Different cornerRadius for each corner

Do you want to add unique corner value for each corner?

Do you want to add a border after that?

I’ve got a solution will look like this:

looks like this

First, add a UIBezierPath extension I made:

extension UIBezierPath {
    convenience init(shouldRoundRect rect: CGRect, topLeftRadius: CGSize = .zero, topRightRadius: CGSize = .zero, bottomLeftRadius: CGSize = .zero, bottomRightRadius: CGSize = .zero){


        let path = CGMutablePath()

        let topLeft = rect.origin
        let topRight = CGPoint(x: rect.maxX, y: rect.minY)
        let bottomRight = CGPoint(x: rect.maxX, y: rect.maxY)
        let bottomLeft = CGPoint(x: rect.minX, y: rect.maxY)

        if topLeftRadius != .zero{
            path.move(to: CGPoint(x: topLeft.x+topLeftRadius.width, y: topLeft.y))
        } else {
            path.move(to: CGPoint(x: topLeft.x, y: topLeft.y))

        if topRightRadius != .zero{
            path.addLine(to: CGPoint(x: topRight.x-topRightRadius.width, y: topRight.y))
            path.addCurve(to:  CGPoint(x: topRight.x, y: topRight.y+topRightRadius.height), control1: CGPoint(x: topRight.x, y: topRight.y), control2:CGPoint(x: topRight.x, y: topRight.y+topRightRadius.height))
        } else {
             path.addLine(to: CGPoint(x: topRight.x, y: topRight.y))

        if bottomRightRadius != .zero{
            path.addLine(to: CGPoint(x: bottomRight.x, y: bottomRight.y-bottomRightRadius.height))
            path.addCurve(to: CGPoint(x: bottomRight.x-bottomRightRadius.width, y: bottomRight.y), control1: CGPoint(x: bottomRight.x, y: bottomRight.y), control2: CGPoint(x: bottomRight.x-bottomRightRadius.width, y: bottomRight.y))
        } else {
            path.addLine(to: CGPoint(x: bottomRight.x, y: bottomRight.y))

        if bottomLeftRadius != .zero{
            path.addLine(to: CGPoint(x: bottomLeft.x+bottomLeftRadius.width, y: bottomLeft.y))
            path.addCurve(to: CGPoint(x: bottomLeft.x, y: bottomLeft.y-bottomLeftRadius.height), control1: CGPoint(x: bottomLeft.x, y: bottomLeft.y), control2: CGPoint(x: bottomLeft.x, y: bottomLeft.y-bottomLeftRadius.height))
        } else {
            path.addLine(to: CGPoint(x: bottomLeft.x, y: bottomLeft.y))

        if topLeftRadius != .zero{
            path.addLine(to: CGPoint(x: topLeft.x, y: topLeft.y+topLeftRadius.height))
            path.addCurve(to: CGPoint(x: topLeft.x+topLeftRadius.width, y: topLeft.y) , control1: CGPoint(x: topLeft.x, y: topLeft.y) , control2: CGPoint(x: topLeft.x+topLeftRadius.width, y: topLeft.y))
        } else {
            path.addLine(to: CGPoint(x: topLeft.x, y: topLeft.y))

        cgPath = path

Then, add this UIView extension:

extension UIView{
    func roundCorners(topLeft: CGFloat = 0, topRight: CGFloat = 0, bottomLeft: CGFloat = 0, bottomRight: CGFloat = 0) {//(topLeft: CGFloat, topRight: CGFloat, bottomLeft: CGFloat, bottomRight: CGFloat) {
        let topLeftRadius = CGSize(width: topLeft, height: topLeft)
        let topRightRadius = CGSize(width: topRight, height: topRight)
        let bottomLeftRadius = CGSize(width: bottomLeft, height: bottomLeft)
        let bottomRightRadius = CGSize(width: bottomRight, height: bottomRight)
        let maskPath = UIBezierPath(shouldRoundRect: bounds, topLeftRadius: topLeftRadius, topRightRadius: topRightRadius, bottomLeftRadius: bottomLeftRadius, bottomRightRadius: bottomRightRadius)
        let shape = CAShapeLayer()
        shape.path = maskPath.cgPath
        layer.mask = shape

Finally, call method

myView.roundCorners(topLeft: 10, topRight: 20, bottomLeft: 30, bottomRight: 40)

And add border. Apparently, layer.borderRadius won’t work properly, so create a border using CAShapeLayer and previously created path.

let borderLayer = CAShapeLayer()
borderLayer.path = (myView.layer.mask! as! CAShapeLayer).path! // Reuse the Bezier path
borderLayer.strokeColor = UIColor.red.cgColor
borderLayer.fillColor = UIColor.clear.cgColor
borderLayer.lineWidth = 5
borderLayer.frame = myView.bounds


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