UIBezierPath: How to add a border around a view with rounded corners? - swift

I am using UIBezierPath to have my imageview have round corners but I also want to add a border to the imageview. Keep in mind the top is a uiimage and the bottom is a label.
Currently using this code produces:
let rectShape = CAShapeLayer()
rectShape.bounds = myCell2.NewFeedImageView.frame
rectShape.position = myCell2.NewFeedImageView.center
rectShape.path = UIBezierPath(roundedRect: myCell2.NewFeedImageView.bounds,
byRoundingCorners: .TopRight | .TopLeft,
cornerRadii: CGSize(width: 25, height: 25)).CGPath
myCell2.NewFeedImageView.layer.mask = rectShape
I want to add a green border to that but I cant use
myCell2.NewFeedImageView.layer.borderWidth = 8
myCell2.NewFeedImageView.layer.borderColor = UIColor.greenColor().CGColor
because it cuts off the top left and top right corner of the border as seen in this image:
Is there a way too add in a border with UIBezierPath along with my current code?

You can reuse the UIBezierPath path and add a shape layer to the view. Here is an example inside a view controller.
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
// Create a view with red background for demonstration
let v = UIView(frame: CGRectMake(0, 0, 100, 100))
v.center = view.center
v.backgroundColor = UIColor.redColor()
view.addSubview(v)
// Add rounded corners
let maskLayer = CAShapeLayer()
maskLayer.frame = v.bounds
maskLayer.path = UIBezierPath(roundedRect: v.bounds, byRoundingCorners: .TopRight | .TopLeft, cornerRadii: CGSize(width: 25, height: 25)).CGPath
v.layer.mask = maskLayer
// Add border
let borderLayer = CAShapeLayer()
borderLayer.path = maskLayer.path // Reuse the Bezier path
borderLayer.fillColor = UIColor.clearColor().CGColor
borderLayer.strokeColor = UIColor.greenColor().CGColor
borderLayer.lineWidth = 5
borderLayer.frame = v.bounds
v.layer.addSublayer(borderLayer)
}
}
The end result looks like this.
Note that this only works as expected when the view's size is fixed. When the view can resize, you will need to create a custom view class and resize the layers in layoutSubviews.

As it says above:
It is not easy to do this perfectly.
Here's a drop-in solution.
This
correctly addresses the issue that you are drawing HALF OF THE BORDER LINE
is totally usable in autolayout
completely re-works itself when the size of the view changes or animates
is totally IBDesignable - you can see it in realtime in your storyboard
for 2019 ...
#IBDesignable
class RoundedCornersAndTrueBorder: UIView {
#IBInspectable var cornerRadius: CGFloat = 10 {
didSet { setup() }
}
#IBInspectable var borderColor: UIColor = UIColor.black {
didSet { setup() }
}
#IBInspectable var trueBorderWidth: CGFloat = 2.0 {
didSet { setup() }
}
override func layoutSubviews() {
setup()
}
var border:CAShapeLayer? = nil
func setup() {
// make a path with round corners
let path = UIBezierPath(
roundedRect: self.bounds, cornerRadius:cornerRadius)
// note that it is >exactly< the size of the whole view
// mask the whole view to that shape
// note that you will ALSO be masking the border we'll draw below
let mask = CAShapeLayer()
mask.path = path.cgPath
self.layer.mask = mask
// add another layer, which will be the border as such
if (border == nil) {
border = CAShapeLayer()
self.layer.addSublayer(border!)
}
// IN SOME APPROACHES YOU would INSET THE FRAME
// of the border-drawing layer by the width of the border
// border.frame = bounds.insetBy(dx: borderWidth, dy: borderWidth)
// so that when you draw the line, ALL of the WIDTH of the line
// DOES fall within the actual mask.
// here, we will draw the border-line LITERALLY ON THE EDGE
// of the path. that means >HALF< THE LINE will be INSIDE
// the path and HALF THE LINE WILL BE OUTSIDE the path
border!.frame = bounds
let pathUsingCorrectInsetIfAny =
UIBezierPath(roundedRect: border!.bounds, cornerRadius:cornerRadius)
border!.path = pathUsingCorrectInsetIfAny.cgPath
border!.fillColor = UIColor.clear.cgColor
// the following is not what you want:
// it results in "half-missing corners"
// (note however, sometimes you do use this approach):
//border.borderColor = borderColor.cgColor
//border.borderWidth = borderWidth
// this approach will indeed be "inside" the path:
border!.strokeColor = borderColor.cgColor
border!.lineWidth = trueBorderWidth * 2.0
// HALF THE LINE will be INSIDE the path and HALF THE LINE
// WILL BE OUTSIDE the path. so MAKE IT >>TWICE AS THICK<<
// as requested by the consumer class.
}
}
So that's it.
Beginner help for the question in the comments ...
Make a "new Swift file" called "Fattie.swift". (Note, funnily enough it actually makes no difference what you call it. If you are at the stage of "don't know how to make a new file" seek basic Xcode tutorials.)
Put all of the above code in the file
You've just added a class "RoundedCornersAndTrueBorder" to your project.
On your story board. Add an ordinary UIView to your scene. In fact, make it actually any size/shape whatsoever, anything you prefer.
Look at the Identity Inspector. (If you do not know what that is, seek basic tutorials.) Simply change the class to "RoundedCornersAndTrueBorder". (Once you start typing "Roun...", it will guess which class you mean.
You're done - run the project.
Note that you have to, of course, add complete and correct constraints to the UIView, just as with absolutely anything you do in Xcode. Enjoy!
Similar solutions:
https://stackoverflow.com/a/57465440/294884 - image + rounded + shadows
https://stackoverflow.com/a/41553784/294884 - two-corner problem
https://stackoverflow.com/a/59092828/294884 - "shadows + hole" or "glowbox" problem
https://stackoverflow.com/a/57400842/294884 - the "border AND gap" problem
https://stackoverflow.com/a/57514286/294884 - basic "adding" beziers
And please also see the alternate answer below! :)

