UIScrollView zooming out of a view with a -ve origin - ios

I have a UIScrollView. In this I have a UIView which has a frame with a negative origin - I need to limit the scroll view so that you can't scroll around the entire view..
I have implemented Zoom in this scrollview.
When Zooming the Scroll view will adjust the size of the Zoomable view according to the scale. BUT IT DOES NOT ADJUST THE ORIGIN.
So if I have a view with a frame of {0, -500}, {1000, 1000}
The I zoom out to a scale of 0.5, this will give me a new frame of {0, -500}, {500, 500}
Clearly this is not good, the entire view is zoomed out of the scrollview. I want the frame to be {0, -250}, {500, 500}
I can fix things a bit in the scrollViewDidZoom method by adjusting the origin correctly.. This does work, but the zoom is not smooth.. Changing the origin here causes it to jump.
I notice in the documentation for UIView it says (regarding the frame property):
Warning: If the transform property is not the identity transform, the
value of this property is undefined and therefore should be ignored.
Not quite sure why that is.
Am I approaching this problem wrong? What is the best way to fix it?
Thanks
Below is some source code from the test app I am using:
In the ViewController..
- (void)viewDidLoad
{
[super viewDidLoad];
self.bigView = [[BigView alloc] initWithFrame: CGRectMake(0, -400, 1000, 1000)];
[self.bigScroll addSubview: bigView];
self.bigScroll.delegate = self;
self.bigScroll.minimumZoomScale = 0.2;
self.bigScroll.maximumZoomScale = 5;
self.bigScroll.contentSize = bigView.bounds.size;
}
-(UIView *)viewForZoomingInScrollView:(UIScrollView *)scrollView {
return bigView;
}
- (void)scrollViewDidZoom:(UIScrollView *)scrollView {
// bigView.frame = CGRectMake(0, -400 * scrollView.zoomScale,
// bigView.frame.size.width, bigView.frame.size.height);
bigView.center = CGPointMake(500 * scrollView.zoomScale, 100 * scrollView.zoomScale);
}
And then in the View...
- (void)drawRect:(CGRect)rect
{
// Drawing code
CGContextRef ctx = UIGraphicsGetCurrentContext();
CGContextSetFillColorWithColor(ctx, [UIColor whiteColor].CGColor);
CGContextSetStrokeColorWithColor(ctx, [UIColor whiteColor].CGColor);
CGContextFillRect(ctx, CGRectMake(100, 500, 10, 10));
for (int i = 0; i < 1000; i += 100) {
CGContextStrokeRect(ctx, CGRectMake(0, i, 1000, 3));
}
}
Note that here the jumpiness is more apparent at larger zoom scales. In my real app where there is much more drawing and processing going on the jump is more apparent at all times.

You don't have to use the frame property - and should not, given Apple's very firm warning. In such cases you can usually use bounds and center to achieve your result.
In your case you can ignore all of the subview's properties. Assuming that your subview is the viewForZoomingInScrollView you can use the scrollView's contentOffset and zoomScale properties
- (void) setMinOffsets:(UIScrollView*)scrollView
{
CGFloat minOffsetX = MIN_OFFSET_X*scrollView.zoomScale;
CGFloat minOffsetY = MIN_OFFSET_Y*scrollView.zoomScale;
if ( scrollView.contentOffset.x < minOffsetX
|| scrollView.contentOffset.y < minOffsetY ) {
CGFloat offsetX = (scrollView.contentOffset.x > minOffsetX)?
scrollView.contentOffset.x : minOffsetX;
CGFloat offsetY = (scrollView.contentOffset.y > minOffsetY)?
scrollView.contentOffset.y : minOffsetY;
scrollView.contentOffset = CGPointMake(offsetX, offsetY);
}
}
Call it from both scrollViewDidScroll and scrollViewDidZoom in your scrollView delegate. This should work smoothly, but if you have doubts you can also implement it by subclassing the scrollView and invoking it with layoutSubviews. In their PhotoScroller example, Apple centers a scrollView's content by overriding layoutSubviews - although maddeningly they ignore their own warnings and adjust the subview's frame property to achieve this.
update
The above method eliminates the 'bounce' as the scrollView hits it's limits. If you want to retain the bounce, you can directly alter the view's center property instead:
- (void) setViewCenter:(UIScrollView*)scrollView
{
UIView* view = [scrollView subviews][0];
CGFloat centerX = view.bounds.size.width/2-MIN_OFFSET_X;
CGFloat centerY = view.bounds.size.height/2-MIN_OFFSET_Y;
centerX *=scrollView.zoomScale;
centerY *=scrollView.zoomScale;
view.center = CGPointMake(centerX, centerY);
}
update 2
From your updated question (with code), I can see that neither of these solutions fix you problem. What seems to be happening is that the greater you make your offset, the jerkier the zoom movement becomes. With an offset of 100points the action is still quite smooth, but with an offset of 500points, it is unacceptably rough. This is partly related to your drawRect routine, and partly related to (too much) recalculation going on in the scrollView to display the right content. So I have another solution…
In your viewController, set your customView's bounds/frame origin to the normal (0,0). We will offset the content using layers instead. You will need to add the QuartzCore framework to your project, and #import it into your custom view.
In the custom view initialise two CAShapeLayers - one for the box, the other for the lines. If they share the same fill and stroke you would only need one CAShapeLayer (for this example I changed your fill and stroke colors). Each CAShapeLayer comes with it's own CGContext, which you can initialise once per layer with colors, linewidths etc. Then to make a CAShapelayer do it's drawing all you have to do is set it's path property with a CGPath.
#import "CustomView.h"
#import <QuartzCore/QuartzCore.h>
#interface CustomView()
#property (nonatomic, strong) CAShapeLayer* shapeLayer1;
#property (nonatomic, strong) CAShapeLayer* shapeLayer2;
#end
#implementation CustomView
#define MIN_OFFSET_X 100
#define MIN_OFFSET_Y 500
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
[self initialiseLayers];
}
return self;
}
- (void) initialiseLayers
{
CGRect layerBounds = CGRectMake( MIN_OFFSET_X,MIN_OFFSET_Y
, self.bounds.size.width + MIN_OFFSET_X
, self.bounds.size.height+ MIN_OFFSET_Y);
self.shapeLayer1 = [[CAShapeLayer alloc] init];
[self.shapeLayer1 setFillColor:[UIColor clearColor].CGColor];
[self.shapeLayer1 setStrokeColor:[UIColor yellowColor].CGColor];
[self.shapeLayer1 setLineWidth:1.0f];
[self.shapeLayer1 setOpacity:1.0f];
self.shapeLayer1.anchorPoint = CGPointMake(0, 0);
self.shapeLayer1.bounds = layerBounds;
[self.layer addSublayer:self.shapeLayer1];
Setting the bounds is the critical bit. Unlike views, which clip their subviews, CALayers will draw beyond the bounds of their superlayer. You are going to start drawing MIN_OFFSET_Y points above the top of your View and MIN_OFFSET_X to the left. This allows you to draw content beyond your scrollView's content view without the scrollView having to do any extra work.
Unlike views, a superlayer does not automatically clip the contents of sublayers that lie outside its bounds rectangle. Instead, the superlayer allows its sublayers to be displayed in their entirety by default.
