I can clearly see my line, with the right stroke color, and the line is being drawn correctly, but no matter what, the fill color stay white.
I have added this layer to another UIView subclass (custom view )
let shapeLayer = CAShapeLayer()
shapeLayer.frame=CGRect(x: 0, y: 0, width: (size?.width)!, height: size!.height)
shapeLayer.path = path.cgPath //from my bezier path
shapeLayer.fillColor = UIColor.red.cgColor
shapeLayer.strokeColor = curveLineColor!.cgColor
shapeLayer.lineWidth = 3.0
shapeLayer.lineJoin = CAShapeLayerLineJoin.round
shapeLayer.lineCap = CAShapeLayerLineCap.round
self.layer.addSublayer(shapeLayer)
What else can I try ?
EDIT
here is how I create the path :
let path = UIBezierPath()
var point1:CGPoint!
var point2:CGPoint!
var firstpoint:CGPoint!
for i in 0..<curvePoints.count-1
{
point1 = curvePoints[i]
point2 = curvePoints[i+1]
point1.y=size!.height-point1.y
point2.y=size!.height-point2.y
path.move(to: point1)
path.addLine(to: point2)
if( i == 0 ) {firstpoint=point1}
}
//close the path
path.move(to: point2)
path.addLine(to: CGPoint(x: frame.width, y: frame.height))
path.move(to: CGPoint(x: frame.width, y: frame.height))
path.addLine(to: firstpoint)
path.close()
Turns out if you don't close your line it will not color it, but my line describes a time series and my look like this :
As you can see I close the curve from the bottom, but, because of those triangle are open I can not put color under this line. It works only if I put a line that close all those triangles.
Any suggestions to get a simple time series line filled with a color ?
The issue is with the bezierPath, the start point is getting shifted every time in the loop so path.close() is not able to close the path correctly w.r.t the start point. By removing unnecessary move's it works fine as below,
let path = UIBezierPath()
let curvePoints = [
CGPoint.init(x: 60, y: 280),
CGPoint.init(x: 100, y: 60),
CGPoint.init(x: 150, y: 200),
CGPoint.init(x: 220, y: 100),
CGPoint.init(x: 300, y: 280)
]
path.move(to: curvePoints.first!)
for i in 1..<curvePoints.count {
path.addLine(to: curvePoints[i])
}
path.close()
let shapeLayer = CAShapeLayer()
shapeLayer.path = path.cgPath
shapeLayer.fillColor = UIColor.red.cgColor
shapeLayer.strokeColor = UIColor.green.cgColor
shapeLayer.lineWidth = 3.0
shapeLayer.lineJoin = CAShapeLayerLineJoin.round // OR kCALineJoinRound
shapeLayer.lineCap = CAShapeLayerLineCap.round // OR kCALineCapRound
self.view.layer.addSublayer(shapeLayer)
Output
I figure it out, you do not have to move the path to the new point every new line you make, it moves there automatically.
so removing path.move(to: point2) , solves the problem !
Thanks for the comments.
Related
I would like to cut the corners off of a UIButton in swift.
I know how to set a corner radius but I'd like to cut the corners.
// what I DON'T want, rounded corners
myButton.layer.cornerRadius = myButton.frame.height / 2
Cut off corners are for me:
Create a CAShapeLayer with the desired path like this
let button = UIButton()
button.backgroundColor = .red
button.frame = CGRect(x: 100, y: 100, width: 200, height: 40)
view.addSubview(button)
let layer = CAShapeLayer()
layer.fillColor = UIColor.yellow.cgColor
let cutSize:CGFloat = 20
let path = UIBezierPath()
path.move(to: CGPoint(x: 0, y: button.bounds.midY))
path.addLine(to: CGPoint(x: cutSize, y: 0))
path.addLine(to: CGPoint(x: button.bounds.maxX-cutSize, y: 0))
path.addLine(to: CGPoint(x: button.bounds.maxX, y: button.bounds.midY))
path.addLine(to: CGPoint(x: button.bounds.maxX-cutSize, y: button.bounds.maxY))
path.addLine(to: CGPoint(x: cutSize, y: button.bounds.maxY))
path.addLine(to: CGPoint(x: 0, y: button.bounds.midY))
layer.path = path.cgPath
button.layer.insertSublayer(layer, at: 0)
You can achieve by following:
sampleButton.layer.cornerRadius = 15
sampleButton.clipsToBounds = true
This is my first time asking a question, so pardon me if it not very thorough.
Basically I am trying to apply a gradient layer on top of a UIBezierPath that is drawn as a graph.
