TL;DR:
Basically, my problem is the same as this question.
I followed the excellent answer (as always) by Rob Mayoff. My problem is that I am not using a CAGradientLayer but a CAShapeLayer and it does not work.
I use a CAShapeLayer instead of a UIBezierPath because I need to animate the path colour and shadow.
Though, the problem regards the shape of the path when the device rotates: the animation of CAShapeLayer looks awful, in fact, it does not even animate, It just immediately arrange the path to the new bounds.
I used to add the CAShapeLayer as a sublayer, but reading some answers here I tried to subclass UIView and set its layer to CAShapeLayer so that the view would manage the rotation animation automagically, but the result is the same.
If I draw using UIBezierPath it does work perfectly (but I need CAShapeLayer features, unfortunately)
Here is my code:
import UIKit
class CaShapeLayerView: UIView {
override class func layerClass () -> AnyClass{
return CAShapeLayer.self
}
override func drawRect(rect: CGRect) {
var bezierPath = UIBezierPath()
// create a random scribble :)
bezierPath.moveToPoint(CGPoint(x: 0, y: 0))
bezierPath.addCurveToPoint(CGPoint(x:self.bounds.width, y:self.bounds.height), controlPoint1: CGPoint(x: self.bounds.width/50, y: self.bounds.height/2), controlPoint2: CGPoint(x: self.bounds.width/40, y: self.bounds.height/8*10))
// draw UIBezierPath
UIColor.redColor().set()
bezierPath.lineWidth = 20
bezierPath.stroke()
// draw CAShapeLayer
var shapeLayer = self.layer as CAShapeLayer
shapeLayer.strokeColor = UIColor.blueColor().CGColor
shapeLayer.fillColor = nil
shapeLayer.lineWidth = 16
shapeLayer.path = bezierPath.CGPath
}
}
Rotating the device you will see the difference between the UIBezierPath in red and the CAShapeLayer in blue.
I assure the with my actual path the "animation" with CAShapeLayer is awful.
Am I missing something?
Thank you very much everybody.
This code at your drawRect isn't animatable:
UIColor.redColor().set()
bezierPath.lineWidth = 20
bezierPath.stroke()
That's why your image partially redraw on device rotation
You need something like this:
class CAShapeLayerView: UIView {
var firstShapeLayer, secondShapeLayer:CAShapeLayer
required init(coder aDecoder: NSCoder) {
firstShapeLayer = CAShapeLayer()
secondShapeLayer = CAShapeLayer()
super.init(coder: aDecoder)
}
override class func layerClass () -> AnyClass{
return CAShapeLayer.self
}
override func awakeFromNib() {
self.firstShapeLayer.lineWidth = 20
self.firstShapeLayer.strokeColor = UIColor.redColor().CGColor
self.firstShapeLayer.fillColor = nil
self.secondShapeLayer.strokeColor = UIColor.blueColor().CGColor
self.secondShapeLayer.fillColor = nil
self.secondShapeLayer.lineWidth = 16
self.layer.addSublayer(self.firstShapeLayer)
self.layer.addSublayer(self.secondShapeLayer)
}
override func layoutSubviews() {
super.layoutSubviews();
var bezierPath = UIBezierPath()
// create a random scribble :)
bezierPath.moveToPoint(CGPoint(x: 0, y: 0))
bezierPath.addCurveToPoint(CGPoint(x:self.bounds.width, y:self.bounds.height), controlPoint1: CGPoint(x: self.bounds.width/50, y: self.bounds.height/2), controlPoint2: CGPoint(x: self.bounds.width/40, y: self.bounds.height/8*10))
self.firstShapeLayer.path = bezierPath.CGPath
self.secondShapeLayer.path = bezierPath.CGPath
}
}
Related
I have a UIView that contains two UITextfields, I want to create a 1.0 pixel width separator between the two, but I just can't get it to work.
I tried overriding the draw func, but it didn't work, I also tried using bezierPath and shapeLayer, but I don't have the UIView's frame, so the bezierPath can't be drawn.
This is the draw override I have:
override func draw(_ rect: CGRect) {
super.draw(rect)
if let context = UIGraphicsGetCurrentContext() {
context.setStrokeColor(UIColor.black.cgColor)
context.setLineWidth(1)
context.move(to: CGPoint(x: bounds.width / 2, y: 0))
context.addLine(to: CGPoint(x: bounds.width / 2, y: bounds.height))
context.strokePath()
}
}
This is the bezierPath func:
private func drawSeparator() {
let path = UIBezierPath()
path.addLine(to: CGPoint(x: bounds.width / 2, y: 0))
path.move(to: CGPoint(x: bounds.width / 2, y: self.bounds.height))
let shape = CAShapeLayer()
shape.path = path.cgPath
shape.strokeColor = UIColor.appGray.cgColor
shape.lineWidth = 1.0
shape.fillColor = UIColor.appGray.cgColor
self.layer.addSublayer(shape)
}
I also tried moving the path variable to the class level, and using it as lazy var to try and get the frame/bounds that way, but it also didn't work.
