Create a UIView with rounded bottom edge - swift

I want make view this Bottom roundedenter image description here

I think this is really close to what you want:
The rectView is your initial view;
You can play with the + 50 of quad curve height to adjust the curve
let rectView = UIView(frame: CGRect(x: 50, y: 100, width: 200, height: 200))
rectView.backgroundColor = .red
view.addSubview(rectView)
let arcBezierPath = UIBezierPath()
arcBezierPath.move(to: CGPoint(x: 0, y: rectView.frame.height))
arcBezierPath.addQuadCurve(to: CGPoint(x: rectView.frame.width, y: rectView.frame.height), controlPoint: CGPoint(x: rectView.frame.width / 2 , y: rectView.frame.height + 50 ))
arcBezierPath.close()
let shapeLayer = CAShapeLayer()
shapeLayer.path = arcBezierPath.cgPath
shapeLayer.fillColor = UIColor.red.cgColor
rectView.layer.insertSublayer(shapeLayer, at: 0)
rectView.layer.maskedCorners = [.layerMinXMinYCorner, .layerMaxXMinYCorner]
rectView.layer.cornerRadius = 10
rectView.layer.shadowRadius = 3
rectView.layer.shadowColor = UIColor.black.cgColor
rectView.layer.shadowOffset = CGSize(width: 0, height: 0)
rectView.layer.shadowOpacity = 0.25
Maybe, even better:
You can create your view:
let rectView = UIView(frame: CGRect(x: 50, y: 100, width: 200, height: 200))
view.addSubview(rectView)
Extend UIView
extension UIView {
func addBottomArc(ofHeight height: CGFloat, topCornerRadius: CGFloat) {
let arcBezierPath = UIBezierPath()
arcBezierPath.move(to: CGPoint(x: 0, y: frame.height))
arcBezierPath.addQuadCurve(to: CGPoint(x: frame.width, y: frame.height), controlPoint: CGPoint(x: frame.width / 2 , y: frame.height + height ))
arcBezierPath.close()
let shapeLayer = CAShapeLayer()
shapeLayer.path = arcBezierPath.cgPath
shapeLayer.fillColor = UIColor.red.cgColor
layer.insertSublayer(shapeLayer, at: 0)
layer.maskedCorners = [.layerMinXMinYCorner, .layerMaxXMinYCorner]
layer.cornerRadius = topCornerRadius
}
}
So you can set the height and the corner radius like this:
rectView.addBottomArc(ofHeight: 50, topCornerRadius: 15)
and than add the shadow you need to your view:
rectView.layer.shadowRadius = 3
rectView.layer.shadowColor = UIColor.black.cgColor
rectView.layer.shadowOffset = CGSize(width: 0, height: 0)
rectView.layer.shadowOpacity = 0.25

Related

Center CAShapeLayer

I Have tried to Center CAShapeLayer in UIImageView but didn't succeed and I have find solution that I have added it(CAShapeLayer) to UIVIew and then Add UIVIew to ImageView and its worked !!!
Is this good practices ? any suggestion
func Draw(Fn:Bool) {
let theCenter = CGPoint(x: img.bounds.midX, y: img.bounds.midY)
// Create Layer To Add The CAShapeLayer On it So I can Center it
let DrawingLayer = UIView(frame: CGRect(x: img.bounds.midX, y: img.bounds.midY, width: 140, height: 80))
DrawingLayer.center = theCenter
img.addSubview(DrawingLayer)
// Create The Drawing
let shapeLayer = CAShapeLayer()
shapeLayer.path = UIBezierPath(ovalIn: CGRect(x: 0, y: 0, width: 140, height: 80)).cgPath
shapeLayer.fillColor = UIColor.clear.cgColor
shapeLayer.lineWidth = 3.0
// Add Drawing to UIView
DrawingLayer.layer.addSublayer(shapeLayer)
// Add UIView To ImageView
img.addSubview(DrawingLayer)
}
I was using this code :
func DrawArmor(Fn:Bool) {
let shapeLayer = CAShapeLayer()
shapeLayer.path = UIBezierPath(ovalIn: CGRect(x: 0, y: 0, width: 140, height: 80)).cgPath
shapeLayer.fillColor = UIColor.clear.cgColor
shapeLayer.lineWidth = 3.0
if (Fn) {
shapeLayer.name = "Armor Friendly"
shapeLayer.strokeColor = UIColor.blue.cgColor
}else{
shapeLayer.name = "ArmorEnemy"
shapeLayer.strokeColor = UIColor.red.cgColor
}
img.layer.addSublayer(shapeLayer)
}
but the Drawing showing on right bottom corner which mean the ancherpoint is not the center
Find a solution
shapeLayer.frame = CGRect(x: img.bounds.midX, y: img.bounds.midY, width: 140, height: 80)
shapeLayer.position = CGPoint(x: img.bounds.midX, y: img.bounds.midY)
I have set a size of the CAShapeLayer and then set the position for it and its work

Why sometimes the View pass through the boundary?

