I am using CBasicAnimation to create a pulsating effect on a button.
The effect pulses out the shape of a UIView, with border only.
While the animation works properly, I am not getting the desired effect using CABasicAnimation(keyPath: "transform.scale").
I am using an animation group with 3 animations: borderWidth, transform.scale and opacity.
class Pulsing: CALayer {
var animationGroup = CAAnimationGroup()
var initialPulseScale:Float = 1
var nextPulseAfter:TimeInterval = 0
var animationDuration:TimeInterval = 1.5
var numberOfPulses:Float = Float.infinity
override init(layer: Any) {
super.init(layer: layer)
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
init (numberOfPulses:Float = Float.infinity, position:CGPoint, pulseFromView:UIView, rounded: CGFloat) {
super.init()
self.borderColor = UIColor.black.cgColor
self.contentsScale = UIScreen.main.scale
self.opacity = 1
self.numberOfPulses = numberOfPulses
self.position = position
self.bounds = CGRect(x: 0, y: 0, width: pulseFromView.frame.width, height: pulseFromView.frame.height)
self.cornerRadius = rounded
DispatchQueue.global(qos: DispatchQoS.QoSClass.default).async {
self.setupAnimationGroup(view: pulseFromView)
DispatchQueue.main.async {
self.add(self.animationGroup, forKey: "pulse")
}
}
}
func borderWidthAnimation() -> CABasicAnimation {
let widthAnimation = CABasicAnimation(keyPath: "borderWidth")
widthAnimation.fromValue = 2
widthAnimation.toValue = 0.5
widthAnimation.duration = animationDuration
return widthAnimation
}
func createScaleAnimation (view:UIView) -> CABasicAnimation {
let scale = CABasicAnimation(keyPath: "transform.scale")
DispatchQueue.main.async {
scale.fromValue = view.layer.value(forKeyPath: "transform.scale")
}
scale.toValue = NSNumber(value: 1.1)
scale.duration = 1.0
scale.timingFunction = CAMediaTimingFunction(name: .easeInEaseOut)
return scale
}
func createOpacityAnimation() -> CABasicAnimation {
let opacityAnimation = CABasicAnimation(keyPath: "opacity")
opacityAnimation.duration = animationDuration
opacityAnimation.fromValue = 1
opacityAnimation.toValue = 0
opacityAnimation.fillMode = .removed
return opacityAnimation
}
func setupAnimationGroup(view:UIView) {
self.animationGroup = CAAnimationGroup()
self.animationGroup.duration = animationDuration + nextPulseAfter
self.animationGroup.repeatCount = numberOfPulses
self.animationGroup.timingFunction = CAMediaTimingFunction(name: CAMediaTimingFunctionName.default)
self.animationGroup.animations = [createScaleAnimation(view: view), borderWidthAnimation(), createOpacityAnimation()]
}
}
class ViewController: UIViewController {
#IBOutlet weak var pulsingView: UIView!
let roundd:CGFloat = 20
override func viewDidLoad() {
super.viewDidLoad()
pulsingView.layer.cornerRadius = roundd
let pulse = Pulsing(
numberOfPulses: .greatestFiniteMagnitude,
position: CGPoint(x: pulsingView.frame.width/2,
y: pulsingView.frame.height/2)
, pulseFromView: pulsingView, rounded: roundd)
pulse.zPosition = -10
self.pulsingView.layer.insertSublayer(pulse, at: 0)
}
}
My problem is transform.scale is maintaining the aspect ratio of the UIView it's pulsating from during the animation.
How can I make the pulse grow so there's uniform spacing on both the height and the width? See screenshot.
Scaling the width and height by the same factor is going to result in unequal spacing around the edges. You need to increase the layer's width and height by the same value. This is an addition operation, not multiplication. Now, for this pulsating effect you need to animate the layer's bounds.
If you want the spacing between the edges to be dynamic, then pick a scale factor and apply it to a single dimension. Whether you choose the width or the the height doesn't matter so long as it's only applied to one. Let's say you choose the width to grow by a factor of 1.1. Compute your target width, then compute the delta.
let scaleFactor: CGFloat = 1.1
let targetWidth = view.bounds.size.width * scaleFactor
let delta = targetWidth - view.bounds.size.width
Once you have your delta, apply it to the layer's bounds in the x and the y dimension. Take advantage of the insetBy(dx:) method to compute the resulting rectangle.
let targetBounds = self.bounds.insetBy(dx: -delta / 2, dy: -delta / 2)
For clarity's sake, I've renamed your createScaleAnimation(view:) method to createExpansionAnimation(view:). Tying it all together we have:
func createExpansionAnimation(view: UIView) -> CABasicAnimation {
let anim = CABasicAnimation(keyPath: "bounds")
DispatchQueue.main.async {
let scaleFactor: CGFloat = 1.1
let targetWidth = view.bounds.size.width * scaleFactor
let delta = targetWidth - view.bounds.size.width
let targetBounds = self.bounds.insetBy(dx: -delta / 2, dy: -delta / 2)
anim.duration = 1.0
anim.fromValue = NSValue(cgRect: self.bounds)
anim.toValue = NSValue(cgRect: targetBounds)
}
return anim
}
Related
I've written simple animations for drawing rectangles in lines, we can treat them as a bars.
Each bar is one shape layer which has a path which animates ( size change and fill color change ).
