How do I display the standard checkmark on a UICollectionViewCell?
Solution 1:
I ended up recreating the checkmarks using PaintCode. Here's what they look like:
They're drawn with vector graphics, so they'll look great at whatever size you want. These are 30x30. I also included an option to use a grayed-out checkmark instead of the open circle when an item is not selected.
To use these, copy the following class into your project. Then, add a UIView to your storyboard or xib, and set its custom class to SSCheckMark.
SSCheckMark.h
#import <UIKit/UIKit.h>
typedef NS_ENUM( NSUInteger, SSCheckMarkStyle )
{
SSCheckMarkStyleOpenCircle,
SSCheckMarkStyleGrayedOut
};
@interface SSCheckMark : UIView
@property (readwrite) bool checked;
@property (readwrite) SSCheckMarkStyle checkMarkStyle;
@end
SSCheckMark.m
#import "SSCheckMark.h"
@implementation SSCheckMark
- (void) drawRect:(CGRect)rect
{
[super drawRect:rect];
if ( self.checked )
[self drawRectChecked:rect];
else
{
if ( self.checkMarkStyle == SSCheckMarkStyleOpenCircle )
[self drawRectOpenCircle:rect];
else if ( self.checkMarkStyle == SSCheckMarkStyleGrayedOut )
[self drawRectGrayedOut:rect];
}
}
- (void) setChecked:(bool)checked
{
_checked = checked;
[self setNeedsDisplay];
}
- (void) setCheckMarkStyle:(SSCheckMarkStyle)checkMarkStyle
{
_checkMarkStyle = checkMarkStyle;
[self setNeedsDisplay];
}
- (void) drawRectChecked: (CGRect) rect
{
//// General Declarations
CGContextRef context = UIGraphicsGetCurrentContext();
//// Color Declarations
UIColor* checkmarkBlue2 = [UIColor colorWithRed: 0.078 green: 0.435 blue: 0.875 alpha: 1];
//// Shadow Declarations
UIColor* shadow2 = [UIColor blackColor];
CGSize shadow2Offset = CGSizeMake(0.1, -0.1);
CGFloat shadow2BlurRadius = 2.5;
//// Frames
CGRect frame = self.bounds;
//// Subframes
CGRect group = CGRectMake(CGRectGetMinX(frame) + 3, CGRectGetMinY(frame) + 3, CGRectGetWidth(frame) - 6, CGRectGetHeight(frame) - 6);
//// Group
{
//// CheckedOval Drawing
UIBezierPath* checkedOvalPath = [UIBezierPath bezierPathWithOvalInRect: CGRectMake(CGRectGetMinX(group) + floor(CGRectGetWidth(group) * 0.00000 + 0.5), CGRectGetMinY(group) + floor(CGRectGetHeight(group) * 0.00000 + 0.5), floor(CGRectGetWidth(group) * 1.00000 + 0.5) - floor(CGRectGetWidth(group) * 0.00000 + 0.5), floor(CGRectGetHeight(group) * 1.00000 + 0.5) - floor(CGRectGetHeight(group) * 0.00000 + 0.5))];
CGContextSaveGState(context);
CGContextSetShadowWithColor(context, shadow2Offset, shadow2BlurRadius, shadow2.CGColor);
[checkmarkBlue2 setFill];
[checkedOvalPath fill];
CGContextRestoreGState(context);
[[UIColor whiteColor] setStroke];
checkedOvalPath.lineWidth = 1;
[checkedOvalPath stroke];
//// Bezier Drawing
UIBezierPath* bezierPath = [UIBezierPath bezierPath];
[bezierPath moveToPoint: CGPointMake(CGRectGetMinX(group) + 0.27083 * CGRectGetWidth(group), CGRectGetMinY(group) + 0.54167 * CGRectGetHeight(group))];
[bezierPath addLineToPoint: CGPointMake(CGRectGetMinX(group) + 0.41667 * CGRectGetWidth(group), CGRectGetMinY(group) + 0.68750 * CGRectGetHeight(group))];
[bezierPath addLineToPoint: CGPointMake(CGRectGetMinX(group) + 0.75000 * CGRectGetWidth(group), CGRectGetMinY(group) + 0.35417 * CGRectGetHeight(group))];
