I want to give curve top to the view. I have used following code but it is not working properly. I am using following code but it is not giving desirable output. Please help me.
Thanks.
func roundedTop(targetView:UIView?, desiredCurve:CGFloat?){
let offset:CGFloat = targetView!.frame.width/desiredCurve!
let bounds: CGRect = targetView!.bounds
let rectBounds: CGRect = CGRect(x: bounds.origin.x, y: bounds.origin.y+bounds.size.height / 2, width: bounds.size.width, height: bounds.size.height / 2)
let rectPath: UIBezierPath = UIBezierPath(rect: rectBounds)
let ovalBounds: CGRect = CGRect(x:bounds.origin.x - offset / 2,y: bounds.origin.y, width : bounds.size.width + offset, height :bounds.size.height)
let ovalPath: UIBezierPath = UIBezierPath(ovalIn: ovalBounds)
rectPath.append(ovalPath)
// Create the shape layer and set its path
let maskLayer: CAShapeLayer = CAShapeLayer()
maskLayer.frame = bounds
maskLayer.path = rectPath.cgPath
[![// Set the newly created shape layer as the mask for the view's layer][1]][1]
targetView!.layer.mask = maskLayer
}
Top curve result image
Bottom curve result image
Code in swift5
//TopRoundedCornerToView and BottomRoundedCornerToView
extension UIView {
func addTopRoundedCornerToView(targetView:UIView?, desiredCurve:CGFloat?)
{
let offset:CGFloat = targetView!.frame.width/desiredCurve!
let bounds: CGRect = targetView!.bounds
//Top side curve
let rectBounds: CGRect = CGRect(x: bounds.origin.x, y: bounds.origin.y+bounds.size.height / 2, width: bounds.size.width, height: bounds.size.height / 2)
let rectPath: UIBezierPath = UIBezierPath(rect: rectBounds)
//Top side curve
let ovalBounds: CGRect = CGRect(x: bounds.origin.x - offset / 2, y: bounds.origin.y, width: bounds.size.width + offset, height: bounds.size.height)
let ovalPath: UIBezierPath = UIBezierPath(ovalIn: ovalBounds)
rectPath.append(ovalPath)
// Create the shape layer and set its path
let maskLayer: CAShapeLayer = CAShapeLayer()
maskLayer.frame = bounds
maskLayer.path = rectPath.cgPath
// Set the newly created shape layer as the mask for the view's layer
targetView!.layer.mask = maskLayer
}
func setTopCurve(){
let offset = CGFloat(self.frame.size.height/4)
let bounds = self.bounds
let rectBounds = CGRect(x: bounds.origin.x, y: bounds.origin.y + bounds.size.height/2 , width: bounds.size.width, height: bounds.size.height / 2)
let rectPath = UIBezierPath(rect: rectBounds)
let ovalBounds = CGRect(x: bounds.origin.x , y: bounds.origin.y - offset / 2, width: bounds.size.width + offset, height: bounds.size.height)
let ovalPath = UIBezierPath(ovalIn: ovalBounds)
rectPath.append(ovalPath)
let maskLayer = CAShapeLayer.init()
maskLayer.frame = bounds
maskLayer.path = rectPath.cgPath
self.layer.mask = maskLayer
}
func addBottomRoundedCornerToView(targetView:UIView?, desiredCurve:CGFloat?)
{
let offset:CGFloat = targetView!.frame.width/desiredCurve!
let bounds: CGRect = targetView!.bounds
//Bottom side curve
let rectBounds: CGRect = CGRect(x: bounds.origin.x, y: bounds.origin.y, width: bounds.size.width, height: bounds.size.height / 2)
let rectPath: UIBezierPath = UIBezierPath(rect: rectBounds)
//Bottom side curve
let ovalBounds: CGRect = CGRect(x: bounds.origin.x - offset / 2, y: bounds.origin.y, width: bounds.size.width + offset, height: bounds.size.height)
let ovalPath: UIBezierPath = UIBezierPath(ovalIn: ovalBounds)
rectPath.append(ovalPath)
// Create the shape layer and set its path
let maskLayer: CAShapeLayer = CAShapeLayer()
maskLayer.frame = bounds
maskLayer.path = rectPath.cgPath
// Set the newly created shape layer as the mask for the view's layer
targetView!.layer.mask = maskLayer
}
func setBottomCurve(){
let offset = CGFloat(self.frame.size.height/4)
let bounds = self.bounds
let rectBounds = CGRect(x: bounds.origin.x, y: bounds.origin.y , width: bounds.size.width, height: bounds.size.height / 2)
let rectPath = UIBezierPath(rect: rectBounds)
let ovalBounds = CGRect(x: bounds.origin.x - offset / 2, y: bounds.origin.y, width: bounds.size.width + offset, height: bounds.size.height)
let ovalPath = UIBezierPath(ovalIn: ovalBounds)
rectPath.append(ovalPath)
let maskLayer = CAShapeLayer.init()
maskLayer.frame = bounds
maskLayer.path = rectPath.cgPath
self.layer.mask = maskLayer
}
}
use it as:
override func viewDidLoad() {
super.viewDidLoad()
self.myTargateView.setTopCurve()
}
and
override func viewWillLayoutSubviews() {
self.myTargateView.addTopRoundedCornerToView(targetView: bottomView, desiredCurve: 10.0)
}
The problem is that you are calling your roundedTop method too soon (probably in viewDidLoad). Wait until after viewDidLayoutSubviews has been called for the first time. Otherwise, your targetView.frame and all the calculations that stem from it are incorrect.