(Apple Docs, Building a Layer Hierarchy)
self.shapeLayer2 = [[CAShapeLayer alloc] init];
[self.shapeLayer2 setFillColor:[UIColor blueColor].CGColor];
[self.shapeLayer2 setStrokeColor:[UIColor clearColor].CGColor];
[self.shapeLayer2 setLineWidth:0.0f];
[self.shapeLayer2 setOpacity:1.0f];
self.shapeLayer2.anchorPoint = CGPointMake(0, 0);
self.shapeLayer2.bounds = layerBounds;
[self.layer addSublayer:self.shapeLayer2];
[self drawIntoLayer1];
[self drawIntoLayer2];
}
Set a bezier path for each shape layer, then pass it in:
- (void) drawIntoLayer1 {
UIBezierPath* path = [[UIBezierPath alloc] init];
[path moveToPoint:CGPointMake(0,0)];
for (int i = 0; i < self.bounds.size.height+MIN_OFFSET_Y; i += 100) {
[path moveToPoint:
CGPointMake(0,i)];
[path addLineToPoint:
CGPointMake(self.bounds.size.width+MIN_OFFSET_X, i)];
[path addLineToPoint:
CGPointMake(self.bounds.size.width+MIN_OFFSET_X, i+3)];
[path addLineToPoint:
CGPointMake(0, i+3)];
[path closePath];
}
[self.shapeLayer1 setPath:path.CGPath];
}
- (void) drawIntoLayer2 {
UIBezierPath* path = [UIBezierPath bezierPathWithRect:
CGRectMake(100+MIN_OFFSET_X, MIN_OFFSET_Y, 10, 10)];
[self.shapeLayer2 setPath:path.CGPath];
}
This obviates the need for drawRect - you only need to redraw your layers if you change the path property. Even if you do change the path property as often as you would call drawRect, the drawing should now be significantly more efficient. And as path is an animatable property, you also get animation thrown in for free if you need it.
In your case we only need to set the path once, so all of the work is done once, on initialisation.
Now you can remove any centering code from your scrollView delegate methods, it isn't needed any more.

Related

How do I calculate the correct CGRect origin on a scaled UIView subview?

I need to calculate the visible CGRect of a UIView subview, in the coordinates of the original view. I've got it working if the scale is 1, but if one of the superviews or the view itself is scaled (pinch), the visible CGRect origin is offset slightly.
This works when the scale of the views is 1 or the view is a subview of the root view:
// return the part of the passed view that is visible
// TODO: figure out why result origin is wrong for scaled subviews
//
- (CGRect)getVisibleRect:(UIView *)view {
// get the root view controller (and it's view is vc.view)
UIViewController *vc = UIApplication.sharedApplication.keyWindow.rootViewController;
// get the view's frame in the root view's coordinate system
CGRect frame = [vc.view convertRect:view.frame fromView:view.superview];
// get the intersection of the root view bounds and the passed view frame
CGRect intersection = CGRectIntersection(vc.view.bounds, frame);
// adjust the intersection coordinates thru any nested views
UIView *loopView = view;
do {
intersection = [loopView convertRect:intersection fromView:loopView.superview];
loopView = loopView.superview;
} while (loopView != vc.view);
return intersection; // may be same as the original view frame
}
When a subview is scaled, the size of the resultant view is correct, but the origin is offset by a small amount. It appears that the convertRect does not calculate the origin properly for scaled subviews.
I tried adjusting the origin relative to the X/Y transform scale but I could not get the calculation correct. Perhaps someone can help?
To save time, here is a complete test ViewController.m, where a box with an X is drawn on the visible part of the views - just create a reset button in the Main.storyboard and connect it to the reset method:
//
// ViewController.m
// VisibleViewDemo
//
// Copyright © 2018 ByteSlinger. All rights reserved.
//
#import "ViewController.h"
CG_INLINE void drawLine(UIView *view,CGPoint point1,CGPoint point2, UIColor *color, NSString *layerName) {
UIBezierPath *path = [UIBezierPath bezierPath];
[path moveToPoint:point1];
[path addLineToPoint:point2];
CAShapeLayer *shapeLayer = [CAShapeLayer layer];
shapeLayer.path = [path CGPath];
shapeLayer.strokeColor = color.CGColor;
shapeLayer.lineWidth = 2.0;
shapeLayer.fillColor = [UIColor clearColor].CGColor;
shapeLayer.name = layerName;
[view.layer addSublayer:shapeLayer];
}
CG_INLINE void removeShapeLayers(UIView *view,NSString *layerName) {
if (view.layer.sublayers.count > 0) {
for (CALayer *layer in [view.layer.sublayers copy]) {
if ([layer.name isEqualToString:layerName]) {
[layer removeFromSuperlayer];
}
}
}
}
CG_INLINE void drawXBox(UIView *view, CGRect rect,UIColor *color) {
NSString *layerName = #"xbox";
removeShapeLayers(view, layerName);
CGPoint topLeft = CGPointMake(rect.origin.x,rect.origin.y);
CGPoint topRight = CGPointMake(rect.origin.x + rect.size.width,rect.origin.y);
CGPoint bottomLeft = CGPointMake(rect.origin.x, rect.origin.y + rect.size.height);
CGPoint bottomRight = CGPointMake(rect.origin.x + rect.size.width, rect.origin.y + rect.size.height);
drawLine(view,topLeft,topRight,color,layerName);
drawLine(view,topRight,bottomRight,color,layerName);
drawLine(view,topLeft,bottomLeft,color,layerName);
drawLine(view,bottomLeft,bottomRight,color,layerName);
drawLine(view,topLeft,bottomRight,color,layerName);
drawLine(view,topRight,bottomLeft,color,layerName);
}
#interface ViewController ()
#end
#implementation ViewController
UIView *view1;
UIView *view2;
UIView *view3;
- (void)viewDidLoad {
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
CGFloat width = [UIScreen mainScreen].bounds.size.width / 2;
CGFloat height = [UIScreen mainScreen].bounds.size.height / 4;
view1 = [[UIView alloc] initWithFrame:CGRectMake(width / 2, height / 2, width, height)];
view1.backgroundColor = UIColor.yellowColor;
[self.view addSubview:view1];
[self addGestures:view1];
view2 = [[UIView alloc] initWithFrame:CGRectMake(width / 2, height / 2 + height + 16, width, height)];
view2.backgroundColor = UIColor.greenColor;
[self.view addSubview:view2];
[self addGestures:view2];
view3 = [[UIView alloc] initWithFrame:CGRectMake(10, 10, width / 2, height / 2)];
view3.backgroundColor = [UIColor.blueColor colorWithAlphaComponent:0.5];
[view1 addSubview:view3]; // this one will behave differently
[self addGestures:view3];
}
- (void)viewWillLayoutSubviews {
[super viewWillLayoutSubviews];
[self checkOnScreen:view1];
[self checkOnScreen:view2];
[self checkOnScreen:view3];
}
- (IBAction)reset:(id)sender {
view1.transform = CGAffineTransformIdentity;
view2.transform = CGAffineTransformIdentity;
view3.transform = CGAffineTransformIdentity;
[self.view setNeedsLayout];
}
- (void)addGestures:(UIView *)view {
UIPanGestureRecognizer *panGestureRecognizer = [[UIPanGestureRecognizer alloc]
initWithTarget:self action:#selector(handlePan:)];
[view addGestureRecognizer:panGestureRecognizer];
UIPinchGestureRecognizer *pinchGestureRecognizer = [[UIPinchGestureRecognizer alloc]
initWithTarget:self action:#selector(handlePinch:)];
[view addGestureRecognizer:pinchGestureRecognizer];
}
// return the part of the passed view that is visible
- (CGRect)getVisibleRect:(UIView *)view {
// get the root view controller (and it's view is vc.view)
UIViewController *vc = UIApplication.sharedApplication.keyWindow.rootViewController;
// get the view's frame in the root view's coordinate system
CGRect frame = [vc.view convertRect:view.frame fromView:view.superview];
// get the intersection of the root view bounds and the passed view frame
CGRect intersection = CGRectIntersection(vc.view.bounds, frame);
// adjust the intersection coordinates thru any nested views
UIView *loopView = view;
do {
intersection = [loopView convertRect:intersection fromView:loopView.superview];
loopView = loopView.superview;
} while (loopView != vc.view);
return intersection; // may be same as the original view
}
- (void)checkOnScreen:(UIView *)view {
CGRect visibleRect = [self getVisibleRect:view];
if (CGRectEqualToRect(visibleRect, CGRectNull)) {
visibleRect = CGRectZero;
}
drawXBox(view,visibleRect,UIColor.blackColor);
}
//
// Pinch (resize) an image on the ViewController View
//
- (IBAction)handlePinch:(UIPinchGestureRecognizer *)recognizer {
static CGAffineTransform initialTransform;
if (recognizer.state == UIGestureRecognizerStateBegan) {
[self.view bringSubviewToFront:recognizer.view];
initialTransform = recognizer.view.transform;
} else if (recognizer.state == UIGestureRecognizerStateEnded) {
} else {
recognizer.view.transform = CGAffineTransformScale(initialTransform,recognizer.scale,recognizer.scale);
[self checkOnScreen:recognizer.view];
[self.view setNeedsLayout]; // update subviews
}
}
- (IBAction)handlePan:(UIPanGestureRecognizer *)recognizer {
static CGAffineTransform initialTransform;
if (recognizer.state == UIGestureRecognizerStateBegan) {
[self.view bringSubviewToFront:recognizer.view];
initialTransform = recognizer.view.transform;
} else if (recognizer.state == UIGestureRecognizerStateEnded) {
} else {
//get the translation amount in x,y
CGPoint translation = [recognizer translationInView:recognizer.view];
recognizer.view.transform = CGAffineTransformTranslate(initialTransform,translation.x,translation.y);
[self checkOnScreen:recognizer.view];
[self.view setNeedsLayout]; // update subviews
}
}
#end
So you need to know the real visible frame of a view that is somehow derived from bounds+center+transform and calculate everything else from that, instead of the ordinary frame value. This means you'll also have to recreate convertRect:fromView: to be based on that. I always sidestepped the problem by using transform only for short animations where such calculations are not necessary. Thinking about coding such a -getVisibleRect: method makes me want to run away screaming ;)
What is a frame?
