In my UICollectionViewCell, I've added a border via UIBezierPath with animation which is as below.
class AnimalSelectionCollectionCell: UICollectionViewCell {
...
let shapeLayer: CAShapeLayer = CAShapeLayer()
override func layoutSubviews() {
super.layoutSubviews()
let path: UIBezierPath = UIBezierPath(
roundedRect: contentView.bounds.inset(by: UIEdgeInsets(top: 2, left: 2, bottom: 2, right: 2)),
byRoundingCorners: .allCorners, cornerRadii: CGSize(width: contentView.bounds.size.width, height: 0.0))
shapeLayer.path = path.cgPath
}
func setData() {
...
shapeLayer.lineWidth = 1.0
shapeLayer.fillColor = UIColor.clear.cgColor
contentView.layer.addSublayer(shapeLayer)
}
func startAnimation() {
shapeLayer.strokeColor = AppColors.Text.selectedName.cgColor
let animation: CABasicAnimation = CABasicAnimation(keyPath: "strokeEnd")
animation.fromValue = 0.0
animation.toValue = 1.0
animation.duration = 0.5
shapeLayer.add(animation, forKey: "myStroke")
}
}
On selection of UICollectionViewCell I'm calling startAnimation() method which draw border with animation. Now, on on select again I want to remove that border with animation on reverse order (i.e. from 1.0 to 0.0).
How can I remove drawn path with animation?
Assuming allowsMultipleSelection is true, you can check isSelected and do different things depending on it:
func startAnimation() {
if isSelected {
showDeselectionAnimation()
} else {
showSelectionAnimation()
}
}
Also consider overriding isSelected and putting this logic in its didSet, instead of having a startAnimation function. isSelected would be automatically set by UIKit.
Then, put your original code to show the selection animation in showSelectionAnimation. For the deselection animation, do something similar, but reverse fromValue and toValue. At the end of the animation, you should also set the stroke color back to clear, so that everything is back to the state before you called showSelectionAnimation.
func showDeselectionAnimation() {
let animation: CABasicAnimation = CABasicAnimation(keyPath: "strokeEnd")
animation.fromValue = 1.0
animation.toValue = 0.0
animation.duration = 0.5
animation.delegate = self
shapeLayer.add(animation)
}
...
func animationDidStop(_ anim: CAAnimation, finished flag: Bool) {
shapeLayer.strokeColor = UIColor.clear.cgColor
}
Related
I am using the following custom UIView class as a loading indicator in my app. Most of the time it works great and I can just uses loadingView.startLoading() to make it appear. However, in rare cases, only the UIView appears with a shadow behind it, and the CAShapeLayer is nowhere to be seen. What could be preventing the CAShapeLayer from appearing on top of the LoadingView UIView?
LoadingView
class LoadingView: UIView {
//MARK: - Properties and Init
let circleLayer = CAShapeLayer()
private var circlePath : UIBezierPath = .init()
let size : CGFloat = 80
init() {
super.init(frame: CGRect(x: 0, y: 0, width: size, height: size))
tag = 100
addShadow(shadowColor: UIColor.label.cgColor, shadowOffset: CGSize(width: 0, height: 0), shadowOpacity: 0.3, shadowRadius: 3)
backgroundColor = .secondarySystemBackground
self.layer.addSublayer(circleLayer)
calculateCirclePath()
animateCircle(duration: 1, repeats: true)
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
//MARK: - Private UI Setup Methods
private func calculateCirclePath() {
self.circlePath = UIBezierPath(arcCenter: CGPoint(x: size / 2, y: size / 2), radius: size / 3, startAngle: 0.0, endAngle: CGFloat(Double.pi*2), clockwise: true)
}
override func layoutSubviews() {
circleLayer.frame = self.layer.bounds
}
private func animateCircle(duration: TimeInterval, repeats: Bool) {
// Setup the CAShapeLayer with the path, colors, and line width
circleLayer.path = circlePath.cgPath
circleLayer.fillColor = UIColor.clear.cgColor
circleLayer.strokeColor = UIColor.blue.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
self.layer.addSublayer(circleLayer)
// We want to animate the strokeEnd property of the circleLayer
let animation = CABasicAnimation(keyPath: "strokeEnd")
animation.duration = duration
animation.repeatCount = repeats ? .infinity : 1
animation.fromValue = 0
animation.toValue = 1
animation.timingFunction = CAMediaTimingFunction(name: CAMediaTimingFunctionName.easeOut)
circleLayer.strokeEnd = 0
circleLayer.add(animation, forKey: "animateCircle")
let rotationAnimation = CABasicAnimation(keyPath: "transform.rotation.z")
rotationAnimation.repeatCount = repeats ? .infinity : 1
rotationAnimation.fromValue = 0.0
rotationAnimation.toValue = Double.pi*3
rotationAnimation.duration = duration
rotationAnimation.timingFunction = CAMediaTimingFunction(name: CAMediaTimingFunctionName.easeIn)
circleLayer.add(rotationAnimation, forKey: nil)
let fadeAnimation = CABasicAnimation(keyPath: "opacity")
fadeAnimation.repeatCount = repeats ? .infinity : 1
fadeAnimation.fromValue = 1
fadeAnimation.toValue = 0
fadeAnimation.duration = duration
fadeAnimation.timingFunction = CAMediaTimingFunction(name: CAMediaTimingFunctionName.easeIn)
circleLayer.add(fadeAnimation, forKey: nil)
}
}
Extension for ViewController
extension ViewController {
func startLoading() {
view.addSubview(loadingView)
loadingView.translatesAutoresizingMaskIntoConstraints = false
NSLayoutConstraint.activate([
loadingView.centerYAnchor.constraint(equalTo: view.centerYAnchor),
loadingView.centerXAnchor.constraint(equalTo: view.centerXAnchor),
loadingView.widthAnchor.constraint(equalToConstant: CGFloat(80)),
loadingView.heightAnchor.constraint(equalToConstant: CGFloat(80)),
])
loadingView.isHidden = false
}
func stopLoading() {
loadingView.isHidden = true
}
}
Because a sublayer and animation can't happen in one go, I changed the code to what is shown below and now it works perfectly!
