How to draw a smooth circle with CAShapeLayer and UIBezierPath? - ios

I am attempting to draw a stroked circle by using a CAShapeLayer and setting a circular path on it. However, this method is consistently less accurate when rendered to the screen than using borderRadius or drawing the path in a CGContextRef directly.
Here are the results of all three methods:
Notice that the third is poorly rendered, especially inside the stroke on the top and bottom.
I have set the contentsScale property to [UIScreen mainScreen].scale.
Here is my drawing code for these three circles. What’s missing to make the CAShapeLayer draw smoothly?
#interface BCViewController ()
#end
#interface BCDrawingView : UIView
#end
#implementation BCDrawingView
- (id)initWithFrame:(CGRect)frame
{
if ((self = [super initWithFrame:frame])) {
self.backgroundColor = nil;
self.opaque = YES;
}
return self;
}
- (void)drawRect:(CGRect)rect
{
[super drawRect:rect];
[[UIColor whiteColor] setFill];
CGContextFillRect(UIGraphicsGetCurrentContext(), rect);
CGContextSetFillColorWithColor(UIGraphicsGetCurrentContext(), NULL);
[[UIColor redColor] setStroke];
CGContextSetLineWidth(UIGraphicsGetCurrentContext(), 1);
[[UIBezierPath bezierPathWithOvalInRect:CGRectInset(self.bounds, 4, 4)] stroke];
}
#end
#interface BCShapeView : UIView
#end
#implementation BCShapeView
+ (Class)layerClass
{
return [CAShapeLayer class];
}
- (id)initWithFrame:(CGRect)frame
{
if ((self = [super initWithFrame:frame])) {
self.backgroundColor = nil;
CAShapeLayer *layer = (id)self.layer;
layer.lineWidth = 1;
layer.fillColor = NULL;
layer.path = [UIBezierPath bezierPathWithOvalInRect:CGRectInset(self.bounds, 4, 4)].CGPath;
layer.strokeColor = [UIColor redColor].CGColor;
layer.contentsScale = [UIScreen mainScreen].scale;
layer.shouldRasterize = NO;
}
return self;
}
#end
#implementation BCViewController
- (void)viewDidLoad
{
[super viewDidLoad];
UIView *borderView = [[UIView alloc] initWithFrame:CGRectMake(24, 104, 36, 36)];
borderView.layer.borderColor = [UIColor redColor].CGColor;
borderView.layer.borderWidth = 1;
borderView.layer.cornerRadius = 18;
[self.view addSubview:borderView];
BCDrawingView *drawingView = [[BCDrawingView alloc] initWithFrame:CGRectMake(20, 40, 44, 44)];
[self.view addSubview:drawingView];
BCShapeView *shapeView = [[BCShapeView alloc] initWithFrame:CGRectMake(20, 160, 44, 44)];
[self.view addSubview:shapeView];
UILabel *borderLabel = [UILabel new];
borderLabel.text = #"CALayer borderRadius";
[borderLabel sizeToFit];
borderLabel.center = CGPointMake(borderView.center.x + 26 + borderLabel.bounds.size.width/2.0, borderView.center.y);
[self.view addSubview:borderLabel];
UILabel *drawingLabel = [UILabel new];
drawingLabel.text = #"drawRect: UIBezierPath";
[drawingLabel sizeToFit];
drawingLabel.center = CGPointMake(drawingView.center.x + 26 + drawingLabel.bounds.size.width/2.0, drawingView.center.y);
[self.view addSubview:drawingLabel];
UILabel *shapeLabel = [UILabel new];
shapeLabel.text = #"CAShapeLayer UIBezierPath";
[shapeLabel sizeToFit];
shapeLabel.center = CGPointMake(shapeView.center.x + 26 + shapeLabel.bounds.size.width/2.0, shapeView.center.y);
[self.view addSubview:shapeLabel];
}
#end
EDIT: For those who cannot see the difference, I've drawn circles on top of each other and zoomed in:
Here I've drawn a red circle with drawRect:, and then drawn an identical circle with drawRect: again in green on top of it. Note the limited bleed of red. Both of these circles are "smooth" (and identical to the cornerRadius implementation):
In this second example, you'll see the issue. I've drawn once using a CAShapeLayer in red, and again on top with a drawRect: implementation of the same path, but in green. Note that you can see a lot more inconsistency with more bleed from the red circle underneath. It's clearly being drawn in a different (and worse) fashion.