#IBDesignable final class BarView: UIView {
lazy var pathAnimation: CABasicAnimation = {
let animation = CABasicAnimation(keyPath: "path")
animation.duration = 1
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
animation.fillMode = kCAFillModeBoth
animation.isRemovedOnCompletion = false
return animation
}()
let red = UIColor(red: 249/255, green: 26/255, blue: 26/255, alpha: 1)
let orange = UIColor(red: 1, green: 167/255, blue: 463/255, alpha: 1)
let green = UIColor(red: 106/255, green: 239/255, blue: 47/255, alpha: 1)
lazy var backgroundColorAnimation: CABasicAnimation = {
let animation = CABasicAnimation(keyPath: "fillColor")
animation.duration = 1
animation.fromValue = red.cgColor
animation.byValue = orange.cgColor
animation.toValue = green.cgColor
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
animation.fillMode = kCAFillModeBoth
animation.isRemovedOnCompletion = false
return animation
}()
#IBInspectable var spaceBetweenBars: CGFloat = 10
var numberOfBars: Int = 5
let data: [CGFloat] = [5.5, 9.0, 9.5, 3.0, 8.0]
override func awakeFromNib() {
super.awakeFromNib()
initSublayers()
}
override func layoutSubviews() {
super.layoutSubviews()
setupLayers()
}
func setupLayers() {
let width = bounds.width - (spaceBetweenBars * CGFloat(numberOfBars + 1)) // There is n + 1 spaces between bars.
let barWidth: CGFloat = width / CGFloat(numberOfBars)
let scalePoint: CGFloat = bounds.height / 10.0 // 10.0 - 10 points is max
guard let sublayers = layer.sublayers as? [CAShapeLayer] else { return }
for i in 0...numberOfBars - 1 {
let barHeight: CGFloat = scalePoint * data[i]
let shapeLayer = CAShapeLayer()
layer.addSublayer(shapeLayer)
var xPos: CGFloat!
if i == 0 {
xPos = spaceBetweenBars
} else if i == numberOfBars - 1 {
xPos = bounds.width - (barWidth + spaceBetweenBars)
} else {
xPos = barWidth * CGFloat(i) + spaceBetweenBars * CGFloat(i) + spaceBetweenBars
}
let startPath = UIBezierPath(rect: CGRect(x: xPos, y: bounds.height, width: barWidth, height: 0)).cgPath
let endPath = UIBezierPath(rect: CGRect(x: xPos, y: bounds.height, width: barWidth, height: -barHeight)).cgPath
sublayers[i].path = startPath
pathAnimation.toValue = endPath
sublayers[i].removeAllAnimations()
sublayers[i].add(pathAnimation, forKey: "path")
sublayers[i].add(backgroundColorAnimation, forKey: "backgroundColor")
}
}
func initSublayers() {
for _ in 1...numberOfBars {
let shapeLayer = CAShapeLayer()
layer.addSublayer(shapeLayer)
}
}
}
The size ( height ) of bar depends of the data array, each sublayers has a different height. Based on this data I've crated a scale.
PathAnimation is changing height of the bars.
BackgroundColorAnimation is changing the collors of the path. It starts from red one, goes through the orange and finish at green.
My goal is to connect backgroundColorAnimation with data array as well as it's connected with pathAnimation.
Ex. When in data array is going to be value 1.0 then the bar going to be animate only to the red color which is a derivated from a base red color which is declared as a global variable. If the value in the data array going to be ex. 4.5 then the color animation will stop close to the delcared orange color, the 5.0 limit going to be this orange color or color close to this. Value closer to 10 going to be green.
How could I connect these conditions with animation properties fromValue, byValue, toValue. Is it an algorithm for that ? Any ideas ?
You have several problems.
You're setting fillMode and isRemovedOnCompletion. This tells me, to be blunt, that you don't understand Core Animation. You need to watch WWDC 2011 Session 421: Core Animation Essentials.
You're adding more layers every time layoutSubviews is called, but not doing anything with them.
You're adding animation every time layoutSubviews runs. Do you really want to re-animate the bars when the double-height “in-call” status bar appears or disappears, or on an interface rotation? It's probably better to have a separate animateBars() method, and call it from your view controller's viewDidAppear method.
You seem to think byValue means “go through this value on the way from fromValue to toValue”, but that's not what it means. byValue is ignored in your case, because you're setting fromValue and toValue. The effects of byValue are explained in Setting Interpolation Values.
If you want to interpolate between colors, it's best to use a hue-based color space, but I believe Core Animation uses an RGB color space. So you should use a keyframe animation to specify intermediate colors that you calculate by interpolating in a hue-based color space.
Here's a rewrite of BarView that fixes all these problems:
#IBDesignable final class BarView: UIView {
#IBInspectable var spaceBetweenBars: CGFloat = 10
var data: [CGFloat] = [5.5, 9.0, 9.5, 3.0, 8.0]
var maxDatum = CGFloat(10)
func animateBars() {
guard window != nil else { return }
let bounds = self.bounds
var flatteningTransform = CGAffineTransform.identity.translatedBy(x: 0, y: bounds.size.height).scaledBy(x: 1, y: 0.001)
let duration: CFTimeInterval = 1
let frames = Int((duration * 60.0).rounded(.awayFromZero))
for (datum, barLayer) in zip(data, barLayers) {
let t = datum / maxDatum
if let path = barLayer.path {
let path0 = path.copy(using: &flatteningTransform)
let pathAnimation = CABasicAnimation(keyPath: "path")
pathAnimation.duration = 1
pathAnimation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
pathAnimation.fromValue = path0
barLayer.add(pathAnimation, forKey: pathAnimation.keyPath)
let colors = gradient.colors(from: 0, to: t, count: frames).map({ $0.cgColor })
let colorAnimation = CAKeyframeAnimation(keyPath: "fillColor")
colorAnimation.timingFunction = pathAnimation.timingFunction
colorAnimation.duration = duration
colorAnimation.values = colors
barLayer.add(colorAnimation, forKey: colorAnimation.keyPath)
}
}
}
override func layoutSubviews() {
super.layoutSubviews()
createOrDestroyBarLayers()
let bounds = self.bounds
let barSpacing = (bounds.size.width - spaceBetweenBars) / CGFloat(data.count)
let barWidth = barSpacing - spaceBetweenBars
for ((offset: i, element: datum), barLayer) in zip(data.enumerated(), barLayers) {
let t = datum / maxDatum
let barHeight = t * bounds.size.height
barLayer.frame = bounds
let rect = CGRect(x: spaceBetweenBars + CGFloat(i) * barSpacing, y: bounds.size.height, width: barWidth, height: -barHeight)
barLayer.path = CGPath(rect: rect, transform: nil)
barLayer.fillColor = gradient.color(at: t).cgColor
}
}
private let gradient = Gradient(startColor: .red, endColor: .green)
private var barLayers = [CAShapeLayer]()
private func createOrDestroyBarLayers() {
while barLayers.count < data.count {
barLayers.append(CAShapeLayer())
layer.addSublayer(barLayers.last!)
