I wanted to make a white color view with a triangle shaped pointer being grooved inside like this:
As shown in the image above, goal is to create a "rounded groove" inset into the white
view
let pointerRadius:CGFloat = 4
pointerLayer = CAShapeLayer()
pointerLayer.path = pointerPathForContentSize(contentSize: bounds.size).cgPath
pointerLayer.lineJoin = kCALineJoinRound
pointerLayer.lineWidth = 2*pointerRadius
pointerLayer.fillColor = UIColor.white.cgColor
pointerLayer.strokeColor = UIColor.black.cgColor
pointerLayer.backgroundColor = UIColor.white.cgColor
layer.addSublayer(pointerLayer)
But what I get is this:
But,if I set the stroke color to white
pointerLayer.strokeColor = UIColor.white.cgColor
In the groove I wanted to have a
rounded edge
in bottom (just like in the first pic) which no more remains visible when fillColor and strokeColor get matched (both white).
How can I fix it?
Is there any other way to achieve this?
Here is the code for pointer path:
private func pointerPathForContentSize(contentSize: CGSize) -> UIBezierPath
{
let rect = CGRect(x: 0, y: 0, width: contentSize.width, height: contentSize.height)
let width:CGFloat = 20
let height:CGFloat = 20
let path = UIBezierPath()
let startX:CGFloat = 50
let startY:CGFloat = rect.minY
path.move(to: CGPoint(x: startX , y: startY))
path.addLine(to: CGPoint(x: (startX + width*0.5), y: startY + height))
path.addLine(to: CGPoint(x: (startX + width), y: startY))
path.addLine(to: CGPoint(x: rect.maxX, y: rect.minY))
path.addLine(to: CGPoint(x: rect.maxX, y: rect.maxY))
path.addLine(to: CGPoint(x: rect.minX, y: rect.maxY))
path.addLine(to: CGPoint(x: rect.minX, y: rect.minY))
path.close()
return path
}
Since you have already outlined the shape you want by stroking the path, I think the simplest solution is probably to use the stroked and filled path as a mask.
For example, here is a rectangular red view:
And here is the same red view with the notch cut out of the top. This seems to be the sort of thing you're after:
What I did there was to mask the red view with a special mask view that draws the notch using .clear
blend mode:
class MaskView : UIView {
override init(frame: CGRect) {
super.init(frame:frame)
self.isOpaque = false
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func draw(_ rect: CGRect) {
let con = UIGraphicsGetCurrentContext()!
con.fill(self.bounds)
con.setBlendMode(.clear)
con.move(to: CGPoint(x:0, y:-4))
con.addLine(to: CGPoint(x:100, y:-4))
con.addLine(to: CGPoint(x:110, y:15))
con.addLine(to: CGPoint(x:120, y:-4))
con.addLine(to: CGPoint(x: self.bounds.maxX, y:-4))
con.addLine(to: CGPoint(x: self.bounds.maxX, y:-20))
con.addLine(to: CGPoint(x: 0, y:-20))
con.closePath()
con.setLineJoin(.round)
con.setLineWidth(10)
con.drawPath(using: .fillStroke) // stroke it and fill it
}
}
So then when I'm ready to cut out the notch on the red view, I just say:
self.redView.mask = MaskView(frame:self.redView.bounds)