I am trying to re-create the Apple Workout Rings in my WatchOS App. I am making use of SpriteKit and GameScene for the animation. However, I am not able to understand how to implement the overlapping rings and include a gradient.
Workout Rings
I tried using SKShader in order to incorporate the gradient effect. However, SKShapeNode ignores the line cap when SKShader is present so I'm not able to get the rounded edges.
I have also looked at other approaches like : Circle Progress View like activity app
However, I don't know how to use this approach for the watchOS as SpriteKit works on the concept of nodes and this approach deals with CGContext.
class GameScene: SKScene {
func circle(radius:CGFloat, percent:CGFloat) -> CGPath {
let start:CGFloat = 0
let end = ((CGFloat.pi * 2)) * percent
let center = CGPoint.zero
let corePath = CGMutablePath()
corePath.addArc(center: center, radius: radius, startAngle: start, endAngle: end, clockwise: true)
return corePath
}
// Animated Timer for Progress Circle
func countdownCircle(circle:SKShapeNode, steps:Int, duration:TimeInterval, completion:#escaping ()->Void) {
guard let path = circle.path else {
return
}
let radius = path.boundingBox.width/2
let timeInterval = duration/TimeInterval(steps)
let increment = 1 / CGFloat(steps)
var percent = CGFloat(1.0)
let animate = SKAction.run {
percent -= increment
circle.path = self.circle(radius: radius, percent:percent)
}
let wait = SKAction.wait(forDuration:timeInterval)
let action = SKAction.sequence([wait, animate])
run(SKAction.repeatForever(action)) {
self.run(SKAction.wait(forDuration:timeInterval/2)) {
circle.path = nil
completion()
}
//(action,count:steps-1)
}
}
// Animated Timer for Shadow Circle
func countdownShadow(circle:SKShapeNode, steps:Int, duration:TimeInterval, completion:#escaping ()->Void) {
guard let path = circle.path else {
return
}
let radius = path.boundingBox.width/2
let timeInterval = duration/TimeInterval(steps)
let increment = 1 / CGFloat(steps)
var percent = CGFloat(1.0)
let animate = SKAction.run {
percent -= increment
circle.path = self.circle(radius: radius, percent:percent)
}
let wait = SKAction.wait(forDuration:timeInterval)
let action = SKAction.sequence([wait, animate])
run(SKAction.repeatForever(action)) {
self.run(SKAction.wait(forDuration:timeInterval)) {
circle.path = nil
completion()
}
}
}
//(action,count:steps-1)
override func sceneDidLoad() {
let pathForCircle = CGMutablePath()
pathForCircle.addArc(center: CGPoint.zero, radius: 100, startAngle: 0, endAngle: CGFloat(Double.pi * 2), clockwise: true)
// This is the circle that indicates the progress.
let progressCircle = SKShapeNode()
progressCircle.lineCap = .round
progressCircle.position = CGPoint(x: 0, y: 15)
progressCircle.strokeColor = SKColor.green
progressCircle.lineWidth = 20
progressCircle.path = pathForCircle
progressCircle.zPosition = 4
self.addChild(progressCircle)
countdownCircle(circle: progressCircle, steps: 400, duration: 5){
print("Done")
}
// This is the circle that gives the ring the shadow effect.
let shadowCircle = SKShapeNode()
shadowCircle.lineCap = .round
shadowCircle.position = CGPoint(x: 0, y: 15)
shadowCircle.strokeColor = SKColor.black
shadowCircle.glowWidth = 30
shadowCircle.zPosition = 3
shadowCircle.path = pathForCircle
self.addChild(shadowCircle)
countdownShadow(circle: shadowCircle, steps: 400, duration: 5){
print("Done")
}
// This is the bottommost circle.
let bottommostCircle = SKShapeNode()
bottommostCircle.position = CGPoint(x: 0, y: 15)
bottommostCircle.lineCap = .butt
bottommostCircle.strokeColor = SKColor.green
bottommostCircle.alpha = 0.2
bottommostCircle.lineWidth = 20
bottommostCircle.path = pathForCircle
bottommostCircle.zPosition = 0
self.addChild(bottommostCircle)
}
override func update(_ currentTime: TimeInterval) {
// Called before each frame is rendered
}
}
there are plenty of Spritekit implementations of this exact sort on GitHub
Here is one that looks particularly good.
https://github.com/HarshilShah/ActivityRings
Related
I need to create a progressive with gaps in it and Animate the layers. I have achieved it. But the problem is it is starting (0) from Right centre. But the requirement is it should start from top centre. In image You can see that it is started from right side.
I have attached my code sample along with Image for your understanding. Can somebody help me where I'm doing wrong or how should I make it from top.
extension ViewController {
func sampleProgress() {
let totalSteps = 6
let frame = CGRect(x: 50, y: 50, width: 120, height: 120)
let circlePath = UIBezierPath(ovalIn: frame)
let gapSize: CGFloat = 0.0125
let segmentAngle: CGFloat = 0.167 // (1/totalSteps)
var startAngle = 0.0
let lineWidth = 8.0
for index in 0 ... totalSteps {
// Background layer
let backgroundLayer = CAShapeLayer()
backgroundLayer.strokeStart = startAngle
backgroundLayer.strokeEnd = backgroundLayer.strokeStart + segmentAngle - gapSize
backgroundLayer.path = circlePath.cgPath
backgroundLayer.name = String(index)
backgroundLayer.strokeColor = UIColor.lightGray.cgColor
backgroundLayer.lineWidth = lineWidth
backgroundLayer.lineCap = CAShapeLayerLineCap.butt
backgroundLayer.fillColor = UIColor.clear.cgColor
self.view.layer.addSublayer(backgroundLayer)
// Foreground layer
let foregroundLayer = CAShapeLayer()
foregroundLayer.strokeStart = startAngle
foregroundLayer.strokeEnd = backgroundLayer.strokeStart + segmentAngle - gapSize
foregroundLayer.isHidden = true
foregroundLayer.name = String(index) + String(index)
foregroundLayer.path = circlePath.cgPath
foregroundLayer.strokeColor = UIColor.green.cgColor
foregroundLayer.lineWidth = lineWidth
foregroundLayer.lineCap = CAShapeLayerLineCap.butt
foregroundLayer.fillColor = UIColor.clear.cgColor
self.view.layer.addSublayer(foregroundLayer)
print("Start angle: \(startAngle)")
startAngle = startAngle + segmentAngle
}
}
func animateLayer(isAnimate: Bool, stepsToAnimate: Int) {
