I want an animating imageView with UIBezierPath (sliding from top to bottom) to be clicked. But every google help I found didn't solve it. But it does not print "clicked".
The animation does work perfectly. Maybe anyone's got a clue?
Help is very appreciated.
override func viewDidLoad() {
super.viewDidLoad()
let imageView = UIImageView(image: UIImage(named: "advent_button"))
let dimension = 25 + drand48() * 30
imageView.frame = CGRect(x: 0, y: 0, width: dimension, height: dimension)
let tapGestureRecognizer = UITapGestureRecognizer(target: self, action: #selector(handleImageTap))
imageView.addGestureRecognizer(tapGestureRecognizer)
imageView.isUserInteractionEnabled = true
let animation = CAKeyframeAnimation(keyPath: "position")
animation.path = customPath().cgPath
animation.duration = 20
animation.fillMode = .forwards
animation.isRemovedOnCompletion = false
animation.repeatCount = 0.5
animation.timingFunction = CAMediaTimingFunction(name: .easeOut)
imageView.layer.add(animation, forKey: nil)
view.addSubview(imageView)
}
#objc func handleImageTap() {
print ("clicked")
}
func customPath() -> UIBezierPath {
let path = UIBezierPath()
path.move(to: CGPoint(x: 200, y: 0))
let endpoint = CGPoint(x: 20 , y: 700)
let cp1 = CGPoint(x: 90, y: 250)
let cp2 = CGPoint(x: 180, y: 400)
path.addCurve(to: endpoint, controlPoint1: cp1, controlPoint2: cp2)
return path
}
I've tried the following:
UIView.animate(withDuration: 30, delay: delay, options: [.allowUserInteraction], animations: {
self.button.frame = CGRect(
x: randomXEndShift,
y: 700,
width: dimension,
height: dimension)
}, completion: nil)
Shows the same behavoir. Even using .allowUserInteraction does not help at all.
I got your issue. i am sure you are touching layer not UIImageView and you have added uitapgesturerecognizer to UIImageview not layer. Do one thing set
animation.isRemovedOnCompletion = true
and set imageView.frame similar co- ordinates where animation will stop
Full code :
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
let imageView = UIImageView(image: UIImage(named: "Icon123"))
imageView.backgroundColor = .red
// let dimension = 25 + drand48() * 30
imageView.isUserInteractionEnabled = true
imageView.frame = CGRect(x: 10, y: 200, width: 50, height: 50)
let tapGestureRecognizer = UITapGestureRecognizer(target: self, action: #selector(handleImageTap))
imageView.addGestureRecognizer(tapGestureRecognizer)
let animation = CAKeyframeAnimation(keyPath: "position")
animation.path = customPath().cgPath
animation.duration = 5
animation.fillMode = .forwards
animation.isRemovedOnCompletion = true
animation.repeatCount = 0.5
animation.timingFunction = CAMediaTimingFunction(name: .easeOut)
imageView.layer.add(animation, forKey: nil)
view.addSubview(imageView)
// Do any additional setup after loading the view, typically from a nib.
}
#objc func handleImageTap() {
print ("clicked")
}
func customPath() -> UIBezierPath {
let path = UIBezierPath()
path.move(to: CGPoint(x: 200, y: 0))
let endpoint = CGPoint(x: 20 , y: 700)
let cp1 = CGPoint(x: 90, y: 250)
let cp2 = CGPoint(x: 180, y: 400)
path.addCurve(to: endpoint, controlPoint1: cp1, controlPoint2: cp2)
return path
}
}
Related
Hello all, I tried to add arc for UIBezierPath I could not able to get the exact curve,
here is my code here I have added the bezier path for the added curve from the center position.
#IBDesignable
class MyTabBar: UITabBar {
private var shapeLayer: CALayer?
