So I've created a custom NSButton
to have a beautiful radio button, but I'm experiencing a very weird bug.
My radio button looks good in the playground, but when I add it to my project, it looks odd.
Here are screenshots:
Left = in the playground.
Right = in my project.
As you can see, on the right (in my project), the blue dot looks horrible, it's not smooth, same thing for the white circle (it's less visible with the dark background).
In my project, the NSShadow
on my CALayer
is also flipped, even if the geometryFlipped
property on my main (_containerLayer_) CALayer
is set to true
. -> FIXED: see @Bannings answer.
import AppKit
extension NSColor {
static func colorWithDecimal(deviceRed deviceRed: Int, deviceGreen: Int, deviceBlue: Int, alpha: Float) -> NSColor {
return NSColor(
deviceRed: CGFloat(Double(deviceRed)/255.0),
green: CGFloat(Double(deviceGreen)/255.0),
blue: CGFloat(Double(deviceBlue)/255.0),
alpha: CGFloat(alpha)
)
}
}
extension NSBezierPath {
var CGPath: CGPathRef {
return self.toCGPath()
}
/// Transforms the NSBezierPath into a CGPathRef
///
/// :returns: The transformed NSBezierPath
private func toCGPath() -> CGPathRef {
// Create path
let path = CGPathCreateMutable()
var points = UnsafeMutablePointer<NSPoint>.alloc(3)
let numElements = self.elementCount
if numElements > 0 {
var didClosePath = true
for index in 0..<numElements {
let pathType = self.elementAtIndex(index, associatedPoints: points)
switch pathType {
case .MoveToBezierPathElement:
CGPathMoveToPoint(path, nil, points[0].x, points[0].y)
case .LineToBezierPathElement:
CGPathAddLineToPoint(path, nil, points[0].x, points[0].y)
didClosePath = false
case .CurveToBezierPathElement:
CGPathAddCurveToPoint(path, nil, points[0].x, points[0].y, points[1].x, points[1].y, points[2].x, points[2].y)
didClosePath = false
case .ClosePathBezierPathElement:
CGPathCloseSubpath(path)
didClosePath = true
}
}
if !didClosePath { CGPathCloseSubpath(path) }
}
points.dealloc(3)
return path
}
}
class RadioButton: NSButton {
private var containerLayer: CALayer!
private var backgroundLayer: CALayer!
private var dotLayer: CALayer!
private var hoverLayer: CALayer!
required init?(coder: NSCoder) {
super.init(coder: coder)
self.setupLayers(radioButtonFrame: CGRectZero)
}
override init(frame frameRect: NSRect) {
super.init(frame: frameRect)
let radioButtonFrame = CGRect(
x: 0,
y: 0,
width: frameRect.height,
height: frameRect.height
)
self.setupLayers(radioButtonFrame: radioButtonFrame)
}
override func drawRect(dirtyRect: NSRect) {
}
private func setupLayers(radioButtonFrame radioButtonFrame: CGRect) {
//// Enable view layer
self.wantsLayer = true
self.setupBackgroundLayer(radioButtonFrame)
self.setupDotLayer(radioButtonFrame)
self.setupHoverLayer(radioButtonFrame)
self.setupContainerLayer(radioButtonFrame)
}
private func setupContainerLayer(frame: CGRect) {
self.containerLayer = CALayer()
self.containerLayer.frame = frame
self.containerLayer.geometryFlipped = true
//// Mask
let mask = CAShapeLayer()
mask.path = NSBezierPath(ovalInRect: frame).CGPath
mask.fillColor = NSColor.blackColor().CGColor
self.containerLayer.mask = mask
self.containerLayer.addSublayer(self.backgroundLayer)
self.containerLayer.addSublayer(self.dotLayer)
self.containerLayer.addSublayer(self.hoverLayer)
