Circular crop for photos from photo library when using UIImagePickerController - swift

I am trying to change the square crop tool to circular one for the images selected from Photo Library in Swift 4. I tried many old codes available in here with no luck. Can somebody please help me.
There are mainly 2 issues in this code.
It doesn't hide the already existing square cropping area.
It shows the choose and cancel buttons under the old overlay, so cant tap on it.
Any help would be appreciated.
My code:
private func hideDefaultEditOverlay(view: UIView)
{
for subview in view.subviews
{
if let cropOverlay = NSClassFromString("PLCropOverlayCropView")
{
if subview.isKind(of: cropOverlay) {
subview.isHidden = true
break
}
else {
hideDefaultEditOverlay(view: subview)
}
}
}
}
private func addCircleOverlayToImageViewer(viewController: UIViewController) {
let circleColor = UIColor.clear
let maskColor = UIColor.black.withAlphaComponent(0.8)
let screenHeight = UIScreen.main.bounds.size.height
let screenWidth = UIScreen.main.bounds.size.width
hideDefaultEditOverlay(view: viewController.view)
let circleLayer = CAShapeLayer()
let circlePath = UIBezierPath(ovalIn: CGRect(x: 0, y: screenHeight - screenWidth, width: screenWidth, height: screenWidth))
circlePath.usesEvenOddFillRule = true
circleLayer.path = circlePath.cgPath
circleLayer.fillColor = circleColor.cgColor
let maskPath = UIBezierPath(roundedRect: CGRect(x: 0, y: 0, width: screenWidth, height: screenHeight), cornerRadius: 0)
maskPath.append(circlePath)
maskPath.usesEvenOddFillRule = true
let maskLayer = CAShapeLayer()
maskLayer.path = maskPath.cgPath
maskLayer.fillRule = kCAFillRuleEvenOdd
maskLayer.fillColor = maskColor.cgColor
viewController.view.layer.addSublayer(maskLayer)
// Move and Scale label
let label = UILabel(frame: CGRect(x: 0, y: 20, width: view.frame.width, height: 50))
label.text = "Move and Scale"
label.textAlignment = .center
label.textColor = UIColor.white
viewController.view.addSubview(label)
}

Related

How to dispose from UIView subviews on one ViewController when navigating away from it