Here is my graph:
Here is the gradient layer I am going for:
Here is what I have tried to draw my graph:
let path = quadCurvedPathWithPoints(points: points)
let shapeLayer = CAShapeLayer()
shapeLayer.path = path.cgPath
shapeLayer.strokeColor = UIColor.blue.cgColor
shapeLayer.fillColor = UIColor.white.cgColor
shapeLayer.position = CGPoint(x: 0, y: 0)
shapeLayer.lineWidth = 1.0
This fills the graph with a blue stroke, obviously, but now I am trying to apply the white to green gradient. The way I am doing it is not working. Here is the result:
Here is the code I am struggling with:
let startColor = UIColor.white.withAlphaComponent(0.5)
let endColor = UIColor.green
let gradient = CAGradientLayer()
gradient.colors = [startColor.cgColor, endColor.cgColor]
gradient.startPoint = CGPoint(x: 0.0, y: 0.5)
gradient.endPoint = CGPoint(x: 1.0, y: 0.5)
gradient.frame = path.bounds
let shapeMask = CAShapeLayer()
shapeMask.path = path.cgPath
gradient.mask = shapeLayer
sparkLineView.layer.addSublayer(gradient)
Here's a little demo that draws a UIBezierPath path using a gradient. You can copy this into a Swift playground.
class GradientGraph: UIView {
override func draw(_ rect: CGRect) {
// Create the "graph"
let path = UIBezierPath()
path.move(to: CGPoint(x: 0, y: frame.height * 0.5))
path.addLine(to: CGPoint(x: frame.width * 0.2, y: frame.height * 0.3))
path.addLine(to: CGPoint(x: frame.width * 0.4, y: frame.height * 0.8))
path.addLine(to: CGPoint(x: frame.width * 0.6, y: frame.height * 0.4))
path.addLine(to: CGPoint(x: frame.width * 0.8, y: frame.height * 0.7))
// Create the gradient
let gradient = CGGradient(colorsSpace: nil, colors: [UIColor.white.cgColor,UIColor.green.cgColor] as CFArray, locations: nil)!
// Draw the graph and apply the gradient
let ctx = UIGraphicsGetCurrentContext()!
ctx.setLineWidth(6)
ctx.saveGState()
ctx.addPath(path.cgPath)
ctx.replacePathWithStrokedPath()
ctx.clip()
ctx.drawLinearGradient(gradient, start: CGPoint(x: 0, y: 0), end: CGPoint(x: frame.width, y: 0), options: [])
ctx.restoreGState()
}
}
let graph = GradientGraph(frame: CGRect(x: 0, y: 0, width: 700, height: 700))
I'm trying to add shadow to a view with layer and gradient. Following what i was able to realize:
1) The path
let path = UIBezierPath()
path.move(to: CGPoint(x: myView.frame.minX, y: myView.frame.minY))
path.addLine(to: CGPoint(x: myView.frame.minX, y: myView.frame.maxY))
path.addLine(to: CGPoint(x: myView.frame.maxX, y: 171))
path.addLine(to: CGPoint(x: myView.frame.maxX, y: myView.frame.minY))
path.close()
2) The shape
let shape = CAShapeLayer()
shape.path = path.cgPath
3) The gradient and shadow
let gradient = CAGradientLayer()
gradient.frame = myView.bounds
gradient.colors = [UIColor.red.cgColor, UIColor.blue.cgColor]
gradient.startPoint = CGPoint(x: 0, y: 0)
gradient.endPoint = CGPoint(x: 1, y: 1)
let shadow = CALayer()
shadow.shadowPath = path.cgPath
shadow.shadowColor = UIColor.black.cgColor
shadow.shadowOffset = CGSize.zero
shadow.shadowOpacity = 0.5
4) Put all layers as sublayer of my view
self.myView.layer.addSublayer(shape)
self.myView.layer.addSublayer(gradient)
self.myView.layer.addSublayer(shadow)
self.myView.layer.mask = shape
here what simulator shows to me: what?!?! the shadows is placed on the view, not below!!!
What could I do to fix it? my final purpose is to put the shadow below the view (as the red line).
3) Set the shape as a mask to the gradient. Set shadow to myView.layer
let gradient = CAGradientLayer()
gradient.frame = myView.bounds
gradient.colors = [UIColor.red.cgColor, UIColor.blue.cgColor]
gradient.startPoint = CGPoint(x: 0, y: 0)
gradient.endPoint = CGPoint(x: 1, y: 1)
gradient.mask = shape // <-- 1
let shadow = myView.layer // <-- 2
shadow.shadowPath = path.cgPath
shadow.shadowColor = UIColor.black.cgColor
shadow.shadowOffset = CGSize.zero
shadow.shadowOpacity = 0.5
4) Just put the gradient as a sublayer of myView.layer
self.myView.layer.addSublayer(gradient) // <-- 3
You should assign the shadow radius as well.
shadow.shadowRadius = 5
Could you please advice why CATransform3DRotate doesnt work for layer in my case, its blue layer on the image.
