Corner radius for all 4 edges:
UIBezierPath* rectanglePath = [UIBezierPath bezierPathWithRoundedRect: CGRectMake(x,y,width,height) cornerRadius: 11];
[UIColor.grayColor setFill];
[rectanglePath fill];
Corner radius for top-left edge:
UIBezierPath* rectanglePath = [UIBezierPath bezierPathWithRoundedRect: CGRectMake(x,y,width,height) byRoundingCorners: UIRectCornerTopLeft cornerRadii: CGSizeMake(11, 11)];
[rectanglePath closePath];
[UIColor.grayColor setFill];
[rectanglePath fill];
Corner radius for top-right edge:
UIBezierPath* rectanglePath = [UIBezierPath bezierPathWithRoundedRect: CGRectMake(x,y,width,height) byRoundingCorners: UIRectCornerTopRight cornerRadii: CGSizeMake(11, 11)];
[rectanglePath closePath];
[UIColor.grayColor setFill];
[rectanglePath fill];
corner radius for bottom-left edge:
UIBezierPath* rectanglePath = [UIBezierPath bezierPathWithRoundedRect: CGRectMake(x,y,width,height) byRoundingCorners: UIRectCornerBottomLeft cornerRadii: CGSizeMake(11, 11)];
[rectanglePath closePath];
[UIColor.grayColor setFill];
[rectanglePath fill];
corner radius for bottom-right edge:
UIBezierPath* rectanglePath = [UIBezierPath bezierPathWithRoundedRect: CGRectMake(x,y,width,height) byRoundingCorners: UIRectCornerBottomRight cornerRadii: CGSizeMake(11, 11)];
[rectanglePath closePath];
[UIColor.grayColor setFill];
[rectanglePath fill];
corner radius for bottom edges:
UIBezierPath* rectanglePath = [UIBezierPath bezierPathWithRoundedRect: CGRectMake(x,y,width,height) byRoundingCorners: UIRectCornerBottomLeft | UIRectCornerBottomRight cornerRadii: CGSizeMake(11, 11)];
[rectanglePath closePath];
[UIColor.grayColor setFill];
[rectanglePath fill];
corner radius for top edges:
UIBezierPath* rectanglePath = [UIBezierPath bezierPathWithRoundedRect: CGRectMake(x,y,width,height) byRoundingCorners: UIRectCornerTopLeft | UIRectCornerTopRight cornerRadii: CGSizeMake(11, 11)];
[rectanglePath closePath];
[UIColor.grayColor setFill];
[rectanglePath fill];
For a simple circle:
UIBezierPath* ovalPath = [UIBezierPath bezierPathWithOvalInRect: CGRectMake(0,0,50,50)];
[UIColor.grayColor setFill];
[ovalPath fill];
Swift:
let ovalPath = UIBezierPath(ovalInRect: CGRect(x: 0, y: 0, width: 50, height: 50))
UIColor.grayColor().setFill()
ovalPath.fill()
For a simple Rectangle:
UIBezierPath* rectanglePath = [UIBezierPath bezierPathWithRect: CGRectMake(0,0,50,50)];
[UIColor.grayColor setFill];
[rectanglePath fill];
Swift:
let rectanglePath = UIBezierPath(rect: CGRect(x: 0, y: 0, width: 50, height: 50))
UIColor.grayColor().setFill()
rectanglePath.fill()
For a simple Line:
UIBezierPath* bezierPath = [UIBezierPath bezierPath];
[bezierPath moveToPoint: CGPointMake(x1,y1)];
[bezierPath addLineToPoint: CGPointMake(x2,y2)];
[UIColor.blackColor setStroke];
bezierPath.lineWidth = 1;
[bezierPath stroke];
Swift:
let bezierPath = UIBezierPath()
bezierPath.moveToPoint(CGPoint(x: x1, y: y1))
bezierPath.addLineToPoint(CGPoint(x: x2, y: y2))
UIColor.blackColor().setStroke()
bezierPath.lineWidth = 1
bezierPath.stroke()
For a half circle:
CGRect ovalRect = CGRectMake(x,y,width,height);
UIBezierPath* ovalPath = [UIBezierPath bezierPath];
[ovalPath addArcWithCenter: CGPointMake(0, 0) radius: CGRectGetWidth(ovalRect) / 2 startAngle: 180 * M_PI/180 endAngle: 0 * M_PI/180 clockwise: YES];
[ovalPath addLineToPoint: CGPointMake(0, 0)];
[ovalPath closePath];
CGAffineTransform ovalTransform = CGAffineTransformMakeTranslation(CGRectGetMidX(ovalRect), CGRectGetMidY(ovalRect));
ovalTransform = CGAffineTransformScale(ovalTransform, 1, CGRectGetHeight(ovalRect) / CGRectGetWidth(ovalRect));
[ovalPath applyTransform: ovalTransform];
[UIColor.grayColor setFill];
[ovalPath fill];
Swift:
let ovalRect = CGRect(x: 0, y: 0, width: 50, height: 50)
let ovalPath = UIBezierPath()
ovalPath.addArcWithCenter(CGPoint.zero, radius: ovalRect.width / 2, startAngle: 180 * CGFloat(M_PI)/180, endAngle: 0 * CGFloat(M_PI)/180, clockwise: true)
ovalPath.addLineToPoint(CGPoint.zero)
ovalPath.closePath()
var ovalTransform = CGAffineTransformMakeTranslation(CGRectGetMidX(ovalRect), CGRectGetMidY(ovalRect))
ovalTransform = CGAffineTransformScale(ovalTransform, 1, ovalRect.height / ovalRect.width)
ovalPath.applyTransform(ovalTransform)
UIColor.grayColor().setFill()
ovalPath.fill()
For a simple triangle:
UIBezierPath* polygonPath = [UIBezierPath bezierPath];
[polygonPath moveToPoint: CGPointMake(x1, y1)];
[polygonPath addLineToPoint: CGPointMake(x2, y2)];
[polygonPath addLineToPoint: CGPointMake(x3, y2)];
[polygonPath closePath];
[UIColor.grayColor setFill];
[polygonPath fill];
Swift:
let polygonPath = UIBezierPath()
polygonPath.moveToPoint(CGPoint(x: x1, y: y1))
polygonPath.addLineToPoint(CGPoint(x: x2, y: y2))
polygonPath.addLineToPoint(CGPoint(x: x3, y: y3))
polygonPath.closePath()
UIColor.grayColor().setFill()
polygonPath.fill()
For bezier path to get resized based on the view frame, override the drawRect of view that you are drawing the bezier path :
- (void)drawRect:(CGRect)frame
{
UIBezierPath* rectanglePath = [UIBezierPath bezierPathWithRect: CGRectMake(CGRectGetMinX(frame), CGRectGetMinY(frame), CGRectGetWidth(frame), CGRectGetHeight(frame))];
[UIColor.grayColor setFill];
[rectanglePath fill];
}
Consider a simple rectangle that is drawn by the bezier path.
UIBezierPath* rectanglePath = [UIBezierPath bezierPathWithRect: CGRectMake(x,y,width,height)];
[UIColor.grayColor setFill];
[rectanglePath fill];
Basic Outer-fill shadow:
CGContextRef context = UIGraphicsGetCurrentContext();
NSShadow* shadow = [[NSShadow alloc] init];
[shadow setShadowColor: UIColor.blackColor];
[shadow setShadowOffset: CGSizeMake(7.1, 5.1)];
[shadow setShadowBlurRadius: 5];
UIBezierPath* rectanglePath = [UIBezierPath bezierPathWithRect: CGRectMake(x,y,width,height)];
CGContextSaveGState(context);
CGContextSetShadowWithColor(context, shadow.shadowOffset, shadow.shadowBlurRadius, [shadow.shadowColor CGColor]);
[UIColor.grayColor setFill];
[rectanglePath fill];
CGContextRestoreGState(context);
Basic Inner fill shadow:
CGContextRef context = UIGraphicsGetCurrentContext();
NSShadow* shadow = [[NSShadow alloc] init];
[shadow setShadowColor: UIColor.blackColor];
[shadow setShadowOffset: CGSizeMake(9.1, -7.1)];
[shadow setShadowBlurRadius: 6];
UIBezierPath* rectanglePath = [UIBezierPath bezierPathWithRect: CGRectMake(x,y,width,height)];
[UIColor.grayColor setFill];
[rectanglePath fill];
CGContextSaveGState(context);
UIRectClip(rectanglePath.bounds);
CGContextSetShadowWithColor(context, CGSizeZero, 0, NULL);
CGContextSetAlpha(context, CGColorGetAlpha([shadow.shadowColor CGColor]));
CGContextBeginTransparencyLayer(context, NULL);
{
UIColor* opaqueShadow = [shadow.shadowColor colorWithAlphaComponent: 1];
CGContextSetShadowWithColor(context, shadow.shadowOffset, shadow.shadowBlurRadius, [opaqueShadow CGColor]);
CGContextSetBlendMode(context, kCGBlendModeSourceOut);
CGContextBeginTransparencyLayer(context, NULL);
[opaqueShadow setFill];
[rectanglePath fill];
CGContextEndTransparencyLayer(context);
}
CGContextEndTransparencyLayer(context);
CGContextRestoreGState(context);
This example shows the process from designing the shape you want to drawing it on a view. A specific shap is used but the concepts you learn can be applied to any shape.
These are the main steps:
drawRect
or using a CAShapeLayer
.You could do anything, but as an example I have chosen the shape below. It could be a popup key on a keyboard.