I'm trying to create a simple, vertical separator.
While there are refinements I would suggest, your draw(:_) rendition works fine. (Your shape layer rendition is wrong ... you want to decouple the creation of the shape layer and the updating of the path; but let’s set that aside.)
If you’re not seeing your view’s separator line rendered in your draw(_:) rendition, the problem rests elsewhere. Try inserting log statement in the draw method and make sure you’re hitting this code like you think it should and that the bounds is what you think it should be. Or use the view debugger to confirm the base class is set correctly and that the frame is what you think it is, etc.
I might suggest using midX, minY and maxY. Personally, I’d also not drop into CoreGraphics unless necessary:
#IBDesignable
class VerticalSplitView: UIView {
override func draw(_ rect: CGRect) {
super.draw(rect)
let path = UIBezierPath()
path.move(to: CGPoint(x: bounds.midX, y: bounds.minY))
path.addLine(to: CGPoint(x: bounds.midX, y: bounds.maxY))
path.lineWidth = 1
UIColor.black.setStroke()
path.stroke()
}
}
By the way, if you use this draw(_:) approach, make sure you set your view’s content mode to be redraw. In the absence of that, you can get strange behavior (e.g. if the constraints link the width of this view to its superview and user rotates device, it’s going to stretch the width of this vertical line).
Personally, I like to get out of manual drawing and hand that off to a CAShapeLayer. That way I don’t have to worry about the contentMode of the view and I offload the drawing to Apple’s code (which undoubtedly has optimizations that we don’t consider here).
As I mentioned, you have to decouple the creation of the shape layer (to be done during initialization) from the updating of its path (which should be done in layoutSubviews).
Personally, I might have a view whose backing layer is a CAShapeLayer:
#IBDesignable
class VerticalShapeLayer: UIView {
override class var layerClass: AnyClass { return CAShapeLayer.self }
lazy var shapeLayer: CAShapeLayer = layer as! CAShapeLayer
override func layoutSubviews() {
super.layoutSubviews()
let path = UIBezierPath()
path.move(to: CGPoint(x: bounds.midX, y: bounds.minY))
path.addLine(to: CGPoint(x: bounds.midX, y: bounds.maxY))
shapeLayer.strokeColor = UIColor { traitCollection in
switch traitCollection.userInterfaceStyle {
case .dark: return .white
default: return .black
}
}.cgColor
shapeLayer.lineWidth = 1
shapeLayer.fillColor = UIColor.clear.cgColor
shapeLayer.path = path.cgPath
}
}
Also, as a refinement, I would set the color of the stroke based upon whether the device is in dark mode or not. That obviously presumes that you set the background colors accordingly, too. Do whatever you want regarding the stroke color.
One final suggestion once you have your immediate problem behind you: If you’re using NIBs or storyboards, I’d designate this view class as #IBDesignable. That way I can see it right in Interface Builder, eliminating a lot of these questions. We can see it rendered during the design process, removing ambiguity about whether the base class was set right, that the frame is correct, etc.
It’s certainly not necessary, but #IBDesignable helps identify issues during the design process.
It's unclear what you're hoping to do, but here's a complete working version based directly on your code:
class MyView: UIView {
override init(frame: CGRect) {
super.init(frame: frame)
self.isOpaque = false
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func draw(_ rect: CGRect) {
super.draw(rect)
if let context = UIGraphicsGetCurrentContext() {
context.setStrokeColor(UIColor.black.cgColor)
context.setLineWidth(1)
context.move(to: CGPoint(x: bounds.width / 2, y: 0))
context.addLine(to: CGPoint(x: bounds.width / 2, y: bounds.height))
context.strokePath()
}
}
}
class ViewController: UIViewController {
let myView = MyView()
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
if myView.superview == nil {
self.view.addSubview(myView)
}
myView.frame = self.view.bounds
myView.setNeedsDisplay()
}
}
That looks like this:
Okay, so now that you've seen a working example, adapt it to your own situation and you're all set.
For the line you can also use UIView between the textField as a separator(set width of UIView).
I want to expand and contract a circle using CABasicAnimation. I previously designed a clean and effective way to draw the animation using sin and the drawRect method of the UIView class, but unfortunately it seems you can't animate or force drawRect to fire in UIView.animate methods no matter what you do. Therefore, I've had to come up with a workaround using CABasicAnimation. The result kind of works, but the animation is ugly and doesn't look right. Here's an illustration of what I mean:
Warping occurs during the expansion and contraction, and there appears to be a dent or cavity on the right side when the circle is expanding. Here's the class responsible for animating it:
struct PathConfig {
var arcCenter: CGPoint
var radius: CGFloat
let startAngle: CGFloat = 0.0
let endAngle: CGFloat = CGFloat(2 * M_PI)
}
class RGSStandbyIndicatorView: UIView {
// MARK: - Variables & Constants
/// The drawing layer.
var shapeLayer: CAShapeLayer!