let segmentAngle: CGFloat = (360 * 0.166) / 360
let gapSize: CGFloat = 0.0125
var startAngle = 0.0
for index in 0 ... stepsToAnimate {
if let foregroundLayers = self.view.layer.sublayers {
for animateLayer in foregroundLayers {
if animateLayer.name == String(index) + String(index) {
if index == stepsToAnimate && isAnimate {
let animation = CABasicAnimation(keyPath: "strokeEnd")
animation.fromValue = startAngle
animation.toValue = startAngle + segmentAngle - gapSize
animation.duration = 1.0
animateLayer.add(animation, forKey: "foregroundAnimation")
animateLayer.isHidden = false
} else {
animateLayer.isHidden = false
}
startAngle = startAngle + segmentAngle
}
}
}
}
}
}
You can "move the start" to the top by rotating the layer(s) minus 90-degrees:
let tr = CATransform3DMakeRotation(-(.pi * 0.5), 0, 0, 1)
I would assume this would be wrapped into a UIView subclass, but to get your example (adding sublayers to the main view's layer) to work right, we'll want to use a Zero-based origin for the path rect:
// use 0,0 for the origin of the PATH frame
let frame = CGRect(x: 0, y: 0, width: 120, height: 120)
let circlePath = UIBezierPath(ovalIn: frame)
and then an offset rect for the position:
let layerFrame = frame.offsetBy(dx: 50, dy: 50)
and we set the .anchorPoint of the layers to the center of that rect -- so it will rotate around its center:
// set the layer's frame
backgroundLayer.frame = layerFrame
// set the layer's anchor point
backgroundLayer.anchorPoint = CGPoint(x: 0.5, y: 0.5)
// apply the rotation transform
backgroundLayer.transform = tr
// set the layer's frame
foregroundLayer.frame = layerFrame
// set the layer's anchor point
foregroundLayer.anchorPoint = CGPoint(x: 0.5, y: 0.5)
// apply the rotation transform
foregroundLayer.transform = tr
So, slight modifications to your code:
extension ViewController {
func sampleProgress() {
let totalSteps = 6
// use 0,0 for the origin of the PATH frame
let frame = CGRect(x: 0, y: 0, width: 120, height: 120)
let circlePath = UIBezierPath(ovalIn: frame)
// use this for the POSITION of the path
let layerFrame = frame.offsetBy(dx: 50, dy: 50)
let gapSize: CGFloat = 0.0125
let segmentAngle: CGFloat = 0.167 // (1/totalSteps)
var startAngle = 0.0
let lineWidth = 8.0
// we want to rotate the layer by -90 degrees
let tr = CATransform3DMakeRotation(-(.pi * 0.5), 0, 0, 1)
for index in 0 ... totalSteps {
// Background layer
let backgroundLayer = CAShapeLayer()
backgroundLayer.strokeStart = startAngle
backgroundLayer.strokeEnd = backgroundLayer.strokeStart + segmentAngle - gapSize
backgroundLayer.path = circlePath.cgPath
backgroundLayer.name = String(index)
backgroundLayer.strokeColor = UIColor.lightGray.cgColor
backgroundLayer.lineWidth = lineWidth
backgroundLayer.lineCap = CAShapeLayerLineCap.butt
backgroundLayer.fillColor = UIColor.clear.cgColor
self.view.layer.addSublayer(backgroundLayer)
// set the layer's frame
backgroundLayer.frame = layerFrame
// set the layer's anchor point
backgroundLayer.anchorPoint = CGPoint(x: 0.5, y: 0.5)
// apply the rotation transform
backgroundLayer.transform = tr
// Foreground layer
let foregroundLayer = CAShapeLayer()
foregroundLayer.strokeStart = startAngle
foregroundLayer.strokeEnd = backgroundLayer.strokeStart + segmentAngle - gapSize
foregroundLayer.isHidden = true
foregroundLayer.name = String(index) + String(index)
foregroundLayer.path = circlePath.cgPath
foregroundLayer.strokeColor = UIColor.green.cgColor
foregroundLayer.lineWidth = lineWidth
foregroundLayer.lineCap = CAShapeLayerLineCap.butt
foregroundLayer.fillColor = UIColor.clear.cgColor
self.view.layer.addSublayer(foregroundLayer)
// set the layer's frame
foregroundLayer.frame = layerFrame
// set the layer's anchor point
foregroundLayer.anchorPoint = CGPoint(x: 0.5, y: 0.5)
// apply the rotation transform
foregroundLayer.transform = tr
print("Start angle: \(startAngle)")
startAngle = startAngle + segmentAngle
}
}
func animateLayer(isAnimate: Bool, stepsToAnimate: Int) {
let segmentAngle: CGFloat = (360 * 0.166) / 360
let gapSize: CGFloat = 0.0125
var startAngle = 0.0
for index in 0 ... stepsToAnimate {
if let foregroundLayers = self.view.layer.sublayers {
for animateLayer in foregroundLayers {
if animateLayer.name == String(index) + String(index) {
if index == stepsToAnimate && isAnimate {
let animation = CABasicAnimation(keyPath: "strokeEnd")
animation.fromValue = startAngle
animation.toValue = startAngle + segmentAngle - gapSize
animation.duration = 1.0
animateLayer.add(animation, forKey: "foregroundAnimation")
animateLayer.isHidden = false
} else {
animateLayer.isHidden = false
}
startAngle = startAngle + segmentAngle
}
}
}
}
}
}
and an example controller - each tap anywhere animates the next step:
class ViewController: UIViewController {
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
sampleProgress()
}
var p: Int = 0
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
animateLayer(isAnimate: true, stepsToAnimate: p)
p += 1
}
}
I have attached a rough sketch. The lines are deformed as the sketch was drawn manually just to illustrate the concept.
As seen in the sketch, I have a list of points that has to be drawn on the view automatically (it is irregular shape), clockwise with some delay (0.1 seconds) to see the progress visually.
Sketch would illustrate 70% approximate completion of the shape.
As the view draws, I have to maintain the background gradient. As seen in the sketch, Start point and the Current point are never connected directly. The colour must be filled only between Start point -> Centre point -> Current point.
Coming to the gradient part, there are two colours. Turquoise colour concentrated at the centre and the colour gets lighter to white as it moves away from the centre point.
How would I implement this in iOS? I am able to draw the black lines in the shape, but, I am unable to fill the colour. And gradient, I have no idea at all.
