I really dig the IFTTT bottom right corner button, as shown in the image (bottom right).
I tried playing around with CGContext and UIBezierPath to match the effect, but i simply don't know enough to get this right. Does anyone have some thoughts/code on how to make this happen?
Thanks!
First use a CAShapeLayer to create a mask
CAShapeLayer * shapeLayer = [CAShapeLayer layer];
//Use these to create path
CGMutablePathRef path = CGPathCreateMutable();
// CGPathMoveToPoint
// CGPathAddLines
shapeLayer.path = path;
Then set mask of your button
yourbutton.layer.mask = shapeLayer
yourbutton.masksToBounds = YES;
Example of a view
CAShapeLayer * shapeLayer = [CAShapeLayer layer];
CGMutablePathRef path = CGPathCreateMutable();
CGPathMoveToPoint(path, nil, 0, CGRectGetHeight(self.testview.frame));
CGPathAddLineToPoint(path, nil, CGRectGetWidth(self.testview.frame), 0);
CGPathAddLineToPoint(path, nil, CGRectGetWidth(self.testview.frame), CGRectGetHeight(self.testview.frame));
CGPathCloseSubpath(path);
shapeLayer.path = path;
self.testview.layer.masksToBounds = YES;
self.testview.layer.mask = shapeLayer;
And screen shot:
Make a square button, put an image of triangle in it. Won't that work too? To make the illusion even better, draw separate images for onclick() event and ontouch(). Disable the default button press and button click animations to make it look real.
Related
I'm trying to draw a very simple circle. Here is my code:
CameraButtonView *buttonView = [[CameraButtonView alloc]initWithFrame:CGRectMake((self.view.frame.size.width / 2) - 45, self.view.frame.size.height * 0.8, 90, 90)];
buttonView.layer.cornerRadius = buttonView.frame.size.width / 2;
buttonView.layer.borderWidth = 2;
buttonView.backgroundColor = [UIColor clearColor];
buttonView.layer.borderColor = [UIColor greenColor].CGColor;
buttonView.clipsToBounds = YES;
[previewView addSubview:buttonView];
then, in drawRect:
UIBezierPath *path1 = [UIBezierPath bezierPath];
[path1 addArcWithCenter:self.center radius:(20) startAngle:0 endAngle:6.28 clockwise:YES];
[path1 setLineWidth:6];
[[UIColor redColor] setStroke];
[path1 stroke];
I have set the center and radius, specified a line width and stroke color, and called stroke. I have set breakpoints in drawRect to make sure the path is not nil, and it is indeed not. Just nothing is drawn.
The only thing I see on screen is a green circle from the code in the view controller where I set the corner radius. I tried calling [buttonView setNeedsDisplay]; as well, and that did not help. I've tried different initializations of the bezier path as well, such as initializing with the arc instead of creating the path and then calling addArcWithCenter.
what am I doing wrong?
Pay attention that a view center is not the center of the view itself, but is the center position of the view in superview coordinates. Probably you are drawing out of screen.
The center is specified within the coordinate system of its superview
and is measured in points. Setting this property changes the values of
the frame properties accordingly.
If you want to know the center of your view do this:
CGPointMake(CGRectGetMidX(self.bounds), CGRectGetMidY(self.bounds))
Is there a way to draw a UIView circle with a dotted line border? I want to have control over the spacing between the dots, and the size of the dots. I tried specifying my own pattern image, but when I make it into a circle it doesn't look good:
UIView *mainCircle = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 200, 200)];
[mainCircle.layer setCornerRadius:100];
[mainCircle.layer setBorderWidth:5.0];
[mainCircle.layer setBorderColor:[[UIColor colorWithPatternImage:[UIImage imageNamed:#"dotted"]] CGColor]];
[self.view addSubview:mainCircle];
[mainCircle setCenter:self.view.center];
Following on from aksh1t's answer and rob's answer, you should use a round line cap, along with a dash pattern to do this.
The only thing I would add is that with the current code, you can end up with results like this:
Notice how at the top, you get an overlap of the dots. This is due to the fact that the circumference of the circle isn't entirely divisible by the number of dots.
You can fix this relatively easily by doing a simple bit of maths before. I wrote a few lines of code that'll allows you to provide an dot diameter value, along with an expected dot spacing - and it will try and approximate the nearest dot spacing that will result in an integral number of dots.
