Resize Image in stackView, keep aspect-ratio - swift

I want to clone the Apple Maps App UIButtons, they look like this:
This is my Code:
class CustomView: UIImageView {
init(frame: CGRect, corners: CACornerMask, systemName: String) {
super.init(frame: frame)
self.createBorders(corners: corners)
self.createImage(systemName: systemName)
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
func createBorders(corners: CACornerMask) {
self.contentMode = .scaleAspectFill
self.clipsToBounds = false
self.layer.cornerRadius = 10
self.layer.maskedCorners = corners
self.layer.masksToBounds = false
self.layer.shadowOffset = .zero
self.layer.shadowColor = UIColor.gray.cgColor
self.layer.shadowRadius = 10
self.layer.shadowOpacity = 0.2
self.backgroundColor = .white
let shadowAmount: CGFloat = 2
let rect = CGRect(x: 0, y: 2, width: self.bounds.width + shadowAmount * 0.1, height: self.bounds.height + shadowAmount * 0.1)
self.layer.shadowPath = UIBezierPath(rect: rect).cgPath
}
func createImage(systemName: String) {
let image = UIImage(systemName: systemName)!
// let renderer = UIGraphicsImageRenderer(bounds: self.frame)
// let renderedImage = renderer.image { (_) in
// image.draw(in: frame.insetBy(dx: 16, dy: 30))
// }
// self.image = renderedImage.withRenderingMode(.alwaysTemplate)
self.image = image
}
}
And used it like this:
let size = CGSize(width: 10, height: 10)
let frame = CGRect(origin: CGPoint(x: 360, y: 45), size: size)
let infoView = CustomView(frame: frame, corners: [.layerMinXMinYCorner, .layerMaxXMinYCorner], systemName: "info.circle")
let locationView = CustomView(frame: frame, corners: [], systemName: "location")
let plusView = CustomView(frame: frame, corners: [.layerMinXMaxYCorner, .layerMaxXMaxYCorner], systemName: "plus.circle")
let binocularsView = CustomView(frame: frame, corners: [.layerMinXMinYCorner, .layerMinXMaxYCorner, .layerMaxXMinYCorner, .layerMaxXMaxYCorner], systemName: "binoculars.fill")
let stackView = UIStackView(arrangedSubviews: [infoView, locationView, plusView, binocularsView])
stackView.frame = CGRect(origin: CGPoint(x: 360, y: 45), size: CGSize(width: 45, height: 180))
stackView.distribution = .fillEqually
stackView.axis = .vertical
stackView.setCustomSpacing(3, after: plusView)
view.addSubview(stackView)
With this code, it looks like this:
As you can see, the icons are too big... So this is what I tried to shrink them: (uncommented the lines in createImage())
func createImage(systemName: String) {
let image = UIImage(systemName: systemName)!
let renderer = UIGraphicsImageRenderer(bounds: self.frame)
let renderedImage = renderer.image { (_) in
image.draw(in: frame.insetBy(dx: 16, dy: 30))
}
self.image = renderedImage.withRenderingMode(.alwaysTemplate)
}
But then its distorted...
Does can help me? :)
Thank you!!!!

Rather than subclassing UIImageView subclass UIView and add a UIImageView as a subview. Then you can create as much spacing around the image as you want.
class CustomView: UIView {
lazy var imageView: UIImageView = {
let imageView = UIImageView()
imageView.translatesAutoresizingMaskIntoConstraints = false
return imageView
}()
init(frame: CGRect, corners: CACornerMask, systemName: String) {
super.init(frame: frame)
self.setUpViews()
// ...
}
func setUpViews() {
addSubview(imageView)
NSLayoutConstraint.activate([
imageView.leadingAnchor.constraint(equalTo: leadingAnchor, constant: 5),
imageView.trailingAnchor.constraint(equalTo: trailingAnchor, constant: -5),
imageView.topAnchor.constraint(equalTo: topAnchor, constant: 5),
imageView.bottomAnchor.constraint(equalTo: bottomAnchor, constant: -5),
])
}
func createImage(systemName: String) {
let image = UIImage(systemName: systemName)!
self.imageView.image = image
}
}

