How can i create curve UIView/UIImageView not with animation? - ios

How can i create an uiview which looks like this and also its subview get the same effect.
After searching in web i found it can be done by CALayer, but i do not have enough knowledge on this . Please help me. Thanks in advance.

Upto my levels and my understanding I have done some coding that may helpful to you..
If not please ignore it..
1st Create a custom View from new file
Next, we need to change the class of the ViewController's view property from UIView to our CustomView class. Open MainStoryboard.storyboard and in the document outline click on View icon. Then, open the identity inspector (option+command+3) and change to class name to CustomView.
then add this code in custom View
- (void)drawRect:(CGRect)rect
{
// Drawing code
UIImage *imageRecipe =[UIImage imageNamed:#"statement_card_1.png"];
UIImageView *imgView = [[UIImageView alloc]initWithFrame:CGRectMake(0 ,0 ,290, 200)];
imgView.image = imageRecipe;
[self addSubview:imgView];
CGPoint secondPoint = CGPointZero;
CGPoint point1 = CGPointZero;
CGPoint initial = CGPointZero;
UIBezierPath *aPath = [UIBezierPath bezierPath];
initial = CGPointMake(30, 60);
[aPath moveToPoint:initial];
CGPoint point = CGPointMake(290, 60);
CGPoint centerPoint = CGPointMake(point.x/2, -10);
[aPath addQuadCurveToPoint:point controlPoint:centerPoint];
secondPoint = CGPathGetCurrentPoint(aPath.CGPath);
[aPath addLineToPoint:CGPointMake(secondPoint.x, 200.0)];
point1 = CGPathGetCurrentPoint(aPath.CGPath);
CGPoint p = CGPointMake(initial.x,point1.y);
CGPoint cp = CGPointMake(point1.x/2 ,point1.y/2 + 30);
[aPath addQuadCurveToPoint:p controlPoint:cp];
[aPath addLineToPoint:CGPointMake(initial.x, secondPoint.y)];
[aPath closePath];
[aPath stroke];
CAShapeLayer *maskLayer = [CAShapeLayer layer];
maskLayer.frame = imgView.bounds;
maskLayer.path = aPath.CGPath;
imgView.layer.mask = maskLayer;
}

won't happen without OpenGL or some other engine. you can't morph a CALayer that way. The basic idea of a layer is that it is a plane.
maybe fake it with an image and some rotated views or something?

Related

How to make a transparent cut on UIVisualEffectView?

In my app , I made a see through UIView by subclassing simple UIView's. However, If I try to do the same using UIVisualEffectView, I am not able to do it.
Here is what I am able to do using normal UIView:
When I use the UIVisualEffectView in place of green UIView,I cannot see the see through UIView , even though see through UIView is added to the UIVisualEffectView as subview.
Code:
- (void)drawRect:(CGRect)rect { //this is same for the UIVIew and for the UIVisualEffectView
[super drawRect:rect];
CGContextRef context = UIGraphicsGetCurrentContext();
// Clear any existing drawing on this view
// Remove this if the hole never changes on redraws of the UIView
CGContextClearRect(context, self.bounds);
// Create a path around the entire view
UIBezierPath *clipPath = [UIBezierPath bezierPathWithRect:self.bounds];
// Your transparent window. This is for reference, but set this either as a property of the class or some other way
CGRect transparentFrame;
// Add the transparent window
UIBezierPath *path = [UIBezierPath bezierPathWithRoundedRect:transparentFrame cornerRadius:5.0f];
[clipPath appendPath:path];
// NOTE: If you want to add more holes, simply create another UIBezierPath and call [clipPath appendPath:anotherPath];
// This sets the algorithm used to determine what gets filled and what doesn't
clipPath.usesEvenOddFillRule = YES;
// Add the clipping to the graphics context
[clipPath addClip];
// set your color
UIColor *tintColor = [UIColor greenColor];
// (optional) set transparency alpha
CGContextSetAlpha(context, 0.7f);
// tell the color to be a fill color
[tintColor setFill];
// fill the path
[clipPath fill];
}
Question: Why this didn't work with UIVisualEffectView ?
Add following global variables in your ViewController.h file-
CAShapeLayer *fillLayer;
UIVisualEffectView *overlayView;
Add following methods in your ViewController.m file-
-(void)addOverlay:(CGRect)rect{
float x = rect.origin.x;
float y = rect.origin.y;
UIBezierPath *path = [UIBezierPath bezierPathWithRoundedRect:CGRectMake(0, 0, self.view.bounds.size.width, self.view.bounds.size.height) cornerRadius:0];
UIBezierPath *circlePath = [UIBezierPath bezierPathWithRoundedRect:CGRectMake(x, y, rect.size.width, rect.size.height) cornerRadius:5];
[path appendPath:circlePath];
[path setUsesEvenOddFillRule:YES];
[self removeOverlay];
overlayView = [[UIVisualEffectView alloc] initWithFrame:CGRectMake(0, 0, self.view.bounds.size.width, self.view.bounds.size.height+64)];
overlayView.backgroundColor = [UIColor clearColor];
[self.view addSubview:overlayView];
fillLayer = [CAShapeLayer layer];
fillLayer.path = path.CGPath;
fillLayer.fillRule = kCAFillRuleEvenOdd;
fillLayer.fillColor = [UIColor colorWithRed:78/255.0 green:103/255.0 blue:135/255.0 alpha:1.0].CGColor;
fillLayer.opacity = 0.85;
[[UIApplication sharedApplication].keyWindow.layer addSublayer:fillLayer];
}
-(void)removeOverlay{
[overlayView removeFromSuperview];
[fillLayer removeFromSuperlayer];
}
and call it as -
[self addOverlay:rect];

