swift ImageView with low alpha and subImageView transparent showing parent view but with 1 alpha - swift

I'm having trouble setting my subImageViews to show parent ImageView with alpha 1 in their area, but all around I need to have alpha 0.25. Do you have any ideas?
I've tried to do it through View, now ImageView but can't find a solution.
16 squares in the middle need to show a clear image, after pressing the button "Start" they would crop their area and send it to other VC.
Thanks for help

So I've been playing around a bit and got solution (also thanks to #iOSDev link to article).
If anyone will need similar kind of thing, here it is :
#IBOutlet weak var alphaView: UIView!
#IBOutlet weak var pickedImage: UIImageView!
#IBOutlet weak var bigStackView: UIStackView!
override func viewWillAppear(_ animated: Bool) {
pickedImage.image = imagePicked
// Set white background color with custom alpha
alphaView.backgroundColor = UIColor(white: 255/255, alpha: 0.85)
// Create the initial layer from the stackView bounds.
let maskLayer = CAShapeLayer()
maskLayer.frame = alphaView.bounds
// Create the frame to cover whole stackView
let rect = CGRect(
x: bigStackView.frame.minX,
y: bigStackView.frame.minY,
width: bigStackView.bounds.width,
height: bigStackView.bounds.height)
// Create the path
let path = UIBezierPath(rect: alphaView.bounds)
maskLayer.fillRule = CAShapeLayerFillRule.evenOdd
// Append the framer to the path so that it is subtracted
path.append(UIBezierPath(rect: rect))
maskLayer.path = path.cgPath
// Set the mask of the alphaview
alphaView.layer.mask = maskLayer
}
pickedImage is background image view which is covered by aplhaView used only to make it foggy and bigStackView is 16 square in middle to determinate position of wanted square. Might aswell use explicit CGPoint & CGSize Value.
Screenshot from simulator

Related

does anybody understand this paradox with swift frames?