}
while barLayers.count > data.count {
barLayers.removeLast().removeFromSuperlayer()
}
}
}
private extension UIColor {
var hsba: [CGFloat] {
var hue: CGFloat = 0
var saturation: CGFloat = 0
var brightness: CGFloat = 0
var alpha: CGFloat = 0
getHue(&hue, saturation: &saturation, brightness: &brightness, alpha: &alpha)
return [hue, saturation, brightness, alpha]
}
}
private struct Gradient {
init(startColor: UIColor, endColor: UIColor) {
self.startColor = startColor
self.startHsba = startColor.hsba
self.endColor = endColor
self.endHsba = endColor.hsba
}
let startColor: UIColor
let endColor: UIColor
let startHsba: [CGFloat]
let endHsba: [CGFloat]
func color(at t: CGFloat) -> UIColor {
let out = zip(startHsba, endHsba).map { $0 * (1.0 - t) + $1 * t }
return UIColor(hue: out[0], saturation: out[1], brightness: out[2], alpha: out[3])
}
func colors(from t0: CGFloat, to t1: CGFloat, count: Int) -> [UIColor] {
var colors = [UIColor]()
colors.reserveCapacity(count)
for i in 0 ..< count {
let s = CGFloat(i) / CGFloat(count - 1)
let t = t0 * (1 - s) + t1 * s
colors.append(color(at: t))
}
return colors
}
}
Result:
So, I have a CALayer that is being rotated and scaled using CABasicAnimation. Since the layer is being rotated, frame returns the frame containing the highest to lowest x and y values(so this will be larger than the actual presented layer). And, while bounds would work if scaling does not occur, the bounds of the layer do not. Here is my code for my custom UIView subclass:
func rotateCircleView(duration: CFTimeInterval = 1.0) {
let rotateAnimation = CABasicAnimation(keyPath: "transform.rotation")
rotateAnimation.fromValue = 0.0
rotateAnimation.toValue = CGFloat(M_PI * 2.0)
rotateAnimation.duration = duration
rotateAnimation.repeatCount = Float.infinity
self.layer.addAnimation(rotateAnimation, forKey: rotateKey)
}
func shrinkCircleView(duration: CFTimeInterval = 1.0, to: Double) {
let from = self.getCurrentAnimationScale()
let shrinkAnimation = CABasicAnimation(keyPath: "transform.scale")
shrinkAnimation.additive = true
shrinkAnimation.fromValue = from - to
shrinkAnimation.toValue = 0
shrinkAnimation.duration = duration
shrinkAnimation.removedOnCompletion = true
let scaleTransform = CATransform3DMakeScale(CGFloat(to), CGFloat(to), 1.0)
layer.transform = scaleTransform
layer.addAnimation(shrinkAnimation, forKey: "shrinkAnimation")
}
func getCurrentAnimationScale() -> Double{
if let temp = self.layer.presentationLayer(){
// return scale of presentationLayer
} else{
// return scale of self.layer
}
}
I want to draw only the left or right half of the circle.
I can draw the circle from 0 to 0.5 (right side) with no problems. But drawing the circle from 0.5 to 1 (left side) doesn't work.
call:
addCircleView(circle, isForeground: false, duration: 0.0, fromValue: 0.5, toValue: 1.0)
This is my code:
func addCircleView( myView : UIView, isForeground : Bool, duration : NSTimeInterval, fromValue: CGFloat, toValue : CGFloat ) -> CircleView {
let circleWidth = CGFloat(280)
let circleHeight = circleWidth
// Create a new CircleView
let circleView = CircleView(frame: CGRectMake(0, 0, circleWidth, circleHeight))
//Setting the color.
if (isForeground == true) {
circleView.setStrokeColor((UIColor(hexString: "#ffefdb")?.CGColor)!)
} else {
// circleLayer.strokeColor = UIColor.grayColor().CGColor
//Chose to use hexes because it's much easier.
circleView.setStrokeColor((UIColor(hexString: "#51acbc")?.CGColor)!)
}
myView.addSubview(circleView)
//Rotate the circle so it starts from the top.
circleView.transform = CGAffineTransformMakeRotation(-1.56)
// Animate the drawing of the circle
circleView.animateCircleTo(duration, fromValue: fromValue, toValue: toValue)
return circleView
}
Circle view class
import UIKit
extension UIColor {
/// UIColor(hexString: "#cc0000")
internal convenience init?(hexString:String) {
guard hexString.characters[hexString.startIndex] == Character("#") else {
return nil
}
guard hexString.characters.count == "#000000".characters.count else {
return nil
}
let digits = hexString.substringFromIndex(hexString.startIndex.advancedBy(1))
guard Int(digits,radix:16) != nil else{
return nil
}
let red = digits.substringToIndex(digits.startIndex.advancedBy(2))
let green = digits.substringWithRange(Range<String.Index>(digits.startIndex.advancedBy(2)..<digits.startIndex.advancedBy(4)))
let blue = digits.substringWithRange(Range<String.Index>(digits.startIndex.advancedBy(4)..<digits.startIndex.advancedBy(6)))
let redf = CGFloat(Double(Int(red, radix:16)!) / 255.0)
let greenf = CGFloat(Double(Int(green, radix:16)!) / 255.0)
let bluef = CGFloat(Double(Int(blue, radix:16)!) / 255.0)
self.init(red: redf, green: greenf, blue: bluef, alpha: CGFloat(1.0))
}
}
class CircleView: UIView {
var circleLayer: CAShapeLayer!
var from : CGFloat = 0.0;
override init(frame: CGRect) {
super.init(frame: frame)
self.backgroundColor = UIColor.clearColor()
// Use UIBezierPath as an easy way to create the CGPath for the layer.
