Animate drawing of a circle - swift

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

Related

Stop animation at a certain point and start up from that point again

Background
Hi all! I am creating a timer feature for my application.
Part of this timer includes a progress ring around the actual countdown numbers that fills as the timer progresses.
I added the image below in case my explanation was not easy to understand.
My goal is for the green stroke to stop animating when the "pause" button is tapped, and to continue animating when the "continue" button is tapped.
So far, the green stroke only animates correctly after pressing a start button.
To provide more background on how my code works, I added the content below.
To make the circle, I create a CAShapeLayer Object (shapeLayer) whose .path is equal to a circular UIBezierPath .CGPath
let center = view.center
let circularPath = UIBezierPath(arcCenter: center, radius: view.bounds.width/2.5, startAngle: -CGFloat.pi/2, endAngle: 2*CGFloat.pi, clockwise: true)
shapeLayer.path = circularPath.cgPath
shapeLayer.strokeColor = UIColor.systemGreen.cgColor
shapeLayer.lineCap = .round
shapeLayer.fillColor = UIColor.clear.cgColor
shapeLayer.lineWidth = 7
shapeLayer.strokeEnd = 0
view.layer.addSublayer(shapeLayer)
Next, I animate the outside stroke using a CABasicAnimaton Object "basicAnimation". I do all my animation in the doAnimate() function detailed below.
func doAnimate(n: Int){
if n == 1{ //if n is 1, start from zero
basicAnimation.toValue = 0.80 // my circles start point is 0, and the endpoint at the top is .8 not 1
}//end of if
if n == 2{ //if n is 2, the timer was already started and the pause button has been pressed
//stop the animation where it is at
}//end of if
if n == 3{//if n is 3, the continue button has been pressed
// continue the animation from where it was stopped
}//end of if
basicAnimation.duration = CFTimeInterval(1500) //this is a set 25 minute timer which is why the duration is 1500
basicAnimation.fillMode = .forwards
basicAnimation.isRemovedOnCompletion = false
shapeLayer.add(basicAnimation, forKey: "urSoBasic")
}//end of func
Problem
In all of my IBOUtlet button functions, I call the doAnimate function with an integer n passed in.
The purpose of my integer 'n' is to decide where the stroke should be on the progress bar.
If n == 1, the stroke will start from 0.
If n == 2, that would mean the user has pressed the pause button, and I need the stroke to stop and hold where it is.
If n == 3, then the user pressed the continue button and I need the stroke to continue again.
I cannot get my animated stroke to pause when I press the pause button.
Similarly, I cannot get it to continue when I press the continue button.
I have been researching all day for code to fix this issue, and I cannot find any.
Question
I need the stroke to stop animating and stay where it is at after pressing the pause button.
I need the stroke to continue animating if the continue button is pressed.
How do I stop an animation and then make it pick back up from that point later?
You asked:
I need the stroke to stop animating and stay where it is at after pressing the pause button.
You can use presentation() to retrieve “a copy of the presentation layer object that represents the state of the layer as it currently appears onscreen”, i.e., the state of the layer mid-animation. Use that to set the strokeEnd before you remove the animation:
if let presentationLayer = progressShapeLayer.presentation() {
progressShapeLayer.strokeEnd = presentationLayer.strokeEnd
}
progressShapeLayer.removeAnimation(forKey: animationKey)
I need the stroke to continue animating if the continue button is pressed.
Use this strokeEnd value for your fromValue when you restart the animation.
For example:
#IBDesignable
public class CircularProgressView: UIView {
#IBInspectable var duration: CFTimeInterval = 10
#IBInspectable var lineWidth: CGFloat = 1 { didSet { updatePaths() } }
private(set) var isRunning = false
private var elapsed: CFTimeInterval = 0
private var startTime: CFTimeInterval!
private let animationKey = Bundle.main.bundleIdentifier! + ".strokeEnd"
private let backgroundShapeLayer: CAShapeLayer = {
let shapeLayer = CAShapeLayer()
shapeLayer.strokeColor = #colorLiteral(red: 0.8039215803, green: 0.8039215803, blue: 0.8039215803, alpha: 1).cgColor
shapeLayer.fillColor = UIColor.clear.cgColor
return shapeLayer
}()
private let progressShapeLayer: CAShapeLayer = {
let shapeLayer = CAShapeLayer()
shapeLayer.strokeColor = #colorLiteral(red: 0.2319213939, green: 0.5, blue: 0.224438305, alpha: 1).cgColor
shapeLayer.fillColor = UIColor.clear.cgColor
shapeLayer.lineCap = .round
shapeLayer.strokeEnd = 0
return shapeLayer
}()
override init(frame: CGRect = .zero) {
super.init(frame: frame)
configure()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
configure()
}
public override func layoutSubviews() {
super.layoutSubviews()
updatePaths()
}
public override func prepareForInterfaceBuilder() {
progressShapeLayer.strokeEnd = 1 / 3
}
}
// MARK: - Public interface
public extension CircularProgressView {
func start(duration: CFTimeInterval) {
self.duration = duration
reset()
resume()
}
func pause() {
guard
isRunning,
let presentation = progressShapeLayer.presentation()
else {
return
}
elapsed += CACurrentMediaTime() - startTime
progressShapeLayer.strokeEnd = presentation.strokeEnd
progressShapeLayer.removeAnimation(forKey: animationKey)
}
func resume() {
guard !isRunning else { return }
isRunning = true
startTime = CACurrentMediaTime()
let animation = CABasicAnimation(keyPath: "strokeEnd")
animation.fromValue = elapsed / duration
animation.toValue = 1
animation.duration = duration - elapsed
animation.delegate = self
progressShapeLayer.strokeEnd = 1
progressShapeLayer.add(animation, forKey: animationKey)
}
func reset() {
isRunning = false
progressShapeLayer.removeAnimation(forKey: animationKey)
progressShapeLayer.strokeEnd = 0
elapsed = 0
}
}
extension CircularProgressView: CAAnimationDelegate {
public func animationDidStop(_ anim: CAAnimation, finished flag: Bool) {
isRunning = false
}
}
// MARK: - Utility
private extension CircularProgressView {
func configure() {
layer.addSublayer(backgroundShapeLayer)
layer.addSublayer(progressShapeLayer)
}
func updatePaths() {
let radius = (min(bounds.width, bounds.height) - lineWidth) / 2
let center = CGPoint(x: bounds.midX, y: bounds.midY)
let path = UIBezierPath(arcCenter: center, radius: radius, startAngle: -.pi / 2, endAngle: 3 * .pi / 2, clockwise: true)
backgroundShapeLayer.lineWidth = lineWidth
progressShapeLayer.lineWidth = lineWidth
backgroundShapeLayer.path = path.cgPath
progressShapeLayer.path = path.cgPath
}
}
Yielding:

