Add Gradient on a view in Swift - ios

The following code seems to work using Objective-C however its Swift version doesn't work.
I have tried the following:
Add the gradient inside the collection view cell
Add the gradient in the viewController
Use UIColor & CGColor
Use insertSubLayer
var mGradient = CAGradientLayer()
mGradient.frame = favoriteCell.mImageView.bounds
var colors = [CGColor]()
colors.append(UIColor(red: 0, green: 0, blue: 0, alpha: 1).CGColor)
colors.append(UIColor(red: 0, green: 0, blue: 0, alpha: 0).CGColor)
mGradient.startPoint = CGPointMake(0.1, 0.5)
mGradient.endPoint = CGPointMake(0.9, 0.5)
favoriteCell.mImageView.layer.addSublayer(mGradient)

Swift 3
let mGradient = CAGradientLayer()
mGradient.frame = favoriteCell.mImageView.bounds
var colors = [CGColor]()
colors.append(UIColor(red: 0, green: 0, blue: 0, alpha: 1).cgColor)
colors.append(UIColor(red: 0, green: 0, blue: 0, alpha: 0).cgColor)
mGradient.startPoint = CGPoint(x: 0.1, y: 0.5)
mGradient.endPoint = CGPoint(x: 0.9, y: 0.5)
mGradient.colors = colors
favoriteCell.mImageView.layer.addSublayer(mGradient)

You need to set set the colors of the gradient
mGradient.colors = colors

Try this one:
var mGradient : CAGradientLayer = CAGradientLayer()
mGradient.frame = favoriteCell.mImageView.bounds
mGradient.frame.origin = CGPointMake(0.0,0.0)
var colors = [CGColor]()
colors.append(UIColor(red: 0, green: 0, blue: 0, alpha: 1).CGColor)
colors.append(UIColor(red: 0, green: 0, blue: 0, alpha: 0).CGColor)
mGradient.locations = [0.0 , 1.0]
mGradient.startPoint = CGPointMake(0.1, 0.5)
mGradient.endPoint = CGPointMake(0.9, 0.5)
mGradient.frame = CGRect(x: 0.0, y: 0.0, width: favoriteCell.mImageView.frame.size.width, height: favoriteCell.mImageView.frame.size.height)
favoriteCell.mImageView.layer.insertSublayer(mGradient, atIndex: 0)

Related

NavBar title hidden behind CAGradientLayer

I would like to add gradient layer to my navbar, but after I add it, layer hides my title, like its behind that new sublayer.
override func viewDidLoad() {
super.viewDidLoad()
self.title = "My Trips"
self.navigationController?.navigationBar.titleTextAttributes = [NSAttributedString.Key.foregroundColor:UIColor.white]
//self.navigationController?.navigationBar.layer.addSublayer(gradientLayer)
self.navigationController?.navigationBar.layer.insertSublayer(gradientLayer, at: 1)
setupGradient()
}
let gradientLayer = CAGradientLayer()
func setupGradient() {
gradientLayer.colors = [
UIColor(red: 0.259, green: 0.188, blue: 0.475, alpha: 1).cgColor,
UIColor(red: 0.11, green: 0.024, blue: 0.369, alpha: 1).cgColor
]
gradientLayer.locations = [0, 1]
gradientLayer.startPoint = CGPoint(x: 0.25, y: 0.5)
gradientLayer.endPoint = CGPoint(x: 0.75, y: 0.5)
gradientLayer.transform = CATransform3DMakeAffineTransform(CGAffineTransform(a: 0, b: 0.58, c: -0.58, d: 0, tx: 0.5, ty: 0))
gradientLayer.bounds = (self.navigationController?.navigationBar.bounds.insetBy(dx: -0.01*view.bounds.size.width, dy: -1*view.bounds.size.height))!
}
Use this line for inserting layer.
self.navigationController?.navigationBar.subviews.first?.layer.insertSublayer(gradientLayer, at: 0)

How do I center and aspect fit an image in Swift 3?