// The path should be the entire circle.
let circlePath = UIBezierPath(arcCenter: CGPoint(x: frame.size.width / 2.0, y: frame.size.height / 2.0), radius: (frame.size.width - 10)/2, startAngle: 0.0, endAngle: CGFloat(M_PI * 2.0), clockwise: true)
// Setup the CAShapeLayer with the path, colors, and line width
circleLayer = CAShapeLayer()
circleLayer.path = circlePath.CGPath
circleLayer.fillColor = UIColor.clearColor().CGColor
//I'm going to change this in the ViewController that uses this. Not the best way, I know but alas.
circleLayer.strokeColor = UIColor.redColor().CGColor
//You probably want to change this width
circleLayer.lineWidth = 3.0;
// Don't draw the circle initially
circleLayer.strokeEnd = 0.0
// Add the circleLayer to the view's layer's sublayers
layer.addSublayer(circleLayer)
}
func setStrokeColor(color : CGColorRef) {
circleLayer.strokeColor = color
}
// This is what you call if you want to draw a full circle.
func animateCircle(duration: NSTimeInterval) {
animateCircleTo(duration, fromValue: 0.0, toValue: 1.0)
}
// This is what you call to draw a partial circle.
func animateCircleTo(duration: NSTimeInterval, fromValue: CGFloat, toValue: CGFloat){
// We want to animate the strokeEnd property of the circleLayer
let animation = CABasicAnimation(keyPath: "strokeEnd")
// Set the animation duration appropriately
animation.duration = duration
// Animate from 0 (no circle) to 1 (full circle)
animation.fromValue = 0
animation.toValue = toValue
// Do an easeout. Don't know how to do a spring instead
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseOut)
// Set the circleLayer's strokeEnd property to 1.0 now so that it's the
// right value when the animation ends.
circleLayer.strokeEnd = toValue
// Do the actual animation
circleLayer.addAnimation(animation, forKey: "animateCircle")
}
// required function
required init(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
You need to set:
circleLayer.strokeStart = fromValue
in the animateCircleTo(duration...) function.
You set the end of the stroke, but not the beginning. Consequently, all circle animations begin from 0.0, even if you intend them to begin at a later part of the stroke.
Like this:
// This is what you call to draw a partial circle.
func animateCircleTo(duration: NSTimeInterval, fromValue: CGFloat, toValue: CGFloat){
// We want to animate the strokeEnd property of the circleLayer
let animation = CABasicAnimation(keyPath: "strokeEnd")
// Set the animation duration appropriately
animation.duration = duration
// Animate from 0 (no circle) to 1 (full circle)
animation.fromValue = 0
animation.toValue = toValue
// Do an easeout. Don't know how to do a spring instead
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseOut)
// Set the circleLayer's strokeEnd property to 1.0 now so that it's the
// right value when the animation ends.
circleLayer.strokeStart = fromValue
circleLayer.strokeEnd = toValue
// Do the actual animation
circleLayer.addAnimation(animation, forKey: "animateCircle")
}
The easiest way is to mask or clip out the half of the circle you don't want.
class HalfCircleView : UIView {
override func draw(_ rect: CGRect) {
let p = UIBezierPath(rect: CGRect(x: 50, y: 0, width: 50, height: 100))
p.addClip()
let p2 = UIBezierPath(ovalIn: CGRect(x: 10, y: 10, width: 80, height: 80))
p2.lineWidth = 2
p2.stroke()
}
}
Of course, where you put the clipping is where the circle half will appear. And once you have the half-circle view of course you can rotate it etc.
In swift ui. Draws a clock wise arc, with a progress:
This is the implementation:
struct ArcShape: Shape {
var width: CGFloat
var height: CGFloat
var progress: Double
func path(in rect: CGRect) -> Path {
let bezierPath = UIBezierPath()
let endAngle = 360.0 * progress - 90.0
bezierPath.addArc(withCenter: CGPoint(x: width / 2, y: height / 2),
radius: width / 3,
startAngle: CGFloat(-90 * Double.pi / 180),
endAngle: CGFloat(endAngle * Double.pi / 180),
clockwise: true)
return Path(bezierPath.cgPath)
}
}
Usage:
ArcShape(width: geometry.size.width, height: geometry.size.height, progress: 0.75)
.stroke(lineWidth: 5)
.fill(Color(R.color.colorBlue.name))
.frame(width: geometry.size.width , height: geometry.size.height)
I'm trying to add a CAShapelayer once every 20ms to given x and y coordinates. I would like the shape to fade away over a second (like a tracer). The function I have created works, the shape is created in the correct location and fades away. But I am getting extra shapes left behind cluttering up the screen.
func shadowBall (x: CGFloat, y: CGFloat){
let xpos : CGFloat = ((self.frame.width/2) + x)
let ypos : CGFloat = ((self.frame.height/2) + y)
let shadowBall = CAShapeLayer()
let shadowBalllRadius :CGFloat = 4
let shadowBallPath : UIBezierPath = UIBezierPath(ovalInRect: CGRect(x: xpos, y: ypos, width: CGFloat(shadowBalllRadius*2), height: CGFloat(shadowBalllRadius*2)))
shadowBall.path = shadowBallPath.CGPath
shadowBall.fillColor = UIColor.clearColor().CGColor
shadowBall.strokeColor = UIColor.whiteColor().CGColor
shadowBall.lineWidth = 0.5
let animation: CABasicAnimation = CABasicAnimation(keyPath: "strokeColor")
animation.fromValue = UIColor.whiteColor().CGColor
animation.toValue = UIColor.clearColor().CGColor
animation.duration = 1.0;
animation.repeatCount = 0;
animation.removedOnCompletion = true
animation.additive = false
self.layer.addSublayer(shadowBall)
shadowBall.addAnimation(animation, forKey: "strokeColor")
}
The problem is that when the animation finishes, it restores the strokeColor to the original color. You should really set the strokeColor of the original shape layer to be clearColor(), that way, when you finish animating from whiteColor() to clearColor(), it will remain at clearColor().
You can also set the layer's fillMode to kCAFillModeForwards and set removedOnCompletion to false and that will have the layer preserve its "end of animation" state. But I personally would just set the strokeColor as outlined above, as using removedOnCompletion of true interferes with animationDidStop (see below).