private func addShape() {
let shapeLayer = CAShapeLayer()
shapeLayer.path = createPath()
shapeLayer.strokeColor = UIColor.lightGray.cgColor
shapeLayer.fillColor = UIColor.white.cgColor
shapeLayer.lineWidth = 1.0
//The below 4 lines are for shadow above the bar. you can skip them if you do not want a shadow
shapeLayer.shadowOffset = CGSize(width:0, height:0)
shapeLayer.shadowRadius = 10
shapeLayer.shadowColor = UIColor.gray.cgColor
shapeLayer.shadowOpacity = 0.3
if let oldShapeLayer = self.shapeLayer {
self.layer.replaceSublayer(oldShapeLayer, with: shapeLayer)
} else {
self.layer.insertSublayer(shapeLayer, at: 0)
}
self.shapeLayer = shapeLayer
}
override func draw(_ rect: CGRect) {
self.addShape()
}
func createPath() -> CGPath {
let height: CGFloat = 37.0
let path = UIBezierPath()
let centerWidth = self.frame.width / 2
path.move(to: CGPoint(x: 0, y: 0)) // start top left
path.addLine(to: CGPoint(x: (centerWidth - height * 2), y: 0)) // the beginning of the trough
path.addCurve(to: CGPoint(x: centerWidth, y: height),
controlPoint1: CGPoint(x: (centerWidth - 30), y: 0), controlPoint2: CGPoint(x: centerWidth - 35, y: height))
path.addCurve(to: CGPoint(x: (centerWidth + height * 2), y: 0),
controlPoint1: CGPoint(x: centerWidth + 35, y: height), controlPoint2: CGPoint(x: (centerWidth + 30), y: 0))
path.addLine(to: CGPoint(x: self.frame.width, y: 0))
path.addLine(to: CGPoint(x: self.frame.width, y: self.frame.height))
path.addLine(to: CGPoint(x: 0, y: self.frame.height))
path.close()
return path.cgPath
}
override func hitTest(_ point: CGPoint, with event: UIEvent?) -> UIView? {
guard !clipsToBounds && !isHidden && alpha > 0 else { return nil }
for member in subviews.reversed() {
let subPoint = member.convert(point, from: self)
guard let result = member.hitTest(subPoint, with: event) else { continue }
return result
}
return nil
}
}
this is tab bar controller added plus button in center view center, and the when tap the plus button to add the curve based popup should show, I don't know how to add curve based popup.
class TabbarViewController: UITabBarController,UITabBarControllerDelegate {
override func viewDidLoad() {
super.viewDidLoad()
self.delegate = self
self.navigationController?.navigationBar.isHidden = true
setupMiddleButton()
}
// TabBarButton – Setup Middle Button
func setupMiddleButton() {
let middleBtn = UIButton(frame: CGRect(x: (self.view.bounds.width / 2)-25, y: -20, width: 50, height: 50))
middleBtn.setImage(UIImage(named: "PlusBtn"), for: .normal)
self.tabBar.addSubview(middleBtn)
middleBtn.addTarget(self, action: #selector(self.menuButtonAction), for: .touchUpInside)
self.view.layoutIfNeeded()
}
// Menu Button Touch Action
#objc func menuButtonAction(sender: UIButton) {
//show the popUp
}
}
Please share me the findings & share me your refreance
Thanks
New edit:
I created a general-purpose method that will generate polygons with a mixture of sharp and rounded corners of different radii. I used it to create a project with a look rather like what you are after. You can download it from Github:
https://github.com/DuncanMC/CustomTabBarController.git
Here's what it looks like:
Note that the area of the tab's view controller that extends into the tab bar controller does not get taps. If you try to tap there, it triggers the tab bar controller. You will have to do some more tinkering to get that part to work.
Ultimately you may have to create a custom UITabBar (or UITabBar-like component) and possibly a custom parent view controller that acts like a UITabBar, in order to get what you want.
The method that creates polygon paths is called buildPolygonPathFrom(points:defaultCornerRadius:)
It takes an array of PolygonPoint structs. Those are defined like this:
/// A struct describing a single vertex in a polygon. Used in building polygon paths with a mixture of rounded an sharp-edged vertexes.
public struct PolygonPoint {
let point: CGPoint
let isRounded: Bool
let customCornerRadius: CGFloat?
init(point: CGPoint, isRounded: Bool, customCornerRadius: CGFloat? = nil) {
self.point = point
self.isRounded = isRounded
self.customCornerRadius = customCornerRadius
}
init(previousPoint: PolygonPoint, isRounded: Bool) {
self.init(point: previousPoint.point, isRounded: isRounded, customCornerRadius: previousPoint.customCornerRadius)
}
}
The code to build the path for the custom tab bar looks like this:
func tabBarMaskPath() -> CGPath? {
let width = bounds.width
let height = bounds.height
guard width > 0 && height > 0 else { return nil }
let dentRadius: CGFloat = 35
let cornerRadius: CGFloat = 20
let topFlatPartWidth = (width - dentRadius * 2.0) / 2
let polygonPoints = [
PolygonPoint(point: CGPoint(x: 0, y: 0), // Point 0
isRounded: true,
customCornerRadius: cornerRadius),
PolygonPoint(point: CGPoint(x: 0, y: height), // Point 1
isRounded: false),
PolygonPoint(point: CGPoint(x: width, y: height), // Point 2
isRounded: false),
PolygonPoint(point: CGPoint(x: width, y: 0), // Point 3
isRounded: true,
customCornerRadius: cornerRadius),
PolygonPoint(point: CGPoint(x: topFlatPartWidth + dentRadius * 2, y: 0), // Point 4
isRounded: true,
customCornerRadius: cornerRadius),
PolygonPoint(point: CGPoint(x: topFlatPartWidth + dentRadius * 2, y: dentRadius + cornerRadius), // Point 5
isRounded: true,
customCornerRadius: dentRadius),
PolygonPoint(point: CGPoint(x: topFlatPartWidth , y: dentRadius + cornerRadius), // Point 6
isRounded: true,
customCornerRadius: dentRadius),
PolygonPoint(point: CGPoint(x: topFlatPartWidth , y: 0), // Point 7
isRounded: true,
customCornerRadius: cornerRadius),
]
return buildPolygonPathFrom(points: polygonPoints, defaultCornerRadius: 0)
}
Previous answer:
I just tried it, and it is possible to subclass UITabBar. I created a subclass of UITabBar where I use a mask layer to cut a circular "notch" out of the top of the tab bar. The code is below. It looks like the screenshot below. It isn't quite what you're after, but it's a start:
(The background color for the "Page 1" view controller is set to light gray, and you can see that color showing through in the "notch" I cut out of the tab bar.)
//
// CustomTabBar.swift
// TabBarController
//
// Created by Duncan Champney on 3/31/21.
//
import UIKit
class CustomTabBar: UITabBar {
var maskLayer = CAShapeLayer()
override var frame: CGRect {
didSet {
configureMaskLayer()
}
}
override init(frame: CGRect) {
super.init(frame: frame)
configureMaskLayer()
self.layer.mask = maskLayer
self.layer.borderWidth = 0
}
required init?(coder: NSCoder) {
super.init(coder: coder)
configureMaskLayer()
self.layer.mask = maskLayer
}
func configureMaskLayer() {
let rect = layer.bounds
maskLayer.frame = rect
let circleBoxSize = rect.size.height * 1.25
maskLayer.fillRule = .evenOdd
let path = UIBezierPath(rect: rect)
let circleRect = CGRect(x: rect.size.width/2 - circleBoxSize / 2,
y: -circleBoxSize/2,
width: circleBoxSize,
height: circleBoxSize)
let circle = UIBezierPath.init(ovalIn: circleRect)
path.append(circle)
maskLayer.path = path.cgPath
maskLayer.fillColor = UIColor.white.cgColor // Any opaque color works and has no effect
}
}
Edit:
To draw your popover view you'll need to create a filled path that shape. You'll have to construct a custom shape like that with a combination of lines and arcs. I suggest using a CGMutablePath and the method addArc(tangent1End:tangent2End:radius:transform:) since that enables you to provide endpoints rather than angles.
Edit #2:
Another part of the puzzle:
Here is a custom UIView subclass that masks itself in the shape you're after
//
// ShapeWithTabView.swift
// ShapeWithTab
//
// Created by Duncan Champney on 4/1/21.
//
import UIKit
class ShapeWithTabView: UIView {
var cornerRadius: CGFloat = 20
var tabRadius: CGFloat = 60
var tabExtent: CGFloat = 0
var shapeLayer = CAShapeLayer()
var maskLayer = CAShapeLayer()
func buildShapeLayerPath() -> CGPath {
let boxWidth = min(bounds.size.width - 40, 686)
let boxHeight = min(bounds.size.height - 40 - tabRadius * 2 - tabExtent, 832)
// These are the corners of the view's primary rectangle
let point1 = CGPoint(x: 0, y: boxHeight)
let point2 = CGPoint(x: 0, y: 0)
let point3 = CGPoint(x: boxWidth, y: 0)
let point4 = CGPoint(x: boxWidth, y: boxHeight)
// These are the corners of the "tab" that extends outside the view's normal bounds.
