IOS - Drawing rounded corner square - ios

I am trying to create a 200px square with rounded corners to use as an IOS toast style indication.
I have the following so far -
- (void)drawRect:(CGRect)rect {
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetFillColorWithColor(context, [UIColor colorWithRed:0.0 green:0.0 blue:0.0 alpha:0.1].CGColor);
CGContextMoveToPoint(context, 10, 0);
CGContextAddLineToPoint(context, 95, 0);
CGContextAddArcToPoint(context, 100, 0, 100, 5, 10);
CGContextAddLineToPoint(context, 100, 95);
CGContextAddArcToPoint(context, 100, 100, 95, 100, 10);
CGContextAddLineToPoint(context, 5, 100);
CGContextAddArcToPoint(context, 0, 100, 0, 95, 10);
CGContextAddLineToPoint(context, 0, 5);
CGContextAddArcToPoint(context, 0, 0, 5, 0, 10);
CGContextFillPath(context);
}
I got this far by following a tutorial - it draws a perfect 100px with rounded corners square - but I need a 150px square! I have changed every setting imaginable - with some bizzare results - but cant work out how the width height is defined!? Can anyone advise?

Update for Swift:
The below answer was correct that the time it was written for simple use cases. Things have changed a lot since then so heres an updated answer for swift.
You can create a UIView extension, to add methods to round all corners, or round specific corners. Adding #IBInspectable to the first property means it can be used in interface builder without requiring code
The second function is more complicated and can't be used as an #IBInspectable directly. It will need to be called inside the viewDidLayoutSubviews of the parent to ensure the mask doesn't cut off content as AutoLayout grows / shrinks the content.
extension UIView {
#IBInspectable public var cornerRadius: CGFloat {
set {
layer.cornerRadius = newValue
}
get {
return layer.cornerRadius
}
}
public func roundCorners(corners: UIRectCorner, radius: CGFloat) {
let path = UIBezierPath(roundedRect: bounds, byRoundingCorners: corners, cornerRadii: CGSize(width: radius, height: radius))
let mask = CAShapeLayer()
mask.path = path.cgPath
layer.mask = mask
}
}
Once added to your project you can simply do:
myView.cornerRadius = 4
or
myView.roundCorners(corners: [.topLeft, .topRight], radius: 4)
Very old Objective-c answer:
If you import QuartzCore framework:
#import <QuartzCore/QuartzCore.h>
and add it to your project, you can use the below:
UIView *temp = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 320, 50)];
temp.layer.cornerRadius = 5;

If you must draw in drawRect and other stuff will be drawn in future, then just use bezierpath, otherwise see Simon's answer for simple rounded corners on a view
- (void)drawRect:(CGRect)rect {
[super drawRect:rect];
[[UIColor blueColor] setFill];
UIBezierPath *path = [UIBezierPath bezierPathWithRoundedRect:rect /*CGRectMake(0, 0, 150, 150)*/ cornerRadius:10.0];
[path fill];
}

Convert numbers to variables/constants.
Change variables/constants values.
Profit!
Here's your code, modified to show what I mean (untested):
- (void)drawRect:(CGRect)rect {
static CGFloat length = 100;
static CGFloat rounding = 5;
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetFillColorWithColor(context, [UIColor colorWithRed:0.0 green:0.0 blue:0.0 alpha:0.1].CGColor);
CGContextMoveToPoint(context, rounding * 2, 0);
CGContextAddLineToPoint(context, length - rounding, 0);
CGContextAddArcToPoint(context, length, 0, length, rounding, rounding * 2);
CGContextAddLineToPoint(context, length, length - rounding);
CGContextAddArcToPoint(context, length, length, length - rounding, length, rounding * 2);
CGContextAddLineToPoint(context, rounding, length);
CGContextAddArcToPoint(context, 0, length, 0, length - rounding, rounding * 2);
CGContextAddLineToPoint(context, 0, rounding);
CGContextAddArcToPoint(context, 0, 0, rounding, 0, rounding * 2);
CGContextFillPath(context);
}
I also wonder about the 10s in your code. As far as I can see they should be 5s instead. Anyways, the easier solution is to use a UIBezierPath as others have demonstrated (the layer solution does work, but it obviously won't work if you for example want to draw something below the rounded rect and something above it).

Why don't you use a bezier path?
CGFloat radius = 4;
CGRect rect = CGRectMake(0,0,200,200);
UIBezierPath *path = [UIBezierPath bezierPathWithRoundedRect:rect cornerRadius:radius];
[[UIColor colorWithRed:0.0 green:0.0 blue:0.0 alpha:0.1] setFill];
[path fill];

