UIBezierPath Rounded corners - swift

I am trying to make this image appear with some rounded corners, dictated in code below
My code for this is as follows. I want path1,path[4], path[5] rounded. I am open to a different approach. Please dont recommend UIBezierPath(roundedRect:..) as I dont need corenrs 0,2 rounded. This is tricky!
let width = self.view.frame.size.width
let trianglePath = UIBezierPath()
var pts = [CGPoint(x: 2 * width / 16, y: width / 16),
CGPoint(x: width / 32, y: width / 16 + width / 16),
CGPoint(x: 2 * width / 16 , y: width / 16 + width / 8),
CGPoint(x: width / 5 + 2 * width / 16, y: width / 8 + width / 16),
CGPoint(x: width / 5 + 2 * width / 16, y: width / 16 ),
CGPoint(x: 2 * width / 16, y: width / 16 )
]
// this path replaces this, because i cannot easily add rectangle
//var path = UIBezierPath(roundedRect: rect, cornerRadius: width / 37.5).cgPath
trianglePath.move(to: pts[0])
trianglePath.addLine(to: pts[1]) // needs to be rounded
trianglePath.addLine(to: pts[2])
trianglePath.addLine(to: pts[3])
trianglePath.addLine(to: pts[4]) // needs to be rounded
trianglePath.addLine(to: pts[5]) // needs to be rounded
trianglePath.close()
let layer = CAShapeLayer()
layer.path = trianglePath.cgPath
layer.fillColor = UIColor.blue.cgColor
layer.lineCap = kCALineCapRound
layer.lineJoin = kCALineJoinRound
layer.zPosition = 4
layer.isHidden = false
view.layer.addSublayer(layer)

You can create a clipping path as explained here: https://www.raywenderlich.com/162313/core-graphics-tutorial-part-2-gradients-contexts
Specifically this bit:
let path = UIBezierPath(roundedRect: rect,
byRoundingCorners: .allCorners,
cornerRadii: CGSize(width: 8.0, height: 8.0))
path.addClip()

If you want to make rounded shapes you must use
trianglePath.AddArcToPoint(...);
See documentation here: https://developer.apple.com/library/content/documentation/2DDrawing/Conceptual/DrawingPrintingiOS/BezierPaths/BezierPaths.html#//apple_ref/doc/uid/TP40010156-CH11-SW5
To be extra helpful, here is an entire subclass which you can use to learn how to draw custom views. Hope this helps.
import Foundation
import UIKit
final class BorderedView:UIView
{
var drawTopBorder = false
var drawBottomBorder = false
var drawLeftBorder = false
var drawRightBorder = false
var topBorderColor = UIColor(red: 1, green: 1, blue: 1, alpha: 0.4)
var leftBorderColor = UIColor(red: 1, green: 1, blue: 1, alpha: 0.4)
var rightBorderColor = UIColor(red: 0, green: 0, blue: 0, alpha: 0.6)
var bottomBorderColor = UIColor(red: 0, green: 0, blue: 0, alpha: 0.6)
var upperLeftCornerRadius:CGFloat = 0
var upperRightCornerRadius:CGFloat = 0
var lowerLeftCornerRadius:CGFloat = 0
var lowerRightCornerRadius:CGFloat = 0
var subview:UIView?
fileprivate var visibleView:UIView!
fileprivate var _backgroundColor:UIColor!
override init(frame: CGRect)
{
super.init(frame: frame)
super.backgroundColor = UIColor.clear