Absolutely perfect 2019 solution
Without further ado, here's exactly how you do this.
Don't actually use the "basic" layer that comes with the view
Make a new layer only for the image. You can now mask this (circularly) without affecting the next layer
Make a new layer for the border as such. It will safely not be masked by the picture layer.
The key facts are
With a CALayer, you can indeed apply a .mask and it only affects that layer
When drawing a circle (or indeed any border), have to attend very carefully to the fact that you only get "half the width" - in short never crop using the same path you draw with.
Notice the original cat image is exactly as wide as the horizontal yellow arrow. You have to be careful to paint the image so that the whole image appears in the roundel, which is smaller than the overall custom control.
So, setup in the usual way
import UIKit
#IBDesignable class GreenCirclePerson: UIView {
#IBInspectable var borderColor: UIColor = UIColor.black { didSet { setup() } }
#IBInspectable var trueBorderThickness: CGFloat = 2.0 { didSet { setup() } }
#IBInspectable var trueGapThickness: CGFloat = 2.0 { didSet { setup() } }
#IBInspectable var picture: UIImage? = nil { didSet { setup() } }
override func layoutSubviews() { setup() }
var imageLayer: CALayer? = nil
var border: CAShapeLayer? = nil
func setup() {
if (imageLayer == nil) {
imageLayer = CALayer()
self.layer.addSublayer(imageLayer!)
}
if (border == nil) {
border = CAShapeLayer()
self.layer.addSublayer(border!)
}
Now carefully make the layer for the circularly-cropped image:
// the ultimate size of our custom control:
let box = self.bounds.aspectFit()
let totalInsetOnAnyOneSide = trueBorderThickness + trueGapThickness
let boxInWhichImageSits = box.inset(by:
UIEdgeInsets(top: totalInsetOnAnyOneSide, left: totalInsetOnAnyOneSide,
bottom: totalInsetOnAnyOneSide, right: totalInsetOnAnyOneSide))
// just a note. that version of inset#by is much clearer than the
// confusing dx/dy variant, so best to use that one
imageLayer!.frame = boxInWhichImageSits
imageLayer!.contents = picture?.cgImage
imageLayer?.contentsGravity = .resizeAspectFill
let halfImageSize = boxInWhichImageSits.width / 2.0
let maskPath = UIBezierPath(roundedRect: imageLayer!.bounds,
cornerRadius:halfImageSize)
let maskLayer = CAShapeLayer()
maskLayer.path = maskPath.cgPath
imageLayer!.mask = maskLayer
Next as a completely separate layer, draw the border as you wish:
// now create the border
border!.frame = bounds
// To draw the border, you must inset it by half the width of the border,
// otherwise you'll be drawing only half the border. (Indeed, as an additional
// subtle problem you are clipping rather than rendering the outside edge.)
let halfWidth = trueBorderThickness / 2.0
let borderCenterlineBox = box.inset(by:
UIEdgeInsets(top: halfWidth, left: halfWidth,
bottom: halfWidth, right: halfWidth))
let halfBorderBoxSize = borderCenterlineBox.width / 2.0
let borderPath = UIBezierPath(roundedRect: borderCenterlineBox,
cornerRadius:halfBorderBoxSize)
border!.path = borderPath.cgPath
border!.fillColor = UIColor.clear.cgColor
border!.strokeColor = borderColor.cgColor
border!.lineWidth = trueBorderThickness
}
}
Everything works perfectly as in iOS standard controls:
Everything which is invisible is invisible; you can see-through the overall custom control to any material behind, there are no "half thickness" problems or missing image material, you can set the custom control background color in the usual way, etc etc. The inspector controls all work properly. (Phew!)
Similar solutions:
https://stackoverflow.com/a/57465440/294884 - image + rounded + shadows
https://stackoverflow.com/a/41553784/294884 - two-corner problem
https://stackoverflow.com/a/59092828/294884 - "shadows + hole" or "glowbox" problem
https://stackoverflow.com/a/57400842/294884 - the "border AND gap" problem
https://stackoverflow.com/a/57514286/294884 - basic "adding" beziers