The frame property is derived from center and bounds.
Example:
center is (60,50)
bounds is (0,0,100,100)
=> frame is (10,0,100,100)
Now you change the frame to (10,20,100,100). Because the size of the view did not change, this results only in a change to the center. The new center is now (60,70).
How about transform?
Say you now transform the view, by scaling it to 50%.
=> the view has now half the size than before, while still keeping the same center. It looks like the new frame is (35,45,50,50). However the real result is:
center is still (60,50): this is expected
bounds is still (0,0,100,100): this should be expected too
frame is still (10,20,100,100): this is somewhat counterintuitive
frame is a calculated property, and it doesn't care at all about the current transform. This means that the value of the frame is meaningless whenever transform is not the identity transform. This is even documented behaviour. Apple calls the value of frame to be "undefined" in this case.
Consequences
This has the additional consequences that methods such as convertRect:fromView: do not work properly when there are non-standard transforms involved. This is because all these methods rely on either frame or bounds of views, and they break as soon as there are transforms involved.
What can be done?
Say you have three views:
view1 (no transform)
view2 (scale transform 50%)
view3 (no transform)
and you want to know the coordinates of view3 from the point of view of view1.
From the point of view of view2, view3 has frame view3.frame. Easy.
From the point of view of view1, view2 has not frame view2.frame, but the visible frame is a rectangle with size view2.bounds/2 and center view2.center.
To get this right you need some basic linear algebra (with matrix multiplications). (And don't forget the anchorPoint..)
I hope it helps..
What can be done for real?
In your question you said that there is an offset. Maybe you can just calculate the error now? The error should be something like 0.5 * (1-scale) * (bounds.size) . If you can calculate the error, you can subtract it and call it a day :)
Thanks to #Michael for putting in so much effort in his answer. It didn't solve the problem but it made me think some more and try some other things.
And voila, I tried something that I'm certain I had done before, but this time I started with my latest code. It turns out a simple solution did the trick. The builtin UIView convertRect:fromView and convertRect:toView worked as expected when used together.
I apologize to anyone that has spent time on this. I'm humbled in my foolishness and how much time I have spent on this. I must have made a mistake somewhere when I tried this before because it didn't work. But this works very well now:
// return the part of the passed view that is visible
- (CGRect)getVisibleRect:(UIView *)view {
// get the root view controller (and it's view is vc.view)
UIViewController *vc = UIApplication.sharedApplication.keyWindow.rootViewController;
// get the view's frame in the root view's coordinate system
CGRect rootRect = [vc.view convertRect:view.frame fromView:view.superview];
// get the intersection of the root view bounds and the passed view frame
CGRect rootVisible = CGRectIntersection(vc.view.bounds, rootRect);
// convert the rect back to the initial view's coordinate system
CGRect visible = [view convertRect:rootVisible fromView:vc.view];
return visible; // may be same as the original view frame
}
If someone uses the Viewcontroller.m from my question, just replace the getVisibleRect method with this one and it will work very nicely.
NOTE: I tried rotating the view and the visible rect is rotated too because I displayed it on the view itself. I guess I could reverse whatever the view rotation is on the shape layers, but that's for another day!

Adding UIImage's as "Tick Marks" to UISlider

To sum up my question beforehand: I'm trying to determine where on the slider I can place the image based upon knowing only the UISlider's duration, and having an array of times to loop through, placing the images accordingly.
I've been reading through the Apple Docs on UISlider, and it appears that there is no native way to add "Tick marks" on a UISlider based upon an array of floats. "Tick marks" meaning lines upon a slider, such as those used to place advertisements on scrubbers. Here is a visualization:
Now, I have an array full of floats; Floats in which I will use to drop the tick marks based upon the UISlider's value. The values of the floats in the array will be different every time. I would like to loop through the .value property of my UISlider, dropping the UIImages accordingly. The UIImage's are the tick marks that are just little png's assets I created. What I cannot figure out is the logic behind looping through the .value property of the UISlider and placing the UIImage in accordance with the UISlider's future position. The values of the floats in the array will be different every time, so I can't place them statically. Does anyone know where to start? I'm still a little new to Objective-C programming.
I know that it may be possible utilize retrieving the slider's beginning X coordinate on the screen, like so:
- (float)xPositionFromSliderValue:(UISlider *)aSlider;
{
float sliderRange = aSlider.frame.size.width - aSlider.currentThumbImage.size.width;
float sliderOrigin = aSlider.frame.origin.x + (aSlider.currentThumbImage.size.width / 2.0);
float sliderValueToPixels = (((aSlider.value-aSlider.minimumValue)/(aSlider.maximumValue-aSlider.minimumValu‌​e)) * sliderRange) + sliderOrigin);
return sliderValueToPixels;
}
Maybe I could add in a calculation in the for loop to place the image in accordance to that instead. I'm just not too sure where even to begin here...
The methods trackRectForBounds and thumbRectForBounds are provided for subclassing UISlider, but you can call them directly, and they will get your tick centers up front.
- (float)sliderThumbCenter:(UISlider *)slider forValue:(float)value{
CGRect trackRect = [slider trackRectForBounds:slider.bounds];
CGRect thumbRect = [slider thumbRectForBounds:slider.bounds trackRect:trackRect value:value];
CGFloat centerThumb = CGRectGetMidX(thumbRect);
return centerThumb;
}
And it might be easier to do a custom view to draw the track rather than Image views, then just put the slider on top of it and hide the track. Just make the slider frame equal to the TickView's bounds. Really I suppose a UISlider subclass would be better, but this works!
