I'm trying to draw an UIView with some 'curvy edges'.
Here's what it's supposed to look like:
here's what I got:
Notice how the top right (TR) corner is not symmetrical to the bottom right (BR) corner ? The BR corner is very similar to what I want to achieve but I can't get the TR corner to align correctly (played around with bunch of different start and end angles).
here's the code:
struct Constants {
static let cornerRadius: CGFloat = 15.0 // used for left-top and left-bottom curvature
static let rightTipWidth: CGFloat = 40.0 // the max. width for the right tip thingy
static let rightCornerRadius: CGFloat = 10.0 // the radius for the right tip
static let rightEdgeRadius: CGFloat = 10.0 // the radius for the top right and bottom right curvature
}
override func draw(_ rect: CGRect) {
super.draw(rect)
// Initialize the path.
let path = UIBezierPath()
// starting point
let startingPoint = CGPoint(x: Constants.cornerRadius, y: 0.0)
path.move(to: startingPoint)
// create a center point for the arc for the top left corner
let leftTopCircleCenterPoint = CGPoint(x: Constants.cornerRadius, y: Constants.cornerRadius)
path.addArc(withCenter: leftTopCircleCenterPoint, radius: Constants.cornerRadius, startAngle: 270.degreesToRadians, endAngle: 180.degreesToRadians, clockwise: false)
// move the path to the bottom left corner
path.addLine(to: CGPoint(x: 0.0, y: frame.size.height - Constants.cornerRadius))
// add the arc to bottom left
let leftBottomCircleCenterPoint = CGPoint(x: Constants.cornerRadius, y: frame.size.height - Constants.cornerRadius)
path.addArc(withCenter: leftBottomCircleCenterPoint, radius: Constants.cornerRadius, startAngle: 180.degreesToRadians, endAngle: 90.degreesToRadians, clockwise: false)
// move along the bottom to the right edge - rightTipWidth
let maxXRightEdge = frame.size.width - Constants.rightTipWidth
path.addLine(to: CGPoint(x: maxXRightEdge, y: frame.size.height))
// add a curve at the bottom before tipping up at 45 degrees
let bottomRightEdgeControlPoint = CGPoint(x: maxXRightEdge, y: frame.size.height - Constants.rightEdgeRadius)
path.addArc(withCenter: bottomRightEdgeControlPoint, radius: Constants.rightEdgeRadius, startAngle: 90.degreesToRadians, endAngle: 45.degreesToRadians, clockwise: false)
// figure out the center for the right side curvature
let rightMidPointY = frame.size.height / 2.0
let halfRadius = (Constants.rightCornerRadius / 2.0)
// move up till the mid point corner radius
path.addLine(to: CGPoint(x: frame.size.width - Constants.rightCornerRadius, y: (rightMidPointY + halfRadius)))
// the destination for the curve (end point of the curve)
let rightEndPoint = CGPoint(x: frame.size.width - Constants.rightCornerRadius, y: (rightMidPointY - halfRadius))
// figure out the right side tip's control point (See: https://developer.apple.com/documentation/uikit/uibezierpath/1624351-addquadcurve)
let rightControlPoint = CGPoint(x: frame.size.width - halfRadius, y: rightMidPointY)
// add the curve for the right side tip
path.addQuadCurve(to: rightEndPoint, controlPoint: rightControlPoint)
// move up at 45 degrees
path.addLine(to: CGPoint(x: maxXRightEdge + Constants.rightEdgeRadius, y: Constants.rightEdgeRadius))
let topRightEdgeControlPoint = CGPoint(x: maxXRightEdge, y: Constants.rightEdgeRadius)
path.addArc(withCenter: topRightEdgeControlPoint, radius: Constants.rightEdgeRadius, startAngle: 315.degreesToRadians, endAngle: 270.degreesToRadians, clockwise: false) // straight
path.close()
// Specify the fill color and apply it to the path.
UIColor.orange.setFill()
path.fill()
// Specify a border (stroke) color.