bezierPath.lineCapStyle = kCGLineCapSquare;
[[UIColor whiteColor] setStroke];
bezierPath.lineWidth = 1.3;
[bezierPath stroke];
}
}
- (void) drawRectGrayedOut: (CGRect) rect
{
//// General Declarations
CGContextRef context = UIGraphicsGetCurrentContext();
//// Color Declarations
UIColor* grayTranslucent = [UIColor colorWithRed: 1 green: 1 blue: 1 alpha: 0.6];
//// Shadow Declarations
UIColor* shadow2 = [UIColor blackColor];
CGSize shadow2Offset = CGSizeMake(0.1, -0.1);
CGFloat shadow2BlurRadius = 2.5;
//// Frames
CGRect frame = self.bounds;
//// Subframes
CGRect group = CGRectMake(CGRectGetMinX(frame) + 3, CGRectGetMinY(frame) + 3, CGRectGetWidth(frame) - 6, CGRectGetHeight(frame) - 6);
//// Group
{
//// UncheckedOval Drawing
UIBezierPath* uncheckedOvalPath = [UIBezierPath bezierPathWithOvalInRect: CGRectMake(CGRectGetMinX(group) + floor(CGRectGetWidth(group) * 0.00000 + 0.5), CGRectGetMinY(group) + floor(CGRectGetHeight(group) * 0.00000 + 0.5), floor(CGRectGetWidth(group) * 1.00000 + 0.5) - floor(CGRectGetWidth(group) * 0.00000 + 0.5), floor(CGRectGetHeight(group) * 1.00000 + 0.5) - floor(CGRectGetHeight(group) * 0.00000 + 0.5))];
CGContextSaveGState(context);
CGContextSetShadowWithColor(context, shadow2Offset, shadow2BlurRadius, shadow2.CGColor);
[grayTranslucent setFill];
[uncheckedOvalPath fill];
CGContextRestoreGState(context);
[[UIColor whiteColor] setStroke];
uncheckedOvalPath.lineWidth = 1;
[uncheckedOvalPath stroke];
//// Bezier Drawing
UIBezierPath* bezierPath = [UIBezierPath bezierPath];
[bezierPath moveToPoint: CGPointMake(CGRectGetMinX(group) + 0.27083 * CGRectGetWidth(group), CGRectGetMinY(group) + 0.54167 * CGRectGetHeight(group))];
[bezierPath addLineToPoint: CGPointMake(CGRectGetMinX(group) + 0.41667 * CGRectGetWidth(group), CGRectGetMinY(group) + 0.68750 * CGRectGetHeight(group))];
[bezierPath addLineToPoint: CGPointMake(CGRectGetMinX(group) + 0.75000 * CGRectGetWidth(group), CGRectGetMinY(group) + 0.35417 * CGRectGetHeight(group))];
bezierPath.lineCapStyle = kCGLineCapSquare;
[[UIColor whiteColor] setStroke];
bezierPath.lineWidth = 1.3;
[bezierPath stroke];
}
}
- (void) drawRectOpenCircle: (CGRect) rect
{
//// General Declarations
CGContextRef context = UIGraphicsGetCurrentContext();
//// Shadow Declarations
UIColor* shadow = [UIColor blackColor];
CGSize shadowOffset = CGSizeMake(0.1, -0.1);
CGFloat shadowBlurRadius = 0.5;
UIColor* shadow2 = [UIColor blackColor];
CGSize shadow2Offset = CGSizeMake(0.1, -0.1);
CGFloat shadow2BlurRadius = 2.5;
//// Frames
CGRect frame = self.bounds;
//// Subframes
CGRect group = CGRectMake(CGRectGetMinX(frame) + 3, CGRectGetMinY(frame) + 3, CGRectGetWidth(frame) - 6, CGRectGetHeight(frame) - 6);
//// Group
{
//// EmptyOval Drawing
UIBezierPath* emptyOvalPath = [UIBezierPath bezierPathWithOvalInRect: CGRectMake(CGRectGetMinX(group) + floor(CGRectGetWidth(group) * 0.00000 + 0.5), CGRectGetMinY(group) + floor(CGRectGetHeight(group) * 0.00000 + 0.5), floor(CGRectGetWidth(group) * 1.00000 + 0.5) - floor(CGRectGetWidth(group) * 0.00000 + 0.5), floor(CGRectGetHeight(group) * 1.00000 + 0.5) - floor(CGRectGetHeight(group) * 0.00000 + 0.5))];