Related

UIView drawing an arc type gauge chart

I have a chart which is in the shape of an gauge which has multiple design elements to it (see attachment). Key parts I'm struggling with is really getting a decent arc shape with dashed lines.
So far I'm not sure if I should be going down Core Graphics route or using something within UIKit, i.e. UIBezierPath.
I've tried this within a class that extend UIView which gives me the dashed lines but the arc itself isn't quite good enough:
class Example: UIView {
override func drawRect(rect: CGRect) {
let context = UIGraphicsGetCurrentContext()
CGContextSetLineWidth(context, 10.0)
CGContextSetStrokeColorWithColor(context, UIColor.greenColor().CGColor)
let dashArray:[CGFloat] = [1,10, 0, 0]
CGContextSetLineDash(context, 2, dashArray, 4)
CGContextMoveToPoint(context, 10, 200)
CGContextAddQuadCurveToPoint(context, 0, 0, 100, 200)
CGContextStrokePath(context)
}
}
There are then some other ways to get this going using UIBezierPath but I'm not sure how I would go about applying the dashed lines through here...
The main base of getting the arc with dashed lines is my main goal atm - I'm sure once I get this I'll be able to workout the gradient and animation :)
Any help would be appreciated :)
What you need is two bezier paths with different dash widths.
You can start from herE:
T0 get the higher dash bezier:
UIBezierPath* oval2Path = [UIBezierPath bezierPathWithOvalInRect: yourRect];
[UIColor.redColor setStroke];
oval2Path.lineWidth = 13;
CGFloat oval2Pattern[] = {2, 20};
[oval2Path setLineDash: oval2Pattern count: 2 phase: 0];
[oval2Path stroke];
and to get small dash patterned bezier, you need to reduce the gap between dashes:
UIBezierPath* ovalPath = [UIBezierPath bezierPathWithOvalInRect: yourRect];
[UIColor.redColor setStroke];
ovalPath.lineWidth = 6;
CGFloat ovalPattern[] = {2, 1};
[ovalPath setLineDash: ovalPattern count: 2 phase: 0];
[ovalPath stroke];
and now you can put these two bezier path together:
- (void)drawFrame: (CGRect)frame
{
// Oval Drawing
UIBezierPath* ovalPath = [UIBezierPath bezierPathWithOvalInRect: CGRectMake(CGRectGetMinX(frame), CGRectGetMinY(frame), 70, 70)];
[UIColor.redColor setStroke];
ovalPath.lineWidth = 6;
CGFloat ovalPattern[] = {2, 1};
[ovalPath setLineDash: ovalPattern count: 2 phase: 0];
[ovalPath stroke];
// Oval 2 Drawing
UIBezierPath* oval2Path = [UIBezierPath bezierPathWithOvalInRect: CGRectMake(CGRectGetMinX(frame) + 0.5, CGRectGetMinY(frame) - 0.5, 70, 70)];
[UIColor.redColor setStroke];
oval2Path.lineWidth = 13;
CGFloat oval2Pattern[] = {2, 20};
[oval2Path setLineDash: oval2Pattern count: 2 phase: 0];
[oval2Path stroke];
}
Swift:
func drawCanvas1(frame frame: CGRect = CGRect(x: 86, y: 26, width: 70, height: 70)) {
let context = UIGraphicsGetCurrentContext()
// Oval Drawing
let ovalPath = UIBezierPath(ovalInRect: CGRect(x: frame.minX, y: frame.minY, width: 70, height: 70))
UIColor.redColor().setStroke()
ovalPath.lineWidth = 6
CGContextSaveGState(context)
CGContextSetLineDash(context, 4.5, [0, 1], 2)
ovalPath.stroke()
CGContextRestoreGState(context)
// Oval 2 Drawing
let oval2Path = UIBezierPath(ovalInRect: CGRect(x: frame.minX + 0.5, y: frame.minY - 0.5, width: 70, height: 70))
UIColor.redColor().setStroke()
oval2Path.lineWidth = 13
CGContextSaveGState(context)
CGContextSetLineDash(context, 39, [1, 10], 2)
oval2Path.stroke()
CGContextRestoreGState(context)
}
Similarly you can follow the same approach for arcs, where you just need to replace the bezierPathWithOval method with bezierPathWithArcCenter method
Please note that:
CGFloat ovalPattern[] = {2, 1}; //2 is Dash width and 1 is gap between dashes
You can adjust these values for accuracy!
This is currently the best I could do to translate this over to a UIBezierPath. As I find better ways to do this, I'll update my code.
// First Arc //
guageArcOne.path = UIBezierPath(arcCenter: centerPoint, radius: radius, startAngle: startAngle, endAngle: endAngle, clockwise: true).CGPath
guageArcOne.fillColor = UIColor.clearColor().CGColor
guageArcOne.strokeColor = UIColor.greenColor().CGColor
guageArcOne.lineWidth = 10.0
guageArcOne.strokeEnd = 1.0
guageArcOne.lineDashPattern = [1,10, 0, 0]
guageArcOne.lineDashPhase = 2.0
arcContainerView.layer.addSublayer(guageArcOne)
// Second Arc //
guageArcTwo.path = UIBezierPath(arcCenter: centerPoint, radius: radius, startAngle: startAngle, endAngle: endAngle, clockwise: true).CGPath
guageArcTwo.fillColor = UIColor.clearColor().CGColor
guageArcTwo.strokeColor = UIColor.greenColor().CGColor
guageArcTwo.lineWidth = 10.0
guageArcTwo.strokeEnd = 1.0
guageArcTwo.lineDashPattern = [1,2, 0, 0]
guageArcTwo.lineDashPhase = 2.0
arcContainerView.layer.addSublayer(guageArcTwo)
EDIT: Added a second arc for the shorter, more frequent dashes.

