UIBezierPath with color gradient
Use CAGradientLayer
and mask it using CAShapeLayer
Something like this
- (void)addCircle{ CAShapeLayer *shapeLayer = [CAShapeLayer new]; shapeLayer.path = [UIBezierPath bezierPathWithOvalInRect:CGRectInset(CGRectMake(10, 10, 100, 100), 4, 4)].CGPath; shapeLayer.strokeColor = [UIColor redColor].CGColor; shapeLayer.contentsScale = [UIScreen mainScreen].scale; shapeLayer.shouldRasterize = NO; CAGradientLayer *_gradientLayer = [CAGradientLayer layer]; _gradientLayer.frame =self.view.bounds; _gradientLayer.startPoint = CGPointMake(0.0, 1); _gradientLayer.endPoint = CGPointMake(1, 0); _gradientLayer.colors = @[(id)[UIColor blueColor].CGColor,(id)[UIColor redColor].CGColor]; //Add gradient layer to view [self.view.layer addSublayer:_gradientLayer]; _gradientLayer.mask = shapeLayer;}
Above method will add a triangle may be you need to change start and end points. Also you can change gradient values to whatever you need.
Update After update its more clear that its not triangle you want, but what you need is possible with CAGradientLayer
and CAShapeLayer
, you need to follow same approach where you can add gradient with different colors and locations (stops)(if you are adding locations then make sure locations and colors are equal) and then mask it with CAShapeLayer
which was circle.
you can give it a try :)
- (void)drawRect:(CGRect)rect{ CGFloat arcStep = (M_PI *2) / 360; // M_PI*2 is equivalent of full cirle BOOL clocklwise = NO; CGFloat x = CGRectGetWidth(rect) / 2; // circle's center CGFloat y = CGRectGetHeight(rect) / 2; // circle's center CGFloat radius = MIN(x, y) / 2; CGContextRef ctx = UIGraphicsGetCurrentContext(); // draw colorful circle CGContextSetLineWidth(ctx, radius*2); for (CGFloat i = 0; i < 360; i+=1) { UIColor* c = [UIColor colorWithHue:i/360 saturation:1. brightness:1. alpha:1]; CGContextSetStrokeColorWithColor(ctx, c.CGColor); CGFloat startAngle = i * arcStep; CGFloat endAngle = startAngle + arcStep + 0.02; CGContextAddArc(ctx, x, y, radius, startAngle, endAngle, clocklwise); CGContextStrokePath(ctx); } // drawing circles then, you might want few of them - smaller radius and less alpha with each step UIColor* c = [[UIColor whiteColor] colorWithAlphaComponent: 0.03]; for (CGFloat fillRadius = radius/2; fillRadius > 0; fillRadius -= 1.f) { CGContextSetLineWidth(ctx, fillRadius*2); CGContextSetStrokeColorWithColor(ctx, c.CGColor); CGContextAddArc(ctx, x, y, fillRadius, 0, M_PI * 2, clocklwise); CGContextStrokePath(ctx); }}
Another take on Oleg's answer regarding the saturation (white gradient) that I find more pleasing, and in Swift (3).
You can add steps to the gradient if you want a bigger white circle (ex a 2nd white step at 0.2)
import UIKitclass HSView: UIView { override func draw(_ rect: CGRect) { let arcStep = 2 * CGFloat.pi / 360 let isClockwise = false let x = rect.width / 2 let y = rect.height / 2 let radius = min(x, y) / 2 let ctx = UIGraphicsGetCurrentContext() ctx?.setLineWidth(2 * radius) for i in 0..<360 { let color = UIColor(hue: CGFloat(i)/360, saturation: 1, brightness: 1, alpha: 1) let startAngle = CGFloat(i) * arcStep let endAngle = startAngle + arcStep + 0.02 ctx?.setStrokeColor(color.cgColor) ctx?.addArc(center: CGPoint(x: x, y: y), radius: radius, startAngle: startAngle, endAngle: endAngle, clockwise: isClockwise) ctx?.strokePath() } let gradient = CGGradient(colorsSpace: UIColor.white.cgColor.colorSpace, colors: [ UIColor.white.cgColor, UIColor.white.withAlphaComponent(0).cgColor, ] as CFArray, locations: [ 0, 1, ] ) ctx?.drawRadialGradient(gradient!, startCenter: CGPoint(x: x, y: y), startRadius: 0, endCenter: CGPoint(x: x, y: y), endRadius: 2 * radius, options: .drawsAfterEndLocation) }}