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
Related
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:
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
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 am able to use the flash feature, access the photo gallery, and use the rear/front camera.
I would like to implement grid lines that display when the user is taking a photo.
Any ideas?
Create a UIImageView to use for the cameraOverlayView.
Assuming you've got a UIImagePickerController named yourImagePickerController and also that you've got an image file named overlay.png as your 'grid lines'. When making your grid line image file, be sure to use a transparent background - not opaque white.
UIImageView *overlayImage = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"overlay.png"]];
CGRect overlayRect = CGRectMake(0, 0, overlayImage.image.size.width, overlayImage.image.size.height);
[overlayImage setFrame:overlayRect];
[yourImagePickerController setCameraOverlayView:overlayImage];
It's pretty easy with UIBezierPath. This is how you can achieve.
Save this code in a file called GridView.swift.
import Foundation
import UIKit
class GridView: UIView {
override func draw(_ rect: CGRect) {
let firstColumnPath = UIBezierPath()
firstColumnPath.move(to: CGPoint(x: bounds.width / 3, y: 0))
firstColumnPath.addLine(to: CGPoint(x: bounds.width / 3, y: bounds.height))
let firstColumnLayer = gridLayer()
firstColumnLayer.path = firstColumnPath.cgPath
layer.addSublayer(firstColumnLayer)
let secondColumnPath = UIBezierPath()
secondColumnPath.move(to: CGPoint(x: (2 * bounds.width) / 3, y: 0))
secondColumnPath.addLine(to: CGPoint(x: (2 * bounds.width) / 3, y: bounds.height))
let secondColumnLayer = gridLayer()
secondColumnLayer.path = secondColumnPath.cgPath
layer.addSublayer(secondColumnLayer)
let firstRowPath = UIBezierPath()
firstRowPath.move(to: CGPoint(x: 0, y: bounds.height / 3))
firstRowPath.addLine(to: CGPoint(x: bounds.width, y: bounds.height / 3))
let firstRowLayer = gridLayer()
firstRowLayer.path = firstRowPath.cgPath
layer.addSublayer(firstRowLayer)
let secondRowPath = UIBezierPath()
secondRowPath.move(to: CGPoint(x: 0, y: ( 2 * bounds.height) / 3))
secondRowPath.addLine(to: CGPoint(x: bounds.width, y: ( 2 * bounds.height) / 3))
let secondRowLayer = gridLayer()
secondRowLayer.path = secondRowPath.cgPath
layer.addSublayer(secondRowLayer)
}
private func gridLayer() -> CAShapeLayer {
let shapeLayer = CAShapeLayer()
shapeLayer.strokeColor = UIColor(white: 1.0, alpha: 0.3).cgColor
shapeLayer.frame = bounds
shapeLayer.fillColor = nil
return shapeLayer
}
}
Usage:
func addGridView(cameraView: UIView) {
let horizontalMargin = cameraView.bounds.size.width / 4
let verticalMargin = cameraView.bounds.size.height / 4
let gridView = GridView()
gridView.translatesAutoresizingMaskIntoConstraints = false
cameraView.addSubview(gridView)
gridView.backgroundColor = UIColor.clear
gridView.leftAnchor.constraint(equalTo: cameraView.leftAnchor, constant: horizontalMargin).isActive = true
gridView.rightAnchor.constraint(equalTo: cameraView.rightAnchor, constant: -1 * horizontalMargin).isActive = true
gridView.topAnchor.constraint(equalTo: cameraView.topAnchor, constant: verticalMargin).isActive = true
gridView.bottomAnchor.constraint(equalTo: cameraView.bottomAnchor, constant: -1 * verticalMargin).isActive = true
}
As far as the documentation goes it doesn't state whether the grid lines provided by Apple is actually a shared method but as it's not mentioned I'd say not, but you can implement your own with the cameraOverlayView.