To begin with a path needs to be generated. You probably already have this but you have not provided any code for it although you mentioned "I am able to draw the black lines in the shape". So to begin with the code...
private func generatePath(withPoints points: [CGPoint], inFrame frame: CGRect) -> UIBezierPath? {
guard points.count > 2 else { return nil } // At least 3 points
let pointsInPolarCoordinates: [(angle: CGFloat, radius: CGFloat)] = points.map { point in
let radius = (point.x*point.x + point.y*point.y).squareRoot()
let angle = atan2(point.y, point.x)
return (angle, radius)
}
let maximumPointRadius: CGFloat = pointsInPolarCoordinates.max(by: { $1.radius > $0.radius })!.radius
guard maximumPointRadius > 0.0 else { return nil } // Not all points may be centered
let maximumFrameRadius = min(frame.width, frame.height)*0.5
let radiusScale = maximumFrameRadius/maximumPointRadius
let normalizedPoints: [CGPoint] = pointsInPolarCoordinates.map { polarPoint in
.init(x: frame.midX + cos(polarPoint.angle)*polarPoint.radius*radiusScale,
y: frame.midY + sin(polarPoint.angle)*polarPoint.radius*radiusScale)
}
let path = UIBezierPath()
path.move(to: normalizedPoints[0])
normalizedPoints[1...].forEach { path.addLine(to: $0) }
path.close()
return path
}
Here points are expected to be around 0.0. They are distributed so that they try to fill maximum space depending on given frame and they are centered on it. Nothing special, just basic math.
After a path is generated you may either use shape-layer approach or draw-rect approach. I will use the draw-rect:
You may subclass an UIView and override a method func draw(_ rect: CGRect). This method will be called whenever a view needs a display and you should NEVER call this method directly. So in order to redraw the view you simply call setNeedsDisplay on the view. Starting with code:
class GradientProgressView: UIView {
var points: [CGPoint]? { didSet { setNeedsDisplay() } }
override func draw(_ rect: CGRect) {
super.draw(rect)
guard let context = UIGraphicsGetCurrentContext() else { return }
let lineWidth: CGFloat = 5.0
guard let points = points else { return }
guard let path = generatePath(withPoints: points, inFrame: bounds.insetBy(dx: lineWidth, dy: lineWidth)) else { return }
drawGradient(path: path, context: context)
drawLine(path: path, lineWidth: lineWidth, context: context)
}
Nothing very special. The context is grabbed for drawing the gradient and for clipping (later). Other than that the path is created using the previous method and then passed to two rendering methods.
Starting with the line things get very simple:
private func drawLine(path: UIBezierPath, lineWidth: CGFloat, context: CGContext) {
UIColor.black.setStroke()
path.lineWidth = lineWidth
path.stroke()
}
there should most likely be a property for color but I just hardcoded it.
As for gradient things do get a bit more scary:
private func drawGradient(path: UIBezierPath, context: CGContext) {
context.saveGState()
path.addClip() // This will be discarded once restoreGState() is called
let gradient = CGGradient(colorsSpace: CGColorSpaceCreateDeviceRGB(), colors: [UIColor.blue, UIColor.green].map { $0.cgColor } as CFArray, locations: [0.0, 1.0])!
context.drawRadialGradient(gradient, startCenter: CGPoint(x: bounds.midX, y: bounds.midY), startRadius: 0.0, endCenter: CGPoint(x: bounds.midX, y: bounds.midY), endRadius: min(bounds.width, bounds.height), options: [])
context.restoreGState()
}
When drawing a radial gradient you need to clip it with your path. This is done by calling path.addClip() which uses a "fill" approach on your path and applies it to current context. This means that everything you draw after this call will be clipped to this path and outside of it nothing will be drawn. But you DO want to draw outside of it later (the line does) and you need to reset the clip. This is done by saving and restoring state on your current context calling saveGState and restoreGState. These calls are push-pop so for every "save" there should be a "restore". And you can nest this procedure (as it will be done when applying a progress).
Using just this code you should already be able to draw your full shape (as in with 100% progress). To give my test example I use it all in code like this:
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
let progressView = GradientProgressView(frame: .init(x: 30.0, y: 30.0, width: 280.0, height: 350.0))
progressView.backgroundColor = UIColor.lightGray // Just to debug
progressView.points = {
let count = 200
let minimumRadius: CGFloat = 0.9
let maximumRadius: CGFloat = 1.1
return (0...count).map { index in
let progress: CGFloat = CGFloat(index) / CGFloat(count)
let angle = CGFloat.pi * 2.0 * progress
let radius = CGFloat.random(in: minimumRadius...maximumRadius)
return .init(x: cos(angle)*radius, y: sin(angle)*radius)
}
}()
view.addSubview(progressView)
}
}
Adding a progress now only needs additional clipping. We would like to draw only within a certain angle. This should be straight forward by now:
Another property is added to the view:
var progress: CGFloat = 0.7 { didSet { setNeedsDisplay() } }
I use progress as value between 0 and 1 where 0 is 0% progress and 1 is 100% progress.
Then to create a clipping path:
private func createProgressClippingPath() -> UIBezierPath {
let endAngle = CGFloat.pi*2.0*progress
let maxRadius: CGFloat = max(bounds.width, bounds.height) // we simply need one that is large enough.
let path = UIBezierPath()
let center: CGPoint = .init(x: bounds.midX, y: bounds.midY)
path.move(to: center)
path.addArc(withCenter: center, radius: maxRadius, startAngle: 0.0, endAngle: endAngle, clockwise: true)
return path
}
This is simply a path from center and creating an arc from zero angle to progress angle.
Now to apply this additional clipping:
override func draw(_ rect: CGRect) {
super.draw(rect)
let actualProgress = max(0.0, min(progress, 1.0))
guard actualProgress > 0.0 else { return } // Nothing to draw
let willClipAsProgress = actualProgress < 1.0
guard let context = UIGraphicsGetCurrentContext() else { return }
let lineWidth: CGFloat = 5.0
guard let points = points else { return }
guard let path = generatePath(withPoints: points, inFrame: bounds.insetBy(dx: lineWidth, dy: lineWidth)) else { return }
if willClipAsProgress {
context.saveGState()
createProgressClippingPath().addClip()
}
drawGradient(path: path, context: context)
drawLine(path: path, lineWidth: lineWidth, context: context)
if willClipAsProgress {
context.restoreGState()
}
}
We really just want to apply clipping when progress is not full. And we want to discard all drawing when progress is at zero since everything would be clipped.