BezierPath and masking

I want to set up UIBezierPath as mask into my view:
The goal is something like this:
So i draw the View with frame:
CGFloat round = 80;
UIView *myView = [[UIView alloc] initWithFrame:CGRectMake(self.frame.size.width/2-105, 0, 210, 60+round)];
myView.backgroundColor = [UIColor redColor];
And then try to add BezierMask:
UIBezierPath *aPath = [UIBezierPath bezierPath];
CGSize viewSize = CGSizeMake(myView.frame.size.width, myView.frame.size.height); //(210,80)
CGPoint startPoint = CGPointMake(myView.frame.origin.x,myView.frame.origin.y); //(279,0)
[aPath moveToPoint:startPoint]; //(279,0)
[aPath addLineToPoint:CGPointMake(startPoint.x+viewSize.width,startPoint.y)]; //(489,0)
[aPath addLineToPoint:CGPointMake(startPoint.x+viewSize.width,startPoint.y+viewSize.height-round)]; //(489,60)
[aPath addQuadCurveToPoint:CGPointMake(startPoint.x,startPoint.y+viewSize.height-round) controlPoint:CGPointMake(startPoint.x+(viewSize.width/2),80)]; //(279,60) : (384,80)
[aPath closePath];
CAShapeLayer *layer = [CAShapeLayer layer];
layer.frame = myView.bounds;
layer.path = aPath.CGPath;
myView.layer.mask = layer;
[self addSubview:myView];
But my view is disappearing after that. Why?
I guess you are using improper coordinations for your mask layer. Your mask layer must be positioned within the view which it masks, not in the view's superview.
Try these changes:
CGSize viewSize = myView.bounds.size;
CGPoint startPoint = CGPointZero;
Your code with those little modifications works OK for me.

