Clip image with semi-circle mask? - swiftui

I'm trying to add a circle background for an image, then clip the image using a semi-circle of the background. This is what I'm trying to end up with:
In SwiftUI, I put together something but stuck on what clipShape should I use:
Circle()
.fill(Color.blue)
.aspectRatio(contentMode: .fit)
.frame(width: 48)
.padding(.top, 8)
.overlay(
Image("product-sample1")
.resizable()
.scaledToFit()
//.clipShape(???)
)
This is what it looks like:
I'm not sure how to achieve this but was given a clue to use this approach:
How can this be achieved in SwiftUI, or is there a better approach to doing this?

You can create own shape. Below is a simple demo variant (for square content).
private struct DemoClipShape: Shape {
func path(in rect: CGRect) -> Path {
Path {
$0.move(to: CGPoint.zero)
$0.addLine(to: CGPoint(x: rect.maxX, y: 0))
$0.addLine(to: CGPoint(x: rect.maxX, y: rect.midY))
$0.addArc(center: CGPoint(x: rect.midX, y: rect.midY), radius: rect.midY, startAngle: Angle(degrees: 0), endAngle: Angle(degrees: 90), clockwise: false)
$0.addArc(center: CGPoint(x: rect.midX, y: rect.midY), radius: rect.midY, startAngle: Angle(degrees: 90), endAngle: Angle(degrees: 180), clockwise: false)
$0.addLine(to: CGPoint.zero)
}
}
}
And here is a sample of how it could be applied - due to padding we need to offset clipping (mask) to compensate locations (also it can be passed as constant into shape constructor, which will be more correct and accurate, but I leave it for you):
// used larger values for better visibility
Circle()
.fill(Color.blue)
.frame(width: 148, height: 148)
.padding(.top, 18)
.padding(.bottom, 10)
.overlay(
Image("product-sample1")
.resizable()
.scaledToFit()
)
.mask(DemoClipShape().offset(x: 0, y: -11)) // << here !!
gives

Related

I want to change the direction of the bar in a swiftui

I want to make a bar containing mutual data of two users. I want it to be like this image:
I also used the Rectangle() shape here. But the bar starts to fill up after 0.5, it seems empty before that. What should I do here?
The code I wrote is as follows:
HStack{
ZStack(alignment: .leading){
Rectangle()
.trim(from:0.1, to:0.6)
.fill(Color.init( red: 0.965, green: 0.224, blue: 0.49))
.frame(width: 55, height: 11)
Text(String(nowduelList.user1StepCount))
.font(.system(size: 8))
.bold()
.foregroundColor(Color.white)
}
ZStack(alignment: .trailing){
Rectangle()
.trim(from:0, to: 0.8)
.fill(Color.init( red: 0.208, green: 0.231, blue: 0.314))
.frame(width: 55, height: 11)
Text(String(nowduelList.user2StepCount))
.font(.system(size: 8))
.bold()
.foregroundColor(Color.white)
}
}
And this is an image of my View:
You can rotate the first view to achieve this:
HStack(spacing: -5) {
ZStack(alignment: .leading){
Rectangle()
.trim(from:0, to:0.8) // << Same as second view
.rotation(Angle(degrees: 180)) // << Rotation
.fill(Color.init( red: 0.965, green: 0.224, blue: 0.49))
.frame(width: 55, height: 11)
Text(String(951))
.font(.system(size: 8))
.bold()
.foregroundColor(Color.white)
}
ZStack(alignment: .trailing){
Rectangle()
.trim(from:0, to: 0.8)
.fill(Color.init( red: 0.208, green: 0.231, blue: 0.314))
.frame(width: 55, height: 11)
Text(String(231))
.font(.system(size: 8))
.bold()
.foregroundColor(Color.white)
}
}
Here is the full code you can modify and optimize the code as you want.
struct Triangle: Shape {
func path(in rect: CGRect) -> Path {
var path = Path()
path.move(to: CGPoint(x: 0, y: 0))
path.addLine(to: CGPoint(x: rect.minX, y: rect.maxY))
path.addLine(to: CGPoint(x: rect.maxX, y: rect.maxY))
path.addLine(to: CGPoint(x: rect.maxX/1.2, y: 0))
return path
}
}
struct LeadingTriangle: Shape {
func path(in rect: CGRect) -> Path {
var path = Path()
path.move(to: CGPoint(x: rect.maxX/1.2-rect.maxX, y: 0))
path.addLine(to: CGPoint(x: rect.minX, y: rect.maxY))
path.addLine(to: CGPoint(x: rect.maxX, y: rect.maxY))
path.addLine(to: CGPoint(x: rect.maxX, y: 0))
return path
}
}
var body: some View {
HStack{
ZStack(alignment: .leading){
Rectangle()
.fill(Color.white)
.frame(width: 150, height: 30)
.overlay(
Triangle()
.fill(Color.red)
)
Text(String(23.32))
.font(.system(size: 8))
.bold()
.foregroundColor(Color.white)
}
ZStack(alignment: .trailing){
Rectangle()
.fill(Color.white)
.frame(width: 150, height: 30)
.overlay(
LeadingTriangle()
.fill(Color.blue)
)
Text(String(23.32))
.font(.system(size: 8))
.bold()
.foregroundColor(Color.white)
}
}
}