You can see that the start angle of the shape is toward right instead of facing upward. Let's apply some transformation to fix that:
progressView.transform = CGAffineTransform(rotationAngle: -.pi*0.5)
At this point the new view is capable of drawing and redrawing itself. You are free to use this in storyboard, you can add inspectables and make it designable if you will. As for the animation you are now only looking to animate a simple float value and assign it to progress. There are many ways to do that and I will do the laziest, which is using a timer:
#objc private func animateProgress() {
let duration: TimeInterval = 1.0
let startDate = Date()
Timer.scheduledTimer(withTimeInterval: 1.0/60.0, repeats: true) { [weak self] timer in
guard let self = self else {
timer.invalidate()
return
}
let progress = Date().timeIntervalSince(startDate)/duration
if progress >= 1.0 {
timer.invalidate()
}
self.progressView?.progress = max(0.0, min(CGFloat(progress), 1.0))
}
}
This is pretty much it. A full code that I used to play around with this:
class ViewController: UIViewController {
private var progressView: GradientProgressView?
override func viewDidLoad() {
super.viewDidLoad()
let progressView = GradientProgressView(frame: .init(x: 30.0, y: 30.0, width: 280.0, height: 350.0))
progressView.backgroundColor = UIColor.lightGray // Just to debug
progressView.transform = CGAffineTransform(rotationAngle: -.pi*0.5)
progressView.points = {
let count = 200
let minimumRadius: CGFloat = 0.9
let maximumRadius: CGFloat = 1.1
return (0...count).map { index in
let progress: CGFloat = CGFloat(index) / CGFloat(count)
let angle = CGFloat.pi * 2.0 * progress
let radius = CGFloat.random(in: minimumRadius...maximumRadius)
return .init(x: cos(angle)*radius, y: sin(angle)*radius)
}
}()
view.addSubview(progressView)
self.progressView = progressView
view.addGestureRecognizer(UITapGestureRecognizer(target: self, action: #selector(animateProgress)))
}
#objc private func animateProgress() {
let duration: TimeInterval = 1.0
let startDate = Date()
Timer.scheduledTimer(withTimeInterval: 1.0/60.0, repeats: true) { [weak self] timer in
guard let self = self else {
timer.invalidate()
return
}
let progress = Date().timeIntervalSince(startDate)/duration
if progress >= 1.0 {
timer.invalidate()
}
self.progressView?.progress = max(0.0, min(CGFloat(progress), 1.0))
}
}
}
private extension ViewController {
class GradientProgressView: UIView {
var points: [CGPoint]? { didSet { setNeedsDisplay() } }
var progress: CGFloat = 0.7 { didSet { setNeedsDisplay() } }
override func draw(_ rect: CGRect) {
super.draw(rect)
let actualProgress = max(0.0, min(progress, 1.0))
guard actualProgress > 0.0 else { return } // Nothing to draw
let willClipAsProgress = actualProgress < 1.0
guard let context = UIGraphicsGetCurrentContext() else { return }
let lineWidth: CGFloat = 5.0
guard let points = points else { return }
guard let path = generatePath(withPoints: points, inFrame: bounds.insetBy(dx: lineWidth, dy: lineWidth)) else { return }
if willClipAsProgress {
context.saveGState()
createProgressClippingPath().addClip()
}
drawGradient(path: path, context: context)
drawLine(path: path, lineWidth: lineWidth, context: context)
if willClipAsProgress {
context.restoreGState()
}
}
private func createProgressClippingPath() -> UIBezierPath {
let endAngle = CGFloat.pi*2.0*progress
let maxRadius: CGFloat = max(bounds.width, bounds.height) // we simply need one that is large enough.
let path = UIBezierPath()
let center: CGPoint = .init(x: bounds.midX, y: bounds.midY)
path.move(to: center)
path.addArc(withCenter: center, radius: maxRadius, startAngle: 0.0, endAngle: endAngle, clockwise: true)
return path
}
private func drawGradient(path: UIBezierPath, context: CGContext) {
context.saveGState()
path.addClip() // This will be discarded once restoreGState() is called
let gradient = CGGradient(colorsSpace: CGColorSpaceCreateDeviceRGB(), colors: [UIColor.blue, UIColor.green].map { $0.cgColor } as CFArray, locations: [0.0, 1.0])!
context.drawRadialGradient(gradient, startCenter: CGPoint(x: bounds.midX, y: bounds.midY), startRadius: 0.0, endCenter: CGPoint(x: bounds.midX, y: bounds.midY), endRadius: min(bounds.width, bounds.height), options: [])
context.restoreGState()
}
private func drawLine(path: UIBezierPath, lineWidth: CGFloat, context: CGContext) {
UIColor.black.setStroke()
path.lineWidth = lineWidth
path.stroke()
}
private func generatePath(withPoints points: [CGPoint], inFrame frame: CGRect) -> UIBezierPath? {
guard points.count > 2 else { return nil } // At least 3 points
let pointsInPolarCoordinates: [(angle: CGFloat, radius: CGFloat)] = points.map { point in
let radius = (point.x*point.x + point.y*point.y).squareRoot()
let angle = atan2(point.y, point.x)
return (angle, radius)
}
let maximumPointRadius: CGFloat = pointsInPolarCoordinates.max(by: { $1.radius > $0.radius })!.radius
guard maximumPointRadius > 0.0 else { return nil } // Not all points may be centered
let maximumFrameRadius = min(frame.width, frame.height)*0.5
let radiusScale = maximumFrameRadius/maximumPointRadius
let normalizedPoints: [CGPoint] = pointsInPolarCoordinates.map { polarPoint in
.init(x: frame.midX + cos(polarPoint.angle)*polarPoint.radius*radiusScale,
y: frame.midY + sin(polarPoint.angle)*polarPoint.radius*radiusScale)
}
let path = UIBezierPath()
path.move(to: normalizedPoints[0])
normalizedPoints[1...].forEach { path.addLine(to: $0) }
path.close()
return path
}
}
}
Matic wrote a War and Peace length answer to your question using drawRect to create the animation you are after. While impressive, I don't recommend that approach. When you implement drawRect, you do all the drawing on a single core, using the main processor on the main thread. You don't take advantage of the hardware-accelerated rendering in iOS at all.
Instead, I would suggest using Core Animation and CALayers.
It looks to me like your animation is a classic "clock wipe" animation, where you animate your image into view as if you are painting it with the sweep second hand of a clock.
I created just such an animation quite a few years ago in Objective-C, and have since updated it to Swift. See this link for a description and a link to a Github project. The effect looks like this:
You'd then need to create the image you are after and install it as the contents of a view, and then use the clock wipe animation code to reveal it. I didn't look too closely at Matic's answer, but it appears to explain how to draw an image that looks like yours.
