I am trying to create an ImageView that has rounded corners and a shadow to give it some depth. I was able to create a shadow for the UIImageView, but whenever I added the code to also make it have rounded corners, it only had rounded corners with no shadow. I have an IBOutlet named myImage, and it is inside of the viewDidLoad function. Does anybody have any ideas on how to make it work? What am I doing wrong?
override func viewDidLoad() {
super.ViewDidLoad()
myImage.layer.shadowColor = UIColor.black.cgColor
myImage.layer.shadowOpacity = 1
myImage.layer.shadowOffset = CGSize.zero
myImage.layer.shadowRadius = 10
myImage.layer.shadowPath = UIBezierPath(rect: myImage.bounds).cgPath
myImage.layer.shouldRasterize = false
myImage.layer.cornerRadius = 10
myImage.clipsToBounds = true
}
If you set clipsToBounds to true, this will round the corners but prevent the shadow from appearing. In order to resolve this, you can create two views. The container view should have the shadow, and its subview should have the rounded corners.
The container view has clipsToBounds set to false, and has the shadow properties applied. If you want the shadow to be rounded as well, use the UIBezierPath constructor that takes in a roundedRect and cornerRadius.
let outerView = UIView(frame: CGRect(x: 0, y: 0, width: 100, height: 100))
outerView.clipsToBounds = false
outerView.layer.shadowColor = UIColor.black.cgColor
outerView.layer.shadowOpacity = 1
outerView.layer.shadowOffset = CGSize.zero
outerView.layer.shadowRadius = 10
outerView.layer.shadowPath = UIBezierPath(roundedRect: outerView.bounds, cornerRadius: 10).cgPath
Next, set the image view (or any other type of UIView) to be the same size of the container view, set clipsToBounds to true, and give it a cornerRadius.
let myImage = UIImageView(frame: outerView.bounds)
myImage.clipsToBounds = true
myImage.layer.cornerRadius = 10
Finally, remember to make the image view a subview of the container view.
outerView.addSubview(myImage)
The result should look something like this:
Swift 5:
You can use the below extension:
extension UIImageView {
func applyshadowWithCorner(containerView : UIView, cornerRadious : CGFloat){
containerView.clipsToBounds = false
containerView.layer.shadowColor = UIColor.black.cgColor
containerView.layer.shadowOpacity = 1
containerView.layer.shadowOffset = CGSize.zero
containerView.layer.shadowRadius = 10
containerView.layer.cornerRadius = cornerRadious
containerView.layer.shadowPath = UIBezierPath(roundedRect: containerView.bounds, cornerRadius: cornerRadious).cgPath
self.clipsToBounds = true
self.layer.cornerRadius = cornerRadious
}
}
How to use:
Drag a UIView on the storyboard
Drag an ImageView inside that UIView
Storyboard should look like this:
Create IBOutlet for both Views, call extension on your ImageView, and pass above created UIView as an argument.
Here is the output :
Finally here is how to
Properly have an image view, with rounded corners AND shadows.
It's this simple:
First some bringup code ..
class ShadowRoundedImageView: UIView {
override init(frame: CGRect) {
super.init(frame: frame); common() }
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder); common() }
private func common() {
backgroundColor = .clear
clipsToBounds = false
self.layer.addSublayer(shadowLayer)
self.layer.addSublayer(imageLayer) // (in that order)
}
#IBInspectable var image: UIImage? = nil {
didSet {
imageLayer.contents = image?.cgImage
shadowLayer.shadowPath = (image == nil) ? nil : shapeAsPath
}
}
and then the layers ...
var imageLayer: CALayer = CALayer()
var shadowLayer: CALayer = CALayer()
var shape: UIBezierPath {
return UIBezierPath(roundedRect: bounds, cornerRadius:50)
}
var shapeAsPath: CGPath {
return shape.cgPath
}
var shapeAsMask: CAShapeLayer {
let s = CAShapeLayer()
s.path = shapeAsPath
return s
}
override func layoutSubviews() {
super.layoutSubviews()
imageLayer.frame = bounds
imageLayer.contentsGravity = .resizeAspectFill // (as preferred)
imageLayer.mask = shapeAsMask
shadowLayer.shadowPath = (image == nil) ? nil : shapeAsPath
shadowLayer.shadowOpacity = 0.80 // etc ...