// MARK: - Class Methods
/// Animation function.
func animate(period: CFTimeInterval) {
let p: PathConfig = PathConfig(arcCenter: CGPoint(x: frame.width / 2, y: frame.height / 2) , radius: 17.5)
let b: UIBezierPath = UIBezierPath(arcCenter: p.arcCenter, radius: p.radius, startAngle: p.startAngle, endAngle: p.endAngle, clockwise: true)
let a: CABasicAnimation = CABasicAnimation(keyPath: "path")
a.fromValue = shapeLayer.path
a.toValue = b.cgPath
a.autoreverses = true
a.duration = period
a.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
a.repeatCount = HUGE
shapeLayer.add(a, forKey: "animateRadius")
}
/// Initializes and returns a CAShapeLayer with the given draw path and fill color.
private class func shapeLayerForPath(_ path: CGPath, with fillColor: CGColor) -> CAShapeLayer {
let shapeLayer: CAShapeLayer = CAShapeLayer()
shapeLayer.path = path
shapeLayer.fillColor = fillColor
return shapeLayer
}
/// Configures the UIView
private func setup() {
// Init config, path.
let cfg: PathConfig = PathConfig(arcCenter: CGPoint(x: frame.width / 2, y: frame.height / 2) , radius: 0.0)
let path: UIBezierPath = UIBezierPath(arcCenter: cfg.arcCenter, radius: cfg.radius, startAngle: cfg.startAngle, endAngle: cfg.endAngle, clockwise: true)
// Init CAShapeLayer
shapeLayer = RGSStandbyIndicatorView.shapeLayerForPath(path.cgPath, with: UIColor.white.cgColor)
layer.addSublayer(shapeLayer)
}
// MARK: Class Method Overrides
override init(frame: CGRect) {
super.init(frame: frame)
setup()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
setup()
}
}
I've tried adjusting the start and end angles hoping it was some artifact of the path having no overlap, but it didn't change anything. I'm not sure how to fix this problem, and It's based off Chadwick Wood's answer to a similar question.
Use this UIView subclass
class RadioAnimationView: UIView {
var animatableLayer : CAShapeLayer?
override func awakeFromNib() {
super.awakeFromNib()
self.layer.cornerRadius = self.bounds.height/2
self.animatableLayer = CAShapeLayer()
self.animatableLayer?.fillColor = self.backgroundColor?.cgColor
self.animatableLayer?.path = UIBezierPath(roundedRect: self.bounds, cornerRadius: self.layer.cornerRadius).cgPath
self.animatableLayer?.frame = self.bounds
self.animatableLayer?.cornerRadius = self.bounds.height/2
self.animatableLayer?.masksToBounds = true
self.layer.addSublayer(self.animatableLayer!)
self.startAnimation()
}
func startAnimation()
{
let layerAnimation = CABasicAnimation(keyPath: "transform.scale")
layerAnimation.fromValue = 1
layerAnimation.toValue = 3
layerAnimation.isAdditive = false
layerAnimation.duration = CFTimeInterval(2)
layerAnimation.fillMode = kCAFillModeForwards
layerAnimation.isRemovedOnCompletion = true
layerAnimation.repeatCount = .infinity
layerAnimation.autoreverses = true
self.animatableLayer?.add(layerAnimation, forKey: "growingAnimation")
}
}
Hope this helps you
I am working on designing custom UIimageview in swift. I want to create a UIimageview using beizerpath similar to this
The coding should be in swift.
Any help is appreciated. Thanks
Create a CAShapeLayer and supply it a path and a fillColor:
#IBDesignable
public class AngleView: UIView {
#IBInspectable public var fillColor: UIColor = .blue { didSet { setNeedsLayout() } }
var points: [CGPoint] = [
.zero,
CGPoint(x: 1, y: 0),
CGPoint(x: 1, y: 1),
CGPoint(x: 0, y: 0.5)
] { didSet { setNeedsLayout() } }
private lazy var shapeLayer: CAShapeLayer = {
let _shapeLayer = CAShapeLayer()
self.layer.insertSublayer(_shapeLayer, at: 0)
return _shapeLayer
}()
override public func layoutSubviews() {
shapeLayer.fillColor = fillColor.cgColor
guard points.count > 2 else {
shapeLayer.path = nil
return
}
let path = UIBezierPath()
path.move(to: convert(relativePoint: points[0]))
for point in points.dropFirst() {
path.addLine(to: convert(relativePoint: point))
}
path.close()
shapeLayer.path = path.cgPath
}
private func convert(relativePoint point: CGPoint) -> CGPoint {
return CGPoint(x: point.x * bounds.width + bounds.origin.x, y: point.y * bounds.height + bounds.origin.y)
}
}
Now, I made this designable (so if you put it in a separate framework target, you can add this view right in your storyboard and see it rendered there). It still works if you're not using storyboards. It just can be convenient to do so:
I also used relative coordinates (with values ranging from zero to one) and have a method to convert those to actual coordinates, but you can hard code your coordinates if you want. But using this as values from zero to one, you have an angular view that can participate in auto-layout without needing to worry about changing specific coordinate values.
