGraphicsImageRenderer(size:self.bounds.size)
var im : UIImage?
var outline : UIImage?
r.image { ctx in
let con = ctx.cgContext
UIColor.black.setFill()
con.addArc(center: cen, radius: radius,
startAngle: 0, endAngle: .pi*2, clockwise: true)
let p = con.path
con.fillPath()
im = ctx.currentImage
con.clear(CGRect(origin:.zero, size:self.bounds.size))
con.addPath(p!)
UIColor.clear.setFill()
UIColor.white.setStroke() // border color, change as desired
con.setLineWidth(4) // border width, change as desired
con.strokePath()
outline = ctx.currentImage
}
// the circle mask
let iv = UIImageView(image:im)
iv.contentMode = .center
iv.frame = self.bounds
self.mask = iv
// the border
let iv2 = UIImageView(image:outline)
iv2.contentMode = .center
iv2.frame = self.bounds
self.addSubview(iv2)
}
}
Result:
Use CircleImageView as your image view and you'll get the right result. I repeat: the important thing is that this will continue to work no matter how the CircleImageView itself is subsequently resized.

addSublayer not displaying image

I'm having trouble getting an image in a CAlayer to display in an imageView. I can get it to work with a CAGradientLayer, but as soon as I change it to a CALayer with an image, nothing seems to work. It doesn't even display part of the image as I would expect it to, if the frame was shifted.
I've made sure the image name is correct and exists. For background: testImageView is the only imageView and covers the entire screen.
let strokeLayer = CALayer()
strokeLayer.contents = UIImage(named: "test.png")
strokeLayer.frame = CGRect(x: 0, y: 0, width: testImageView.frame.width, height: testImageView.frame.height)
testImageView.layer.addSublayer(strokeLayer)
Any help is appreciated!
Figured out I was just missing .cgImage at the end of the second line
If you want to display a image in CALayer you have to pass as
CGImage.strokeLayer.contents = UIImage(named: "test.png")?.cgImage

UIImageview mask updating too slowly in response to gesture

I need to create a component that will let users choose from 2 choices in images. At first, you see 2 images side by side with a "handle" in the middle. If you move the handle to the left, you will see more of the image to right and less of the left image, as to reveal the right image, and vice versa.
Technically, I have 2 full size UIImageViews one on top of the other, and they are masked. I have a pan gesture and when the user slides the handle, the handle moves and the masks update themselves to adjust to "the new middle".
Here's the code responsible for adjusting the image mask. The constant is calculated in the method called by the gesture. I know my calculations of that constant are good because the "handle" and the masks are updated correctly.
BUT
the masks gets updated too late and when dragging, we see it being adjusted too late.
func adjustImagesMasks(to constant: CGFloat) {
choiceImageA.mask?.willChangeValue(forKey: "frame")
choiceImageB.mask?.willChangeValue(forKey: "frame")
let separationPoint: CGFloat = self.frame.width / 2.0 + constant
maskA.backgroundColor = UIColor.black.cgColor
maskA.frame = CGRect(origin: .zero, size: CGSize(width: separationPoint, height: self.frame.size.height))
maskB.backgroundColor = UIColor.black.cgColor
maskB.frame = CGRect(x: separationPoint, y: 0, width: self.frame.width - separationPoint, height: self.frame.size.height)
choiceImageA.mask?.didChangeValue(forKey: "frame")
choiceImageB.mask?.didChangeValue(forKey: "frame")
maskA.drawsAsynchronously = true
maskB.drawsAsynchronously = true
self.setNeedsDisplay()
maskA.setNeedsDisplay()
maskA.displayIfNeeded()
maskB.setNeedsDisplay()
maskB.displayIfNeeded()
}
The image views have their masks setup like this:
maskA = CALayer()
maskB = CALayer()
choiceImageA.layer.mask = maskA
choiceImageA.layer.masksToBounds = true
choiceImageB.layer.mask = maskB
choiceImageB.layer.masksToBounds = true
So to recap, my question is really about performance. The image views are being correctly adjusted, but too slowly. The "handle", which is positioned with constraints, get updated really quickly.
So apparently, CALayer tries to animate most of the changes to its properties. So the delay I was seeing was in fact due to an animation.
I resolved my issue by surrounding the call to adjustImagesMasks() with CATransaction.setValue(kCFBooleanTrue, forKey:kCATransactionDisableActions) and CATransaction.commit(). So for this transaction, I'm asking to not animate the changes. Because this is continuous (with the panning gesture), it is seemless.
Full code here:
CATransaction.setValue(kCFBooleanTrue, forKey:kCATransactionDisableActions)
adjustImagesMasks(to: newConstant)
CATransaction.commit()```.
This other post helped me a lot. There's a nice explanation too.
Hope this helps someone else.

