by Lee Dowthwaite

How to create a beautiful, reusable gradient view in Swift with IBDesignable

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This tutorial will demonstrate how to create a versatile, @IBDesignable gradient view class in Swift 4. You can drop the CAGradientView into storyboards and preview at design time. Or add it programmatically. You can set the colors for two gradient stops (start and end) and gradient direction (in degrees). These properties are completely controllable from the IB inspector.

Why You Need This

Designers just love gradients. Admittedly, like blurred backgrounds and drop shadows, they go in and out of fashion with the changing wind. They do tend to be more subtle nowadays, so they need a fair amount of fiddling around to get them just right.

Creating a gradient involves a reasonable amount of work. Tweaking it until your designer is happy can be a time-consuming process. This tutorial shows you how to build a gradient view component you can drop into storyboards and preview right from within Interface Builder.

Your designers will love you for it, and you’ll save yourself a lot of time.

What You Will Build

It’s easy to say you’re going to build a gradient view, but what are the exact requirements? Let’s define them:

  • It must be a UIView subclass
  • It must be @IBDesignable so it can be previewed in Xcode/Interface Builder
  • It must be completely configurable either in code or in Interface Builder

Get the Example Project

To follow through this tutorial properly you’ll need the example project which you can grab from GitHub.

When you load the project into Xcode and open the example ViewController scene in the storyboard, you will be able to select the gradient view and edit it in the Attributes Inspector, as shown in the image below.

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About Gradient Layers

NOTE: This is not intended to be an introduction to CAGradientLayer. If you need a more basic introduction, please read my Mastering CAGradientLayer in Swift tutorial which explains all the background you need.

There are several ways to achieve a gradient effect in iOS but in this tutorial we will be using CAGradientLayer. This is a subclass of CALayer, a Core Animation object that is part of the view’s layer hierarchy. In iOS, UIViews are described as layer-backed views because their appearance is controlled by their layer property. Every view has a layer, and just like every UIView can have multiple subviews, every layer can have multiple sublayers.

What this means in practical terms is that each view can have an arbitrarily complex tree of layers to add visual complexity to the view. When working heavily with Core Animation, at some point the developer has to draw the distinction between adding complexity at the CALayer level and simply adding a new UIView to achieve the same effect. Usually, the delineation between views and layers is quite obvious. Often because some property of a view is required for the functionality of the app (for instance, a UILabel or UIButton is required).

When we create rich UIs with lots of subtle graphics, it can become all too easy to increase the complexity of the layer hierarchy. In general, you should avoid this because layers can only be managed in code, not in storyboards. The logic for managing the layer hierarchy can become quite unwieldy.

For the purposes of this tutorial, you will add a single CAGradientLayer as a sublayer on the view’s layer property. This gives a one-to-one mapping between views and layers. It nicely encapsulates each gradient layer inside a UIView so it can be laid out in a storyboard.

Defining the View Subclass

The core of this tutorial is a gradient view called LDGradientView. It is a subclass of UIView and is defined as follows:

@IBDesignable class LDGradientView: UIView {   // ... }

The class is marked as @IBDesignable which means it can be previewed in Interface Builder (Xcode’s storyboard editor).

The gradient itself is defined as a private property of the class:

// the gradient layer private var gradient: CAGradientLayer?

This property is created by the function below. It sets the gradient’s frame property to the view’s bounds, thereby taking up the entire view. This is in keeping with the one-to-one mapping between view and layer.

// create gradient layer private func createGradient() -> CAGradientLayer {   let gradient = CAGradientLayer()   gradient.frame = self.bounds  return gradient }

Then it is added as a subview of the view’s layer as shown:

// Create a gradient and install it on the layer private func installGradient() {   // if there's already a gradient installed on the layer, remove it  if let gradient = self.gradient {    gradient.removeFromSuperlayer()  }   let gradient = createGradient()  self.layer.addSublayer(gradient)  self.gradient = gradient}

These are both private functions because a view’s layer hierarchy should be its own business.