Finally, minor things that might seem trivial, but I construct the path in layoutSubviews: That way, as the view changes size (whether via auto-layout or programmatic changes), the view will be correctly re-rendered. Likewise, by using didSet for fillColor and points, if you change either of those, the view will be re-rendered for you.
Feel free to change this as you see fit, but hopefully this illustrates the basic idea of just having a CAShapeLayer with a custom path.
If you use insertSublayer, you can then combine this with other subviews of the AngleView, e.g.:
I'm using something like this and it worked fine, you can add any thing you want to the view
import UIKit
class CustomView: UIView {
// Only override draw() if you perform custom drawing.
// An empty implementation adversely affects performance during animation.
override func draw(_ rect: CGRect) {
// Drawing code
// Get Height and Width
let layerHeight = layer.frame.height
let layerWidth = layer.frame.width
// Create Path
let bezierPath = UIBezierPath()
// Points
let pointA = CGPoint(x: 0, y: 0)
let pointB = CGPoint(x: layerWidth, y: 0)
let pointC = CGPoint(x: layerWidth, y: layerHeight)
let pointD = CGPoint(x: 0, y: layerHeight*2/3)
// Draw the path
bezierPath.move(to: pointA)
bezierPath.addLine(to: pointB)
bezierPath.addLine(to: pointC)
bezierPath.addLine(to: pointD)
bezierPath.close()
// Mask to Path
let shapeLayer = CAShapeLayer()
shapeLayer.path = bezierPath.cgPath
layer.mask = shapeLayer
}
}
The following is a image for which the the code does not align the centre of the UIView , white color.
CAShapeLayer *layer = [CAShapeLayer layer];
layer.anchorPoint=CGPointMake(0.5, 0.5);
layer.path=[UIBezierPath bezierPathWithOvalInRect:CGRectMake(0, 0, 75.0, 75.0)].CGPath;
layer.fillColor =[UIColor redColor].CGColor;
[self.shapeView.layer addSublayer:layer];
anchorPoint is not for setting the position of CAShapeLayer, use position instead.
let layer = CAShapeLayer()
layer.borderColor = UIColor.blackColor().CGColor
layer.borderWidth = 100
layer.bounds = CGRectMake(0, 0, 50, 50)
layer.position = myView.center
layer.fillColor = UIColor.redColor().CGColor
view.layer.addSublayer(layer)
Edit
Sorry for such a rough answer before, the code above may not work as you want, here is the correct answer I just come out. A important thing to note is: How you draw the oval path did effect the position of your CAShapeLayer
let layer = CAShapeLayer()
myView.layer.addSublayer(layer)
layer.fillColor = UIColor.redColor().CGColor
layer.anchorPoint = CGPointMake(0.5, 0.5)
layer.position = CGPointMake(myView.layer.bounds.midX, myView.layer.bounds.midY)
layer.path = UIBezierPath(ovalInRect: CGRectMake(-75.0 / 2, -75.0 / 2, 75.0, 75.0)).CGPath
From Apple Document,
The oval path is created in a clockwise direction (relative to the default
coordinate system)
In other word, the oval path is drawn from the edge instead of the center, so you must take into accound the radius of the oval you are drawing. In your case, you need to do this:
layer.path = UIBezierPath(ovalInRect: CGRectMake(-75.0 / 2, -75.0 / 2, 75.0, 75.0)).CGPath
Now we ensure that the center of drawn path is equal to the center of CAShapeLayer. Then we can use position property to move the CAShapeLayer as we want. The image below could help you understand.
CAShapeLayer *layer = [CAShapeLayer layer];
layer.anchorPoint=CGPointMake(0.5, 0.5);
layer.path=[UIBezierPath bezierPathWithOvalInRect:CGRectMake((self.shapeView.frame.size.width/2)-37.5, (self.shapeView.frame.size.height/2)-37.5, 75.0, 75.0)].CGPath;
//37.5 means width & height divided by 2
layer.fillColor =[UIColor redColor].CGColor;
[self.shapeView.layer addSublayer:layer];
For those still have issue with centering this approach worked for me:
1- Set the shape layer frame equal to parent view frame.
shapeLayer.frame = view.frame
2- remove the shape layer position property.