}
}
Here is the
Explanation
UIImageView is useless, you use a UIView
You need two layers, one for the shadow and one for the image
To round an image layer you use a mask
To round a shadow layer you use a path
For the shadow qualities, obviously add code as you see fit
shadowLayer.shadowOffset = CGSize(width: 0, height: 20)
shadowLayer.shadowColor = UIColor.purple.cgColor
shadowLayer.shadowRadius = 5
shadowLayer.shadowOpacity = 0.80
For the actual shape (the bez path) make it any shape you wish.
(For example this tip https://stackoverflow.com/a/41553784/294884 shows how to make only one or two corners rounded.)
Summary:
• Use two layers on a UIView
Make your bezier and ...
• Use a mask on the image layer
• Use a path on the shadow layer
Here is a another solution (tested code) in swift 2.0
If you set clipsToBounds to true, this will round the corners but prevent the shadow from appearing. So, you can add same size UIView in storyboard behind imageview and we can give shadow to that view
SWIFT 2.0
outerView.layer.cornerRadius = 20.0
outerView.layer.shadowColor = UIColor.blackColor().CGColor
outerView.layer.shadowOffset = CGSizeMake(0, 2)
outerView.layer.shadowOpacity = 1
outerView.backgroundColor = UIColor.whiteColor()
You can use a simple class I have created to add image with rounded corners and shadow directly from Storyboard
You can find the class here
Related
I'm trying to set the frame of some CALayers but when I run this code they appear shifted to the right.
The frame coordinates and the shadows are correct.
I use this class as a UIView class from a view in storyboard.
class Shadows: UIView {
let darkShadow = CALayer()
let lightShadow = CALayer()
override init(frame: CGRect) {
super.init(frame: frame)
}
override func layoutSublayers(of layer: CALayer) {
super.layoutSublayers(of: layer)
shadows()
}
private func shadows() {
let cornerRadius: CGFloat = 30
let shadowRadius: CGFloat = 8
layer.cornerRadius = cornerRadius
layer.masksToBounds = false
darkShadow.frame = frame
darkShadow.backgroundColor = UIColor.white.cgColor
darkShadow.shadowColor = UIColor.black.cgColor
darkShadow.cornerRadius = cornerRadius
darkShadow.shadowOffset = CGSize(width: shadowRadius, height: shadowRadius)
darkShadow.shadowOpacity = 0.2
darkShadow.shadowRadius = shadowRadius
layer.insertSublayer(darkShadow, at: 0)
lightShadow.frame = frame
lightShadow.backgroundColor = UIColor.white.cgColor
lightShadow.shadowColor = UIColor.white.cgColor
lightShadow.cornerRadius = cornerRadius
lightShadow.shadowOffset = CGSize(width: -shadowRadius, height: -shadowRadius)
lightShadow.shadowOpacity = 0.7
lightShadow.shadowRadius = shadowRadius
layer.insertSublayer(lightShadow, at: 0)
}
required init?(coder: NSCoder) {
super.init(coder: coder)
}
}
Here is the simple fix for your issue provide the bounds instead of the frame as the frame for the CALayer, here's how:
darkShadow.frame = bounds
To understand how this works you need to know the basics of UIKit layout and the difference between frame and bounds (You might wanna google this). In simple words, frame is the coordinates of the view with respect to super and bounds is with respect to itself.
Note: (I'm adding this here just as a guideline) It's a common beginner mistake. There are plenty of online resources that explain the difference between frame and bounds. Although you might find it a bit overwhelming in the beginning you will get to know the difference eventually. Here are the ones I found useful and could be helpful for you as well :- Youtube Video of Saun Alen and Article from hacking with swift.