UIColor.orange.setStroke()
path.stroke()
}
extension BinaryInteger {
var degreesToRadians: CGFloat { return CGFloat(Int(self)) * .pi / 180 }
}
Just a quick summary of my thought process:
frame.size.width - Constants.rightTipWidth
x = currentPoint
and y = height- rightEdgeRadius
y = (height / 2.0) +
(Constants.rightCornerRadius / 2.0)
y = (height / 2.0) -
(Constants.rightCornerRadius / 2.0)
x = maxXRightEdge + Constants.rightEdgeRadius
Here is another rendition:
@IBDesignable
open class PointerView: UIView {
/// The left-top and left-bottom curvature
@IBInspectable var cornerRadius: CGFloat = 15 { didSet { updatePath() } }
/// The radius for the right tip
@IBInspectable var rightCornerRadius: CGFloat = 10 { didSet { updatePath() } }
/// The radius for the top right and bottom right curvature
@IBInspectable var rightEdgeRadius: CGFloat = 10 { didSet { updatePath() } }
/// The fill color
@IBInspectable var fillColor: UIColor = .blue { didSet { shapeLayer.fillColor = fillColor.cgColor } }
/// The stroke color
@IBInspectable var strokeColor: UIColor = .clear { didSet { shapeLayer.strokeColor = strokeColor.cgColor } }
/// The angle of the tip
@IBInspectable var angle: CGFloat = 90 { didSet { updatePath() } }
/// The line width
@IBInspectable var lineWidth: CGFloat = 0 { didSet { updatePath() } }
/// The shape layer for the pointer
private lazy var shapeLayer: CAShapeLayer = {
let _shapeLayer = CAShapeLayer()
_shapeLayer.fillColor = fillColor.cgColor
_shapeLayer.strokeColor = strokeColor.cgColor
_shapeLayer.lineWidth = lineWidth
return _shapeLayer
}()
public override init(frame: CGRect) {
super.init(frame: frame)
configure()
}
public required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
configure()
}
private func configure() {
layer.addSublayer(shapeLayer)
}
open override func layoutSubviews() {
super.layoutSubviews()
updatePath()
}
private func updatePath() {
let path = UIBezierPath()
let offset = lineWidth / 2
let boundingRect = bounds.insetBy(dx: offset, dy: offset)
let arrowTop = CGPoint(x: boundingRect.maxX - boundingRect.height / 2 / tan(angle * .pi / 180 / 2), y: boundingRect.minY)
let arrowRight = CGPoint(x: boundingRect.maxX, y: boundingRect.midY)
let arrowBottom = CGPoint(x: boundingRect.maxX - boundingRect.height / 2 / tan(angle * .pi / 180 / 2), y: boundingRect.maxY)
let start = CGPoint(x: boundingRect.minX + cornerRadius, y: boundingRect.minY)
// top left
path.move(to: start)
path.addQuadCurve(to: CGPoint(x: boundingRect.minX, y: boundingRect.minY + cornerRadius), controlPoint: CGPoint(x: boundingRect.minX, y: boundingRect.minY))
// left
path.addLine(to: CGPoint(x: boundingRect.minX, y: boundingRect.maxY - cornerRadius))
// lower left
path.addQuadCurve(to: CGPoint(x: boundingRect.minX + cornerRadius, y: boundingRect.maxY), controlPoint: CGPoint(x: boundingRect.minX, y: boundingRect.maxY))
// bottom
path.addLine(to: calculate(from: path.currentPoint, to: arrowBottom, less: rightEdgeRadius))
// bottom right (before tip)
path.addQuadCurve(to: calculate(from: arrowRight, to: arrowBottom, less: rightEdgeRadius), controlPoint: arrowBottom)
// bottom edge of tip
path.addLine(to: calculate(from: path.currentPoint, to: arrowRight, less: rightCornerRadius))
// tip
path.addQuadCurve(to: calculate(from: arrowTop, to: arrowRight, less: rightCornerRadius), controlPoint: arrowRight)
// top edge of tip
path.addLine(to: calculate(from: path.currentPoint, to: arrowTop, less: rightEdgeRadius))
// top right (after tip)
path.addQuadCurve(to: calculate(from: start, to: arrowTop, less: rightEdgeRadius), controlPoint: arrowTop)
path.close()
shapeLayer.lineWidth = lineWidth
shapeLayer.path = path.cgPath
}
/// Calculate some point between `startPoint` and `endPoint`, but `distance` from `endPoint
///
/// - Parameters:
/// - startPoint: The starting point.
/// - endPoint: The ending point.
/// - distance: Distance from the ending point
/// - Returns: Returns the point that is `distance` from the `endPoint` as you travel from `startPoint` to `endPoint`.
private func calculate(from startPoint: CGPoint, to endPoint: CGPoint, less distance: CGFloat) -> CGPoint {
let angle = atan2(endPoint.y - startPoint.y, endPoint.x - startPoint.x)
let totalDistance = hypot(endPoint.y - startPoint.y, endPoint.x - startPoint.x) - distance
return CGPoint(x: startPoint.x + totalDistance * cos(angle),
y: startPoint.y + totalDistance * sin(angle))
}
}
And because that is @IBDesignable
, I can put it in a separate framework target and then optionally use it (and customize it) right in Interface Builder:
The only change I made in parameters was to not use the width of the tip, but rather the angle of the tip. That way, if the size changes as constraints (or whatever) change, it preserves the desired shape.
I also changed this to use a CAShapeLayer
rather that a custom draw(_:)
method to enjoy any efficiencies that Apple has built in to shape layers.