circular image in table view cell swift - ios

I am trying to create some a circular image in every row of my table view. I have followed tutorials but my image is turning out to be a diamond shape and not a circular one. What am I doing wrong:
var cellImage = UIImage(named: pic)
cell.imageView!.image = cellImage
cell.imageView!.layer.frame = CGRectMake(0, 0, 190, 190)
cell.imageView!.layer.borderWidth = 0.5
cell.imageView!.layer.masksToBounds = false
cell.imageView!.layer.borderColor = UIColor.blueColor().CGColor
cell.imageView!.layer.cornerRadius = cell.imageView!.layer.frame.height/2
cell.imageView!.clipsToBounds = true

If you are creating your own imageView, it's better to set the cornerRadius inside the custom TableViewCell.
class CircularTableViewCell: UITableViewCell {
#IBOutlet weak var circularImageView: UIImageView!
override func layoutSubviews() {
circularImageView.layer.cornerRadius = circularImageView.bounds.height / 2
circularImageView.clipsToBounds = true
}
}
Note the cornerRadius property can't guarantee that the view will be absolutely round unless you set the imageView's width and height ratio to be 1:1. Another approach to create round view is using Mask.
public extension UIView {
public func round() {
let width = bounds.width < bounds.height ? bounds.width : bounds.height
let mask = CAShapeLayer()
mask.path = UIBezierPath(ovalInRect: CGRectMake(bounds.midX - width / 2, bounds.midY - width / 2, width, width)).CGPath
self.layer.mask = mask
}
}
This will allow you to call round() with any UIView and make sure the view is always round. e.g.
class CircularTableViewCell: UITableViewCell {
#IBOutlet weak var circularImageView: UIImageView!
override func layoutSubviews() {
circularImageView.round()
}
}

Try giving the static value(half of width or height) as corner radius.This may solve your problem.

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)

UIView not shows round

For making a circular UIView I am using the cornerRadius property.
I have a UIView with dimension 79*158.
redView.layer.cornerRadius = redView.frame.size.height/2
redView.layer.masksToBounds = true
It shows elipse instead of circle:
Any workaround or does it only work with square type (eg. UIView(100*100))?
I am ok if it resizes dynamically.
use this...
func makeCircle (view: UIView) {
view.clipsToBounds = true
let height = view.frame.size.height
let width = view.frame.size.width
let newHeight = min(height, width) // use "max" if you want big circle
var rectFrame = view.frame
rectFrame.size.height = newHeight
rectFrame.size.width = newHeight
view.frame = rectFrame
view.layer.cornerRadius = newHeight/2
}
use like this:
#IBOutlet var rectView: UIView!
override func viewDidLoad() {
super.viewDidLoad()
makeCircle(view: rectView)
}
You have a UIView with dimension 79*158.So that is wrong. You should have exactly same height and width for rounding exact a view to circle shape.
E.g.
redView.frame.size.height = 79.0
redView.frame.size.width = 79.0
or
redView.frame.size.height = 158.0
redView.frame.size.width = 158.0
And apply corner radius like:
redView.clipsToBounds = true
redView.layer.cornerRadius = redView.frame.size.height / 2.0
Result:
Note: Check your constrains also If you are using Auto Layout. Be sure view frame doesn't change.
If you are using constraints then changing the frame/bounds of the view is not a good idea. Instead you should do the following.
If the view is contained in a UIViewController then set the cornerRadius in viewDidLayoutSubviews method
And if the view is itself a subclass of UIView the set the cornerRadius in layoutSubviews method
Only Squire view make a perfect circle. For example, if your view size is (10*10),(50*50),(100*100), etc. then your view becomes perfect squire else not.
Using IBDesignable, you can display without project run in storyboard ox .XIB #simple way
Step 1. Subclass UIView:
#IBDesignable class RoundedCornerView: UIView {
#IBInspectable var borderWidth:CGFloat = 2 {
didSet {
layer.borderWidth = borderWidth
}
}
#IBInspectable var borderColor:UIColor = UIColor.orangeGradientLight {
didSet {
layer.borderColor = borderColor.cgColor
}
}
override func layoutSubviews() {
super.layoutSubviews()
layer.cornerRadius = frame.height/2
layer.masksToBounds = true
layer.borderColor = borderColor.cgColor
layer.borderWidth = borderWidth
}
}
Step 2. Set custom class in identity inspector:
can't.
Try resize UIView to square: 79*79 OR 158*158
And set:
redView.layer.cornerRadius = redView.frame.size.height/2

