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
}
So basically I am trying to create dialogView. This dialogView will contain a loading spinner and some text which will be updated depending on the state. I followed two guides to use a CAShapeLayer to draw a circle and then animate a line around it.
Link to code/guides I followed
https://www.youtube.com/watch?v=O3ltwjDJaMk
https://github.com/vinayjn/Spinner/blob/master/Spinner.swift
Despite following most of these tutorials to the tee. My animation will not work. At the moment it just looks like this and will not spin.
class LoginDialogView: UIViewController {
lazy var loaderView: UIView = {
let loaderView = UIView()
loaderView.backgroundColor = .yellow
return loaderView
}()
lazy var dialogTitle : UILabel = {
let dialogTitle = UILabel()
dialogTitle.text = "Apples"
dialogTitle.font = UIFont.systemFont(ofSize: 24.0)
dialogTitle.textAlignment = .left
dialogTitle.numberOfLines = 1
return dialogTitle
}()
private var shouldAddSublayer: Bool {
/*
check if:
1. we have any sublayers at all, if we don't then its safe to add a new, so return true
2. if there are sublayers, see if "our" layer is there, if it is not, return true
*/
guard let sublayers = loaderView.layer.sublayers else { return true }
return sublayers.filter({ $0.name == "progress"}).count == 0
}
override func viewDidLoad() {
super.viewDidLoad()
setupView()
}
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
if shouldAddSublayer {
setupCircleLayers()
}
}
fileprivate func setupView() {
view.backgroundColor = .red
view.layer.cornerRadius = 20
view.addSubview(loaderView)
loaderView.snp.makeConstraints { (make) in
make.top.equalTo(view.safeAreaLayoutGuide.snp.top).offset(10)
make.centerX.equalTo(view.safeAreaLayoutGuide.snp.centerX)
make.height.width.equalTo(100)
}
}
private func setupCircleLayers() {
let trackLayer = createCircleShapeLayer(strokeColor: UIColor.init(red: 56/255, green: 25/255, blue: 49/255, alpha: 1), fillColor: #colorLiteral(red: 0.9686274529, green: 0.78039217, blue: 0.3450980484, alpha: 1))
loaderView.layer.addSublayer(trackLayer)
startAnimating()
}
private func startAnimating(){
animateRing()
}
private func animateRing(){
let rotationAnimation = CABasicAnimation(keyPath: "strokeEnd")
rotationAnimation.fromValue = 0 * (CGFloat.pi / 180)
rotationAnimation.toValue = 360 * (CGFloat.pi / 180)
rotationAnimation.duration = 1.6
rotationAnimation.repeatCount = HUGE
loaderView.layer.add(rotationAnimation, forKey: "strokeEnd")
}
private func createCircleShapeLayer(strokeColor: UIColor, fillColor: UIColor) -> CAShapeLayer {
let centerpoint = CGPoint.zero
let circularPath = UIBezierPath(arcCenter: centerpoint, radius: 30, startAngle: 0, endAngle: 2 * CGFloat.pi, clockwise: true)
let layer = CAShapeLayer()
layer.path = circularPath.cgPath
layer.fillColor = fillColor.cgColor
layer.strokeColor = strokeColor.cgColor
layer.strokeStart = 0
layer.strokeEnd = 0.5
layer.lineCap = .round
layer.lineWidth = 5
layer.position = CGPoint(x: loaderView.frame.size.width / 2, y: loaderView.frame.size.height / 2)
layer.name = "progress"
return layer
}
}
I have looked over and compared the code a couple times and I can't see what I did that was different. So my question is can anyone look over this code and figure out what I did wrong? and Can anyone recommend a safe way to stop this animation that wouldn't cause any potential memory leaks?
Im using ios 13 and xcode 11.3.1
You are not adding the animation to the shape layer; you added it to the container view's layer. Keep a reference to your trackLayer and add the animation to that layer.
class LoginDialogView: UIViewController {
lazy var loaderView: UIView = {
let loaderView = UIView()
loaderView.backgroundColor = .yellow
return loaderView
}()
var trackLayer: CAShapeLayer?
...
...