SwiftUI inverted mask

I'm trying to create an view like in the screenshot with swiftui. The top frame should be light, other places should be dark.
SwiftUI add inverted mask
I tried to change it over the codes here, but I couldn't. how can i do it?
where I've come so far :
black color not show full screen and mask not working
func HoleShapeMask(in rect: CGRect) -> Path {
return
Path { path in
path.move(to: CGPoint(x: rect.minX, y: rect.minY))
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))
}
}
struct ContentView: View {
#State var rect :CGRect = .zero
var body: some View {
GeometryReader{g in
Text("deneme")
.foregroundColor(.blue)
.frame(width: 124, height: 100, alignment: .center)
.background(Color.red)
.overlay(
GeometryReader { gp in
Color.clear.opacity(0.00001)
.onAppear(){
rect = gp.frame(in: .named("deneme"))
}
}
)
}
.coordinateSpace(name: "deneme")
.overlay(
Rectangle()
.fill(Color.black.opacity(0.8))
.frame(minWidth: 0, maxWidth: .infinity, minHeight: 0, maxHeight: .infinity, alignment: .center)
.mask(HoleShapeMask(in: rect).fill(style: FillStyle(eoFill: true)))
)
}
}
my code screenshot :
i want to this screen :

Custom shape registers taps outside drawn path

I created a custom Arc shape in SwiftUI, but when I add an onTapGesture modifier to it, it registers taps outside the area I drew for the Arc (it registers taps anywhere within the rect used to draw the Arc). How can I make sure the taps only register within the drawn path of the Arc, not the entire rect?
Here's the Arc shape I drew:
struct Arc: Shape {
let angle: Angle
let thickness: CGFloat
let clockwise: Bool
func path(in rect: CGRect) -> Path {
var path = Path()
let innerArcEndPoint = CGPoint(x: rect.maxX - thickness, y: 0)
let innerArcStartPoint = CGPoint(
x: innerArcEndPoint.x * cos(CGFloat(angle.radians)),
y: innerArcEndPoint.x * sin(CGFloat(angle.radians)))
path.move(to: innerArcStartPoint)
path.addArc(center: rect.origin, radius: innerArcEndPoint.x, startAngle: angle, endAngle: Angle.zero, clockwise: !clockwise)
path.addLine(to: CGPoint(x: rect.maxX, y: 0))
path.addArc(center: rect.origin, radius: rect.maxX, startAngle: Angle.zero, endAngle: angle, clockwise: clockwise)
path.closeSubpath()
return path
}
}
Here's me using the Arc with an onTapGesture modifier:
struct TestTappingArc: View {
var body: some View {
Arc(angle: Angle(degrees: 45), thickness: 20, clockwise: false)
.foregroundColor(.blue) // The only area I want to be tappable
.background(Color.orange) // The area I DON'T want to be tappable (but currently is tappable)
.frame(width: 100, height: 100)
.onTapGesture {
print("hello")
}
}
}
And here's what it looks like on screen:
You need to use contentShape with same shape to restrict hit-testing area (because view is always rectangular), like
Arc(angle: Angle(degrees: 45), thickness: 20, clockwise: false)
.foregroundColor(.blue)
.contentShape(Arc(angle: Angle(degrees: 45), thickness: 20, clockwise: false))
.onTapGesture { // << here !!
print("hello")
}
.background(Color.orange)
.frame(width: 100, height: 100)
Thanks Asperi for that answer--that does fix the problem. However, I realized an even simpler solution is just to move the background to after the onTapGesture modifier, like this:
Arc(angle: Angle(degrees: 45), thickness: 20, clockwise: false)
.foregroundColor(.blue)
.frame(width: 100, height: 100)
.onTapGesture {
print("hello")
}
.background(Color.orange)