Swift: Button round corner breaks contraints

I have a tableview with custom cell loaded via xib and in that cell I have status button which bottom right corner should be rounded. The button has constraints Trailing/Leading/Bottom space to superview=0 and height=30.
Without rounding it is working perfectly, as soon as I round one corner for example bottom right the constraints breaks
self.btnStatus.roundCorners(corners: [.bottomRight], radius: 7.0, borderWidth: nil, borderColor: nil)
Some guys here suggesting to call layoutSubviews() but it didn't helped me.
To be more specific I've created simple project where you can have a look into whole project.
Correct Link
ButtonRoundCorner.zip
You can get more reliable results by subclassing your button and placing your "rounding" code by overriding its layoutSubviews() function.
First, if you want to add a border, you don't want to add multiple "border sublayers" ... so change your UIView extension to this:
extension UIView {
func roundCorners(corners: UIRectCorner, radius: CGFloat, borderWidth: CGFloat?, borderColor: UIColor?) {
let maskPath = UIBezierPath(roundedRect: self.bounds, byRoundingCorners: corners, cornerRadii: CGSize(width: radius, height: radius))
let maskLayer = CAShapeLayer()
maskLayer.frame = self.bounds
maskLayer.path = maskPath.cgPath
self.layer.mask = maskLayer
self.layer.masksToBounds = true
if (borderWidth != nil && borderColor != nil) {
// remove previously added border layer
for layer in layer.sublayers! {
if layer.name == "borderLayer" {
layer.removeFromSuperlayer()
}
}
let borderLayer = CAShapeLayer()
borderLayer.frame = self.bounds;
borderLayer.path = maskPath.cgPath;
borderLayer.lineWidth = borderWidth ?? 0;
borderLayer.strokeColor = borderColor?.cgColor;
borderLayer.fillColor = UIColor.clear.cgColor;
borderLayer.name = "borderLayer"
self.layer.addSublayer(borderLayer);
}
}
}
Next, add a UIButton subclass:
class RoundedButton: UIButton {
var corners: UIRectCorner?
var radius = CGFloat(0.0)
var borderWidth = CGFloat(0.0)
var borderColor: UIColor?
override func layoutSubviews() {
super.layoutSubviews()
// don't apply mask if corners is not set, or if radius is Zero
guard let _corners = corners, radius > 0.0 else {
return
}
roundCorners(corners: _corners, radius: radius, borderWidth: borderWidth, borderColor: borderColor)
}
}
This gives you a couple benefits: 1) It will update its mask layer frame when the button frame changes (rotating the device, for example), and 2) you could set these values either from your custom cell class or from cellForRowAt.
Either way, change your btnStatus class from UIButton to RoundedButton - both in your storyboard and the #IBOutlet connection.
Then change your CustomTableViewCell to this:
class CustomTableViewCell: UITableViewCell {
#IBOutlet weak var btnStatus: RoundedButton!
override func awakeFromNib() {
super.awakeFromNib()
// set up corner maskign
btnStatus.corners = .bottomRight
btnStatus.radius = 7.0
// set if desired
// btnStatus.borderWidth = 2.0
// btnStatus.borderColor = .blue
}
override func setSelected(_ selected: Bool, animated: Bool) {
super.setSelected(selected, animated: animated)
// Configure the view for the selected state
}
}
And finally, your cellForRowAt function becomes:
func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell {
let cell = self.tableView.dequeueReusableCell(withIdentifier: "customCell", for: indexPath) as! CustomTableViewCell
return cell
}
That should do it...
I looked at your code. The problem is that your roundCorners function is depending on your view's bounds to set your layer's properties and you are calling roundCorners in awakeFromNib at which point your cell has the same bounds as in the NIB file because autolayout has not been calculated yet. You need to move your roundCorners call into layoutSubviews, so it gets called after autolayout is done computing your bounds.
import UIKit
class CustomTableViewCell: UITableViewCell {
#IBOutlet weak var btnStatus: UIButton!
override func layoutSubviews() {
super.layoutSubviews()
self.btnStatus.roundCorners(corners: [.bottomRight], radius: 7.0, borderWidth: nil, borderColor: nil)
}
}
EDIT also add cell.setNeedsLayout() to cellforRowAt to force layoutSubviews to be called before the cell is drawn for the first time.
Maybe your button is overlapping since it doesn't have an upper constraint? Try adding a bright border and see if you can see the top part, if not try adding a constraint to the top. Also, instead of giving it a static height, try making it a proportional height to the object above it (maybe the screen size of your device is causing it to overlap)

Creating a shadow for a UIImageView that has rounded corners?