How to Get the reverse path of a UIBezierPath

self.myPath=[UIBezierPath bezierPathWithArcCenter:center
radius:200
startAngle:0
endAngle:180
clockwise:YES];
(This much I was able to get up running with some web searching).
I have this path. Now I want to fill the reverse of this path, so leaving this portion and filling everything else. How can I finish the coding? I don't have much info on this.
The problem
The area it is showing after using Cemal Answer previously it only showed a circle with red stroke.
Edit
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
self.backgroundColor = [UIColor whiteColor];
self.punchedOutPath =
[UIBezierPath bezierPathWithOvalInRect:CGRectMake(50, 50, 400, 400)];
self.fillColor = [UIColor redColor];
self.alpha = 0.8;
}
return self;
}
- (void)drawRect:(CGRect)rect
{
[[self fillColor] set];
UIRectFill(rect);
CGContextRef ctx = UIGraphicsGetCurrentContext();
CGContextSetBlendMode(ctx, kCGBlendModeDestinationOut);
[[self punchedOutPath] fill];
CGContextSetBlendMode(ctx, kCGBlendModeNormal);
}
Use bezierPathByReversingPath. From the docs (iOS 6.0+ only):
Creates and returns a new bezier path object with the reversed contents of the current path.
so to reverse your path, you'd just:
UIBezierPath* aPath = [UIBezierPath bezierPathWithArcCenter:center
radius:200
startAngle:0
endAngle:180
clockwise:YES];
self.myPath = [aPath bezierPathByReversingPath];
Here's an alternative that doesn't require reversing the path at all.
You have a portion of a view you essentially want to "clip out":
Let's say you want the white area to be [UIColor whiteColor] with 75% alpha. Here's how you do it quickly:
You create a new UIView subclass.
This view has two properties:
#property (retain) UIColor *fillColor;
#property (retain) UIBezierPath *punchedOutPath;
You override its -drawRect: method to do this:
- (void)drawRect:(CGRect)rect {
[[self fillColor] set];
UIRectFill(rect);
CGContextRef ctx = UIGraphicsGetCurrentContext();
CGContextSetBlendMode(ctx, kCGBlendModeDestinationOut);
[[self punchedOutPath] fill];
CGContextSetBlendMode(ctx, kCGBlendModeNormal);
}
There's a caveat here: The fillColor of the view must not include the alpha component. So in your case, you'd want that to just be [UIColor whiteColor]. You then apply the alpha bit yourself by calling [myView setAlpha:0.75].
What's going on here: This is using a blend mode called "Destination Out". Mathematically it's defined as R = D*(1 - Sa), but in layman's terms it means "Destination image wherever destination image is opaque but source image is transparent, and transparent elsewhere."
So it's going to use the destination (i.e., what's already in the context) wherever the new stuff is transparent (i.e. outside of the bezier path), and then where the bezier path would be opaque, that stuff is going to become transparent. However, the destination stuff must already be opaque. If it's not opaque, the blending doesn't do what you want. This is why you have to provide an opaque UIColor and then do any transparency you want with the view directly.
I ran this myself, with these circumstances:
the window has a [UIColor greenColor] background
the fillColor is white
the punchedOutPath is a oval that's inset 10 points from the edges of the view.
the view has an alpha of 0.75
With the code above, I get this:
The interior is pure green, and the outside has the semi-transparent overlay.
Update
If your covering is an image, then you'll need to create a new image. But the principle is the same:
UIImage* ImageByPunchingPathOutOfImage(UIImage *image, UIBezierPath *path) {
UIGraphicsBeginImageContextWithOptions([image size], YES, [image scale]);
[image drawAtPoint:CGPointZero];
CGContextRef ctx = UIGraphicsGetCurrentContext();
CGContextSetBlendMode(ctx, kCGBlendModeDestinationOut);
[path fill];
UIImage *final = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return final;
}
You would then take the result of this function and put it into a UIImageView.
You can put this into a single screen app into the view controller: It will make a yellow background view and a blue layer on top of it that has an oval region cut out by a mask.
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
// create a yellow background
UIView *bg = [[UIView alloc] initWithFrame:self.view.bounds];
bg.backgroundColor = [UIColor yellowColor];
[self.view addSubview:bg];
// create the mask that will be applied to the layer on top of the
// yellow background
CAShapeLayer *maskLayer = [CAShapeLayer layer];
maskLayer.fillRule = kCAFillRuleEvenOdd;
maskLayer.frame = self.view.frame;
// create the paths that define the mask
UIBezierPath *maskLayerPath = [UIBezierPath bezierPath];
[maskLayerPath appendPath:[UIBezierPath bezierPathWithRect:CGRectInset(self.view.bounds, 20, 20)]];
// here you can play around with paths :)
// [maskLayerPath appendPath:[UIBezierPath bezierPathWithOvalInRect:(CGRect){{80, 80}, {140, 190}}]];
[maskLayerPath appendPath:[UIBezierPath bezierPathWithOvalInRect:(CGRect){{100, 100}, {100, 150}}]];
maskLayer.path = maskLayerPath.CGPath;
// create the layer on top of the yellow background
CALayer *imageLayer = [CALayer layer];
imageLayer.frame = self.view.layer.bounds;
imageLayer.backgroundColor = [[UIColor blueColor] CGColor];
// apply the mask to the layer
imageLayer.mask = maskLayer;
[self.view.layer addSublayer:imageLayer];
}
this might answer this question as well: UIBezierPath Subtract Path
I have two solution for you.
Draw this path on a CALayer. And use that CALayer as a mask layer for you actual CALayer.
Draw a rectangle with the sizes of you frame before adding arc.
UIBezierPath *path = [UIBezierPath bezierPathWithRect:view.frame];
[path addArcWithCenter:center
radius:200
startAngle:0
endAngle:2*M_PI
clockwise:YES];
I would use second solution. :)