I'm starting to learn Swift and decided to build an app but without storyboard.
My SceneDelegate scene function instantiates a TabBarController
window = UIWindow(frame: UIScreen.main.bounds)
let tb = TabBarController()
window?.rootViewController = tb
window?.makeKeyAndVisible()
window?.windowScene = windowSceme
I have a TabBarController that extends from UITabBarController which pretty much styles the tab bar and sets it all up
For each item of the Tabbar I have a ViewController. For the purpose of this question I'm going to specify the first "Home".
In Home, which extends ViewController, I have the following
let homePageView = HomePageView()
override func viewWillLayoutSubviews() {
navigationController?.isNavigationBarHidden = true
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(true)
homePageView.setupHomePage()
view.addSubview(homePageView)
}
override func viewWillDisappear(_ animated: Bool) {
homePageView.dispose()
}
The Controller is pretty much only in charge of calling whatever is going to be displayed on the screen within HomePageView(), the main component. This last, holds two more views. One carrousel HomePageCarrousel() and one header HomePageSocialUp(). This view instantiates the two latter referred to and sets the layout programmatically and adds them as subviews. It also includes a dispose function that sets the instantiated classes to nil such as --> Instantiate - homePageCarrousel = HomePageCarrousel() and the dispose function has homePageCarrousel = nil
That works perfectly fine but when I navigate away from the current view controller via the tab bar and navigate back to it, now I have two instances of HomePageCarrousel() and HomePageSocialUp() within HomeView
I'm probably holding a strong reference somewhere but I can't figure out when. Could someone point me to where should I look to debug it or what might be that is creating the issue.
I'm also providing the code for the two views duplicated in case the issue is there
HomePageSocialUp
class HomePageSocialUp: UIView {
let logo = UIImage(named: "LogoSmiles")
let socialImages: [UIImage] = [UIImage(named: "tripadvisor")!, UIImage(named: "instagram")!, UIImage(named: "facebook")!, UIImage(named: "linkedin")!]
func setupHeaderCircle() {
guard let insetTop = UIApplication.shared.keyWindow?.safeAreaInsets.top else {return}
let circlePath = UIBezierPath(arcCenter: CGPoint(x: UIScreen.main.bounds.width / 2, y: insetTop + 60), radius: CGFloat(90), startAngle: CGFloat(0), endAngle: CGFloat(Double.pi * 2), clockwise: true)
let shapeLayer = CAShapeLayer()
shapeLayer.path = circlePath.cgPath
shapeLayer.fillColor = UIColor.white.cgColor
layer.addSublayer(shapeLayer)
}
func setupSocialHeader() {
setupHeaderCircle()
layer.masksToBounds = true;
backgroundColor = UIColor.TintColor
layer.shadowColor = UIColor.lightGray.cgColor
layer.shadowOpacity = 0.8
layer.shadowOffset = CGSize(width: 0.0, height: 0.0)
layer.shadowRadius = 3.0
layer.masksToBounds = false
frame = CGRect(x: 0, y: 0, width: UIScreen.main.bounds.width, height: 280)
let imageView = UIImageView()
guard let logo = logo else {return}
guard let insetTop = UIApplication.shared.keyWindow?.safeAreaInsets.top else {return}
imageView.frame = CGRect(x: CGFloat(Int((UIScreen.main.bounds.width - (logo.size.width)))) / 2, y: 120 - (logo.size.width / 2), width: logo.size.width, height: logo.size.height)
imageView.image = logo
addSubview(imageView)
}
}
HomePageCarrousel
class HomePageCarrousel: UIScrollView {
var images: [UIImage]?
var originX = 0
var numberOfIterations = 0
var timer: Timer?
func setupCarrousel() {
let x = (Int(UIScreen.main.bounds.width) - (Int(UIScreen.main.bounds.width) - 60)) / 2
frame = CGRect(x: x, y: (Int(frame.origin.y) - 350) / 2, width: Int(UIScreen.main.bounds.width) - 60, height: 350)
let newImage = textToImage(drawText: "Creating Smiles in unique places.", frame: frame, inImage: UIImage(named: "smiles1")!, atPoint: CGPoint(x: frame.origin.x + 20, y: frame.height - 20))
images = [newImage, UIImage(named: "smiles2")!]
guard timer == nil else { return }
timer = Timer.scheduledTimer(timeInterval: 2, target: self, selector: #selector(startScrolling), userInfo: nil, repeats: true)
guard let imageCount = images?.count, let images = images else { return }
contentSize = CGSize(width: frame.width * CGFloat(images.count), height: frame.height)
for image in 0..<imageCount {
let imageView = UIImageView()
imageView.image = images[image]
imageView.contentMode = .scaleAspectFill
imageView.clipsToBounds = true
let xPosition = frame.width * CGFloat(image)
imageView.frame = CGRect(x: xPosition, y: 0, width: frame.width, height: frame.height)
addSubview(imageView)
}
timer?.fire()
}
func textToImage(drawText text: String, frame: CGRect, inImage image: UIImage, atPoint point: CGPoint) -> UIImage {
let textColor = UIColor.white
let textFont = UIFont(name: "Helvetica Bold" , size: 12)!
let scale = UIScreen.main.scale
UIGraphicsBeginImageContextWithOptions(image.size, false, scale)
let textFontAttributes = [
NSAttributedString.Key.font: textFont,
NSAttributedString.Key.foregroundColor: textColor,
] as [NSAttributedString.Key : Any]
image.draw(in: CGRect(origin: CGPoint.zero, size: image.size))
text.draw(in: frame, withAttributes: textFontAttributes)
let newImage = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return newImage!
}
#objc func startScrolling() {
print(originX)
guard let images = images else { return }
if originX == images.count {
originX = 0
numberOfIterations += 1
}
if numberOfIterations > 2 {
timer?.invalidate()
timer = nil
numberOfIterations = 0
}
let x = CGFloat(originX) * frame.size.width
setContentOffset(CGPoint(x: x, y: 0), animated: true)
originX += 1
}
}
Thanks upfront
Did you tried to remove the subviews, something like
homePageView.subviews.forEach { (view) in
//taking appropriate action to whichever view you want
view.removeFromSuperview()//for removing views
}

Programmatically drawing custom oval shape on screen swift

How can i draw custom oval shape like in below image in swift (not swiftUI).
Thank you in advance
I have tried to clone similar view using UIView and was able to create similar UI as you have stated on screenshot
And here is my code snippet
let width: CGFloat = view.frame.size.width
let height: CGFloat = view.frame.size.height
let path = UIBezierPath(roundedRect: CGRect(x: 0, y: 0, width: self.view.bounds.size.width, height: self.view.bounds.size.height), cornerRadius: 0)
let rect = CGRect(x: width / 2 - 150, y: height / 2.5 - 100, width: 300, height: 400)
let circlePath = UIBezierPath(ovalIn: rect)
path.append(circlePath)
path.usesEvenOddFillRule = true
let fillLayer = CAShapeLayer()
fillLayer.path = path.cgPath
fillLayer.fillRule = .evenOdd
fillLayer.fillColor = UIColor.red.cgColor
fillLayer.opacity = 0.5
view.layer.addSublayer(fillLayer)
Hope this helps you. Good day.
You can draw oval path like this
class CustomOval: UView {
override func drawRect(rect: CGRect) {
var ovalPath = UIBezierPath(ovalIn: rect)
UIColor.gray.setFill()
ovalPath.fill()
}
}