Who knew there are so many ways to draw a circle?
TL;DR: If you want to use CAShapeLayer and still get smooth circles, you'll need to use shouldRasterize and rasterizationScale carefully.
Original
Here's your original CAShapeLayer and a diff from the drawRect version. I made a screenshot off my iPad Mini with Retina Display, then massaged it in Photoshop, and blew it up to 200%. As you can clearly see, the CAShapeLayer version has visible differences, especially on the left and right edges (darkest pixels in the diff).
Rasterize at screen scale
Let's rasterize at screen scale, which should be 2.0 on retina devices. Add this code:
layer.rasterizationScale = [UIScreen mainScreen].scale;
layer.shouldRasterize = YES;
Note that rasterizationScale defaults to 1.0 even on retina devices, which accounts for the fuzziness of default shouldRasterize.
The circle is now a little smoother, but the bad bits (darkest pixels in the diff) have moved to the top and bottom edges. Not appreciably better than no rasterizing!
Rasterize at 2x screen scale
layer.rasterizationScale = 2.0 * [UIScreen mainScreen].scale;
layer.shouldRasterize = YES;
This rasterizes the path at 2x screen scale, or up to 4.0 on retina devices.
The circle is now visibly smoother, the diffs are much lighter and spread out evenly.
I also ran this in Instruments: Core Animation and didn't see any major differences in the Core Animation Debug Options. However it may be slower since it's downscaling not just blitting an offscreen bitmap to the screen. You may also need to temporarily set shouldRasterize = NO while animating.
What doesn't work
Set shouldRasterize = YES by itself. On retina devices, this looks fuzzy because rasterizationScale != screenScale.
Set contentScale = screenScale. Since CAShapeLayer doesn't draw into contents, whether or not it is rasterizing, this doesn't affect the rendition.
Credit to Jay Hollywood of Humaan, a sharp graphic designer who first pointed it out to me.

Ah, i ran into the same problem some time ago (it was still iOS 5 then iirc), and I wrote the following comment in the code:
/*
ShapeLayer
----------
Fixed equivalent of CAShapeLayer.
CAShapeLayer is meant for animatable bezierpath
and also doesn't cache properly for retina display.
ShapeLayer converts its path into a pixelimage,
honoring any displayscaling required for retina.
*/
A filled circle underneath a circleshape would bleed its fillcolor. Depending on the colors this would be very noticeable. And during userinteraction the shape would render even worse, which let me to conclude that the shapelayer would always render with a scalefactor of 1.0, regardless of the layer scalefactor, because it is meant for animation purposes.
i.e. you only use a CAShapeLayer if you have a specific need for animatable changes to the shape of the bezierpath, not to any of the other properties that are animatable through the usual layer properties.
I eventually decided to write a simple ShapeLayer that would cache its own result, but you might try implementing the displayLayer: or the drawLayer:inContext:
Something like:
- (void)displayLayer:(CALayer *)layer
{
UIImage *image = nil;
CGContextRef context = UIImageContextBegin(layer.bounds.size, NO, 0.0);
if (context != nil)
{
[layer renderInContext:context];
image = UIImageContextEnd();
}
layer.contents = image;
}
I haven't tried that, but would be interesting to know the result...

I know this is an older question, but for those who are trying to work in the drawRect method and still having trouble, one small tweak that helped me immensely was using the correct method to fetch the UIGraphicsContext. Using the default:
let newSize = CGSize(width: 50, height: 50)
UIGraphicsBeginImageContext(newSize)
let context = UIGraphicsGetCurrentContext()
would result in blurry circles no matter which suggestion I followed from the other answers. What finally did it for me was realizing that the default method for getting an ImageContext sets the scaling to non-retina. To get an ImageContext for a retina display you need to use this method:
let newSize = CGSize(width: 50, height: 50)
UIGraphicsBeginImageContextWithOptions(newSize, false, 0)
let context = UIGraphicsGetCurrentContext()
from there using the normal drawing methods worked fine. Setting the last option to 0 will tell the system to use the scaling factor of the device’s main screen. The middle option false is used to tell the graphics context whether or not you'll be drawing an opaque image (true means the image will be opaque) or one that needs an alpha channel included for transparencies. Here are the appropriate Apple Docs for more context: https://developer.apple.com/reference/uikit/1623912-uigraphicsbeginimagecontextwitho?language=objc

I guess CAShapeLayer is backed by a more performant way of rendering its shapes and takes some shortcuts. Anyway CAShapeLayer can be a little bit slow on the main thread. Unless you need to animate between different paths I would suggest render asynchronously to a UIImage on a background thread.