In my scene I have 2 views: first holds CALayer instances (bars), another hold CAGradientLayer and placed over first one. Picture below describes current state.
But I need this gradient to be applied only to bars (CALayer) of the first view.
I haven't found any relevant information to my problem. Any help appreciated.
You have to apply a mask to the gradient. There are various ways you could approach this problem.
You could create a CAShapeLayer, set the shape layer's path to the shape of the bars, and set the gradient layer's mask to that shape layer.
Or you could get rid of the bar layer and instead use two gradient layers, one for the orange bars and the other for the gray bars. Put both gradient layers in a subview, side-by-side, and set the superview's layer mask to the shape layer. Here's how to do that.
You'll need two gradient layers and a shape layer:
#IBDesignable
class BarGraphView : UIView {
private let orangeGradientLayer = CAGradientLayer()
private let grayGradientLayer = CAGradientLayer()
private let maskLayer = CAShapeLayer()
You'll also need the bar width:
private let barWidth = CGFloat(9)
At initialization time, set up the gradients and add all the sublayers:
override init(frame: CGRect) {
super.init(frame: frame)
commonInit()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
commonInit()
}
private func commonInit() {
backgroundColor = .black
initGradientLayer(orangeGradientLayer, with: .orange)
initGradientLayer(grayGradientLayer, with: .gray)
maskLayer.strokeColor = nil
maskLayer.fillColor = UIColor.white.cgColor
layer.mask = maskLayer
}
private func initGradientLayer(_ gradientLayer: CAGradientLayer, with color: UIColor) {
gradientLayer.colors = [ color, color, color.withAlphaComponent(0.6), color ].map({ $0.cgColor })
gradientLayer.locations = [ 0.0, 0.5, 0.5, 1.0 ]
layer.addSublayer(gradientLayer)
}
At layout time, set the frames of the gradient layers and set the mask layer's path. This requires a little work because you don't want a bar to be half orange and half gray.
override func layoutSubviews() {
super.layoutSubviews()
let barCount = ceil(bounds.size.width / barWidth)
let orangeBarCount = floor(barCount / 2)
let grayBarCount = barCount - orangeBarCount
var grayFrame = bounds
grayFrame.size.width = grayBarCount * barWidth
grayFrame.origin.x = frame.maxX - grayFrame.size.width
grayGradientLayer.frame = grayFrame
var orangeFrame = bounds
orangeFrame.size.width -= grayFrame.size.width
orangeGradientLayer.frame = orangeFrame
maskLayer.frame = bounds
maskLayer.path = barPath()
}
private func barPath() -> CGPath {
var columnBounds = self.bounds
columnBounds.origin.x = columnBounds.maxX
columnBounds.size.width = barWidth
let path = CGMutablePath()
for datum in barData.reversed() {
columnBounds.origin.x -= barWidth
let barHeight = CGFloat(datum) * columnBounds.size.height
let barRect = columnBounds.insetBy(dx: 1, dy: (columnBounds.size.height - barHeight) / 2)
path.addRoundedRect(in: barRect, cornerWidth: 2, cornerHeight: 2)
}
return path
}
let barData: [Double] = {
let count = 100
return (0 ..< count).map({ 0.5 + (1 + sin(8.0 * .pi * Double($0) / Double(count))) / 4 })
}()
}
Result:
The BarGraphView is transparent wherever there are no bars. If you want it on a dark background, put a dark view behind it, or make it a subview of a dark view:
I am trying to create an ImageView that has rounded corners and a shadow to give it some depth. I was able to create a shadow for the UIImageView, but whenever I added the code to also make it have rounded corners, it only had rounded corners with no shadow. I have an IBOutlet named myImage, and it is inside of the viewDidLoad function. Does anybody have any ideas on how to make it work? What am I doing wrong?