#interface TickView : UIView
#property UIColor *tickColor;
#property int tickCount;
#property CGFloat tickHeight;
#property (weak) UISlider *slider;
#property float *ticks;
-(void)setTicks:(float *)ticks count:(int)tickCount;
#end
#implementation TickView{
__weak UISlider *_slider;
}
-(instancetype)initWithFrame:(CGRect)frame{
self = [super initWithFrame:frame];
if (self) {
self.tickColor = [UIColor grayColor];
self.backgroundColor = [UIColor clearColor];
self.tickCount = 7;
self.ticks = malloc(sizeof(float) * self.tickCount);
self.tickHeight = 10;
}
return self;
}
- (void)drawRect:(CGRect)rect {
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetStrokeColorWithColor(context, self.tickColor.CGColor);
CGContextBeginPath(context);
CGFloat centerY = rect.size.height / 2;
CGContextMoveToPoint(context, 0, centerY);
CGContextAddLineToPoint(context, rect.size.width, centerY);
CGFloat tickTop = centerY - self.tickHeight / 2;
CGFloat tickBottom = centerY + self.tickHeight / 2;
CGFloat tickX = 0;
if (self.slider) {
for (int i = 0; i < self.tickCount; i++) {
tickX = [self sliderThumbCenter:self.slider forValue:self.ticks[i]];
CGContextMoveToPoint(context, tickX, tickTop);
CGContextAddLineToPoint(context, tickX, tickBottom);
}
}
else{
CGFloat tickSpacing = rect.size.width / (self.tickCount - 1);
for (int i = 0; i < self.tickCount; i++) {
CGContextMoveToPoint(context, tickX, tickTop);
CGContextAddLineToPoint(context, tickX, tickBottom);
tickX += tickSpacing;
}
}
CGContextStrokePath(context);
}
-(void)setTicks:(float *)ticks count:(int)tickCount{
free(_ticks);
_ticks = malloc(sizeof(float) * tickCount);
memcpy(_ticks, ticks, sizeof(float) * tickCount);
_tickCount = tickCount;
[self setNeedsDisplay];
}
- (float)sliderThumbCenter:(UISlider *)slider forValue:(float)value{
CGRect trackRect = [slider trackRectForBounds:slider.bounds];
CGRect thumbRect = [slider thumbRectForBounds:slider.bounds trackRect:trackRect value:value];
CGFloat centerThumb = CGRectGetMidX(thumbRect);
return centerThumb;
}
-(void)setSlider:(UISlider *)slider{
_slider = slider;
}
-(UISlider *)slider{
return _slider;
}
-(void)dealloc{
free(_ticks);
}
#end
I think you will have trouble positioning the tick marks. However, if the parent view of your UISlider is "view", you add a subview like this:
[view addSubView:myTickView];
The position of the added subview is determined by its frame property, which is in the parent's view coordinate space.
To remove a view, you do this:
[myTickView removeFromSuperView];
You can also loop through your tick views and change there frames, but these changes will be animated, so the ticks will appear to slide if you do that, unless you turn animations off.

How to round off one corner of a resizable UIView in IOS?

I'm using this code to round off one corner of my UIView:
UIBezierPath *maskPath = [UIBezierPath bezierPathWithRoundedRect:
self.view.bounds byRoundingCorners:(UIRectCornerTopLeft) cornerRadii:
CGSizeMake(10.0, 10.0)];
CAShapeLayer *maskLayer = [[CAShapeLayer alloc] init];
maskLayer.frame = self.view.bounds;
maskLayer.path = maskPath.CGPath;
self.view.layer.mask = maskLayer;
self.view.layer.masksToBounds = NO;
This code works, as long as I don't ever resize the view. If I make the view larger, the new area does not appear because it's outside the bounds of the mask layer (this mask layer does not automatically resize itself with the view). I could just make the mask as large as it will ever need to be, but it could be full-screen on the iPad so I'm worried about performance with a mask that big (I'll have more than one of these in my UI). Also, a super-sized mask wouldn't work for the situation where I need the upper right corner (alone) to be rounded off.
Is there a simpler, easier way to achieve this?
Update: here is what I'm trying to achieve: http://i.imgur.com/W2AfRBd.png (the rounded corner I want is circled here in green).
I have achieved a working version of this, using a subclass of UINavigationController and overriding viewDidLayoutSubviews like so:
- (void)viewDidLayoutSubviews {
CGRect rect = self.view.bounds;
UIBezierPath *maskPath = [UIBezierPath bezierPathWithRoundedRect:rect
byRoundingCorners:UIRectCornerTopLeft cornerRadii:CGSizeMake(8.0, 8.0)];
self.maskLayer = [CAShapeLayer layer];
self.maskLayer.frame = rect;
self.maskLayer.path = maskPath.CGPath;
self.view.layer.mask = self.maskLayer;
}
I then instantiate my UINavigationController subclass with my view controller, and then I offset the frame of the nav controller's view by 20px (y) to expose the status bar and leave a 44-px high navigation bar, as shown in the picture.
The code is working, except that it doesn't handle rotation very well at all. When the app rotates, viewDidLayoutSubviews gets called before the rotation and my code creates a mask that fits the view after rotation; this creates an undesirable blockiness to the rotation, where bits that should be hidden are exposed during the rotation. Also, whereas the app's rotation is perfectly smooth without this mask, with the mask being created the rotation becomes noticeably jerky and slow.
The iPad app Evomail also has rounded corners like this, and their app suffers from the same problem.
The problem is, CoreAnimation properties do not animate in UIKit animation blocks. You need to create a separate animation which will have the same curve and duration as the UIKit animation.
I created the mask layer in viewDidLoad. When the view is about to be layout, I only modify the path property of the mask layer.
You do not know the rotation duration inside the layout callback methods, but you do know it right before rotation (and before layout is triggered), so you can keep it there.
The following code works well.
- (void)willRotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration
{
//Keep duration for next layout.
_duration = duration;
}
-(void)viewWillLayoutSubviews
{
[super viewWillLayoutSubviews];
UIBezierPath* maskPath = [UIBezierPath bezierPathWithRoundedRect:self.view.bounds byRoundingCorners:UIRectCornerTopLeft cornerRadii:CGSizeMake(10, 10)];
CABasicAnimation* animation;
if(_duration > 0)
{
animation = [CABasicAnimation animationWithKeyPath:#"path"];
animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
[animation setDuration:_duration];
//Set old value
[animation setFromValue:(id)((CAShapeLayer*)self.view.layer.mask).path];
//Set new value
[animation setToValue:(id)maskPath.CGPath];
}
((CAShapeLayer*)self.view.layer.mask).path = maskPath.CGPath;
if(_duration > 0)
{
[self.view.layer.mask addAnimation:animation forKey:#"path"];
}
//Zero duration for next layout.
_duration = 0;
}
I know this is a pretty hacky way of doing it but couldn't you just add a png over the top of the corner?
Ugly I know, but it won't affect performance, rotation will be fine if its a subview and users won't notice.
Two ideas:
Resize the mask when the view is resized. You don't get automatic resizing of sublayers the way you get automatic resizing of subviews, but you still get an event, so you can do manual resizing of sublayers.
Or... If this a view whose drawing and display you are in charge of, make the rounding of the corner a part of how you draw the view in the first place (by clipping). That is in fact the most efficient approach.
You could subclass the view you are using and override "layoutSubviews"method. This one gets called everytime your view dimensions change.
Even if "self.view"(referenced in your code) is your viewcontroller's view, you can still set this view to a custom class in your storyboard. Here's the modified code for the subclass:
- (void)layoutSubviews {
[super layoutSubviews];
UIBezierPath *maskPath = [UIBezierPath bezierPathWithRoundedRect:
self.bounds byRoundingCorners:(UIRectCornerTopLeft) cornerRadii:
CGSizeMake(10.0, 10.0)];
CAShapeLayer *maskLayer = [[CAShapeLayer alloc] init];
maskLayer.frame = self.bounds;
maskLayer.path = maskPath.CGPath;
self.layer.mask = maskLayer;
self.layer.masksToBounds = NO;
}
I think you should create a custom view that updates itself any time it is needed, which means anytime that setNeedsDisplay is called.
What I'm suggesting is to create a custom UIView subclass to be implemented as follows:
// OneRoundedCornerUIView.h
#import <UIKit/UIKit.h>
#interface OneRoundedCornerUIView : UIView //Subclass of UIView
#end
// OneRoundedCornerUIView.m
#import "OneRoundedCornerUIView.h"
#implementation OneRoundedCornerUIView
- (void) setFrame:(CGRect)frame
{
[super setFrame:frame];
[self setNeedsDisplay];
}
// Override drawRect as follows.