Custom UIImageView Border

I'm trying to make a border like this:
With this code:
self.slot1.layer.cornerRadius = self.slot1.bounds.height / 2
self.slot1.layer.borderWidth = 1.5
self.slot1.layer.borderColor = UIColor.orange.cgColor
It produces:
How can i add a "spacing" between the border and the actual image?
You can achieve this using below extension
extension UIImage {
func imageWithInsets(insets: UIEdgeInsets) -> UIImage? {
UIGraphicsBeginImageContextWithOptions(
CGSize(width: self.size.width + insets.left + insets.right,
height: self.size.height + insets.top + insets.bottom), false, self.scale)
let _ = UIGraphicsGetCurrentContext()
let origin = CGPoint(x: insets.left, y: insets.top)
self.draw(at: origin)
let imageWithInsets = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return imageWithInsets
}
}
Use below code to add space between image and border, i add here 20 you can give your own space
self.slot1.layer.cornerRadius = self.slot1.bounds.height / 2
self.slot1.layer.borderWidth = 1.5
self.slot1.layer.borderColor = UIColor.orange.cgColor
let image = self.slot1.image?.imageWithInsets(insets: UIEdgeInsets(top: 20, left: 20, bottom: 20, right: 20))
self.slot1.image = image
Hope this help!
Instead of trying to make space in between, take one UIView inside that put your UIImageView. UIImageView should have less width and height, then add corner radius to both but add border color to UIVIew only.
Your UI should be like this :
Run in playground
import PlaygroundSupport
import UIKit
let iv = UIImageView(frame: CGRect(x: 0.0, y: 0.0, width: 200, height: 200))
PlaygroundPage.current.liveView = iv
iv.backgroundColor = .blue
iv.layer.cornerRadius = 100
iv.layer.borderColor = UIColor.red.cgColor
iv.layer.borderWidth = 5
iv.layer.sublayers?.count
let layer2 = CAShapeLayer()
let newFrame = iv.bounds.insetBy(dx: 7, dy: 7)
layer2.path = UIBezierPath(roundedRect: newFrame, cornerRadius: newFrame.height / 2).cgPath
layer2.frame = iv.bounds
layer2.lineWidth = 5
layer2.strokeColor = UIColor.yellow.cgColor
layer2.fillColor = UIColor.clear.cgColor
iv.layer.addSublayer(layer2)

Cant set right frame for ImageView

I cant set my UIImageView as half size of my tableview.backgroundview in upper part of my controller.
i tried to set origin of avatar as origin view, but it doesnt work.
let avatar = UIImageView(frame: self.view.frame)
let imgageOfAvatar = UIImage(named: "avatar.jpg")
avatar.image = imgageOfAvatar
avatar.frame = CGRect(x: self.view.frame.origin, y: self.view.frame.origin , width: self.view.frame.width, height: self.view.frame.height / 2)
avatar.frame.origin = self.view.frame.origin
//avatar.contentMode = UIViewContentMode.scaleAspectFill
self.tableView.addSubview(avatar)
self.tableView.sendSubview(toBack: avatar)
https://pp.userapi.com/c847120/v847120175/19f9cf/128kU2yWq-E.jpg
Try this
avatar.frame.origin.x = self.view.frame.origin.x
avatar.frame.origin.y = self.view.frame.origin.y
avatar.frame = CGRect(origin:self.view.frame.origin, size: width: self.view.frame.width, height: self.view.frame.height / 2)
you should add it to view like this:
let avatar = UIImageView(frame: self.view.frame)
let imgageOfAvatar = UIImage(named: "avatar.jpg")
avatar.image = imgageOfAvatar
avatar.frame = CGRect(x: self.view.frame.origin.x, y: self.view.frame.origin.y , width: self.view.frame.width, height: self.view.frame.height / 2)
avatar.frame.origin = self.view.frame.origin
self.view.insertSubview(avatar, at: 0)
I got the intended result
output
let avatar = UIImageView(frame: self.view.frame)
let imgageOfAvatar = UIImage(named: "dog.jpeg")
avatar.image = imgageOfAvatar
avatar.frame = CGRect(origin: self.view.frame.origin,
size: CGSize(width: self.view.frame.width,
height: self.view.frame.height / 2))
self.tableview.addSubview(avatar)
self.tableview.sendSubviewToBack(avatar)

How to apply an inverse text mask in Swift?