override func viewDidLoad() {
super.ViewDidLoad()
myImage.layer.shadowColor = UIColor.black.cgColor
myImage.layer.shadowOpacity = 1
myImage.layer.shadowOffset = CGSize.zero
myImage.layer.shadowRadius = 10
myImage.layer.shadowPath = UIBezierPath(rect: myImage.bounds).cgPath
myImage.layer.shouldRasterize = false
myImage.layer.cornerRadius = 10
myImage.clipsToBounds = true
}
If you set clipsToBounds to true, this will round the corners but prevent the shadow from appearing. In order to resolve this, you can create two views. The container view should have the shadow, and its subview should have the rounded corners.
The container view has clipsToBounds set to false, and has the shadow properties applied. If you want the shadow to be rounded as well, use the UIBezierPath constructor that takes in a roundedRect and cornerRadius.
let outerView = UIView(frame: CGRect(x: 0, y: 0, width: 100, height: 100))
outerView.clipsToBounds = false
outerView.layer.shadowColor = UIColor.black.cgColor
outerView.layer.shadowOpacity = 1
outerView.layer.shadowOffset = CGSize.zero
outerView.layer.shadowRadius = 10
outerView.layer.shadowPath = UIBezierPath(roundedRect: outerView.bounds, cornerRadius: 10).cgPath
Next, set the image view (or any other type of UIView) to be the same size of the container view, set clipsToBounds to true, and give it a cornerRadius.
let myImage = UIImageView(frame: outerView.bounds)
myImage.clipsToBounds = true
myImage.layer.cornerRadius = 10
Finally, remember to make the image view a subview of the container view.
outerView.addSubview(myImage)
The result should look something like this:
Swift 5:
You can use the below extension:
extension UIImageView {
func applyshadowWithCorner(containerView : UIView, cornerRadious : CGFloat){
containerView.clipsToBounds = false
containerView.layer.shadowColor = UIColor.black.cgColor
containerView.layer.shadowOpacity = 1
containerView.layer.shadowOffset = CGSize.zero
containerView.layer.shadowRadius = 10
containerView.layer.cornerRadius = cornerRadious
containerView.layer.shadowPath = UIBezierPath(roundedRect: containerView.bounds, cornerRadius: cornerRadious).cgPath
self.clipsToBounds = true
self.layer.cornerRadius = cornerRadious
}
}
How to use:
Drag a UIView on the storyboard
Drag an ImageView inside that UIView
Storyboard should look like this:
Create IBOutlet for both Views, call extension on your ImageView, and pass above created UIView as an argument.
Here is the output :
Finally here is how to
Properly have an image view, with rounded corners AND shadows.
It's this simple:
First some bringup code ..
class ShadowRoundedImageView: UIView {
override init(frame: CGRect) {
super.init(frame: frame); common() }
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder); common() }
private func common() {
backgroundColor = .clear
clipsToBounds = false
self.layer.addSublayer(shadowLayer)
self.layer.addSublayer(imageLayer) // (in that order)
}
#IBInspectable var image: UIImage? = nil {
didSet {
imageLayer.contents = image?.cgImage
shadowLayer.shadowPath = (image == nil) ? nil : shapeAsPath
}
}
and then the layers ...
var imageLayer: CALayer = CALayer()
var shadowLayer: CALayer = CALayer()
var shape: UIBezierPath {
return UIBezierPath(roundedRect: bounds, cornerRadius:50)
}
var shapeAsPath: CGPath {
return shape.cgPath
}
var shapeAsMask: CAShapeLayer {
let s = CAShapeLayer()
s.path = shapeAsPath
return s
}
override func layoutSubviews() {
super.layoutSubviews()
imageLayer.frame = bounds
imageLayer.contentsGravity = .resizeAspectFill // (as preferred)
imageLayer.mask = shapeAsMask
shadowLayer.shadowPath = (image == nil) ? nil : shapeAsPath
shadowLayer.shadowOpacity = 0.80 // etc ...