Use this method to draw UIBezierPath
/*********draw circle where double tapped******/
- (UIBezierPath *)makeCircleAtLocation:(CGPoint)location radius:(CGFloat)radius
{
self.circleCenter = location;
self.circleRadius = radius;
UIBezierPath *path = [UIBezierPath bezierPath];
[path addArcWithCenter:self.circleCenter
radius:self.circleRadius
startAngle:0.0
endAngle:M_PI * 2.0
clockwise:YES];
return path;
}
And draw like this
CAShapeLayer *shapeLayer = [CAShapeLayer layer];
shapeLayer.path = [[self makeCircleAtLocation:location radius:50.0] CGPath];
shapeLayer.strokeColor = [[UIColor whiteColor] CGColor];
shapeLayer.fillColor = nil;
shapeLayer.lineWidth = 3.0;
// Add CAShapeLayer to our view
[gesture.view.layer addSublayer:shapeLayer];

Related

How to draw transparency in UIView?

I'm well aware that this question has been asked many times, but clearly something is different. I'm drawing rectangles over faces in a UIImageView and so I need the rectangles to be transparent.
As far as I can see, I'm following all recommendations to draw a transparent background in a view (e.g. clear the rect of the current graphics context). I'm also setting the view to not be be opaque and setting the backgroundColor to be clearColor. Are there other steps necessary?
-(instancetype)init
{
self = [super init];
if ( self ) {
self.opaque = NO;
self.backgroundColor = [UIColor clearColor];
self.clearsContextBeforeDrawing = NO;
}
return self;
}
- (void)drawRect:(CGRect)rect {
UIBezierPath * path = [UIBezierPath bezierPathWithRect:rect];
CGContextRef ctx = UIGraphicsGetCurrentContext();
[[UIColor clearColor] setFill];
CGContextClearRect(ctx, rect);
[self.rectColor setStroke];
path.lineWidth = 5.0;
[path stroke];
}
#end
I need the background to be transparent, and this view just shows up black by default. I've tried to clearing the rectangle of the CGContext directly, as I've heard this is (was) commonly the solution.
I'm guessing that your init method is never called (after all, this is not the designated initializer), and so your code never runs and thus the views are created opaque.

Why does applying a bezierPathWithRoundedRect mask yield a different result from setting the layer's cornerRadius?

I typically use the cornerRadius property to apply rounded corners to view layers. When the views only need rounded top or bottom corners, I apply a mask with a bezier path instead (using bezierPathWithRoundedRect:byRoundingCorners:cornerRadii:). When both approaches are combined in the same view hierarchy, the rounded corners are not properly aligned, as illustrated below:
This simplified example can be reproduced with the following code:
#interface ViewController : UIViewController
#end
#implementation ViewController
- (void)viewDidLoad
{
[super viewDidLoad];
self.view.backgroundColor = [UIColor blackColor];
CGRect frame = CGRectMake(50.0, 50.0, 100.0, 100.0);
CGFloat radius = 20.0;
// Apply cornerRadius to green backdrop view.
UIView *backdropView = [[UIView alloc] initWithFrame:frame];
backdropView.backgroundColor = [UIColor greenColor];
backdropView.layer.cornerRadius = radius;
[self.view addSubview:backdropView];
// Apply bezier path mask to black front view.
UIView *frontView = [[UIView alloc] initWithFrame:frame];
frontView.backgroundColor = [UIColor blackColor];
CAShapeLayer * maskLayer = [CAShapeLayer layer];
maskLayer.path = [UIBezierPath bezierPathWithRoundedRect:frontView.bounds
byRoundingCorners:UIRectCornerAllCorners
cornerRadii:CGSizeMake(radius, radius)].CGPath;
frontView.layer.mask = maskLayer;
[self.view addSubview:frontView];
}
#end
Setting the shouldRasterize property of the different layers involved did not solve the issue. I would like to understand why this happens. A possible workaround would be to always apply the bezier path mask rather than simply setting the corner radius but that feels like overkill.
This website does a pretty good job explaining: http://www.paintcodeapp.com/blogpost/code-for-ios-7-rounded-rectangles (in short, it's an iOS7 only thing)
For an extra illustration, see:
http://www.mani.de/backstage/?p=483

