Is it possible create an UIImage
or an UIImageView
with rounded corners? Because I want take an UIImage
and show it inside an UI
Yes, it is possible.
Import the QuartzCore
(#import <QuartzCore/QuartzCore.h>
) header and play with the layer
property of the UIImageView
.
yourImageView.layer.cornerRadius = yourRadius;
yourImageView.clipsToBounds = YES;
See the CALayer class reference for more info.
# import QuartzCore framework
imageView.layer.cornerRadius=imgvwUser.frame.size.width/2;
imageView.layer.masksToBounds = YES;
The height and the width of the imageView must be same to get rounded corners.
uiimageview.layer.cornerRadius = uiimageview.frame.size.height/2;
uiimageview.clipToBounds = YES;
#import <QuartzCore/QuartzCore.h>
Setting cornerRadius
and clipsToBounds
is the right way to do this. However if the view's size changes, the radius will not update. In order to get proper resizing and animation behavior, you need to create a UIImageView
subclass.
class RoundImageView: UIImageView {
override var bounds: CGRect {
get {
return super.bounds
}
set {
super.bounds = newValue
setNeedsLayout()
}
}
override func layoutSubviews() {
super.layoutSubviews()
layer.cornerRadius = bounds.width / 2.0
clipsToBounds = true
}
}
Try this to get rounded corners of the image View and also to colour the corners:
imageView.layer.cornerRadius = imageView.frame.size.height/2;
imageView.layer.masksToBounds = YES;
imageView.layer.borderColor = [UIColor colorWithRed:148/255. green:79/255. blue:216/255. alpha:1.0].CGColor;
imageView.layer.borderWidth=2;
Condition*: The height and the width of the imageView must be same to get rounded corners.
Circle with UIBeizerPath #Swift-3 && #imageExtension
class ViewController: UIViewController {
@IBOutlet weak var imageOutlet: UIImageView!
override func viewDidLoad() {
super.viewDidLoad()
let image = UIImage(named: "IMG_0001.JPG")
if let image = image {
let renderimage = image.imageCroppingBezierPath(path: UIBezierPath(arcCenter: CGPoint(x:image.size.width/2,y:image.size.width/2 ) , radius: 200, startAngle: 0, endAngle: (2 * CGFloat(M_PI) ), clockwise: true) )
imageOutlet.image = renderimage
}
}
}
extension UIImage {
func imageCroppingBezierPath(path:UIBezierPath) ->UIImage {
let frame = CGRect(x: 0, y: 0, width: self.size.width, height: self.size.height)
//Defining a graphic context to paint on
UIGraphicsBeginImageContextWithOptions(self.size, false, 0.0)
//Get the current graphics context (if it exists)
let context = UIGraphicsGetCurrentContext()
//save the current graphic context
context?.saveGState()
// clipping area
path.addClip()
self.draw(in: frame)
//To extract an image from our canvas
let image = UIGraphicsGetImageFromCurrentImageContext()
//restore graphic context
context?.restoreGState()
//remove current context from stack
UIGraphicsEndImageContext()
return image!
}
}