I have a project in Swift 3 that I am using a gradient on the view. I placed a image on the view, but it is under the gradient layer so I was going to draw the image programmatically instead of with the storyboard. I can't seem to figure out how to get the image to be centered and to aspect fit inside the bounds of the view.
What I have...
//Gradient Background
let gradientLayer = CAGradientLayer()
gradientLayer.frame = self.view.frame
gradientLayer.colors = [UIColor(red: 0/255, green: 147/255, blue: 255/255, alpha: 1.0).cgColor, UIColor(red: 162/255, green: 134/255, blue: 255/255, alpha: 1.0).cgColor]
gradientLayer.locations = [0.0, 1.0]
gradientLayer.startPoint = CGPoint(x: 0.0, y: 1.0)
gradientLayer.endPoint = CGPoint(x: 1.0, y: 0.0)
self.view.layer.addSublayer(gradientLayer)
//Image
let mainImage = UIImage(named:"WhiteLogoFront")
var mainImageView = UIImageView(image:mainImage)
self.view.addSubview(mainImageView)
You can try it
let mainImage = UIImage(named:"WhiteLogoFront")
var mainImageView = UIImageView(image:mainImage)
mainImageView.contentMode = .ScaleAspectFit
let gradientLayer = CAGradientLayer()
gradientLayer.frame = self.view.frame
gradientLayer.colors = [UIColor(red: 0/255, green: 147/255, blue: 255/255, alpha: 1.0).cgColor, UIColor(red: 162/255, green: 134/255, blue: 255/255, alpha: 1.0).cgColor]
gradientLayer.locations = [0.0, 1.0]
gradientLayer.startPoint = CGPoint(x: 0.0, y: 1.0)
gradientLayer.endPoint = CGPoint(x: 1.0, y: 0.0)
self.view.layer.addSublayer(gradientLayer)
//Image
let mainImage = UIImage(named:"WhiteLogoFront")
var mainImageView = UIImageView(image:mainImage)
mainImageView.center = self.view.cente
mainImageView.contentMode = .ScaleAspectFit
self.view.addSubview(mainImageView)
Try this one

How to Add a CAGradientLayer to a CAShapeLayer?