Also, I recommend you take an 100% layered approach, using CAShapeLayer to draw your circle. That way you can easily add animations to it without having to completely re-draw it for each frame.
Something like this should do the trick:
// your dot diameter.
CGFloat dotDiameter = 10.0;
// your 'expected' dot spacing. we'll try to get as closer value to this as possible.
CGFloat expDotSpacing = 20.0;
// the size of your view
CGSize s = self.view.frame.size;
// the radius of your circle, half the width or height (whichever is smaller) with the dot radius subtracted to account for stroking
CGFloat radius = (s.width < s.height) ? s.width*0.5-dotDiameter*0.5 : s.height*0.5-dotDiameter*0.5;
// the circumference of your circle
CGFloat circum = M_PI*radius*2.0;
// the number of dots to draw as given by the circumference divided by the diameter of the dot plus the expected dot spacing.
NSUInteger numberOfDots = round(circum/(dotDiameter+expDotSpacing));
// the calculated dot spacing, as given by the circumference divided by the number of dots, minus the dot diameter.
CGFloat dotSpacing = (circum/numberOfDots)-dotDiameter;
// your shape layer
CAShapeLayer* l = [CAShapeLayer layer];
l.frame = (CGRect){0, 0, s.width, s.height};
// set to the diameter of each dot
l.lineWidth = dotDiameter;
// your stroke color
l.strokeColor = [UIColor blackColor].CGColor;
// the circle path - given the center of the layer as the center and starting at the top of the arc.
UIBezierPath* p = [UIBezierPath bezierPathWithArcCenter:(CGPoint){s.width*0.5, s.height*0.5} radius:radius startAngle:-M_PI*0.5 endAngle:M_PI*1.5 clockwise:YES];
l.path = p.CGPath;
// prevent that layer from filling the area that the path occupies
l.fillColor = [UIColor clearColor].CGColor;
// round shape for your stroke
l.lineCap = kCALineCapRound;
// 0 length for the filled segment (radius calculated from the line width), dot diameter plus the dot spacing for the un-filled section
l.lineDashPattern = #[#(0), #(dotSpacing+dotDiameter)];
[self.view.layer addSublayer:l];
You'll now get the following output:
If you want to use this in a UIView, I would suggest subclassing it and adding the CAShapeLayer as a sublayer. You'll also want to add a masking layer in order to mask the view's contents to inside the border.
I have added an example of this in the full project below.
Full Project: https://github.com/hamishknight/Dotted-Circle-View
The best way to do what you are trying would be to draw a circle UIBezierPath, and set the path to a dotted style. The dotted style path code was taken from this answer.
UIBezierPath * path = [[UIBezierPath alloc] init];
[path addArcWithCenter:center radius:50 startAngle:0 endAngle:2 * M_PI clockwise:YES];
[path setLineWidth:8.0];
CGFloat dashes[] = { path.lineWidth, path.lineWidth * 2 };
[path setLineDash:dashes count:2 phase:0];
[path setLineCapStyle:kCGLineCapRound];
// After you have the path itself, you can either make
// an image and set it in a view or use the path directly
// in the layer of the view you want to.
// This is the code for the image option.
UIGraphicsBeginImageContextWithOptions(CGSizeMake(300, 20), false, 2);
[path stroke];
UIImage * image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
I'd like to draw a circle without filling (only border of the circle) step by step (like animated timer). 1 spin is equal 1 day (24 hours). I really don't know what to do.
Steps I've made
1) I've tried https://github.com/danielamitay/DACircularProgress (it's too wide line of progress)
2) I've tried to draw a circle with many arcs.
Can you put me some code please. I really confused. Thanks in advance.
EDIT
I'd like to use NSTimer because I have a button which allow user to stop drawning a circle. If user touch a button again - drawning will have to continue.
What I would do is to create a path that is a circle and use that with a CAShapeLayer and animate the strokeEnd similar to what I did in this answer.