// shapeLayer.position = CGPoint(x: ,y: )
3- set x and y value of your bezier path equal to zero.
UIBezierPath(ovalIn: CGRect(x: 0, y: 0, width: self.width, height:
self.height))
Only these should be enough, get rid of the rest.
======
If that didn't work, then try this one:
#IBDesignable class YourView: UIView {
private var shapeLayer: CAShapeLayer!
override func draw(_ rect: CGRect) {
self.shapeLayer = CAShapeLayer()
self.shapeLayer.path = bezierPath.cgPath
self.shapeLayer.fillColor = UIColor.blue.cgColor
let bezierPathHeight = self.bezierPath.cgPath.boundingBox.height
let bezierPathWidth = self.bezierPath.cgPath.boundingBox.width
self.shapeLayer.setAffineTransform(CGAffineTransform.init(translationX: self.bounds.width / bezierPathWidth, y: self.bounds.height / bezierPathHeight))
self.shapeLayer.setAffineTransform(CGAffineTransform.init(scaleX: self.bounds.width / bezierPathHeight, y: self.bounds.height / bezierPathHeight))
self.layer.addSublayer(self.shapeLayer)
}
I've encounter same case like this. The final resolution is shapeLayer.needsDisplayOnBoundsChange = true and update CAShapeLayer frame in layoutSubviews, CenteredAlignShapeView can adjust when using Auto Layout.
class CenteredAlignShapeView: UIView {
public let dot = CAShapeLayer()
init() {
super.init(frame: .zero)
dot.needsDisplayOnBoundsChange = true
layer.insertSublayer(dot, at: 0)
dot.fillColor = UIColor.red.cgColor
}
override func layoutSubviews() {
super.layoutSubviews()
dot.frame = bounds
let circlePath = UIBezierPath(arcCenter: CGPoint(x: bounds.width/2, y: bounds.height/2), radius: 4, startAngle: 0, endAngle: CGFloat.pi*2, clockwise: true)
dot.path = circlePath.cgPath
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
let block = UIView(frame: CGRectMake(cellWidth-25, cellHeight/2-8, 16, 16))
block.backgroundColor = UIColor(netHex: 0xff3b30)
block.layer.cornerRadius = 9
block.clipsToBounds = true
This is what I have right now, but it's obviously not the right way to do it.
What's the simplest way to do it?
Alert. This old answer is absolutely incorrect.
WARNING! This is an incorrect solution. layers are added infinitely in the drawRect method (every time the view is drawn). You should NEVER add layers in the drawRect method. Use layoutSubview instead.
You can draw a circle with this (Swift 3.0+):
let circlePath = UIBezierPath(arcCenter: CGPoint(x: 100, y: 100), radius: CGFloat(20), startAngle: CGFloat(0), endAngle: CGFloat(Double.pi * 2), clockwise: true)
let shapeLayer = CAShapeLayer()
shapeLayer.path = circlePath.cgPath
// Change the fill color
shapeLayer.fillColor = UIColor.clear.cgColor
// You can change the stroke color
shapeLayer.strokeColor = UIColor.red.cgColor
// You can change the line width
shapeLayer.lineWidth = 3.0
view.layer.addSublayer(shapeLayer)
With the code you have posted you are cropping the corners of the UIView, not adding a circle to the view.
Here's a full example of using that method:
/// A special UIView displayed as a ring of color
class Ring: UIView {
override func drawRect(rect: CGRect) {
drawRingFittingInsideView()
}
internal func drawRingFittingInsideView() -> () {
let halfSize:CGFloat = min( bounds.size.width/2, bounds.size.height/2)
let desiredLineWidth:CGFloat = 1 // your desired value
let circlePath = UIBezierPath(
arcCenter: CGPoint(x:halfSize,y:halfSize),
radius: CGFloat( halfSize - (desiredLineWidth/2) ),
startAngle: CGFloat(0),
endAngle:CGFloat(M_PI * 2),
clockwise: true)
let shapeLayer = CAShapeLayer()
shapeLayer.path = circlePath.CGPath
shapeLayer.fillColor = UIColor.clearColor().CGColor
shapeLayer.strokeColor = UIColor.redColor().CGColor
shapeLayer.lineWidth = desiredLineWidth
layer.addSublayer(shapeLayer)
}
}
Note, however there's an incredibly handy call:
let circlePath = UIBezierPath(ovalInRect: rect)
which does all the work of making the path. (Don't forget to inset it for the line thickness, which is also incredibly easy with CGRectInset.)
internal func drawRingFittingInsideView(rect: CGRect) {
let desiredLineWidth:CGFloat = 4 // Your desired value
let hw:CGFloat = desiredLineWidth/2
let circlePath = UIBezierPath(ovalInRect: CGRectInset(rect,hw,hw))
let shapeLayer = CAShapeLayer()
shapeLayer.path = circlePath.CGPath
shapeLayer.fillColor = UIColor.clearColor().CGColor
shapeLayer.strokeColor = UIColor.redColor().CGColor
shapeLayer.lineWidth = desiredLineWidth
layer.addSublayer(shapeLayer)
}
In practice these days in Swift, you would certainly use #IBDesignable and #IBInspectable. Using these you can actually see and change the rendering, in Storyboard!