- (void)drawRect:(CGRect)rect
{
UIBezierPath *maskPath = [UIBezierPath bezierPathWithRoundedRect:
self.bounds byRoundingCorners:(UIRectCornerTopLeft) cornerRadii:
CGSizeMake(10.0, 10.0)];
CAShapeLayer *maskLayer = [[CAShapeLayer alloc] init];
maskLayer.frame = self.bounds;
maskLayer.path = maskPath.CGPath;
self.layer.mask = maskLayer;
self.layer.masksToBounds = NO;
}
#end
Once you've done this you simply need to make your view an OneRoundedCornerUIView instance instead of an UIView one and your view will be updated smoothly every time you resize or change its frame. I've just done some testing and it seems to work perfectly.
This solution can also be easily customised in order to have a view for which you can easily set which corners should be on and which corners should not from your View Controller. Implementation as follows:
// OneRoundedCornerUIView.h
#import <UIKit/UIKit.h>
#interface OneRoundedCornerUIView : UIView //Subclass of UIView
// This properties are declared in the public API so that you can setup from your ViewController (it also works if you decide to add/remove corners at any time as the setter of each of these properties will call setNeedsDisplay - as shown in the implementation file)
#property (nonatomic, getter = isTopLeftCornerOn) BOOL topLeftCornerOn;
#property (nonatomic, getter = isTopRightCornerOn) BOOL topRightCornerOn;
#property (nonatomic, getter = isBottomLeftCornerOn) BOOL bottomLeftCornerOn;
#property (nonatomic, getter = isBottomRightCornerOn) BOOL bottomRightCornerOn;
#end
// OneRoundedCornerUIView.m
#import "OneRoundedCornerUIView.h"
#implementation OneRoundedCornerUIView
- (void) setFrame:(CGRect)frame
{
[super setFrame:frame];
[self setNeedsDisplay];
}
- (void) setTopLeftCornerOn:(BOOL)topLeftCornerOn
{
_topLeftCornerOn = topLeftCornerOn;
[self setNeedsDisplay];
}
- (void) setTopRightCornerOn:(BOOL)topRightCornerOn
{
_topRightCornerOn = topRightCornerOn;
[self setNeedsDisplay];
}
-(void) setBottomLeftCornerOn:(BOOL)bottomLeftCornerOn
{
_bottomLeftCornerOn = bottomLeftCornerOn;
[self setNeedsDisplay];
}
-(void) setBottomRightCornerOn:(BOOL)bottomRightCornerOn
{
_bottomRightCornerOn = bottomRightCornerOn;
[self setNeedsDisplay];
}
// Override drawRect as follows.
- (void)drawRect:(CGRect)rect
{
UIRectCorner topLeftCorner = 0;
UIRectCorner topRightCorner = 0;
UIRectCorner bottomLeftCorner = 0;
UIRectCorner bottomRightCorner = 0;
if (self.isTopLeftCornerOn) topLeftCorner = UIRectCornerTopLeft;
if (self.isTopRightCornerOn) topRightCorner = UIRectCornerTopRight;
if (self.isBottomLeftCornerOn) bottomLeftCorner = UIRectCornerBottomLeft;
if (self.isBottomRightCornerOn) bottomRightCorner = UIRectCornerBottomRight;
UIRectCorner corners = topLeftCorner | topRightCorner | bottomLeftCorner | bottomRightCorner;
UIBezierPath *maskPath = [UIBezierPath bezierPathWithRoundedRect:
self.bounds byRoundingCorners:(corners) cornerRadii:
CGSizeMake(10.0, 10.0)];
CAShapeLayer *maskLayer = [[CAShapeLayer alloc] init];
maskLayer.frame = self.bounds;
maskLayer.path = maskPath.CGPath;
self.layer.mask = maskLayer;
self.layer.masksToBounds = NO;
}
#end
I'm a fan of doing what #Martin suggests. As long as there isn't animated content behind the rounded-corner then you can pull this off - even with a bitmap image displayed behind the frontmost view needing the rounded corner.
I created a sample project to mimic your screenshot. The magic happens in a UIView subclass called TSRoundedCornerView. You can place this view anywhere you want - above the view you want to show a rounded corner on, set a property to say what corner to round (adjust the radius by adjusting the size of the view), and setting a property that is the "background view" that you want to be visible in the corner.
Here's the repo for the sample: https://github.com/TomSwift/testRoundedCorner
And here's the drawing magic for the TSRoundedCornerView. Basically we create an inverted clip path with our rounded corner, then draw the background.
- (void) drawRect:(CGRect)rect
{
CGContextRef gc = UIGraphicsGetCurrentContext();
CGContextSaveGState(gc);
{
// create an inverted clip path
// (thanks rob mayoff: http://stackoverflow.com/questions/9042725/drawrect-how-do-i-do-an-inverted-clip)
UIBezierPath* bp = [UIBezierPath bezierPathWithRoundedRect: self.bounds
byRoundingCorners: self.corner // e.g. UIRectCornerTopLeft
cornerRadii: self.bounds.size];
CGContextAddPath(gc, bp.CGPath);
CGContextAddRect(gc, CGRectInfinite);
CGContextEOClip(gc);
// self.backgroundView is the view we want to show peering out behind the rounded corner
// this works well enough if there's only one layer to render and not a view hierarchy!
[self.backgroundView.layer renderInContext: gc];
//$ the iOS7 way of rendering the contents of a view. It works, but only if the UIImageView has already painted... I think.
//$ if you try this, be sure to setNeedsDisplay on this view from your view controller's viewDidAppear: method.
// CGRect r = self.backgroundView.bounds;
// r.origin = [self.backgroundView convertPoint: CGPointZero toView: self];
// [self.backgroundView drawViewHierarchyInRect: r
// afterScreenUpdates: YES];
}
CGContextRestoreGState(gc);
}
I thought about this again and I think there is a simpler solution. I updated my sample to showcase both solutions.
The new solution is to simply create a container view that has 4 rounded corners (via CALayer cornerRadius). You can size that view so only the corner you're interested in is visible on screen. This solution doesn't work well if you need 3 corners rounded, or two opposite (on the diagonal) corners rounded. I think it works in most other cases, including the one you've described in your question and screenshot.
Here's the repo for the sample: https://github.com/TomSwift/testRoundedCorner
Try this. Hope this will helps you.
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];
If you want to do it in Swift I could advice you to use an extension of an 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: CGSizeMake(radius, radius))
var maskLayer = CAShapeLayer()
maskLayer.frame = self.bounds;
maskLayer.path = maskPath.CGPath;
self.layer.mask = maskLayer;
}
}
self.anImageView.roundCorner(UIRectCorner.TopRight, radius: 10)

Drawing a grid in UIScrollView's subview allocates huge memory

I'm trying to create a UIView in UIScrollView that contains just a simple grid (lines as rows and columns) drown by UIBezierPath or using the CG functions. The problem is, that when I have larger content size of the UIScrollView (as well as the larger subview), during the drawing of the grid huge amount of memory is allocated (50MB or more).