Function working with IBAction but not with viewDidLoad in Swift

I want to add a circle animation in my project. I found very good help here.
This code work on my main page viewDidLoad, but doesn't on another page.
However, it works if I put a test button on the desired page. When I call the function in the viewDidLoad, the animation is already over, even if I put 10 or 60 seconds.
This is the code:
import Foundation
import UIKit
class CircleView: UIView{
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.white.cgColor
circleLayer.lineWidth = 2.0;
// 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 = 1
animation.toValue = 0
// 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 = 0.0
// Do the actual animation
circleLayer.add(animation, forKey: "animateCircle")
}
}
and on my view:
func addCircleView() {
let diceRoll = CGFloat(100)
let circleWidth = CGFloat(200)
let circleHeight = circleWidth
// Create a new CircleView
let circleView = CircleView(frame: CGRect(diceRoll, 0, circleWidth, circleHeight))
view.addSubview(circleView)
// Animate the drawing of the circle over the course of 1 second
circleView.animateCircle(TimeInterval(seconds))
}
(seconds is an instance variable and I would like to call addCircleView when the view is opening).
viewDidLoad is called when the UIViewController is instantiated. viewDidAppear is called when the UIViewController is presented. You need to move the animation to the viewDidAppear

Draw only half of circle

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)

Swift: How to fill in CAShapeLayer circle with color from outside going in?