In UIKIT I have two uiview's main view and uiview installed with storyboard at top with high in 1/3 of main View.
import UIKit
class ViewController: UIViewController {
#IBOutlet weak var TopView: UIView!
#IBOutlet weak var MiddleView: UIView!
#IBOutlet weak var BottomView: UIView!
override func viewDidLoad() {
super.viewDidLoad()
let t = Vvp(inView: TopView)
TopView.addSubview(t)
let bezierPath = UIBezierPath()
bezierPath.move(to: CGPoint(x: 0, y: 0))
bezierPath.addLine(to: CGPoint(x: TopView.frame.maxX, y: 0))
bezierPath.close()
let shapeLayer = CAShapeLayer()
shapeLayer.path = bezierPath.cgPath
shapeLayer.strokeColor = UIColor.red.cgColor
shapeLayer.fillColor = UIColor.red.cgColor
shapeLayer.lineWidth = 1.0
TopView.layer.addSublayer(shapeLayer)
}
}
second view:
func Vvp(inView: UIView)-> UIView {
let viewWithBeizer = UIView(frame: inView.frame)
let bezierPath = UIBezierPath()
bezierPath.move(to: CGPoint(x: 0, y: 0))
bezierPath.addLine(to: CGPoint(x: inView.frame.maxX, y: 0))
bezierPath.close()
let shapeLayer = CAShapeLayer()
shapeLayer.path = bezierPath.cgPath
// apply other properties related to the path
shapeLayer.strokeColor = UIColor.blue.cgColor
shapeLayer.fillColor = UIColor.blue.cgColor
shapeLayer.lineWidth = 1.0
viewWithBeizer.layer.addSublayer(shapeLayer)
return viewWithBeizer
}
both views work with the same frame, at storyboard all borders are at zero
why lines are not the same?
The problem has nothing to do with where the lines are being drawn...
The issue is that you are referring to frame when you should be using bounds, and you're setting the frames before auto-layout has configured your views.
Based on your screen-shots, you are laying out your views in Storyboard based on an iPhone model with a Notch... so, in viewDidLoad() your TopView has the frame that was set in Storyboard.
This is how it looks using an iPhone 13 Pro in Storyboard:
As you can see, even though the yellow TopView is constrained to the top of the safe area, its Y position is 44. So, your code in your func Vvp(inView: UIView) is setting the Frame Y-position to 44, instead of Zero.
If you add these 4 lines at the end of viewDidLoad():
TopView.layer.addSublayer(shapeLayer)
// move t (from Vvp(inView: TopView))
// 40-pts to the right
t.frame.origin.x += 40.0
// give it an orange background color
t.backgroundColor = .orange
// allow it to show outside the bounds of TopView
TopView.clipsToBounds = false
// bring TopView to the front of the view hierarchy
view.bringSubviewToFront(TopView)
The output on an iPad Touch 7th Gen looks like this:
as you can see, TopView's subview (the orange view) is much larger than TopView, and is showing up where you told it to: 44-pts from the top of TopView.
To use the code the way you've written it, you need to call that func - along with the shapeLayer code for TopView - later in the controller's lifecycle... such as in viewDidLayoutSubviews(). If you do that, though, you need to remember it will be called multiple times (any time the main view changes, such as on device rotation), so you'll want to make sure you don't repeatedly add new subviews and layers.
Here's a quick modification of your code:
class ViewController: UIViewController {
#IBOutlet weak var TopView: UIView!
#IBOutlet weak var MiddleView: UIView!
#IBOutlet weak var BottomView: UIView!
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
if TopView.subviews.count == 0 {
// we haven't added the subview or shape layer,
// so let's do that here
let t = Vvp(inView: TopView)
TopView.addSubview(t)
let bezierPath = UIBezierPath()
bezierPath.move(to: CGPoint(x: 0, y: 0))
bezierPath.addLine(to: CGPoint(x: TopView.frame.maxX, y: 0))
let shapeLayer = CAShapeLayer()
shapeLayer.path = bezierPath.cgPath
shapeLayer.strokeColor = UIColor.red.cgColor
shapeLayer.fillColor = UIColor.red.cgColor
shapeLayer.lineWidth = 1.0
TopView.layer.addSublayer(shapeLayer)
}
}
func Vvp(inView: UIView)-> UIView {
let viewWithBeizer = UIView(frame: inView.bounds)
let bezierPath = UIBezierPath()
bezierPath.move(to: CGPoint(x: 0, y: 0))
bezierPath.addLine(to: CGPoint(x: inView.bounds.maxX, y: 0))
let shapeLayer = CAShapeLayer()
shapeLayer.path = bezierPath.cgPath
// apply other properties related to the path
shapeLayer.strokeColor = UIColor.blue.cgColor
shapeLayer.fillColor = UIColor.blue.cgColor
shapeLayer.lineWidth = 1.0
viewWithBeizer.layer.addSublayer(shapeLayer)
return viewWithBeizer
}
}
Result (blue line is not visible, because we've added the red line on top of it):
A better approach, though, is to A) use auto-layout constraints, and B) handle your shapeLayer logic inside a custom UIView subclass -- but that's another topic.
I think that this is a bug with iPod touch 7' emulator - with another emulators code works well. Below you can see the code from my question where I add 2px to red line.

Using Swift and CAShapeLayer() with masking, how can I avoid inverting the mask when masked regions intersect?