As you can see, it actually adds new features to the Inspector on the Storyboard, which you can change on the Storyboard:
/// A dot with a border, which you can control completely in Storyboard
#IBDesignable class Dot: UIView {
#IBInspectable var mainColor: UIColor = UIColor.blueColor() {
didSet {
print("mainColor was set here")
}
}
#IBInspectable var ringColor: UIColor = UIColor.orangeColor() {
didSet {
print("bColor was set here")
}
}
#IBInspectable var ringThickness: CGFloat = 4 {
didSet {
print("ringThickness was set here")
}
}
#IBInspectable var isSelected: Bool = true
override func drawRect(rect: CGRect) {
let dotPath = UIBezierPath(ovalInRect:rect)
let shapeLayer = CAShapeLayer()
shapeLayer.path = dotPath.CGPath
shapeLayer.fillColor = mainColor.CGColor
layer.addSublayer(shapeLayer)
if (isSelected) {
drawRingFittingInsideView(rect)
}
}
internal func drawRingFittingInsideView(rect: CGRect) {
let hw:CGFloat = ringThickness/2
let circlePath = UIBezierPath(ovalInRect: CGRectInset(rect,hw,hw) )
let shapeLayer = CAShapeLayer()
shapeLayer.path = circlePath.CGPath
shapeLayer.fillColor = UIColor.clearColor().CGColor
shapeLayer.strokeColor = ringColor.CGColor
shapeLayer.lineWidth = ringThickness
layer.addSublayer(shapeLayer)
}
}
Finally, note that if you have a UIView (which is square, and which you set to say red in Storyboard) and you simply want to turn it in to a red circle, you can just do the following:
// Makes a UIView into a circular dot of color
class Dot: UIView {
override func layoutSubviews() {
layer.cornerRadius = bounds.size.width/2
}
}
Make a class UIView and assign it this code for a simple circle
import UIKit
#IBDesignable
class DRAW: UIView {
override func draw(_ rect: CGRect) {
var path = UIBezierPath()
path = UIBezierPath(ovalIn: CGRect(x: 50, y: 50, width: 100, height: 100))
UIColor.yellow.setStroke()
UIColor.red.setFill()
path.lineWidth = 5
path.stroke()
path.fill()
}
}
If you want to use a UIView to draw it, then you need to make the radius / of the height or width.
so just change:
block.layer.cornerRadius = 9
to:
block.layer.cornerRadius = block.frame.width / 2
You'll need to make the height and width the same however. If you'd like to use coregraphics, then you'll want to do something like this:
CGContextRef ctx= UIGraphicsGetCurrentContext();
CGRect bounds = [self bounds];
CGPoint center;
center.x = bounds.origin.x + bounds.size.width / 2.0;
center.y = bounds.origin.y + bounds.size.height / 2.0;
CGContextSaveGState(ctx);
CGContextSetLineWidth(ctx,5);
CGContextSetRGBStrokeColor(ctx,0.8,0.8,0.8,1.0);
CGContextAddArc(ctx,locationOfTouch.x,locationOfTouch.y,30,0.0,M_PI*2,YES);
CGContextStrokePath(ctx);
Here is my version using Swift 5 and Core Graphics.
I have created a class to draw two circles. The first circle is created using addEllipse(). It puts the ellipse into a square, thus creating a circle. I find it surprising that there is no function addCircle(). The second circle is created using addArc() of 2pi radians
import UIKit
#IBDesignable
class DrawCircles: UIView {
override init(frame: CGRect) {
super.init(frame: frame)
}
required public init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
override func draw(_ rect: CGRect) {
guard let context = UIGraphicsGetCurrentContext() else {
print("could not get graphics context")
return
}
context.setLineWidth(2)
context.setStrokeColor(UIColor.blue.cgColor)
context.addEllipse(in: CGRect(x: 30, y: 30, width: 50.0, height: 50.0))
context.strokePath()
context.setStrokeColor(UIColor.red.cgColor)
context.beginPath() // this prevents a straight line being drawn from the current point to the arc
context.addArc(center: CGPoint(x:100, y: 100), radius: 20, startAngle: 0, endAngle: 2.0*CGFloat.pi, clockwise: false)
context.strokePath()
}
}
in your ViewController's didViewLoad() add the following:
let myView = DrawCircles(frame: CGRect(x: 50, y: 50, width: 300, height: 300))
self.view.addSubview(myView)
When it runs it should look like this. I hope you like my solution!
