I need to fill my bezier path with a gradient color. I can fill the background on the graph but not the content of the bezier. Any idea why?
//: Playground - noun: a place where people can play
import Foundation
import UIKit
import CoreGraphics
import QuartzCore
class DemoView: UIView {
override func draw(_ rect: CGRect) {
let origin = CGPoint(x: frame.size.width / 2, y: frame.size.height / 2)
let radius = frame.size.width / 2
// self.createCircle(origin: origin, radius: radius)
self.addLinesInCircle(origin: origin, radius: radius)
}
func createCircle(origin: CGPoint, radius: CGFloat) {
let path = UIBezierPath()
path.addArc(withCenter: origin, radius: radius, startAngle: 0, endAngle: CGFloat(2 * Double.pi), clockwise: true)
path.close()
UIColor.clear.setFill()
path.fill()
}
func addLinesInCircle(origin: CGPoint, radius: CGFloat) {
let bezier = UIBezierPath()
let incrementAngle: CGFloat = CGFloat.pi / 24
let ratios: [CGFloat] = [3/6, 5/6, 3/6, 1/6, 5/6, 2/6, 4/6, 2/6, 4/6, 4/6, 4/6, 4/6,
3/6, 5/6, 3/6, 1/6, 5/6, 2/6, 4/6, 2/6, 4/6, 4/6, 4/6, 4/6,
3/6, 5/6, 3/6, 1/6, 5/6, 2/6, 4/6, 2/6, 4/6, 4/6, 4/6, 4/6,
3/6, 5/6, 3/6, 1/6, 5/6, 2/6, 4/6, 2/6, 4/6, 4/6, 4/6, 4/6]
for (index, ratio) in ratios.enumerated() {
let point = CGPoint(x: origin.x + cos(CGFloat(index) * incrementAngle) * radius * ratio,
y: origin.y + sin(CGFloat(index) * incrementAngle) * radius * ratio)
if index == 0 {
bezier.move(to: point)
} else {
bezier.addLine(to: point)
}
}
bezier.close()
let layer = CAGradientLayer()
layer.frame = bezier .bounds
layer.colors = [UIColor.red.cgColor,UIColor.blue.cgColor,UIColor.yellow.cgColor ,UIColor.black.cgColor]
let mask = CAShapeLayer()
mask.frame = bezier.bounds
mask.path = bezier.cgPath
mask.fillColor = UIColor.black.cgColor
layer.mask = mask
self.layer.addSublayer(layer)
self.layer.addSublayer(mask)
}
}
let demoView = DemoView(frame: CGRect(x: 0, y: 0, width: 1000, height: 1000))
Here is the result. I need the exact opposite, assign the gradient to the bezier. (I directly used the xcode playground in order to test)
One option is to use CGGradient
along with using the bezier path as a clipping region. No need for layers.
Replace everything after closing the path with:
let gradient = CGGradient(colorsSpace: nil, colors: [UIColor.red.cgColor,UIColor.blue.cgColor,UIColor.yellow.cgColor ,UIColor.black.cgColor] as CFArray, locations: nil)!
let ctx = UIGraphicsGetCurrentContext()!
ctx.saveGState()
// Clip to the path
bezier.addClip()
// Draw the gradient in the clipped region
ctx.drawLinearGradient(gradient, start: CGPoint(x: 0, y: 0), end: CGPoint(x: 0, y: frame.height), options: [])
ctx.restoreGState()