This question was challenging to word, but explaining the situation further should help.
Using the code below, I'm essentially masking a circle on the screen wherever I tap to reveal what's underneath the black UIView. When I tap, I record the CGPoint in an array to keep track of the tapped locations. For every subsequent tap I make, I remove the black UIView and recreate each tapped point from the array of CGPoints I'm tracking in order to create a new mask that includes all the previous points.
The result is something like this:
I'm sure you can already spot what I'm asking about... How can I avoid the mask inverting wherever the circles intersect? Thanks for your help!
Here's my code for reference:
class MiniGameShadOViewController: UIViewController {
//MARK: - DECLARATIONS
var revealRadius : CGFloat = 50
var tappedAreas : [CGPoint] = []
//Objects
#IBOutlet var shadedRegion: UIView!
//Gesture Recognizers
#IBOutlet var tapToReveal: UITapGestureRecognizer!
//MARK: - VIEW STATES
override func viewDidLoad() {
super.viewDidLoad()
}
//MARK: - USER INTERACTIONS
#IBAction func regionTapped(_ sender: UITapGestureRecognizer) {
let tappedPoint = sender.location(in: view)
tappedAreas.append(tappedPoint) //Hold a list of all previously tapped points
//Clean up old overlays before adding the new one
for subview in shadedRegion.subviews {
if subview.accessibilityIdentifier != "Number" {subview.removeFromSuperview()}
}
//shadedRegion.layer.mask?.removeFromSuperlayer()
createOverlay()
}
//MARK: - FUNCTIONS
func createOverlay(){
//Create the shroud that covers the orbs on the screen
let overlayView = UIView(frame: shadedRegion.bounds)
overlayView.alpha = 1
overlayView.backgroundColor = UIColor.black
overlayView.isUserInteractionEnabled = false
shadedRegion.addSubview(overlayView)
let path = CGMutablePath()
//Create the box that represents the inverse/negative area relative to the circles
path.addRect(CGRect(origin: .zero, size: overlayView.frame.size))
//For each point tapped so far, create a circle there
for point in tappedAreas {
path.addArc(center: point, radius: revealRadius, startAngle: 0.0, endAngle: 2.0 * .pi, clockwise: false)
path.closeSubpath() //This is required to prevent all circles from being joined together with lines
}
//Fill each of my circles
let maskLayer = CAShapeLayer()
maskLayer.backgroundColor = UIColor.black.cgColor
maskLayer.path = path;
maskLayer.fillRule = .evenOdd
//Cut out the circles inside that box
overlayView.layer.mask = maskLayer
overlayView.clipsToBounds = true
}
}
You asked:
how can I avoid inverting the mask when masked regions intersect?
In short, do not use the .evenOdd fill rule.
You have specified a fillRule of .evenOdd. That results in intersections of paths to invert. Here is a red colored view with a mask consisting of a path with two overlapping circular arcs with the .evenOdd rule:
If you use .nonZero (which, coincidentally, is the default fill rule for shape layers), they will not invert each other:
E.g.
class ViewController: UIViewController {
#IBOutlet weak var imageView: UIImageView!
var maskLayer: CAShapeLayer = {
let shapeLayer = CAShapeLayer()
shapeLayer.fillColor = UIColor.white.cgColor
return shapeLayer
}()
var points: [CGPoint] = [] // this isn't strictly necessary, but just in case you want an array of the points that were tapped
var path = UIBezierPath()
override func viewDidLoad() {
super.viewDidLoad()
imageView.layer.mask = maskLayer
}
#IBAction func handleTapGesture(_ gesture: UITapGestureRecognizer) {
let point = gesture.location(in: gesture.view)
points.append(point)
path.move(to: point)
path.addArc(withCenter: point, radius: 40, startAngle: 0, endAngle: .pi * 2, clockwise: true)
maskLayer.path = path.cgPath
}
}
Resulting in:

Using an UIView as a Mask in another UIView on Swift

I am developing an App on xCode with Swift. My screen has an Image of an animal (outlet "backImage"), over this image I have a view (outlet "coverView"), color black, which covers all the screen. So so far you can't see the animal image, because the "coverView" is in front of it. Then I have another view (outlet "maskView") which is smaller and it's over the big view "coverView". What I want is to use this "maskView" as mask and therefor see the "backImage" through it, like a window.
Is there anyone out there able to figure this out?
Here is my screen, I want to see the woman character behind the big gray view through the smaller white view:
You can set the alpha property from your mask view and add in front of the other view, for instance:
let maskView = UIView()
maskView.backgroundColor = UIColor(white: 0, alpha: 0.5) //you can modify this to whatever you need
maskView.frame = CGRect(x: 0, y: 0, width: imageView.frame.width, height: imageView.frame.height)
yourView.addSubview(maskView)
EDIT: Now that you edited your question with an image, now I see what you need, so here is how you can accomplish that.
func setMask(with hole: CGRect, in view: UIView){
// Create a mutable path and add a rectangle that will be h
let mutablePath = CGMutablePath()
mutablePath.addRect(view.bounds)
mutablePath.addRect(hole)
// Create a shape layer and cut out the intersection
let mask = CAShapeLayer()
mask.path = mutablePath
mask.fillRule = kCAFillRuleEvenOdd
// Add the mask to the view
view.layer.mask = mask
}
With this function, all you need is to have a view and create a shape that it's going to be a hole in that view, for instance:
// Create the view (you can also use a view created in the storyboard)
let newView = UIView(frame: CGRect(x: 0, y: 0, width: view.frame.width, height: view.frame.height))
newView.backgroundColor = UIColor(white: 0, alpha: 1)
// You can play with these values and find one that fills your need
let rectangularHole = CGRect(x: view.bounds.width*0.3, y: view.bounds.height*0.3, width: view.bounds.width*0.5, height: view.bounds.height*0.5)
// Set the mask in the created view
setMask(with: rectangularHole, in: newView)
Thank you, #Alexandre Lara! You did it!
Here goes the solution:
#IBOutlet weak var windowView: UIView!
#IBOutlet weak var bigCoverView: UIView!
func setMask(with hole: CGRect, in view: UIView){
// Create a mutable path and add a rectangle that will be h
let mutablePath = CGMutablePath()
mutablePath.addRect(view.bounds)
mutablePath.addRect(hole)
// Create a shape layer and cut out the intersection
let mask = CAShapeLayer()
mask.path = mutablePath
mask.fillRule = kCAFillRuleEvenOdd
// Add the mask to the view
view.layer.mask = mask
}
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
let rectangularHole = windowView.frame.integral
// Set the mask in the created view
setMask(with: rectangularHole, in: bigCoverView!)
}