If you are installing the gradient view in a complex hierarchy, or any superview that uses constraints, then every time the frame is set the view must update itself. You can do that by adding these methods:

override var frame: CGRect {  didSet {    updateGradient()  }}
override func layoutSubviews() {  super.layoutSubviews()  // this is crucial when constraints are used in superviews  updateGradient()}
// Update an existing gradient    private func updateGradient() {        if let gradient = self.gradient {            let startColor = self.startColor ?? UIColor.clear            let endColor = self.endColor ?? UIColor.clear            gradient.colors = [startColor.cgColor, endColor.cgColor]            let (start, end) = gradientPointsForAngle(self.angle)            gradient.startPoint = start            gradient.endPoint = end            gradient.frame = self.bounds        }    }

Finally, we also need some way of instantiating the view and calling the installGradient function. We do this from one of two initializers, the first to initialize from Interface Builder, and the second for programmatic instantiation:

// initializers required init?(coder aDecoder: NSCoder) {  super.init(coder: aDecoder)  installGradient() } 
override init(frame: CGRect) {  super.init(frame: frame)  installGradient() }

Defining a Gradient

Now you have a UIView subclass that can install a CAGradientLayer, but that doesn’t achieve a whole lot. Let’s make the gradient view work for us…

There are two main properties of CAGradientLayer that your custom view will be manipulating. These are:

  • The gradient’s colors
  • The gradient’s direction

Defining the Colors

The colors are defined as a property on CAGradientLayer:

// An array of CGColorRef objects defining the color of each gradient stop. Animatable.var colors: [Any]?

A Note on Gradient Stops

The points at which the color changes in a gradient are called gradient stops. Gradients do support fairly complex behavior and can have unlimited stops. Programming this behavior is straightforward. Creating an @IBInspectable interface for it, however, is more challenging.

It would be relatively trivial to add another gradient stop or two. Solving the general problem of an arbitrary number of stops is more difficult. The solution would likely be less usable than doing the same job directly in code.

For that reason, this project deals only with “simple” gradients. Ones that start with a color at one edge of the view and fade to another color at the opposite edge.

If you need to add another stop, you should be able to modify the code easily enough, but it would make the tutorial overly complicated.

So our implementation of the color stops is simply:

// the gradient start colour @IBInspectable var startColor: UIColor? 
// the gradient end colour @IBInspectable var endColor: UIColor?

These are surfaced in Interface Builder as nice color controls.

Defining the Direction

The gradient’s direction is defined by two properties on CAGradientLayer:

// The end point of the gradient when drawn in the layer’s coordinate space. Animatable.var endPoint: CGPoint
// The start point of the gradient when drawn in the layer’s coordinate space. Animatable.var startPoint: CGPoint

A gradient’s start and end points are defined in the unit gradient space, which simply means that whatever the dimensions of a given CAGradientLayer, in the unit gradient space we consider the top left to be position (0, 0) and the bottom right to be position (1, 1), as illustrated below:

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This is the CAGradientLayer coordinate system.

The direction is the most challenging part of making a gradient @IBDesignable. Because of the need for a start and end point, the fact that @IBInspectable attributes don’t support the CGPoint data type, not to mention the complete lack of data validation in the UI, our options are a bit limited.

When trying to work out the simplest way to define common gradient directions, a string seemed a potentially useful data type and perhaps compass points, e.g. “N”, “S”, “E”, “W” might be useful. But for intermediate directions should it support “NW”? What about “NNW” or “WNW”? And beyond that? That would immediately get confusing. And this way of thinking was clearly a long way round to realizing that the best way to describe any angle on the compass was using degrees!

The user can forget about unit gradient spaces. All the complexity is reduced to a single property exposed to Interface Builder:

// the gradient angle, in degrees anticlockwise from 0 (east/right)@IBInspectable var angle: CGFloat = 270

Its default value (270 degrees) points south simply to match the CAGradientLayer default direction. For a horizontal gradient, set it to 0 or 180.

Converting the Angle to Gradient Space

This is the hardest bit. I’m including the code and a description of how it works. You can skip this if you’re just interested in using the class.

The top-level function to convert the angle to start and end points gradient space looks like this:

// create vector pointing in direction of angle private func gradientPointsForAngle(_ angle: CGFloat) -> (CGPoint, CGPoint) {  // get vector start and end points  let end = pointForAngle(angle)  let start = oppositePoint(end)  // convert to gradient space  let p0 = transformToGradientSpace(start)  let p1 = transformToGradientSpace(end)  return (p0, p1) }

This takes the angle that the user specified and uses it to create a vector pointing in that direction, as illustrated below. The angle specifies the rotation of the vector from 0 degrees. By convention points east in Core Animation, and increases anti-clockwise (counter-clockwise).

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The end point is found by calling pointForAngle(), defined thus:

private func pointForAngle(_ angle: CGFloat) -> CGPoint {  // convert degrees to radians  let radians = angle * .pi / 180.0  var x = cos(radians)  var y = sin(radians)  // (x,y) is in terms unit circle. Extrapolate to unit square to get full vector length  if (fabs(x) > fabs(y)) {    // extrapolate x to unit length    x = x > 0 ? 1 : -1 y = x * tan(radians)  } else {    // extrapolate y to unit length    y = y > 0 ? 1 : -1    x = y / tan(radians)  }   return CGPoint(x: x, y: y) }

This function looks more complicated than it is. At its core, it simply takes the sine and cosine of the angle to determine the end point on a unit circle. Because Swift’s trigonometry functions (in common with most other languages) require angles to be specified in radians rather than degrees, we have to do that conversion first. Then the x value is calculated by x = cos(radians), and the y value by y = sin(radians).

The rest of the function is concerned with the fact that the resulting point is on the unit circle. The points we need, however, are in a unit square. Angles along the compass points (i.e. 0, 90, 180 and 270 degrees) will yield the correct result, at the edge of the square. For intermediate angles, the point will be inset from the edge of the square. The vector must be extrapolated to the edge of the square to give the correct visual appearance. This is illustrated below.

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Now we have the end point in a signed unit square, the start point of the vector is found by the simple function below. Because the point is in a signed unit space, it is trivial to find the start point by simply reversing the sign of the components of the end point.

private func oppositePoint(_ point: CGPoint) -> CGPoint {  return CGPoint(x: -point.x, y: -point.y) }

Note that another way to achieve this would have been to add 180 degrees to the original angle and call pointForAngle() again. But the sign reversal method is so simple that it is slightly more efficient to do it that way.

Now we have the start and end points in the signed unit space, all that remains is to translate them to the unsigned gradient space. The unit space has a y axis that increases northwards. Whereas in the Core Animation space y increases southwards. So the y component must be flipped as part of this translation. The location (0, 0) in our signed unit space becomes (0.5, 0.5) in the gradient space. The function is very straightforward:

private func transformToGradientSpace(_ point: CGPoint) -> CGPoint {  // input point is in signed unit space: (-1,-1) to (1,1)  // convert to gradient space: (0,0) to (1,1), with flipped Y axis   return CGPoint(x: (point.x + 1) * 0.5, y: 1.0 - (point.y + 1) * 0.5) }

Congratulations!

And that is all the hard work done — phew! Congratulations for getting this far — go get yourself a coffee to celebrate…

Interface Builder Support

All that remains of the gradient view class is the prepareForInterfaceBuilder() function. This function is only run from with Interface Builder when it needs to render a view. A properly-designed @IBDesignable view can actually work quite well without it. There will be times – for instance when adding a new view to a storyboard – when it will not render properly until this function is present. You can force it to run by selecting the view in the storyboard and choosing Editor|Debug Selected Views from the menu.

Our implementation of the function simply makes sure the gradient is installed and updated.

override func prepareForInterfaceBuilder() {   super.prepareForInterfaceBuilder()  installGradient()  updateGradient() }

Thanks for Reading!

The code for this project is freely available on GitHub.

Lee Dowthwaite is a veteran iOS developer who’s developed high profile apps for many top-tier clients since 2010.

Originally published at appcodelabs.com on December 10, 2017.