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iosswiftcalayermask

Invert CALayer mask that is based on a stroke (no fill)


Dear stack overflow community,

I have a problem concerning the mask property of a CAShapeLayer in iOS (Swift).

What I am trying to achieve is an eraser that erases parts of a image-layer by masking it. The problem comes in, when I try to invert it.

I found some good answers on inverting a path, but these were only useful when using a filled path. What I try to do is stroke a path and use the inverted one to mask an image. The line width on the stroke should by around 30.0 so it looks like an eraser.

I tried different things. My current version looks like this:

  1. Create a CAShapeLayer which holds the path of the eraser-stroke
  2. Set the fill-color of the layer to nil
  3. Set the stroke-color and line width
  4. Add the layer as the mask of the image-layer

This is working fine, but it only makes the parts of the image visible that are within the stroke. I want to do it reversed. I thought of a black and white mask, but this does not work, because the mask is delivered through the alpha channel.

Does anyone has an idea how to solve the problem?


Solution

  • You can achieve this by drawing with transparent colors to a non-opaque layer. This can be done by using another blend mode for drawing. Unfortunately CAShapeLayer doesn't support this. Thus, you must wrote your own shape layer class:

    @interface ShapeLayer : CALayer
    
    @property(nonatomic) CGPathRef path;
    @property(nonatomic) CGColorRef fillColor;
    @property(nonatomic) CGColorRef strokeColor;
    @property(nonatomic) CGFloat lineWidth;
    
    @end
    
    @implementation ShapeLayer
    
    @dynamic path;
    @dynamic fillColor;
    @dynamic strokeColor;
    @dynamic lineWidth;
    
    - (void)drawInContext:(CGContextRef)inContext {
        CGContextSetGrayFillColor(inContext, 0.0, 1.0);
        CGContextFillRect(inContext, self.bounds);
        CGContextSetBlendMode(inContext, kCGBlendModeSourceIn);
        if(self.strokeColor) {
            CGContextSetStrokeColorWithColor(inContext, self.strokeColor);
        }
        if(self.fillColor) {
            CGContextSetFillColorWithColor(inContext, self.fillColor);
        }
        CGContextSetLineWidth(inContext, self.lineWidth);
        CGContextAddPath(inContext, self.path);
        CGContextDrawPath(inContext, kCGPathFillStroke);
    }
    
    @end
    

    Creating a layer with a transparent path:

    ShapeLayer *theLayer = [ShapeLayer layer];
    
    theLayer.path = [UIBezierPath bezierPathWithArcCenter:center radius:radius startAngle:0 endAngle:2*M_PI clockwise:YES].CGPath;
    theLayer.strokeColor = [UIColor clearColor].CGColor;
    theLayer.fillColor = [UIColor colorWithWhite:0.8 alpha:0.5].CGColor;
    theLayer.lineWidth = 3.0;
    theLayer.opaque = NO; // Important, otherwise you will get a black rectangle
    

    I've used this code to draw a semi-transparent circle with transparent border in front of a green background:

    enter image description here

    Edit: Here is the corresponding code for the layer in Swift:

    public class ShapeLayer: CALayer {
        @NSManaged var path : CGPath?
        @NSManaged var fillColor : CGColor?
        @NSManaged var strokeColor : CGColor?
        @NSManaged var lineWidth : CGFloat
     
        override class func defaultValue(forKey inKey: String) -> Any? {
            return inKey == "lineWidth" ? 1.0 : super.defaultValue(forKey: inKey)
        }
    
        override class func needsDisplay(forKey inKey: String) -> Bool {
            return inKey == "path" || inKey == "fillColor" || inKey == "strokeColor" || inKey == "lineWidth" || super.needsDisplay(forKey: inKey)
        }
    
        override public func draw(in inContext: CGContext) {
            if let thePath = path {
                inContext.setFillColor(gray: 0.0, alpha: 1.0)
                inContext.fill(self.bounds)
                inContext.setBlendMode(.sourceIn)
                if let strokeColor = self.strokeColor {
                    inContext.setStrokeColor(strokeColor)
                }
                if let fillColor = self.fillColor {
                    inContext.setFillColor(fillColor)
                }
                inContext.setLineWidth(self.lineWidth)
                inContext.addPath(thePath)
                inContext.drawPath(using: .fillStroke)
            }
        }
    }
    

    Note: By marking the properties with @NSManaged you can easily make the properties animatable by implementing needsDisplay(forKey inKey:) in Swift or needsDisplayForKey: in Objective C, respectively. I've adapted the Swift code accordingly.

    But even if you don't need animations, it is better to mark the properties with @NSManaged, because QuartzCore makes copies of layers and should also copy all properties with it. @NSManaged in Swift is the counterpart to @dynamic in Objective C, because it avoids the creation of a property implementation. Instead CALayer gets and sets property values with value(forKey:) and setValue(_:forKey:), respectively.