let tabPoint1 = CGPoint(x: boxWidth / 2 + tabRadius, y: boxHeight)
let tabPoint2 = CGPoint(x: boxWidth / 2 + tabRadius, y: boxHeight + tabExtent + tabRadius * 2 )
let tabPoint3 = CGPoint(x: boxWidth / 2 - tabRadius, y: boxHeight + tabExtent + tabRadius * 2)
let tabPoint4 = CGPoint(x: boxWidth / 2 - tabRadius , y: boxHeight)
let path = CGMutablePath()
path.move(to: CGPoint(x: 0, y: boxHeight - cornerRadius))
path.addArc(tangent1End: point2,
tangent2End: point3,
radius: cornerRadius)
path.addArc(tangent1End: point3,
tangent2End: point4,
radius: cornerRadius)
path.addArc(tangent1End: point4,
tangent2End: point1,
radius: cornerRadius)
//
path.addArc(tangent1End: tabPoint1,
tangent2End: tabPoint2,
radius: tabRadius)
path.addArc(tangent1End: tabPoint2,
tangent2End: tabPoint3,
radius: tabRadius)
path.addArc(tangent1End: tabPoint3,
tangent2End: tabPoint4,
radius: tabRadius)
path.addArc(tangent1End: tabPoint4,
tangent2End: point1,
radius: tabRadius)
path.addArc(tangent1End: point1,
tangent2End: point2,
radius: cornerRadius)
return path
}
func doInitSetup() {
self.layer.addSublayer(shapeLayer)
self.layer.mask = maskLayer
backgroundColor = .lightGray
//Configure a shape layer to draw an outline
shapeLayer.fillColor = UIColor.clear.cgColor
shapeLayer.strokeColor = UIColor.blue.cgColor
shapeLayer.lineWidth = 2
//Configure a mask layer to mask the view to our custom shape
maskLayer.fillColor = UIColor.white.cgColor
maskLayer.strokeColor = UIColor.white.cgColor
maskLayer.lineWidth = 2
}
override init(frame: CGRect) {
super.init(frame: frame)
self.doInitSetup()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
self.doInitSetup()
}
public func updateShapeLayerPath() {
let path = buildShapeLayerPath()
shapeLayer.path = path
maskLayer.path = path
}
override var frame: CGRect {
didSet {
print("New frame = \(frame)")
shapeLayer.frame = layer.bounds
}
}
}
Combined with the modified tab bar from above, it looks like the image below. The final task is to get the custom view sized and positioned correctly, and have it land on top of the tab bar.
I have a button with a system image:
#IBOutlet weak var ampouleButton: UIButton!
in the viewdid load, i put this:
let ampouleButtonConfig = UIImage.SymbolConfiguration(
pointSize: 30,
weight: .regular,
scale: .large)
let ampouleButtonImage = UIImage(
systemName: "lightbulb",
withConfiguration: ampouleButtonConfig)
ampouleButton.backgroundColor = Theme.gold03 // i need to put here a gradient
ampouleButton.setImage(ampouleButtonImage, for: .normal)
ampouleButton.tintColor = Theme.blanc
ampouleButton.layer.cornerRadius = ampouleButton.frame.height / 2
ampouleButton.layer.shadowOpacity = 0.4
ampouleButton.layer.shadowRadius = 3
ampouleButton.layer.shadowOffset =
CGSize(width: 0, height: 5)
ampouleButton.alpha = 1
instead of the background color, i need to put a gradient.
i tested this but it didn't work:
let gradientLayer = CAGradientLayer()
gradientLayer.frame = self.ampouleButton.bounds
gradientLayer.colors = [UIColor.yellow.cgColor, UIColor.white.cgColor]
ampouleButton.layer.insertSublayer(gradientLayer, at: 0)
Actually, the button image goes behind the layer. Try this:
extension UIButton {
func applyGradient(colors: [CGColor], radius: CGFloat = 0, startGradient: CGPoint = .init(x: 0.5, y: 0), endGradient: CGPoint = .init(x: 0.5, y: 1)) {
// check first if there is already a gradient layer to avoid adding more than one
let gradientLayer = CAGradientLayer()
gradientLayer.cornerRadius = radius
gradientLayer.colors = colors
gradientLayer.startPoint = startGradient
gradientLayer.endPoint = endGradient
gradientLayer.frame = bounds
layer.insertSublayer(gradientLayer, at: 0)
}
}
And in the viewDidLoad put:
ampouleButton.applyGradient(colors: [Theme.bleu!.cgColor, Theme.softBlue!.cgColor], radius: self.ampouleButton.frame.height / 2, startGradient: CGPoint(x: 0, y: 0.5), endGradient: CGPoint(x: 1, y: 0))
if let imgView = ampouleButton.imageView { ampouleButton.bringSubviewToFront(imgView) }
Find applyGradient function from here : https://stackoverflow.com/a/62093932/2303865
I am trying to add permanent Shake Animation on UIImageView.