I am trying to add a CAGradientLayer to a CAShapeLayer, but the gradient is not conforming to the shape of the layer. Instead, the gradient is taking the shape of the UIView itself. I originally attempted this with a UIBezierPath but it did not work either. I am trying to put a gradient into my shape.
override func drawRect(rect: CGRect) {
let bounds = CGRect(x: 0, y: 0, width: self.bounds.width, height: self.bounds.height)
let center = self.center
let path = CAShapeLayer()
path.bounds = bounds
path.position = CGPoint(x: center.x, y: center.y)
//path.backgroundColor = UIColor.redColor().CGColor
path.cornerRadius = 20
//self.layer.addSublayer(path)
let gradientLayer = CAGradientLayer()
gradientLayer.frame = path.bounds
gradientLayer.colors = [cgColorForRed(209.0, green: 0.0, blue: 0.0),
cgColorForRed(255.0, green: 102.0, blue: 34.0),
cgColorForRed(255.0, green: 218.0, blue: 33.0),
cgColorForRed(51.0, green: 221.0, blue: 0.0),
cgColorForRed(17.0, green: 51.0, blue: 204.0),
cgColorForRed(34.0, green: 0.0, blue: 102.0),
cgColorForRed(51.0, green: 0.0, blue: 68.0)]
gradientLayer.startPoint = CGPoint(x:0,y:0)
gradientLayer.endPoint = CGPoint(x:0, y:1)
path.insertSublayer(gradientLayer, atIndex: 1)
self.layer.addSublayer(path)
}
func cgColorForRed(red: CGFloat, green: CGFloat, blue: CGFloat ) -> AnyObject {
return UIColor(red: red/255.0, green: green/255.0, blue: blue/255.5, alpha: 1.0).CGColor as AnyObject
}
Originally I had path defined to be a UIBezierPath of a rectangle with rounded corners which I am looking to fill with the gradient:
let insetRect = CGRectInset(rect, lineWidth / 2, lineWidth / 2)
let path = UIBezierPath(roundedRect: insetRect, cornerRadius: 10)
fillColor.setFill()
path.fill()
path.lineWidth = self.lineWidth
UIColor.blackColor().setStroke()
path.stroke()
Edit from Larcerax's response:
class Thermometer: UIView {
//#IBInspectable var fillColor: UIColor = UIColor.greenColor()
let lineWidth: CGFloat = 2
override func drawRect(rect: CGRect) {
let context = UIGraphicsGetCurrentContext()
let svgid = CGGradientCreateWithColors(CGColorSpaceCreateDeviceRGB(), [cgColorForRed(209.0, green: 0.0, blue: 0.0),
cgColorForRed(255.0, green: 102.0, blue: 34.0),
cgColorForRed(255.0, green: 218.0, blue: 33.0),
cgColorForRed(51.0, green: 221.0, blue: 0.0),
cgColorForRed(17.0, green: 51.0, blue: 204.0),
cgColorForRed(34.0, green: 0.0, blue: 102.0),
cgColorForRed(51.0, green: 0.0, blue: 68.0)], [0,1])
CGContextSaveGState(context)
let insetRect = CGRectInset(rect, lineWidth / 2, lineWidth / 2)
let path = UIBezierPath(roundedRect: insetRect, cornerRadius: 10)
path.addClip()
CGContextDrawLinearGradient(context, svgid, CGPoint(x: 0, y: path.bounds.height),
CGPoint(x: path.bounds.width, y: path.bounds.height),
UInt32(kCGGradientDrawsBeforeStartLocation) | UInt32(kCGGradientDrawsAfterEndLocation))
CGContextRestoreGState(context)
}
You can try something like the following set up in order to produce the following shape, this is just an example to show you the setup, but this should do it:
let context = UIGraphicsGetCurrentContext()
let gradientColor3 = UIColor(red: 1.000, green: 1.000, blue: 1.000, alpha: 1.000)
let gradientColor4 = UIColor(red: 0.000, green: 1.000, blue: 0.000, alpha: 1.000)
let sVGID_1_2 = CGGradientCreateWithColors(CGColorSpaceCreateDeviceRGB(), [gradientColor3.CGColor, gradientColor4.CGColor], [0, 1])
CGContextSaveGState(context)
CGContextTranslateCTM(context, 198.95, 199.4)
CGContextRotateCTM(context, -30 * CGFloat(M_PI) / 180)
var polygonPath = UIBezierPath()
polygonPath.moveToPoint(CGPointMake(0, -145.95))
polygonPath.addLineToPoint(CGPointMake(126.4, -72.98))
polygonPath.addLineToPoint(CGPointMake(126.4, 72.97))
polygonPath.addLineToPoint(CGPointMake(0, 145.95))
polygonPath.addLineToPoint(CGPointMake(-126.4, 72.98))
polygonPath.addLineToPoint(CGPointMake(-126.4, -72.97))
polygonPath.closePath()
CGContextSaveGState(context)
polygonPath.addClip()
CGContextDrawLinearGradient(context, sVGID_1_2,
CGPointMake(-126.4, -72.97),
CGPointMake(126.41, 72.99),
UInt32(kCGGradientDrawsBeforeStartLocation) | UInt32(kCGGradientDrawsAfterEndLocation))
CGContextRestoreGState(context)
to produce this:
If this doesn't work, then tell me, I will try to fix it up to make it work.
Also, here's just a simple rectangle:
let context = UIGraphicsGetCurrentContext()
let gradientColor = UIColor(red: 1.000, green: 1.000, blue: 1.000, alpha: 1.000)
let gradientColor2 = UIColor(red: 0.988, green: 0.933, blue: 0.129, alpha: 1.000)
let gradientColor3 = UIColor(red: 1.000, green: 0.000, blue: 1.000, alpha: 1.000)
let sVGID_1_3 = CGGradientCreateWithColors(CGColorSpaceCreateDeviceRGB(), [gradientColor.CGColor, gradientColor2.CGColor, gradientColor3.CGColor], [0, 0.43, 1])
let rectanglePath = UIBezierPath(rect: CGRectMake(68, 28, 78.4, 78.4))
CGContextSaveGState(context)
rectanglePath.addClip()
CGContextDrawLinearGradient(context, sVGID_1_3,
CGPointMake(68, 67.19),
CGPointMake(146.38, 67.19),
UInt32(kCGGradientDrawsBeforeStartLocation) | UInt32(kCGGradientDrawsAfterEndLocation))
CGContextRestoreGState(context)
here's a function to try out, you'll have to mess around with the colors, but you can input a frame:
class func drawStuff(#frame: CGRect) {
let context = UIGraphicsGetCurrentContext()
let gradientColor = UIColor(red: 1.000, green: 1.000, blue: 1.000, alpha: 1.000)
let gradientColor2 = UIColor(red: 0.988, green: 0.933, blue: 0.129, alpha: 1.000)
let gradientColor3 = UIColor(red: 1.000, green: 0.000, blue: 1.000, alpha: 1.000)
let sVGID_1_4 = CGGradientCreateWithColors(CGColorSpaceCreateDeviceRGB(), [gradientColor.CGColor, gradientColor2.CGColor, gradientColor3.CGColor], [0, 0.43, 1])
let rectangleRect = CGRectMake(frame.origin.x, frame.origin.y, frame.size.width, frame.size.height)
let rectanglePath = UIBezierPath(rect: rectangleRect)
CGContextSaveGState(context)
rectanglePath.addClip()
CGContextDrawLinearGradient(context, sVGID_1_4, CGPointMake(rectangleRect.minX, rectangleRect.midY),CGPointMake(rectangleRect.maxX, rectangleRect.midY), 0)
CGContextRestoreGState(context)
}
Or you can just use this written by myself :) https://github.com/BilalReffas/SwiftyGradient
Swift 4 version of the first shape from #Loxx answer above which produces this output:
.
private func drawShape() {
guard let context = UIGraphicsGetCurrentContext() else {
print("No context, handle me")
return
}
let gradientColor3 = UIColor(red: 1.000, green: 1.000, blue: 1.000, alpha: 1.000)
let gradientColor4 = UIColor(red: 0.000, green: 1.000, blue: 0.000, alpha: 1.000)
guard let sVGID_1_2 = CGGradient(colorsSpace: CGColorSpaceCreateDeviceRGB(), colors: [gradientColor3.cgColor, gradientColor4.cgColor] as CFArray, locations: [0, 1]) else {
print("No gradient, handle me")
context.restoreGState()
return
}
context.saveGState()
context.translateBy(x: 198.95, y: 199.4)
context.rotate(by: -30 * CGFloat(Double.pi) / 180)
let polygonPath = UIBezierPath()
polygonPath.move(to: CGPoint(x: 0, y: -145.95))
polygonPath.addLine(to: CGPoint(x: 126.4, y: -72.98))
polygonPath.addLine(to: CGPoint(x: 126.4, y: 72.97))
polygonPath.addLine(to: CGPoint(x: 0, y: 145.95))
polygonPath.addLine(to: CGPoint(x: -126.4, y: 72.98))
polygonPath.addLine(to: CGPoint(x: -126.4, y: -72.97))
polygonPath.close()
context.saveGState()
polygonPath.addClip()
context.drawLinearGradient(sVGID_1_2,
start: CGPoint(x: -126.4, y: -72.97),
end: CGPoint(x: 126.41, y: 72.99),
options: [.drawsBeforeStartLocation, .drawsAfterEndLocation])
context.restoreGState()
}
I'm posting it because basically every line has changed in conversion to Swift 4 and it took a while to convert it just to check if it works.