Draw Triangles inside Circle Objective-C [duplicate]

For an iPhone application I want to draw a circle, that is only for an x percentage filled.
Something like this:
I have no problems calculating the radius, the degrees or the radians, that is no problem. Also drawing the circle is already done. But how do I get the iPhone SDK to draw the part that is filled.
I can draw a rectangle that size, but not part of a circle.
I just want to draw that on a a normal context.
Hope someone can give me any pointers here.
A lot of people have showed you how this can be done in Core Graphics but it can also be done with Core Animation which gives the big addition of easily being able to animate the percentage of the pie shape.
The following code will create both the ring and the partly filled layers (even though you said that you already can draw the ring) since its nice to have both the ring and the pie shape to be drawn using the same method.
If you animate the strokeStart or strokeEnd properties of the pieShape layer you will have the percentage animate. As with all Core Animation code you will need to add QuartzCore.framework to your project and include <QuartzCore/QuartzCore.h> in your code.
// Create a white ring that fills the entire frame and is 2 points wide.
// Its frame is inset 1 point to fit for the 2 point stroke width
CGFloat radius = MIN(self.frame.size.width,self.frame.size.height)/2;
CGFloat inset = 1;
CAShapeLayer *ring = [CAShapeLayer layer];
ring.path = [UIBezierPath bezierPathWithRoundedRect:CGRectInset(self.bounds, inset, inset)
cornerRadius:radius-inset].CGPath;
ring.fillColor = [UIColor clearColor].CGColor;
ring.strokeColor = [UIColor whiteColor].CGColor;
ring.lineWidth = 2;
// Create a white pie-chart-like shape inside the white ring (above).
// The outside of the shape should be inside the ring, therefore the
// frame needs to be inset radius/2 (for its outside to be on
// the outside of the ring) + 2 (to be 2 points in).
CAShapeLayer *pieShape = [CAShapeLayer layer];
inset = radius/2 + 2; // The inset is updated here
pieShape.path = [UIBezierPath bezierPathWithRoundedRect:CGRectInset(self.bounds, inset, inset)
cornerRadius:radius-inset].CGPath;
pieShape.fillColor = [UIColor clearColor].CGColor;
pieShape.strokeColor = [UIColor whiteColor].CGColor;
pieShape.lineWidth = (radius-inset)*2;
// Add sublayers
// NOTE: the following code is used in a UIView subclass (thus self is a view)
// If you instead chose to use this code in a view controller you should instead
// use self.view.layer to access the view of your view controller.
[self.layer addSublayer:ring];
[self.layer addSublayer:pieShape];
Use CGContext's arc functions:
CGContextAddArc(context,
centerX,
centerY,
radius,
startAngleRadians,
endAngleRadians,
clockwise ? 1 : 0);
See the documentation for CGContextAddArc().
Try this:
CGContextMoveToPoint(the center point)
CGContextAddLineToPoint(the starting point of the fill path on the circumference)
CGContextAddArcToPoint(the ending point of the fill path on the circumference)
CGContextAddLineToPoint(the center point)
CGContextFillPath
I implemented a pie progress view that looks similar to what you are doing. It's open source. Hopefully the source code will help.
SSPieProgressView.h source
SSPieProgressView.m source
CircleViewController.h
#import <UIKit/UIKit.h>
#interface CircleViewController : UIViewController
#end
CircleViewController.m
#import "CircleViewController.h"
#import "GraphView.h"
#interface CircleViewController ()
#end
#implementation CircleViewController
- (void)viewDidLoad {
[super viewDidLoad];
GraphView *graphView = [[GraphView alloc] initWithFrame:CGRectMake(100, 100, 200, 200)];
graphView.backgroundColor = [UIColor whiteColor];
graphView.layer.borderColor = [UIColor redColor].CGColor;
graphView.layer.borderWidth = 1.0f;
[self.view addSubview:graphView];
}
- (void)didReceiveMemoryWarning {
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
#end
GraphView.h
#import <UIKit/UIKit.h>
#interface GraphView : UIView
#end
GraphView.m
#import "GraphView.h"
#implementation GraphView
- (void)drawRect:(CGRect)rect {
CGPoint circleCenter = CGPointMake(self.bounds.size.width / 2, self.bounds.size.height / 2);
[self drawCircleWithCircleCenter:(CGPoint) circleCenter radius:80 firstColor:[UIColor blueColor].CGColor secondeColor:[UIColor redColor].CGColor lineWidth:2 startDegree:0 currentDegree:90];
//[self drawCircleWithCircleCenter2:(CGPoint) circleCenter radius:80 firstColor:[UIColor blueColor].CGColor secondeColor:[UIColor redColor].CGColor lineWidth:2 startDegree:0 currentDegree:90];
}
- (void)drawCircleWithCircleCenter:(CGPoint) circleCenter
radius:(CGFloat)radius
firstColor:(CGColorRef)firstColor
secondeColor:(CGColorRef)secondeColor
lineWidth:(CGFloat)lineWidth
startDegree:(float)startDegree
currentDegree:(float)endDegree {
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetLineWidth(context, lineWidth);
CGContextMoveToPoint(context, circleCenter.x, circleCenter.y);
CGContextAddArc(context, circleCenter.x , circleCenter.y, radius, [self radians:startDegree], [self radians:endDegree], 0);