}
required init?(coder aDecoder: NSCoder)
{
super.init(coder: aDecoder)
super.backgroundColor = UIColor.clear
}
func setVisibleBackgroundColor(_ color:UIColor)
{
_backgroundColor = color
}
func setBackgroundGradient(_ gradient:CAGradientLayer)
{
gradient.frame = visibleView.bounds
gradient.masksToBounds = true
visibleView.layer.insertSublayer(gradient, at: 0)
}
func drawView()
{
visibleView = UIView(frame: self.frame)
visibleView.backgroundColor = _backgroundColor
visibleView.clipsToBounds = true
if let v = subview
{
visibleView.addSubview(v)
}
}
override func draw(_ rect: CGRect)
{
// Drawing code
let width = rect.size.width - 0.5;
let height = rect.size.height - 0.5;
guard let context = UIGraphicsGetCurrentContext() else { return }
let w = self.frame.size.width;
let h = self.frame.size.height;
// Create clipping area as path.
let path = CGMutablePath();
path.move(to: CGPoint(x: 0, y: upperLeftCornerRadius))
path.addArc(tangent1End: CGPoint(x: 0, y: 0), tangent2End: CGPoint(x: upperLeftCornerRadius, y: 0), radius: upperLeftCornerRadius)
path.addLine(to: CGPoint(x: w - upperRightCornerRadius, y: 0))
path.addArc(tangent1End: CGPoint(x: w, y: 0), tangent2End: CGPoint(x: w, y: upperRightCornerRadius), radius: upperRightCornerRadius)
path.addLine(to: CGPoint(x: w, y: h - lowerRightCornerRadius))
path.addArc(tangent1End: CGPoint(x: w, y: h), tangent2End: CGPoint(x: w - lowerRightCornerRadius, y: h), radius: lowerRightCornerRadius)
path.addLine(to: CGPoint(x: lowerLeftCornerRadius, y: h))
path.addArc(tangent1End: CGPoint(x: 0, y: h), tangent2End: CGPoint(x: 0, y: h - lowerLeftCornerRadius), radius: lowerLeftCornerRadius)
path.closeSubpath();
// Add clipping area to path
context.addPath(path);
// Clip to the path and draw the image
context.clip ();
self.drawView()
visibleView.layer.render(in: context)
// ********** Your drawing code here **********
context.setLineWidth(0.5);
var stroke = false
if (drawTopBorder)
{
context.setStrokeColor(topBorderColor.cgColor);
context.move(to: CGPoint(x: 0, y: 0.5)); //start at this point
context.addLine(to: CGPoint(x: width, y: 0.5)); //draw to this point
stroke = true
}
if (drawLeftBorder)
{
context.setStrokeColor(leftBorderColor.cgColor);
context.move(to: CGPoint(x: 0.5, y: 0.5)); //start at this point
context.addLine(to: CGPoint(x: 0.5, y: height)); //draw to this point
stroke = true
}
if (drawBottomBorder)
{
context.setStrokeColor(bottomBorderColor.cgColor);
context.move(to: CGPoint(x: 0.5, y: height)); //start at this point
context.addLine(to: CGPoint(x: width, y: height)); //draw to this point
stroke = true
}
if (drawRightBorder)
{
context.setStrokeColor(rightBorderColor.cgColor);
context.move(to: CGPoint(x: width, y: 0.5)); //start at this point
context.addLine(to: CGPoint(x: width, y: height)); //draw to this point
stroke = true
}
// and now draw the Path!
if stroke
{
context.strokePath();
}
}
}