Look back at your shape design and break it down into simpler elements of lines (for straight lines), arcs (for circles and round corners), and curves (for anything else).
Here is what our example design would look like:
We'll arbitrarily start in the bottom left corner and work clockwise. I'll use the grid in the image to get the x and y values for the points. I'll hardcode everything here, but of course you wouldn't do that in a real project.
The basic process is:
UIBezierPath
moveToPoint
addLineToPoint
addArcWithCenter
addCurveToPoint
closePath
Here is the code to make the path in the image above.
func createBezierPath() -> UIBezierPath {
// create a new path
let path = UIBezierPath()
// starting point for the path (bottom left)
path.moveToPoint(CGPoint(x: 2, y: 26))
// *********************
// ***** Left side *****
// *********************
// segment 1: line
path.addLineToPoint(CGPoint(x: 2, y: 15))
// segment 2: curve
path.addCurveToPoint(CGPoint(x: 0, y: 12), // ending point
controlPoint1: CGPoint(x: 2, y: 14),
controlPoint2: CGPoint(x: 0, y: 14))
// segment 3: line
path.addLineToPoint(CGPoint(x: 0, y: 2))
// *********************
// ****** Top side *****
// *********************
// segment 4: arc
path.addArcWithCenter(CGPoint(x: 2, y: 2), // center point of circle
radius: 2, // this will make it meet our path line
startAngle: CGFloat(M_PI), // π radians = 180 degrees = straight left
endAngle: CGFloat(3*M_PI_2), // 3π/2 radians = 270 degrees = straight up
clockwise: true) // startAngle to endAngle goes in a clockwise direction
// segment 5: line
path.addLineToPoint(CGPoint(x: 8, y: 0))
// segment 6: arc
path.addArcWithCenter(CGPoint(x: 8, y: 2),
radius: 2,
startAngle: CGFloat(3*M_PI_2), // straight up
endAngle: CGFloat(0), // 0 radians = straight right
clockwise: true)
// *********************
// ***** Right side ****
// *********************
// segment 7: line
path.addLineToPoint(CGPoint(x: 10, y: 12))
// segment 8: curve
path.addCurveToPoint(CGPoint(x: 8, y: 15), // ending point
controlPoint1: CGPoint(x: 10, y: 14),
controlPoint2: CGPoint(x: 8, y: 14))
// segment 9: line
path.addLineToPoint(CGPoint(x: 8, y: 26))
// *********************
// **** Bottom side ****
// *********************
// segment 10: line
path.closePath() // draws the final line to close the path
return path
}
Note: Some of the above code can be reduced by adding a line and an arc in a single command (since the arc has an implied starting point). See here for more details.
We can draw the path either in a layer or in drawRect
.
Method 1: Draw path in a layer
Our custom class looks like this. We add our Bezier path to a new CAShapeLayer
when the view is initialized.
import UIKit
class MyCustomView: UIView {
override init(frame: CGRect) {
super.init(frame: frame)
setup()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
setup()
}
func setup() {
// Create a CAShapeLayer
let shapeLayer = CAShapeLayer()
// The Bezier path that we made needs to be converted to
// a CGPath before it can be used on a layer.
shapeLayer.path = createBezierPath().CGPath
// apply other properties related to the path
shapeLayer.strokeColor = UIColor.blueColor().CGColor
shapeLayer.fillColor = UIColor.whiteColor().CGColor
shapeLayer.lineWidth = 1.0
shapeLayer.position = CGPoint(x: 10, y: 10)
// add the new layer to our custom view
self.layer.addSublayer(shapeLayer)
}
func createBezierPath() -> UIBezierPath {
// see previous code for creating the Bezier path
}
}
And creating our view in the View Controller like this
override func viewDidLoad() {
super.viewDidLoad()
// create a new UIView and add it to the view controller
let myView = MyCustomView()
myView.frame = CGRect(x: 100, y: 100, width: 50, height: 50)
myView.backgroundColor = UIColor.yellowColor()
view.addSubview(myView)
}
We get...
Hmm, that's a little small because I hardcoded all the numbers in. I can scale the path size up, though, like this:
let path = createBezierPath()
let scale = CGAffineTransformMakeScale(2, 2)
path.applyTransform(scale)
shapeLayer.path = path.CGPath
Method 2: Draw path in drawRect
Using drawRect
is slower than drawing to the layer, so this is not the recommended method if you don't need it.
Here is the revised code for our custom view:
import UIKit
class MyCustomView: UIView {
override func drawRect(rect: CGRect) {
// create path (see previous code)
let path = createBezierPath()
// fill
let fillColor = UIColor.whiteColor()
fillColor.setFill()
// stroke
path.lineWidth = 1.0
let strokeColor = UIColor.blueColor()
strokeColor.setStroke()
// Move the path to a new location
path.applyTransform(CGAffineTransformMakeTranslation(10, 10))
// fill and stroke the path (always do these last)
path.fill()
path.stroke()
}
func createBezierPath() -> UIBezierPath {
// see previous code for creating the Bezier path
}
}
which gives us the same result...