...
private func setupCircleLayers() {
trackLayer = createCircleShapeLayer(strokeColor: UIColor(red: 56/255,
green: 25/255,
blue: 49/255,
alpha: 1),
fillColor: #colorLiteral(red: 0.9686274529, green: 0.78039217, blue: 0.3450980484, alpha: 1))
loaderView.layer.addSublayer(trackLayer!)
startAnimating()
}
...
...
...
private func animateRing(){
let rotationAnimation = CABasicAnimation(keyPath: "strokeEnd")
rotationAnimation.fromValue = 0 * (CGFloat.pi / 180)
rotationAnimation.toValue = 360 * (CGFloat.pi / 180)
rotationAnimation.duration = 1.6
rotationAnimation.repeatCount = HUGE
trackLayer.add(rotationAnimation, forKey: "strokeEnd")
}
...
...
...
}
Note: ... in the above code refers to the truncated portion of your code.
I created a custom UIButton class and it causing the storyboard agent to fail.
I'm Including my extensions cause I really don't know what the problem is.
I tried to debug this view from the storyboard but it sends me straight to assembly code.
I tried to make it a without #IBDesignable, but it still cause a crash.
Also if you tips for improving how I'm writing my class I'll be glad to hear them.
I'll be glad if you can help me
This is my class:
#IBDesignable class customButton: UIButton{
private let imagesPadding: CGFloat = 2
private var ArrowSymbleImageView: UIImageView!
#IBInspectable var iconImageInspectable: UIImage = UIImage(systemName: "globe")!{
willSet {
if (ArrowSymbleImageView != nil) {
ArrowSymbleImageView.image = newValue
}
}
}
#IBInspectable var BackgroundColorInspectable: UIColor = .white {
willSet {
self.backgroundColor = newValue
if (ArrowSymbleImageView != nil) {
if (self.BackgroundColorInspectable.isDarkColor) {
ArrowSymbleImageView.tintColor = .white
}else{
ArrowSymbleImageView.tintColor = .black
}
}
}
}
required init?(coder: NSCoder) {
super.init(coder: coder)
self.generalInit()
}
private func generalDeinit() {
ArrowSymbleImageView.removeFromSuperview()
}
private func generalInit() {
self.backgroundColor = self.BackgroundColorInspectable
self.roundCorners(corners: [.bottomLeft], radius: self.width() / 2 * 0.7)
self.dropShadow()
let sizePartFromView: CGFloat = 4
ArrowSymbleImageView = UIImageView(frame: CGRect(x: self.width() / 2 - (self.width() / sizePartFromView / 2),
y: self.height() / 2 - (self.height() / sizePartFromView / 2),
width: self.width() / sizePartFromView,
height: self.height() / sizePartFromView))
ArrowSymbleImageView.image = self.iconImageInspectable
if (self.BackgroundColorInspectable.isDarkColor) {
ArrowSymbleImageView.tintColor = .white
}else{
ArrowSymbleImageView.tintColor = .black
}
ArrowSymbleImageView.contentMode = .scaleAspectFill
self.addSubview(ArrowSymbleImageView)
}
}
internal extension UIView {
func roundCorners(corners: UIRectCorner, radius: CGFloat) {
let path = UIBezierPath(roundedRect: bounds, byRoundingCorners: corners, cornerRadii: CGSize(width: radius, height: radius))
let mask = CAShapeLayer()
mask.path = path.cgPath
layer.mask = mask
}
}
internal extension UIView {
func dropShadow(scale: Bool = true, size: CGSize = CGSize(width: -2, height: 2)) {
layer.masksToBounds = false
layer.shadowColor = UIColor.black.cgColor
layer.shadowOpacity = 0.5
layer.shadowOffset = size
layer.shadowRadius = 1
layer.shadowPath = UIBezierPath(rect: bounds).cgPath
layer.shouldRasterize = true
layer.rasterizationScale = scale ? UIScreen.main.scale : 1
}
func dropShadow(color: UIColor, opacity: Float = 0.5, offSet: CGSize, radius: CGFloat = 1, scale: Bool = true) {
layer.masksToBounds = false
layer.shadowColor = color.cgColor
layer.shadowOpacity = opacity
layer.shadowOffset = offSet
layer.shadowRadius = radius
layer.shadowPath = UIBezierPath(rect: self.bounds).cgPath
layer.shouldRasterize = true
layer.rasterizationScale = scale ? UIScreen.main.scale : 1
}
}
internal extension UIColor
{
var isDarkColor: Bool {
var r, g, b, a: CGFloat
(r, g, b, a) = (0, 0, 0, 0)
self.getRed(&r, green: &g, blue: &b, alpha: &a)
let lum = 0.2126 * r + 0.7152 * g + 0.0722 * b
return lum < 0.50 ? true : false
}
}
I noticed this:
UIImage(systemName: "globe")!
Is there a reason why you instantiate a custom image this way? Is "globe" an apple provided default image?
You should be really using, if this isn't a default image.
UIImage(named:"globe")!
Dont use Force unwrapping when you do not have confirmation about data always use optional binding and do change following line in code from this UIImage(systemName: "globe")! to UIImage(named:"globe")! .
I designed a custom header view that masks an image and draws a border on the bottom edge, which is an arc. It looks like this:
Here's the code for the class:
class HeaderView: UIView
{
private let imageView = UIImageView()
private let dimmerView = UIView()
private let arcShape = CAShapeLayer()
private let maskShape = CAShapeLayer() // Masks the image and the dimmer
private let titleLabel = UILabel()
#IBInspectable var image: UIImage? { didSet { self.imageView.image = self.image } }
#IBInspectable var title: String? { didSet {self.titleLabel.text = self.title} }
#IBInspectable var arcHeight: CGFloat? { didSet {self.setupLayers()} }
// MARK: Initialization
override init(frame: CGRect)
{
super.init(frame:frame)
initMyStuff()
}
required init?(coder aDecoder: NSCoder)
{
super.init(coder:aDecoder)
initMyStuff()
}
override func prepareForInterfaceBuilder()
{
backgroundColor = UIColor.clear()
}
internal func initMyStuff()
{
backgroundColor = UIColor.clear()
titleLabel.font = Font.AvenirNext_Bold(24)
titleLabel.text = "TITLE"
titleLabel.textColor = UIColor.white()
titleLabel.layer.shadowColor = UIColor.black().cgColor
titleLabel.layer.shadowOffset = CGSize(width: 0.0, height: 2.0)
titleLabel.layer.shadowRadius = 0.0;
titleLabel.layer.shadowOpacity = 1.0;
titleLabel.layer.masksToBounds = false
titleLabel.layer.shouldRasterize = true
imageView.contentMode = UIViewContentMode.scaleAspectFill
addSubview(imageView)
dimmerView.frame = self.bounds
dimmerView.backgroundColor = UIColor(red: 0, green: 0, blue: 0, alpha: 0.6)
addSubview(dimmerView)
addSubview(titleLabel)
// Add the shapes
self.layer.addSublayer(arcShape)
self.layer.addSublayer(maskShape)
self.layer.masksToBounds = true // This seems to be unneeded...test more
// Set constraints
imageView.translatesAutoresizingMaskIntoConstraints = false
imageView .autoPinEdgesToSuperviewEdges()
titleLabel.autoCenterInSuperview()
}
func setupLayers()
{
let aHeight = arcHeight ?? 10
// Create the arc shape
arcShape.path = AppocalypseUI.createHorizontalArcPath(CGPoint(x: 0, y: bounds.size.height), width: bounds.size.width, arcHeight: aHeight)
arcShape.strokeColor = UIColor.white().cgColor
arcShape.lineWidth = 1.0
arcShape.fillColor = UIColor.clear().cgColor
// Create the mask shape
let maskPath = AppocalypseUI.createHorizontalArcPath(CGPoint(x: 0, y: bounds.size.height), width: bounds.size.width, arcHeight: aHeight, closed: true)
maskPath.moveTo(nil, x: bounds.size.width, y: bounds.size.height)
maskPath.addLineTo(nil, x: bounds.size.width, y: 0)
maskPath.addLineTo(nil, x: 0, y: 0)
maskPath.addLineTo(nil, x: 0, y: bounds.size.height)
//let current = CGPathGetCurrentPoint(maskPath);
//print(current)
let mask_Dimmer = CAShapeLayer()
mask_Dimmer.path = maskPath.copy()
maskShape.fillColor = UIColor(red: 0, green: 0, blue: 0, alpha: 1.0).cgColor
maskShape.path = maskPath
// Apply the masks
imageView.layer.mask = maskShape
dimmerView.layer.mask = mask_Dimmer
}
override func layoutSubviews()
{
super.layoutSubviews()
// Let's go old school here...
imageView.frame = self.bounds
dimmerView.frame = self.bounds
setupLayers()
}
}
Something like this will cause it to just snap to the new size without gradually changing its frame:
UIView.animate(withDuration: 1.0)
{
self.headerView.arcHeight = self.new_headerView_arcHeight
self.headerView.frame = self.new_headerView_frame
}
I figure it must have something to do with the fact that I'm using CALayers, but I don't really know enough about what's going on behind the scenes.
EDIT:
Here's the function I use to create the arc path:
class func createHorizontalArcPath(_ startPoint:CGPoint, width:CGFloat, arcHeight:CGFloat, closed:Bool = false) -> CGMutablePath
{
// http://www.raywenderlich.com/33193/core-graphics-tutorial-arcs-and-paths
let arcRect = CGRect(x: startPoint.x, y: startPoint.y-arcHeight, width: width, height: arcHeight)
let arcRadius = (arcRect.size.height/2) + (pow(arcRect.size.width, 2) / (8*arcRect.size.height));
let arcCenter = CGPoint(x: arcRect.origin.x + arcRect.size.width/2, y: arcRect.origin.y + arcRadius);
let angle = acos(arcRect.size.width / (2*arcRadius));
let startAngle = CGFloat(M_PI)+angle // (180 degrees + angle)
let endAngle = CGFloat(M_PI*2)-angle // (360 degrees - angle)
// let startAngle = radians(180) + angle;
// let endAngle = radians(360) - angle;
let path = CGMutablePath();
path.addArc(nil, x: arcCenter.x, y: arcCenter.y, radius: arcRadius, startAngle: startAngle, endAngle: endAngle, clockwise: false);
if(closed == true)
{path.addLineTo(nil, x: startPoint.x, y: startPoint.y);}
return path;
}
BONUS:
Setting the arcHeight property to 0 results in no white line being drawn. Why?
The Path property can't be animated. You have to approach the problem differently. You can draw an arc 'instantly', any arc, so that tells us that we need to handle the animation manually. If you expect the entire draw process to take say 3 seconds, then you might want to split the process to 1000 parts, and call the arc drawing function 1000 times every 0.3 miliseconds to draw the arc again from the beginning to the current point.
self.headerView.arcHeight is not a animatable property. It is only UIView own properties are animatable
you can do something like this
let displayLink = CADisplayLink(target: self, selector: #selector(update))
displayLink.addToRunLoop(NSRunLoop.currentRunLoop(), forMode: NSDefaultRunLoopMode
let expectedFramesPerSecond = 60
var diff : CGFloat = 0
func update() {
let diffUpdated = self.headerView.arcHeight - self.new_headerView_arcHeight
let done = (fabs(diffUpdated) < 0.1)
if(!done){
self.headerView.arcHeight -= diffUpdated/(expectedFramesPerSecond*0.5)
self.setNeedsDisplay()
}
}
I frequently need to round only two corners in a view, and sometimes need to use gradients. I've found that the common solution of using a CALayerMask is detrimental to performance, so I devised my own solution overriding drawRect(rect: CGRect). It works well, providing an easy way to round some or all corners, draw a border, and use both linear and radial gradient fills, even being able to set color stops for the gradients.
Unfortunately, when I try to animate these properties with UIView.animateWithDuration, my corners, gradients, and borders don't animate. Rather, they look "stretched" in the initial state, then animate to the final state. I've read that this can be solved with CALayer animation, but I'm not quite clear on the nature of the problem. Is there a way I can solve this as the class is now? If not, when is drawRect(rect: CGRect) preferable to drawLayer(layer: CALayer, inContext ctx: CGContext)?
I'm also open to general suggestions on improving this class.
AppocalypseUI.swift (provides support functions for UI operations)
//
// AppocalypseUI.swift
// Soapbox
//
// Created by Joseph Falcone on 6/2/16.
// Copyright © 2016 Joseph Falcone. All rights reserved.
//
import UIKit
class AppocalypseUI: NSObject
{
/// Generates an array of CGFloat values ranging from 0.0-1.0 which represent the color stops in a gradient
class func makeLinearColorStops(numStops:Int) -> [CGFloat]
{
assert(numStops >= 2, "Must have at least two color stops.")
let stepIncrement = 1.0/Double(numStops-1)
var returnArr : [CGFloat] = []
// The first stop is always 0
returnArr += [0.0]
for i in 1 ..< numStops-1
{
let stepVal = stepIncrement*Double(i)
let stepFactor = CGFloat(fmod(stepVal, 1.0))
returnArr += [stepFactor]
}
// The last stop is always 1
returnArr += [1.0]
// Fini
return returnArr
}
/// Returns the stop colors in an array
class func colorsAlongArray(colorArr:[UIColor], steps:Int) -> [UIColor]
{
let arrCount = colorArr.count
let stepIncrement = Double(arrCount)/Double(steps)
var returnArr : [UIColor] = []
for i in 0..<steps
{
let stepVal = stepIncrement*Double(i)
let stepFactor = CGFloat(fmod(stepVal, 1.0))
let stepIndex1 = Int(floor(stepVal/1.0))
var stepIndex2 = Int(ceil(stepVal/1.0))
if(stepIndex2 > arrCount-1)
{stepIndex2 = arrCount-1}
let color1 = colorArr[stepIndex1]
let color2 = colorArr[stepIndex2]
let color = colorByInterpolatingColors(color1, color2: color2, factor: stepFactor)
returnArr += [color]
}
return returnArr
}
/// Returns a color between two colors on a gradient
class func colorByInterpolatingColors(color1:UIColor, color2:UIColor, factor:CGFloat) -> UIColor
{
let startComponent = CGColorGetComponents(color1.CGColor)
let endComponent = CGColorGetComponents(color2.CGColor)
let startAlpha = CGColorGetAlpha(color1.CGColor)
let endAlpha = CGColorGetAlpha(color2.CGColor)
let r = startComponent[0] + (endComponent[0] - startComponent[0]) * factor
let g = startComponent[1] + (endComponent[1] - startComponent[1]) * factor
let b = startComponent[2] + (endComponent[2] - startComponent[2]) * factor
let a = startAlpha + (endAlpha - startAlpha) * factor
return UIColor(red: r, green: g, blue: b, alpha: a)
}
/* No longer needed
class func getFloatArrayFromNSNumbers(numbers:[NSNumber]) -> [CGFloat]
{
var returnArr : [CGFloat] = []
for number in numbers
{
returnArr += [CGFloat(number.floatValue)]
}
return returnArr
}
*/
/// Returns an array containing the RGBA components of an array of colors
class func getFloatArrayFromUIColors(colors:[UIColor]) -> [CGFloat]
{
var returnArr : [CGFloat] = []
for color : UIColor in colors
{
var red : CGFloat = 0.0
var green : CGFloat = 0.0
var blue : CGFloat = 0.0
var alpha : CGFloat = 0.0
color.getRed(&red, green: &green, blue: &blue, alpha: &alpha)
/*
// This check and backup should probably be implemented later, but it seems to fail when it shouldn't...probably improper use of optionals
if(color?.getRed(&red, green: &green, blue: &blue , alpha: &alpha) == nil)
{
// If for some reason the above function call fails, try this method of getting RGBA instead
let components = CGColorGetComponents(color?.CGColor)
red = components[0]
green = components[1]
blue = components[2]
alpha = components[3]
}
*/
returnArr += [red, green, blue, alpha]
}
return returnArr
}
/// Returns a path for a rectangle with rounded corners
class func newPathForRoundedRect(rect:CGRect, radiusTL radTL:CGFloat, radiusTR radTR:CGFloat, radiusBL radBL:CGFloat, radiusBR radBR:CGFloat, edges:UIRectEdge = .All) -> CGPathRef
{
let retPath = CGPathCreateMutable()
// Convenience
let rectL = rect.origin.x
let rectR = rect.origin.x+rect.size.width
let rectT = rect.origin.y
let rectB = rect.origin.y+rect.size.height
// Starting from the top left arc, move clockwise
let p1 = CGPointMake(rectL , rectT+radTL)
let p2 = CGPointMake(rectL+radTL, rectT)
let p3 = CGPointMake(rectR-radTR, rectT)
let p4 = CGPointMake(rectR , rectT+radTR)
let p5 = CGPointMake(rectR , rectB-radBR)
let p6 = CGPointMake(rectR-radBR, rectB)
let p7 = CGPointMake(rectL+radBL, rectB)
let p8 = CGPointMake(rectL , rectB-radBL)
let c1 = CGPointMake(rect.origin.x , rect.origin.y)
let c2 = CGPointMake(rect.origin.x+rect.size.width , rect.origin.y)
let c3 = CGPointMake(rect.origin.x+rect.size.width , rect.origin.y+rect.size.height)
let c4 = CGPointMake(rect.origin.x , rect.origin.y+rect.size.height)
if(edges.contains(.All) || (edges.contains(.Left) && edges.contains(.Right) && edges.contains(.Top) && edges.contains(.Bottom)))
{
CGPathMoveToPoint(retPath, nil, p1.x, p1.y)
CGPathAddArcToPoint (retPath, nil, c1.x, c1.y, p2.x, p2.y, radTL)
CGPathAddLineToPoint(retPath, nil, p3.x, p3.y)
CGPathAddArcToPoint (retPath, nil, c2.x, c2.y, p4.x, p4.y, radTR)
CGPathAddLineToPoint(retPath, nil, p5.x, p5.y)
CGPathAddArcToPoint (retPath, nil, c3.x, c3.y, p6.x, p6.y, radBR)
CGPathAddLineToPoint(retPath, nil, p7.x, p7.y)
CGPathAddArcToPoint (retPath, nil, c4.x, c4.y, p8.x, p8.y, radBL)
CGPathAddLineToPoint(retPath, nil, p1.x, p1.y)
CGPathCloseSubpath(retPath)
return retPath
}
if(edges.contains(.Top))
{
CGPathMoveToPoint(retPath, nil, p1.x, p1.y)
CGPathAddArcToPoint (retPath, nil, c1.x, c1.y, p2.x, p2.y, radTL)
CGPathAddLineToPoint(retPath, nil, p3.x, p3.y)
CGPathAddArcToPoint (retPath, nil, c2.x, c2.y, p4.x, p4.y, radTR)
}
if(edges.contains(.Right))
{
CGPathMoveToPoint(retPath, nil, p3.x, p3.y)
CGPathAddArcToPoint (retPath, nil, c2.x, c2.y, p4.x, p4.y, radTR)
CGPathAddLineToPoint(retPath, nil, p5.x, p5.y)
CGPathAddArcToPoint (retPath, nil, c3.x, c3.y, p6.x, p6.y, radBR)
}
if(edges.contains(.Bottom))
{
CGPathMoveToPoint(retPath, nil, p5.x, p5.y)
CGPathAddArcToPoint (retPath, nil, c3.x, c3.y, p6.x, p6.y, radBR)
CGPathAddLineToPoint(retPath, nil, p7.x, p7.y)
CGPathAddArcToPoint (retPath, nil, c4.x, c4.y, p8.x, p8.y, radBL)
}
if(edges.contains(.Left))
{
CGPathMoveToPoint(retPath, nil, p7.x, p7.y)
CGPathAddArcToPoint (retPath, nil, c4.x, c4.y, p8.x, p8.y, radBL)
CGPathAddLineToPoint(retPath, nil, p1.x, p1.y)
CGPathAddArcToPoint (retPath, nil, c1.x, c1.y, p2.x, p2.y, radTL)
}
return retPath
}
}
JFStylishView.swift
//
// JFStylishView.swift
// Soapbox
//
// Created by Joseph Falcone on 6/2/16.
// Copyright © 2016 Joseph Falcone. All rights reserved.
//
import UIKit
enum GradientType
{
case Linear
case Radial
}
private enum BackgroundFillType
{
case Solid
case Gradient
}
class JFStylishView : UIView
{
// Rounded Corners
var cornerTL : CGFloat = 0.0
var cornerTR : CGFloat = 0.0
var cornerBR : CGFloat = 0.0
var cornerBL : CGFloat = 0.0
// Border
var borderWidth : CGFloat = 4.0
var borderColor = UIColor.greenColor()
// Colors
private var trueBackgroundColor = UIColor.clearColor() // The backgroundColor property has to be clear so that the layer doesn't draw behind the clipping area, so we use this to track what the user wants
private var bgColors : [CGFloat] = [] // array of colors used in drawrect
// Gradient points
private var gradientStart = CGPointMake(0.5, 0.0)
private var gradientEnd = CGPointMake(0.5, 1.0)
private var gradientColorStops : [CGFloat] = []
// Gradient type
private var gradientType : GradientType = .Linear
// Background Mode
private var backgroundFillType : BackgroundFillType = .Solid
// var shadowLayer: CAShapeLayer! // Not ready for this yet
// MARK: Initialization
override init(frame: CGRect)
{
super.init(frame:frame)
}
required init?(coder aDecoder: NSCoder)
{
super.init(coder:aDecoder)
}
override func awakeFromNib()
{
super.awakeFromNib()
}
func initStylishStuff()
{
cornerTL = 0.0
}
// MARK: Color
private func getFillType() -> BackgroundFillType
{
// Rather than keeping a variable for this that gets set everywhere, we'll just use this getter to figure out what type we are using.
// Of course, if I get sloppy and don't make the unused elements empty when setting another fill parameter, this could produce a bug.
// RULES
// If using a gradient, trueBackgroundColor will be clear
// If using solid, bgColors will be empty
// If patterns are ever added, the above will be empty
if(bgColors.count == 0)
{return .Solid}
if(trueBackgroundColor == UIColor.clearColor())
{return .Gradient}
// Default
return .Solid
}
override var backgroundColor: UIColor?
{
get
{
return trueBackgroundColor
}
set
{
trueBackgroundColor = backgroundColor!
super.backgroundColor = UIColor.clearColor()
//bgColorArr = []
bgColors = []
backgroundFillType = .Solid
}
/*
// Property observer - whenever the background color is
didSet
{
bgColorArr = []
bgColors = []
// bgColorArr = [backgroundColor!]
// bgColors = AppocalypseUI.getFloatArrayFromUIColors([backgroundColor!, backgroundColor!])
}
*/
}
// // Convenient...maybe we shouldn't include this?
// func setBackgroundGradient(topColor:UIColor, bottomColor:UIColor)
// {
// bgColorArr = [topColor, bottomColor]
// bgColors = AppocalypseUI.getFloatArrayFromUIColors([topColor, bottomColor])
// }
// Default is linear, top to bottom
// startPoint, endPoint should be coordinates of 0.0-1.0
func setBackgroundGradient(colors:[UIColor], stops:[CGFloat]? = nil, startPoint:CGPoint?=nil, endPoint:CGPoint?=nil, type:GradientType = .Linear)
{
assert(colors.count > 1, "At least two colors must be specified.")
// We won't be using the backgroundColor property when drawing a gradient
trueBackgroundColor = UIColor.clearColor()
// Calculate the stops if they were not specified
var stops = stops // arguments are immutable, but we can declare a variable with the same name
if(stops == nil)
{
stops = AppocalypseUI.makeLinearColorStops(colors.count)
}
// Provide default start and end points if necessary
gradientType = type
switch type
{
case .Linear: // top to bottom
gradientStart = startPoint == nil ? CGPointZero : startPoint!
gradientEnd = endPoint == nil ? CGPointMake(0, 1.0) : endPoint!
case .Radial: // center to top
gradientStart = startPoint == nil ? CGPointMake(0.5, 0.5) : startPoint!
gradientEnd = endPoint == nil ? CGPointMake(0.5, 0) : endPoint!
}
assert(colors.count == stops?.count, "The number of colors and stops must be equal.")
//bgColorArr = colors
bgColors = AppocalypseUI.getFloatArrayFromUIColors(colors)
gradientColorStops = stops!
}
/*
override func layoutSubviews()
{
super.layoutSubviews()
if shadowLayer == nil
{
shadowLayer = CAShapeLayer()
shadowLayer.path = UIBezierPath(roundedRect: bounds, cornerRadius: 12).CGPath
//shadowLayer.fillColor = UIColor.whiteColor().CGColor
shadowLayer.fillColor = UIColor.clearColor().CGColor
shadowLayer.shadowColor = UIColor.darkGrayColor().CGColor
shadowLayer.shadowPath = shadowLayer.path
shadowLayer.shadowOffset = CGSize(width: 2.0, height: 2.0)
shadowLayer.shadowOpacity = 0.8
shadowLayer.shadowRadius = 2
//layer.insertSublayer(shadowLayer, atIndex: 0)
layer.insertSublayer(shadowLayer, below: nil) // also works
}
}
*/
// MARK: Drawing
// override func drawLayer(layer: CALayer, inContext ctx: CGContext) {
//
// }
override func drawRect(rect: CGRect)
{
// Get the current context
let context = UIGraphicsGetCurrentContext()
// Make the background gradient
let baseSpace = CGColorSpaceCreateDeviceRGB();
let gradient = CGGradientCreateWithColorComponents(baseSpace, bgColors, gradientColorStops, gradientColorStops.count);
// Set the border color and stroke
CGContextSetLineWidth(context, borderWidth);
CGContextSetStrokeColorWithColor(context, borderColor.CGColor);
// Fill in the background, inset by the border
let bgRect = CGRectMake(bounds.origin.x+borderWidth , bounds.origin.y+borderWidth , bounds.size.width-borderWidth*2, bounds.size.height-borderWidth*2);
let borderRect = CGRectMake(bounds.origin.x+borderWidth/2, bounds.origin.y+borderWidth/2, bounds.size.width-borderWidth , bounds.size.height-borderWidth);
let bgPath = AppocalypseUI.newPathForRoundedRect(bgRect, radiusTL: cornerTL, radiusTR: cornerTR, radiusBL: cornerBL, radiusBR: cornerBR)
let borderPath = AppocalypseUI.newPathForRoundedRect(borderRect, radiusTL: cornerTL, radiusTR: cornerTR, radiusBL: cornerBL, radiusBR: cornerBR)
CGContextStrokePath(context)
// Background
CGContextSaveGState(context); // Saves the state from before we clipped to the path
CGContextAddPath(context, bgPath);
CGContextClip(context); // Makes the background fill only the path
switch getFillType()
{
case .Gradient:
let gradientStartInPoints = CGPointMake(gradientStart.x*bounds.size.width, gradientStart.y*bounds.size.height);
let gradientEndInPoints = CGPointMake(gradientEnd.x*bounds.size.width, gradientEnd.y*bounds.size.height);
switch(gradientType)
{
case .Linear:
CGContextDrawLinearGradient(context, gradient, gradientStartInPoints, gradientEndInPoints, []); // Draw a vertical gradient
case .Radial:
// A radial gradient might not fill the layer...first, fill it with the end color
UIColor(red: bgColors[bgColors.count-4], green: bgColors[bgColors.count-3], blue: bgColors[bgColors.count-2], alpha: bgColors[bgColors.count-1]).setFill()
CGContextAddPath(context, bgPath); // Not sure why I need this...TODO: Investigate
CGContextFillPath(context)
let endRadius = hypot(gradientStartInPoints.x-gradientEndInPoints.x, gradientStartInPoints.y-gradientEndInPoints.y)
CGContextDrawRadialGradient(context, gradient, gradientStartInPoints, 0, gradientStartInPoints, endRadius, [])
}
case .Solid:
trueBackgroundColor.setFill()
CGContextFillPath(context)
}
CGContextRestoreGState(context); // Now we are no longer clipped to the path
// Border
CGContextAddPath(context, borderPath);
CGContextStrokePath(context);
}
// MARK: Convenience
func removeAllSubviews()
{
for view in subviews
{view.removeFromSuperview()}
}
}
You can create a CAGradientLayer, then add mask with only two corner radius to it. Then you can animate the transform using Core Animation, or UIView transform animation also should work if you put the layer in UIView.
CAGradientLayer * rectangleGradient = [CAGradientLayer layer];
rectangleGradient.colors = #[(id)[UIColor greenColor].CGColor, (id)[UIColor orangeColor].CGColor];
rectangleGradient.startPoint = CGPointMake(0.5, 0);
rectangleGradient.endPoint = CGPointMake(0.5, 1);
rectangleMask.path = maskPath;
////The animation
CABasicAnimation * theTransformAnim = [CABasicAnimation animationWithKeyPath:#"transform"];
theTransformAnim.fromValue = [NSValue valueWithCATransform3D:CATransform3DIdentity];;
theTransformAnim.toValue = [NSValue valueWithCATransform3D:CATransform3DMakeScale(2, 2, 1)];;
theTransformAnim.duration = 1;
[rectangleGradient addAnimation:theTransformAnim];