I am trying to create an ImageView that has rounded corners and a shadow to give it some depth. I was able to create a shadow for the UIImageView, but whenever I added the code to also make it have rounded corners, it only had rounded corners with no shadow. I have an IBOutlet named myImage, and it is inside of the viewDidLoad function. Does anybody have any ideas on how to make it work? What am I doing wrong?
override func viewDidLoad() {
super.ViewDidLoad()
myImage.layer.shadowColor = UIColor.black.cgColor
myImage.layer.shadowOpacity = 1
myImage.layer.shadowOffset = CGSize.zero
myImage.layer.shadowRadius = 10
myImage.layer.shadowPath = UIBezierPath(rect: myImage.bounds).cgPath
myImage.layer.shouldRasterize = false
myImage.layer.cornerRadius = 10
myImage.clipsToBounds = true
}
If you set clipsToBounds to true, this will round the corners but prevent the shadow from appearing. In order to resolve this, you can create two views. The container view should have the shadow, and its subview should have the rounded corners.
The container view has clipsToBounds set to false, and has the shadow properties applied. If you want the shadow to be rounded as well, use the UIBezierPath constructor that takes in a roundedRect and cornerRadius.
let outerView = UIView(frame: CGRect(x: 0, y: 0, width: 100, height: 100))
outerView.clipsToBounds = false
outerView.layer.shadowColor = UIColor.black.cgColor
outerView.layer.shadowOpacity = 1
outerView.layer.shadowOffset = CGSize.zero
outerView.layer.shadowRadius = 10
outerView.layer.shadowPath = UIBezierPath(roundedRect: outerView.bounds, cornerRadius: 10).cgPath
Next, set the image view (or any other type of UIView) to be the same size of the container view, set clipsToBounds to true, and give it a cornerRadius.
let myImage = UIImageView(frame: outerView.bounds)
myImage.clipsToBounds = true
myImage.layer.cornerRadius = 10
Finally, remember to make the image view a subview of the container view.
outerView.addSubview(myImage)
The result should look something like this:
Swift 5:
You can use the below extension:
extension UIImageView {
func applyshadowWithCorner(containerView : UIView, cornerRadious : CGFloat){
containerView.clipsToBounds = false
containerView.layer.shadowColor = UIColor.black.cgColor
containerView.layer.shadowOpacity = 1
containerView.layer.shadowOffset = CGSize.zero
containerView.layer.shadowRadius = 10
containerView.layer.cornerRadius = cornerRadious
containerView.layer.shadowPath = UIBezierPath(roundedRect: containerView.bounds, cornerRadius: cornerRadious).cgPath
self.clipsToBounds = true
self.layer.cornerRadius = cornerRadious
}
}
How to use:
Drag a UIView on the storyboard
Drag an ImageView inside that UIView
Storyboard should look like this:
Create IBOutlet for both Views, call extension on your ImageView, and pass above created UIView as an argument.
Here is the output :
Finally here is how to
Properly have an image view, with rounded corners AND shadows.
It's this simple:
First some bringup code ..
class ShadowRoundedImageView: UIView {
override init(frame: CGRect) {
super.init(frame: frame); common() }
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder); common() }
private func common() {
backgroundColor = .clear
clipsToBounds = false
self.layer.addSublayer(shadowLayer)
self.layer.addSublayer(imageLayer) // (in that order)
}
#IBInspectable var image: UIImage? = nil {
didSet {
imageLayer.contents = image?.cgImage
shadowLayer.shadowPath = (image == nil) ? nil : shapeAsPath
}
}
and then the layers ...
var imageLayer: CALayer = CALayer()
var shadowLayer: CALayer = CALayer()
var shape: UIBezierPath {
return UIBezierPath(roundedRect: bounds, cornerRadius:50)
}
var shapeAsPath: CGPath {
return shape.cgPath
}
var shapeAsMask: CAShapeLayer {
let s = CAShapeLayer()
s.path = shapeAsPath
return s
}
override func layoutSubviews() {
super.layoutSubviews()
imageLayer.frame = bounds
imageLayer.contentsGravity = .resizeAspectFill // (as preferred)
imageLayer.mask = shapeAsMask
shadowLayer.shadowPath = (image == nil) ? nil : shapeAsPath
shadowLayer.shadowOpacity = 0.80 // etc ...
}
}
Here is the
Explanation
UIImageView is useless, you use a UIView
You need two layers, one for the shadow and one for the image
To round an image layer you use a mask
To round a shadow layer you use a path
For the shadow qualities, obviously add code as you see fit
shadowLayer.shadowOffset = CGSize(width: 0, height: 20)
shadowLayer.shadowColor = UIColor.purple.cgColor
shadowLayer.shadowRadius = 5
shadowLayer.shadowOpacity = 0.80
For the actual shape (the bez path) make it any shape you wish.
(For example this tip https://stackoverflow.com/a/41553784/294884 shows how to make only one or two corners rounded.)
Summary:
• Use two layers on a UIView
Make your bezier and ...
• Use a mask on the image layer
• Use a path on the shadow layer
Here is a another solution (tested code) in swift 2.0
If you set clipsToBounds to true, this will round the corners but prevent the shadow from appearing. So, you can add same size UIView in storyboard behind imageview and we can give shadow to that view
SWIFT 2.0
outerView.layer.cornerRadius = 20.0
outerView.layer.shadowColor = UIColor.blackColor().CGColor
outerView.layer.shadowOffset = CGSizeMake(0, 2)
outerView.layer.shadowOpacity = 1
outerView.backgroundColor = UIColor.whiteColor()
You can use a simple class I have created to add image with rounded corners and shadow directly from Storyboard
You can find the class here