**use this extension for round borders and corner**
extension UIView {
func roundCorners(corners: UIRectCorner, radius: CGFloat) {
let path = UIBezierPath(roundedRect: bounds, byRoundingCorners: corners, cornerRadii: CGSize(width: radius, height: radius))
let mask = CAShapeLayer()
mask.path = path.cgPath
layer.mask = mask
}
func roundCornersWithBorder(corners: UIRectCorner, radius: CGFloat) {
let maskLayer = CAShapeLayer()
maskLayer.frame = bounds
maskLayer.path = UIBezierPath(roundedRect: bounds, byRoundingCorners: [.topLeft, .topRight], cornerRadii: CGSize(width: radius, height: radius)).cgPath
layer.mask = maskLayer
// Add border
let borderLayer = CAShapeLayer()
borderLayer.path = maskLayer.path // Reuse the Bezier path
borderLayer.fillColor = UIColor.clear.cgColor
borderLayer.strokeColor = UIColor(red:3/255, green:33/255, blue:70/255, alpha: 0.15).cgColor
borderLayer.lineWidth = 2
borderLayer.frame = bounds
layer.addSublayer(borderLayer)
}
}
Use like this
myView.roundCornersWithBorder(corners: [.topLeft, .topRight], radius: 8.0)
myView.roundCorners(corners: [.topLeft, .topRight], radius: 8.0)

There sure is! Every view has a layer property (which you know from giving your layer rounded corners). Another two properties on layer are borderColor and borderWidth. Just by setting those you can add a border to your view! (The border will follow the rounded corners.) Be sure to use UIColor.CGColor for borderColor as a plain UIColor won't match the type.