Also, I might suggest that you also remove the layer once it's done with the animation so it doesn't continue to consume memory although it's no longer visible.
func shadowBall (x: CGFloat, y: CGFloat) {
let xpos: CGFloat = ((self.frame.width/2) + x)
let ypos: CGFloat = ((self.frame.height/2) + y)
let shadowBall = CAShapeLayer()
let shadowBalllRadius: CGFloat = 4
let shadowBallPath = UIBezierPath(ovalInRect: CGRect(x: xpos, y: ypos, width: CGFloat(shadowBalllRadius*2), height: CGFloat(shadowBalllRadius*2)))
shadowBall.path = shadowBallPath.CGPath
shadowBall.fillColor = UIColor.clearColor().CGColor
shadowBall.strokeColor = UIColor.clearColor().CGColor
shadowBall.lineWidth = 0.1
let animation = CABasicAnimation(keyPath: "strokeColor")
animation.fromValue = UIColor.whiteColor().CGColor
animation.toValue = UIColor.clearColor().CGColor
animation.duration = 1.0
animation.repeatCount = 0
animation.removedOnCompletion = true
animation.additive = false
animation.delegate = self
animation.setValue(shadowBall, forKey: "animationLayer")
self.layer.addSublayer(shadowBall)
shadowBall.addAnimation(animation, forKey: "strokeColor")
}
override func animationDidStop(anim: CAAnimation, finished flag: Bool) {
if let layer = anim.valueForKey("animationLayer") as? CALayer {
layer.removeFromSuperlayer()
}
}
See How to remove a CALayer-object from animationDidStop?
I'm looking for a way to animate the drawing of a circle. I have been able to create the circle, but it draws it all together.
Here is my CircleView class:
import UIKit
class CircleView: UIView {
override init(frame: CGRect) {
super.init(frame: frame)
self.backgroundColor = UIColor.clearColor()
}
required init(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func drawRect(rect: CGRect) {
// Get the Graphics Context
var context = UIGraphicsGetCurrentContext();
// Set the circle outerline-width
CGContextSetLineWidth(context, 5.0);
// Set the circle outerline-colour
UIColor.redColor().set()
// Create Circle
CGContextAddArc(context, (frame.size.width)/2, frame.size.height/2, (frame.size.width - 10)/2, 0.0, CGFloat(M_PI * 2.0), 1)
// Draw
CGContextStrokePath(context);
}
}
And here is how I add it to the view hierarchy in my view controller:
func addCircleView() {
let diceRoll = CGFloat(Int(arc4random_uniform(7))*50)
var circleWidth = CGFloat(200)
var circleHeight = circleWidth
// Create a new CircleView
var circleView = CircleView(frame: CGRectMake(diceRoll, 0, circleWidth, circleHeight))
view.addSubview(circleView)
}
Is there a way to animate the drawing of the circle over 1 second?
Example, part way through the animation it would look something like the blue line in this image:
The easiest way to do this is to use the power of core animation to do most of the work for you. To do that, we'll have to move your circle drawing code from your drawRect function to a CAShapeLayer. Then, we can use a CABasicAnimation to animate CAShapeLayer's strokeEnd property from 0.0 to 1.0. strokeEnd is a big part of the magic here; from the docs:
Combined with the strokeStart property, this property defines the
subregion of the path to stroke. The value in this property indicates
the relative point along the path at which to finish stroking while
the strokeStart property defines the starting point. A value of 0.0
represents the beginning of the path while a value of 1.0 represents
the end of the path. Values in between are interpreted linearly along
the path length.
If we set strokeEnd to 0.0, it won't draw anything. If we set it to 1.0, it'll draw a full circle. If we set it to 0.5, it'll draw a half circle. etc.
So, to start, lets create a CAShapeLayer in your CircleView's init function and add that layer to the view's sublayers (also be sure to remove the drawRect function since the layer will be drawing the circle now):
let circleLayer: CAShapeLayer!
override init(frame: CGRect) {
super.init(frame: frame)
self.backgroundColor = UIColor.clearColor()
// Use UIBezierPath as an easy way to create the CGPath for the layer.
// The path should be the entire circle.
let circlePath = UIBezierPath(arcCenter: CGPoint(x: frame.size.width / 2.0, y: frame.size.height / 2.0), radius: (frame.size.width - 10)/2, startAngle: 0.0, endAngle: CGFloat(Double.pi * 2.0), clockwise: true)
// Setup the CAShapeLayer with the path, colors, and line width
circleLayer = CAShapeLayer()
circleLayer.path = circlePath.CGPath
circleLayer.fillColor = UIColor.clearColor().CGColor
circleLayer.strokeColor = UIColor.redColor().CGColor
circleLayer.lineWidth = 5.0;
// Don't draw the circle initially
circleLayer.strokeEnd = 0.0
// Add the circleLayer to the view's layer's sublayers
layer.addSublayer(circleLayer)
}
Note: We're setting circleLayer.strokeEnd = 0.0 so that the circle isn't drawn right away.
Now, lets add a function that we can call to trigger the circle animation:
func animateCircle(duration: NSTimeInterval) {
// We want to animate the strokeEnd property of the circleLayer
let animation = CABasicAnimation(keyPath: #keyPath(CAShapeLayer.strokeEnd))
// Set the animation duration appropriately
animation.duration = duration
// Animate from 0 (no circle) to 1 (full circle)
animation.fromValue = 0
animation.toValue = 1
// Do a linear animation (i.e. the speed of the animation stays the same)
animation.timingFunction = CAMediaTimingFunction(name: CAMediaTimingFunctionName.linear)
// Set the circleLayer's strokeEnd property to 1.0 now so that it's the
// right value when the animation ends.
circleLayer.strokeEnd = 1.0
// Do the actual animation
circleLayer.add(animation, forKey: "animateCircle")
}
Then, all we need to do is change your addCircleView function so that it triggers the animation when you add the CircleView to its superview:
func addCircleView() {
let diceRoll = CGFloat(Int(arc4random_uniform(7))*50)
var circleWidth = CGFloat(200)
var circleHeight = circleWidth
// Create a new CircleView
var circleView = CircleView(frame: CGRectMake(diceRoll, 0, circleWidth, circleHeight))
view.addSubview(circleView)
// Animate the drawing of the circle over the course of 1 second
circleView.animateCircle(1.0)
}
All that put together should look something like this:
Note: It won't repeat like that, it'll stay a full circle after it animates.