UIBezierPath and applytransform

I am trying to implement a custom UIView which is basically a pie menu (something like a cake divided into slices).
For that I am trying to draw a circle and a series of lines from the center, like the rays in a chart's wheel.
I have successfully drawn the circle and and I would now like to draw the lines dividing the circle in slices.
This is what I have so far:
-(void)drawRect:(CGRect)rect{
[[UIColor blackColor] setStroke];
CGContextRef ctx = UIGraphicsGetCurrentContext();
CGFloat minDim = (rect.size.width < rect.size.height) ? rect.size.width : rect.size.height;
CGRect circleRect = CGRectMake(0, rect.size.height/2-minDim/2, minDim, minDim);
CGContextAddEllipseInRect(ctx, circleRect);
CGContextSetFillColor(ctx, CGColorGetComponents([[UIColor yellowColor] CGColor]));
CGContextFillPath(ctx);
CGPoint start = CGPointMake(0, rect.size.height/2);
CGPoint end = CGPointMake(rect.size.width, rect.size.height/2);
for (int i = 0; i < MaxSlices(6); i++){
CGFloat degrees = 1.0*i*(180/MaxSlices(6));
CGAffineTransform rot = CGAffineTransformMakeRotation(degreesToRadians(degrees));
UIBezierPath *path = [self pathFrom:start to:end];
[path applyTransform:rot];
}
}
- (UIBezierPath *) pathFrom:(CGPoint) start to:(CGPoint) end{
UIBezierPath* aPath = [UIBezierPath bezierPath];
aPath.lineWidth = 5;
[aPath moveToPoint:start];
[aPath addLineToPoint:end];
[aPath closePath];
[aPath stroke];
return aPath;
}
The problem is that applyTransform on the path doesn't seem to do anything. The first path gest drawn correctly the and the following ones are unaffected by the rotation. Basically what I see is just one path. Check the screen shot here http://img837.imageshack.us/img837/9757/iossimulatorscreenshotf.png
Thank you for your help!
You're drawing the path (with stroke) before you transform it. A path is just a mathematical representation. It isn't the line "on the screen." You can't move what you've already drawn by modifying the data about it.
Just move the [aPath stroke] out of pathFrom:to: and put it after the applyTransform:.