I have custom view, where I draw nature view, I want to animate changing the moon phase that will be done inside the white circle layer as its mask. I suppose that it is good idea to apply here 3DRotation, but for some reason it doesn't work even without animation, could be please advice what I am doing wrong?
func drawMoonPhase(inRect rect:CGRect, inContext context: CGContext) {
let moonShape = UIBezierPath(ovalIn: rect)
moonShape.lineWidth = 4.0
UIColor.white.setStroke()
moonShape.stroke()
moonShape.close()
let moonLayer = CAShapeLayer()
moonLayer.path = moonShape.cgPath
moonLayer.opacity = 0
self.layer.addSublayer(moonLayer)
let circlePath = UIBezierPath(ovalIn: rect)
UIColor.blue.setFill()
circlePath.fill()
circlePath.close()
let circleShape = CAShapeLayer()
circleShape.path = circlePath.cgPath
circleShape.opacity = 0
var transform = CATransform3DIdentity
transform.m34 = -1 / 500.0
transform = CATransform3DRotate(transform, (CGFloat(Double.pi * 0.3)), 0, 1, 0)
circleShape.transform = transform
moonLayer.mask = circleShape
}
Thanks in advance
EDIT:
Maybe I want clear , the effect i want is the below:
The transform occurs around the layer's anchor point that by default is in the center. Therefore what it is happening there is that the shape rotates around itself causing no visible result. :)
what you should do in this layout of layer is to use cos and sin math functions in order to determine the x and y position of your moon.
Let me know if you need more insights I will be happy to help.
also, please note that you don't need 2 shapeLayers in order to have the blue moon with the white stroke. CAShapeLayer has properties for both fill and stroke so you can simplify your code.
Based on the new info here is my new answer:
I was not able to get a nice effect by using the transform, so I decided to write the mask manually. this is the result:
/**
Draw a mask based on the moon phase progress.
- parameter rect: The rect where the mon will be drawn
- parameter progress: The progress of the moon phase. This value must be between 0 and 1
*/
func moonMask(in rect: CGRect, forProgress progress: CGFloat)->CALayer {
let path = CGMutablePath()
let center = CGPoint(x: rect.midX, y: rect.midY)
path.move(to: CGPoint(x: rect.midX, y: 0))
let relativeProgress = (max(min(progress, 1), 0) - 0.5) * 2
let radius = rect.width/2
let tgX = rect.midX+(relativeProgress * (radius*4/3))
path.addCurve(to: CGPoint(x: rect.midX, y: rect.maxY), control1: CGPoint(x: tgX, y: 0), control2: CGPoint(x: tgX, y: rect.maxY))
path.addArc(center: center, radius: rect.width/2, startAngle: .pi/2, endAngle: .pi*3/2, clockwise: false)
//path.closeSubpath()
let mask = CAShapeLayer()
mask.path = path
mask.fillColor = UIColor.black.cgColor
return mask
}
The function above draws a shapelier that can be used as mask for your moonLayer. This layer will be drawnin relation to a progress parameter that you will pass in the function where 1 is full moon and 0 is new moon.
You can put everything together to have the desired effect, and you can extract the path creation code to make a nice animation if you want.
This should answer your question I hope.
To quick test I wrote this playground:
import UIKit
let rect = CGRect(origin: .zero, size: CGSize(width: 200, height: 200))
let view = UIView(frame: rect)
view.backgroundColor = .black
let layer = view.layer
/**
Draw a mask based on the moon phase progress.
- parameter rect: The rect where the mon will be drawn
- parameter progress: The progress of the moon phase. This value must be between 0 and 1
*/
func moonMask(in rect: CGRect, forProgress progress: CGFloat)->CALayer {
let path = CGMutablePath()
let center = CGPoint(x: rect.midX, y: rect.midY)
path.move(to: CGPoint(x: rect.midX, y: 0))
let relativeProgress = (max(min(progress, 1), 0) - 0.5) * 2
let radius = rect.width/2
let tgX = rect.midX+(relativeProgress * (radius*4/3))
path.addCurve(to: CGPoint(x: rect.midX, y: rect.maxY), control1: CGPoint(x: tgX, y: 0), control2: CGPoint(x: tgX, y: rect.maxY))
path.addArc(center: center, radius: rect.width/2, startAngle: .pi/2, endAngle: .pi*3/2, clockwise: false)
//path.closeSubpath()
let mask = CAShapeLayer()
mask.path = path
mask.fillColor = UIColor.white.cgColor
return mask
}
let moonLayer = CAShapeLayer()
moonLayer.path = UIBezierPath(ovalIn: rect).cgPath
moonLayer.fillColor = UIColor.clear.cgColor
moonLayer.strokeColor = UIColor.white.cgColor
moonLayer.lineWidth = 2
moonLayer.shadowColor = UIColor.white.cgColor
moonLayer.shadowOpacity = 1
moonLayer.shadowRadius = 10
moonLayer.shadowPath = moonLayer.path
moonLayer.shadowOffset = .zero
layer.addSublayer(moonLayer)
let moonPhase = moonMask(in: rect, forProgress: 0.3)
moonPhase.shadowColor = UIColor.white.cgColor
moonPhase.shadowOpacity = 1
moonPhase.shadowRadius = 10
moonPhase.shadowPath = moonLayer.path
moonPhase.shadowOffset = .zero
layer.addSublayer(moonPhase)
view
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
}