From stackoverflow i got a code for drawing rainbow color circle.But as part of requirement ,I need that circle to be rotated continously ,like a rotating progress loader.Below is the code used for creating Rainbow color circle.
class RainbowCircle: UIView {
private var radius: CGFloat {
return frame.width>frame.height ? frame.height/2 : frame.width/2
}
private var stroke: CGFloat = 10
private var padding: CGFloat = 5
//MARK: - Drawing
override func draw(_ rect: CGRect) {
super.draw(rect)
drawRainbowCircle(outerRadius: radius - padding, innerRadius: radius - stroke - padding, resolution: 1)
}
init(frame: CGRect, lineHeight: CGFloat) {
super.init(frame: frame)
stroke = lineHeight
}
required init?(coder aDecoder: NSCoder) { super.init(coder: aDecoder) }
/*
Resolution should be between 0.1 and 1
*/
private func drawRainbowCircle(outerRadius: CGFloat, innerRadius: CGFloat, resolution: Float) {
guard let context = UIGraphicsGetCurrentContext() else { return }
context.saveGState()
context.translateBy(x: self.bounds.midX, y: self.bounds.midY) //Move context to center
let subdivisions:CGFloat = CGFloat(resolution * 512) //Max subdivisions of 512
let innerHeight = (CGFloat.pi*innerRadius)/subdivisions //height of the inner wall for each segment
let outterHeight = (CGFloat.pi*outerRadius)/subdivisions
let segment = UIBezierPath()
segment.move(to: CGPoint(x: innerRadius, y: -innerHeight/2))
segment.addLine(to: CGPoint(x: innerRadius, y: innerHeight/2))
segment.addLine(to: CGPoint(x: outerRadius, y: outterHeight/2))
segment.addLine(to: CGPoint(x: outerRadius, y: -outterHeight/2))
segment.close()
//Draw each segment and rotate around the center
for i in 0 ..< Int(ceil(subdivisions)) {
UIColor(hue: CGFloat(i)/subdivisions, saturation: 1, brightness: 1, alpha: 1).set()
segment.fill()
//let lineTailSpace = CGFloat.pi*2*outerRadius/subdivisions //The amount of space between the tails of each segment
let lineTailSpace = CGFloat.pi*2*outerRadius/subdivisions
segment.lineWidth = lineTailSpace //allows for seemless scaling
segment.stroke()
// //Rotate to correct location
let rotate = CGAffineTransform(rotationAngle: -(CGFloat.pi*2/subdivisions)) //rotates each segment
segment.apply(rotate)
}
Please anyone help me in rotating this circle.
Please find below the circle generated with above code:
What you got looks completely overcomplicated in the first place. Take a look at the following example:
class ViewController: UIViewController {
class RainbowView: UIView {
var segmentCount: Int = 10 {
didSet {
refresh()
}
}
var lineWidth: CGFloat = 10 {
didSet {
refresh()
}
}
override var frame: CGRect {
didSet {
refresh()
}
}
override func layoutSubviews() {
super.layoutSubviews()
refresh()
}
private var currentGradientLayer: CAGradientLayer?
private func refresh() {
currentGradientLayer?.removeFromSuperlayer()
guard segmentCount > 0 else { return }
currentGradientLayer = {
let gradientLayer = CAGradientLayer()
gradientLayer.startPoint = CGPoint(x: 0.5, y: 0.5)
gradientLayer.endPoint = CGPoint(x: 0.5, y: 0)
gradientLayer.type = .conic
let colors: [UIColor] = {
var colors: [UIColor] = [UIColor]()
for i in 0..<segmentCount {
colors.append(UIColor(hue: CGFloat(i)/CGFloat(segmentCount), saturation: 1, brightness: 1, alpha: 1))
}
colors.append(UIColor(hue: 0.0, saturation: 1, brightness: 1, alpha: 1)) // Append start color at the end as well to complete the circle
return colors;
}()
gradientLayer.colors = colors.map { $0.cgColor }
gradientLayer.frame = bounds
layer.addSublayer(gradientLayer)
gradientLayer.mask = {
let shapeLayer = CAShapeLayer()
shapeLayer.frame = bounds
shapeLayer.lineWidth = lineWidth
shapeLayer.strokeColor = UIColor.white.cgColor
shapeLayer.fillColor = UIColor.clear.cgColor
shapeLayer.path = UIBezierPath(ovalIn: bounds.inset(by: UIEdgeInsets(top: lineWidth*0.5, left: lineWidth*0.5, bottom: lineWidth*0.5, right: lineWidth*0.5))).cgPath
return shapeLayer
}()
return gradientLayer
}()
}
}
override func viewDidLoad() {
super.viewDidLoad()
view.addSubview({
let view = RainbowView(frame: CGRect(x: 50.0, y: 100.0, width: 100.0, height: 100.0))
var angle: CGFloat = 0.0
Timer.scheduledTimer(withTimeInterval: 1.0/60.0, repeats: true, block: { _ in
angle += 0.01
view.transform = CGAffineTransform(rotationAngle: angle)
})
return view
}())
}
}
So a view is generated that uses a conical gradient with mask to draw the circle you are describing. Then a transform is applied to the view to rotate it. And a Timer is scheduled to rotate the circle.
Note that this code will leak because timer is nowhere invalidated. It needs to be removed when view disappears or similar.
The easiest way would be to attach an animation that repeats forever:
let animation = CABasicAnimation(keyPath: "transform.rotation") // Create rotation animation
animation.repeatCount = .greatestFiniteMagnitude // Repeat animation for as long as we can
animation.fromValue = 0 // Rotate from 0
animation.toValue = 2 * Float.pi // to 360 deg
animation.duration = 1 // During 1 second
self.layer.add(animation, forKey: "animation") // Adding the animation to the view
self - is RainbowCircle, assuming that you add this code to one of the methods inside it.