It would look something like this (but I didn't run this code so there may be typos and other mistakes):
UIBezierPath *circle = [UIBezierPath bezierPathWithArcCenter:center
radius:radius
startAngle:0
endAngle:2.0*M_PI
clockwise:YES];
CAShapeLayer *circleLayer = [CAShapeLayer layer];
circleLayer.bounds = CGRectMake(0, 0, 2.0*radius, 2.0*radius);
circleLayer.path = circle.CGPath;
circleLayer.strokeColor = [UIColor orangeColor].CGColor;
circleLayer.lineWidth = 3.0; // your line width
CABasicAnimation *drawAnimation = [CABasicAnimation animationWithKeyPath:#"strokeEnd"];
drawAnimation.duration = 10.0; // your duration
// Animate from no part of the stroke being drawn to the entire stroke being drawn
drawAnimation.fromValue = #0;
drawAnimation.toValue = #1;
Just note that both the path and the shape layer has a position so the circle path should be defined relative to the origin of the shape layers frame. It might be clearer to define the shape layer first and then create an oval inside of its bounds:
CAShapeLayer *circleLayer = [CAShapeLayer layer];
circleLayer.bounds = CGRectMake(0, 0, 2.0*radius, 2.0*radius);
circleLayer.position = center; // Set center of the circle
// Create a circle inside of the shape layers bounds
UIBezierPath *circle = [UIBezierPath bezierPathWithOvalInRect:circleLayer.bounds];
circleLayer.path = circle.CGPath;
// Same appearance configuration as before
circleLayer.strokeColor = [UIColor orangeColor].CGColor;
circleLayer.lineWidth = 3.0; // your line width
If DACircleProgressenter link description here otherwise works for you, it looks like you can easily set the line thickness.
As opposed to have a simple lineWidth type property, it seems the author of that library sets the thickness based on a ratio to the radius of the circle. This exists as the thicknessRatio property of that class. For example, if your radius is 40, then setting thicknessRatio to 0.025 should yield a line width of 1. That library seems simple and well thought out - consider using it, or learning from it.
The default is set to 0.3, so a circle with a radius of 40 would have a progress line thickness of 12. That's probably what you were seeing.
Good luck!
I can draw a path and make the view drag-able via gesture recognizer. How would I make a point on the path drag-able. I suppose I would need to identify that point to check it's location in the view and to reset it's location to the point to which it is dragged, but that is what I am not sure how to do.
Bro there are function for detecting a hit on CGPath or UIBezierPath. ON touchesBegan: method you can use either one of following methods to detect if the hit point is on the path or not.
For UIBezierPath: - (BOOL)containsPoint:(CGPoint)point
For GGPath :
bool CGContextPathContainsPoint (
CGContextRef context,
CGPoint point,
CGPathDrawingMode mode
);
Then if this point is on your path then you can set a flag. and In touchesEnd method you can get the translated point. However need to redraw the path. Path will not be elastic.
EDIT: One thing that my work for your case is CAShapeLayer. CAShapeLayer can draw a UIBazierPath or CGPathRef. And also its animatable via its properties of strokeend and strokestart. See following code to get the idea of drawing a path with CAShapeLayer
UIBezierPath *path = [UIBezierPath bezierPath];
// Draw your path acording to your requirements
// Remember that you don't need to stroke path in this implementation
CAShapeLayer *shapeLayer = [CAShapeLayer layer];
shapeLayer.path = path.CGPath; // path is a UIBezierPath object
shapeLayer.strokeColor = [UIColor redColor].CGColor;
shapeLayer.fillColor = [UIColor clearColor].CGColor;
shapeLayer.lineWidth = 1.5;
shapeLayer.strokeStart = 0.0;
shapeLayer.strokeEnd = 1.0;
[shapeLayer renderInContext:ctx]; // you can also use addSubLayer: and drawInContext
I'm trying to make a donut shape with CALayers. One CALayer will be a large circle, the other one will be a smaller circle positioned in its center, masking it.
The large circle displays fine, but whenever I call circle.mask = circleMask; then the view appears empty.