}
}
Here is the
Explanation
UIImageView is useless, you use a UIView
You need two layers, one for the shadow and one for the image
To round an image layer you use a mask
To round a shadow layer you use a path
For the shadow qualities, obviously add code as you see fit
shadowLayer.shadowOffset = CGSize(width: 0, height: 20)
shadowLayer.shadowColor = UIColor.purple.cgColor
shadowLayer.shadowRadius = 5
shadowLayer.shadowOpacity = 0.80
For the actual shape (the bez path) make it any shape you wish.
(For example this tip https://stackoverflow.com/a/41553784/294884 shows how to make only one or two corners rounded.)
Summary:
• Use two layers on a UIView
Make your bezier and ...
• Use a mask on the image layer
• Use a path on the shadow layer
Here is a another solution (tested code) in swift 2.0
If you set clipsToBounds to true, this will round the corners but prevent the shadow from appearing. So, you can add same size UIView in storyboard behind imageview and we can give shadow to that view
SWIFT 2.0
outerView.layer.cornerRadius = 20.0
outerView.layer.shadowColor = UIColor.blackColor().CGColor
outerView.layer.shadowOffset = CGSizeMake(0, 2)
outerView.layer.shadowOpacity = 1
outerView.backgroundColor = UIColor.whiteColor()
You can use a simple class I have created to add image with rounded corners and shadow directly from Storyboard
You can find the class here
I have tried every answer variation I have found and all give me the same result. A weird almost diamond shaped image view. I was using this:
imageView.layer.cornerRadius = imageView.frame.width/2
imageView.clipsToBounds = true
This worked with a previous project I was working on but now when I try it I get the weird diamond.
Here is the solution how to create UIImageView Circular. This Approach is new
Create a new Designable.swift file in your project.
Copy the following code in your Designable.swift file.
import UIKit
#IBDesignable class DesignableImageView: UIImageView { }
#IBDesignable class DesignableButton:UIButton { }
#IBDesignable class DesignableTextField:UITextField { }
extension UIView {
#IBInspectable
var borderWidth :CGFloat {
get {
return layer.borderWidth
}
set(newBorderWidth){
layer.borderWidth = newBorderWidth
}
}
#IBInspectable
var borderColor: UIColor? {
get{
return layer.borderColor != nil ? UIColor(CGColor: layer.borderColor!) :nil
}
set {
layer.borderColor = newValue?.CGColor
}
}
#IBInspectable
var cornerRadius :CGFloat {
get {
return layer.cornerRadius
}
set{
layer.cornerRadius = newValue
layer.masksToBounds = newValue != 0
}
}
#IBInspectable
var makeCircular:Bool? {
get{
return nil
}
set {
if let makeCircular = newValue where makeCircular {
cornerRadius = min(bounds.width, bounds.height) / 2.0
}
}
}
}
Now after this select your ImageView on StoryBoard and Select Identity Inspector from Utilities Panel.
In Custom Class section select the custom class from the drop-down menu naming DesignableImageView and hit return. You will see the designable update after hitting return.
Now go to attribute inspector in utility panel and you can add the desired Corner Radius for the image to be circular.
P.S. If your image is rectangle this will try to make it square and then best possible circle.
Attached images for reference.
Try changing the view mode for the uiimageview. It might have been set to Aspect fit making it to look like a diamond.