Alright, Im pretty new to CAShapeLayer but I need to know how to fill in a CAShapeLayer circle with a color starting from the outside outline and going to the center like this -
I am drawing my circle with this modified from a tutorial:
var 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(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
circleLayer.strokeColor = UIColor.whiteColor().CGColor
circleLayer.lineWidth = 1.5;
// 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: NSTimeInterval) {
// 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.addAnimation(animation, forKey: "animateCircle")
}
}
Then I add the CircleView like this -
func addCircleView() {
let diceRoll = CGFloat(Int(arc4random_uniform(7))*50)
var circleWidth = screenSize.width*(85/330)
var circleHeight = circleWidth
// Create a new CircleView
circleView = CircleView(frame: CGRectMake(diceRoll, 0, circleWidth, circleHeight))
circleView.center = CGPointMake(screenSize.width*0.5, screenSize.height*0.71)
view.addSubview(circleView)

Create a custom animatable property

On UIView you can change the backgroundColour animated. And on a UISlideView you can change the value animated.
Can you add a custom property to your own UIView subclass so that it can be animated?
If I have a CGPath within my UIView then I can animate the drawing of it by changing the percentage drawn of the path.
Can I encapsulate that animation into the subclass.
i.e. I have a UIView with a CGPath that creates a circle.
If the circle is not there it represents 0%. If the circle is full it represents 100%. I can draw any value by changing the percentage drawn of the path. I can also animate the change (within the UIView subclass) by animating the percentage of the CGPath and redrawing the path.
Can I set some property (i.e. percentage) on the UIView so that I can stick the change into a UIView animateWithDuration block and it animate the change of the percentage of the path?
I hope I have explained what I would like to do well.
Essentially, all I want to do is something like...
[UIView animateWithDuration:1.0
animations:^{
myCircleView.percentage = 0.7;
}
completion:nil];
and the circle path animate to the given percentage.
If you extend CALayer and implement your custom
- (void) drawInContext:(CGContextRef) context
You can make an animatable property by overriding needsDisplayForKey (in your custom CALayer class) like this:
+ (BOOL) needsDisplayForKey:(NSString *) key {
if ([key isEqualToString:#"percentage"]) {
return YES;
}
return [super needsDisplayForKey:key];
}
Of course, you also need to have a #property called percentage. From now on you can animate the percentage property using core animation. I did not check whether it works using the [UIView animateWithDuration...] call as well. It might work. But this worked for me:
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"percentage"];
animation.duration = 1.0;
animation.fromValue = [NSNumber numberWithDouble:0];
animation.toValue = [NSNumber numberWithDouble:100];
[myCustomLayer addAnimation:animation forKey:#"animatePercentage"];
Oh and to use yourCustomLayer with myCircleView, do this:
[myCircleView.layer addSublayer:myCustomLayer];
Complete Swift 3 example:
public class CircularProgressView: UIView {
public dynamic var progress: CGFloat = 0 {
didSet {
progressLayer.progress = progress
}
}
fileprivate var progressLayer: CircularProgressLayer {
return layer as! CircularProgressLayer
}
override public class var layerClass: AnyClass {
return CircularProgressLayer.self
}
override public func action(for layer: CALayer, forKey event: String) -> CAAction? {
if event == #keyPath(CircularProgressLayer.progress),
let action = action(for: layer, forKey: #keyPath(backgroundColor)) as? CAAnimation,
let animation: CABasicAnimation = (action.copy() as? CABasicAnimation) {
animation.keyPath = #keyPath(CircularProgressLayer.progress)
animation.fromValue = progressLayer.progress
animation.toValue = progress
self.layer.add(animation, forKey: #keyPath(CircularProgressLayer.progress))
return animation
}
return super.action(for: layer, forKey: event)
}
}
/*
* Concepts taken from:
* https://stackoverflow.com/a/37470079
*/
fileprivate class CircularProgressLayer: CALayer {
#NSManaged var progress: CGFloat
let startAngle: CGFloat = 1.5 * .pi
let twoPi: CGFloat = 2 * .pi
let halfPi: CGFloat = .pi / 2
override class func needsDisplay(forKey key: String) -> Bool {
if key == #keyPath(progress) {
return true
}
return super.needsDisplay(forKey: key)
}
override func draw(in ctx: CGContext) {
super.draw(in: ctx)
UIGraphicsPushContext(ctx)
//Light Grey
UIColor.lightGray.setStroke()
let center = CGPoint(x: bounds.midX, y: bounds.midY)
let strokeWidth: CGFloat = 4
let radius = (bounds.size.width / 2) - strokeWidth
let path = UIBezierPath(arcCenter: center, radius: radius, startAngle: 0, endAngle: twoPi, clockwise: true)