Mikes answer updated for Swift 3.0
var circleLayer: CAShapeLayer!
override init(frame: CGRect) {
super.init(frame: frame)
self.backgroundColor = UIColor.clear
// Use UIBezierPath as an easy way to create the CGPath for the layer.
// The path should be the entire circle.
let circlePath = UIBezierPath(arcCenter: CGPoint(x: frame.size.width / 2.0, y: frame.size.height / 2.0), radius: (frame.size.width - 10)/2, startAngle: 0.0, endAngle: CGFloat(M_PI * 2.0), clockwise: true)
// Setup the CAShapeLayer with the path, colors, and line width
circleLayer = CAShapeLayer()
circleLayer.path = circlePath.cgPath
circleLayer.fillColor = UIColor.clear.cgColor
circleLayer.strokeColor = UIColor.red.cgColor
circleLayer.lineWidth = 5.0;
// Don't draw the circle initially
circleLayer.strokeEnd = 0.0
// Add the circleLayer to the view's layer's sublayers
layer.addSublayer(circleLayer)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
func animateCircle(duration: TimeInterval) {
// We want to animate the strokeEnd property of the circleLayer
let animation = CABasicAnimation(keyPath: "strokeEnd")
// Set the animation duration appropriately
animation.duration = duration
// Animate from 0 (no circle) to 1 (full circle)
animation.fromValue = 0
animation.toValue = 1
// Do a linear animation (i.e The speed of the animation stays the same)
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionLinear)
// Set the circleLayer's strokeEnd property to 1.0 now so that it's the
// Right value when the animation ends
circleLayer.strokeEnd = 1.0
// Do the actual animation
circleLayer.add(animation, forKey: "animateCircle")
}
To call the function:
func addCircleView() {
let diceRoll = CGFloat(Int(arc4random_uniform(7))*50)
var circleWidth = CGFloat(200)
var circleHeight = circleWidth
// Create a new CircleView
let circleView = CircleView(frame: CGRect(x: diceRoll, y: 0, width: circleWidth, height: circleHeight))
//let test = CircleView(frame: CGRect(x: diceRoll, y: 0, width: circleWidth, height: circleHeight))
view.addSubview(circleView)
// Animate the drawing of the circle over the course of 1 second
circleView.animateCircle(duration: 1.0)
}
Mike's answer is great! Another nice and simple way to do it is use drawRect combined with setNeedsDisplay(). It seems laggy, but its not :-)
We want to draw a circle starting from the top, which is -90° and ends at 270°. The circle's center is (centerX, centerY), with a given radius. CurrentAngle is the current angle of the end-point of the circle, going from minAngle (-90) to maxAngle (270).
// MARK: Properties
let centerX:CGFloat = 55
let centerY:CGFloat = 55
let radius:CGFloat = 50
var currentAngle:Float = -90
let minAngle:Float = -90
let maxAngle:Float = 270
In drawRect, we specify how the circle is supposed to display :
override func drawRect(rect: CGRect) {
let context = UIGraphicsGetCurrentContext()
let path = CGPathCreateMutable()
CGPathAddArc(path, nil, centerX, centerY, radius, CGFloat(GLKMathDegreesToRadians(minAngle)), CGFloat(GLKMathDegreesToRadians(currentAngle)), false)
CGContextAddPath(context, path)
CGContextSetStrokeColorWithColor(context, UIColor.blueColor().CGColor)
CGContextSetLineWidth(context, 3)
CGContextStrokePath(context)
}
The problem is that right now, as currentAngle is not changing, the circle is static, and doesn't even show, as currentAngle = minAngle.
We then create a timer, and whenever that timer fires, we increase currentAngle. At the top of your class, add the timing between two fires :
let timeBetweenDraw:CFTimeInterval = 0.01
In your init, add the timer :
NSTimer.scheduledTimerWithTimeInterval(timeBetweenDraw, target: self, selector: #selector(updateTimer), userInfo: nil, repeats: true)
We can add the function that will be called when the timer fires :
func updateTimer() {
if currentAngle < maxAngle {
currentAngle += 1
}
}
Sadly, when running the app, nothing displays because we did not specify the system that it should draw again. This is done by calling setNeedsDisplay(). Here is the updated timer function :
func updateTimer() {
if currentAngle < maxAngle {
currentAngle += 1
setNeedsDisplay()
}
}
_
_
_
All the code you need is summed-up here :
import UIKit
import GLKit
class CircleClosing: UIView {
// MARK: Properties
let centerX:CGFloat = 55
let centerY:CGFloat = 55
let radius:CGFloat = 50
var currentAngle:Float = -90
let timeBetweenDraw:CFTimeInterval = 0.01
// MARK: Init
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
setup()
}
override init(frame: CGRect) {
super.init(frame: frame)
setup()
}
func setup() {
self.backgroundColor = UIColor.clearColor()
NSTimer.scheduledTimerWithTimeInterval(timeBetweenDraw, target: self, selector: #selector(updateTimer), userInfo: nil, repeats: true)
}
// MARK: Drawing
func updateTimer() {
if currentAngle < 270 {
currentAngle += 1
setNeedsDisplay()
}
}
override func drawRect(rect: CGRect) {
let context = UIGraphicsGetCurrentContext()
let path = CGPathCreateMutable()
CGPathAddArc(path, nil, centerX, centerY, radius, -CGFloat(M_PI/2), CGFloat(GLKMathDegreesToRadians(currentAngle)), false)
CGContextAddPath(context, path)
CGContextSetStrokeColorWithColor(context, UIColor.blueColor().CGColor)
CGContextSetLineWidth(context, 3)
CGContextStrokePath(context)
}
}
If you want to change the speed, just modify the updateTimer function, or the rate at which this function is called. Also, you might want to invalidate the timer once the circle is complete, which I forgot to do :-)
NB: To add the circle in your storyboard, just add a view, select it, go to its Identity Inspector, and as Class, specify CircleClosing.
