Rounded UIView using CALayers - only some corners - How?
Starting in iOS 3.2, you can use the functionality of UIBezierPath
s to create an out-of-the-box rounded rect (where only corners you specify are rounded). You can then use this as the path of a CAShapeLayer
, and use this as a mask for your view's layer:
// Create the path (with only the top-left corner rounded)UIBezierPath *maskPath = [UIBezierPath bezierPathWithRoundedRect:imageView.bounds byRoundingCorners:UIRectCornerTopLeft cornerRadii:CGSizeMake(10.0, 10.0)];// Create the shape layer and set its pathCAShapeLayer *maskLayer = [CAShapeLayer layer];maskLayer.frame = imageView.bounds;maskLayer.path = maskPath.CGPath;// Set the newly created shape layer as the mask for the image view's layerimageView.layer.mask = maskLayer;
And that's it - no messing around manually defining shapes in Core Graphics, no creating masking images in Photoshop. The layer doesn't even need invalidating. Applying the rounded corner or changing to a new corner is as simple as defining a new UIBezierPath
and using its CGPath
as the mask layer's path. The corners
parameter of the bezierPathWithRoundedRect:byRoundingCorners:cornerRadii:
method is a bitmask, and so multiple corners can be rounded by ORing them together.
EDIT: Adding a shadow
If you're looking to add a shadow to this, a little more work is required.
Because "imageView.layer.mask = maskLayer
" applies a mask, a shadow will not ordinarily show outside of it. The trick is to use a transparent view, and then add two sublayers (CALayer
s) to the view's layer: shadowLayer
and roundedLayer
. Both need to make use of the UIBezierPath
. The image is added as the content of roundedLayer
.
// Create a transparent viewUIView *theView = [[UIView alloc] initWithFrame:theFrame];[theView setBackgroundColor:[UIColor clearColor]];// Create the path (with only the top-left corner rounded)UIBezierPath *maskPath = [UIBezierPath bezierPathWithRoundedRect:theView.bounds byRoundingCorners:UIRectCornerTopLeft cornerRadii:CGSizeMake(10.0f, 10.0f)];// Create the shadow layerCAShapeLayer *shadowLayer = [CAShapeLayer layer];[shadowLayer setFrame:theView.bounds];[shadowLayer setMasksToBounds:NO];[shadowLayer setShadowPath:maskPath.CGPath];// ...// Set the shadowColor, shadowOffset, shadowOpacity & shadowRadius as required// ...// Create the rounded layer, and mask it using the rounded mask layerCALayer *roundedLayer = [CALayer layer];[roundedLayer setFrame:theView.bounds];[roundedLayer setContents:(id)theImage.CGImage];CAShapeLayer *maskLayer = [CAShapeLayer layer];[maskLayer setFrame:theView.bounds];[maskLayer setPath:maskPath.CGPath];roundedLayer.mask = maskLayer;// Add these two layers as sublayers to the view[theView.layer addSublayer:shadowLayer];[theView.layer addSublayer:roundedLayer];
I used the answer over at How do I create a round cornered UILabel on the iPhone? and the code from How is a rounded rect view with transparency done on iphone? to make this code.
Then I realized I'd answered the wrong question (gave a rounded UILabel instead of UIImage) so I used this code to change it:
http://discussions.apple.com/thread.jspa?threadID=1683876
Make an iPhone project with the View template. In the view controller, add this:
- (void)viewDidLoad{ CGRect rect = CGRectMake(10, 10, 200, 100); MyView *myView = [[MyView alloc] initWithFrame:rect]; [self.view addSubview:myView]; [super viewDidLoad];}
MyView
is just a UIImageView
subclass:
@interface MyView : UIImageView{}
I'd never used graphics contexts before, but I managed to hobble together this code. It's missing the code for two of the corners. If you read the code, you can see how I implemented this (by deleting some of the CGContextAddArc
calls, and deleting some of the radius values in the code. The code for all corners is there, so use that as a starting point and delete the parts that create corners you don't need. Note that you can make rectangles with 2 or 3 rounded corners too if you want.