For this we can have Image something like this
syncImage.image = UIImage(named:"spinning")
Create a below extension to Start/Stop Rotating
extension UIView {
// To animate
func startRotating(duration: Double = 1) {
let kAnimationKey = "rotation"
if self.layer.animationForKey(kAnimationKey) == nil {
let animate = CABasicAnimation(keyPath: "transform.rotation")
animate.duration = duration
animate.repeatCount = Float.infinity
animate.fromValue = 0.0
animate.toValue = Float(M_PI * 2.0)
self.layer.addAnimation(animate, forKey: kAnimationKey)
}
}
func stopRotating() {
let kAnimationKey = "rotation"
if self.layer.animationForKey(kAnimationKey) != nil {
self.layer.removeAnimationForKey(kAnimationKey)
}
}
}
Usage
func startSpinning() {
syncImage.startRotating()
}
func stopSpinning() {
syncImage.stopRotating()
}
func handleSyncTap(sender: UITapGestureRecognizer? = nil) {
startSpinning()
let dispatchTime: dispatch_time_t = dispatch_time(DISPATCH_TIME_NOW, Int64(3 * Double(NSEC_PER_SEC)))
dispatch_after(dispatchTime, dispatch_get_main_queue(), {
self.stopSpinning()
})
}
UIBezierPath only get dashed when used inside drawRect() method in UIView like so:
override func draw(_ rect: CGRect)
{
let path = UIBezierPath()
let p0 = CGPoint(x: self.bounds.minX, y: self.bounds.midY)
path.move(to: p0)
let p1 = CGPoint(x: self.bounds.maxX, y: self.bounds.midY)
path.addLine(to: p1)
let dashes: [ CGFloat ] = [ 0.0, 16.0 ]
path.setLineDash(dashes, count: dashes.count, phase: 0.0)
path.lineWidth = 8.0
path.lineCapStyle = .round
UIColor.red.set()
path.stroke()
}
If I want to animate this line stroke, I'll be needing to use CAShapeLayer like so
override func draw(_ rect: CGRect)
{
let path = UIBezierPath()
let p0 = CGPoint(x: self.bounds.minX, y: self.bounds.midY)
path.move(to: p0)
let p1 = CGPoint(x: self.bounds.maxX, y: self.bounds.midY)
path.addLine(to: p1)
let dashes: [ CGFloat ] = [ 0.0, 16.0 ]
path.setLineDash(dashes, count: dashes.count, phase: 0.0)
path.lineWidth = 8.0
path.lineCapStyle = .round
UIColor.red.set()
path.stroke()
let layer = CAShapeLayer()
layer.path = path.cgPath
layer.strokeColor = UIColor.black.cgColor
layer.lineWidth = 3
layer.fillColor = UIColor.clear.cgColor
layer.lineJoin = kCALineCapButt
self.layer.addSublayer(layer)
animateStroke(layer: layer)
}
func animateStroke(layer:CAShapeLayer)
{
let pathAnimation = CABasicAnimation(keyPath: "strokeEnd")
pathAnimation.duration = 10
pathAnimation.fromValue = 0
pathAnimation.toValue = 1
pathAnimation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionLinear)
layer.add(pathAnimation, forKey: "strokeEnd")
}
The Black line of the CAShapeLayer got animated.
What I need is, to add dashed UIBezierpath to CAShapeLayer, so that I can animate it.
Note: I do not want to use CAShapeLayer's lineDashPattern method as I'm appending multiple paths some need to be dashed and some not.
You should not invoke animations from draw(_:). The draw(_:) is for rendering a single frame.
You say you don't want to use lineDashPattern, but I personally would, using a different shape layer for each pattern. So, for example, here is an animation, stroking one path with no dash pattern, stroking the other with dash pattern, and just triggering the second upon the completion of the first:
struct Stroke {
let start: CGPoint
let end: CGPoint
let lineDashPattern: [NSNumber]?
var length: CGFloat {
return hypot(start.x - end.x, start.y - end.y)
}
}
class CustomView: UIView {
private var strokes: [Stroke]?
private var strokeIndex = 0
private let strokeSpeed = 200.0
func startAnimation() {
strokes = [
Stroke(start: CGPoint(x: bounds.minX, y: bounds.midY),
end: CGPoint(x: bounds.midX, y: bounds.midY),
lineDashPattern: nil),
Stroke(start: CGPoint(x: bounds.midX, y: bounds.midY),
end: CGPoint(x: bounds.maxX, y: bounds.midY),
lineDashPattern: [0, 16])
]
strokeIndex = 0
animateStroke()
}
private func animateStroke() {
guard let strokes = strokes, strokeIndex < strokes.count else { return }
let stroke = strokes[strokeIndex]
let shapeLayer = CAShapeLayer()
shapeLayer.lineCap = kCALineCapRound
shapeLayer.lineDashPattern = strokes[strokeIndex].lineDashPattern
shapeLayer.lineWidth = 8
shapeLayer.strokeColor = UIColor.red.cgColor
layer.addSublayer(shapeLayer)
let path = UIBezierPath()
path.move(to: stroke.start)
path.addLine(to: stroke.end)
shapeLayer.path = path.cgPath
let animation = CABasicAnimation(keyPath: "strokeEnd")
animation.fromValue = 0
animation.toValue = 1
animation.duration = Double(stroke.length) / strokeSpeed
animation.delegate = self
shapeLayer.add(animation, forKey: nil)
}
}
extension CustomView: CAAnimationDelegate {
func animationDidStop(_ anim: CAAnimation, finished flag: Bool) {
guard flag else { return }
strokeIndex += 1
animateStroke()
}
}
If you really want to use the draw(_:) approach, you wouldn't use CABasicAnimation, but instead would probably use a CADisplayLink, repeatedly calling setNeedsDisplay(), and having a draw(_:) method that renders the view depending upon how much time has elapsed. But draw(_:) renders a single frame of the animation and should not initiate any CoreAnimation calls.
If you really don't want to use shape layers, you can use the aforementioned CADisplayLink to update the percent complete based upon the elapsed time and desired duration, and draw(_:) only strokes as many of the individual paths as appropriate for any given moment in time:
struct Stroke {
let start: CGPoint
let end: CGPoint
let length: CGFloat // in this case, because we're going call this a lot, let's make this stored property
let lineDashPattern: [CGFloat]?
init(start: CGPoint, end: CGPoint, lineDashPattern: [CGFloat]?) {
self.start = start
self.end = end
self.lineDashPattern = lineDashPattern
self.length = hypot(start.x - end.x, start.y - end.y)
}
}
class CustomView: UIView {
private var strokes: [Stroke]?
private let duration: CGFloat = 3.0
private var start: CFTimeInterval?
private var percentComplete: CGFloat?
private var totalLength: CGFloat?
func startAnimation() {
strokes = [
Stroke(start: CGPoint(x: bounds.minX, y: bounds.midY),
end: CGPoint(x: bounds.midX, y: bounds.midY),
lineDashPattern: nil),
Stroke(start: CGPoint(x: bounds.midX, y: bounds.midY),
end: CGPoint(x: bounds.maxX, y: bounds.midY),
lineDashPattern: [0, 16])
]
totalLength = strokes?.reduce(0.0) { $0 + $1.length }
start = CACurrentMediaTime()
let displayLink = CADisplayLink(target: self, selector: #selector(handleDisplayLink(_:)))
displayLink.add(to: .main, forMode: .commonModes)
}
#objc func handleDisplayLink(_ displayLink: CADisplayLink) {
percentComplete = min(1.0, CGFloat(CACurrentMediaTime() - start!) / duration)
if percentComplete! >= 1.0 {
displayLink.invalidate()
percentComplete = 1
}
setNeedsDisplay()
}
// Note, no animation is in the following routine. This just stroke your series of paths
// until the total percent of the stroked path equals `percentComplete`. The animation is
// achieved above, by updating `percentComplete` and calling `setNeedsDisplay`. This method
// only draws a single frame of the animation.