Round two corners in UIView

A little while ago I posted a question about rounding just two corners of a view, and got a great response, but am having problems implementing it. Here is my drawRect: method:
- (void)drawRect:(CGRect)rect {
//[super drawRect:rect]; <------Should I uncomment this?
int radius = 5;
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextBeginPath(context);
CGContextAddArc(context, rect.origin.x + radius, rect.origin.y + rect.size.height - radius, radius, M_PI, M_PI / 2, 1);
CGContextAddArc(context, rect.origin.x + rect.size.width - radius, rect.origin.y + rect.size.height - radius, radius, M_PI / 2, 0.0f, 1);
CGContextClosePath(context);
CGContextClip(context);
}
The method is being called, but doesn't seem to affect the outcome of the view. Any ideas why?
CACornerMask introduced in iOS 11, which help to define topleft, topright, bottomleft, bottom right in view layer. Below is example to use.
Here I try to rounded only two top corner:
myView.clipsToBounds = true
myView.layer.cornerRadius = 10
myView.layer.maskedCorners = [.layerMinXMinYCorner,.layerMaxXMinYCorner]
FYI Ref:
as far as I know, if you also need to mask the subviews, you could use CALayer masking. There are 2 ways to do this. The first one is a bit more elegant, the second one is a workaround :-) but it's also fast. Both are based on CALayer masking. I've used both methods in a couple of projects last year then I hope you can find something useful.
Solution 1
First of all, I created this function to generate an image mask on the fly (UIImage) with the rounded corner I need. This function essentially needs 5 parameters: the bounds of the image and 4 corner radius (top-left, top-right, bottom-left and bottom-right).
static inline UIImage* MTDContextCreateRoundedMask( CGRect rect, CGFloat radius_tl, CGFloat radius_tr, CGFloat radius_bl, CGFloat radius_br ) {
CGContextRef context;
CGColorSpaceRef colorSpace;
colorSpace = CGColorSpaceCreateDeviceRGB();
// create a bitmap graphics context the size of the image
context = CGBitmapContextCreate( NULL, rect.size.width, rect.size.height, 8, 0, colorSpace, kCGImageAlphaPremultipliedLast );
// free the rgb colorspace
CGColorSpaceRelease(colorSpace);
if ( context == NULL ) {
return NULL;
}
// cerate mask
CGFloat minx = CGRectGetMinX( rect ), midx = CGRectGetMidX( rect ), maxx = CGRectGetMaxX( rect );
CGFloat miny = CGRectGetMinY( rect ), midy = CGRectGetMidY( rect ), maxy = CGRectGetMaxY( rect );
CGContextBeginPath( context );
CGContextSetGrayFillColor( context, 1.0, 0.0 );
CGContextAddRect( context, rect );
CGContextClosePath( context );
CGContextDrawPath( context, kCGPathFill );
CGContextSetGrayFillColor( context, 1.0, 1.0 );
CGContextBeginPath( context );
CGContextMoveToPoint( context, minx, midy );
CGContextAddArcToPoint( context, minx, miny, midx, miny, radius_bl );
CGContextAddArcToPoint( context, maxx, miny, maxx, midy, radius_br );
CGContextAddArcToPoint( context, maxx, maxy, midx, maxy, radius_tr );
CGContextAddArcToPoint( context, minx, maxy, minx, midy, radius_tl );
CGContextClosePath( context );
CGContextDrawPath( context, kCGPathFill );
// Create CGImageRef of the main view bitmap content, and then
// release that bitmap context
CGImageRef bitmapContext = CGBitmapContextCreateImage( context );
CGContextRelease( context );
// convert the finished resized image to a UIImage
UIImage *theImage = [UIImage imageWithCGImage:bitmapContext];
// image is retained by the property setting above, so we can
// release the original
CGImageRelease(bitmapContext);
// return the image
return theImage;
}
Now you just need few lines of code. I put stuff in my viewController viewDidLoad method because it's faster but you can use it also in your custom UIView with the layoutSubviews method in example.
- (void)viewDidLoad {
// Create the mask image you need calling the previous function
UIImage *mask = MTDContextCreateRoundedMask( self.view.bounds, 50.0, 50.0, 0.0, 0.0 );
// Create a new layer that will work as a mask
CALayer *layerMask = [CALayer layer];
layerMask.frame = self.view.bounds;
// Put the mask image as content of the layer
layerMask.contents = (id)mask.CGImage;
// set the mask layer as mask of the view layer
self.view.layer.mask = layerMask;
// Add a backaground color just to check if it works
self.view.backgroundColor = [UIColor redColor];
// Add a test view to verify the correct mask clipping