Related

Need to make a grid this on UIKit using a UICollectionView

I want to make a grid in the photo. How can I achieve this? Can you tell me where to look? Googled everything but found nothing, except through CoreGraphics, but that's not an option I'm considering.
Here's a really quick example using a CAShapeLayer...
UIImageView subclass
class GridImageView: UIImageView {
public var numRows: Int = 1
public var numColumns: Int = 1
private let gridLayer = CAShapeLayer()
override init(frame: CGRect) {
super.init(frame: frame)
commonInit()
}
override init(image: UIImage?) {
super.init(image: image)
commonInit()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
commonInit()
}
func commonInit() {
layer.addSublayer(gridLayer)
gridLayer.strokeColor = UIColor.white.cgColor
gridLayer.fillColor = UIColor.clear.cgColor
gridLayer.lineWidth = 1
}
override func layoutSubviews() {
super.layoutSubviews()
if numRows == 1 && numColumns == 1 {
// no need to draw any lines
gridLayer.path = nil
return
}
let bez = UIBezierPath()
if numRows > 1 {
let yIncrement: CGFloat = bounds.height / CGFloat(numRows)
var y: CGFloat = yIncrement
for _ in 0..<numRows-1 {
bez.move(to: CGPoint(x: bounds.minX, y: y))
bez.addLine(to: CGPoint(x: bounds.maxX, y: y))
y += yIncrement
}
}
if numColumns > 1 {
let xIncrement: CGFloat = bounds.width / CGFloat(numColumns)
var x: CGFloat = xIncrement
for _ in 0..<numColumns-1 {
bez.move(to: CGPoint(x: x, y: bounds.minY))
bez.addLine(to: CGPoint(x: x, y: bounds.maxY))
x += xIncrement
}
}
gridLayer.path = bez.cgPath
}
}
Example Controller
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = .systemYellow
guard let img = UIImage(named: "beach") else { return }
let imgView = GridImageView(image: img)
imgView.translatesAutoresizingMaskIntoConstraints = false
view.addSubview(imgView)
let g = view.safeAreaLayoutGuide
NSLayoutConstraint.activate([
imgView.leadingAnchor.constraint(equalTo: g.leadingAnchor, constant: 20.0),
imgView.trailingAnchor.constraint(equalTo: g.trailingAnchor, constant: -20.0),
imgView.centerYAnchor.constraint(equalTo: g.centerYAnchor),
imgView.heightAnchor.constraint(equalTo: imgView.widthAnchor, multiplier: img.size.height / img.size.width)
])
imgView.numRows = 4
imgView.numColumns = 3
}
}
Output (using a random beach jpg):
Edit - after further comments on OP...
To get the "effect" from the video you posted, we can simply add a "grid overlay view" on top of the scroll view.
So, we'll use an almost identical subclassed UIView:
class GridOverlayView: UIView {
public var lineColor: UIColor = .white { didSet { setNeedsLayout() } }
public var numRows: Int = 1 { didSet { setNeedsLayout() } }
public var numColumns: Int = 1 { didSet { setNeedsLayout() } }
private let gridLayer = CAShapeLayer()
override init(frame: CGRect) {
super.init(frame: frame)
commonInit()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
commonInit()
}
func commonInit() {
layer.addSublayer(gridLayer)
gridLayer.fillColor = UIColor.clear.cgColor
gridLayer.lineWidth = 1
}
override func layoutSubviews() {