Gradiant in playground different from simulator

I tried to make a gradiant using playground then make it into a subclass of uiview to use it in my codebase.
The playground code is like this:
let view = UIView(frame: CGRect(x: 0, y: 0, width: 640, height: 41
))
let gradient: CAGradientLayer = CAGradientLayer(layer: view.layer)
gradient.frame = view.frame
let lightColor = UIColor(red: 157/256, green: 157/256, blue: 154/256, alpha: 1)
let darkColor = UIColor(red: 108/256, green: 104/256, blue: 104/256, alpha: 1)
gradient.colors = [lightColor.CGColor, darkColor.CGColor]
gradient.locations = [0.6 , 0.4]
gradient.startPoint = CGPoint(x: 1, y: 0.55)
gradient.endPoint = CGPoint(x: 0, y: 0.45)
view.layer.insertSublayer(gradient, atIndex: 0)
view //displayed
And display like this:
I tried to make it into my codebase with:
class GradiantView : UIView {
override var frame: CGRect {
didSet {
let gradient: CAGradientLayer = CAGradientLayer(layer: layer)
gradient.frame = bounds
let lightColor = UIColor(red: 157/256, green: 157/256, blue: 154/256, alpha: 1)
let darkColor = UIColor(red: 108/256, green: 104/256, blue: 104/256, alpha: 1)
gradient.colors = [lightColor.CGColor, darkColor.CGColor]
gradient.locations = [0.6 , 0.4]
gradient.startPoint = CGPoint(x: 1, y: 0.55)
gradient.endPoint = CGPoint(x: 0, y: 0.45)
layer.insertSublayer(gradient, atIndex: 0)
}
}
}
However, the result is like this: (no gradiant applied)
What happened and how to fix it ?
I inverted the locations and it seems to work.
I welcome any explanation on the difference between simulator and playground.
gradientLayer.locations = [0.4 , 0.6]