Related

iOS: Chat bubble change position of tail

I'm trying to achive this layout
[LAYOUT TO ACHIEVE]
and right now I have gradient part done, blur part done, and also bezier path mostly done. My question is that I can't replace TAIL from bottom right part to top left part (to be similar like in the picture).
[LAYOUT ACHIEVED]
My Code I wrote for acheiving:
public final class BubbleView: UIView {
public var configuration: Configuration = Configuration.defaultConfiguration {
didSet {
setNeedsLayout()
}
}
override init(frame: CGRect) {
super.init(frame: frame)
commonInit()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
commonInit()
}
private func commonInit() {
super.backgroundColor = .clear
}
public override func draw(_ rect: CGRect) {
let hasBlurSubview = subviews.compactMap({$0}).contains(where: {$0 is UIVisualEffectView })
guard !hasBlurSubview else {
return
}
let lineWidth = configuration.lineWidth
let bezierPath = UIBezierPath()
bezierPath.lineWidth = lineWidth
let bottom = rect.height - lineWidth
let right = rect.width - lineWidth
let top = 0.0
let left = 0.0
bezierPath.move(to: CGPoint(x: right - 22, y: bottom))
bezierPath.addLine(to: CGPoint(x: 17 + lineWidth, y: bottom))
bezierPath.addCurve(to: CGPoint(x: left, y: bottom - 18), controlPoint1: CGPoint(x: 7.61 + lineWidth, y: bottom), controlPoint2: CGPoint(x: left, y: bottom - 7.61))
bezierPath.addLine(to: CGPoint(x: left, y: 17 + lineWidth))
bezierPath.addCurve(to: CGPoint(x: 17 + borderWidth, y: top), controlPoint1: CGPoint(x: left, y: 7.61 + lineWidth), controlPoint2: CGPoint(x: 7.61 + lineWidth, y: top))
bezierPath.addLine(to: CGPoint(x: right - 21, y: top))
bezierPath.addCurve(to: CGPoint(x: right - 4, y: 17 + lineWidth), controlPoint1: CGPoint(x: right - 11.61, y: top), controlPoint2: CGPoint(x: right - 4, y: 7.61 + lineWidth))
bezierPath.addLine(to: CGPoint(x: right - 4, y: bottom - 11))
bezierPath.addCurve(to: CGPoint(x: right, y: bottom), controlPoint1: CGPoint(x: right - 4, y: bottom - 1), controlPoint2: CGPoint(x: right, y: bottom))
bezierPath.addLine(to: CGPoint(x: right + 0.05, y: bottom - 0.01))
bezierPath.addCurve(to: CGPoint(x: right - 11.04, y: bottom - 4.04), controlPoint1: CGPoint(x: right - 4.07, y: bottom + 0.43), controlPoint2: CGPoint(x: right - 8.16, y: bottom - 1.06))
bezierPath.addCurve(to: CGPoint(x: right - 22, y: bottom), controlPoint1: CGPoint(x: right - 16, y: bottom), controlPoint2: CGPoint(x: right - 19, y: bottom))
bezierPath.close()
let blurEffect = UIVisualEffectView(effect: UIBlurEffect(style: .light))
blurEffect.alpha = configuration.blurAlpha
blurEffect.frame = bezierPath.bounds
let mask = CAShapeLayer()
mask.path = bezierPath.cgPath
blurEffect.layer.mask = mask
insertSubview(blurEffect, at: 0)
let gradient = CAGradientLayer()
gradient.frame = CGRect(origin: CGPoint.zero, size: size)
gradient.colors = configuration.borderGradientColors.map({$0.cgColor})
gradient.startPoint = configuration.borderGradientStartPoint
gradient.endPoint = configuration.borderGradientEndPoint
let shape = CAShapeLayer()
shape.lineWidth = lineWidth
shape.path = bezierPath.cgPath
shape.strokeColor = UIColor.black.cgColor
shape.fillColor = UIColor.clear.cgColor
gradient.mask = shape
blurEffect.layer.addSublayer(gradient)
}
}
public class Configuration {
static var defaultConfiguration: Configuration {
return .init(
lineWidth: 2.0,
blurAlpha: 0.95,
borderGradientColors: [Assets.Colors.white05.color, Assets.Colors.white01.color],
borderGradientStartPoint: CGPoint(x: 0.0, y: 0.5),
borderGradientEndPoint: CGPoint(x: 1.0, y: 0.5)
)
}
var lineWidth: CGFloat
var blurAlpha: CGFloat
var borderGradientColors: [UIColor]
var borderGradientStartPoint: CGPoint
var borderGradientEndPoint: CGPoint
init(
lineWidth: CGFloat,
blurAlpha: CGFloat,
borderGradientColors: [UIColor],
borderGradientStartPoint: CGPoint,
borderGradientEndPoint: CGPoint
) {
self.lineWidth = lineWidth
self.blurAlpha = blurAlpha
self.borderGradientColors = borderGradientColors
self.borderGradientStartPoint = borderGradientStartPoint
self.borderGradientEndPoint = borderGradientEndPoint
}
}

Create a UIView with rounded bottom edge

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

Applying gradient layer over a UIBezierPath graph

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))