LoadingView
class LoadingView: UIView {
//MARK: - Properties and Init
let circleLayer = CAShapeLayer()
private var circlePath : UIBezierPath = .init()
let size : CGFloat = 80
init() {
super.init(frame: CGRect(x: 0, y: 0, width: size, height: size))
tag = 100
addShadow(shadowColor: UIColor.label.cgColor, shadowOffset: CGSize(width: 0, height: 0), shadowOpacity: 0.3, shadowRadius: 3)
backgroundColor = .secondarySystemBackground
layer.cornerRadius = size/8
self.layer.addSublayer(circleLayer)
calculateCirclePath()
circleLayer.path = circlePath.cgPath
circleLayer.fillColor = UIColor.clear.cgColor
circleLayer.strokeColor = UIColor.blue.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
self.layer.addSublayer(circleLayer)
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
//MARK: - Private UI Setup Methods
private func calculateCirclePath() {
self.circlePath = UIBezierPath(arcCenter: CGPoint(x: size / 2, y: size / 2), radius: size / 3, startAngle: 0.0, endAngle: CGFloat(Double.pi*2), clockwise: true)
}
override func layoutSubviews() {
circleLayer.frame = self.layer.bounds
}
func animateCircle(duration: TimeInterval, repeats: Bool) {
// Setup the CAShapeLayer with the path, colors, and line width
// We want to animate the strokeEnd property of the circleLayer
let animation = CABasicAnimation(keyPath: "strokeEnd")
animation.duration = duration
animation.repeatCount = repeats ? .infinity : 1
animation.fromValue = 0
animation.toValue = 1
animation.timingFunction = CAMediaTimingFunction(name: CAMediaTimingFunctionName.easeOut)
circleLayer.strokeEnd = 0
circleLayer.add(animation, forKey: "animateCircle")
let rotationAnimation = CABasicAnimation(keyPath: "transform.rotation.z")
rotationAnimation.repeatCount = repeats ? .infinity : 1
rotationAnimation.fromValue = 0.0
rotationAnimation.toValue = Double.pi*3
rotationAnimation.duration = duration
rotationAnimation.timingFunction = CAMediaTimingFunction(name: CAMediaTimingFunctionName.easeIn)
circleLayer.add(rotationAnimation, forKey: nil)
let fadeAnimation = CABasicAnimation(keyPath: "opacity")
fadeAnimation.repeatCount = repeats ? .infinity : 1
fadeAnimation.fromValue = 1
fadeAnimation.toValue = 0
fadeAnimation.duration = duration
fadeAnimation.timingFunction = CAMediaTimingFunction(name: CAMediaTimingFunctionName.easeIn)
circleLayer.add(fadeAnimation, forKey: nil)
}
}
Extension for ViewController
extension ViewController {
func startLoading() {
view.addSubview(loadingView)
loadingView.translatesAutoresizingMaskIntoConstraints = false
NSLayoutConstraint.activate([
loadingView.centerYAnchor.constraint(equalTo: view.centerYAnchor),
loadingView.centerXAnchor.constraint(equalTo: view.centerXAnchor),
loadingView.widthAnchor.constraint(equalToConstant: CGFloat(80)),
loadingView.heightAnchor.constraint(equalToConstant: CGFloat(80)),
])
loadingView.isHidden = false
loadingView.animateCircle(duration: 1, repeats: true)
}
func stopLoading() {
loadingView.isHidden = true
}
}
its better practice to call this method in main thread using dispatchQueue as sometime control may be in background thread so it must get returned to main thread before performing any UI updates
I have a circle like in Instagram profile image which has story. I want to have an affect like circle is spinning. For that, I used CABasicAnimation. It is spinning but not in center.