Swift 4 version of accepted answer:
#IBDesignable
class CircledDotView: UIView {
#IBInspectable var mainColor: UIColor = .white {
didSet { print("mainColor was set here") }
}
#IBInspectable var ringColor: UIColor = .black {
didSet { print("bColor was set here") }
}
#IBInspectable var ringThickness: CGFloat = 4 {
didSet { print("ringThickness was set here") }
}
#IBInspectable var isSelected: Bool = true
override func draw(_ rect: CGRect) {
let dotPath = UIBezierPath(ovalIn: rect)
let shapeLayer = CAShapeLayer()
shapeLayer.path = dotPath.cgPath
shapeLayer.fillColor = mainColor.cgColor
layer.addSublayer(shapeLayer)
if (isSelected) {
drawRingFittingInsideView(rect: rect)
}
}
internal func drawRingFittingInsideView(rect: CGRect) {
let hw: CGFloat = ringThickness / 2
let circlePath = UIBezierPath(ovalIn: rect.insetBy(dx: hw, dy: hw))
let shapeLayer = CAShapeLayer()
shapeLayer.path = circlePath.cgPath
shapeLayer.fillColor = UIColor.clear.cgColor
shapeLayer.strokeColor = ringColor.cgColor
shapeLayer.lineWidth = ringThickness
layer.addSublayer(shapeLayer)
}
}
Updating #Dario's code approach for Xcode 8.2.2, Swift 3.x. Noting that in storyboard, set the Background color to "clear" to avoid a black background in the square UIView:
import UIKit
#IBDesignable
class Dot:UIView
{
#IBInspectable var mainColor: UIColor = UIColor.clear
{
didSet { print("mainColor was set here") }
}
#IBInspectable var ringColor: UIColor = UIColor.clear
{
didSet { print("bColor was set here") }
}
#IBInspectable var ringThickness: CGFloat = 4
{
didSet { print("ringThickness was set here") }
}
#IBInspectable var isSelected: Bool = true
override func draw(_ rect: CGRect)
{
let dotPath = UIBezierPath(ovalIn: rect)
let shapeLayer = CAShapeLayer()
shapeLayer.path = dotPath.cgPath
shapeLayer.fillColor = mainColor.cgColor
layer.addSublayer(shapeLayer)
if (isSelected) { drawRingFittingInsideView(rect: rect) }
}
internal func drawRingFittingInsideView(rect: CGRect)->()
{
let hw:CGFloat = ringThickness/2
let circlePath = UIBezierPath(ovalIn: rect.insetBy(dx: hw,dy: hw) )
let shapeLayer = CAShapeLayer()
shapeLayer.path = circlePath.cgPath
shapeLayer.fillColor = UIColor.clear.cgColor
shapeLayer.strokeColor = ringColor.cgColor
shapeLayer.lineWidth = ringThickness
layer.addSublayer(shapeLayer)
}
}
And if you want to control the start and end angles:
import UIKit
#IBDesignable
class Dot:UIView
{
#IBInspectable var mainColor: UIColor = UIColor.clear
{
didSet { print("mainColor was set here") }
}
#IBInspectable var ringColor: UIColor = UIColor.clear
{
didSet { print("bColor was set here") }
}
#IBInspectable var ringThickness: CGFloat = 4
{
didSet { print("ringThickness was set here") }
}
#IBInspectable var isSelected: Bool = true
override func draw(_ rect: CGRect)
{
let dotPath = UIBezierPath(ovalIn: rect)
let shapeLayer = CAShapeLayer()
shapeLayer.path = dotPath.cgPath
shapeLayer.fillColor = mainColor.cgColor
layer.addSublayer(shapeLayer)
if (isSelected) { drawRingFittingInsideView(rect: rect) }
}
internal func drawRingFittingInsideView(rect: CGRect)->()
{
let halfSize:CGFloat = min( bounds.size.width/2, bounds.size.height/2)
let desiredLineWidth:CGFloat = ringThickness // your desired value
let circlePath = UIBezierPath(
arcCenter: CGPoint(x: halfSize, y: halfSize),
radius: CGFloat( halfSize - (desiredLineWidth/2) ),
startAngle: CGFloat(0),
endAngle:CGFloat(Double.pi),
clockwise: true)
let shapeLayer = CAShapeLayer()
shapeLayer.path = circlePath.cgPath
shapeLayer.fillColor = UIColor.clear.cgColor
shapeLayer.strokeColor = ringColor.cgColor
shapeLayer.lineWidth = ringThickness
layer.addSublayer(shapeLayer)
}
}
A much easier and resource friendly approach would be.
import UIKit
#IBDesignable
class CircleDrawView: UIView {
#IBInspectable var borderColor: UIColor = UIColor.red;
#IBInspectable var borderSize: CGFloat = 4
override func draw(_ rect: CGRect)
{
layer.borderColor = borderColor.cgColor
layer.borderWidth = borderSize
layer.cornerRadius = self.frame.height/2
}
}
With Border Color and Border Size and the default Background property you can define the appearance of the circle.