Masking a CALayer with another CALayer

I'm trying to make a donut shape with CALayers. One CALayer will be a large circle, the other one will be a smaller circle positioned in its center, masking it.
The large circle displays fine, but whenever I call circle.mask = circleMask; then the view appears empty.
Here's my code:
AriDonut.h
#import <UIKit/UIKit.h>
#interface AriDonut : UIView
-(id)initWithRadius:(float)radius;
#end
AriDonut.m
#import "AriDonut.h"
#import <QuartzCore/QuartzCore.h>
#implementation AriDonut
-(id)initWithRadius:(float)radius{
self = [super initWithFrame:CGRectMake(0, 0, radius, radius)];
if(self){
//LARGE CIRCLE
CALayer *circle = [CALayer layer];
circle.bounds = CGRectMake(0, 0, radius, radius);
circle.backgroundColor = [UIColor redColor].CGColor;
circle.cornerRadius = radius/2;
circle.position = CGPointMake(radius/2, radius/2);
//SMALL CIRLCE
CALayer *circleMask = [CALayer layer];
circleMask.bounds = CGRectMake(0, 0, 10, 10);
circleMask.cornerRadius = radius/2;
circleMask.position = circle.position;
//circle.mask = circleMask;
[self.layer addSublayer:circle];
}
return self;
}
I've tried setting the large circle's superlayer nil like this:
CALayer *theSuper = circle.superlayer;
theSuper = nil;
But it didin't make a difference.
I also tried setting Circle's masksToBounds property to YES and NO, but it didn't make a difference.
Any thoughts?
Indeed, as #David indicates the current (iOS 5.1) CALayer masks can't be reversed, which poses a problem if you want to use them to make a transparent hole a simple circular CALayer.
What you can do to get a donut is make a circular CALayer's backgroundColor transparent, but give it a borderColor and a wide borderWidth. Here's the dunkin' code:
CALayer *theDonut = [CALayer layer];
theDonut.bounds = CGRectMake(0,0, radius, radius);
theDonut.cornerRadius = radius/2;
theDonut.backgroundColor = [UIColor clearColor].CGColor;
theDonut.borderWidth = radius/5;
theDonut.borderColor = [UIColor orangeColor].CGColor;
[self.layer addSublayer:theDonut];
This is pretty easy using UIBezierPath and a CAShapeLayer as a masking layer. Code sample written as though it's in a UIView subclass.
Objective-C:
CGRect outerRect = self.bounds;
CGFloat inset = 0.2 * outerRect.size.width; // adjust as necessary for more or less meaty donuts
CGFloat innerDiameter = outerRect.size.width - 2.0 * inset;
CGRect innerRect = CGRectMake(inset, inset, innerDiameter, innerDiameter);
UIBezierPath *outerCircle = [UIBezierPath bezierPathWithRoundedRect:outerRect cornerRadius:outerRect.size.width * 0.5];
UIBezierPath *innerCircle = [UIBezierPath bezierPathWithRoundedRect:innerRect cornerRadius:innerRect.size.width * 0.5];
[outerCircle appendPath:innerCircle];
CAShapeLayer *maskLayer = [CAShapeLayer new];
maskLayer.fillRule = kCAFillRuleEvenOdd; // Going from the outside of the layer, each time a path is crossed, add one. Each time the count is odd, we are "inside" the path.
maskLayer.path = outerCircle.CGPath;
self.layer.mask = maskLayer;
Swift:
let outerRect = self.bounds
let inset: CGFloat = 0.2 * outerRect.width // adjust as necessary for more or less meaty donuts
let innerDiameter = outerRect.width - 2.0 * inset
let innerRect = CGRect(x: inset, y: inset, width: innerDiameter, height: innerDiameter)
let outerCircle = UIBezierPath(roundedRect: outerRect, cornerRadius: outerRect.width * 0.5)
let innerCircle = UIBezierPath(roundedRect: innerRect, cornerRadius: innerRect.width * 0.5)
outerCircle.appendPath(innerCircle)
let mask = CAShapeLayer()
mask.fillRule = kCAFillRuleEvenOdd
mask.path = outerCircle.CGPath
self.layer.mask = mask
It is the alpha value of the masking layers content that is used as a mask. (If you would add the mask as a sublayer instead of using it as a mask. Everything that is covered by the sublayer would be visible when used as a mask. Everything that is not covered by the sublayer would be hidden when used as a mask.)
Since your small circle is fully transparent , everything is masked away (is hidden). If you set the backgroundColor of it to any, fully opaque color (only the alpha value is used for the mask) then it will let those pixels through.
Note that this is the reverse of what you want. This will leave you with only "the hole of the donut" visible. There is no built in way to do a reverse mask Instead you would have to draw the content of the mask some other way like using a CAShapeLayer or using drawInContext:.
I succeeded with a CAShapeLayer masking a CALayer. To specify the shape of the masking CAShapeLayer I used UIBezierPath.
I posted the code in my answer to this question: How to Get the reverse path of a UIBezierPath. For the donut shape uncomment the commented line.

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. :)

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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