Related
I want to centre a rectangle in a view, i try using midX or midY but the view still not centre
this is how i setup the rectangle
the overlayView have width = 414 and height = 688
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
let midX = overlayView.bounds.midX
let midY = overlayView.bounds.midY
let center = CGPoint(x: midX, y: midY)
let size: CGFloat = 312
// Create the initial layer from the view bounds.
let maskLayer = CAShapeLayer()
maskLayer.frame = overlayView.bounds
// Create the path.
let rect = CGRect(x: center.x, y: center.y, width: size, height: size)
let path = UIBezierPath(rect: overlayView.bounds)
maskLayer.fillRule = .evenOdd
// Append the overlay image to the path so that it is subtracted.
path.append(UIBezierPath(roundedRect: rect, cornerRadius: 20))
maskLayer.path = path.cgPath
// Set the mask of the view.
overlayView.layer.mask = maskLayer
}
I already try to calculate the center but still can't get the rect in the centre.
You have to subtract half-height and width from the center, as you have set start x and y position from the center point
so change your rect code.
let rect = CGRect(x: center.x - size/2, y: center.y - size/2, width: size, height: size)
I was making a progress circle, and I want its track path to have a blur effect, is there any way to achieve that?
This is what the original track looks like(the track path is transparent, I want it to be blurred)
And this is my attempt
let outPutViewFrame = CGRect(x: 0, y: 0, width: 500, height: 500)
let circleRadius: CGFloat = 60
let circleViewCenter = CGPoint(x: outPutViewFrame.width / 2 , y: outPutViewFrame.height / 2)
let circleView = UIView()
let progressWidth: CGFloat = 8
circleView.frame.size = CGSize(width: (circleRadius + progressWidth) * 2, height: (circleRadius + progressWidth) * 2)
circleView.center = circleViewCenter
let circleTrackPath = UIBezierPath(arcCenter: CGPoint(x: circleView.frame.width / 2, y: circleView.frame.height / 2), radius: circleRadius, startAngle: -CGFloat.pi / 2, endAngle: 2 * CGFloat.pi, clockwise: true)
let blur = UIBlurEffect(style: .light)
let blurEffect = UIVisualEffectView(effect: blur)
blurEffect.frame = circleView.bounds
blurEffect.mask(withPath: circleTrackPath, inverse: false)
extension UIView {
func mask(withPath path: UIBezierPath, inverse: Bool = false) {
let maskLayer = CAShapeLayer()
if inverse {
path.append(UIBezierPath(rect: self.bounds))
maskLayer.fillRule = CAShapeLayerFillRule.evenOdd
}
maskLayer.path = path.cgPath
maskLayer.lineWidth = 5
maskLayer.lineCap = CAShapeLayerLineCap.round
self.layer.mask = maskLayer
}
}
Set maskLayer.fillRule to evenOdd, even when not inversed.
if inverse {
path.append(UIBezierPath(rect: self.bounds))
}
maskLayer.fillRule = CAShapeLayerFillRule.evenOdd
create the circleTrackPath by using a big circle and a smaller circle.
let circleCenter = CGPoint(x: circleView.frame.width / 2, y: circleView.frame.height / 2)
let circleTrackPath = UIBezierPath(ovalIn:
CGRect(origin: circleCenter, size: .zero)
.insetBy(dx: circleRadius, dy: circleRadius))
// smaller circle
circleTrackPath.append(CGRect(origin: circleCenter, size: .zero)
.insetBy(dx: circleRadius * 0.8, dy: circleRadius * 0.8))
Set circleTrackPath.usesEvenOddFillRule to true:
circleTrackPath.usesEvenOddFillRule = true
Now you have a blurred full circle. The non-blurred arc part can be implemented as another sublayer.
Here is a MCVE that you can paste into a playground:
let container = UIView(frame: CGRect(x: 0, y: 0, width: 200, height: 200))
// change this to a view of your choice
let image = UIImageView(image: UIImage(named: "my_image"))
let blur = UIVisualEffectView(effect: UIBlurEffect(style: .light))
container.addSubview(image)
blur.frame = image.frame
container.addSubview(blur)
let outer = image.bounds.insetBy(dx: 30, dy: 30)
let path = UIBezierPath(ovalIn: outer)
path.usesEvenOddFillRule = true
path.append(UIBezierPath(ovalIn: outer.insetBy(dx: 10, dy: 10)))
let maskLayer = CAShapeLayer()
maskLayer.path = path.cgPath
maskLayer.fillRule = .evenOdd
blur.layer.mask = maskLayer
container // <--- playground quick look this
Using my profile pic as the background, this produces:
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()
}
}
I am trying to add rounded edges via this extension , however I am getting proper rounded UIView in iPhone X but when I try to run this same code in iPhone 6s , its like not getting curved , tried to increase the desiredCurve still not able to see the curve.