Move coordinates of UIView to LLO with Swift

I would expect this code to move my newLabel from the upper left corner (ULO) to the lower left corner (LLO) but it doesn't! Apparently I need someone to hold my hand through the process of setting (0, 0) to LLO for a UIView. I've been through the documentation and read post after post on this forum but can't seem to make it happen. Disclaimer: I am trying to accomplish this in a playground in xCode 6 beta 2 so it possible it's a bug or not supported.
var newLabel = UILabel(frame: CGRectMake(0, 0, 150, 50))
newLabel.text = "This is a test"
newLabel.layer.borderWidth = 2
newLabel.textAlignment = NSTextAlignment.Center
newLabel.backgroundColor = UIColor(red: 0.5, green: 0.5, blue: 0.5, alpha: 0.8)
var myView = UIView(frame: CGRectMake(0, 0, 200, 100))
myView.layer.borderWidth = 2
myView.addSubview(newLabel)
myView.transform = CGAffineTransformMakeScale(1, -1)
myView.backgroundColor = UIColor(red: 0.8, green: 0, blue: 0, alpha: 0.8)
It seems like you haven't added Myview in main view try this code:--
var newLabel = UILabel(frame: CGRectMake(0, 0, 150, 50))
newLabel.text = "This is a test"
newLabel.layer.borderWidth = 2
newLabel.textAlignment = NSTextAlignment.Center
newLabel.backgroundColor = UIColor(red: 0.5, green: 0.5, blue: 0.5, alpha: 0.8)
var myView = UIView(frame: CGRectMake(0, 0, 200, 100))
myView.layer.borderWidth = 2
myView.addSubview(newLabel)
myView.transform = CGAffineTransformMakeScale(1, -1)
myView.backgroundColor = UIColor(red: 0.8, green: 0, blue: 0, alpha: 0.8)
self.view.addSubview(myView);
To flip the UIView it has to be a subView of another view... My issue was I was trying to flip the mainView or baseView which apparently cant be done. This make since, since it needs a graphic space to be able to draw to. Below is the code achieving what I was looking for. Also of not I also had to "flip" my label as well to return it to it upright state (again this is logical).
var newLabel = UILabel(frame: CGRectMake(0, 0, 150, 50))
newLabel.transform = CGAffineTransformMakeScale(1, -1)
newLabel.text = "This is a test"
newLabel.layer.borderWidth = 2
newLabel.textAlignment = NSTextAlignment.Center
newLabel.backgroundColor = UIColor(red: 0.5, green: 0.5, blue: 0.5, alpha: 0.8)
var subView = UIView(frame: CGRectMake(50, 50, 200, 100))
subView.transform = CGAffineTransformMakeScale(1, -1)
subView.layer.borderWidth = 2
subView.addSubview(newLabel)
subView.backgroundColor = UIColor(red: 0.8, green: 0, blue: 0, alpha: 0.8)
var myView = UIView()
myView = UIView(frame: CGRectMake(0, 0, 300, 200))
//myView.transform = CGAffineTransformMakeScale(1, -1)
myView.layer.borderWidth = 2
myView.addSubview(subView)
myView.backgroundColor = UIColor(red: 0, green: 0.8, blue: 0, alpha: 0.8)
Thanks #Mohit for your input in helping me to find the solution.

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