override func draw(_ rect: CGRect) {
guard let totalLength = totalLength,
let strokes = strokes,
strokes.count > 0,
let percentComplete = percentComplete else { return }
UIColor.red.setStroke()
// Don't get lost in the weeds here; the idea is to simply stroke my paths until the
// percent of the lengths of all of the stroked paths reaches `percentComplete`. Modify
// the below code to match whatever model you use for all of your stroked paths.
var lengthSoFar: CGFloat = 0
var percentSoFar: CGFloat = 0
var strokeIndex = 0
while lengthSoFar / totalLength < percentComplete && strokeIndex < strokes.count {
let stroke = strokes[strokeIndex]
let endLength = lengthSoFar + stroke.length
let endPercent = endLength / totalLength
let percentOfThisStroke = (percentComplete - percentSoFar) / (endPercent - percentSoFar)
var end: CGPoint
if percentOfThisStroke < 1 {
let angle = atan2(stroke.end.y - stroke.start.y, stroke.end.x - stroke.start.x)
let distance = stroke.length * percentOfThisStroke
end = CGPoint(x: stroke.start.x + distance * cos(angle),
y: stroke.start.y + distance * sin(angle))
} else {
end = stroke.end
}
let path = UIBezierPath()
if let pattern = stroke.lineDashPattern {
path.setLineDash(pattern, count: pattern.count, phase: 0)
}
path.lineWidth = 8
path.lineCapStyle = .round
path.move(to: stroke.start)
path.addLine(to: end)
path.stroke()
strokeIndex += 1
lengthSoFar = endLength
percentSoFar = endPercent
}
}
}
This achieves the identical effect as the first code snippet, though likely it isn't going to be anywhere near as efficient.
I wish to animate the color fill of a section of a pie chart. I create the pie chart by creating a UIBezierPath() for each piece of the pie and then use the addArc method to specify the size/constraints of the arc. To animate the pie chart segment, I want the color fill of the arc to animate from the center of the circle to the radius end. However, I am having trouble. I heard the strokeEnd keyPath animated from 0 to 1 should work, but there is no animation happening on the arcs (the arcs are just appearing at app launch).
let rad = 2 * Double.pi
let pieCenter: CGPoint = CGPoint(x: frame.width / 2, y: frame.height / 2)
var start: Double = 0
for i in 0...data.count - 1 {
let size: Double = Double(data[i])! / 100 // the percentege of the circle that the given arc will take
let end: Double = start + (size * rad)
let path = UIBezierPath()
path.move(to: pieCenter)
path.addArc(withCenter: pieCenter, radius: frame.width / 3, startAngle: CGFloat(start), endAngle: CGFloat(end), clockwise: true)
start += size * rad
let lineLayer = CAShapeLayer()
lineLayer.bounds = self.bounds
lineLayer.position = self.layer.position
lineLayer.path = path.cgPath
lineLayer.strokeColor = UIColor.white.cgColor
lineLayer.fillColor = colors[i]
lineLayer.lineWidth = 0
self.layer.addSublayer(lineLayer)
let animation = CABasicAnimation(keyPath: "strokeEnd")
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
animation.fillMode = kCAFillModeForwards
animation.fromValue = pieCenter
animation.toValue = frame.width / 3 // radius
animation.duration = 2.5
lineLayer.add(animation, forKey: nil)
}
I've seen a solution to a similar problem here, but it does not work for the individual arcs.
When you animate strokeEnd, that animates the stroke around the path, but not the fill of the path.
If you're looking for just any animation of the fill, easy options include animating the fillColor key path from UIColor.clear.cgColor to the final color. Or animate the opacity key path from 0 to 1.
func addPie(_ animated: Bool = true) {
shapeLayers.forEach { $0.removeFromSuperlayer() }
shapeLayers.removeAll()
guard let dataPoints = dataPoints else { return }
let center = pieCenter
let radius = pieRadius
var startAngle = -CGFloat.pi / 2
let sum = dataPoints.reduce(0.0) { $0 + $1.value }
for (index, dataPoint) in dataPoints.enumerated() {
let endAngle = startAngle + CGFloat(dataPoint.value / sum) * 2 * .pi
let path = closedArc(at: center, with: radius, start: startAngle, end: endAngle)
let shape = CAShapeLayer()
shape.fillColor = dataPoint.color.cgColor
shape.strokeColor = UIColor.black.cgColor
shape.lineWidth = lineWidth
shape.path = path.cgPath
layer.addSublayer(shape)
shapeLayers.append(shape)
shape.frame = bounds
if animated {
shape.opacity = 0
DispatchQueue.main.asyncAfter(deadline: .now() + Double(index) / Double(dataPoints.count)) {
shape.opacity = 1
let animation = CABasicAnimation(keyPath: "opacity")
animation.fromValue = 0
animation.toValue = 1
animation.duration = 1
shape.add(animation, forKey: nil)
}
}
startAngle = endAngle
}
}
That yields:
The delaying of the animations give it a slightly more dynamic effect.