Related

Adding Shadow To Customized TabBar

I have a tab bar that I'm trying to customize it's look. So far, I changed it's background color and added corner radius. I'm trying to add a shadow to it, but I can't get it to work.
I tried few solutions, but nothing worked for me. There is not errors or anything, but it just won't work. This is what I have so far:
private func setupTabBarAppearance() {
let CORNER_RADIUS: CGFloat = 20
let tabBar = self.tabBar
tabBar.barTintColor = UIColor.appWhite
tabBar.unselectedItemTintColor = .lightGray
tabBar.tintColor = UIColor.appBlue
tabBar.layer.masksToBounds = true
tabBar.layer.cornerRadius = CORNER_RADIUS
tabBar.layer.maskedCorners = [.layerMinXMinYCorner, .layerMaxXMinYCorner]
tabBar.layer.shouldRasterize = true
let shapeLayer = CAShapeLayer()
let path = UIBezierPath(roundedRect: CGRect(x: 0, y: 0, width: UIScreen.main.bounds.width, height: tabBar.frame.height), byRoundingCorners: [.topLeft, .topRight], cornerRadii: CGSize(width: CORNER_RADIUS, height: CORNER_RADIUS)).cgPath
shapeLayer.path = path
shapeLayer.shadowColor = UIColor.black.cgColor
shapeLayer.shadowOffset = CGSize(width: 2, height: 5)
shapeLayer.shadowOpacity = 1
shapeLayer.shadowRadius = 10
shapeLayer.shouldRasterize = true
shapeLayer.rasterizationScale = UIScreen.main.scale
tabBar.layer.rasterizationScale = UIScreen.main.scale
tabBar.layer.addSublayer(shapeLayer)
}
I have two problems with this that I don't find a solution to, which is:
I can't get the shapeLayer to be behind tabBar, it just covers it.
The shadow from shapeLayer is facing downwards so even if I would be able to get the shapeLayer to be behind the tab bar, the shadow still won't be displayed.
Let’s just tackle this part:
tabBar.layer.addSublayer(shapeLayer)
Obviously if you add a shape layer to the tab bar’s own layer, the shape layer must be in front. That is what it means to be a sublayer.
If you want to cast a shadow using a custom shape, you will need a completely separate view hidden behind your tab bar.

How can i achieve this kind of corner redius with shadow view iOS swift?

I am trying to make a design which have top left corner radius and bottom right corner radius with shadow. I am able to make shadow also corner radius around the view.But when i am trying to give corner radius only to side shadow or radius is not showing. Hare what i have done
extension UIview {
//corner radius function
func roundCornersForView(corners:UIRectCorner, radius: CGFloat) {
DispatchQueue.main.async {
let path = UIBezierPath(roundedRect: self.bounds,
byRoundingCorners: corners,
cornerRadii: CGSize(width: radius, height: radius))
let maskLayer = CAShapeLayer()
maskLayer.frame = self.bounds
maskLayer.path = path.cgPath
self.layer.mask = maskLayer
}
}
func setShadow(){
self.layer.masksToBounds = false
// set the shadow properties
self.layer.shadowColor = UIColor.black.cgColor
self.layer.shadowOffset = CGSize(width: 0, height: 1.0)
self.layer.shadowOpacity = 0.2
self.layer.shadowRadius = 4.0
self.roundCornersForView(corners: [.topLeft, .bottomRight], radius: 20)
}
}
/// finally call it table cell
cell?.BackView.setShadow()
here is the design what i want to do
1) Why write a separate function to draw rect and then apply cornerRadius mask to your view? Replace the function's contents with:
yourView.layer.masksToBounds = true
yourView.layer.cornerRadius = 20
yourView.layer.maskedCorners = [.layerMinXMinYCorner, .layerMaxXMaxYCorner]
2) Once you mask your view's corners and set its masksToBounds property to true, you can set shadow to the view's layer and it will automatically wrap around the rounded corners as you desire:-
yourView.layer.shadowOffset = CGSize(width: 0, height: -0.5)
yourView.layer.shadowRadius = 1
yourView.layer.shadowColor = UIColor(red:0.01, green:0.05, blue:0.09, alpha:0.18).cgColor
yourView.layer.shadowOpacity = 0.8
3) It's advised to play with your cell's UI attributes(a subview's cornerRadius and shadow in your case) in the cell class's awakeFromNib() or an init() method rather than in your delegate methods as they get called a lot of times and hence break the whole point of reusability
Have tested the code to apply shadow and it works fine for me. Hope this helps!