Creating a Capsule Style Progress in SwiftUI

I'm trying to create a capsule style progress view in SwiftUI, basing my code on the popular circle progress style.
Here is the code:
struct PSOCapsuleProgressView: View{
var body: some View{
ZStack{
Text("20/99")
.font(.system(size: 12, weight: .light, design: .rounded))
Capsule(style: .circular)
.stroke(lineWidth: 3)
.foregroundColor(.red)
.padding(4)
.opacity(0.3)
Capsule(style: .circular)
.trim(from: 0.0, to: 0.5)
.stroke(style: StrokeStyle(lineWidth: 3, lineCap: .round, lineJoin: .round))
.foregroundColor(.red)
.padding(4)
}
}
}
This is how it looks:
My only issue is how to make the progress start from the middle top? The circle progress view's that I've seen use a rotation effect but in this case it won't work because its not circular.
Any help is greatly appreciated.
To solve this you need to construct your own Shape. The trim will start from where the shape starts so you have to start drawing your Shape from the top middle. This gives us something like this:
struct MyCapsule: Shape {
func path(in rect: CGRect) -> Path {
var path = Path()
let halfHeight = rect.height / 2
let halfWidth = rect.width / 2
path.move(to: CGPoint(x: halfWidth, y: 0))
path.addLine(to: CGPoint(x: rect.width - halfHeight, y: 0))
path.addCurve(to: CGPoint(x: rect.width, y: halfHeight),
control1: CGPoint(x: rect.width, y: 0),
control2: CGPoint(x: rect.width, y: halfHeight))
path.addCurve(to: CGPoint(x: rect.width - halfHeight, y: rect.height),
control1: CGPoint(x: rect.width, y: halfHeight),
control2: CGPoint(x: rect.width, y: rect.height))
path.addLine(to: CGPoint(x: halfHeight, y: rect.height))
path.addCurve(to: CGPoint(x: 0, y: halfHeight),
control1: CGPoint(x: 0, y: rect.height),
control2: CGPoint(x: 0, y: halfHeight))
path.addCurve(to: CGPoint(x: halfHeight, y: 0),
control1: CGPoint(x: 0, y: 0),
control2: CGPoint(x: halfHeight, y: 0))
path.addLine(to: CGPoint(x: halfWidth, y: 0))
return path
}
}
Then we can set up our ContentView like this:
struct ContentView: View {
#State private var trim: CGFloat = 0
var body: some View {
ZStack {
MyCapsule()
.stroke(Color.red)
.opacity(0.6)
MyCapsule()
.trim(from: 0, to: trim)
.stroke(Color.red,
style: StrokeStyle(lineWidth: 4,
lineCap: .round,
lineJoin: .round))
Button(action: {
withAnimation(Animation.easeIn(duration: 2)) {
trim = trim == 0 ? 1 : 0
}
}, label: {
Text("Animate in")
})
}
.frame(width: 200, height: 100)
}
}
This gives the following result:
Note because it is a Shape it will be greedy and fill up as much of the View as it can, so make sure you set a frame around it.
It is a bit kludgy, but it appears the only way to do this is to add another Capsule and have the second Capsule run from 0.75 to 1.0, and the other to run from 0.0 to 0.25:
struct PSOCapsuleProgressView: View{
var body: some View{
ZStack{
Text("20/99")
.font(.system(size: 12, weight: .light, design: .rounded))
Capsule(style: .circular)
.stroke(lineWidth: 3)
.foregroundColor(.red)
.padding(4)
.opacity(0.3)
Capsule(style: .circular)
.trim(from: 0.75, to: 1.0)
.stroke(style: StrokeStyle(lineWidth: 3, lineCap: .round, lineJoin: .round))
.foregroundColor(.red)
.padding(4)
Capsule(style: .circular)
.trim(from: 0.0, to: 0.25)
.stroke(style: StrokeStyle(lineWidth: 3, lineCap: .round, lineJoin: .round))
.foregroundColor(.red)
.padding(4)
}
}
}
You will have to manage which capsule responds to the data. It may be possible, depending upon how your updates work to send the data into a ForEach as an array and create as many Capsules as you need in smaller increments.

How do I color a SwiftUI Rectangle two different colors?

Supposing I have a simple SwiftUI Rectangle such as:
Rectangle()
.frame(width: 20, height: 20)
How can I color one half of it white at a 45 degree angle, and the other half black at a 45 degree angle?
My initial guess was to layer two Rectangles over each other with ZStack, but that way seems hacky to me.
Simple geometry can be achieved by transforming the shape:
Rectangle()
.rotation(.degrees(45), anchor: .bottomLeading)
.scale(sqrt(2), anchor: .bottomLeading)
.frame(width: 200, height: 200)
.background(Color.red)
.foregroundColor(Color.blue)
.clipped()
The least "hacky" way could be Gradients. With a code like this:
Rectangle()
.fill(
LinearGradient(
gradient: Gradient(stops: [
Gradient.Stop(color: .red, location: 0.5),
Gradient.Stop(color: .black, location: 0.5)
]),
startPoint: .topLeading,
endPoint: .bottomTrailing))
.frame(width: 200, height: 200)
You get a rectangle like this:
What actually happens is, that SwiftUI creates two color-gradients: One from 0.0 - 0.5, from red to red and a second gradient from 0.5 to 1.0 from black to black.
Also note, that the fill must immediately follow the path (here Rectangle) as it is the Shape variant of fill.
You should use path for drawing this. My idea is to put Rectangle and Triangle into ZStack:
struct GradientRectangle: View {
var body: some View {
ZStack {
Rectangle()
Triangle()
.foregroundColor(.red) // here should be .white in your case
}
.frame(width: 300, height: 300)
}
}
struct Triangle: Shape {
func path(in rect: CGRect) -> Path {
var path = Path()
path.move(to: CGPoint(x: rect.maxX, y: rect.minY))
path.addLine(to: CGPoint(x: rect.minX, y: rect.maxY))
path.addLine(to: CGPoint(x: rect.maxX, y: rect.maxY))
return path
}
}
the result will be: