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@ale84
Last active May 15, 2020 09:00
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Helper class to generate simple arrows images of desired size, colour and direction using UIKit api.
//
// ArrowImageGenerator.swift
//
// Created by Alessio Orlando on 07/10/15.
// Copyright © 2015 Alessio Orlando. All rights reserved.
//
import Foundation
import UIKit
enum ArrowDirection {
case up
case down
case left
case right
}
class ArrowImageGenerator {
static var defaultColor: UIColor = {
let color = UIColor(red: 0.783922, green: 0.780392, blue: 0.8, alpha: 1)
return color
}()
class func generateArrow(withDirection direction: ArrowDirection = .right,
size: CGSize? = nil,
lineWidth: CGFloat = 2.0,
arrowColor: UIColor = ArrowImageGenerator.defaultColor,
backgroundColor: UIColor = UIColor.clear,
scale: CGFloat = UIScreen.main.scale)
-> UIImage? {
var actualSize: CGSize
if let size = size {
actualSize = size
}
else {
actualSize = defaultSize(for: direction)
}
let scaledSize = actualSize.applying(CGAffineTransform(scaleX: scale, y: scale))
let scaledLineWidth = lineWidth * scale
UIGraphicsBeginImageContext(CGSize(width: scaledSize.width, height: scaledSize.height))
defer {
UIGraphicsEndImageContext()
}
guard let context = UIGraphicsGetCurrentContext() else { return nil }
configureForArrowDrawing(context)
UIGraphicsPushContext(context)
strokeArrow(context, size: scaledSize, arrowColor: arrowColor, backgroundColor: backgroundColor, lineWidth: scaledLineWidth, direction: direction)
UIGraphicsPopContext()
guard let outputImage = UIGraphicsGetImageFromCurrentImageContext(),
let quartzImage = context.makeImage() else {
return nil
}
let scaledImage = UIImage(cgImage: quartzImage, scale: scale, orientation: outputImage.imageOrientation)
return scaledImage
}
private class func generateResizableArrow(_ arrowImage: UIImage, direction: ArrowDirection) -> UIImage {
var edgeInset: UIEdgeInsets?
switch direction {
case .up:
edgeInset = UIEdgeInsets(top: 11, left: 0, bottom: 1, right: 0)
case .down:
edgeInset = UIEdgeInsets(top: 1, left: 0, bottom: 11, right: 0)
case .left:
edgeInset = UIEdgeInsets(top: 1, left: 11, bottom: 1, right: 0)
case .right:
edgeInset = UIEdgeInsets(top: 1, left: 0, bottom: 1, right: 11)
}
let resizableImage = arrowImage.resizableImage(withCapInsets: edgeInset!)
return resizableImage
}
private class func configureForArrowDrawing(_ context: CGContext) {
context.setBlendMode(CGBlendMode.normal)
context.setAllowsAntialiasing(true)
context.setShouldAntialias(true)
}
private class func strokeArrow(_ context: CGContext, size: CGSize, arrowColor: UIColor, backgroundColor: UIColor, lineWidth: CGFloat = 1.0, direction: ArrowDirection) {
backgroundColor.setFill()
UIRectFill(CGRect(origin: CGPoint(x: 0, y: 0), size: size))
arrowColor.setStroke()
context.setLineWidth(lineWidth)
let lineWidthOffset = lineWidth / 2 // needed to make the arrow pointy.
switch direction {
case .up:
context.move(to: CGPoint(x: size.width, y: size.height))
context.addLine(to: CGPoint(x: size.width / 2, y: 0 + lineWidthOffset))
context.addLine(to: CGPoint(x: 0, y: size.height))
case .down:
context.move(to: CGPoint(x: size.width, y: 0))
context.addLine(to: CGPoint(x: size.width / 2, y: size.height - lineWidthOffset))
context.addLine(to: CGPoint(x: 0, y: 0))
case .left:
context.move(to: CGPoint(x: size.width, y: 0))
context.addLine(to: CGPoint(x: lineWidthOffset, y: size.height / 2))
context.addLine(to: CGPoint(x: size.width, y: size.height))
case .right:
context.move(to: CGPoint(x: 0, y: 0))
context.addLine(to: CGPoint(x: size.width - lineWidthOffset, y: size.height / 2))
context.addLine(to: CGPoint(x: 0, y: size.height))
}
context.strokePath()
}
class func defaultSize(for direction: ArrowDirection) -> CGSize {
switch direction {
case .up, .down:
return CGSize(width: 12, height: 7)
case .left, .right:
return CGSize(width: 7, height: 12)
}
}
}
@dominiquemiller
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Thanks for posting this! Saved me a lots of time! I upvoted your answer on Stack Overflow.

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