As I searched, I need to give bounty for shapeLayer but when I do that, It doesn't placed where It needs to be.
How can I achieve animation like in Instagram story circle (like circle is spinning)?
EDIT I also try to add "colors" animation but because It works like It is in square, I can't get the desired result.
func addCircle() {
let circularPath = UIBezierPath(arcCenter: CGPoint(x: self.bounds.midX, y: self.bounds.midY), radius: self.bounds.width / 2, startAngle: -CGFloat.pi / 2, endAngle: 2 * CGFloat.pi, clockwise: true)
shapeLayer.strokeColor = UIColor.blue.cgColor
shapeLayer.lineWidth = 10
shapeLayer.fillColor = UIColor.clear.cgColor
shapeLayer.lineCap = kCALineCapRound
shapeLayer.strokeEnd = 1.0
gradient.frame = circularPath.bounds
gradient.colors = [UIColor.blue.cgColor, UIColor.red.cgColor]
gradient.startPoint = CGPoint(x: 0, y: 1)
gradient.endPoint = CGPoint(x: 1, y: 0)
shapeLayer.path = circularPath.cgPath
gradient.mask = shapeLayer
self.layer.addSublayer(gradient)
}
let rotationAnimation: CAAnimation = {
let animation = CABasicAnimation(keyPath: "transform.rotation")
animation.fromValue = 0
animation.toValue = 1
animation.duration = 4
animation.repeatCount = MAXFLOAT
return animation
}()
#objc private func handleTap() {
print("Attempting to animate stroke")
shapeLayer.add(rotationAnimation, forKey: "urSoBasic2")
}
If spinning, why not spin gradient
let rotationAnimation: CAAnimation = {
let animation = CABasicAnimation(keyPath: "transform.rotation")
animation.fromValue = 0
animation.toValue = Float.pi * 2
animation.duration = 4
animation.repeatCount = MAXFLOAT
return animation
}()
#objc func handleTap() {
print("Attempting to animate stroke")
gradient.add(rotationAnimation, forKey: "urSoBasic2")
}
As to off center problem. The correct frame for gradient should be like this :
gradient.frame = self.bounds
To verify the center, you may add a background for the view:
self.background = UIColor.black.
The reason is width and height of the view is not set well due to the constraints. Try to set the correct bounds of the view, so when you add the circularPath, it's center in the view.
I use the following way to pause/resume animation
func pauseAnimation(){
var pausedTime = layer.convertTime(CACurrentMediaTime(), fromLayer: nil)
layer.speed = 0.0
layer.timeOffset = pausedTime
}
func resumeAnimation(){
var pausedTime = layer.timeOffset
layer.speed = 1.0
layer.timeOffset = 0.0
layer.beginTime = 0.0
let timeSincePause = layer.convertTime(CACurrentMediaTime(), fromLayer: nil) - pausedTime
layer.beginTime = timeSincePause
}
It works like a charm as long as the ViewController is currently presented.
When I present modally another view controller and then dismiss it, animation is done, no matter how much time elapsed during this present/dismiss action.
Do you have any suggestions why this might happen? How to fix it? I'd like to add that all other views holds their state, only the animation is completed.
EDIT:
I just figured out that it happens regardles of pausing/resuming - ongoing animation gets completed as well in such scenario.
Here is my code that shows animation implementation
import Foundation
import UIKit
class CircleView: UIView {
var circleLayer: CAShapeLayer!
#IBOutlet var view: UIView!
#IBOutlet weak var progressLabel: UILabel!