Swift - How to create a view with a shape cropped in it

I'm trying to achieve the result shown in the image using swift 1.2 and xcode 6.
Basically I want to create a view with a shape cut in it to be able to see the the view below to make a tutorial for my app.
I know how to create a circular shape but i don't know how to cut it out in a view.
I need a complete example on how to do it please.
Thanks in advance
Even though there is an answer, i'd like to share my way:
// Let's say that you have an outlet to the image view called imageView
// Create the white view
let whiteView = UIView(frame: imageView.bounds)
let maskLayer = CAShapeLayer() //create the mask layer
// Set the radius to 1/3 of the screen width
let radius : CGFloat = imageView.bounds.width/3
// Create a path with the rectangle in it.
let path = UIBezierPath(rect: imageView.bounds)
// Put a circle path in the middle
path.addArcWithCenter(imageView.center, radius: radius, startAngle: 0.0, endAngle: CGFloat(2*M_PI), clockwise: true)
// Give the mask layer the path you just draw
maskLayer.path = path.CGPath
// Fill rule set to exclude intersected paths
maskLayer.fillRule = kCAFillRuleEvenOdd
// By now the mask is a rectangle with a circle cut out of it. Set the mask to the view and clip.
whiteView.layer.mask = maskLayer
whiteView.clipsToBounds = true
whiteView.alpha = 0.8
whiteView.backgroundColor = UIColor.whiteColor()
//If you are in a VC add to the VC's view (over the image)
view.addSubview(whiteView)
// Annnnnd you're done.
//assume you create a UIImageView and content image before execute this code
let sampleMask = UIView()
sampleMask.frame = self.view.frame
sampleMask.backgroundColor = UIColor.black.withAlphaComponent(0.6)
//assume you work in UIViewcontroller
self.view.addSubview(sampleMask)
let maskLayer = CALayer()
maskLayer.frame = sampleMask.bounds
let circleLayer = CAShapeLayer()
//assume the circle's radius is 150
circleLayer.frame = CGRect(x:0 , y:0,width: sampleMask.frame.size.width,height: sampleMask.frame.size.height)
let finalPath = UIBezierPath(roundedRect: CGRect(x:0 , y:0,width: sampleMask.frame.size.width,height: sampleMask.frame.size.height), cornerRadius: 0)
let circlePath = UIBezierPath(ovalIn: CGRect(x:sampleMask.center.x - 150, y:sampleMask.center.y - 150, width: 300, height: 300))
finalPath.append(circlePath.reversing())
circleLayer.path = finalPath.cgPath
circleLayer.borderColor = UIColor.white.withAlphaComponent(1).cgColor
circleLayer.borderWidth = 1
maskLayer.addSublayer(circleLayer)
sampleMask.layer.mask = maskLayer
Here is sample code for how you can make a circle Mask for a UIView:
let sampleView = UIView(frame: UIScreen.mainScreen().bounds)
let maskLayer = CALayer()
maskLayer.frame = sampleView.bounds
let circleLayer = CAShapeLayer()
//assume the circle's radius is 100
circleLayer.frame = CGRectMake(sampleView.center.x - 100, sampleView.center.y - 100, 200, 200)
let circlePath = UIBezierPath(ovalInRect: CGRectMake(0, 0, 200, 200))
circleLayer.path = circlePath.CGPath
circleLayer.fillColor = UIColor.blackColor().CGColor
maskLayer.addSublayer(circleLayer)
sampleView.layer.mask = maskLayer
Here is what I made in the playground:
The easiest way to do this would be to create a png image with partly transparent white around the outside and a clear circle in the middle. Then stack 2 image views on top of each other, with the masking image on top, and set its "opaque" flag to false.
You could also do this by creating a CAShapeLayer and set it up to use a translucent white color, then install a shape that is the square with the hole cut out of it shape. You'd install that shape layer on top of your image view's layer.
The most general-purpose way to do that would be to create a custom subclass of UIImageView and have the init method of your subclass create and install the shape layer. I just created a gist yesterday that illustrated creating a custom subclass of UIImageView. Here is the link: ImageViewWithGradient gist
That gist creates a gradient layer. It would be a simple matter to adapt it to create a shape layer instead, and if you modified the layoutSubviews method you could make it adapt the view and path if the image view gets resized.
EDIT:
Ok, I took the extra step of creating a playground that creates a cropping image view. You can find that at ImageViewWithMask on github
The resulting image for my playground looks like this:
class MakeTransparentHoleOnOverlayView: UIView {
#IBOutlet weak var transparentHoleView: UIView!
// MARK: - Drawing
override func draw(_ rect: CGRect) {
super.draw(rect)
if self.transparentHoleView != nil {
// Ensures to use the current background color to set the filling color
self.backgroundColor?.setFill()
UIRectFill(rect)
let layer = CAShapeLayer()
let path = CGMutablePath()
// Make hole in view's overlay
// NOTE: Here, instead of using the transparentHoleView UIView we could use a specific CFRect location instead...
path.addRect(transparentHoleView.frame)
path.addRect(bounds)
layer.path = path
layer.fillRule = kCAFillRuleEvenOdd
self.layer.mask = layer
}
}
override func layoutSubviews () {
super.layoutSubviews()
}
// MARK: - Initialization
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
override init(frame: CGRect) {
super.init(frame: frame)
}
}