extension UIView {
/* Usage Example
* bgView.addBottomRoundedEdge(desiredCurve: 1.5)
*/
func addBottomRoundedEdge(desiredCurve: CGFloat?) {
let offset: CGFloat = self.frame.width / desiredCurve!
let bounds: CGRect = self.bounds
let rectBounds: CGRect = CGRect(x: bounds.origin.x, y: bounds.origin.y, width: bounds.size.width, height: bounds.size.height / 2)
let rectPath: UIBezierPath = UIBezierPath(rect: rectBounds)
let ovalBounds: CGRect = CGRect(x: bounds.origin.x - offset / 2, y: bounds.origin.y, width: bounds.size.width + offset, height: bounds.size.height)
let ovalPath: UIBezierPath = UIBezierPath(ovalIn: ovalBounds)
rectPath.append(ovalPath)
// Create the shape layer and set its path
let maskLayer: CAShapeLayer = CAShapeLayer()
maskLayer.frame = bounds
maskLayer.path = rectPath.cgPath
// Set the newly created shape layer as the mask for the view's layer
self.layer.mask = maskLayer
}
}
Call the addBottomRoundedEdge extension method to add the bottom curve on a UIView
extension UIView {
func dropShadow(scale: Bool = true) {
layer.masksToBounds = true
layer.shadowColor = UIColor.lightGray.cgColor
layer.shadowOpacity = 0.8
layer.shadowOffset = CGSize(width: 0, height: 5)
layer.shadowRadius = 2
layer.borderWidth = 1
layer.shouldRasterize = true
layer.rasterizationScale = scale ? UIScreen.main.scale : 1
layer.borderColor = UIColor(red:222/255, green:225/255, blue:227/255, alpha: 1).cgColor
layer.shadowPath = UIBezierPath(roundedRect: bounds, cornerRadius: 5).cgPath
}
func addBottomRoundedEdge() {
let offset: CGFloat = (self.frame.width * 1.5)
let bounds: CGRect = self.bounds
let rectBounds: CGRect = CGRect(x: bounds.origin.x, y: bounds.origin.y, width: bounds.size.width , height: bounds.size.height / 2)
let rectPath: UIBezierPath = UIBezierPath(rect: rectBounds)
let ovalBounds: CGRect = CGRect(x: bounds.origin.x - offset / 2, y: bounds.origin.y, width: bounds.size.width + offset , height: bounds.size.height)
let ovalPath: UIBezierPath = UIBezierPath(ovalIn: ovalBounds)
rectPath.append(ovalPath)
let maskLayer: CAShapeLayer = CAShapeLayer()
maskLayer.frame = bounds
maskLayer.path = rectPath.cgPath
self.layer.mask = maskLayer
}
}
You can use Layer.corner.Radius on the orange view.
First put that view width bigger than the super view:
#IBOutlet weak var orangeView: UIView!
self.orangeView.frame. width = self.view.frame + 50
self.orangeView.layer.corner.Radius = self.orangeView.frame.height /2
I'm trying to make an image round. I always used maskCircle but this time it does not work. I wrote the code in UICollectionViewCell's awakeFromNib and I can not use viewDidLayoutSubviews since I'm dequeueing the cell in cellForItemAt function. So this is the code:
#IBOutlet weak var storeLogo: UIImageView!
override func awakeFromNib() {
super.awakeFromNib()
storeLogo.maskCircle()
storeLogo.clipsToBounds = true
}
and the imageView looks like this:
imageView
edit:
it seemed to work fine, but i have the problem again.
this is the code in awakeFromNib now:
super.awakeFromNib()
storeLogo.clipsToBounds = true
storeLogo.layer.cornerRadius = storeLogo.frame.width / 2
let gradient = CAGradientLayer()
gradient.frame = CGRect(origin: CGPoint(x: 0, y: 0), size: CGSize(width: 55, height: 55))
gradient.startPoint = CGPoint(x: 0, y: 1)
gradient.endPoint = CGPoint(x: 1, y: 0)
gradient.colors = [Color.storeName?.cgColor, Color.idTint?.cgColor]
let shape = CAShapeLayer()
shape.lineWidth = 2
let radius: CGFloat = 27
shape.path = UIBezierPath(roundedRect: CGRect(x: -2.5, y: -14, width: 2.0 * radius, height: 2.0 * radius), cornerRadius: radius).cgPath
shape.position = CGPoint(x: self.frame.midX - radius, y: self.frame.midY - radius)
shape.strokeColor = UIColor.black.cgColor
shape.fillColor = UIColor.clear.cgColor
gradient.mask = shape
self.storeLogo.layer.addSublayer(gradient)
and the image is not round as you can see in this image: imageView
i
i don't know why the image is not a circle now. any idea?!
If you want to do round clip on UIImageView set cornerRadius of UIImageView.
storeLogo.layer.cornerRadius = storeLogo.frame.width / 2
storeLogo.clipsToBounds = true