Adding CAShapeLayer to UIButton Not Working - swift

I am working on a Swift project and creating a circle around a UIButton, using CAShapeLayer and creating a circular UIBezeir path.The problem is that if I add this CAShapLayer as a sublayer to UIbutton,It does not work. However adding this sublayer on UiView creates the circle.
Below is my code.
let ovalPath = UIBezierPath(arcCenter: lockButton.center, radius:
CGFloat(lockButton.frame.size.width/2), startAngle: CGFloat(startAngle), endAngle: CGFloat(sentAngel), clockwise: true)
UIColor.grayColor().setFill()
ovalPath.fill()
let circleLayer = CAShapeLayer()
circleLayer.path = ovalPath.CGPath
view.layer.addSublayer(circleLayer)
circleLayer.strokeColor = UIColor.blueColor().CGColor
circleLayer.fillColor = UIColor.clearColor().CGColor
circleLayer.lineWidth = 10.0
let animation = CABasicAnimation(keyPath: "strokeEnd")
// Set the animation duration appropriately
animation.duration = 0.5
// 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 = 3.0
// Do the actual animation
circleLayer.addAnimation(animation, forKey: "animateCircle")
Can anyone suggest me, if we can add CAShapeLayer to UIButton?
Thanks

One very obvious problem with your code is that your circleLayer has no frame. It's kind of amazing that anything appears at all. You need to set the frame of the circleLayer so that it has size and so that it is positioned correctly with respect to its superlayer.

To resolve this problem you need to remove UIButton background color and set it on the default value.

Related

How to achieve this animation with multiple CAShapeLayer

I'm having a lot of trouble exporting a video with animated layers.
The final goal is to export to a video (that's why I need this done with CALayers) a moving CAShapeLayer around the screen and a line following its trace.
First of all, I have an array of CGPoint with all the coordinate points which a CAShapeLayer should use to animate itself. To create the animation I'm using a CAKeyframeAnimation.
let values = [CGPoint(x: 50, y: 100),
CGPoint(x: 100, y: 150)] //Example values
let animation = CAKeyframeAnimation()
animation.keyPath = "position"
animation.values = values
animation.duration = videoLength
With this, I'm able to show the CALayer moving around the screen. It's 1 value per frame of the video, it's a 1:1 value.
The real problem comes with adding a line that shows the path of the CAShapeLayer.
What I think I might do, is to create lines with UIBezierPath, animate them and add each line
lines.forEach { (line) in
let path = UIBezierPath()
let shapeLayer = CAShapeLayer()
for (index, point) in line.points.enumerated() {
if index == 0 {
path.move(to: point)
} else {
path.addLine(to: point)
}
}
shapeLayer.fillColor = UIColor.clear.cgColor
shapeLayer.strokeColor = line.color.cgColor
shapeLayer.lineWidth = 4
shapeLayer.position = animatedLayer.position
shapeLayer.path = path.cgPath
shapeLayer.opacity = 0
shapeLayers.append(shapeLayer)
}
And to animate the lines...
var timeOffset: Double = 0
let eachLineTime = totalTime / Double(shapeLayers.count)
for shapeLayer in shapeLayers {
CATransaction.begin()
mainLayer.addSublayer(shapeLayer)
let strokeAnimation = CABasicAnimation(keyPath: "strokeEnd")
strokeAnimation.fromValue = 0
strokeAnimation.toValue = 1
strokeAnimation.duration = eachLineTime
strokeAnimation.beginTime = CACurrentMediaTime() + timeOffset
let opacityAnimation = CABasicAnimation(keyPath: "opacity")
opacityAnimation.fromValue = 0
opacityAnimation.toValue = 1
opacityAnimation.duration = eachLineTime
opacityAnimation.beginTime = CACurrentMediaTime() + timeOffset
CATransaction.setCompletionBlock {
shapeLayer.strokeColor = UIColor.orange.cgColor
shapeLayer.opacity = 1
}
shapeLayer.add(strokeAnimation, forKey: nil)
shapeLayer.add(opacityAnimation, forKey: nil)
timeOffset += eachLineTime
CATransaction.commit()
}
I need them to be different lines because I want to change the color of each line when it finishes each animation.
I'm getting the next output in Swift Playgrounds
But I'm not getting anything when I export the video in the app.
How can I simply add a trail of the first CAShapeLayer to see the (square in this case) moving path?
How can I move the CABasicAnimation with the same timing of the CAKeyframeAnimation?

Animating the text color of a UIView extension

I have an extension of UILabel with a shake method. This method shakes the label for 2 seconds. It works great.
I am trying to chain a 2 second red -> white text-color change to the label text. It does not work great.
Here's my progress.
extension UILabel {
func shake() {
let animation = CAKeyframeAnimation(keyPath: "transform.translation.x")
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionLinear)
animation.duration = 2
animation.values = [
0.0, 0.0,
-4.0, 4.0,
-7.0, 7.0,
-10.0, 10.0,
-7.0, 7.0,
-4.0, 4.0,
0.0, 0.0,
]
animation.repeatCount = 1
layer.add(animation, forKey: nil)
let colorsAnimation = CABasicAnimation(keyPath: "foregroundColor")
colorsAnimation.fromValue = UIColor.red.cgColor
colorsAnimation.toValue = UIColor.white.cgColor
colorsAnimation.duration = 2
layer.add(colorsAnimation, forKey: nil)
}
}
The problem:
The colorsAnimation CABasicAnimation has no effect on the text color. The text color does not make a 2 second transition from red to white.
How can I chain the shake animation and colorsAnimation together on the label?
CALayers don't have a foregroundColor property. They do have a backgroundColor property. You could animate that. (Simply change the line let colorsAnimation = CABasicAnimation(keyPath: "foregroundColor") to let colorsAnimation = CABasicAnimation(keyPath: "backgroundColor")
Why are you using CAAnimation rather than UIView animation? CAAnimation can do things that UIView animation cannot, but it is a lot harder to use and not as well documented.
(There is a keyframe UIView animation, for example.)

CABasicAnimation on transform.scale translates CAShapeLayer on the X & Y axis

I am trying to add a pulsating effect around a button, however, the code I am using translates the CAShapeLayer as well as increasing its size.
How do I only increase the scale of a CAShapeLayer during this animation whilst keeping its position in the view static?
I have isolated the code out into a simple project which performs this animation and it is still occurring.
See effect in a video here: https://imgur.com/a/AbTtLKe
To test this:
Create a new project
Add a button into the centre of the view
Link it to the viewControllers code file as an IBOutlet with the name beginButton
Here is my code:
let pulsatingLayer = CAShapeLayer()
override func viewDidLoad() {
super.viewDidLoad()
let circularPath = UIBezierPath(arcCenter: beginButton.center, radius: beginButton.bounds.midX, startAngle: -CGFloat.pi / 2, endAngle: 2 * .pi, clockwise: true)
pulsatingLayer.path = circularPath.cgPath
pulsatingLayer.strokeColor = UIColor.clear.cgColor
pulsatingLayer.lineWidth = 10
pulsatingLayer.fillColor = UIColor.red.cgColor
pulsatingLayer.lineCap = kCALineCapRound
view.layer.addSublayer(pulsatingLayer)
animatePulsatingLayer()
}
private func animatePulsatingLayer() {
let pulseAnimation = CABasicAnimation(keyPath: "transform.scale")
pulseAnimation.toValue = 1.5
pulseAnimation.duration = 1
pulseAnimation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseOut)
pulseAnimation.autoreverses = true
pulseAnimation.repeatCount = Float.infinity
pulsatingLayer.add(pulseAnimation, forKey: "pulsing")
}
Thanks!
Your animation is relative to the origin of the frame of the view.
By changing the center of the circular path to be CGPoint.zero, you get an animation that pulses centered on the origin of the layer. Then by adding that to a new pulsatingView whose origin is centered on the button, the pulsing layer is centered on the button.
override func viewDidLoad() {
super.viewDidLoad()
let circularPath = UIBezierPath(arcCenter: CGPoint.zero, radius: beginButton.bounds.midX, startAngle: -CGFloat.pi / 2, endAngle: 2 * .pi, clockwise: true)
pulsatingLayer.path = circularPath.cgPath
pulsatingLayer.strokeColor = UIColor.clear.cgColor
pulsatingLayer.lineWidth = 10
pulsatingLayer.fillColor = UIColor.red.cgColor
pulsatingLayer.lineCap = kCALineCapRound
let pulsatingView = UIView(frame: .zero)
view.addSubview(pulsatingView)
view.bringSubview(toFront: beginButton)
// use Auto Layout to place the new pulsatingView relative to the button
pulsatingView.translatesAutoresizingMaskIntoConstraints = false
pulsatingView.leadingAnchor.constraint(equalTo: beginButton.centerXAnchor).isActive = true
pulsatingView.topAnchor.constraint(equalTo: beginButton.centerYAnchor).isActive = true
pulsatingView.layer.addSublayer(pulsatingLayer)
animatePulsatingLayer()
}
You need to read up on transformation matrixes. (Any book on 3D computer graphics should have a section that covers it.)
A scale transformation is centered on the current origin. So if your shape is not centered on the origin, it will be drawn in towards the origin. To scale a shape in toward it's own center you need to do something like this:
Create an identity transform
Translate it by (-x, -y) of your shape's center
Add the desired scale to the transform
Add a Translate by (x, y) to shift the shape back
Concat your transform to the layer's transform.
(I always have to think really hard to get this stuff right. I wrote the above off the top of my head, before 7:00 AM local time on a weekend, without sufficient caffeine. It probably isn't exactly right, but should give you the idea.)

Change Color of an Animated UIBezierPath at a Certain Point

I am trying to create a circular progress bar in Swift 4 using a CAShapeLayer and animated UIBezierPath. This works fine but I would like the circle to change it's strokeColor once the animation reaches a certain value.
For example: Once the circle is 75% drawn I want to switch the strokeColor from UIColor.black.cgColor to UIColor.red.cgColor.
My code for the circle and the "progress" animation looks like this:
let circleLayer = CAShapeLayer()
// set initial strokeColor:
circleLayer.strokeColor = UIColor.black.cgColor
circleLayer.path = UIBezierPath([...]).cgPath
// animate the circle:
let animation = CABasicAnimation()
animation.keyPath = #keyPath(CAShapeLayer.strokeEnd)
animation.fromValue = 0.0
animation.toValue = 1
animation.duration = 10
animation.isAdditive = true
animation.fillMode = .forwards
circleLayer.add(animation, forKey: "strokeEnd")
I know that is also possible to create a CABasicAnimation for the strokeColor keypath and set the fromValue and toValue to UIColors to get the strokeColor to slowly change. But this is like a transition over time which is not exactly what I want.
Update 1:
Based on Mihai Fratu's answer I was able to solve my problem. For future reference I want to add a minimal Swift 4 code example:
// Create the layer with the circle path (UIBezierPath)
let circlePathLayer = CAShapeLayer()
circlePathLayer.path = UIBezierPath([...]).cgPath
circlePathLayer.strokeEnd = 0.0
circlePathLayer.strokeColor = UIColor.black.cgColor
circlePathLayer.fillColor = UIColor.clear.cgColor
self.layer.addSublayer(circlePathLayer)
// Create animation to animate the progress (circle slowly draws)
let progressAnimation = CABasicAnimation()
progressAnimation.keyPath = #keyPath(CAShapeLayer.strokeEnd)
progressAnimation.fromValue = 0.0
progressAnimation.toValue = 1
// Create animation to change the color
let colorAnimation = CABasicAnimation()
colorAnimation.keyPath = #keyPath(CAShapeLayer.strokeColor)
colorAnimation.fromValue = UIColor.black.cgColor
colorAnimation.toValue = UIColor.red.cgColor
colorAnimation.beginTime = 3.75 // Since your total animation is 10s long, 75% is 7.5s - play with this if you need something else
colorAnimation.duration = 0.001 // make this really small - this way you "hide" the transition
colorAnimation.fillMode = .forwards
// Group animations together
let progressAndColorAnimation = CAAnimationGroup()
progressAndColorAnimation.animations = [progressAnimation, colorAnimation]
progressAndColorAnimation.duration = 5
// Add animations to the layer
circlePathLayer.add(progressAndColorAnimation, forKey: "strokeEndAndColor")
If I understood your question right this should do what you are after. Please bare in mind that it's not tested at all:
let circleLayer = CAShapeLayer()
// set initial strokeColor:
circleLayer.strokeColor = UIColor.black.cgColor
circleLayer.path = UIBezierPath([...]).cgPath
// animate the circle:
let animation = CABasicAnimation()
animation.keyPath = #keyPath(CAShapeLayer.strokeEnd)
animation.fromValue = 0.0
animation.toValue = 1
animation.beginTime = 0 // Being part of an animation group this is relative to the animation group start time
animation.duration = 10
animation.isAdditive = true
animation.fillMode = .forwards
// animate the circle color:
let colorAnimation = CABasicAnimation()
colorAnimation.keyPath = #keyPath(CAShapeLayer.strokeColor)
colorAnimation.fromValue = UIColor.black.cgColor
colorAnimation.toValue = UIColor.black.red
colorAnimation.beginTime = 7.5 // Since your total animation is 10s long, 75% is 7.5s - play with this if you need something else
colorAnimation.duration = 0.0001 // make this really small - this way you "hide" the transition
colorAnimation.isAdditive = true
colorAnimation.fillMode = .forwards
let sizeAndColorAnimation = CAAnimationGroup()
sizeAndColorAnimation.animations = [animation, colorAnimation]
sizeAndColorAnimation.duration = 10
circleLayer.add(sizeAndColorAnimation, forKey: "strokeEndAndColor")

Animate roundedrect with CoreAnimation

Guys I have the following code to produce a bezierpath
firstLine.path = UIBezierPath(roundedRect: CGRect(x: frameSize.width / 2.2, y: frameSize.height / 2.6, width: 4, height: 4), cornerRadius: 10).cgPath
I try to animate the firstLine by moving it to the right of the screen by x value and back to the original position. But I don't know what to use for the keyPath in the animation.
let animation = CABasicAnimation(keyPath: "??")
animation.toValue = // this should be the position to move?
animation.duration = 0.5 // duration of the animation
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseOut) // animation curve is Ease Out
animation.fillMode = kCAFillModeBoth // keep to value after finishing
animation.isRemovedOnCompletion = false // don't remove after finishing
animation.autoreverses = true
animation.repeatCount = HUGE
Can someone help me out on this :)
From: https://developer.apple.com/reference/quartzcore/cabasicanimation
You create an instance of CABasicAnimation using the inherited init(keyPath:) method, specifying the key path of the property to be animated in the render tree.
Example of what you want:
let animation = CABasicAnimation(keyPath: "position")
animation.fromValue = [startX, startY]
animation.toValue = [destinationX, destinationY]