Here's my code:
AriDonut.h
#import <UIKit/UIKit.h>
#interface AriDonut : UIView
-(id)initWithRadius:(float)radius;
#end
AriDonut.m
#import "AriDonut.h"
#import <QuartzCore/QuartzCore.h>
#implementation AriDonut
-(id)initWithRadius:(float)radius{
self = [super initWithFrame:CGRectMake(0, 0, radius, radius)];
if(self){
//LARGE CIRCLE
CALayer *circle = [CALayer layer];
circle.bounds = CGRectMake(0, 0, radius, radius);
circle.backgroundColor = [UIColor redColor].CGColor;
circle.cornerRadius = radius/2;
circle.position = CGPointMake(radius/2, radius/2);
//SMALL CIRLCE
CALayer *circleMask = [CALayer layer];
circleMask.bounds = CGRectMake(0, 0, 10, 10);
circleMask.cornerRadius = radius/2;
circleMask.position = circle.position;
//circle.mask = circleMask;
[self.layer addSublayer:circle];
}
return self;
}
I've tried setting the large circle's superlayer nil like this:
CALayer *theSuper = circle.superlayer;
theSuper = nil;
But it didin't make a difference.
I also tried setting Circle's masksToBounds property to YES and NO, but it didn't make a difference.
Any thoughts?
Indeed, as #David indicates the current (iOS 5.1) CALayer masks can't be reversed, which poses a problem if you want to use them to make a transparent hole a simple circular CALayer.
What you can do to get a donut is make a circular CALayer's backgroundColor transparent, but give it a borderColor and a wide borderWidth. Here's the dunkin' code:
CALayer *theDonut = [CALayer layer];
theDonut.bounds = CGRectMake(0,0, radius, radius);
theDonut.cornerRadius = radius/2;
theDonut.backgroundColor = [UIColor clearColor].CGColor;
theDonut.borderWidth = radius/5;
theDonut.borderColor = [UIColor orangeColor].CGColor;
[self.layer addSublayer:theDonut];
This is pretty easy using UIBezierPath and a CAShapeLayer as a masking layer. Code sample written as though it's in a UIView subclass.
Objective-C:
CGRect outerRect = self.bounds;
CGFloat inset = 0.2 * outerRect.size.width; // adjust as necessary for more or less meaty donuts
CGFloat innerDiameter = outerRect.size.width - 2.0 * inset;
CGRect innerRect = CGRectMake(inset, inset, innerDiameter, innerDiameter);
UIBezierPath *outerCircle = [UIBezierPath bezierPathWithRoundedRect:outerRect cornerRadius:outerRect.size.width * 0.5];
UIBezierPath *innerCircle = [UIBezierPath bezierPathWithRoundedRect:innerRect cornerRadius:innerRect.size.width * 0.5];
[outerCircle appendPath:innerCircle];
CAShapeLayer *maskLayer = [CAShapeLayer new];
maskLayer.fillRule = kCAFillRuleEvenOdd; // Going from the outside of the layer, each time a path is crossed, add one. Each time the count is odd, we are "inside" the path.
maskLayer.path = outerCircle.CGPath;
self.layer.mask = maskLayer;
Swift:
let outerRect = self.bounds
let inset: CGFloat = 0.2 * outerRect.width // adjust as necessary for more or less meaty donuts
let innerDiameter = outerRect.width - 2.0 * inset
let innerRect = CGRect(x: inset, y: inset, width: innerDiameter, height: innerDiameter)
let outerCircle = UIBezierPath(roundedRect: outerRect, cornerRadius: outerRect.width * 0.5)
let innerCircle = UIBezierPath(roundedRect: innerRect, cornerRadius: innerRect.width * 0.5)
outerCircle.appendPath(innerCircle)
let mask = CAShapeLayer()
mask.fillRule = kCAFillRuleEvenOdd
mask.path = outerCircle.CGPath
self.layer.mask = mask
It is the alpha value of the masking layers content that is used as a mask. (If you would add the mask as a sublayer instead of using it as a mask. Everything that is covered by the sublayer would be visible when used as a mask. Everything that is not covered by the sublayer would be hidden when used as a mask.)
Since your small circle is fully transparent , everything is masked away (is hidden). If you set the backgroundColor of it to any, fully opaque color (only the alpha value is used for the mask) then it will let those pixels through.
Note that this is the reverse of what you want. This will leave you with only "the hole of the donut" visible. There is no built in way to do a reverse mask Instead you would have to draw the content of the mask some other way like using a CAShapeLayer or using drawInContext:.
I succeeded with a CAShapeLayer masking a CALayer. To specify the shape of the masking CAShapeLayer I used UIBezierPath.
I posted the code in my answer to this question: How to Get the reverse path of a UIBezierPath. For the donut shape uncomment the commented line.