Masking an image in Swift using CALayer and UIImage

I'm programming in Swift. I want to mask an image using CALayer and UIImage. I'm creating my mask image programmatically. The created mask image is a UIImage and works fine when I view it on its own. But when I use it as a mask the whole screen becomes white. I suspect that my problem is in configuring the CALayer object. I would appreciate your help. Thanks!
class ViewController: UIViewController {
#IBOutlet weak var imageView: UIImageView!
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
var maskImageSize = CGSizeMake(self.imageView.frame.width, self.imageView.frame.height)
UIGraphicsBeginImageContextWithOptions(maskImageSize, false, 0.0)
var color = UIColor(white: 1.0, alpha: 1.0)
color.setFill()
var rect = CGRectMake(0, 0, self.imageView.frame.width, self.imageView.frame.height)
UIRectFill(rect)
color = UIColor(white: 0.0, alpha: 1.0)
color.setFill()
rect = CGRectMake((self.imageView.frame.width/2)-100, (self.imageView.frame.height/2)-100, 200, 200)
UIRectFill(rect)
var maskImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
var maskLayer = CALayer()
maskLayer.contents = maskImage
maskLayer.contentsRect = CGRectMake(0, 0, self.imageView.bounds.width, self.imageView.bounds.height)
self.imageView.image = UIImage(named: "pictobemasked.png")
self.imageView.layer.mask = maskLayer;
}
}
Unfortunately you've asked your question rather badly - you have not said what it is that you are actually trying to do! It looks, however, as if you might be trying to punch a rectangular hole in your image view using a mask. If so, your code has at least three huge flaws.
One reason your code is not working is that a mask is based on transparency, not on color. You are using an opaque white and an opaque black, which are both opaque, so there is no difference there. You need your two colors to be like this:
var color = UIColor(white: 1.0, alpha: 1.0)
// ... and then, later ...
color = UIColor(white: 1.0, alpha: 0.0)
The second problem is that your layer has no size. You need to give it one:
var maskLayer = CALayer()
maskLayer.frame = CGRectMake(
0, 0, self.imageView.bounds.width, self.imageView.bounds.height)
The third and biggest problem is that your mask image is never getting into your mask layer, because you have forgotten to extract its CGImage:
maskLayer.contents = maskImage.CGImage
That last one is really the killer, because if you set the contents to a UIImage without extracting its CGImage, the image fails silently to get into the layer. There is no error message, no crash - and no image.
Making those three corrections in your code, I was able to make the mask punch a rectangular hole in an image. So if that's your purpose, those changes will achieve it.