UIViewController which includes just UIScrollView over whole scene - adding subview in viewDidLoad:
#interface TTTTestViewController()
#property (weak, nonatomic) IBOutlet UIScrollView *scrollView;
#end
#implementation TTTTestViewController
-(void)viewDidLoad
{
[super viewDidLoad];
// create the subview
TTTTestView *testView = [[TTTTestView alloc] init];
[self.scrollView addSubview:testView];
//set its properties
testView.cellSize = 50;
testView.size = 40;
// set the content size and frame of testView by the properties
self.scrollView.contentSize = CGSizeMake(testView.cellSize * testView.size, testView.cellSize * testView.size);
testView.frame = CGRectMake(0, 0, self.scrollView.contentSize.width, self.scrollView.contentSize.height);
// let it draw the grid
[testView setNeedsDisplay];
}
#end
Inner view that just draw the grid using UIBezierPath/CG functions - depends on properties size(rows/columns count) and cellSize (width/height of one cell in grid):
#define GRID_STROKE_WIDTH 2.0
#implementation TTTTestView
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
self.backgroundColor = [UIColor clearColor];
}
return self;
}
- (void)drawRect:(CGRect)rect
{
[super drawRect:rect];
[self drawGrid];
}
-(void)drawGrid
{
UIBezierPath *path = [[UIBezierPath alloc] init];
for (int i = 1; i < self.size; i++) {
//draw row line
[path moveToPoint:CGPointMake(0, self.cellSize * i)];
[path addLineToPoint:CGPointMake(self.bounds.size.width, self.cellSize * i)];
// draw column line
[path moveToPoint:CGPointMake(self.cellSize * i, 0)];
[path addLineToPoint:CGPointMake(self.cellSize * i , self.bounds.size.height)];
}
[path setLineWidth:GRID_STROKE_WIDTH];
[[UIColor blackColor] setStroke];
[path stroke];
/*
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetLineWidth(context, GRID_STROKE_WIDTH);
CGContextSetStrokeColorWithColor(context, [UIColor blackColor].CGColor);
for (int i = 1; i < self.size; i++) {
//draw row line
CGContextMoveToPoint(context, 0, self.cellSize * i );
CGContextAddLineToPoint(context, self.bounds.size.width, self.cellSize * i);
// draw column line
CGContextMoveToPoint(context, self.cellSize * i , 0);
CGContextAddLineToPoint(context, self.cellSize * i , self.bounds.size.height);
}
CGContextStrokePath(context);
*/
}
#end
Example1: self.size is 10, self.cellSize is 200 => contentSize is 2000x2000 points as well as frame of inner view => 18 lines are drown and it allocates ~60MB memory
Example2: self.size is 30, self.cellSize is 70 => contentSize is 2100x2100 points as well as frame of inner view => 58 lines are drown and it allocates ~67MB memory
These memory numbers I can see when debug the drawing method. No matter how I draw the lines, huge amount of memory is allocated when calling [path stroke] resp. CGContextStrokePath(context). In instruments I can see the biggest memory allocation at line:
12658 0x10200000 VM: CoreAnimation 00:04.092.149 • 67,29 MB QuartzCore CA::Render::Shmem::new_shmem(unsigned long)
I'm quite new in iOS programming and I was searching the solution everywhere and I still have no idea :-/ Can anyone please help me find some explanation what is going on here? Thanks :)
After asking on apple developer forum, I find out, that this is properly allocated memory in fact. It's because any view that uses -drawRect: to draw will use memory on the order of (bounds.size.width * bounds.size.height * contentScale * contentScale * 4) bytes.
The simplest way to create a grid that avoids that is to use add a view for each line and use the view's backgroundColor property to color the view. This will use hardly any memory because the view's (which can be plain UIViews) don't need to call -drawRect:, and thus won't use extra memory to store the results of your drawing.

Cut Out Shape with Animation

I want to do something similar to the following:
How to mask an image in IOS sdk?
I want to cover the entire screen with translucent black. Then, I want to cut a circle out of the translucent black covering so that you can see through clearly. I'm doing this to highlight parts of the screen for a tutorial.
I then want to animate the cut-out circle to other parts of the screen. I also want to be able to stretch the cut-out circle horizontally & vertically, as you would do with a generic button background image.
(UPDATE: Please see also my other answer which describes how to set up multiple independent, overlapping holes.)
Let's use a plain old UIView with a backgroundColor of translucent black, and give its layer a mask that cuts a hole out of the middle. We'll need an instance variable to reference the hole view:
#implementation ViewController {
UIView *holeView;
}
After loading the main view, we want to add the hole view as a subview:
- (void)viewDidLoad {
[super viewDidLoad];
[self addHoleSubview];
}
Since we want to move the hole around, it will be convenient to make the hole view be very large, so that it covers the rest of the content regardless of where it's positioned. We'll make it 10000x10000. (This doesn't take up any more memory because iOS doesn't automatically allocate a bitmap for the view.)
- (void)addHoleSubview {
holeView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 10000, 10000)];
holeView.backgroundColor = [UIColor colorWithWhite:0.0 alpha:0.5];
holeView.autoresizingMask = 0;
[self.view addSubview:holeView];
[self addMaskToHoleView];
}
Now we need to add the mask that cuts a hole out of the hole view. We'll do this by creating a compound path consisting of a huge rectangle with a smaller circle at its center. We'll fill the path with black, leaving the circle unfilled and therefore transparent. The black part has alpha=1.0 and so it makes the hole view's background color show. The transparent part has alpha=0.0, so that part of the hole view is also transparent.
- (void)addMaskToHoleView {
CGRect bounds = holeView.bounds;
CAShapeLayer *maskLayer = [CAShapeLayer layer];
maskLayer.frame = bounds;
maskLayer.fillColor = [UIColor blackColor].CGColor;
static CGFloat const kRadius = 100;
CGRect const circleRect = CGRectMake(CGRectGetMidX(bounds) - kRadius,
CGRectGetMidY(bounds) - kRadius,
2 * kRadius, 2 * kRadius);
UIBezierPath *path = [UIBezierPath bezierPathWithOvalInRect:circleRect];
[path appendPath:[UIBezierPath bezierPathWithRect:bounds]];
maskLayer.path = path.CGPath;
maskLayer.fillRule = kCAFillRuleEvenOdd;
holeView.layer.mask = maskLayer;
}
Notice that I've put the circle at the center of the 10000x10000 view. This means that we can just set holeView.center to set the center of the circle relative to the other content. So, for example, we can easily animate it up and down over the main view:
- (void)viewDidLayoutSubviews {
CGRect const bounds = self.view.bounds;
holeView.center = CGPointMake(CGRectGetMidX(bounds), 0);
// Defer this because `viewDidLayoutSubviews` can happen inside an
// autorotation animation block, which overrides the duration I set.
dispatch_async(dispatch_get_main_queue(), ^{
[UIView animateWithDuration:2 delay:0
options:UIViewAnimationOptionRepeat
| UIViewAnimationOptionAutoreverse
animations:^{
holeView.center = CGPointMake(CGRectGetMidX(bounds),
CGRectGetMaxY(bounds));
} completion:nil];
});
}
Here's what it looks like:
But it's smoother in real life.
You can find a complete working test project in this github repository.
This is not a simple one. I can get you a good bit of the way there. It's the animating that is tricky. Here's the output of some code I threw together:
The code is like this:
- (void)viewDidLoad
{
[super viewDidLoad];
// Create a containing layer and set it contents with an image
CALayer *containerLayer = [CALayer layer];
[containerLayer setBounds:CGRectMake(0.0f, 0.0f, 500.0f, 320.0f)];
[containerLayer setPosition:[[self view] center]];
UIImage *image = [UIImage imageNamed:#"cool"];
[containerLayer setContents:(id)[image CGImage]];
// Create your translucent black layer and set its opacity
CALayer *translucentBlackLayer = [CALayer layer];
[translucentBlackLayer setBounds:[containerLayer bounds]];
[translucentBlackLayer setPosition:
CGPointMake([containerLayer bounds].size.width/2.0f,
[containerLayer bounds].size.height/2.0f)];
[translucentBlackLayer setBackgroundColor:[[UIColor blackColor] CGColor]];
[translucentBlackLayer setOpacity:0.45];
[containerLayer addSublayer:translucentBlackLayer];
// Create a mask layer with a shape layer that has a circle path
CAShapeLayer *maskLayer = [CAShapeLayer layer];
[maskLayer setBorderColor:[[UIColor purpleColor] CGColor]];
[maskLayer setBorderWidth:5.0f];
[maskLayer setBounds:[containerLayer bounds]];
// When you create a path, remember that origin is in upper left hand
// corner, so you have to treat it as if it has an anchor point of 0.0,
// 0.0
UIBezierPath *path = [UIBezierPath bezierPathWithOvalInRect:
CGRectMake([translucentBlackLayer bounds].size.width/2.0f - 100.0f,
[translucentBlackLayer bounds].size.height/2.0f - 100.0f,
200.0f, 200.0f)];
// Append a rectangular path around the mask layer so that
// we can use the even/odd fill rule to invert the mask
[path appendPath:[UIBezierPath bezierPathWithRect:[maskLayer bounds]]];
// Set the path's fill color since layer masks depend on alpha
[maskLayer setFillColor:[[UIColor blackColor] CGColor]];
[maskLayer setPath:[path CGPath]];
// Center the mask layer in the translucent black layer
[maskLayer setPosition:
CGPointMake([translucentBlackLayer bounds].size.width/2.0f,
[translucentBlackLayer bounds].size.height/2.0f)];
// Set the fill rule to even odd
[maskLayer setFillRule:kCAFillRuleEvenOdd];
// Set the translucent black layer's mask property
[translucentBlackLayer setMask:maskLayer];
// Add the container layer to the view so we can see it
[[[self view] layer] addSublayer:containerLayer];
}
You would have to animate the mask layer which you could build up based on user input, but it will be a bit challenging. Notice the lines where I append a rectangular path to the circle path and then set the fill rule a few lines later on the shape layer. These are what make the inverted mask possible. If you leave those out you will instead show the translucent black in the center of the circle and then nothing on the outer part (if that makes sense).