super.layoutSubviews()
if numRows == 1 && numColumns == 1 {
// no need to draw any lines
gridLayer.path = nil
return
}
let bez = UIBezierPath()
if numRows > 1 {
let yIncrement: CGFloat = bounds.height / CGFloat(numRows)
var y: CGFloat = yIncrement
for _ in 0..<numRows-1 {
bez.move(to: CGPoint(x: bounds.minX, y: y))
bez.addLine(to: CGPoint(x: bounds.maxX, y: y))
y += yIncrement
}
}
if numColumns > 1 {
let xIncrement: CGFloat = bounds.width / CGFloat(numColumns)
var x: CGFloat = xIncrement
for _ in 0..<numColumns-1 {
bez.move(to: CGPoint(x: x, y: bounds.minY))
bez.addLine(to: CGPoint(x: x, y: bounds.maxY))
x += xIncrement
}
}
gridLayer.strokeColor = lineColor.cgColor
gridLayer.path = bez.cgPath
}
}
with this "beach" image:
and this controller class with a scroll view:
class GridScrollTestVC: UIViewController, UIScrollViewDelegate {
let imgView = UIImageView()
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = .systemYellow
guard let img = UIImage(named: "beach") else { return }
imgView.image = img
let scrollView = UIScrollView()
scrollView.backgroundColor = .red
scrollView.delegate = self
imgView.translatesAutoresizingMaskIntoConstraints = false
scrollView.translatesAutoresizingMaskIntoConstraints = false
view.addSubview(scrollView)
scrollView.addSubview(imgView)
let g = view.safeAreaLayoutGuide
let cg = scrollView.contentLayoutGuide
let fg = scrollView.frameLayoutGuide
NSLayoutConstraint.activate([
scrollView.topAnchor.constraint(equalTo: g.topAnchor, constant: 20.0),
scrollView.leadingAnchor.constraint(equalTo: g.leadingAnchor, constant: 20.0),
scrollView.trailingAnchor.constraint(equalTo: g.trailingAnchor, constant: -20.0),
scrollView.bottomAnchor.constraint(equalTo: g.bottomAnchor, constant: -20.0),
imgView.topAnchor.constraint(equalTo: cg.topAnchor, constant: 0.0),
imgView.leadingAnchor.constraint(equalTo: cg.leadingAnchor, constant: 0.0),
imgView.trailingAnchor.constraint(equalTo: cg.trailingAnchor, constant: 0.0),
imgView.bottomAnchor.constraint(equalTo: cg.bottomAnchor, constant: 0.0),
imgView.widthAnchor.constraint(equalTo: fg.widthAnchor),
imgView.heightAnchor.constraint(equalTo: imgView.widthAnchor, multiplier: img.size.height / img.size.width)
])
scrollView.minimumZoomScale = 1.0
scrollView.maximumZoomScale = 5.0
// now let's add the grid "overlay"
let gridView = GridOverlayView()
gridView.translatesAutoresizingMaskIntoConstraints = false
view.addSubview(gridView)
gridView.numRows = 4
gridView.numColumns = 3
gridView.lineColor = .black
NSLayoutConstraint.activate([
gridView.topAnchor.constraint(equalTo: scrollView.topAnchor),
gridView.leadingAnchor.constraint(equalTo: scrollView.leadingAnchor),
gridView.trailingAnchor.constraint(equalTo: scrollView.trailingAnchor),
gridView.bottomAnchor.constraint(equalTo: scrollView.bottomAnchor),
])
// don't let the grid overlay view interfere with the scrolling/zooming
gridView.isUserInteractionEnabled = false
}
func viewForZooming(in scrollView: UIScrollView) -> UIView? {
return imgView
}
}
and we get this output:
and after zooming in a bit:

make the uibutton rounded, shadow and gradient

can someone tell me please how to make the button rounded, shadow and gradient
here I set the gradient and shadow to the button, but without rounding:
#IBOutlet weak var info: UIButton!
info.setTitle("INFO", for: .normal)
info.setTwoGradients(colorOne: Colors.OrangeGrad, colorTwo: Colors.OrangeGradSec)
info.setTitleColor(UIColor.black, for: .normal)
info.layer.shadowColor = UIColor.darkGray.cgColor
info.layer.shadowOffset = CGSize(width: 2.0, height: 2.0)
info.layer.shadowOpacity = 0.8
info.layer.shadowRadius = 2
view.addSubview(info)
I know that the shadow disappears because of the rounding and I found a way to fix it, ex:
final class CustomButton: UIButton {
private var shadowLayer: CAShapeLayer!
override func layoutSubviews() {
super.layoutSubviews()
if shadowLayer == nil {
shadowLayer = CAShapeLayer()
shadowLayer.path = UIBezierPath(roundedRect: bounds, cornerRadius: 10).cgPath
shadowLayer.fillColor = UIColor.white.cgColor
shadowLayer.shadowColor = UIColor.darkGray.cgColor
shadowLayer.shadowPath = shadowLayer.path
shadowLayer.shadowOffset = CGSize(width: 5.0, height: 2.0)
shadowLayer.shadowOpacity = 0.7
shadowLayer.shadowRadius = 2
layer.insertSublayer(shadowLayer, at: 0)
}
}
but there is a line:
shadowLayer.fillColor = UIColor.white.cgColor
because of which I can't set the gradient
therefore, I cannot find a way by which all three conditions would be met
Output:
Usage
class ViewController: UIViewController {
#IBOutlet var btnGradient: CustomButton!
override func viewDidLoad() {
super.viewDidLoad()
btnGradient.gradientColors = [.red, .green]
btnGradient.setTitle("Gradient Button", for: .normal)
btnGradient.setTitleColor(.white, for: .normal)
}
}
Custom Class
Use this class as a reference to setup the attributes:
class CustomButton: UIButton {
var gradientColors : [UIColor] = [] {
didSet {
setupView()
}
}
override init(frame: CGRect) {
super.init(frame: frame)
setupView()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
setupView()
}
private func setupView() {
let startPoint = CGPoint(x: 0, y: 0.5)
let endPoint = CGPoint(x: 1, y: 0.5)
var btnConfig = UIButton.Configuration.plain()
btnConfig.contentInsets = NSDirectionalEdgeInsets(top: 5, leading: layer.frame.height / 2, bottom: 5, trailing: layer.frame.height / 2)
self.configuration = btnConfig
layer.anchorPoint = CGPoint(x: 0.5, y: 0.5)
//Gradient
let gradientLayer = CAGradientLayer()
gradientLayer.frame = bounds
gradientLayer.colors = gradientColors.map { $0.cgColor }
gradientLayer.startPoint = startPoint
gradientLayer.endPoint = endPoint
gradientLayer.cornerRadius = layer.frame.height / 2
if let oldValue = layer.sublayers?[0] as? CAGradientLayer {
layer.replaceSublayer(oldValue, with: gradientLayer)
} else {
layer.insertSublayer(gradientLayer, below: nil)
}
//Shadow
layer.shadowColor = UIColor.darkGray.cgColor
layer.shadowPath = UIBezierPath(roundedRect: bounds, cornerRadius: layer.frame.height / 2).cgPath
layer.shadowOffset = CGSize(width: 2.0, height: 2.0)
layer.shadowOpacity = 0.7
layer.shadowRadius = 2.0
}
}
You can use UIButton Extension or refer code
Pass colors in array with start & end point of gradient effect, you want to start & end. i.e. x=0, y=0 means TopLeft & x=1, y=1 means BottomRight
extension UIButton {
func setGradientLayer(colorsInOrder colors: [CGColor], startPoint sPoint: CGPoint = CGPoint(x: 0, y: 0.5), endPoint ePoint: CGPoint = CGPoint(x: 1, y: 0.5)) {
let gLayer = CAGradientLayer()
gLayer.frame = self.bounds
gLayer.colors = colors
gLayer.startPoint = sPoint
gLayer.endPoint = ePoint
gLayer.cornerRadius = 5
gLayer.shadowOpacity = 0.8
gLayer.shadowOffset = CGSize(width: 2.0, height: 2.0)
layer.insertSublayer(gLayer, at: 0)
}
}