shadow on bezierpath view adds weird strokes to corners

I wanted to recreate the AppStore's "today" cards with rounded corners and a light drop shadow.
I created a path, a maskLayer and a separate shadowLayer, which – according to several sources – is the way of doing it.
The problem, however, is that my lovely rounded rectangle with a shadow has got some gray strokes at it corners. How can I solve this? I tried different shadow opacities and different radii. It didn't solve my problem.
Here you can see my screenshots and my code below.
override func loadView() {
let view = UIView()
view.backgroundColor = .white
self.view = view
// create sample view and add to view hierarchy
let bigTeaser = UIView(frame: CGRect(x: 16, y: 200, width: 343, height: 267))
bigTeaser.backgroundColor = UIColor.white
view.addSubview(bigTeaser)
// create the path for the rounded corners and the shadow
let roundPath = UIBezierPath(roundedRect: bigTeaser.bounds, cornerRadius: 20)
// create maskLayer
let maskLayer = CAShapeLayer()
maskLayer.frame = bigTeaser.bounds
maskLayer.path = roundPath.cgPath
bigTeaser.layer.mask = maskLayer
// create shadowLayer
let shadowLayer = CAShapeLayer()
shadowLayer.path = roundPath.cgPath
shadowLayer.frame = bigTeaser.frame
shadowLayer.shadowOpacity = 0.3
shadowLayer.shadowRadius = 24
shadowLayer.shadowColor = UIColor.black.cgColor
shadowLayer.shadowOffset = CGSize(width: 0, height: 2)
// insert layers
bigTeaser.superview!.layer.insertSublayer(shadowLayer, below: bigTeaser.layer)
}
If you replace:
shadowLayer.path = roundPath.cgPath
to
shadowLayer.shadowPath = roundPath.cgPath
The ugly borders will magically disappear.

How do I create a UIView with top corners rounded, bottom corners normal, and a border around this whole view?

This is what I'm getting with this code
private func setupBorders(){
let path = UIBezierPath(roundedRect: mainTableView.bounds, byRoundingCorners: [.topLeft, .topRight], cornerRadii: CGSize(width: 20, height: 20))
let maskLayer = CAShapeLayer()
maskLayer.path = path.cgPath
mainTableView.layer.mask = maskLayer
mainTableView.layer.borderColor = UIColor.darkGray.cgColor
mainTableView.layer.borderWidth = 1.0
}
MainTableView is a uiview containing the notepad table and the table header. If I can get it to work for any UIView then it will work for this one. Much appreciation to anyone who can help!
Edit: In case its not clear, the problem is the border disappears on the rounded corners.
A mask layer is not enough to solve your requirement, because the layer border will not respect to the layer mask. Instead you should create a view for drawing the backgound and the border, and it should clip its contents along the border, too.
In storyboard drag a UIView to your ViewController, set constrains as you want, link it to NewView and try this,
import UIKit
import QuartzCore
class ViewController: UIViewController{
#IBOutlet var NewView :UIView!
override func viewDidLoad() {
super.viewDidLoad()
let screenSize: CGRect = UIScreen.mainScreen().bounds
let HeightFloat :CGFloat = screenSize.height - 60
let WidthFloat :CGFloat = screenSize.width - 50
let NewRect :CGRect = CGRectMake(10, 20, WidthFloat, HeightFloat)
let maskPath = UIBezierPath(roundedRect: NewRect,
byRoundingCorners: [.TopLeft, .TopRight],
cornerRadii: CGSize(width: 10, height: 10))
let shape = CAShapeLayer()
shape.path = maskPath.CGPath
shape.fillColor = UIColor.clearColor().CGColor
shape.strokeColor = UIColor.darkGrayColor().CGColor
shape.lineWidth = 2
shape.lineJoin = kCALineJoinRound
NewView.layer.mask = shape
}
}
You will get your output,