How can i control its Animation timings as well.
var coffeeImageView = UIImageView(image: UIImage(named: "coffee.png"))
shakeImg.frame = CGRectMake(100, self.view.frame.size.height - 100, 50, 50)
self.view.addSubview(coffeeImageView)
let coffeeShakeAnimation = CABasicAnimation(keyPath: "position")
coffeeShakeAnimation.duration = 0.07
coffeeShakeAnimation.repeatCount = 20
coffeeShakeAnimation.autoreverses = true
coffeeShakeAnimation.fromValue = NSValue(cgPoint: CGPointMake(shakeImg.center.x - 10, shakeImg.center.y))
coffeeShakeAnimation.toValue = NSValue(cgPoint: CGPointMake(shakeImg.center.x + 10, shakeImg.center.y))
shakeImg.layer.add(coffeeShakeAnimation, forKey: "position")
You need
var coffeeImageView = UIImageView(image: UIImage(named: "coffee.png"))
coffeeImageView.frame = CGRect(x: 100, y: self.view.frame.size.height - 100, width: 50, height: 50)
self.view.addSubview(coffeeImageView)
let coffeeShakeAnimation = CABasicAnimation(keyPath: "position")
coffeeShakeAnimation.duration = 0.07
coffeeShakeAnimation.repeatCount = 20
coffeeShakeAnimation.autoreverses = true
coffeeShakeAnimation.fromValue = NSValue(cgPoint: CGPoint(x: coffeeImageView.center.x - 10, y: coffeeImageView.center.y))
coffeeShakeAnimation.toValue = NSValue(cgPoint: CGPoint(x: coffeeImageView.center.x + 10, y: coffeeImageView.center.y))
coffeeImageView.layer.add(coffeeShakeAnimation, forKey: "position")
extension UIView {
func shake(_ dur:Double) {
let anim = CABasicAnimation(keyPath: "position")
anim.duration = dur
anim.repeatCount = 20
anim.autoreverses = true
anim.fromValue = NSValue(cgPoint: CGPoint(x: self.center.x - 10, y: self.center.y))
anim.toValue = NSValue(cgPoint: CGPoint(x: self.center.x + 10, y: self.center.y))
self.layer.add(anim, forKey: "position")
}
}
I would prefer using UIView Extension to achieve this animation with reusability.
Swift 4
extension UIView {
func shake(_ duration: Double? = 0.4) {
self.transform = CGAffineTransform(translationX: 20, y: 0)
UIView.animate(withDuration: duration ?? 0.4, delay: 0, usingSpringWithDamping: 0.2, initialSpringVelocity: 1, options: .curveEaseInOut, animations: {
self.transform = CGAffineTransform.identity
}, completion: nil)
}
}
Usage
coffeeImageView.shake()
coffeeImageView.shake(0.2)
Try this!
class func shakeAnimation(_ view: UIView) {
let animation = CABasicAnimation(keyPath: "position")
animation.duration = 0.06
animation.repeatCount = 2
animation.autoreverses = true
animation.isRemovedOnCompletion = true
animation.timingFunction = CAMediaTimingFunction(name: CAMediaTimingFunctionName.easeOut)
animation.fromValue = NSValue(cgPoint: CGPoint(x: view.center.x - 7, y: view.center.y))
animation.toValue = NSValue(cgPoint: CGPoint(x: view.center.x + 7, y: view.center.y))
view.layer.add(animation, forKey: nil)
}
I've written custom subclass of UIView that draws a gradient inside of it:
import UIKit
#IBDesignable
class PlayerCellView: UIView {
var startColor: UIColor = UIColor(red:0.20, green:0.75, blue:1.00, alpha:1.00)
var endColor: UIColor = UIColor(red:0.07, green:0.42, blue:1.00, alpha:1.00)
override func draw(_ rect: CGRect) {
let context = UIGraphicsGetCurrentContext()
let colors = [startColor.cgColor, endColor.cgColor]
let locations : [CGFloat] = [0.0, 1.0]
let gradient = CGGradient(colorsSpace: CGColorSpaceCreateDeviceRGB(), colors: colors as CFArray, locations: locations)
context?.drawLinearGradient(gradient!, start: CGPoint.zero, end: CGPoint(x: 0, y: self.bounds.height), options: .drawsAfterEndLocation)
}
}
How would I now apply rounded edges to this view?