Swift Change UIView Image

I am trying to make a basic game for iOS10 using swift 3 and scenekit. In one part of my games code I have a function that adds fishes to the screen, and gives each one a certain tag so i can find them later:
let fish = UIImageView(frame: CGRect(x: 0, y: 0, width: CGFloat(fishsize.0), height: CGFloat(fishsize.1)))
fish.contentMode = .scaleAspectFit
fish.center = CGPoint(x: CGFloat(fishsize.0) * -0.6, y: pos)
fish.animationImages = fImg(Fishes[j].size, front: Fishes[j].front)
fish.animationDuration = 0.7
fish.startAnimating()
fish.tag = j + 200
self.view.insertSubview(fish, belowSubview: big1)
What I would like is to be able to, at a certain point, recall the fish and
Change the images shown, and
Stop the animation.
Is this possible? I've been trying it with var fish = view.viewWithTag(killer+200)! but from this I can't seem to change any image properties of the new variable fish.
Any help would be much appreciated.
Tom
Try to cast the UIView to UIImageView like this.
if let fish = view.viewWithTag(killer+200) as? UIImageView {
//Perform your action on imageView object
}

Subtract UIView from another UIView in Swift

I'm sure this is a very simple thing to do, but I can't seem to wrap my head around the logic.
I have two UIViews. One black, semi-transparent and "full-screen" ("overlayView"), another one on top, smaller and resizeable ("cropView"). It's pretty much a crop-view setup, where I want to "dim" out the areas of an underlying image that are not being cropped.
My question is: How do I go about this? I'm sure my approach should be with CALayers and masks, but no matter what I try, I can't get behind the logic.
This is what I have right now:
This is what I would want it to look like:
How do I achieve this result in Swift?
Although you won't find a method such as subtract(...), you can easily build a screen with an overlay and a transparent cut with the following code:
Swift 4.2
private func addOverlayView() {
let overlayView = UIView(frame: self.bounds)
let targetMaskLayer = CAShapeLayer()
let squareSide = frame.width / 1.6
let squareSize = CGSize(width: squareSide, height: squareSide)
let squareOrigin = CGPoint(x: CGFloat(center.x) - (squareSide / 2),
y: CGFloat(center.y) - (squareSide / 2))
let square = UIBezierPath(roundedRect: CGRect(origin: squareOrigin, size: squareSize), cornerRadius: 16)
let path = UIBezierPath(rect: self.bounds)
path.append(square)
targetMaskLayer.path = path.cgPath
// Exclude intersected paths
targetMaskLayer.fillRule = CAShapeLayerFillRule.evenOdd
overlayView.layer.mask = targetMaskLayer
overlayView.clipsToBounds = true
overlayView.alpha = 0.6
overlayView.backgroundColor = UIColor.black
addSubview(overlayView)
}
Just call this method inside your custom view's constructor or inside your ViewController's viewDidLoad().
Walkthrough
First I create a raw overlayView, then a CAShapeLayer which I called "targetMaskLayer". The ultimate goal is to draw a square with the help of UIBezierPath inside that overlayView. After defining the square's dimensions, I set its cgPath as the targetMaskLayer's path.
Now comes an important part:
targetMaskLayer.fillRule = CAShapeLayerFillRule.evenOdd
Here I basically configure the fill rule to exclude the intersection.
Finally, I provide some styling to the overlayView and add it as a subview.
ps.: don't forget to import UIKit
There might be another drawing solution but basically you have 4 areas that need to be handled. Take the square area above and below the space with full width and add the right and left side between them with constraints to eachother.

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