CGContextSetFillColorWithColor(context, firstColor);
CGContextFillPath(context);
CGContextMoveToPoint(context, circleCenter.x, circleCenter.y);
CGContextAddArc(context, circleCenter.x, circleCenter.y, radius, [self radians:endDegree], [self radians:startDegree], 0);
CGContextSetFillColorWithColor(context, secondeColor);
CGContextFillPath(context);
}
- (void)drawCircleWithCircleCenter2:(CGPoint) circleCenter
radius:(CGFloat)radius
firstColor:(CGColorRef)firstColor
secondeColor:(CGColorRef)secondeColor
lineWidth:(CGFloat)lineWidth
startDegree:(float)startDegree
currentDegree:(float)endDegree {
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetLineWidth(context, lineWidth);
CGContextMoveToPoint(context, circleCenter.x, circleCenter.y);
CGContextAddArc(context, circleCenter.x , circleCenter.y, radius, [self radians:startDegree], [self radians:endDegree], 0);
CGContextSetFillColorWithColor(context, firstColor);
CGContextFillPath(context);
CGContextMoveToPoint(context, circleCenter.x, circleCenter.y);
CGContextAddArc(context, circleCenter.x, circleCenter.y, radius, [self radians:endDegree], [self radians:startDegree], 0);
CGContextSetStrokeColorWithColor(context, secondeColor);
CGContextStrokePath(context);
}
-(float) radians:(double) degrees {
return degrees * M_PI / 180;
}
#end
note: you can use one of the 2 methods:
"drawCircleWithCircleCenter" or "drawCircleWithCircleCenter2"
this code if you want to split cell on 2 parts only
if you want to split cell on more than 2 parts you can check this : "Drawing a circle ,filled different parts with different color" and check the answer start with this Phrase "we have 6 class"
Well, since nobody used NSBezierPath so far, I figured I could provide the solution I recently used for the same problem:
-(void)drawRect:(NSRect)dirtyRect
{
double start = -10.0; //degrees
double end = 190.0; //degrees
NSPoint center = NSMakePoint(350, 200);
double radius = 50;
NSBezierPath *sector = [NSBezierPath bezierPath];
[sector moveToPoint:center];
[sector appendBezierPathWithArcWithCenter:center radius:radius startAngle:start endAngle:end];
[sector lineToPoint:center];
[sector fill];
}
Below is a full method I am using that does this with Core Graphics, adapting and expanding on mharper's comment above.
This code is for OSX Cocoa, but could easily be changed to iOS, by modifying how you get the context.
- (void)drawPieShapedCircleWithRadius:(CGFloat)radius
strokeColor:(CGColorRef)strokeColor
fillColor:(CGColorRef)fillColor
lineWidth:(CGFloat)lineWidth
currentDegrees:(float)currentDegrees
startDegrees:(float)startDegrees {
// get the context
CGContextRef context = [[NSGraphicsContext currentContext] graphicsPort];
// Set the color of the circle stroke and fill
CGContextSetStrokeColorWithColor(context, strokeColor);
CGContextSetFillColorWithColor(context, fillColor);
// Set the line width of the circle
CGContextSetLineWidth(context, 1);
// Calculate the middle of the circle
CGPoint circleCenter = CGPointMake(self.frame.size.width / 2, self.frame.size.height / 2);
// Move the bezier to the center of the circle
CGContextMoveToPoint(context, circleCenter.x, circleCenter.y); // move to the center point
// Draw the arc from the start point (hardcoded as the bottom of the circle) to the center
CGContextAddLineToPoint(context, circleCenter.x, circleCenter.y + radius);
// Draw the arc around the circle from the start degrees point to the current degrees point
CGContextAddArc(context, circleCenter.x , circleCenter.y, radius, [self radians:startDegrees], [self radians:startDegrees + currentDegrees], 0);
// Draw the line back into the center of the circle
CGContextAddLineToPoint(context, circleCenter.x, circleCenter.y);
// Fill the circle
CGContextFillPath(context);
// Draw the line around the circle
CGContextStrokePath(context);
}
Try this code in a UIView, Example "MyChartClass"...
- (void)drawRect:(CGRect)rect {
int c=(int)[itemArray count];
CGFloat angleArray[c];
CGFloat offset;
int sum=0;
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetAllowsAntialiasing(context, false);
CGContextSetShouldAntialias(context, false);
for(int i=0;i<[itemArray count];i++) {
sum+=[[itemArray objectAtIndex:i] intValue];
}
for(int i=0;i<[itemArray count];i++) {
angleArray[i]=(float)(([[itemArray objectAtIndex:i] intValue])/(float)sum)*(2*3.14);
CGContextMoveToPoint(context, radius, radius);
if(i==0)
CGContextAddArc(context, radius, radius, radius, 0,angleArray[i], 0);
else
CGContextAddArc(context, radius, radius, radius,offset,offset+angleArray[i], 0);
offset+=angleArray[i];
CGContextSetFillColorWithColor(context, ((UIColor *)[myColorArray objectAtIndex:i]).CGColor);
CGContextClosePath(context);
CGContextFillPath(context);
}
}
Implementation in your UIViewController
MyChartClass *myChartClass=[[MyChartClass alloc]initWithFrame:CGRectMake(0, 0, 200, 200)];
myChartClass.backgroundColor = [UIColor clearColor];
myChartClass.itemArray=[[NSArray alloc]initWithObjects:#"75",#"25", nil];
myChartClass.myColorArray=[[NSArray alloc]initWithObjects:[UIColor blackColor],[UIColor whiteColor], nil];
myChartClass.radius=100;
[self.view addSubview:myChartClass];
Regards.