use this extension method:
extension UIView {
func addGradientLayer(with colors: [CGColor], startPoint: CGPoint, endPoint: CGPoint, locations: [NSNumber] = [0.0, 1.0], frame: CGRect = CGRect.zero) {
let gradientLayer = CAGradientLayer()
gradientLayer.colors = colors
gradientLayer.startPoint = startPoint
gradientLayer.endPoint = endPoint
gradientLayer.locations = locations
gradientLayer.frame = frame
gradientLayer.cornerRadius = self.layer.cornerRadius
self.layer.insertSublayer(gradientLayer, at: 0)
}
}
You can add a rounded corner UIView with gradient using the following method:
func makeCircularGradient(){
let circularView = UIView()
self.view.addSubview(circularView)
circularView.translatesAutoresizingMaskIntoConstraints = false
circularView.centerXAnchor.constraint(equalTo: self.view.centerXAnchor).isActive = true
circularView.centerYAnchor.constraint(equalTo: self.view.centerYAnchor).isActive = true
circularView.widthAnchor.constraint(equalToConstant: 200).isActive = true
circularView.heightAnchor.constraint(equalToConstant: 200).isActive = true
self.view.layoutIfNeeded()
let gradient = CAGradientLayer()
gradient.frame = circularView.bounds
gradient.colors = [UIColor.blue.cgColor,
UIColor.red.cgColor]
gradient.startPoint = CGPoint(x: 0, y: 1)
gradient.endPoint = CGPoint(x: 1, y: 0)
circularView.layer.addSublayer(gradient)
let circularPath = CGMutablePath()
circularPath.addArc(center: CGPoint.init(x: circularView.bounds.width / 2, y: circularView.bounds.height / 2), radius: circularView.bounds.width / 2, startAngle: 0, endAngle: CGFloat.pi * 2, clockwise: true, transform: .identity)
let maskLayer = CAShapeLayer()
maskLayer.path = circularPath
maskLayer.fillRule = kCAFillRuleEvenOdd
maskLayer.fillColor = UIColor.red.cgColor
circularView.layer.mask = maskLayer
}
Make a UIView and set the constraints as you see fit
Make a CAGradientLayer with colours of your choice
Make a circular mask layer and apply to the UIView.
The result will be something like below:
Making a curved corner radius View with gradient is a little bit more difficult than the circular one. And can be done like :
func makeCurvedCornerGradient(){
let circularView = UIView()
self.view.addSubview(circularView)
circularView.translatesAutoresizingMaskIntoConstraints = false
circularView.centerXAnchor.constraint(equalTo: self.view.centerXAnchor).isActive = true
circularView.centerYAnchor.constraint(equalTo: self.view.centerYAnchor).isActive = true
circularView.widthAnchor.constraint(equalToConstant: 200).isActive = true
circularView.heightAnchor.constraint(equalToConstant: 200).isActive = true
self.view.layoutIfNeeded()
let gradient = CAGradientLayer()
gradient.frame = circularView.bounds
gradient.colors = [UIColor.blue.cgColor,
UIColor.red.cgColor]
gradient.startPoint = CGPoint(x: 0, y: 1)
gradient.endPoint = CGPoint(x: 1, y: 0)
circularView.layer.addSublayer(gradient)
let circularPath = CGMutablePath()
circularPath.move(to: CGPoint.init(x: 20, y: 0))
circularPath.addLine(to: CGPoint.init(x: circularView.bounds.width - 20, y: 0))
circularPath.addQuadCurve(to: CGPoint.init(x: circularView.bounds.width, y: 20), control: CGPoint.init(x: circularView.bounds.width, y: 0))
circularPath.addLine(to: CGPoint.init(x: circularView.bounds.width, y: circularView.bounds.height - 20))
circularPath.addQuadCurve(to: CGPoint.init(x: circularView.bounds.width - 20, y: circularView.bounds.height), control: CGPoint.init(x: circularView.bounds.width, y: circularView.bounds.height))
circularPath.addLine(to: CGPoint.init(x: 20, y: circularView.bounds.height))
circularPath.addQuadCurve(to: CGPoint.init(x: 0, y: circularView.bounds.height - 20), control: CGPoint.init(x: 0, y: circularView.bounds.height))
circularPath.addLine(to: CGPoint.init(x: 0, y: 20))
circularPath.addQuadCurve(to: CGPoint.init(x: 20, y: 0), control: CGPoint.init(x: 0, y: 0))
let maskLayer = CAShapeLayer()
maskLayer.path = circularPath
maskLayer.fillRule = kCAFillRuleEvenOdd
maskLayer.fillColor = UIColor.red.cgColor
circularView.layer.mask = maskLayer
}
Change the values according to your need.