UIView *testView = [[UIView alloc] initWithFrame:CGRectMake( 0.0, 0.0, 50.0, 50.0 )];
testView.backgroundColor = [UIColor blueColor];
[self.view addSubview:testView];
[testView release];
[super viewDidLoad];
}
Solution 2
This solution is a bit more "dirty". Essentially you could create a mask layer with the rounded corner you need (all corners). Then you should increase the height of the mask layer by the value of the corner radius. In this way the bottom rounded corners are hidden and you can only see the upper rounded corner. I put the code just in the viewDidLoad method because it's faster but you can use it also in your custom UIView with the layoutSubviews method in example.
- (void)viewDidLoad {
// set the radius
CGFloat radius = 50.0;
// set the mask frame, and increase the height by the
// corner radius to hide bottom corners
CGRect maskFrame = self.view.bounds;
maskFrame.size.height += radius;
// create the mask layer
CALayer *maskLayer = [CALayer layer];
maskLayer.cornerRadius = radius;
maskLayer.backgroundColor = [UIColor blackColor].CGColor;
maskLayer.frame = maskFrame;
// set the mask
self.view.layer.mask = maskLayer;
// Add a backaground color just to check if it works
self.view.backgroundColor = [UIColor redColor];
// Add a test view to verify the correct mask clipping
UIView *testView = [[UIView alloc] initWithFrame:CGRectMake( 0.0, 0.0, 50.0, 50.0 )];
testView.backgroundColor = [UIColor blueColor];
[self.view addSubview:testView];
[testView release];
[super viewDidLoad];
}
Hope this helps. Ciao!
Combing through the few answers & comments, I found out that using UIBezierPath bezierPathWithRoundedRect and CAShapeLayer the simplest and most straight forward way. It might not be appropriate for very complex cases, but for occasional rounding of corners, it works fast and smoothly for me.
I had created a simplified helper that sets the appropriate corner in the mask:
-(void) setMaskTo:(UIView*)view byRoundingCorners:(UIRectCorner)corners
{
UIBezierPath* rounded = [UIBezierPath bezierPathWithRoundedRect:view.bounds byRoundingCorners:corners cornerRadii:CGSizeMake(10.0, 10.0)];
CAShapeLayer* shape = [[CAShapeLayer alloc] init];
[shape setPath:rounded.CGPath];
view.layer.mask = shape;
}
To use it, simply call with the appropriate UIRectCorner enum, e.g.:
[self setMaskTo:self.photoView byRoundingCorners:UIRectCornerTopLeft|UIRectCornerBottomLeft];
Please note that for me, I use it to round corners of photos in a grouped UITableViewCell, the 10.0 radius works fine for me, if need to just change the value as appropriate.
EDIT: just notice a previously answered very similarly as this one (link). You can still use this answer as a added convenience function if needed.
EDIT: Same code as UIView extension in Swift 3
extension UIView {
func maskByRoundingCorners(_ masks:UIRectCorner, withRadii radii:CGSize = CGSize(width: 10, height: 10)) {
let rounded = UIBezierPath(roundedRect: self.bounds, byRoundingCorners: masks, cornerRadii: radii)
let shape = CAShapeLayer()
shape.path = rounded.cgPath
self.layer.mask = shape
}
}
To use it, simple call maskByRoundingCorner on any UIView:
view.maskByRoundingCorners([.topLeft, .bottomLeft])
I couldn't fit this all in a comment to #lomanf's answer. So I'm adding it as an answer.
Like #lomanf said, you need to add a layer mask to prevent sublayers from drawing outside of your path's bounds. It's a lot easier to do now, though. As long as you're targeting iOS 3.2 or higher, you don't need to create an image with quartz and set it as the mask. You can simply create a CAShapeLayer with a UIBezierPath and use that as the mask.
Also, when using layer masks, make sure that the layer you're masking is not part of any layer hierarchy when you add the mask. Otherwise the behavior is undefined. If your view is already in the hierarchy, you need to remove it from its superview, mask it, then put it back where it was.
CAShapeLayer *maskLayer = [CAShapeLayer layer];
UIBezierPath *roundedPath =
[UIBezierPath bezierPathWithRoundedRect:maskLayer.bounds
byRoundingCorners:UIRectCornerTopLeft |
UIRectCornerBottomRight
cornerRadii:CGSizeMake(16.f, 16.f)];
maskLayer.fillColor = [[UIColor whiteColor] CGColor];
maskLayer.backgroundColor = [[UIColor clearColor] CGColor];
maskLayer.path = [roundedPath CGPath];
//Don't add masks to layers already in the hierarchy!
UIView *superview = [self.view superview];
