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Shadow Layer
Shadow Layer implements the material design specifications for elevation and shadows. By simulating the physical properties of paper, elevation and light source, shadows give visual depth to components. Shadow Layer provides an elevation property which affects a shadow's depth and strength, automatically handling shadow diffusion based on the shadow's elevation.
MDCShadowLayer
MDCShadowLayer provides a Core Animation CALayer that will render a shadow based on its
elevation property. UIViews can utilize this by overriding their layerClass method to
return MDCShadowLayer.
elevation sets the diffusion level of the shadow. The higher the shadow elevation, the more
diffused the shadow becomes. Elevation uses points as a unit to specify height. Common shadow
elevations are defined in MDCShadowElevations and range from 0 to 24 points.
The shadow diffusion effect diminishes as elevations exceed 24 points.
Set shadowMaskEnabled to ensure the interior, non-shadow portion of the layer is visible.
This is enabled by default and the internal portion of the layer is cut out.
MDCShadowMetrics
MDCShadowMetrics is a series of properties used to set MDCShadowLayer. MDCShadowLayer consists
of two distinct layers. The overlay of these two layers generates a single material design
shadow that adheres to defined height and light source principles.
Design Specifications
API Documentation
Installation
Requirements
- Xcode 7.0 or higher.
- iOS SDK version 7.0 or higher.
Installation with CocoaPods
To add this component to your Xcode project using CocoaPods, add the following to your Podfile:
pod 'MaterialComponents/ShadowLayer'
Then, run the following command:
pod install
Usage
Importing
Before using Shadow Layer, you'll need to import it:
Swift
import MaterialComponents
Objective-C
#import "MaterialShadowLayer.h"
Example of a custom button based on UIButton with material design shadows:
Swift
class ShadowButton: UIButton {
override class func layerClass() -> AnyClass {
return MDCShadowLayer.self
}
}
Objective C
@interface ShadowButton : UIButton
@end
@implementation ShadowButton
+ (Class)layerClass {
return [MDCShadowLayer class];
}
@end
Add the custom button to view:
Swift
let button: ShadowButton = ShadowButton.init(type: UIButtonType.System)
button.frame = CGRect(x: 100, y: 100, width: 200, height: 50)
button.setTitle("Button", forState: UIControlState.Normal)
(button.layer as! MDCShadowLayer).setElevation(6.0)
self.addSubview(button)
Objective C
ShadowButton *button = [ShadowButton buttonWithType:UIButtonTypeSystem];
button.frame = CGRectMake(100, 100, 200, 50);
[button setTitle: @"Button" forState:UIControlStateNormal];
[(MDCShadowLayer *)button.layer setElevation:6.f];
[self.view addSubview:button];
Creating a custom UIView with a shadow:
Swift
class ShadowedView: UIView {
override class func layerClass() -> AnyClass {
return MDCShadowLayer.self
}
var shadowLayer: MDCShadowLayer {
return self.layer as! MDCShadowLayer
}
func setElevation(points: CGFloat) {
self.shadowLayer.elevation = points
}
}
Objective C
@interface ShadowedView : UIView
@end
@implementation ShadowedView
+ (Class)layerClass {
return [MDCShadowLayer class];
}
- (MDCShadowLayer)shadowLayer {
return (MDCShadowLayer *)self.layer;
}
- (void)setElevation:(CGFloat)points {
[(MDCShadowLayer *)self.layer setElevation:points];
}
@end
To improve performance, consider rasterizing MDCShadowLayer when the view using the shadow is not animating or changing size.
Swift
self.layer.shouldRasterize = true;
self.layer.rasterizationScale = UIScreen.mainScreen().scale
Objective C
self.layer.shouldRasterize = YES;
self.layer.rasterizationScale = [UIScreen mainScreen].scale;
Disable rasterization before animating MDCShadowLayer.