self.layer!.addSublayer(self.containerLayer)
}
private func setupBackgroundLayer(frame: CGRect) {
self.backgroundLayer = CALayer()
self.backgroundLayer.frame = frame
self.backgroundLayer.backgroundColor = NSColor.whiteColor().CGColor
}
private func setupDotLayer(frame: CGRect) {
let dotFrame = frame.rectByInsetting(dx: 6, dy: 6)
let maskFrame = CGRect(origin: CGPointZero, size: dotFrame.size)
self.dotLayer = CALayer()
self.dotLayer.frame = dotFrame
self.dotLayer.shadowColor = NSColor.colorWithDecimal(deviceRed: 46, deviceGreen: 146, deviceBlue: 255, alpha: 1.0).CGColor
self.dotLayer.shadowOffset = CGSize(width: 0, height: 2)
self.dotLayer.shadowOpacity = 0.4
self.dotLayer.shadowRadius = 2.0
//// Mask
let maskLayer = CAShapeLayer()
maskLayer.path = NSBezierPath(ovalInRect: maskFrame).CGPath
maskLayer.fillColor = NSColor.blackColor().CGColor
//// Gradient
let gradientLayer = CAGradientLayer()
gradientLayer.frame = CGRect(origin: CGPointZero, size: dotFrame.size)
gradientLayer.colors = [
NSColor.colorWithDecimal(deviceRed: 29, deviceGreen: 114, deviceBlue: 253, alpha: 1.0).CGColor,
NSColor.colorWithDecimal(deviceRed: 59, deviceGreen: 154, deviceBlue: 255, alpha: 1.0).CGColor
]
gradientLayer.mask = maskLayer
//// Inner Stroke
let strokeLayer = CAShapeLayer()
strokeLayer.path = NSBezierPath(ovalInRect: maskFrame.rectByInsetting(dx: 0.5, dy: 0.5)).CGPath
strokeLayer.fillColor = NSColor.clearColor().CGColor
strokeLayer.strokeColor = NSColor.blackColor().colorWithAlphaComponent(0.12).CGColor
strokeLayer.lineWidth = 1.0
self.dotLayer.addSublayer(gradientLayer)
self.dotLayer.addSublayer(strokeLayer)
}
private func setupHoverLayer(frame: CGRect) {
self.hoverLayer = CALayer()
self.hoverLayer.frame = frame
//// Inner Shadow
let innerShadowLayer = CAShapeLayer()
let ovalPath = NSBezierPath(ovalInRect: frame.rectByInsetting(dx: -10, dy: -10))
let cutout = NSBezierPath(ovalInRect: frame.rectByInsetting(dx: -1, dy: -1)).bezierPathByReversingPath
ovalPath.appendBezierPath(cutout)
innerShadowLayer.path = ovalPath.CGPath
innerShadowLayer.shadowColor = NSColor.blackColor().CGColor
innerShadowLayer.shadowOpacity = 0.2
innerShadowLayer.shadowRadius = 2.0
innerShadowLayer.shadowOffset = CGSize(width: 0, height: 2)
self.hoverLayer.addSublayer(innerShadowLayer)
//// Inner Stroke
let strokeLayer = CAShapeLayer()
strokeLayer.path = NSBezierPath(ovalInRect: frame.rectByInsetting(dx: -0.5, dy: -0.5)).CGPath
strokeLayer.fillColor = NSColor.clearColor().CGColor
strokeLayer.strokeColor = NSColor.blackColor().colorWithAlphaComponent(0.22).CGColor
strokeLayer.lineWidth = 2.0
self.hoverLayer.addSublayer(strokeLayer)
}
}
let rbFrame = NSRect(
x: 87,
y: 37,
width: 26,
height: 26
)
let viewFrame = CGRect(
x: 0,
y: 0,
width: 200,
height: 100
)
let view = NSView(frame: viewFrame)
view.wantsLayer = true
view.layer!.backgroundColor = NSColor.colorWithDecimal(deviceRed: 40, deviceGreen: 40, deviceBlue: 40, alpha: 1.0).CGColor
let rb = RadioButton(frame: rbFrame)
view.addSubview(rb)
I'm using the exact same code on both my project and in the playground.
Here is a zip containing the playground and the project.
Just to be clear: I want to know why circles drawings are smooth in the playground but not in projects. (See @Bannings answer, it's more obvious with his screenshots)