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@christianascone
Last active October 7, 2021 08:54
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UIView extension for setting an hexagonal mask on layer
import Foundation
// http://sapandiwakar.in/make-hexagonal-view-on-ios/
extension UIView {
/// Set the view layer as an hexagon
func setupHexagonView() {
let lineWidth: CGFloat = 5
let path = self.roundedPolygonPath(rect: self.bounds, lineWidth: lineWidth, sides: 6, cornerRadius: 10, rotationOffset: CGFloat(.pi / 2.0))
let mask = CAShapeLayer()
mask.path = path.cgPath
mask.lineWidth = lineWidth
mask.strokeColor = UIColor.clear.cgColor
mask.fillColor = UIColor.white.cgColor
self.layer.mask = mask
let border = CAShapeLayer()
border.path = path.cgPath
border.lineWidth = lineWidth
border.strokeColor = UIColor.white.cgColor
border.fillColor = UIColor.clear.cgColor
self.layer.addSublayer(border)
}
/// Makes a bezier path which can be used for a rounded polygon
/// layer
///
/// - Parameters:
/// - rect: uiview rect bounds
/// - lineWidth: width border line
/// - sides: number of polygon's sides
/// - cornerRadius: radius for corners
/// - rotationOffset: offset of rotation of the view
/// - Returns: the newly created bezier path for layer mask
public func roundedPolygonPath(rect: CGRect, lineWidth: CGFloat, sides: NSInteger, cornerRadius: CGFloat, rotationOffset: CGFloat = 0) -> UIBezierPath {
let path = UIBezierPath()
let theta: CGFloat = CGFloat(2.0 * .pi) / CGFloat(sides) // How much to turn at every corner
let width = min(rect.size.width, rect.size.height) // Width of the square
let center = CGPoint(x: rect.origin.x + width / 2.0, y: rect.origin.y + width / 2.0)
// Radius of the circle that encircles the polygon
// Notice that the radius is adjusted for the corners, that way the largest outer
// dimension of the resulting shape is always exactly the width - linewidth
let radius = (width - lineWidth + cornerRadius - (cos(theta) * cornerRadius)) / 2.0
// Start drawing at a point, which by default is at the right hand edge
// but can be offset
var angle = CGFloat(rotationOffset)
let corner = CGPoint(x: center.x + (radius - cornerRadius) * cos(angle), y: center.y + (radius - cornerRadius) * sin(angle))
path.move(to: CGPoint(x: corner.x + cornerRadius * cos(angle + theta), y: corner.y + cornerRadius * sin(angle + theta)))
for _ in 0..<sides {
angle += theta
let corner = CGPoint(x: center.x + (radius - cornerRadius) * cos(angle), y: center.y + (radius - cornerRadius) * sin(angle))
let tip = CGPoint(x: center.x + radius * cos(angle), y: center.y + radius * sin(angle))
let start = CGPoint(x: corner.x + cornerRadius * cos(angle - theta), y: corner.y + cornerRadius * sin(angle - theta))
let end = CGPoint(x: corner.x + cornerRadius * cos(angle + theta), y: corner.y + cornerRadius * sin(angle + theta))
path.addLine(to: start)
path.addQuadCurve(to: end, controlPoint: tip)
}
path.close()
// Move the path to the correct origins
let bounds = path.bounds
let transform = CGAffineTransform(translationX: -bounds.origin.x + rect.origin.x + lineWidth / 2.0, y: -bounds.origin.y + rect.origin.y + lineWidth / 2.0)
path.apply(transform)
return path
}
}
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