Swift - How to create a view with a shape cropped in it

I'm trying to achieve the result shown in the image using swift 1.2 and xcode 6.
Basically I want to create a view with a shape cut in it to be able to see the the view below to make a tutorial for my app.
I know how to create a circular shape but i don't know how to cut it out in a view.
I need a complete example on how to do it please.
Thanks in advance
Even though there is an answer, i'd like to share my way:
// Let's say that you have an outlet to the image view called imageView
// Create the white view
let whiteView = UIView(frame: imageView.bounds)
let maskLayer = CAShapeLayer() //create the mask layer
// Set the radius to 1/3 of the screen width
let radius : CGFloat = imageView.bounds.width/3
// Create a path with the rectangle in it.
let path = UIBezierPath(rect: imageView.bounds)
// Put a circle path in the middle
path.addArcWithCenter(imageView.center, radius: radius, startAngle: 0.0, endAngle: CGFloat(2*M_PI), clockwise: true)
// Give the mask layer the path you just draw
maskLayer.path = path.CGPath
// Fill rule set to exclude intersected paths
maskLayer.fillRule = kCAFillRuleEvenOdd
// By now the mask is a rectangle with a circle cut out of it. Set the mask to the view and clip.
whiteView.layer.mask = maskLayer
whiteView.clipsToBounds = true
whiteView.alpha = 0.8
whiteView.backgroundColor = UIColor.whiteColor()
//If you are in a VC add to the VC's view (over the image)
view.addSubview(whiteView)
// Annnnnd you're done.
//assume you create a UIImageView and content image before execute this code
let sampleMask = UIView()
sampleMask.frame = self.view.frame
sampleMask.backgroundColor = UIColor.black.withAlphaComponent(0.6)
//assume you work in UIViewcontroller
self.view.addSubview(sampleMask)
let maskLayer = CALayer()
maskLayer.frame = sampleMask.bounds
let circleLayer = CAShapeLayer()
//assume the circle's radius is 150
circleLayer.frame = CGRect(x:0 , y:0,width: sampleMask.frame.size.width,height: sampleMask.frame.size.height)
let finalPath = UIBezierPath(roundedRect: CGRect(x:0 , y:0,width: sampleMask.frame.size.width,height: sampleMask.frame.size.height), cornerRadius: 0)
let circlePath = UIBezierPath(ovalIn: CGRect(x:sampleMask.center.x - 150, y:sampleMask.center.y - 150, width: 300, height: 300))
finalPath.append(circlePath.reversing())
circleLayer.path = finalPath.cgPath
circleLayer.borderColor = UIColor.white.withAlphaComponent(1).cgColor
circleLayer.borderWidth = 1
maskLayer.addSublayer(circleLayer)
sampleMask.layer.mask = maskLayer
Here is sample code for how you can make a circle Mask for a UIView:
let sampleView = UIView(frame: UIScreen.mainScreen().bounds)
let maskLayer = CALayer()
maskLayer.frame = sampleView.bounds
let circleLayer = CAShapeLayer()
//assume the circle's radius is 100
circleLayer.frame = CGRectMake(sampleView.center.x - 100, sampleView.center.y - 100, 200, 200)
let circlePath = UIBezierPath(ovalInRect: CGRectMake(0, 0, 200, 200))
circleLayer.path = circlePath.CGPath
circleLayer.fillColor = UIColor.blackColor().CGColor
maskLayer.addSublayer(circleLayer)
sampleView.layer.mask = maskLayer
Here is what I made in the playground:
The easiest way to do this would be to create a png image with partly transparent white around the outside and a clear circle in the middle. Then stack 2 image views on top of each other, with the masking image on top, and set its "opaque" flag to false.
You could also do this by creating a CAShapeLayer and set it up to use a translucent white color, then install a shape that is the square with the hole cut out of it shape. You'd install that shape layer on top of your image view's layer.
The most general-purpose way to do that would be to create a custom subclass of UIImageView and have the init method of your subclass create and install the shape layer. I just created a gist yesterday that illustrated creating a custom subclass of UIImageView. Here is the link: ImageViewWithGradient gist
That gist creates a gradient layer. It would be a simple matter to adapt it to create a shape layer instead, and if you modified the layoutSubviews method you could make it adapt the view and path if the image view gets resized.
EDIT:
Ok, I took the extra step of creating a playground that creates a cropping image view. You can find that at ImageViewWithMask on github
The resulting image for my playground looks like this:
class MakeTransparentHoleOnOverlayView: UIView {
#IBOutlet weak var transparentHoleView: UIView!
// MARK: - Drawing
override func draw(_ rect: CGRect) {
super.draw(rect)
if self.transparentHoleView != nil {
// Ensures to use the current background color to set the filling color
self.backgroundColor?.setFill()
UIRectFill(rect)
let layer = CAShapeLayer()
let path = CGMutablePath()
// Make hole in view's overlay
// NOTE: Here, instead of using the transparentHoleView UIView we could use a specific CFRect location instead...
path.addRect(transparentHoleView.frame)
path.addRect(bounds)
layer.path = path
layer.fillRule = kCAFillRuleEvenOdd
self.layer.mask = layer
}
}
override func layoutSubviews () {
super.layoutSubviews()
}
// MARK: - Initialization
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
override init(frame: CGRect) {
super.init(frame: frame)
}
}