path.lineWidth = strokeWidth
path.stroke()
//Red
UIColor.red.setStroke()
let endAngle = (twoPi * progress) - halfPi
let pathProgress = UIBezierPath(arcCenter: center, radius: radius, startAngle: startAngle, endAngle: endAngle , clockwise: true)
pathProgress.lineWidth = strokeWidth
pathProgress.lineCapStyle = .round
pathProgress.stroke()
UIGraphicsPopContext()
}
}
let circularProgress = CircularProgressView(frame: CGRect(x: 0, y: 0, width: 80, height: 80))
UIView.animate(withDuration: 2, delay: 0, options: .curveEaseInOut, animations: {
circularProgress.progress = 0.76
}, completion: nil)
There is a great objc article here, which goes into details about how this works
As well as a objc project that uses the same concepts here:
Essentially action(for layer:) will be called when an object is being animated from an animation block, we can start our own animations with the same properties (stolen from the backgroundColor property) and animate the changes.
For the ones who needs more details on that like I did:
there is a cool example from Apple covering this question.
E.g. thanks to it I found that you don't actually need to add your custom layer as sublayer (as #Tom van Zummeren suggests). Instead it's enough to add a class method to your View class:
+ (Class)layerClass
{
return [CustomLayer class];
}
Hope it helps somebody.
you will have to implement the percentage part yourself. you can override layer drawing code to draw your cgpath accroding to the set percentage value. checkout the core animation programming guide and animation types and timing guide
#David Rees answer get me on the right track, but there is one issue. In my case
completion of animation always returns false, right after animation has began.
UIView.animate(withDuration: 2, delay: 0, options: .curveEaseInOut, animations: {
circularProgress.progress = 0.76
}, completion: { finished in
// finished - always false
})
This is the way it've worked for me - action of animation is handled inside of CALayer.
I have also included small example how to make layer with additional properties like "color".
In this case, without initializer that copies the values, changing the color would take affect only on non-animating view. During animation it would be visble with "default setting".
public class CircularProgressView: UIView {
#objc public dynamic var progress: CGFloat {
get {
return progressLayer.progress
}
set {
progressLayer.progress = newValue
}
}
fileprivate var progressLayer: CircularProgressLayer {
return layer as! CircularProgressLayer
}
override public class var layerClass: AnyClass {
return CircularProgressLayer.self
}
}
/*
* Concepts taken from:
* https://stackoverflow.com/a/37470079
*/
fileprivate class CircularProgressLayer: CALayer {
#NSManaged var progress: CGFloat
let startAngle: CGFloat = 1.5 * .pi
let twoPi: CGFloat = 2 * .pi
let halfPi: CGFloat = .pi / 2
var color: UIColor = .red
// preserve layer properties
// without this specyfic init, if color was changed to sth else
// animation would still use .red
override init(layer: Any) {
super.init(layer: layer)
if let layer = layer as? CircularProgressLayer {
self.color = layer.color
self.progress = layer.progress
}
}
override init() {
super.init()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
override class func needsDisplay(forKey key: String) -> Bool {
if key == #keyPath(progress) {
return true
}
return super.needsDisplay(forKey: key)
}
override func action(forKey event: String) -> CAAction? {
if event == #keyPath(CircularProgressLayer.progress) {
guard let animation = action(forKey: #keyPath(backgroundColor)) as? CABasicAnimation else {
setNeedsDisplay()
return nil
}
if let presentation = presentation() {
animation.keyPath = event
animation.fromValue = presentation.value(forKeyPath: event)
animation.toValue = nil
} else {
return nil
}
return animation
}
return super.action(forKey: event)
}
override func draw(in ctx: CGContext) {
super.draw(in: ctx)
UIGraphicsPushContext(ctx)
//Light Gray
UIColor.lightGray.setStroke()
let center = CGPoint(x: bounds.midX, y: bounds.midY)
let strokeWidth: CGFloat = 4
let radius = (bounds.size.width / 2) - strokeWidth
let path = UIBezierPath(arcCenter: center, radius: radius, startAngle: 0, endAngle: twoPi, clockwise: true)
path.lineWidth = strokeWidth
path.stroke()
// Red - default
self.color.setStroke()
let endAngle = (twoPi * progress) - halfPi
let pathProgress = UIBezierPath(arcCenter: center, radius: radius, startAngle: startAngle, endAngle: endAngle , clockwise: true)
pathProgress.lineWidth = strokeWidth
pathProgress.lineCapStyle = .round
pathProgress.stroke()
UIGraphicsPopContext()
}
}
The way to handle animations differently and copy layer properties I have found in this article:
https://medium.com/better-programming/make-apis-like-apple-animatable-view-properties-in-swift-4349b2244cea