Or you can create a circular uiimage using the code below,
imageLayer.contents = yourImage.CGImage
let mask = CAShapeLayer()
let dx = lineWidth + 1.0
let path = UIBezierPath(ovalInRect: CGRectInset(self.bounds, dx, dx))
mask.fillColor = UIColor.blackColor().CGColor
mask.path = path.CGPath
mask.frame = self.bounds
layer.addSublayer(mask)
imageLayer = CAShapeLayer()
imageLayer.frame = self.bounds
imageLayer.mask = mask
imageLayer.contentsGravity = kCAGravityResizeAspectFill
layer.addSublayer(imageLayer)
If you want to create with new image it may be like this
let img = UIImage(named: "logo.png")
UIGraphicsBeginImageContextWithOptions(imgView.bounds.size, false, 0.0);
// Add a clip before drawing anything, in the shape of an rounded rect
UIBezierPath(roundedRect: imgView.bounds, cornerRadius:imgView.bounds.size.width/2).addClip()
img!.drawInRect(imgView.bounds)
imgView.image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext();
Ref & If you want to make extension for it : https://stackoverflow.com/a/25459500/4557505
You can find more information in the above link for other alternative solutions
Your image view should be a square in order for this to work.
if you are trying this code in viewDidLoad(), please try it in viewDidLayoutSubviews()
viewDidLayoutSubviews() {
imageView.layer.cornerRadius = imageView.frame.size.width/2
imageView.layer.masksToBounds = true
}
extension UIImageView {
public func maskCircle(inputImage: UIImage) {
self.contentMode = UIViewContentMode.scaleAspectFill
self.layer.cornerRadius = self.frame.height / 2
self.layer.masksToBounds = false
self.clipsToBounds = true
self.image = inputImage
}
}
Usage example of the above extension:
let yourImage:UIImage = UIImage(named: "avatar")!
yourImageView.maskCircle(yourImage)
I am masking an image within a stack view and for some odd reason, my mask is not aligning/resizing correctly with the image.
Here is a demonstration of what's occurring as I'm dynamically adding instances of this image in a stack view while each subview is resized within its boundaries and spacing.
As you can see, the mask retains the original size of the image and not the resized version. I've tried many different width & height variations including the bounds.width, layer.frame.width, frame.width, frame.origin.x, etc, and had no luck.
Current code in Swift 2:
let testPicture:UIImageView = UIImageView(image: UIImage(named: "myPicture"))
testPicture.contentMode = .ScaleAspectFit
testPicture.layer.borderWidth = 1
testPicture.clipsToBounds = true
testPicture.layer.masksToBounds = true
view.layer.addSublayer(shapeLayer)
var width = testPicture.layer.frame.width
var height = testPicture.layer.frame.height
let center = CGPointMake(width/2, height/2)
let radius = CGFloat(CGFloat(width) / 2)
// Mask
let yourCarefullyDrawnPath = UIBezierPath()
yourCarefullyDrawnPath.moveToPoint(center)
yourCarefullyDrawnPath.addArcWithCenter(center,
radius: radius,
startAngle: 0,
endAngle: CGFloat( (0.80*360.0) * M_PI / 180.0),
clockwise: true)
yourCarefullyDrawnPath.closePath()
let maskPie = CAShapeLayer()
maskPie.frame = testPicture.layer.bounds
testPicture.clipsToBounds = true
testPicture.layer.masksToBounds = true
maskPie.path = yourCarefullyDrawnPath.CGPath
testPicture.layer.mask = maskPie
// Add Into Stackview
self.myStackView.addArrangedSubview(testPicture)
self.myStackView.layoutIfNeeded()
I suspect that I'm fetching the wrong width and height in order to generate the center and radius variables although after trying all the different widths and heights I can find, I still cannot achieve the correct sizes. :-(
You'll want to get the frame the image occupies within the image view.
Unfortunately, UIImageView provides no native support for doing this, however you can calculate this fairly simply. I have already created a function that will take a given outer rect, and a given inner rect and return the inner rect after it's been aspect fitted to sit within the outer rect.