Cheers! bRo
If you want a completion handler, this is another solution similar to the one by Mike S, done in Swift 3.0
func animateCircleFull(duration: TimeInterval) {
CATransaction.begin()
let animation = CABasicAnimation(keyPath: "strokeEnd")
animation.duration = duration
animation.fromValue = 0
animation.toValue = 1
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
circleLayer.strokeEnd = 1.0
CATransaction.setCompletionBlock {
print("animation complete")
}
// Do the actual animation
circleLayer.add(animation, forKey: "animateCircle")
CATransaction.commit()
}
With the completion handler, you can run the animation again either by recursively calling the same function to do the animation over again (which won't look very nice), or you can have a reversed function that will continuously chain until a condition is met, for example:
func animate(duration: TimeInterval){
self.isAnimating = true
self.animateCircleFull(duration: 1)
}
func endAnimate(){
self.isAnimating = false
}
func animateCircleFull(duration: TimeInterval) {
if self.isAnimating{
CATransaction.begin()
let animation = CABasicAnimation(keyPath: "strokeEnd")
animation.duration = duration
animation.fromValue = 0
animation.toValue = 1
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
circleLayer.strokeEnd = 1.0
CATransaction.setCompletionBlock {
self.animateCircleEmpty(duration: duration)
}
// Do the actual animation
circleLayer.add(animation, forKey: "animateCircle")
CATransaction.commit()
}
}
func animateCircleEmpty(duration: TimeInterval){
if self.isAnimating{
CATransaction.begin()
let animation = CABasicAnimation(keyPath: "strokeEnd")
animation.duration = duration
animation.fromValue = 1
animation.toValue = 0
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
circleLayer.strokeEnd = 0
CATransaction.setCompletionBlock {
self.animateCircleFull(duration: duration)
}
// Do the actual animation
circleLayer.add(animation, forKey: "animateCircle")
CATransaction.commit()
}
}
To make it even fancier, you can change the direction of the animation like this:
func setCircleClockwise(){
let circlePath = UIBezierPath(arcCenter: CGPoint(x: frame.size.width / 2.0, y: frame.size.height / 2.0), radius: (frame.size.width - 10)/2, startAngle: 0.0, endAngle: CGFloat(M_PI * 2.0), clockwise: true)
self.circleLayer.removeFromSuperlayer()
self.circleLayer = formatCirle(circlePath: circlePath)
self.layer.addSublayer(self.circleLayer)
}
func setCircleCounterClockwise(){
let circlePath = UIBezierPath(arcCenter: CGPoint(x: frame.size.width / 2.0, y: frame.size.height / 2.0), radius: (frame.size.width - 10)/2, startAngle: 0.0, endAngle: CGFloat(M_PI * 2.0), clockwise: false)
self.circleLayer.removeFromSuperlayer()
self.circleLayer = formatCirle(circlePath: circlePath)
self.layer.addSublayer(self.circleLayer)
}
func formatCirle(circlePath: UIBezierPath) -> CAShapeLayer{
let circleShape = CAShapeLayer()
circleShape.path = circlePath.cgPath
circleShape.fillColor = UIColor.clear.cgColor
circleShape.strokeColor = UIColor.red.cgColor
circleShape.lineWidth = 10.0;
circleShape.strokeEnd = 0.0
return circleShape
}
func animate(duration: TimeInterval){
self.isAnimating = true
self.animateCircleFull(duration: 1)
}
func endAnimate(){
self.isAnimating = false
}
func animateCircleFull(duration: TimeInterval) {
if self.isAnimating{
CATransaction.begin()
let animation = CABasicAnimation(keyPath: "strokeEnd")
animation.duration = duration
animation.fromValue = 0
animation.toValue = 1
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
circleLayer.strokeEnd = 1.0
CATransaction.setCompletionBlock {
self.setCircleCounterClockwise()
self.animateCircleEmpty(duration: duration)
}
// Do the actual animation
circleLayer.add(animation, forKey: "animateCircle")
CATransaction.commit()
}
}
func animateCircleEmpty(duration: TimeInterval){
if self.isAnimating{
CATransaction.begin()
let animation = CABasicAnimation(keyPath: "strokeEnd")
animation.duration = duration
animation.fromValue = 1
animation.toValue = 0
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
circleLayer.strokeEnd = 0
CATransaction.setCompletionBlock {
self.setCircleClockwise()
self.animateCircleFull(duration: duration)
}
// Do the actual animation
circleLayer.add(animation, forKey: "animateCircle")
CATransaction.commit()
}
}
updating #Mike S's answer for Swift 5
works for frame manually、 storyboard setup、 autolayout setup
class CircleView: UIView {
let circleLayer: CAShapeLayer = {
// Setup the CAShapeLayer with the path, colors, and line width
let circle = CAShapeLayer()
circle.fillColor = UIColor.clear.cgColor
circle.strokeColor = UIColor.red.cgColor
circle.lineWidth = 5.0
// Don't draw the circle initially
circle.strokeEnd = 0.0
return circle
}()
override init(frame: CGRect) {
super.init(frame: frame)
setup()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
setup()
}
func setup(){
backgroundColor = UIColor.clear
// Add the circleLayer to the view's layer's sublayers
layer.addSublayer(circleLayer)
}
override func layoutSubviews() {
super.layoutSubviews()
// Use UIBezierPath as an easy way to create the CGPath for the layer.
// The path should be the entire circle.
let circlePath = UIBezierPath(arcCenter: CGPoint(x: frame.size.width / 2.0, y: frame.size.height / 2.0), radius: (frame.size.width - 10)/2, startAngle: 0.0, endAngle: CGFloat(Double.pi * 2.0), clockwise: true)
circleLayer.path = circlePath.cgPath
}
func animateCircle(duration t: TimeInterval) {
// We want to animate the strokeEnd property of the circleLayer
let animation = CABasicAnimation(keyPath: "strokeEnd")
// Set the animation duration appropriately
animation.duration = t
// Animate from 0 (no circle) to 1 (full circle)
animation.fromValue = 0
animation.toValue = 1
// Do a linear animation (i.e. the speed of the animation stays the same)
animation.timingFunction = CAMediaTimingFunction(name: CAMediaTimingFunctionName.linear)
// Set the circleLayer's strokeEnd property to 1.0 now so that it's the
// right value when the animation ends.
circleLayer.strokeEnd = 1.0
// Do the actual animation
circleLayer.add(animation, forKey: "animateCircle")
}
}
Usage :
sample code for frame manually、 storyboard setup、 autolayout setup
class ViewController: UIViewController {
#IBOutlet weak var circleV: CircleView!