CGContextSaveGState(context);
CGContextSetShadowWithColor(context, shadow2Offset, shadow2BlurRadius, shadow2.CGColor);
CGContextRestoreGState(context);
CGContextSaveGState(context);
CGContextSetShadowWithColor(context, shadowOffset, shadowBlurRadius, shadow.CGColor);
[[UIColor whiteColor] setStroke];
emptyOvalPath.lineWidth = 1;
[emptyOvalPath stroke];
CGContextRestoreGState(context);
}
}
@end
Solution 2:
Swift 3 version of Chris Vasellis' nice solution:
import UIKit
enum SSCheckMarkStyle : UInt {
case OpenCircle
case GrayedOut
}
class SSCheckMark: UIView {
private var checkedBool: Bool = false
// choose whether you like open or grayed out non-selected items
private var checkMarkStyleReal: SSCheckMarkStyle=SSCheckMarkStyle.GrayedOut
var checked: Bool {
get {
return self.checkedBool
}
set(checked) {
self.checkedBool = checked
self.setNeedsDisplay()
}
}
var checkMarkStyle: SSCheckMarkStyle {
get {
return self.checkMarkStyleReal
}
set(checkMarkStyle) {
self.checkMarkStyleReal = checkMarkStyle
self.setNeedsDisplay()
}
}
override func draw(_ rect: CGRect) {
super.draw(rect)
if self.checked {
self.drawRectChecked(rect: rect)
} else {
if self.checkMarkStyle == SSCheckMarkStyle.OpenCircle {
self.drawRectOpenCircle(rect: rect)
} else if self.checkMarkStyle == SSCheckMarkStyle.GrayedOut {
self.drawRectGrayedOut(rect: rect)
}
}
}
func drawRectChecked(rect: CGRect) {
let context = UIGraphicsGetCurrentContext()
let checkmarkBlue2 = UIColor(red: 0.078, green: 0.435, blue: 0.875, alpha: 1)
let shadow2 = UIColor.black
let shadow2Offset = CGSize(width: 0.1, height: -0.1)
let shadow2BlurRadius = 2.5
let frame = self.bounds
let group = CGRect(x: frame.minX + 3, y: frame.minY + 3, width: frame.width - 6, height: frame.height - 6)
let checkedOvalPath = UIBezierPath(ovalIn: CGRect(x: group.minX + floor(group.width * 0.00000 + 0.5), y: group.minY + floor(group.height * 0.00000 + 0.5), width: floor(group.width * 1.00000 + 0.5) - floor(group.width * 0.00000 + 0.5), height: floor(group.height * 1.00000 + 0.5) - floor(group.height * 0.00000 + 0.5)))
context!.saveGState()
context!.setShadow(offset: shadow2Offset, blur: CGFloat(shadow2BlurRadius), color: shadow2.cgColor)
checkmarkBlue2.setFill()
checkedOvalPath.fill()
context!.restoreGState()
UIColor.white.setStroke()
checkedOvalPath.lineWidth = 1
checkedOvalPath.stroke()
let bezierPath = UIBezierPath()
bezierPath.move(to: CGPoint(x: group.minX + 0.27083 * group.width, y: group.minY + 0.54167 * group.height))
bezierPath.addLine(to: CGPoint(x: group.minX + 0.41667 * group.width, y: group.minY + 0.68750 * group.height))
bezierPath.addLine(to: CGPoint(x: group.minX + 0.75000 * group.width, y: group.minY + 0.35417 * group.height))
bezierPath.lineCapStyle = CGLineCap.square
UIColor.white.setStroke()
bezierPath.lineWidth = 1.3
bezierPath.stroke()
}
func drawRectGrayedOut(rect: CGRect) {
let context = UIGraphicsGetCurrentContext()
let grayTranslucent = UIColor(red: 1, green: 1, blue: 1, alpha: 0.6)
let shadow2 = UIColor.black
let shadow2Offset = CGSize(width: 0.1, height: -0.1)
let shadow2BlurRadius = 2.5
let frame = self.bounds