I have a square view , when I drop it sometimes pass through a boundary of a line , if the line is horizontal there is no problem , but some position of it cause the problem.
Here is my codes:
square = UIView(frame: CGRect(x: 100, y: 30, width: 100, height: 100))
square.backgroundColor = UIColor.gray
view.addSubview(square)
animator = UIDynamicAnimator(referenceView: view)
gravity = UIGravityBehavior(items: [square])
gravity.gravityDirection = CGVector(dx: 0, dy: 0.1)
animator.addBehavior(gravity)
collision = UICollisionBehavior(items: [square])
collision.collisionDelegate = self
collision.addBoundary(withIdentifier: "line" as NSCopying, for: line.collisionBoundingPath)
collision.translatesReferenceBoundsIntoBoundary = true
animator.addBehavior(collision)
let itemBehaviour = UIDynamicItemBehavior(items: [square])
itemBehaviour.elasticity = 0.6
animator.addBehavior(itemBehaviour)
Line Shape:
let startingPoint = CGPoint(x: 0, y: 150)
path.move(to: startingPoint)
path.addLine(to: CGPoint(x: 250, y: 250))
UserPath = path
shapeLayer.path = path.cgPath
shapeLayer.strokeColor = UIColor.blue.cgColor
shapeLayer.lineWidth = 3.0
layer.addSublayer(shapeLayer)
Gif describe the prob: **
**Another Gif describe a problem with the boundary:

Centering a UIBezierPath

I have a UIBezierPath thats a rounded square. It somewhat looks like this:
Here's my code for the shape:
let shape = SKShapeNode()
shape.path = UIBezierPath(roundedRect: CGRect(x:(0), y: (0), width: (250), height: (400)), cornerRadius: 64).cgPath
shape.position = CGPoint(x: 0, y: 0)
print(shape.position)
shape.fillColor = UIColor.white
shape.strokeColor = UIColor.white
shape.lineWidth = 5
addChild(shape)
I want to center it in the middle of the screen, but using
shape.position = CGPoint(x: self.frame.width, y: self.frame.height)
doesn't work. Thanks!
I suggest that you center the UIBezierPath within the shape node. For example,
let width:CGFloat = 250
let height:CGFloat = 400
shape.path = UIBezierPath(roundedRect: CGRect(x:-width/2, y: -height/2, width: width, height: height), cornerRadius: 64).cgPath
You can center the shape in the scene by setting its position to (0, 0).

swift drawing borders around textview or labels

myLabel.layer.borderWidth = 0.5
myLabel.layer.borderColor = UIColor.green.cgColor
Thats a simple answer of drawing a border. However the issue is I need to draw the border only to the right and bottom. I also need another label to draw border on top and right. How can I draw border to specific sides, not all 4 sides?
Add a shape layer and draw the lines in that layer. Note that layers do not participate in auto layout so you need to put your code in viewDidLayoutSubviews or subclass uilabel and do this in layout subviews. Here is a playground example using the UILabel subclass:
import PlaygroundSupport
import UIKit
class L: UILabel {
var strokeColor = UIColor.blue
var strokeWidth = CGFloat(0.5)
private lazy var labelBorderLayer:CAShapeLayer = {
let shapeLayer = CAShapeLayer()
self.layer.addSublayer(shapeLayer)
return shapeLayer
}()
override func layoutSubviews() {
super.layoutSubviews()
let path = CGMutablePath()
path.move(to: CGPoint(x: 0, y: bounds.size.height))
path.addLine(to: CGPoint(x: bounds.size.width, y: bounds.size.height))
path.addLine(to: CGPoint(x: bounds.size.width, y: 0))
labelBorderLayer.path = path
labelBorderLayer.strokeColor = strokeColor.cgColor
labelBorderLayer.lineWidth = strokeWidth
labelBorderLayer.fillColor = UIColor.clear.cgColor
}
}
let v = UIView(frame: CGRect(x: 0, y: 0, width: 200, height: 200))
let l = L(frame: v.frame.insetBy(dx: 50, dy: 80))
v.addSubview(l)
l.textColor = .white
l.textAlignment = .center
l.text = "gjgkjgjgjgj"
v.backgroundColor = .red
PlaygroundPage.current.liveView = v
Im not sure if you can do that with the actual label border. But but you can do something similar to this
public enum UIButtonBorderSide {
case Top, Bottom, Left, Right
}
extension UIButton {
public func addBorder(side: UIButtonBorderSide, color: UIColor, width: CGFloat) {
let border = CALayer()
border.backgroundColor = color.CGColor
switch side {
case .Top:
border.frame = CGRect(x: 0, y: 0, width: frame.size.width, height: width)
case .Bottom:
border.frame = CGRect(x: 0, y: self.frame.size.height - width, width: self.frame.size.width, height: width)
case .Left:
border.frame = CGRect(x: 0, y: 0, width: width, height: self.frame.size.height)
case .Right:
border.frame = CGRect(x: self.frame.size.width - width, y: 0, width: width, height: self.frame.size.height)
}
self.layer.addSublayer(border)
}
}
Thats for UIButton, But you can probably adapt it easily.
Source: https://gist.github.com/Isuru-Nanayakkara/496d5713e61125bddcf5
Hope this helps