Maybe try to play with this code a bit and see if you can get it animating. I'll play with it some more as I have time, but this is a pretty interesting problem. Would love to see a complete solution.
UPDATE: So here's another stab at it. The trouble here is that this one makes the translucent mask look white instead of black, but the upside is that circle can be animated pretty easily.
This one builds up a composite layer with the translucent layer and the circle layer being siblings inside of a parent layer that gets used as the mask.
I added a basic animation to this one so we could see the circle layer animate.
- (void)viewDidLoad
{
[super viewDidLoad];
CGRect baseRect = CGRectMake(0.0f, 0.0f, 500.0f, 320.0f);
CALayer *containerLayer = [CALayer layer];
[containerLayer setBounds:baseRect];
[containerLayer setPosition:[[self view] center]];
UIImage *image = [UIImage imageNamed:#"cool"];
[containerLayer setContents:(id)[image CGImage]];
CALayer *compositeMaskLayer = [CALayer layer];
[compositeMaskLayer setBounds:baseRect];
[compositeMaskLayer setPosition:CGPointMake([containerLayer bounds].size.width/2.0f, [containerLayer bounds].size.height/2.0f)];
CALayer *translucentLayer = [CALayer layer];
[translucentLayer setBounds:baseRect];
[translucentLayer setBackgroundColor:[[UIColor blackColor] CGColor]];
[translucentLayer setPosition:CGPointMake([containerLayer bounds].size.width/2.0f, [containerLayer bounds].size.height/2.0f)];
[translucentLayer setOpacity:0.35];
[compositeMaskLayer addSublayer:translucentLayer];
CAShapeLayer *circleLayer = [CAShapeLayer layer];
UIBezierPath *circlePath = [UIBezierPath bezierPathWithOvalInRect:CGRectMake(0.0f, 0.0f, 200.0f, 200.0f)];
[circleLayer setBounds:CGRectMake(0.0f, 0.0f, 200.0f, 200.0f)];
[circleLayer setPosition:CGPointMake([containerLayer bounds].size.width/2.0f, [containerLayer bounds].size.height/2.0f)];
[circleLayer setPath:[circlePath CGPath]];
[circleLayer setFillColor:[[UIColor blackColor] CGColor]];
[compositeMaskLayer addSublayer:circleLayer];
[containerLayer setMask:compositeMaskLayer];
[[[self view] layer] addSublayer:containerLayer];
CABasicAnimation *posAnimation = [CABasicAnimation animationWithKeyPath:#"position"];
[posAnimation setFromValue:[NSValue valueWithCGPoint:[circleLayer position]]];
[posAnimation setToValue:[NSValue valueWithCGPoint:CGPointMake([circleLayer position].x + 100.0f, [circleLayer position].y + 100)]];
[posAnimation setDuration:1.0f];
[posAnimation setRepeatCount:INFINITY];
[posAnimation setAutoreverses:YES];
[circleLayer addAnimation:posAnimation forKey:#"position"];
}
Here's an answer that works with multiple independent, possibly overlapping spotlights.
I'll set up my view hierarchy like this:
SpotlightsView with black background
UIImageView with `alpha`=.5 (“dim view”)
UIImageView with shape layer mask (“bright view”)
The dim view will appear dimmed because its alpha mixes its image with the black of the top-level view.
The bright view is not dimmed, but it only shows where its mask lets it. So I just set the mask to contain the spotlight areas and nowhere else.
Here's what it looks like:
I'll implement it as a subclass of UIView with this interface:
// SpotlightsView.h
#import <UIKit/UIKit.h>
#interface SpotlightsView : UIView
#property (nonatomic, strong) UIImage *image;
- (void)addDraggableSpotlightWithCenter:(CGPoint)center radius:(CGFloat)radius;
#end
I'll need QuartzCore (also called Core Animation) and the Objective-C runtime to implement it:
// SpotlightsView.m
#import "SpotlightsView.h"
#import <QuartzCore/QuartzCore.h>
#import <objc/runtime.h>
I'll need instance variables for the subviews, the mask layer, and an array of individual spotlight paths:
#implementation SpotlightsView {
UIImageView *_dimImageView;
UIImageView *_brightImageView;
CAShapeLayer *_mask;
NSMutableArray *_spotlightPaths;
}
To implement the image property, I just pass it through to your image subviews:
#pragma mark - Public API
- (void)setImage:(UIImage *)image {
_dimImageView.image = image;
_brightImageView.image = image;
}
- (UIImage *)image {
return _dimImageView.image;
}
To add a draggable spotlight, I create a path outlining the spotlight, add it to the array, and flag myself as needing layout:
- (void)addDraggableSpotlightWithCenter:(CGPoint)center radius:(CGFloat)radius {
UIBezierPath *path = [UIBezierPath bezierPathWithOvalInRect:CGRectMake(center.x - radius, center.y - radius, 2 * radius, 2 * radius)];
[_spotlightPaths addObject:path];
[self setNeedsLayout];
}
I need to override some methods of UIView to handle initialization and layout. I'll handle being created either programmatically or in a xib or storyboard by delegating the common initialization code to a private method:
#pragma mark - UIView overrides
- (instancetype)initWithFrame:(CGRect)frame
{
if (self = [super initWithFrame:frame]) {
[self commonInit];
}
return self;
}
- (instancetype)initWithCoder:(NSCoder *)aDecoder {
if (self = [super initWithCoder:aDecoder]) {
[self commonInit];
}
return self;
}
I'll handle layout in separate helper methods for each subview:
- (void)layoutSubviews {
[super layoutSubviews];
[self layoutDimImageView];
[self layoutBrightImageView];
}
To drag the spotlights when they are touched, I need to override some UIResponder methods. I want to handle each touch separately, so I just loop over the updated touches, passing each one to a helper method:
#pragma mark - UIResponder overrides
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
for (UITouch *touch in touches){
[self touchBegan:touch];
}
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
for (UITouch *touch in touches){
[self touchMoved:touch];
}
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
for (UITouch *touch in touches) {
[self touchEnded:touch];
}
}
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
for (UITouch *touch in touches) {
[self touchEnded:touch];
}
}
Now I'll implement the private appearance and layout methods.