If you want to get fancy, you can play around with animations of transform of the entire CAShapeLayer. For example, you can scale the pie wedges:
func addPie(_ animated: Bool = true) {
shapeLayers.forEach { $0.removeFromSuperlayer() }
shapeLayers.removeAll()
guard let dataPoints = dataPoints else { return }
let center = pieCenter
let radius = pieRadius
var startAngle = -CGFloat.pi / 2
let sum = dataPoints.reduce(0.0) { $0 + $1.value }
for (index, dataPoint) in dataPoints.enumerated() {
let endAngle = startAngle + CGFloat(dataPoint.value / sum) * 2 * .pi
let path = closedArc(at: center, with: radius, start: startAngle, end: endAngle)
let shape = CAShapeLayer()
shape.fillColor = dataPoint.color.cgColor
shape.strokeColor = UIColor.black.cgColor
shape.lineWidth = lineWidth
shape.path = path.cgPath
layer.addSublayer(shape)
shapeLayers.append(shape)
shape.frame = bounds
if animated {
shape.opacity = 0
DispatchQueue.main.asyncAfter(deadline: .now() + Double(index) / Double(dataPoints.count) + 1) {
shape.opacity = 1
let animation = CABasicAnimation(keyPath: "transform")
animation.fromValue = CATransform3DMakeScale(0, 0, 1)
animation.toValue = CATransform3DIdentity
animation.duration = 1
shape.add(animation, forKey: nil)
}
}
startAngle = endAngle
}
}
Yielding:
Or you can rotate the pie wedge shape layer about its center angle making it appear to angularly expand:
func addPie(_ animated: Bool = true) {
shapeLayers.forEach { $0.removeFromSuperlayer() }
shapeLayers.removeAll()
guard let dataPoints = dataPoints else { return }
let center = pieCenter
let radius = pieRadius
var startAngle = -CGFloat.pi / 2
let sum = dataPoints.reduce(0.0) { $0 + $1.value }
for (index, dataPoint) in dataPoints.enumerated() {
let endAngle = startAngle + CGFloat(dataPoint.value / sum) * 2 * .pi
let path = closedArc(at: center, with: radius, start: startAngle, end: endAngle)
let shape = CAShapeLayer()
shape.fillColor = dataPoint.color.cgColor
shape.strokeColor = UIColor.black.cgColor
shape.lineWidth = lineWidth
shape.path = path.cgPath
layer.addSublayer(shape)
shapeLayers.append(shape)
shape.frame = bounds
if animated {
shape.opacity = 0
let centerAngle = startAngle + CGFloat(dataPoint.value / sum) * .pi
let transform = CATransform3DMakeRotation(.pi / 2, cos(centerAngle), sin(centerAngle), 0)
DispatchQueue.main.asyncAfter(deadline: .now() + Double(index) / Double(dataPoints.count)) {
shape.opacity = 1
let animation = CABasicAnimation(keyPath: "transform")
animation.fromValue = transform
animation.toValue = CATransform3DIdentity
animation.duration = 1
shape.add(animation, forKey: nil)
}
}
startAngle = endAngle
}
}
That yields:
I'd encourage you to not get too lost in the details of my CAShapeLayer and my model, but rather focus on the CABasicAnimation and the various keyPath values we can animate.
It sounds like what you are after is a "clock wipe" effect that reveals your graph. If that's the case then there is a simpler way than creating a separate mask layer for each separate wedge of your pie chart. Instead, make each wedge of your graph a sublayer of a single layer, install a mask layer on that super-layer, and run a clock wipe animation on that super layer.
Here is a GIF illustrating a clock wipe animation of a static image:
I wrote a post explaining how to do it, and linking to a Github project demonstrating it:
How do you achieve a "clock wipe"/ radial wipe effect in iOS?
In order to ensure a smooth, clockwise animation of the pie chart, you must perform the following steps in order:
Create a new parent layer of type CAShapeLayer
In a loop each pie chart slice to the parent layer
In another loop, iterate through the sublayers (pie slices) of the parent layer and assign each sublayer a mask and animate that mask in the loop
Add the parent layer to the main layer: self.layer.addSublayer(parentLayer)
In a nutshell, the code will look like this:
// Code above this line adds the pie chart slices to the parentLayer
for layer in parentLayer.sublayers! {
// Code in this block creates and animates the same mask for each layer
}
Each animation applied to each pie slice will be a strokeEnd keypath animation from 0 to 1. When creating the mask, be sure its fillColor property is set to UIColor.clear.cgColor.
reduce the arc radius to half and make the line twice as thick as the radius
let path = closedArc(at: center, with: radius * 0.5, start: startAngle, end: endAngle)
lineLayer.lineWidth = radius
set the fillColor to clear
I may be very late to the party. But if anyone are looking for smooth circle Pie chart animation try this:-
In your ViewController class use below
class YourViewController: UIViewController {
#IBOutlet weak var myView: UIView!
let chartView = PieChartView()
override func viewDidLoad() {
super.viewDidLoad()
myView.addSubview(chartView)
chartView.translatesAutoresizingMaskIntoConstraints = false
chartView.leftAnchor.constraint(equalTo: myView.leftAnchor).isActive = true
chartView.rightAnchor.constraint(equalTo: myView.rightAnchor).isActive = true
chartView.topAnchor.constraint(equalTo: myView.topAnchor).isActive = true
chartView.bottomAnchor.constraint(equalTo: myView.bottomAnchor).isActive = true
// Do any additional setup after loading the view.
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
let segments = [Segment(value: 70, color: .systemBlue), Segment(value: 40, color: .systemCyan), Segment(value: 5, color: .systemTeal), Segment(value: 4, color: .systemMint), Segment(value: 5, color: .systemPurple)]
chartView.segments = segments
}
}
Create below PieChartView class which will animate pieChart as well
class PieChartView: UIView {
/// An array of structs representing the segments of the pie chart
var pieSliceLayer = CAShapeLayer()
var count = 0
var startAngle = -CGFloat.pi * 0.5
var segments = [Segment]() {
didSet {
setNeedsDisplay() // re-draw view when the values get set
}
}
override init(frame: CGRect) {
super.init(frame: frame)
isOpaque = false // when overriding drawRect, you must specify this to maintain transparency.
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
override func draw(_ rect: CGRect) {
addSlices()
}
func addSlices() {
guard count < segments.count else {return}
let radius = min(bounds.width, bounds.height) / 2.0 - 20
let center: CGPoint = CGPoint(x: bounds.midX, y: bounds.midY)
let valueCount = segments.reduce(0, {$0 + $1.value})
for value in segments {
let pieSliceLayer = CAShapeLayer()
pieSliceLayer.strokeColor = value.color.cgColor
pieSliceLayer.fillColor = UIColor.clear.cgColor
pieSliceLayer.lineWidth = radius
layer.addSublayer(pieSliceLayer)
let endAngle = CGFloat(value.value) / valueCount * CGFloat.pi * 2.0 + startAngle
pieSliceLayer.path = UIBezierPath(arcCenter: center, radius: radius/2, startAngle: startAngle, endAngle: endAngle, clockwise: true).cgPath
startAngle = endAngle
}
pieSliceLayer.strokeColor = UIColor.white.cgColor
pieSliceLayer.fillColor = UIColor.clear.cgColor
pieSliceLayer.lineWidth = radius
let startAngle: CGFloat = 3 * .pi / 2
let endAngle: CGFloat = -3 * .pi / 2
pieSliceLayer.path = UIBezierPath(arcCenter: center, radius: radius/2, startAngle: startAngle, endAngle: endAngle, clockwise: false).cgPath
pieSliceLayer.strokeEnd = 1
layer.addSublayer(pieSliceLayer)
startCircleAnimation()
}
private func startCircleAnimation() {
pieSliceLayer.strokeEnd = 0
let animation = CABasicAnimation(keyPath: "strokeEnd")
animation.fromValue = 1
animation.toValue = 0
animation.duration = 1.0
animation.timingFunction = CAMediaTimingFunction(controlPoints: 0.42, 0.00, 0.09, 1.00)
pieSliceLayer.add(animation, forKey: nil)
}
}