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
Bundle.main.loadNibNamed("CircleView", owner: self, options: nil)
self.addSubview(view)
view.frame = self.bounds
}
override func awakeFromNib() {
super.awakeFromNib()
setupAppearance()
}
func setupAppearance() {
progressLabel.textColor = UIColor.textColor
progressLabel.font = UIFont.textTimerClock
}
func setup(progress:Double, clockwise:Bool) {
self.backgroundColor = UIColor.clear
var strokeColor = UIColor.positiveProgressColor
if !clockwise { strokeColor = UIColor.positiveProgressColor }
// 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(.pi * 2 * progress), clockwise: clockwise)
// Setup the CAShapeLayer with the path, colors, and line width
circleLayer = CAShapeLayer()
circleLayer.path = circlePath.cgPath
circleLayer.fillColor = UIColor.clear.cgColor
circleLayer.strokeColor = strokeColor.cgColor
circleLayer.lineWidth = 8.0;
// Don't draw the circle initially
circleLayer.strokeEnd = 0.0
// Add the circleLayer to the view's layer's sublayers
layer.addSublayer(circleLayer)
//add grey path
let greyCircleLayer = CAShapeLayer()
let greyCirclePath = 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(.pi * 2.0), clockwise: true)
greyCircleLayer.path = greyCirclePath.cgPath
greyCircleLayer.fillColor = UIColor.clear.cgColor
greyCircleLayer.strokeColor = UIColor.appLightGrey.cgColor
greyCircleLayer.lineWidth = 1.0;
// Don't draw the circle initially
circleLayer.strokeEnd = 0.0
// Add the circleLayer to the view's layer's sublayers
layer.insertSublayer(greyCircleLayer, below: circleLayer)
if progressLabel != nil {
progressLabel.text = "10"}
}
func pauseAnimation(){
let pausedTime = circleLayer.convertTime(CACurrentMediaTime(), from: nil)
circleLayer.speed = 0.0
circleLayer.timeOffset = pausedTime
}
func resumeAnimation(){
let pausedTime = circleLayer.timeOffset
circleLayer.speed = 1.0
circleLayer.timeOffset = 0.0
circleLayer.beginTime = 0.0
let timeSincePause = layer.convertTime(CACurrentMediaTime(), from: nil) - pausedTime
circleLayer.beginTime = timeSincePause
}
func animateCircle(duration: TimeInterval, color: UIColor) {
// We want to animate the strokeEnd property of the circleLayer
circleLayer.strokeColor = color.cgColor
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: kCAAnimationLinear)
// 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")
}
}
Another thing worth mentioning: init(), awakeFromNib() are not being called again so this is not the case.
Another: The same happens for pushing VC instead of presenting modally.
In general when you display another view controller, the view of current view controller is removed from the window. This will also remove all pending animations from their layers, and any existing animation completion handler is called with false, because the animation is not completed (see also https://stackoverflow.com/a/21200504/2352344).
To continue the animation after returning to the view controller, you should reconstruct the animation object in viewWillAppear.
Hey guys so I've drawn a circle and added it as a subview using a button. When I try to remove it using the removefromsuperview it didn't go away. Please check the code below.
I added a button named Removecircle so I can add or remove the circle but that didn't go as planned.
import UIKit
import GLKit
class ViewController: UIViewController {
var numb = 0
override func viewDidLoad() {
super.viewDidLoad()
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
#IBAction func Removecircle(_ sender: Any) {
let radius = Int( view.frame.maxX )
let HvalueX = 0
let HvalueY = Int( view.frame.maxY )/2 - Int( view.frame.maxX )/2
// Create a new CircleView
let circleView = CircleView( frame:CGRect(x: HvalueX, y: HvalueY, width: radius, height: radius ))
//let test = CircleView(frame: CGRect(x: diceRoll, y: 0, width: circleWidth, height: circleHeight))
if numb%2 == 0 {
view.addSubview(circleView)
// Animate the drawing of the circle over the course of 1 second
circleView.animateCircle(duration: 4.0)
circleView.circleLayer.strokeColor = UIColor.blue.cgColor
}else if numb%2 == 1 {
circleView.removeFromSuperview()
}
numb = numb + 1
}
#IBOutlet weak var removecircle: UIButton!
}
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 = 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)
animateCircle(duration: 2)
}
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")
}
}
You’re creating a new CircleView every time you press the button. Instead, create it the first time and store it as a property of ViewController. Then when you press the button you should be able to remove it with removeFromSuperview().
I am adding in a animated circle to a uiview. In this line of code:
var circleView = addCircleView(frame: CGRectMake(diceRoll, 0, circleWidth, circleHeight))
I am getting an error that reads "Argument passed to call that takes no arguments" pointing to CGRectMake.
I have aisles attached the rest of the code incase it is needed
import UIKit
import CoreMotion
import CoreGraphics
class Animation: 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.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")
}
func addCircleView() {
let diceRoll = CGFloat(Int(arc4random_uniform(7))*50)
var circleWidth = CGFloat(200)
var circleHeight = circleWidth
// Create a new CircleView
var circleView = addCircleView(frame: CGRectMake(diceRoll, 0, circleWidth, circleHeight))
UIView.addSubview(circleView)
// Animate the drawing of the circle over the course of 1 second
circleView.animateCircle(1.0)
}
}
Credits to Mike S
While I'd change all references of CGRectMake to CGRect, the issue is with the call to addCircle(). You didn't define any arguments.
Try changing things to:
func addCircleView(frame: CGRect) {
Or, since addCircleView looks like it doesn't use this parameter, try removing the CGRect/CGRectMake from the call to addCircle():
var circleView = addCircleView()
(It looks like you probably want the former.)