Excellent articles for understanding Bezier paths.
- (void)drawRect:(CGRect)rect { NSArray *data = @[@30, @15, @5, @17, @3, @10, @20]; // 1. context CGContextRef cxtRef = UIGraphicsGetCurrentContext(); CGPoint center = CGPointMake(150, 150); CGFloat radius = 150; __block CGFloat startAngle = 0; [data enumerateObjectsUsingBlock:^(NSNumber * _Nonnull obj, NSUInteger idx, BOOL * _Nonnull stop) { // 2. create path CGFloat endAngle = obj.floatValue / 100 * M_PI * 2 + startAngle; UIBezierPath *circlePath = [UIBezierPath bezierPathWithArcCenter:center radius:radius startAngle:startAngle endAngle:endAngle clockwise:YES]; [circlePath addLineToPoint:center]; // 3. add path CGContextAddPath(cxtRef, circlePath.CGPath); // set color [[UIColor colorWithRed:((float)arc4random_uniform(256) / 255.0) green:((float)arc4random_uniform(256) / 255.0) blue:((float)arc4random_uniform(256) / 255.0) alpha:1.0] setFill]; // 4. render CGContextDrawPath(cxtRef, kCGPathFill); // reset angle startAngle = endAngle; }]; }
override func draw(_ rect: CGRect) { // define data to create pie chart let data: [Int] = [30, 15, 5, 17, 3, 10, 20] // 1. find center of draw rect let center: CGPoint = CGPoint(x: rect.midX, y: rect.midY) // 2. calculate radius of pie let radius = min(rect.width, rect.height) / 2.0 var startAngle: CGFloat = 0.0 for value in data { // 3. calculate end angle for slice let endAngle = CGFloat(value) / 100.0 * CGFloat.pi * 2.0 + startAngle // 4. create UIBezierPath for slide let circlePath = UIBezierPath(arcCenter: center, radius: radius, startAngle: startAngle, endAngle: endAngle, clockwise: true) // 5. add line to center to close path circlePath.addLine(to: center) // 6. set fill color for current slice UIColor(red: (CGFloat(arc4random_uniform(256)) / 255.0), green: (CGFloat(arc4random_uniform(256)) / 255.0), blue: (CGFloat(arc4random_uniform(256)) / 255.0), alpha: 1.0).setFill() // 7. fill slice path circlePath.fill() // 8. set end angle as start angle for next slice startAngle = endAngle } }
- (void)drawRect:(CGRect)rect { NSArray *data = @[@300, @150.65, @55.3, @507.7, @95.8, @700, @650.65]; // 1. CGContextRef cxtRef = UIGraphicsGetCurrentContext(); NSInteger columnCount = 7; CGFloat width = self.bounds.size.width / (columnCount + columnCount - 1); for (NSInteger i = 0; i < columnCount; i++) { // 2. CGFloat height = [data[i] floatValue] / 1000 * self.bounds.size.height; // floatValue CGFloat x = 0 + width * (2 * i); CGFloat y = self.bounds.size.height - height; UIBezierPath *rectPath = [UIBezierPath bezierPathWithRect:CGRectMake(x, y, width, height)]; CGContextAddPath(cxtRef, rectPath.CGPath); // 3. [[UIColor colorWithRed:((float)arc4random_uniform(256) / 255.0) green:((float)arc4random_uniform(256) / 255.0) blue:((float)arc4random_uniform(256) / 255.0) alpha:1.0] setFill]; CGContextDrawPath(cxtRef, kCGPathFill); } }
override func draw(_ rect: CGRect) { // define data for chart let data: [CGFloat] = [300, 150.65, 55.3, 507.7, 95.8, 700, 650.65] // 1. calculate number of columns let columnCount = data.count // 2. calculate column width let columnWidth = rect.width / CGFloat(columnCount + columnCount - 1) for (columnIndex, value) in data.enumerated() { // 3. calculate column height let columnHeight = value / 1000.0 * rect.height // 4. calculate column origin let columnOrigin = CGPoint(x: (columnWidth * 2.0 * CGFloat(columnIndex)), y: (rect.height - columnHeight)) // 5. create path for column let columnPath = UIBezierPath(rect: CGRect(origin: columnOrigin, size: CGSize(width: columnWidth, height: columnHeight))) // 6. set fill color for current column UIColor(red: (CGFloat(arc4random_uniform(256)) / 255.0), green: (CGFloat(arc4random_uniform(256)) / 255.0), blue: (CGFloat(arc4random_uniform(256)) / 255.0), alpha: 1.0).setFill() // 7. fill column path columnPath.fill() } }