I want to mask and add some curve at bottom of image view. i have try below code .
extension UIImage{
var roundedImage: UIImage {
let rect = CGRect(origin:CGPoint(x: 0, y: 0), size: self.size)
UIGraphicsBeginImageContextWithOptions(self.size, false, 1)
UIBezierPath(
roundedRect: rect,
cornerRadius: self.size.height
).addClip()
self.draw(in: rect)
return UIGraphicsGetImageFromCurrentImageContext()!
}
}
But not getting success.
Let me put UI here that i want to show in screen.
Let me know how to show UIImageView Like above screen shots in swift.
I have found some use full thing in android but not in iOS.
Link : Crescento View
As I said in my comment you need to make your own UIBezierPath
adding a quad curve in the bottom part of your path, the curvedPercent
will be how pronounced your curve will be, you can adjust it as you need it
Custom UIImageView class
@IBDesignable
class CurvedUIImageView: UIImageView {
private func pathCurvedForView(givenView: UIView, curvedPercent:CGFloat) ->UIBezierPath
{
let arrowPath = UIBezierPath()
arrowPath.move(to: CGPoint(x:0, y:0))
arrowPath.addLine(to: CGPoint(x:givenView.bounds.size.width, y:0))
arrowPath.addLine(to: CGPoint(x:givenView.bounds.size.width, y:givenView.bounds.size.height))
arrowPath.addQuadCurve(to: CGPoint(x:0, y:givenView.bounds.size.height), controlPoint: CGPoint(x:givenView.bounds.size.width/2, y:givenView.bounds.size.height-givenView.bounds.size.height*curvedPercent))
arrowPath.addLine(to: CGPoint(x:0, y:0))
arrowPath.close()
return arrowPath
}
@IBInspectable var curvedPercent : CGFloat = 0{
didSet{
guard curvedPercent <= 1 && curvedPercent >= 0 else{
return
}
let shapeLayer = CAShapeLayer(layer: self.layer)
shapeLayer.path = self.pathCurvedForView(givenView: self,curvedPercent: curvedPercent).cgPath
shapeLayer.frame = self.bounds
shapeLayer.masksToBounds = true
self.layer.mask = shapeLayer
}
}
}
Result in Storyboard as is Designable
For any kind of View, added curvedPercent
parameter
func pathCurvedForView(givenView: UIView, curvedPercent:CGFloat) ->UIBezierPath
{
let arrowPath = UIBezierPath()
arrowPath.move(to: CGPoint(x:0, y:0))
arrowPath.addLine(to: CGPoint(x:givenView.bounds.size.width, y:0))
arrowPath.addLine(to: CGPoint(x:givenView.bounds.size.width, y:givenView.bounds.size.height))
arrowPath.addQuadCurve(to: CGPoint(x:0, y:givenView.bounds.size.height), controlPoint: CGPoint(x:givenView.bounds.size.width/2, y:givenView.bounds.size.height-givenView.bounds.size.height*curvedPercent))
arrowPath.addLine(to: CGPoint(x:0, y:0))
arrowPath.close()
return arrowPath
}
func applyCurvedPath(givenView: UIView,curvedPercent:CGFloat) {
guard curvedPercent <= 1 && curvedPercent >= 0 else{
return
}
let shapeLayer = CAShapeLayer(layer: givenView.layer)
shapeLayer.path = self.pathCurvedForView(givenView: givenView,curvedPercent: curvedPercent).cgPath
shapeLayer.frame = givenView.bounds
shapeLayer.masksToBounds = true
givenView.layer.mask = shapeLayer
}
How can I use it?
self.applyCurvedPath(givenView: self.customView,curvedPercent: 0.5)
Result for curvedPercent = 0.5
Result for curvedPercent = 0.1
Result for curvedPercent = 0.9
UPDATE
For inverted curve replace original pathCurvedForView
method by this one
func pathCurvedForView(givenView: UIView, curvedPercent:CGFloat) ->UIBezierPath
{
let arrowPath = UIBezierPath()
arrowPath.move(to: CGPoint(x:0, y:0))
arrowPath.addLine(to: CGPoint(x:givenView.bounds.size.width, y:0))
arrowPath.addLine(to: CGPoint(x:givenView.bounds.size.width, y:givenView.bounds.size.height - (givenView.bounds.size.height*curvedPercent)))
arrowPath.addQuadCurve(to: CGPoint(x:0, y:givenView.bounds.size.height - (givenView.bounds.size.height*curvedPercent)), controlPoint: CGPoint(x:givenView.bounds.size.width/2, y:givenView.bounds.size.height))
arrowPath.addLine(to: CGPoint(x:0, y:0))
arrowPath.close()
return arrowPath
}
Result
This will help you to solve your problem
extension UIImageView{
var roundedImage: UIImageView {
let maskLayer = CAShapeLayer(layer: self.layer)
let bezierPath = UIBezierPath()
bezierPath.move(to: CGPoint(x:0, y:0))
bezierPath.addLine(to: CGPoint(x:self.bounds.size.width, y:0))
bezierPath.addLine(to: CGPoint(x:self.bounds.size.width, y:self.bounds.size.height))
bezierPath.addQuadCurve(to: CGPoint(x:0, y:self.bounds.size.height), controlPoint: CGPoint(x:self.bounds.size.width/2, y:self.bounds.size.height-self.bounds.size.height*0.3))
bezierPath.addLine(to: CGPoint(x:0, y:0))
bezierPath.close()
maskLayer.path = bezierPath.cgPath
maskLayer.frame = self.bounds
maskLayer.masksToBounds = true
self.layer.mask = maskLayer
return self
}
}
Result