Please note, to draw a circle the view's height and width have to be equal in size.
The code is working for Swift >= 4 and Xcode >= 9.
I find Core Graphics to be pretty simple for Swift 3:
if let cgcontext = UIGraphicsGetCurrentContext() {
cgcontext.strokeEllipse(in: CGRect(x: center.x-diameter/2, y: center.y-diameter/2, width: diameter, height: diameter))
}
A simple function drawing a circle on the middle of your window frame, using a multiplicator percentage
/// CGFloat is a multiplicator from self.view.frame.width
func drawCircle(withMultiplicator coefficient: CGFloat) {
let radius = self.view.frame.width / 2 * coefficient
let circlePath = UIBezierPath(arcCenter: self.view.center, radius: radius, startAngle: CGFloat(0), endAngle:CGFloat(Double.pi * 2), clockwise: true)
let shapeLayer = CAShapeLayer()
shapeLayer.path = circlePath.cgPath
//change the fill color
shapeLayer.fillColor = UIColor.clear.cgColor
shapeLayer.strokeColor = UIColor.darkGray.cgColor
shapeLayer.lineWidth = 2.0
view.layer.addSublayer(shapeLayer)
}
Add in view did load
//Circle Points
var CircleLayer = CAShapeLayer()
let center = CGPoint (x: myCircleView.frame.size.width / 2, y: myCircleView.frame.size.height / 2)
let circleRadius = myCircleView.frame.size.width / 2
let circlePath = UIBezierPath(arcCenter: center, radius: circleRadius, startAngle: CGFloat(M_PI), endAngle: CGFloat(M_PI * 4), clockwise: true)
CircleLayer.path = circlePath.cgPath
CircleLayer.strokeColor = UIColor.red.cgColor
CircleLayer.fillColor = UIColor.blue.cgColor
CircleLayer.lineWidth = 8
CircleLayer.strokeStart = 0
CircleLayer.strokeEnd = 1
Self.View.layer.addSublayer(CircleLayer)
2022, General example of how to actually draw using draw in a UIView.
It's not so easy to properly use UIView#draw.
General beginner tips, you can only draw inside a UIView, it is meaningless otherwise. Further, you can only use the draw commands (.fillEllipse etc) inside the draw call of a UIView.
You almost certainly want to set the intrinsic content size properly. It's important to fully understand how to use this on consumers views, in the two possible situations (a) you are using constraints (b) you are positioning the view by hand in layoutSubviews inside another view.
A huge gotchya is that you cannot draw outside the frame, no matter what. In contrast if you just use lazy vars with a layer to draw a shape (whether dot, circle, etc) it's no problem if you go outside the nominal frame (indeed you often just make the frame size zero so that everything centers easily in your consumer code). But once you start using draw you MUST be inside the frame. This is often confusing as in some cases you "don't know how big your drawing is going to be" until you draw it.
A huge gotchya is, when you are drawing either circles or edges, beginner programmers accidentally cut off half the thickness of that line, due to the fact that draw absolutely can't draw outside the frame. You have to inset the circle or rectangle, by, half the width of the line thickness.
Some code with correct 2022 syntax:
import UIKit
class ExampleDot: UIIView {
// setup ..
// clipsToBounds = false BUT SEE NOTES
// backgroundColor = .clear
override var intrinsicContentSize: CGSize {
return CGSize(width: 40, height: 40)
}
override func draw(_ rect: CGRect) {
guard let ctx = UIGraphicsGetCurrentContext() else { return }
// example of a dot
ctx.setFillColor(UIColor.black.cgColor)
ctx.fillEllipse(in: CGRect(x: 0, y: 0, width: 40, height: 40))
// example of a round circle BUT SEE NOTES
ctx.setStrokeColor(UIColor.systemYellow.cgColor)
ctx.setLineWidth(2)
ctx.strokeEllipse(in: CGRect(x: 1, y: 1, width: 40 - 4, height: 40 - 4))
// example of a smaller inner dot
ctx.setFillColor(UIColor.white.cgColor)
ctx.fillEllipse(in: CGRect(x: 10, y: 10, width: 20, height: 20))
}
}