UIScrollView with paging enable not working properly

Trying to add four UIView's in UIScrollView
The issue is next (2, 3, and 4) view gets a bit off from the visible screen view when scroll.
override init(frame: CGRect) {
super.init(frame: frame)
configureSlider()
}
private func configureSlider() {
Bundle.main.loadNibNamed("CarouselSliderView", owner: self, options: nil)
addSubview(contentView)
for i in 0...3 {
let view = UIView()
switch i {
case 0:
view.backgroundColor = .brown
case 1:
view.backgroundColor = .yellow
case 2:
view.backgroundColor = .green
case 3:
view.backgroundColor = .blue
default:
view.backgroundColor = .red
}
slides.append(view)
}
setupSlideScrollView(slides: slides)
pageControl.numberOfPages = slides.count
pageControl.currentPage = 0
self.bringSubviewToFront(pageControl)
}
set each UIView frames:
private func setupSlideScrollView(slides : [UIView]) {
let screenRect = UIScreen.main.bounds
let screenWidth = screenRect.size.width
for i in 0 ..< slides.count {
slides[i].frame = CGRect(x: screenWidth * CGFloat(i), y: 0, width: screenWidth, height: self.frame.height)
topScrollView.addSubview(slides[i])
}
topScrollView.frame = CGRect(x: 0, y: 0, width: screenWidth, height: self.frame.height)
topScrollView.contentSize = CGSize(width: screenWidth * CGFloat(slides.count), height: self.frame.height)
}
func scrollViewDidScroll(_ scrollView: UIScrollView) {
let pageIndex = round(scrollView.contentOffset.x/self.frame.width)
pageControl.currentPage = Int(pageIndex)
}