let group = CGRect(x: frame.minX + 3, y: frame.minY + 3, width: frame.width - 6, height: frame.height - 6)
let uncheckedOvalPath = UIBezierPath(ovalIn: CGRect(x: group.minX + floor(group.width * 0.00000 + 0.5), y: group.minY + floor(group.height * 0.00000 + 0.5), width: floor(group.width * 1.00000 + 0.5) - floor(group.width * 0.00000 + 0.5), height: floor(group.height * 1.00000 + 0.5) - floor(group.height * 0.00000 + 0.5)))
context!.saveGState()
context!.setShadow(offset: shadow2Offset, blur: CGFloat(shadow2BlurRadius), color: shadow2.cgColor)
grayTranslucent.setFill()
uncheckedOvalPath.fill()
context!.restoreGState()
UIColor.white.setStroke()
uncheckedOvalPath.lineWidth = 1
uncheckedOvalPath.stroke()
let bezierPath = UIBezierPath()
bezierPath.move(to: CGPoint(x: group.minX + 0.27083 * group.width, y: group.minY + 0.54167 * group.height))
bezierPath.addLine(to: CGPoint(x: group.minX + 0.41667 * group.width, y: group.minY + 0.68750 * group.height))
bezierPath.addLine(to: CGPoint(x: group.minX + 0.75000 * group.width, y: group.minY + 0.35417 * group.height))
bezierPath.lineCapStyle = CGLineCap.square
UIColor.white.setStroke()
bezierPath.lineWidth = 1.3
bezierPath.stroke()
}
func drawRectOpenCircle(rect: CGRect) {
let context = UIGraphicsGetCurrentContext()
let shadow = UIColor.black
let shadowOffset = CGSize(width: 0.1, height: -0.1)
let shadowBlurRadius = 0.5
let shadow2 = UIColor.black
let shadow2Offset = CGSize(width: 0.1, height: -0.1)
let shadow2BlurRadius = 2.5
let frame = self.bounds
let group = CGRect(x: frame.minX + 3, y: frame.minY + 3, width: frame.width - 6, height: frame.height - 6)
let emptyOvalPath = UIBezierPath(ovalIn: CGRect(x: group.minX + floor(group.width * 0.00000 + 0.5), y: group.minY + floor(group.height * 0.00000 + 0.5), width: floor(group.width * 1.00000 + 0.5) - floor(group.width * 0.00000 + 0.5), height: floor(group.height * 1.00000 + 0.5) - floor(group.height * 0.00000 + 0.5)))
context!.saveGState()
context!.setShadow(offset: shadow2Offset, blur: CGFloat(shadow2BlurRadius), color: shadow2.cgColor)
context!.restoreGState()
context!.saveGState()
context!.setShadow(offset: shadowOffset, blur: CGFloat(shadowBlurRadius), color: shadow.cgColor)
UIColor.white.setStroke()
emptyOvalPath.lineWidth = 1
emptyOvalPath.stroke()
context!.restoreGState()
}
}
To use it in your code, create a file called SSCheckMark.swift with the above contents, and assign it to your View. I use it in CollectionViewCells, for which I have created a custom class (code simplified heavily):
class myCollectionViewCell: UICollectionViewCell {
var checkmarkView: SSCheckMark!
override init(frame: CGRect) {
super.init(frame: frame)
checkmarkView = SSCheckMark(frame: CGRect(x: frame.width-40, y: 10, width: 35, height: 35))
checkmarkView.backgroundColor = UIColor.white
myView.addSubview(checkmarkView)
}
}
And in my UIViewController, I have this:
func collectionView(_ collectionView: UICollectionView, cellForItemAt indexPath: IndexPath) -> UICollectionViewCell {
let cell:ProductCollectionViewCell = collectionView.dequeueReusableCell(withReuseIdentifier: "cellID", for: indexPath) as! myCollectionViewCell
cell.checkmarkView.checked = myBoolValue
return cell
}