Create a custom TableView like the reminder native iOS App [duplicate]

In my application - there are four buttons named as follows:
Top - left
Bottom - left
Top - right
Bottom - right
Above the buttons there is an image view (or a UIView).
Now, suppose a user taps on - top - left button. Above image / view should be rounded at that particular corner.
I am having some difficulty in applying rounded corners to the UIView.
Right now I am using the following code to apply the rounded corners to each view:
// imgVUserImg is a image view on IB.
imgVUserImg.image=[UIImage imageWithData:[NSData dataWithContentsOfURL:[NSURL URLWithString:#"any Url Here"];
CALayer *l = [imgVUserImg layer];
[l setMasksToBounds:YES];
[l setCornerRadius:5.0];
[l setBorderWidth:2.0];
[l setBorderColor:[[UIColor darkGrayColor] CGColor]];
Above code is applying the roundness to each of corners of supplied View. Instead I just wanted to apply roundness to selected corners like - top / top+left / bottom+right etc.
Is it possible? How?
Starting in iOS 3.2, you can use the functionality of UIBezierPaths to create an out-of-the-box rounded rect (where only corners you specify are rounded). You can then use this as the path of a CAShapeLayer, and use this as a mask for your view's layer:
// Create the path (with only the top-left corner rounded)
UIBezierPath *maskPath = [UIBezierPath bezierPathWithRoundedRect:imageView.bounds
byRoundingCorners:UIRectCornerTopLeft
cornerRadii:CGSizeMake(10.0, 10.0)];
// Create the shape layer and set its path
CAShapeLayer *maskLayer = [CAShapeLayer layer];
maskLayer.frame = imageView.bounds;
maskLayer.path = maskPath.CGPath;
// Set the newly created shape layer as the mask for the image view's layer
imageView.layer.mask = maskLayer;
And that's it - no messing around manually defining shapes in Core Graphics, no creating masking images in Photoshop. The layer doesn't even need invalidating. Applying the rounded corner or changing to a new corner is as simple as defining a new UIBezierPath and using its CGPath as the mask layer's path. The corners parameter of the bezierPathWithRoundedRect:byRoundingCorners:cornerRadii: method is a bitmask, and so multiple corners can be rounded by ORing them together.
EDIT: Adding a shadow
If you're looking to add a shadow to this, a little more work is required.
Because "imageView.layer.mask = maskLayer" applies a mask, a shadow will not ordinarily show outside of it. The trick is to use a transparent view, and then add two sublayers (CALayers) to the view's layer: shadowLayer and roundedLayer. Both need to make use of the UIBezierPath. The image is added as the content of roundedLayer.
// Create a transparent view
UIView *theView = [[UIView alloc] initWithFrame:theFrame];
[theView setBackgroundColor:[UIColor clearColor]];
// Create the path (with only the top-left corner rounded)
UIBezierPath *maskPath = [UIBezierPath bezierPathWithRoundedRect:theView.bounds
byRoundingCorners:UIRectCornerTopLeft
cornerRadii:CGSizeMake(10.0f, 10.0f)];
// Create the shadow layer
CAShapeLayer *shadowLayer = [CAShapeLayer layer];
[shadowLayer setFrame:theView.bounds];
[shadowLayer setMasksToBounds:NO];
[shadowLayer setShadowPath:maskPath.CGPath];
// ...
// Set the shadowColor, shadowOffset, shadowOpacity & shadowRadius as required
// ...
// Create the rounded layer, and mask it using the rounded mask layer
CALayer *roundedLayer = [CALayer layer];
[roundedLayer setFrame:theView.bounds];
[roundedLayer setContents:(id)theImage.CGImage];
CAShapeLayer *maskLayer = [CAShapeLayer layer];
[maskLayer setFrame:theView.bounds];
[maskLayer setPath:maskPath.CGPath];
roundedLayer.mask = maskLayer;
// Add these two layers as sublayers to the view
[theView.layer addSublayer:shadowLayer];
[theView.layer addSublayer:roundedLayer];
I used the answer over at How do I create a round cornered UILabel on the iPhone? and the code from How is a rounded rect view with transparency done on iphone? to make this code.
Then I realized I'd answered the wrong question (gave a rounded UILabel instead of UIImage) so I used this code to change it:
http://discussions.apple.com/thread.jspa?threadID=1683876
Make an iPhone project with the View template. In the view controller, add this:
- (void)viewDidLoad
{
CGRect rect = CGRectMake(10, 10, 200, 100);
MyView *myView = [[MyView alloc] initWithFrame:rect];
[self.view addSubview:myView];
[super viewDidLoad];
}
MyView is just a UIImageView subclass:
#interface MyView : UIImageView
{
}
I'd never used graphics contexts before, but I managed to hobble together this code. It's missing the code for two of the corners. If you read the code, you can see how I implemented this (by deleting some of the CGContextAddArc calls, and deleting some of the radius values in the code. The code for all corners is there, so use that as a starting point and delete the parts that create corners you don't need. Note that you can make rectangles with 2 or 3 rounded corners too if you want.
The code's not perfect, but I'm sure you can tidy it up a little bit.