I am trying programmatically create a layer with transparent text. Everything I try doesn't seem to work. My end goal is to create an inner shadow on text.
Instead of a circle as in the code below I want text.
let view = UIView(frame: CGRect(x: 0, y: 0, width: 500, height: 500))
view.backgroundColor = .white
// MASK
let blackSquare = UIView(frame: CGRect(x: 100, y: 100, width: 200, height: 200))
blackSquare.backgroundColor = .black
view.addSubview(blackSquare)
let maskLayer = CAShapeLayer()
// Create a path with the rectangle in it.
let path = CGMutablePath()
path.addArc(center: CGPoint(x: 100, y: 100), radius: 50, startAngle: 0.0, endAngle: 2.0 * .pi, clockwise: false)
path.addRect(CGRect(x: 0, y: 0, width: blackSquare.frame.width, height: blackSquare.frame.height))
maskLayer.backgroundColor = UIColor.black.cgColor
maskLayer.path = path;
maskLayer.fillRule = kCAFillRuleEvenOdd
blackSquare.layer.mask = maskLayer
maskLayer.masksToBounds = false
maskLayer.shadowRadius = 4
maskLayer.shadowOpacity = 0.5
maskLayer.shadowOffset = CGSize(width: 5, height: 5)
view.addSubview(blackSquare)
I'm also able to use text as a mask but I'm unable to invert the mask. Any help is appreciated.
EDIT:
I figured it out based on Rob's answer as suggested by Josh. Here's my playground code.
import Foundation
import UIKit
import PlaygroundSupport
// view
let view = UIView(frame: CGRect(x: 0, y: 0, width: 500, height: 500))
view.backgroundColor = .black
// button
let button = UIButton(frame: CGRect(x: 0, y: 0, width: 500, height: 500))
button.setTitle("120", for: .normal)
button.setTitleColor(.white, for: .normal)
button.titleLabel?.font = UIFont(name: "AvenirNextCondensed-UltraLight", size: 200)
view.addSubview(button)
addInnerShadow(button: button)
func addInnerShadow(button: UIButton) {
// text
let text = button.titleLabel!.text!
// get context
UIGraphicsBeginImageContextWithOptions(button.bounds.size, true, 0)
let context = UIGraphicsGetCurrentContext()
context?.scaleBy(x: 1, y: -1)
context?.translateBy(x: 0, y: -button.bounds.size.height)
let font = button.titleLabel!.font!
// draw the text
let attributes = [
NSAttributedStringKey.font: font,
NSAttributedStringKey.foregroundColor: UIColor.white
]
let size = text.size(withAttributes: attributes)
let point = CGPoint(x: (button.bounds.size.width - size.width) / 2.0, y: (button.bounds.size.height - size.height) / 2.0)
text.draw(at: point, withAttributes: attributes)
// capture the image and end context
let image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
// create image mask
let cgimage = image?.cgImage!
let bytesPerRow = cgimage?.bytesPerRow
let dataProvider = cgimage?.dataProvider!
let bitsPerPixel = cgimage?.bitsPerPixel
let width = cgimage?.width
let height = cgimage?.height
let bitsPerComponent = cgimage?.bitsPerComponent
let mask = CGImage(maskWidth: width!, height: height!, bitsPerComponent: bitsPerComponent!, bitsPerPixel: bitsPerPixel!, bytesPerRow: bytesPerRow!, provider: dataProvider!, decode: nil, shouldInterpolate: false)
// create background
UIGraphicsBeginImageContextWithOptions(button.bounds.size, false, 0)
UIGraphicsGetCurrentContext()!.clip(to: button.bounds, mask: mask!)
view.backgroundColor!.setFill()
UIBezierPath(rect: button.bounds).fill()
let background = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
let backgroundView = UIImageView(image: background)
// add shadows
backgroundView.layer.shadowOffset = CGSize(width: 2, height: 2)
backgroundView.layer.shadowRadius = 2
backgroundView.layer.shadowOpacity = 0.75
button.addSubview(backgroundView)
}
PlaygroundPage.current.liveView = view
Whilst not exactly the same, please refer to the answer provided here by Rob who answered a similar question:
How do I style a button to have transparent text?
This should get you started at the very least...
Stumbled on a possible solution that I've updated to proper syntax:
func mask(withRect rect: CGRect, inverse: Bool = false) {
let path = UIBezierPath(rect: rect)
let maskLayer = CAShapeLayer()
if inverse {
path.append(UIBezierPath(rect: self.view.bounds))
maskLayer.fillRule = kCAFillRuleEvenOdd
}
maskLayer.path = path.cgPath
self.view.layer.mask = maskLayer
}
You'll obviously need to pick parts out to see if it works for you.