A CAShapeLayer is added as a sublayer of a view in a certain position:
// Use Bezier Path to create a rectangle shape
let barRect = CGRect(x: 0, y: 0, width: 10, height: 100)
let barPath = UIBezierPath(rect: barRect)
let bar = CAShapeLayer()
bar.path = barPath.cgPath
bar.lineWidth = 0.5
// Place anchor on lower left corner of the rectangle
bar.anchorPoint = CGPoint(x: 0, y: 1)
bar.bounds = CGRect(origin: CGPoint.zero, size: barRect.size)
// Position bar in view
bar.position = CGPoint(x: 0, y: 200)
layer.addSublayer(bar)
Later on, an action attempts to increase the height of the rectangle:
bar.bounds.size.height = 150
When this action is executed, the rectangle changes it's position in the view, but not it's height. The top of the rectangle moves to where the rectangle should be if the height is increased, but the bottom of the rectangle also moves up, maintaining the original height of the rectangle. What is the problem here? Thanks
Changing the layer's bounds does not change the layer's .path
.
If your goal is simple rectangles, you can use CALayer
instead of CAShapeLayer
with a path.
Here's a quick example:
class BarView: UIView {
let bar1 = CAShapeLayer()
let bar2 = CALayer()
override init(frame: CGRect) {
super.init(frame: frame)
commonInit()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
commonInit()
}
func commonInit() -> Void {
let barRect = CGRect(x: 0, y: 0, width: 10, height: 100)
let barPath = UIBezierPath(rect: barRect)
bar1.path = barPath.cgPath
bar1.lineWidth = 0.5
// Place anchor on lower left corner of the rectangle
bar1.anchorPoint = CGPoint(x: 0, y: 1)
bar1.bounds = CGRect(origin: CGPoint.zero, size: barRect.size)
// Position bar in view
bar1.position = CGPoint(x: 0, y: 200)
layer.addSublayer(bar1)
bar2.borderWidth = 0.5
// Place anchor on lower left corner of the rectangle
bar2.anchorPoint = CGPoint(x: 0, y: 1)
bar2.bounds = CGRect(origin: CGPoint.zero, size: barRect.size)
// Position bar in view
bar2.position = CGPoint(x: 40, y: 200)
layer.addSublayer(bar2)
bar1.fillColor = UIColor.red.cgColor
bar1.strokeColor = UIColor.cyan.cgColor
bar2.backgroundColor = UIColor.cyan.cgColor
bar2.borderColor = UIColor.red.cgColor
self.backgroundColor = .yellow
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
// this does not change the layer's PATH
bar1.bounds.size.height = bar1.bounds.size.height == 150 ? 100 : 150
bar2.bounds.size.height = bar2.bounds.size.height == 150 ? 100 : 150
}
}
and a sample controller:
class BarLayerVC: UIViewController {
let someView = BarView()
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = UIColor(white: 0.95, alpha: 1.0)
someView.translatesAutoresizingMaskIntoConstraints = false
view.addSubview(someView)
let g = view.safeAreaLayoutGuide
NSLayoutConstraint.activate([
someView.widthAnchor.constraint(equalToConstant: 100.0),
someView.centerXAnchor.constraint(equalTo: g.centerXAnchor),
someView.heightAnchor.constraint(equalToConstant: 200.0),
someView.centerYAnchor.constraint(equalTo: g.centerYAnchor),
])
}
}
Tapping the yellow "BarView" will toggle the bar bounds heights between 100 and 150 ... Red bar is your original CAShapeLayer
and Cyan bar is a CALayer
:
Edit
Here's that same BarView
class, but with a 3rd (green) bar. It uses a CAShapeLayer
and updates its .path
in layoutSubviews()
:
class BarView: UIView {
let bar1 = CAShapeLayer()
let bar2 = CALayer()
let bar3 = CAShapeLayer()
override init(frame: CGRect) {
super.init(frame: frame)
commonInit()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
commonInit()
}
func commonInit() -> Void {
let barRect = CGRect(x: 0, y: 0, width: 10, height: 100)
let barPath = UIBezierPath(rect: barRect)
bar1.path = barPath.cgPath
bar1.lineWidth = 0.5
// Place anchor on lower left corner of the rectangle
bar1.anchorPoint = CGPoint(x: 0, y: 1)
bar1.bounds = CGRect(origin: CGPoint.zero, size: barRect.size)
// Position bar in view
bar1.position = CGPoint(x: 0, y: 200)
layer.addSublayer(bar1)
bar2.borderWidth = 0.5
// Place anchor on lower left corner of the rectangle
bar2.anchorPoint = CGPoint(x: 0, y: 1)
bar2.bounds = CGRect(origin: CGPoint.zero, size: barRect.size)
// Position bar in view
bar2.position = CGPoint(x: 40, y: 200)
layer.addSublayer(bar2)
bar1.fillColor = UIColor.red.cgColor
bar1.strokeColor = UIColor.cyan.cgColor
bar2.backgroundColor = UIColor.cyan.cgColor
bar2.borderColor = UIColor.red.cgColor
bar3.fillColor = UIColor.green.cgColor
bar3.strokeColor = UIColor.blue.cgColor
bar3.lineWidth = 0.5
// Place anchor on lower left corner of the rectangle
bar3.anchorPoint = CGPoint(x: 0, y: 1)
bar3.bounds = CGRect(origin: CGPoint.zero, size: barRect.size)
// Position bar in view
bar3.position = CGPoint(x: 80, y: 200)
layer.addSublayer(bar3)
self.backgroundColor = .yellow
}
override func layoutSubviews() {
super.layoutSubviews()
let barRect = CGRect(x: 0, y: 0, width: 10, height: bar3.bounds.height)
let barPath = UIBezierPath(roundedRect: barRect, cornerRadius: 4.0)
bar3.path = barPath.cgPath
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
// this does not change the layer's PATH
bar1.bounds.size.height = bar1.bounds.size.height == 150 ? 100 : 150
bar2.bounds.size.height = bar2.bounds.size.height == 150 ? 100 : 150
bar3.bounds.size.height = bar3.bounds.size.height == 150 ? 100 : 150
}
}
I changed the path for "bar3" to a roundedRect
so we can see why we might want to use a CAShapeLayer
.