How to tile an image from center using UIColor patternImage in Swift

I have a method for repeating or tiling an image across a view using UIColor patternImage:
view.backgroundColor = UIColor(patternImage: UIImage(named:imageName))
The default behaviour of UIColor patternImage is to start the pattern from the top left, the result shown in Image 1.
Question:
How can I get UIColor patternImage to start always from the very center of a view, patterning outwards to give the result shown in Image 2?
This works. It is a generalised method that applies more broadly, adapting dynamically to both pattern images and views of different heights and widths. It gives the desired result in the question and is tested on different iOS simulators.
view.backgroundColor = UIColor(patternImage: UIImage(named: "imageName")!)
view.bounds.origin.x = (UIImage(named: "imageName")!.size.width/2) - (view.bounds.size.width/2)
view.bounds.origin.y = (UIImage(named: "imageName")!.size.height/2) - (view.bounds.size.height/2)
If your image size is 50*50 then you can do something like this,
myView = UIVIew(frame: CGRect(x: (self.view.frame.size.width/2)-25, y: (self.view.frame.size.height/2)-25, width: 50, height: 50))
So this view(imageview in yourcase may be) will be place at exact middle of view. Like wise you can arrange other view by adding or substracting view's width and height to center view's x and y origin. Hope this will help you. :)
I created reusable class PatternView, reusing idea of #user4806509. It's really drop-in component for showing patterns. Also, patternImage can be set via Interface Builder
class PatternView: UIView {
#IBInspectable var patternImage: UIImage?
override func awakeFromNib() {
super.awakeFromNib()
self.setupBackgroundColor()
}
private func setupBackgroundColor() {
guard let patternImage = self.patternImage else {
return
}
self.backgroundColor = UIColor(patternImage: patternImage)
}
override func layoutSubviews() {
super.layoutSubviews()
self.centerPattern()
}
private func centerPattern() {
guard let patternSize = self.patternImage?.size,
patternSize.width > 0, patternSize.height > 0 else {
return
}
let x = -self.bounds.width.remainder(dividingBy: patternSize.width)/2
let y = -self.bounds.height.remainder(dividingBy: patternSize.height)/2
self.bounds.origin = CGPoint(x: x, y: y)
}}

Resources