Using Drawn Shapes and Changing Their Features

After spending a whole day trying to work out how to do it I have finally worked out a way of having non-rectangular buttons.
All three buttons at the bottom are on one button. The hitTest then works out which UIBezierPath the click was within then calls a function.
import UIKit
class ViewController: UIViewController {
let path = UIBezierPath()
let path2 = UIBezierPath()
let path3 = UIBezierPath()
let path4 = UIBezierPath()
#IBAction func clicked(_ sender: Any) {
print("Clicked")
}
#IBOutlet weak var button: UIButton!
override func viewDidLoad() {
super.viewDidLoad()
drawShape()
let gesture = UITapGestureRecognizer(target: self, action: #selector (self.checkAction(sender:)))
self.button.addGestureRecognizer(gesture)
}
func drawShape(){
let buttonWidth = button.frame.width
let buttonHeight = buttonWidth * 1.23
path.move(to: CGPoint(x: 0, y: buttonHeight*0.85))
path.addLine(to: CGPoint(x: 0, y: buttonHeight))
path.addLine(to: CGPoint(x: buttonWidth, y: buttonHeight))
path.addLine(to: CGPoint(x: buttonWidth, y: buttonHeight*0.68))
path.close()
path2.move(to: CGPoint(x: 0, y: buttonHeight*0.68))
path2.addLine(to: CGPoint(x: 0, y: buttonHeight*0.85))
path2.addLine(to: CGPoint(x: buttonWidth, y: buttonHeight*0.68))
path2.addLine(to: CGPoint(x: buttonWidth, y: buttonHeight*0.35))
path2.close()
path3.move(to: CGPoint(x: 0, y: buttonHeight*0.50))
path3.addLine(to: CGPoint(x: 0, y: buttonHeight*0.68))
path3.addLine(to: CGPoint(x: buttonWidth, y: buttonHeight*0.35))
path3.addLine(to: CGPoint(x: buttonWidth, y: buttonHeight*0.06))
path3.close()
path4.move(to: CGPoint(x: 0, y: buttonHeight*0.45))
path4.addLine(to: CGPoint(x: 0, y: buttonHeight*0.50))
path4.addLine(to: CGPoint(x: buttonWidth, y: buttonHeight*0.06))
path4.addLine(to: CGPoint(x: buttonWidth, y: buttonHeight*0.01))
path4.close()
}
func checkAction(sender : UITapGestureRecognizer) {
let location = sender.location(in: button)
print(location)
hitTest(tapLocation: location)
}
public func hitTest(tapLocation:CGPoint){
if path.contains(tapLocation){
print("Button3")
}
if path2.contains(tapLocation){
print("Button2")
}
if path3.contains(tapLocation){
print("Button1")
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
Then in the file linked to the button:
import UIKit
#IBDesignable
class PushButtonView: UIButton {
override func draw(_ rect: CGRect) {
let buttonWidth = self.frame.width
let buttonHeight = buttonWidth * 1.23
let color1 = hexStringToUIColor(hex: "#e0dfd5")
let color2 = hexStringToUIColor(hex: "#ef6461")
let color3 = hexStringToUIColor(hex: "#e4b363")
let color4 = hexStringToUIColor(hex: "#313638")
let path = UIBezierPath()
path.move(to: CGPoint(x: 0, y: buttonHeight*0.85))
path.addLine(to: CGPoint(x: 0, y: buttonHeight))
path.addLine(to: CGPoint(x: buttonWidth, y: buttonHeight))
path.addLine(to: CGPoint(x: buttonWidth, y: buttonHeight*0.68))
path.close()
color4.setFill()
path.fill()
let path2 = UIBezierPath()
path2.move(to: CGPoint(x: 0, y: buttonHeight*0.68))
path2.addLine(to: CGPoint(x: 0, y: buttonHeight*0.85))
path2.addLine(to: CGPoint(x: buttonWidth, y: buttonHeight*0.68))
path2.addLine(to: CGPoint(x: buttonWidth, y: buttonHeight*0.35))
path2.close()
color3.setFill()
path2.fill()
let path3 = UIBezierPath()
path3.move(to: CGPoint(x: 0, y: buttonHeight*0.50))
path3.addLine(to: CGPoint(x: 0, y: buttonHeight*0.68))
path3.addLine(to: CGPoint(x: buttonWidth, y: buttonHeight*0.35))
path3.addLine(to: CGPoint(x: buttonWidth, y: buttonHeight*0.06))
path3.close()
color2.setFill()
path3.fill()
let path4 = UIBezierPath()
path4.move(to: CGPoint(x: 0, y: buttonHeight*0.45))
path4.addLine(to: CGPoint(x: 0, y: buttonHeight*0.50))
path4.addLine(to: CGPoint(x: buttonWidth, y: buttonHeight*0.06))
path4.addLine(to: CGPoint(x: buttonWidth, y: buttonHeight*0.01))
path4.close()
color1.setFill()
path4.fill()
}
func hexStringToUIColor (hex:String) -> UIColor {
var cString:String = hex.trimmingCharacters(in: .whitespacesAndNewlines).uppercased()
if (cString.hasPrefix("#")) {
cString.remove(at: cString.startIndex)
}
if ((cString.characters.count) != 6) {
return UIColor.gray
}
var rgbValue:UInt32 = 0
Scanner(string: cString).scanHexInt32(&rgbValue)
return UIColor(
red: CGFloat((rgbValue & 0xFF0000) >> 16) / 255.0,
green: CGFloat((rgbValue & 0x00FF00) >> 8) / 255.0,
blue: CGFloat(rgbValue & 0x0000FF) / 255.0,
alpha: CGFloat(1.0)
)
}
}
Everything works! It may not be the best way of doing it but after 5 hours of trying different things this is whats worked best. However I am now stuck with the problem of having no idea how to manipulate those shapes I have drawn in the external file. I am sure that this has been asked and answered before but I literally have no idea was to search for.
For example if it was javascript I would assume a 'path' drawn within the object 'button' would be accessed by self.button.path (or something similar), however, my understanding is Swift3 doesn't work like that. Am I correct? So if I wanted to change the backgroundColor of the NOTES button/shape with an animate how would I get this effect:
UIView.animate(withDuration: 1, animations: {
self.button.path.color = UIColor.red
}, completion: { finished in
if(finished){
//callFunction()
}
})
Is this possible, or once a path is drawn is it not a changeable object and has to be deleted and redrawn?

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
}