Swift draw shadow to a uibezier path

I have a strange question. Even though I did read a lot of tutorials on how to do this, the final result only shows the bezier line, not any shadow whatsoever. My code is pretty simple :
let borderLine = UIBezierPath()
borderLine.moveToPoint(CGPoint(x:0, y: y! - 1))
borderLine.addLineToPoint(CGPoint(x: x!, y: y! - 1))
borderLine.lineWidth = 2
UIColor.blackColor().setStroke()
borderLine.stroke()
let shadowLayer = CAShapeLayer()
shadowLayer.shadowOpacity = 1
shadowLayer.shadowOffset = CGSize(width: 0,height: 1)
shadowLayer.shadowColor = UIColor.redColor().CGColor
shadowLayer.shadowRadius = 1
shadowLayer.masksToBounds = false
shadowLayer.shadowPath = borderLine.CGPath
self.layer.addSublayer(shadowLayer)
What am I doing wrong as I dont seem to see anything wrong but of course I am wrong since no shadow appears. The function is drawRect, basic UIVIew no extra anything in there, x and y are the width and height of the frame. Many thanks in advance!
I take this example straight from my PaintCode-app. Hope this helps.
//// General Declarations
let context = UIGraphicsGetCurrentContext()
//// Shadow Declarations
let shadow = UIColor.blackColor()
let shadowOffset = CGSizeMake(3.1, 3.1)
let shadowBlurRadius: CGFloat = 5
//// Bezier 2 Drawing
var bezier2Path = UIBezierPath()
bezier2Path.moveToPoint(CGPointMake(30.5, 90.5))
bezier2Path.addLineToPoint(CGPointMake(115.5, 90.5))
CGContextSaveGState(context)
CGContextSetShadowWithColor(context, shadowOffset, shadowBlurRadius, (shadow as UIColor).CGColor)
UIColor.blackColor().setStroke()
bezier2Path.lineWidth = 1
bezier2Path.stroke()
CGContextRestoreGState(context)
I prefer the way to add a shadow-sublayer. You can easily use the following function (Swift 3.0):
func createShadowLayer() -> CALayer {
let shadowLayer = CALayer()
shadowLayer.shadowColor = UIColor.red.cgColor
shadowLayer.shadowOffset = CGSize.zero
shadowLayer.shadowRadius = 5.0
shadowLayer.shadowOpacity = 0.8
shadowLayer.backgroundColor = UIColor.clear.cgColor
return shadowLayer
}
And finally, you just add it to your line path (CAShapeLayer):
let line = CAShapeLayer()
let path = UIBezierPath()
path.move(to: CGPoint(x: 0, y: 0))
path.addLine(to: CGPoint(x: 50, y: 100))
path.addLine(to: CGPoint(x: 100, y: 50))
line.path = path.cgPath
line.strokeColor = UIColor.blue.cgColor
line.fillColor = UIColor.clear.cgColor
line.lineWidth = 2.0
view.layer.addSublayer(line)
let shadowSubLayer = createShadowLayer()
shadowSubLayer.insertSublayer(line, at: 0)
view.layer.addSublayer(shadowSubLayer)
I am using the shadow properties of my shape layer to add shadow to it. The best part of this approach is that I don't have to provide a path explicitly. The shadow follows the path of the layer. I am also animating the layer by changing path. In that case too the shadow animates seamlessly without a single line of code.
Here is what I am doing (Swift 4.2)
shapeLayer.path = curveShapePath(postion: initialPosition)
shapeLayer.strokeColor = UIColor.clear.cgColor
shapeLayer.fillColor = shapeBackgroundColor
self.layer.addSublayer(shapeLayer)
if shadow {
shapeLayer.shadowRadius = 5.0
shapeLayer.shadowColor = UIColor.gray.cgColor
shapeLayer.shadowOpacity = 0.8
}
The curveShapePath method is the one that returns the path and is defined as follows:
func curveShapePath(postion: CGFloat) -> CGPath {
let height: CGFloat = 37.0
let path = UIBezierPath()
path.move(to: CGPoint(x: 0, y: 0)) // start top left
path.addLine(to: CGPoint(x: (postion - height * 2), y: 0)) // the beginning of the trough
// first curve down
path.addCurve(to: CGPoint(x: postion, y: height),
controlPoint1: CGPoint(x: (postion - 30), y: 0), controlPoint2: CGPoint(x: postion - 35, y: height))
// second curve up
path.addCurve(to: CGPoint(x: (postion + height * 2), y: 0),
controlPoint1: CGPoint(x: postion + 35, y: height), controlPoint2: CGPoint(x: (postion + 30), y: 0))
// complete the rect
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
}