#pragma mark - Implementation details - appearance/layout
First I'll do the common initialization code. I want to set my background color to black, since that is part of making the dimmed image view dim, and I want to support multiple touches:
- (void)commonInit {
self.backgroundColor = [UIColor blackColor];
self.multipleTouchEnabled = YES;
[self initDimImageView];
[self initBrightImageView];
_spotlightPaths = [NSMutableArray array];
}
My two image subviews will be configured mostly the same way, so I'll call another private method to create the dim image view, then tweak it to actually be dim:
- (void)initDimImageView {
_dimImageView = [self newImageSubview];
_dimImageView.alpha = 0.5;
}
I'll call the same helper method to create the bright view, then add its mask sublayer:
- (void)initBrightImageView {
_brightImageView = [self newImageSubview];
_mask = [CAShapeLayer layer];
_brightImageView.layer.mask = _mask;
}
The helper method that creates both image views sets the content mode and adds the new view as a subview:
- (UIImageView *)newImageSubview {
UIImageView *subview = [[UIImageView alloc] init];
subview.contentMode = UIViewContentModeScaleAspectFill;
[self addSubview:subview];
return subview;
}
To lay out the dim image view, I just need to set its frame to my bounds:
- (void)layoutDimImageView {
_dimImageView.frame = self.bounds;
}
To lay out the bright image view, I need to set its frame to my bounds, and I need to update its mask layer's path to be the union of the individual spotlight paths:
- (void)layoutBrightImageView {
_brightImageView.frame = self.bounds;
UIBezierPath *unionPath = [UIBezierPath bezierPath];
for (UIBezierPath *path in _spotlightPaths) {
[unionPath appendPath:path];
}
_mask.path = unionPath.CGPath;
}
Note that this isn't a true union that encloses each point once. It relies on the fill mode (the default, kCAFillRuleNonZero) to ensure that repeatedly-enclosed points are included in the mask.
Next up, touch handling.
#pragma mark - Implementation details - touch handling
When UIKit sends me a new touch, I'll find the individual spotlight path containing the touch, and attach the path to the touch as an associated object. That means I need an associated object key, which just needs to be some private thing I can take the address of:
static char kSpotlightPathAssociatedObjectKey;
Here I actually find the path and attach it to the touch. If the touch is outside any of my spotlight paths, I ignore it:
- (void)touchBegan:(UITouch *)touch {
UIBezierPath *path = [self firstSpotlightPathContainingTouch:touch];
if (path == nil)
return;
objc_setAssociatedObject(touch, &kSpotlightPathAssociatedObjectKey,
path, OBJC_ASSOCIATION_RETAIN_NONATOMIC);
}
When UIKit tells me a touch has moved, I see if the touch has a path attached. If so, I translate (slide) the path by the amount that the touch has moved since I last saw it. Then I flag myself for layout:
- (void)touchMoved:(UITouch *)touch {
UIBezierPath *path = objc_getAssociatedObject(touch,
&kSpotlightPathAssociatedObjectKey);
if (path == nil)
return;
CGPoint point = [touch locationInView:self];
CGPoint priorPoint = [touch previousLocationInView:self];
[path applyTransform:CGAffineTransformMakeTranslation(
point.x - priorPoint.x, point.y - priorPoint.y)];
[self setNeedsLayout];
}
I don't actually need to do anything when the touch ends or is cancelled. The Objective-C runtime will de-associated the attached path (if there is one) automatically:
- (void)touchEnded:(UITouch *)touch {
// Nothing to do
}
To find the path that contains a touch, I just loop over the spotlight paths, asking each one if it contains the touch:
- (UIBezierPath *)firstSpotlightPathContainingTouch:(UITouch *)touch {
CGPoint point = [touch locationInView:self];
for (UIBezierPath *path in _spotlightPaths) {
if ([path containsPoint:point])
return path;
}
return nil;
}
#end
I have uploaded a full demo to github.
I've been struggling with this same problem and found some great help here on SO so I thought I'd share my solution combining a few different ideas I found online. One additional feature I added was for the cut-out to have a gradient effect. The added benefit to this solution is that it works with any UIView and not just with images.
First subclass UIView to black out everything except the frames you want cut out:
// BlackOutView.h
#interface BlackOutView : UIView
#property (nonatomic, retain) UIColor *fillColor;
#property (nonatomic, retain) NSArray *framesToCutOut;
#end
// BlackOutView.m
#implementation BlackOutView
- (void)drawRect:(CGRect)rect
{
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetBlendMode(context, kCGBlendModeDestinationOut);
for (NSValue *value in self.framesToCutOut) {
CGRect pathRect = [value CGRectValue];
UIBezierPath *path = [UIBezierPath bezierPathWithRect:pathRect];
// change to this path for a circular cutout if you don't want a gradient
// UIBezierPath *path = [UIBezierPath bezierPathWithOvalInRect:pathRect];
[path fill];
}
CGContextSetBlendMode(context, kCGBlendModeNormal);
}
#end
If you don't want the blur effect, then you can swap paths to the oval one and skip the blur mask below. Otherwise, the cutout will be square and filled with a circular gradient.
Create a gradient shape with the center transparent and slowly fading in black:
// BlurFilterMask.h
#interface BlurFilterMask : CAShapeLayer
#property (assign) CGPoint origin;
#property (assign) CGFloat diameter;
#property (assign) CGFloat gradient;
#end
// BlurFilterMask.m
#implementation CRBlurFilterMask
- (void)drawInContext:(CGContextRef)context
{
CGFloat gradientWidth = self.diameter * 0.5f;
CGFloat clearRegionRadius = self.diameter * 0.25f;
CGFloat blurRegionRadius = clearRegionRadius + gradientWidth;
CGColorSpaceRef baseColorSpace = CGColorSpaceCreateDeviceRGB();
CGFloat colors[8] = { 0.0f, 0.0f, 0.0f, 0.0f, // Clear region colour.
0.0f, 0.0f, 0.0f, self.gradient }; // Blur region colour.
CGFloat colorLocations[2] = { 0.0f, 0.4f };
CGGradientRef gradient = CGGradientCreateWithColorComponents (baseColorSpace, colors, colorLocations, 2);
CGContextDrawRadialGradient(context, gradient, self.origin, clearRegionRadius, self.origin, blurRegionRadius, kCGGradientDrawsAfterEndLocation);
CGColorSpaceRelease(baseColorSpace);
CGGradientRelease(gradient);
}
#end
Now you just need to call these two together and pass in the UIViews that you want cutout
- (void)viewWillAppear:(BOOL)animated
{
[super viewWillAppear:animated];
[self addMaskInViews:#[self.viewCutout1, self.viewCutout2]];
}
- (void) addMaskInViews:(NSArray *)viewsToCutOut
{
NSMutableArray *frames = [NSMutableArray new];
for (UIView *view in viewsToCutOut) {
view.hidden = YES; // hide the view since we only use their bounds
[frames addObject:[NSValue valueWithCGRect:view.frame]];
}
// Create the overlay passing in the frames we want to cut out
BlackOutView *overlay = [[BlackOutView alloc] initWithFrame:self.view.frame];
overlay.backgroundColor = [UIColor colorWithWhite:0.0 alpha:0.8];
overlay.framesToCutOut = frames;
[self.view insertSubview:overlay atIndex:0];
// add a circular gradients inside each view
for (UIView *maskView in viewsToCutOut)
{
BlurFilterMask *blurFilterMask = [BlurFilterMask layer];
blurFilterMask.frame = maskView.frame;
blurFilterMask.gradient = 0.8f;
blurFilterMask.diameter = MIN(maskView.frame.size.width, maskView.frame.size.height);
blurFilterMask.origin = CGPointMake(maskView.frame.size.width / 2, maskView.frame.size.height / 2);
[self.view.layer addSublayer:blurFilterMask];
[blurFilterMask setNeedsDisplay];
}
}
If you just want something that is plug and play, I added a library to CocoaPods that allows you to create overlays with rectangular/circular holes, allowing the user to interact with views behind the overlay. It is a Swift implementation of similar strategies used in other answers. I used it to create this tutorial for one of our apps:
The library is called TAOverlayView, and is open source under Apache 2.0.
Note: I haven't implemented moving holes yet (unless you move the entire overlay as in other answers).

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