[self.view removeFromSuperview];
self.view.layer.mask = maskLayer;
[superview addSubview:self.view];
Due to the way Core Animation rendering works, masking is a relatively slow operation. Each mask requires an extra rendering pass. So use masks sparingly.
One of the best parts of this approach is that you no longer need to create a custom UIView and override drawRect:. This should make your code simpler, and maybe even faster.
I've taken Nathan's example and created a category on UIView to allow one to adhere to DRY principles. Without further ado:
UIView+Roundify.h
#import <UIKit/UIKit.h>
#interface UIView (Roundify)
-(void)addRoundedCorners:(UIRectCorner)corners withRadii:(CGSize)radii;
-(CALayer*)maskForRoundedCorners:(UIRectCorner)corners withRadii:(CGSize)radii;
#end
UIView+Roundify.m
#import "UIView+Roundify.h"
#implementation UIView (Roundify)
-(void)addRoundedCorners:(UIRectCorner)corners withRadii:(CGSize)radii {
CALayer *tMaskLayer = [self maskForRoundedCorners:corners withRadii:radii];
self.layer.mask = tMaskLayer;
}
-(CALayer*)maskForRoundedCorners:(UIRectCorner)corners withRadii:(CGSize)radii {
CAShapeLayer *maskLayer = [CAShapeLayer layer];
maskLayer.frame = self.bounds;
UIBezierPath *roundedPath = [UIBezierPath bezierPathWithRoundedRect:
maskLayer.bounds byRoundingCorners:corners cornerRadii:radii];
maskLayer.fillColor = [[UIColor whiteColor] CGColor];
maskLayer.backgroundColor = [[UIColor clearColor] CGColor];
maskLayer.path = [roundedPath CGPath];
return maskLayer;
}
#end
To call:
[myView addRoundedCorners:UIRectCornerBottomLeft | UIRectCornerBottomRight
withRadii:CGSizeMake(20.0f, 20.0f)];
To expand a little on P.L's answer I rewrote the method like so as it wasn't rounding certain objects such as UIButton correctly
- (void)setMaskTo:(id)sender byRoundingCorners:(UIRectCorner)corners withCornerRadii:(CGSize)radii
{
// UIButton requires this
[sender layer].cornerRadius = 0.0;
UIBezierPath *shapePath = [UIBezierPath bezierPathWithRoundedRect:[sender bounds]
byRoundingCorners:corners
cornerRadii:radii];
CAShapeLayer *newCornerLayer = [CAShapeLayer layer];
newCornerLayer.frame = [sender bounds];
newCornerLayer.path = shapePath.CGPath;
[sender layer].mask = newCornerLayer;
}
And call it by
[self setMaskTo:self.continueButton byRoundingCorners:UIRectCornerBottomLeft|UIRectCornerBottomRight withCornerRadii:CGSizeMake(3.0, 3.0)];
If you want to do it in Swift you could use an extension of a UIView. By doing so, all subclasses will be able to use the following method:
import QuartzCore
extension UIView {
func roundCorner(corners: UIRectCorner, radius: CGFloat) {
let maskPath = UIBezierPath(roundedRect: self.bounds, byRoundingCorners: corners, cornerRadii: CGSize(width: radius, height: radius))
let maskLayer = CAShapeLayer()
maskLayer.frame = bounds
maskLayer.path = maskPath.CGPath
layer.mask = maskLayer
}
}
Example usage:
self.anImageView.roundCorner(.topRight, radius: 10)
Extending the accepted answer, let us add backward compatibility to it. Prior to iOS 11, view.layer.maskedCorners is not available. So we can do like this
if #available(iOS 11.0, *) {
myView.layer.maskedCorners = [.layerMinXMinYCorner,.layerMaxXMinYCorner]
} else {
myView.maskByRoundingCorners([.topLeft, .topRight])
}
extension UIView{
func maskByRoundingCorners(_ masks:UIRectCorner, withRadii radii:CGSize = CGSize(width: 10, height: 10)) {
let rounded = UIBezierPath(roundedRect: self.bounds, byRoundingCorners: masks, cornerRadii: radii)
let shape = CAShapeLayer()
shape.path = rounded.cgPath
self.layer.mask = shape
}
}
We have written maskByRoundingCorners as an UIView extension so that it improves code reuse.
Credits to #SachinVsSachin and #P.L :) I have combined their codes to make it better.
UIBezierPath *path = [UIBezierPath bezierPathWithRoundedRect:CGRectMake(5, 5, self.bounds.size.width-10, self.bounds.size.height-10)
byRoundingCorners:UIRectCornerAllCorners
cornerRadii:CGSizeMake(12.0, 12.0)];
change "AllCorners" according to your need.
All the solutions provided achieves the goal. But, UIConstraints can blow this up sometimes.
For example, the bottom corners needs to be rounded. If height or
bottom spacing constraint are set to the UIView that needs to be rounded, the
code snippets that rounds the corners needs to be moved to
viewDidLayoutSubviews method.
Highlighting:
UIBezierPath *maskPath = [UIBezierPath
bezierPathWithRoundedRect:roundedView.bounds byRoundingCorners:
(UIRectCornerTopRight | UIRectCornerBottomRight) cornerRadii:CGSizeMake(16.0, 16.0)];
The code snippet above will only round the top right corner if this code set in viewDidLoad. Because roundedView.bounds is going to change after the constraints updates the UIView.
Create a mask and set it on the view's layer
Starting with your code, you might go with something like the snippet below.
I'm not sure if this is the sort of result you're after. Worth noting, too, that if/when the system calls drawRect: again, asking for only part of the rect to be redrawn, this is going to behave very strangely. Nevan's approach, noted above, might be a better way to go.
// make sure the view's background is set to [UIColor clearColor]
- (void)drawRect:(CGRect)rect
{
CGFloat radius = 10.0;
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextTranslateCTM(context, rect.size.width/2, rect.size.height/2);
CGContextRotateCTM(context, M_PI); // rotate so image appears right way up
CGContextTranslateCTM(context, -rect.size.width/2, -rect.size.height/2);
CGContextBeginPath(context);
CGContextMoveToPoint(context, rect.origin.x, rect.origin.y);
CGContextAddArc(context, rect.origin.x + radius, rect.origin.y + rect.size.height - radius, radius, M_PI, M_PI / 2, 1);
CGContextAddArc(context, rect.origin.x + rect.size.width - radius, rect.origin.y + rect.size.height - radius, radius, M_PI / 2, 0.0f, 1);
CGContextAddLineToPoint(context, rect.origin.x + rect.size.width, rect.origin.y);
CGContextClip(context);
// now do your drawing, e.g. draw an image
CGImageRef anImage = [[UIImage imageNamed:#"image.jpg"] CGImage];
CGContextDrawImage(context, rect, anImage);
}
A slightly hacky, but relatively simple (no subclassing, masking, etc) way to this is to have two UIViews. Both with clipToBounds = YES. Set rounded corners on the child view, then position it within the parent view so the corners you want straight are cropped.
UIView* parent = [[UIView alloc] initWithFrame:CGRectMake(10,10,100,100)];
parent.clipsToBounds = YES;
UIView* child = [[UIView alloc] new];
child.clipsToBounds = YES;
child.layer.cornerRadius = 3.0f;
child.backgroundColor = [UIColor redColor];
child.frame = CGRectOffset(parent.bounds, +4, -4);
[parent addSubView:child];
Doesn't support the case where you want two diagonally opposite corners rounded.
Bezier path is the anwer, if you need additional code this one worked for me: https://stackoverflow.com/a/13163693/936957
UIBezierPath *maskPath;
maskPath = [UIBezierPath bezierPathWithRoundedRect:_backgroundImageView.bounds
byRoundingCorners:(UIRectCornerBottomLeft | UIRectCornerBottomRight)
cornerRadii:CGSizeMake(3.0, 3.0)];
CAShapeLayer *maskLayer = [[CAShapeLayer alloc] init];
maskLayer.frame = self.bounds;
maskLayer.path = maskPath.CGPath;
_backgroundImageView.layer.mask = maskLayer;
[maskLayer release];
UIBezierPath solution.
- (void) drawRect:(CGRect)rect {
[super drawRect:rect];
//Create shape which we will draw.
CGRect rectangle = CGRectMake(2,
2,
rect.size.width - 4,
rect.size.height - 4);
//Create BezierPath with round corners
UIBezierPath *maskPath = [UIBezierPath bezierPathWithRoundedRect:rectangle
byRoundingCorners:UIRectCornerTopLeft | UIRectCornerTopRight
cornerRadii:CGSizeMake(10.0, 10.0)];
//Set path width
[maskPath setLineWidth:2];
//Set color
[[UIColor redColor] setStroke];
//Draw BezierPath to see it
[maskPath stroke];
}
This can only work if some things are set correctly:
clipsToBounds must be set to YES
opaque has to be NO
backgroundColor should be "clearColor" (i am not fully sure on this)
contentMode has to be "UIContentModeRedraw" as drawRect is not called often if it's not
[super drawRect:rect] has to be called after the CGContextClip
Your view may not contain arbitrary subviews (not sure on this)
Be sure to set "needsDisplay:" at least once to trigger your drawrect
I realize that you're trying to round the top two corners of a UITableView, but for some reason I've found that the best solution is to use:
self.tableView.layer.cornerRadius = 10;
Programmatically it should round all four corners, but for some reason it only rounds the top two. **Please see the screenshot below to see the effect of the code I've written above.
I hope this helps!
You probably have to clip to bounds. Add the line
self.clipsToBounds = YES
somewhere in the code to set that property.

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