How to draw radial gradients in a CALayer?
I know CAGradientLayer
doesn't support radial gradient at the moment and only has option of kCAGradientLayerAxial
.
I want something like below:
I have looked around for this issue and found that there is a way around this. But the explanations were not clear to me. So I want to know if I can draw radial gradients using CAGradientLayer
and if so, then how to do it?
Solution 1:
From what I understood, you just need a layer that draws a gradient, and CGContextDrawRadialGradient
works perfectly for that need. And to reiterate on what you said, CAGradientLayer
doesn't support radial gradients, and nothing we can do about that, except unnecessary swizzling that can be done cleanly with a CALayer
subclass.
(note: the gradient drawing code was taken from here. It isn't what this answer is about.)
viewDidLoad
:
GradientLayer *gradientLayer = [[GradientLayer alloc] init];
gradientLayer.frame = self.view.bounds;
[self.view.layer addSublayer:gradientLayer];
CALayer
subclass:
- (instancetype)init
{
self = [super init];
if (self) {
[self setNeedsDisplay];
}
return self;
}
- (void)drawInContext:(CGContextRef)ctx
{
size_t gradLocationsNum = 2;
CGFloat gradLocations[2] = {0.0f, 1.0f};
CGFloat gradColors[8] = {0.0f,0.0f,0.0f,0.0f,0.0f,0.0f,0.0f,0.5f};
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGGradientRef gradient = CGGradientCreateWithColorComponents(colorSpace, gradColors, gradLocations, gradLocationsNum);
CGColorSpaceRelease(colorSpace);
CGPoint gradCenter= CGPointMake(CGRectGetMidX(self.bounds), CGRectGetMidY(self.bounds));
CGFloat gradRadius = MIN(self.bounds.size.width , self.bounds.size.height) ;
CGContextDrawRadialGradient (ctx, gradient, gradCenter, 0, gradCenter, gradRadius, kCGGradientDrawsAfterEndLocation);
CGGradientRelease(gradient);
}
Solution 2:
Here is the Swift3 code I use :
import UIKit
class RadialGradientLayer: CALayer {
required override init() {
super.init()
needsDisplayOnBoundsChange = true
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
required override init(layer: Any) {
super.init(layer: layer)
}
public var colors = [UIColor.red.cgColor, UIColor.blue.cgColor]
override func draw(in ctx: CGContext) {
ctx.saveGState()
let colorSpace = CGColorSpaceCreateDeviceRGB()
var locations = [CGFloat]()
for i in 0...colors.count-1 {
locations.append(CGFloat(i) / CGFloat(colors.count))
}
let gradient = CGGradient(colorsSpace: colorSpace, colors: colors as CFArray, locations: locations)
let center = CGPoint(x: bounds.width / 2.0, y: bounds.height / 2.0)
let radius = min(bounds.width / 2.0, bounds.height / 2.0)
ctx.drawRadialGradient(gradient!, startCenter: center, startRadius: 0.0, endCenter: center, endRadius: radius, options: CGGradientDrawingOptions(rawValue: 0))
}
}
Solution 3:
I don't know when but now you can change CAGradientLayer
's type
to kCAGradientLayerRadial
and it works.
Theoretically the performance of the Core Animation way is better than Core Graphics.
Some example code:
class View : UIView {
let gradientLayer = CAGradientLayer()
override init(frame: CGRect) {
super.init(frame: frame)
gradientLayer.startPoint = CGPoint(x: 0.5, y: 0.5)
gradientLayer.endPoint = CGPoint(x: 1, y: 1)
gradientLayer.locations = [
NSNumber(value: 0.6),
NSNumber(value: 0.8)
]
gradientLayer.type = .radial
gradientLayer.colors = [
UIColor.green.cgColor,
UIColor.purple.cgColor,
UIColor.orange.cgColor,
UIColor.red.cgColor
]
self.layer.addSublayer(gradientLayer)
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
override func layoutSublayers(of layer: CALayer) {
assert(layer === self.layer)
gradientLayer.frame = layer.bounds
}
}
Solution 4:
Swift 5
import UIKit
final class RadialGradientLayer: CALayer {
let centerColor: CGColor
let edgeColor: CGColor
init(centerColor: UIColor, edgeColor: UIColor) {
self.centerColor = centerColor.cgColor
self.edgeColor = edgeColor.cgColor
super.init()
needsDisplayOnBoundsChange = true
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func draw(in ctx: CGContext) {
ctx.saveGState()
let gradient = CGGradient(colorsSpace: CGColorSpaceCreateDeviceRGB(),
colors: [centerColor, edgeColor] as CFArray,
locations: [0.0, 1.0])
let gradCenter = CGPoint(x: bounds.midX, y: bounds.midY)
let gradRadius = min(bounds.width, bounds.height)
ctx.drawRadialGradient(gradient!,
startCenter: gradCenter,
startRadius: 0.0,
endCenter: gradCenter,
endRadius: gradRadius,
options: .drawsAfterEndLocation)
}
}