The code's not perfect, but I'm sure you can tidy it up a little bit.
static void addRoundedRectToPath(CGContextRef context, CGRect rect, float radius, int roundedCornerPosition){ // all corners rounded // CGContextMoveToPoint(context, rect.origin.x, rect.origin.y + radius); // CGContextAddLineToPoint(context, rect.origin.x, rect.origin.y + rect.size.height - radius); // CGContextAddArc(context, rect.origin.x + radius, rect.origin.y + rect.size.height - radius, // radius, M_PI / 4, M_PI / 2, 1); // CGContextAddLineToPoint(context, rect.origin.x + rect.size.width - radius, // rect.origin.y + rect.size.height); // CGContextAddArc(context, rect.origin.x + rect.size.width - radius, // rect.origin.y + rect.size.height - radius, radius, M_PI / 2, 0.0f, 1); // CGContextAddLineToPoint(context, rect.origin.x + rect.size.width, rect.origin.y + radius); // CGContextAddArc(context, rect.origin.x + rect.size.width - radius, rect.origin.y + radius, // radius, 0.0f, -M_PI / 2, 1); // CGContextAddLineToPoint(context, rect.origin.x + radius, rect.origin.y); // CGContextAddArc(context, rect.origin.x + radius, rect.origin.y + radius, radius, // -M_PI / 2, M_PI, 1); // top left if (roundedCornerPosition == 1) { CGContextMoveToPoint(context, rect.origin.x, rect.origin.y + radius); CGContextAddLineToPoint(context, rect.origin.x, rect.origin.y + rect.size.height - radius); CGContextAddArc(context, rect.origin.x + radius, rect.origin.y + rect.size.height - radius, radius, M_PI / 4, M_PI / 2, 1); CGContextAddLineToPoint(context, rect.origin.x + rect.size.width, rect.origin.y + rect.size.height); CGContextAddLineToPoint(context, rect.origin.x + rect.size.width, rect.origin.y); CGContextAddLineToPoint(context, rect.origin.x, rect.origin.y); } // bottom left if (roundedCornerPosition == 2) { CGContextMoveToPoint(context, rect.origin.x, rect.origin.y); CGContextAddLineToPoint(context, rect.origin.x, rect.origin.y + rect.size.height); CGContextAddLineToPoint(context, rect.origin.x + rect.size.width, rect.origin.y + rect.size.height); CGContextAddLineToPoint(context, rect.origin.x + rect.size.width, rect.origin.y); CGContextAddLineToPoint(context, rect.origin.x + radius, rect.origin.y); CGContextAddArc(context, rect.origin.x + radius, rect.origin.y + radius, radius, -M_PI / 2, M_PI, 1); } // add the other corners here CGContextClosePath(context); CGContextRestoreGState(context);}-(UIImage *)setImage{ UIImage *img = [UIImage imageNamed:@"my_image.png"]; int w = img.size.width; int h = img.size.height; CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); CGContextRef context = CGBitmapContextCreate(NULL, w, h, 8, 4 * w, colorSpace, kCGImageAlphaPremultipliedFirst); CGContextBeginPath(context); CGRect rect = CGRectMake(0, 0, w, h); addRoundedRectToPath(context, rect, 50, 1); CGContextClosePath(context); CGContextClip(context); CGContextDrawImage(context, rect, img.CGImage); CGImageRef imageMasked = CGBitmapContextCreateImage(context); CGContextRelease(context); CGColorSpaceRelease(colorSpace); [img release]; return [UIImage imageWithCGImage:imageMasked];}
alt text http://nevan.net/skitch/skitched-20100224-092237.png
Don't forget that you'll need to get the QuartzCore framework in there for this to work.
I have used this code in many places in my code and it works 100% correctly. You can change any corder by changed one property "byRoundingCorners:UIRectCornerBottomLeft"
UIBezierPath *maskPath = [UIBezierPath bezierPathWithRoundedRect:view.bounds byRoundingCorners:UIRectCornerBottomLeft cornerRadii:CGSizeMake(10.0, 10.0)]; CAShapeLayer *maskLayer = [[CAShapeLayer alloc] init]; maskLayer.frame = view.bounds; maskLayer.path = maskPath.CGPath; view.layer.mask = maskLayer; [maskLayer release];