static void addRoundedRectToPath(CGContextRef context, CGRect rect, float radius, int roundedCornerPosition)
{
// all corners rounded
// CGContextMoveToPoint(context, rect.origin.x, rect.origin.y + radius);
// CGContextAddLineToPoint(context, rect.origin.x, rect.origin.y + rect.size.height - radius);
// CGContextAddArc(context, rect.origin.x + radius, rect.origin.y + rect.size.height - radius,
// radius, M_PI / 4, M_PI / 2, 1);
// CGContextAddLineToPoint(context, rect.origin.x + rect.size.width - radius,
// rect.origin.y + rect.size.height);
// 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 + radius);
// CGContextAddArc(context, rect.origin.x + rect.size.width - radius, rect.origin.y + radius,
// radius, 0.0f, -M_PI / 2, 1);
// CGContextAddLineToPoint(context, rect.origin.x + radius, rect.origin.y);
// CGContextAddArc(context, rect.origin.x + radius, rect.origin.y + radius, radius,
// -M_PI / 2, M_PI, 1);
// top left
if (roundedCornerPosition == 1) {
CGContextMoveToPoint(context, rect.origin.x, rect.origin.y + radius);
CGContextAddLineToPoint(context, rect.origin.x, rect.origin.y + rect.size.height - radius);
CGContextAddArc(context, rect.origin.x + radius, rect.origin.y + rect.size.height - radius,
radius, M_PI / 4, M_PI / 2, 1);
CGContextAddLineToPoint(context, rect.origin.x + rect.size.width,
rect.origin.y + rect.size.height);
CGContextAddLineToPoint(context, rect.origin.x + rect.size.width, rect.origin.y);
CGContextAddLineToPoint(context, rect.origin.x, rect.origin.y);
}
// bottom left
if (roundedCornerPosition == 2) {
CGContextMoveToPoint(context, rect.origin.x, rect.origin.y);
CGContextAddLineToPoint(context, rect.origin.x, rect.origin.y + rect.size.height);
CGContextAddLineToPoint(context, rect.origin.x + rect.size.width,
rect.origin.y + rect.size.height);
CGContextAddLineToPoint(context, rect.origin.x + rect.size.width, rect.origin.y);
CGContextAddLineToPoint(context, rect.origin.x + radius, rect.origin.y);
CGContextAddArc(context, rect.origin.x + radius, rect.origin.y + radius, radius,
-M_PI / 2, M_PI, 1);
}
// add the other corners here
CGContextClosePath(context);
CGContextRestoreGState(context);
}
-(UIImage *)setImage
{
UIImage *img = [UIImage imageNamed:#"my_image.png"];
int w = img.size.width;
int h = img.size.height;
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef context = CGBitmapContextCreate(NULL, w, h, 8, 4 * w, colorSpace, kCGImageAlphaPremultipliedFirst);
CGContextBeginPath(context);
CGRect rect = CGRectMake(0, 0, w, h);
addRoundedRectToPath(context, rect, 50, 1);
CGContextClosePath(context);
CGContextClip(context);
CGContextDrawImage(context, rect, img.CGImage);
CGImageRef imageMasked = CGBitmapContextCreateImage(context);
CGContextRelease(context);
CGColorSpaceRelease(colorSpace);
[img release];
return [UIImage imageWithCGImage:imageMasked];
}
alt text http://nevan.net/skitch/skitched-20100224-092237.png
Don't forget that you'll need to get the QuartzCore framework in there for this to work.
I have used this code in many places in my code and it works 100% correctly. You can change any corder by changed one property "byRoundingCorners:UIRectCornerBottomLeft"
UIBezierPath *maskPath = [UIBezierPath bezierPathWithRoundedRect:view.bounds byRoundingCorners:UIRectCornerBottomLeft cornerRadii:CGSizeMake(10.0, 10.0)];
CAShapeLayer *maskLayer = [[CAShapeLayer alloc] init];
maskLayer.frame = view.bounds;
maskLayer.path = maskPath.CGPath;
view.layer.mask = maskLayer;
[maskLayer release];
In iOS 11, we can now round some corners only
let view = UIView()
view.clipsToBounds = true
view.layer.cornerRadius = 8
view.layer.maskedCorners = [.layerMaxXMaxYCorner, .layerMinXMaxYCorner]
CALayer extension with Swift 3+ syntax
extension CALayer {
func round(roundedRect rect: CGRect, byRoundingCorners corners: UIRectCorner, cornerRadii: CGSize) -> Void {
let bp = UIBezierPath(roundedRect: rect, byRoundingCorners: corners, cornerRadii: cornerRadii)
let sl = CAShapeLayer()
sl.frame = self.bounds
sl.path = bp.cgPath
self.mask = sl
}
}
It can be used like:
let layer: CALayer = yourView.layer
layer.round(roundedRect: yourView.bounds, byRoundingCorners: [.bottomLeft, .topLeft], cornerRadii: CGSize(width: 5, height: 5))
Stuarts example for rounding specific corners works great. If you want to round multiple corners like top left and right this is how to do it
// Create the path (with only the top-left corner rounded)
UIBezierPath *maskPath = [UIBezierPath bezierPathWithRoundedRect:imageview
byRoundingCorners:UIRectCornerTopLeft|UIRectCornerTopRight
cornerRadii:CGSizeMake(10.0, 10.0)];
// Create the shape layer and set its path
CAShapeLayer *maskLayer = [CAShapeLayer layer];
maskLayer.frame = imageview.bounds;
maskLayer.path = maskPath.CGPath;
// Set the newly created shape layer as the mask for the image view's layer
imageview.layer.mask = maskLayer;
there is an easier and faster answer that may work depending on your needs and also works with shadows. you can set maskToBounds on the superlayer to true, and offset the child layers so that 2 of their corners are outside the superlayer bounds, effectively cutting the rounded corners on 2 sides away.
of course this only works when you want to have only 2 rounded corners on the same side and the content of the layer looks the same when you cut off a few pixels from one side. works great for having bar charts rounded only on the top side.
Thanks for sharing. Here I'd like to share the solution on swift 2.0 for further reference on this issue. (to conform the UIRectCorner's protocol)
let mp = UIBezierPath(roundedRect: cell.bounds, byRoundingCorners: [.bottomLeft, .TopLeft], cornerRadii: CGSize(width: 10, height: 10))
let ml = CAShapeLayer()
ml.frame = self.bounds
ml.path = mp.CGPath
self.layer.mask = ml
See this related question. You'll have to draw your own rectangle to a CGPath with some rounded corners, add the CGPath to your CGContext and then clip to it using CGContextClip.
You can also draw the rounded rect with alpha values to an image and then use that image to create a new layer which you set as your layer's mask property (see Apple's documentation).
Half a decade late, but I think the current way people do this isn't 100% right. Many people have had the issue that using the UIBezierPath + CAShapeLayer method interferes with Auto-layout, especially when it is set on the Storyboard. No answers go over this, so I decided to add my own.
There is a very easy way to circumvent that: Draw the rounded corners in the drawRect(rect: CGRect) function.
For example, if I wanted top rounded corners for a UIView, I'd subclass UIView and then use that subclass wherever appropriate.
import UIKit
class TopRoundedView: UIView {
override func drawRect(rect: CGRect) {
super.drawRect(rect)
var maskPath = UIBezierPath(roundedRect: self.bounds, byRoundingCorners: UIRectCorner.TopLeft | UIRectCorner.TopRight, cornerRadii: CGSizeMake(5.0, 5.0))
var maskLayer = CAShapeLayer()
maskLayer.frame = self.bounds
maskLayer.path = maskPath.CGPath
self.layer.mask = maskLayer
}
}
This is the best way to conquer the issue and doesn't take any time at all to adapt to.
Rounding only some corners won't play nice with auto resizing or auto layout.
So another option is to use regular cornerRadius and hide the corners you don't want under another view or outside its superview bounds making sure it is set to clip its contents.
To add to to the answer and the addition, I created a simple, reusable UIView in Swift. Depending on your use case, you might want to make modifications (avoid creating objects on every layout etc.), but I wanted to keep it as simple as possible. The extension allows you to apply this to other view's (ex. UIImageView) easier if you do not like subclassing.
extension UIView {
func roundCorners(_ roundedCorners: UIRectCorner, toRadius radius: CGFloat) {
roundCorners(roundedCorners, toRadii: CGSize(width: radius, height: radius))
}
func roundCorners(_ roundedCorners: UIRectCorner, toRadii cornerRadii: CGSize) {
let maskBezierPath = UIBezierPath(
roundedRect: bounds,
byRoundingCorners: roundedCorners,
cornerRadii: cornerRadii)
let maskShapeLayer = CAShapeLayer()
maskShapeLayer.frame = bounds
maskShapeLayer.path = maskBezierPath.cgPath
layer.mask = maskShapeLayer
}
}
class RoundedCornerView: UIView {
var roundedCorners: UIRectCorner = UIRectCorner.allCorners
var roundedCornerRadii: CGSize = CGSize(width: 10.0, height: 10.0)
override func layoutSubviews() {
super.layoutSubviews()
roundCorners(roundedCorners, toRadii: roundedCornerRadii)
}
}
Here's how you would apply it to a UIViewController:
class MyViewController: UIViewController {
private var _view: RoundedCornerView {
return view as! RoundedCornerView
}
override func loadView() {
view = RoundedCornerView()
}
override func viewDidLoad() {
super.viewDidLoad()
_view.roundedCorners = [.topLeft, .topRight]
_view.roundedCornerRadii = CGSize(width: 10.0, height: 10.0)
}
}
Wrapping up Stuart's answer, you can have rounding corner method as the following:
#implementation UIView (RoundCorners)
- (void)applyRoundCorners:(UIRectCorner)corners radius:(CGFloat)radius {
UIBezierPath *maskPath = [UIBezierPath bezierPathWithRoundedRect:self.bounds byRoundingCorners:corners cornerRadii:CGSizeMake(radius, radius)];
CAShapeLayer *maskLayer = [CAShapeLayer layer];
maskLayer.frame = self.bounds;
maskLayer.path = maskPath.CGPath;
self.layer.mask = maskLayer;
}
#end
So to apply rounding corner, you simply do:
[self.imageView applyRoundCorners:UIRectCornerTopRight|UIRectCornerTopLeft radius:10];
I'd suggest defining a layer's mask. The mask itself should be a CAShapeLayer object with a dedicated path. You can use the next UIView extension (Swift 4.2):
extension UIView {
func round(corners: UIRectCorner, with radius: CGFloat) {
let maskLayer = CAShapeLayer()
maskLayer.frame = bounds
maskLayer.path = UIBezierPath(
roundedRect: bounds,
byRoundingCorners: corners,
cornerRadii: CGSize(width: radius, height: radius)
).cgPath
layer.mask = maskLayer
}
}

iOS draw filled Circles

Not a graphics programmer here, so I'm trying to stumble through this. I'm trying to draw 9 filled circles, each a different color, each with a white border. The UIView's frame is CGRectMake (0,0,60,60). See attached image.
The problem is I'm getting "flat spots" on the borders on each side. Following is my code (from the UIView subclass):
- (void)drawRect:(CGRect)rect
{
CGRect borderRect = CGRectMake(0.0, 0.0, 60.0, 60.0);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetRGBStrokeColor(context, 1.0, 1.0, 1.0, 1.0);
CGContextSetRGBFillColor(context, colorRed, colorGreen, colorBlue, 1.0);
CGContextSetLineWidth(context, 2.0);
CGContextFillEllipseInRect (context, borderRect);
CGContextStrokeEllipseInRect(context, borderRect);
CGContextFillPath(context);
}
If I change to CGRectMake(0,0,56,56) in drawRect, I get flat spots only on the top and left sides, and the bottom & right sides look fine.
Can anyone suggest how I might fix this? It seems to me the border is being clipped by the UIView, but not knowing much about this, I really don't know how to fix it.
Thanks, in advance, for any of you graphics experts' suggestions.
I like the answer from #AaronGolden, just wanted to add:
CGRect borderRect = CGRectInset(rect, 2, 2);
Or, better:
CGFloat lineWidth = 2;
CGRect borderRect = CGRectInset(rect, lineWidth * 0.5, lineWidth * 0.5);
Those circles are just getting clipped to the bounds of the views that draw them. The views must be slightly larger than the circles to be drawn. You can imagine the CGContextStrokeEllipseInRect call tracing a circle of radius 30 and then painting one pixel on each side of the traced curve. Well on the far edges you're going to have one of those pixels just outside the boundary of the view.
Try making your views something like 62x62, or make the circle radius slightly smaller to leave room for the thick stroke in your 60x60 views.
I Wrote this so that you can draw many circles easily.
Add the following code to your .m file:
- (void) circleFilledWithOutline:(UIView*)circleView fillColor:(UIColor*)fillColor outlineColor:(UIColor*)outlinecolor{
CAShapeLayer *circleLayer = [CAShapeLayer layer];
float width = circleView.frame.size.width;
float height = circleView.frame.size.height;
[circleLayer setBounds:CGRectMake(2.0f, 2.0f, width-2.0f, height-2.0f)];
[circleLayer setPosition:CGPointMake(width/2, height/2)];
UIBezierPath *path = [UIBezierPath bezierPathWithOvalInRect:CGRectMake(2.0f, 2.0f, width-2.0f, height-2.0f)];
[circleLayer setPath:[path CGPath]];
[circleLayer setFillColor:fillColor.CGColor];
[circleLayer setStrokeColor:outlinecolor.CGColor];
[circleLayer setLineWidth:2.0f];
[[circleView layer] addSublayer:circleLayer];
}
Then Add the following code to your view did load and replace "yourView" with any view that you want to place the circle in. If you want to make a bunch of circles just add some small views to the page and repeat the code below. The circle will become the size of the view you make.
[self circleFilledWithOutline:self.yourView fillColor:[UIColor redColor] outlineColor:[UIColor purpleColor]];
There is a simple way to draw a fill circle
CGContextFillEllipseInRect(context, CGRectMake(x,y,width,height))
Trianna Brannon's answer on Swift 3
func circleFilledWithOutline(circleView: UIView, fillColor: UIColor, outlineColor:UIColor) {
let circleLayer = CAShapeLayer()
let width = Double(circleView.bounds.size.width);
let height = Double(circleView.bounds.size.height);
circleLayer.bounds = CGRect(x: 2.0, y: 2.0, width: width-2.0, height: height-2.0)
circleLayer.position = CGPoint(x: width/2, y: height/2);
let rect = CGRect(x: 2.0, y: 2.0, width: width-2.0, height: height-2.0)
let path = UIBezierPath.init(ovalIn: rect)
circleLayer.path = path.cgPath
circleLayer.fillColor = fillColor.cgColor
circleLayer.strokeColor = outlineColor.cgColor
circleLayer.lineWidth = 2.0
circleView.layer.addSublayer(circleLayer)
}
And invoke func via:
self.circleFilledWithOutline(circleView: myCircleView, fillColor: UIColor.red, outlineColor: UIColor.blue)

UITableViewCell left side color

I would like to set a color to the most left of my UITableViewCell, BUT I want it to fall withing the bounds of the cell.
Because I use a UITableViewStyleGrouped UITableView I would like the color to have a round corner for the first and last cell. How can I do this?
I currently have the color in the table, but thats it. This is my code:
UIView *theView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 10, cell.frame.size.height)];
[theView setBackgroundColor:[UIColor purpleColor]];
[cell.contentView addSubview:theView];
[[cell textLabel] setText:#"Some row"];
This is the result:
Best regards,
Paul Peelen
I solved it in the end using "CoreGraphics" as NR4TR suggested.
I created a new UIView and rewrote the drawRect function.
This is the result code:
- (void)drawRect:(CGRect)rect {
float radius = 10.0f;
CGContextRef context = UIGraphicsGetCurrentContext();
rect = CGRectInset(rect, 0.0f, 0.0f);
CGContextBeginPath(context);
CGContextMoveToPoint(context, CGRectGetMinX(rect) + radius, CGRectGetMinY(rect));
CGContextAddLineToPoint(context, CGRectGetMaxX(rect), CGRectGetMinY(rect));
if (bottom)
{
CGContextAddArc(context, CGRectGetMinX(rect) + radius, CGRectGetMaxY(rect) - radius, radius, M_PI / 2, M_PI, 0);
}
else {
CGContextAddLineToPoint(context, CGRectGetMaxX(rect), CGRectGetMaxY(rect));
}
CGContextAddLineToPoint(context, CGRectGetMinX(rect), CGRectGetMaxY(rect));
if (top)
{
CGContextAddArc(context, CGRectGetMinX(rect) + radius, CGRectGetMinY(rect) + radius, radius, M_PI, 3 * M_PI / 2, 0);
}
else {
CGContextAddLineToPoint(context, CGRectGetMinX(rect), CGRectGetMinY(rect));
}
CGContextSetFillColorWithColor(context, theColor.CGColor);
CGContextClosePath(context);
CGContextFillPath(context);
}
The fastest and easiest way is to use images for the first and last cells.
There is a bit more sophisticated way - drawing with a help of Core Graphics
EDIT: your case is just a rectangle plus a quoter of ellipse (or just a pie slice).

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