A Swift version of the function would look something like this:
func aspectFitRect(outerRect outerRect:CGRect, innerRect:CGRect) -> CGRect {
let innerRectRatio = innerRect.size.width/innerRect.size.height; // inner rect ratio
let outerRectRatio = outerRect.size.width/outerRect.size.height; // outer rect ratio
// calculate scaling ratio based on the width:height ratio of the rects.
let ratio = (innerRectRatio > outerRectRatio) ? outerRect.size.width/innerRect.size.width:outerRect.size.height/innerRect.size.height;
// The x-offset of the inner rect as it gets centered
let xOffset = (outerRect.size.width-(innerRect.size.width*ratio))*0.5;
// The y-offset of the inner rect as it gets centered
let yOffset = (outerRect.size.height-(innerRect.size.height*ratio))*0.5;
// aspect fitted origin and size
let innerRectOrigin = CGPoint(x: xOffset+outerRect.origin.x, y: yOffset+outerRect.origin.y);
let innerRectSize = CGSize(width: innerRect.size.width*ratio, height: innerRect.size.height*ratio);
return CGRect(origin: innerRectOrigin, size: innerRectSize);
}
The other thing you need to do is subclass UIImageView and override the layoutSubviews method. This is because as you're adding your image views to a UIStackView - you're no longer in control of the frames of your image views. Therefore by overriding layoutSubviews, you'll be able to update your mask whenever the stack view alters the frame of the view.
Something like this should achieve the desired result:
class MaskedImageView: UIImageView {
let maskLayer = CAShapeLayer()
override init(frame: CGRect) {
super.init(frame: frame)
commonInit()
}
override init(image: UIImage?) {
super.init(image: image)
commonInit()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
commonInit()
}
private func commonInit() {
// configure your common image view properties here
contentMode = .ScaleAspectFit
clipsToBounds = true
// mask your image layer
layer.mask = maskLayer
}
override func layoutSubviews() {
guard let img = image else { // if there's no image - skip updating the mask.
return
}
// the frame that the image itself will occupy in the image view as it gets aspect fitted
let imageRect = aspectFitRect(outerRect: bounds, innerRect: CGRect(origin: CGPointZero, size: img.size))
// update mask frame
maskLayer.frame = imageRect
// half the image's on-screen width or height, whichever is smallest
let radius = min(imageRect.size.width, imageRect.size.height)*0.5
// the center of the image rect
let center = CGPoint(x: imageRect.size.width*0.5, y: imageRect.size.height*0.5)
// your custom masking path
let path = UIBezierPath()
path.moveToPoint(center)
path.addArcWithCenter(center, radius: radius, startAngle: 0, endAngle: CGFloat(M_PI*2.0*0.8), clockwise: true)
path.closePath()
// update mask layer path
maskLayer.path = path.CGPath
}
}
You can then create your image views from your view controller and add them to your stack view as normal.
let stackView = UIStackView()
override func viewDidLoad() {
super.viewDidLoad()
stackView.frame = view.bounds
stackView.distribution = .FillProportionally
stackView.spacing = 10
view.addSubview(stackView)
for _ in 0..<5 {
let imageView = MaskedImageView(image:UIImage(named:"foo.jpg"))
stackView.addArrangedSubview(imageView)
stackView.layoutIfNeeded()
}
}
Gives me the following result:
Unrelated Ramblings...
Just noticed in your code that you're doing this:
testPicture.clipsToBounds = true
testPicture.layer.masksToBounds = true
These both do the same thing.
A UIView is no more than a wrapper for an underlying CALayer. However for convenience, some CALayer properties also have a UIView equivalent. All the UIView equivalent does is forward to message down to the CALayer when it is set, and retrieve a value from the CALayer when it is 'get'ed.
clipsToBounds and masksToBounds are one of these pairs (although annoyingly they don't share the same name).
Try doing the following:
view.layer.masksToBounds = true
print(view.clipsToBounds) // output: true
view.layer.masksToBounds = false
print(view.clipsToBounds) // output: false
view.clipsToBounds = true
print(view.layer.masksToBounds) // output: true
view.clipsToBounds = false
print(view.layer.masksToBounds) // output: false
Seeing as you're working with a UIView, clipToBounds is generally the preferred property to update.