override func viewDidLoad() {
super.viewDidLoad()
}
#IBAction func animateFrame(_ sender: UIButton) {
let diceRoll = CGFloat(Int(arc4random_uniform(7))*30)
let circleEdge = CGFloat(200)
// Create a new CircleView
let circleView = CircleView(frame: CGRect(x: 50, y: diceRoll, width: circleEdge, height: circleEdge))
view.addSubview(circleView)
// Animate the drawing of the circle over the course of 1 second
circleView.animateCircle(duration: 1.0)
}
#IBAction func animateAutolayout(_ sender: UIButton) {
let circleView = CircleView(frame: CGRect.zero)
circleView.translatesAutoresizingMaskIntoConstraints = false
view.addSubview(circleView)
circleView.centerXAnchor.constraint(equalTo: view.centerXAnchor).isActive = true
circleView.centerYAnchor.constraint(equalTo: view.centerYAnchor).isActive = true
circleView.widthAnchor.constraint(equalToConstant: 250).isActive = true
circleView.heightAnchor.constraint(equalToConstant: 250).isActive = true
// Animate the drawing of the circle over the course of 1 second
circleView.animateCircle(duration: 1.0)
}
#IBAction func animateStoryboard(_ sender: UIButton) {
// Animate the drawing of the circle over the course of 1 second
circleV.animateCircle(duration: 1.0)
}
}
No only you can subclass an UIView, you can also go slightly deeper, subclass an CALayer
In other words, CoreAnimation's strokeEnd is OK. To call CALayer's draw(in ctx:) frequently is also OK
and the round line cap is nice
The key point is to override CALayer's method action(forKey:)
Actions define dynamic behaviors for a layer. For example, the animatable properties of a layer typically have corresponding action objects to initiate the actual animations. When that property changes, the layer looks for the action object associated with the property name and executes it.
The internal subclass for CAShapeLayer
/**
The internal subclass for CAShapeLayer.
This is the class that handles all the drawing and animation.
This class is not interacted with, instead
properties are set in UICircularRing
*/
class UICircularRingLayer: CAShapeLayer {
// MARK: Properties
#NSManaged var val: CGFloat
let ringWidth: CGFloat = 20
let startAngle = CGFloat(-90).rads
// MARK: Init
override init() {
super.init()
}
override init(layer: Any) {
guard let layer = layer as? UICircularRingLayer else { fatalError("unable to copy layer") }
super.init(layer: layer)
}
required init?(coder aDecoder: NSCoder) { return nil }
// MARK: Draw
/**
Override for custom drawing.
Draws the ring
*/
override func draw(in ctx: CGContext) {
super.draw(in: ctx)
UIGraphicsPushContext(ctx)
// Draw the rings
drawRing(in: ctx)
UIGraphicsPopContext()
}
// MARK: Animation methods
/**
Watches for changes in the val property, and setNeedsDisplay accordingly
*/
override class func needsDisplay(forKey key: String) -> Bool {
if key == "val" {
return true
} else {
return super.needsDisplay(forKey: key)
}
}
/**
Creates animation when val property is changed
*/
override func action(forKey event: String) -> CAAction? {
if event == "val"{
let animation = CABasicAnimation(keyPath: "val")
animation.fromValue = presentation()?.value(forKey: "val")
animation.timingFunction = CAMediaTimingFunction(name: CAMediaTimingFunctionName.easeInEaseOut)
animation.duration = 2
return animation
} else {
return super.action(forKey: event)
}
}
/**
Draws the ring for the view.
Sets path properties according to how the user has decided to customize the view.
*/
private func drawRing(in ctx: CGContext) {
let center: CGPoint = CGPoint(x: bounds.midX, y: bounds.midY)
let radiusIn: CGFloat = (min(bounds.width, bounds.height) - ringWidth)/2
// Start drawing
let innerPath: UIBezierPath = UIBezierPath(arcCenter: center,
radius: radiusIn,
startAngle: startAngle,
endAngle: toEndAngle,
clockwise: true)
// Draw path
ctx.setLineWidth(ringWidth)
ctx.setLineJoin(.round)
ctx.setLineCap(CGLineCap.round)
ctx.setStrokeColor(UIColor.red.cgColor)
ctx.addPath(innerPath.cgPath)
ctx.drawPath(using: .stroke)
}
var toEndAngle: CGFloat {
return (val * 360.0).rads + startAngle
}
}
helper methods
/**
A private extension to CGFloat in order to provide simple
conversion from degrees to radians, used when drawing the rings.
*/
extension CGFloat {
var rads: CGFloat { return self * CGFloat.pi / 180 }
}
use an UIView subclass, with the internal custom CALayer
#IBDesignable open class UICircularRing: UIView {
/**
Set the ring layer to the default layer, casted as custom layer
*/
var ringLayer: UICircularRingLayer {
return layer as! UICircularRingLayer
}
/**
Overrides the default layer with the custom UICircularRingLayer class
*/
override open class var layerClass: AnyClass {
return UICircularRingLayer.self
}
/**
Override public init to setup() the layer and view
*/
override public init(frame: CGRect) {
super.init(frame: frame)
// Call the internal initializer
setup()
}
/**
Override public init to setup() the layer and view
*/
required public init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
// Call the internal initializer
setup()
}
/**
This method initializes the custom CALayer to the default values
*/
func setup(){
// Helps with pixelation and blurriness on retina devices
ringLayer.contentsScale = UIScreen.main.scale
ringLayer.shouldRasterize = true
ringLayer.rasterizationScale = UIScreen.main.scale * 2
ringLayer.masksToBounds = false
backgroundColor = UIColor.clear
ringLayer.backgroundColor = UIColor.clear.cgColor
ringLayer.val = 0
}
func startAnimation() {
ringLayer.val = 1
}
}
Usage:
class ViewController: UIViewController {
let progressRing = UICircularRing(frame: CGRect(x: 100, y: 100, width: 250, height: 250))
override func viewDidLoad() {
super.viewDidLoad()
view.addSubview(progressRing)
}
#IBAction func animate(_ sender: UIButton) {
progressRing.startAnimation()
}
}
with an indicator image to set up the angle