stackView content (SF-Symbols) distorted

I want to replicate the Apple Map App Buttons as seen here:
This is the code so far:
class CustomView: UIImageView {
init(frame: CGRect, corners: CACornerMask, systemName: String) {
super.init(frame: frame)
self.createBorders(corners: corners)
self.createImage(systemName: systemName)
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
func createBorders(corners: CACornerMask) {
self.contentMode = .scaleAspectFill
self.clipsToBounds = false
self.layer.cornerRadius = 20
self.layer.maskedCorners = corners
self.layer.masksToBounds = false
self.layer.shadowOffset = .zero
self.layer.shadowColor = UIColor.gray.cgColor
self.layer.shadowRadius = 20
self.layer.shadowOpacity = 0.2
self.backgroundColor = .white
let shadowAmount: CGFloat = 2
let rect = CGRect(x: 0, y: 2, width: self.bounds.width + shadowAmount * 0.1, height: self.bounds.height + shadowAmount * 0.1)
self.layer.shadowPath = UIBezierPath(rect: rect).cgPath
}
func createImage(systemName: String) {
let image = UIImage(systemName: systemName)!
let renderer = UIGraphicsImageRenderer(bounds: self.frame)
let renderedImage = renderer.image { (_) in
image.draw(in: frame.insetBy(dx: 30, dy: 30))
}
And use it like this:
let size = CGSize(width: 100, height: 100)
let frame = CGRect(origin: CGPoint(x: 100, y: 100), size: size)
let infoView = CustomView(frame: frame, corners: [.layerMinXMinYCorner, .layerMaxXMinYCorner], systemName: "info.circle")
let locationView = CustomView(frame: frame, corners: [], systemName: "location")
let twoDView = CustomView(frame: frame, corners: [.layerMinXMaxYCorner, .layerMaxXMaxYCorner], systemName: "view.2d")
let binocularsView = CustomView(frame: frame, corners: [.layerMinXMinYCorner, .layerMinXMaxYCorner, .layerMaxXMinYCorner, .layerMaxXMaxYCorner], systemName: "binoculars.fill")
let stackView = UIStackView(arrangedSubviews: [infoView, locationView, twoDView, binocularsView])
stackView.frame = CGRect(origin: CGPoint(x: 100, y: 100), size: CGSize(width: 100, height: 400))
stackView.distribution = .fillEqually
stackView.axis = .vertical
stackView.setCustomSpacing(20, after: twoDView)
view.addSubview(stackView)
Which makes it look like this:
AND: There aren't the thin lines between each Icon of the stackView :/
Thanks for your help!
Not sure what's going on, because when I ran you code as-is I did not get the stretched images you've shown.
To get "thin lines between each Icon", you could either modify your custom image view to add the lines to the middle icon image, or, what might be easier, would be to use a 1-point height UIView between each icon.
Also, you'll be better off using auto-layout.
See if this gives you the desired result:
class CustomView: UIImageView {
init(frame: CGRect, corners: CACornerMask, systemName: String) {
super.init(frame: frame)
self.createBorders(corners: corners)
self.createImage(systemName: systemName)
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
func createBorders(corners: CACornerMask) {
self.contentMode = .scaleAspectFill
self.clipsToBounds = false
self.layer.cornerRadius = 20
self.layer.maskedCorners = corners
self.layer.masksToBounds = false
self.layer.shadowOffset = .zero
self.layer.shadowColor = UIColor.gray.cgColor
self.layer.shadowRadius = 20
self.layer.shadowOpacity = 0.2
self.backgroundColor = .white
let shadowAmount: CGFloat = 2
let rect = CGRect(x: 0, y: 2, width: self.bounds.width + shadowAmount * 0.1, height: self.bounds.height + shadowAmount * 0.1)
self.layer.shadowPath = UIBezierPath(rect: rect).cgPath
}
func createImage(systemName: String) {
guard let image = UIImage(systemName: systemName)?.withTintColor(.blue, renderingMode: .alwaysOriginal) else { return }
let renderer = UIGraphicsImageRenderer(bounds: self.frame)
let renderedImage = renderer.image { (_) in
image.draw(in: frame.insetBy(dx: 30, dy: 30))
}
self.image = renderedImage
}
}
class TestCustomViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = .systemYellow
let size = CGSize(width: 100, height: 100)
let frame = CGRect(origin: .zero, size: size)
let infoView = CustomView(frame: frame, corners: [.layerMinXMinYCorner, .layerMaxXMinYCorner], systemName: "info.circle")
let locationView = CustomView(frame: frame, corners: [], systemName: "location")
let twoDView = CustomView(frame: frame, corners: [.layerMinXMaxYCorner, .layerMaxXMaxYCorner], systemName: "view.2d")
let binocularsView = CustomView(frame: frame, corners: [.layerMinXMinYCorner, .layerMinXMaxYCorner, .layerMaxXMinYCorner, .layerMaxXMaxYCorner], systemName: "binoculars.fill")
// create 2 separator views
let sep1 = UIView()
sep1.backgroundColor = .blue
let sep2 = UIView()
sep2.backgroundColor = .blue
let stackView = UIStackView(arrangedSubviews: [infoView, sep1, locationView, sep2, twoDView, binocularsView])
// use .fill, not .fillEqually
stackView.distribution = .fill
stackView.axis = .vertical
stackView.setCustomSpacing(20, after: twoDView)
view.addSubview(stackView)
// let's use auto-layout
stackView.translatesAutoresizingMaskIntoConstraints = false
// respect safe area
let g = view.safeAreaLayoutGuide
NSLayoutConstraint.activate([
// only need top and leading constraints for the stack view
stackView.topAnchor.constraint(equalTo: g.topAnchor, constant: 100.0),
stackView.leadingAnchor.constraint(equalTo: g.leadingAnchor, constant: 100.0),
// both separator views need height constraint of 1.0
sep1.heightAnchor.constraint(equalToConstant: 1.0),
sep2.heightAnchor.constraint(equalToConstant: 1.0),
])
// set all images to the same 1:1 ratio size
[infoView, locationView, twoDView, binocularsView].forEach { v in
v.widthAnchor.constraint(equalToConstant: size.width).isActive = true
v.heightAnchor.constraint(equalTo: v.widthAnchor).isActive = true
}
}
}
This is what I get with that code example:

Adding multiple shadows hides the background colour and text UIButton

I was trying to add multiple shadows to my UIButton. The two shadows were added as you can see in the image. However, they hide the title and background colour of UIButton. Why is this happening? So, has the order of the layers become bottomLayer, topLayer, text and background?
The actual result
The expected Result
This is how my UIButton class looks.
class PrimaryButton: UIButton {
let cornerRadius: CGFloat = 10
override init(frame: CGRect) {
super.init(frame: frame)
}
convenience init() {
self.init(frame: .zero)
configure()
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func layoutSubviews() {
super.layoutSubviews()
addDropShadow()
}
private func configure() {
backgroundColor = .white;
layer.cornerRadius = cornerRadius
setTitle("Get Followers", for: .normal)
setTitleColor(Colours.buttonTextColour, for: .normal)
}
private func addDropShadow() {
let topLayer = createShadowLayer(color: Colours.shadowWhite, offset: CGSize(width: -6, height: -6))
let bottomLayer = createShadowLayer(color: Colours.shadowBlack, offset: CGSize(width: 6, height: 6))
layer.addSublayer(topLayer)
layer.addSublayer(bottomLayer)
}
private func createShadowLayer(color: UIColor, offset: CGSize) -> CALayer {
let shadowLayer = CALayer()
shadowLayer.masksToBounds = false
shadowLayer.shadowColor = color.cgColor
shadowLayer.shadowOpacity = 1
shadowLayer.shadowOffset = offset
shadowLayer.shadowRadius = 10
shadowLayer.shouldRasterize = true
shadowLayer.shadowPath = UIBezierPath(roundedRect: self.bounds, cornerRadius: 10).cgPath
return shadowLayer
}
}
I was able to solve the problem as follows:
Instead of adding the layers with the addSublayer(_ layer: CALayer) method, I used the insertSublayer(_ layer: CALayer, at idx: UInt32) method.
private func addDropShadow() {
let topLayer = createShadowLayer(color: Colours.shadowWhite, offset: CGSize(width: -6, height: -6))
let bottomLayer = createShadowLayer(color: Colours.shadowBlack, offset: CGSize(width: 6, height: 6))
// Modified
layer.insertSublayer(topLayer, at: 0)
layer.insertSublayer(bottomLayer, at: 0)
}
Also, in your createShadowLayer method, instead of CALayer, I returned a CAShapeLayer.
private func createShadowLayer(color: UIColor, offset: CGSize) -> CAShapeLayer {
// Modified
let shadowLayer = CAShapeLayer()
shadowLayer.path = UIBezierPath(roundedRect: self.bounds, cornerRadius: self.cornerRadius).cgPath
shadowLayer.fillColor = self.backgroundColor?.cgColor
shadowLayer.shadowPath = shadowLayer.path
// shadowLayer.masksToBounds = false
shadowLayer.shadowColor = color.cgColor
shadowLayer.shadowOpacity = 1
shadowLayer.shadowOffset = offset
shadowLayer.shadowRadius = 10
// shadowLayer.shouldRasterize = true
return shadowLayer
}
I don't know if either change is essential. But that's how it worked for me :)
Hello below code will help you, I got exact result what you want in button shadow
just replace some function with my code,
Your code:
override func layoutSubviews() {
super.layoutSubviews()
addDropShadow()
}
Replace it with my code:
override func layoutSubviews() {
super.layoutSubviews()
addDropShadow(color: UIColor.red, offset: CGSize(width: -6, height: -6), btnLayer: self.layer)
addDropShadow(color: UIColor.blue, offset: CGSize(width: 6, height: 6), btnLayer: self.layer)
}
Your code:
private func addDropShadow() {
let topLayer = createShadowLayer(color: Colours.shadowWhite, offset: CGSize(width: -6, height: -6))
let bottomLayer = createShadowLayer(color: Colours.shadowBlack, offset: CGSize(width: 6, height: 6))
layer.addSublayer(topLayer)
layer.addSublayer(bottomLayer)
}
private func createShadowLayer(color: UIColor, offset: CGSize) -> CALayer {
let shadowLayer = CALayer()
shadowLayer.masksToBounds = false
shadowLayer.shadowColor = color.cgColor
shadowLayer.shadowOpacity = 1
shadowLayer.shadowOffset = offset
shadowLayer.shadowRadius = 10
shadowLayer.shouldRasterize = true
shadowLayer.shadowPath = UIBezierPath(roundedRect: self.bounds, cornerRadius: 10).cgPath
return shadowLayer
}
Replace it with below code:
private func addDropShadow(color: UIColor, offset: CGSize, btnLayer : CALayer)
{
btnLayer.masksToBounds = false
btnLayer.shadowColor = color.cgColor
btnLayer.shadowOpacity = 1
btnLayer.shadowOffset = offset
btnLayer.shadowRadius = 10
}
no need to you private func createShadowLayer(color: UIColor, offset: CGSize) -> CALayer
you can remove that function.
and make sure your button type is custom