Output:
You can possibly use the Following Code:
func setGradientBorderWidthColor(view: UIView)
{
let gradientColor = CAGradientLayer()
gradientColor.frame = CGRect(origin: CGPoint.zero, size: view.frame.size)
gradientColor.colors = [UIColor.blue.cgColor, UIColor.green.cgColor]
let pathWithRadius = UIBezierPath(roundedRect:view.bounds, byRoundingCorners:[.topRight, .topLeft, .bottomLeft , .bottomRight], cornerRadii: CGSize(width: 20.0, height: 20.0))
let shape = CAShapeLayer()
shape.lineWidth = 3
shape.path = pathWithRadius.cgPath
shape.strokeColor = UIColor.black.cgColor
shape.fillColor = UIColor.clear.cgColor
gradientColor.mask = shape
view.layer.mask = shape
view.layer.addSublayer(gradientColor)
}
You can use this as:
let myView = UIView()
myView.backgroundColor = UIColor.gray
myView.frame = CGRect(x: 100, y: 100, width: 100, height: 100)
setGradientBorderWidthColor(view: myView)
self.view.addSubview(myView)
Output is like this:
Hope this Helps!
I have an array of type [UIBezierPath] that I transform into cgPaths and then animate onto a CAShapeLayer I called shapeLayer. Now for some reason all my paths are upside down, so all the paths get drawn upside down. How can I fix this, I tried a couple of methods but sadly none of them worked... I did however figure out how to scale the path. This is my code to draw the swiftPath, which is a path made up of UIBezierPaths found in the Forms class under the function swiftBirdForm(). Drawing the path is working fine, I just can't figure out how to flip it 180 degrees.
#objc func drawForm() {
var swiftPath = Forms.swiftBirdForm()
let shapeLayer = CAShapeLayer()
shapeLayer.fillColor = UIColor.clear.cgColor
shapeLayer.strokeColor = UIColor.black.cgColor
shapeLayer.lineWidth = 1
shapeLayer.frame = CGRect(x: -120, y: 120, width: 350, height: 350)
var paths: [UIBezierPath] = swiftPath
guard let path = paths.first else {
return
}
paths.dropFirst()
.forEach {
path.append($0)
}
shapeLayer.transform = CATransform3DMakeScale(0.6, 0.6, 0)
shapeLayer.path = path.cgPath
self.view.layer.addSublayer(shapeLayer)
let strokeEndAnimation = CABasicAnimation(keyPath: "strokeEnd")
strokeEndAnimation.duration = 1.0
strokeEndAnimation.fromValue = 0.0
strokeEndAnimation.toValue = 1.0
shapeLayer.add(strokeEndAnimation, forKey: nil)
}
Using CATransform3D
shapeLayer.transform = CATransform3DMakeScale(1, -1, 1)
Transforming path,
let shapeBounds = shapeLayer.bounds
let mirror = CGAffineTransform(scaleX: 1,
y: -1)
let translate = CGAffineTransform(translationX: 0,
y: shapeBounds.size.height)
let concatenated = mirror.concatenating(translate)
bezierPath.apply(concatenated)
shapeLayer.path = bezierPath.cgPath
Transforming layer,
let shapeFrame = CGRect(x: -120, y: 120, width: 350, height: 350)
let mirrorUpsideDown = CGAffineTransform(scaleX: 1,
y: -1)
shapeLayer.setAffineTransform(mirrorUpsideDown)
shapeLayer.frame = shapeFrame