Circular timer using CAShapelayer - ios

Tried to create a circular timer for my app end up with this
override func drawRect(rect: CGRect) {
let context = UIGraphicsGetCurrentContext()
let progressWidth: CGFloat = 10;
let centerX = CGRectGetMidX(rect)
let centerY = CGRectGetMidY(rect)
let center: CGPoint = CGPointMake(CGRectGetMidX(rect), CGRectGetMidY(rect))
let radius: CGFloat = rect.width / 2
var circlePath = UIBezierPath(arcCenter: center, radius: radius, startAngle: CGFloat(0), endAngle:CGFloat(M_PI * 2), clockwise: true)
let backgroundCircle = CAShapeLayer()
backgroundCircle.path = circlePath.CGPath
backgroundCircle.fillColor = backgroundCircleFillColor
self.layer.addSublayer(backgroundCircle)
circlePath = UIBezierPath(arcCenter: center, radius: radius-progressWidth/2, startAngle: -CGFloat(GLKMathDegreesToRadians(90)), endAngle:CGFloat(GLKMathDegreesToRadians(currentAngle)), clockwise: true)
let progressCircle = CAShapeLayer()
progressCircle.path = circlePath.CGPath
progressCircle.lineWidth = progressWidth
progressCircle.strokeColor = progressCircleStrokeColor
progressCircle.fillColor = UIColor.clearColor().CGColor
self.layer.addSublayer(progressCircle)
let innerCirclePath = UIBezierPath(arcCenter: center, radius: radius-progressWidth, startAngle: CGFloat(0), endAngle:CGFloat(M_PI * 2), clockwise: true)
let innerCircle = CAShapeLayer()
innerCircle.path = innerCirclePath.CGPath
innerCircle.fillColor = innerCircleFillColor
self.layer.addSublayer(innerCircle)
}
List item
Here is the output got from my code:
Main problems faced in this code are
Phone is getting heat while drawing the circle
After drawning half of the circle drowning speed decreased
Please help me with an alternative

Try this :
import UIKit
class CircularProgressBar: UIView {
let shapeLayer = CAShapeLayer()
let secondShapeLayer = CAShapeLayer()
var circularPath: UIBezierPath?
override init(frame: CGRect) {
super.init(frame: frame)
print("Frame: \(self.frame)")
makeCircle()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
makeCircle()
}
func makeCircle(){
let circularPath = UIBezierPath(arcCenter: .zero, radius: self.bounds.width / 2, startAngle: 0, endAngle: 2 * CGFloat.pi, clockwise: true)
shapeLayer.path = circularPath.cgPath
shapeLayer.strokeColor = UIColor.orange.cgColor//UIColor.init(red: 0.0/255.0, green: 0.0/255.0, blue: 0.0/255.0, alpha: 1.0).cgColor
shapeLayer.lineWidth = 5.0
shapeLayer.fillColor = UIColor.clear.cgColor
shapeLayer.lineCap = kCALineCapRound
shapeLayer.strokeEnd = 0
shapeLayer.position = self.center
shapeLayer.transform = CATransform3DRotate(CATransform3DIdentity, -CGFloat.pi / 2, 0, 0, 1)
self.layer.addSublayer(shapeLayer)
}
func showProgress(percent: Float){
shapeLayer.strokeEnd = CGFloat(percent/100)
}
}
Take a UIView in Storyboard and add it as a subView. Then you can increase the progress using showProgress function.

You shouldn't add layers in drawRect:. Every time your view is drawn, you're adding a layer. That's why it's not surprising that your iPhone is suffering from it and is getting slower and hotter. You should create your layers in viewDidLoad or where your view is created, and you shouldn't modify them in drawRect. This method is only for drawing and nothing else.

I did it like this and worked for me. We need two layers, one for circle and another for progress.
private let circularProgressView = UIView()
private let circleLayer = CAShapeLayer()
private let progressLayer = CAShapeLayer()
private var circularPath: UIBezierPath?
private func setupCircularProgressBar() {
circularPath = UIBezierPath(arcCenter: CGPoint(x: circularProgressView.frame.size.width / 2.0,
y: circularProgressView.frame.size.height / 2.0),
radius: circularProgressView.bounds.width / 2, startAngle: -.pi / 2,
endAngle: 3 * .pi / 2, clockwise: true)
circleLayer.path = circularPath?.cgPath
circleLayer.fillColor = UIColor.clear.cgColor
circleLayer.lineCap = .round
circleLayer.lineWidth = 5
circleLayer.strokeColor = UIColor.darkGray.cgColor
progressLayer.path = circularPath?.cgPath
progressLayer.fillColor = UIColor.clear.cgColor
progressLayer.lineCap = .round
progressLayer.lineWidth = 3
progressLayer.strokeEnd = 0
progressLayer.strokeColor = UIColor.white.cgColor
circularProgressView.layer.addSublayer(circleLayer)
circularProgressView.layer.addSublayer(progressLayer)
}
private func animateCircularProgress(duration: TimeInterval) {
let circularProgressAnimation = CABasicAnimation(keyPath: "strokeEnd")
circularProgressAnimation.duration = duration
circularProgressAnimation.toValue = 1
circularProgressAnimation.fillMode = .forwards
circularProgressAnimation.isRemovedOnCompletion = false
progressLayer.add(circularProgressAnimation, forKey: "progressAnim")
}
usage is very simple you only call animateCircularProgress method with time interval parameter like this with 5 sec duration: animateCircularProgress(duration: 5)

Related

CABasicAnimation Stroke End Animation Percentage

I have a custom progress view that animates based on Character Count. (similar to twitter)
However, my calculation seems to be off. I want the stroke layer to circle around based on the percentage.
Here's my code:
class CharacterCountView: UIView {
private let progressLayer = CAShapeLayer()
override init(frame: CGRect) {
super.init(frame: frame)
setUpView()
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
#objc func animateToValue(value: Double) {
let animation = CABasicAnimation(keyPath: "strokeEnd")
animation.toValue = value
animation.duration = 0.5
animation.fillMode = .forwards
animation.isRemovedOnCompletion = false
progressLayer.add(animation, forKey: "strokeAnimation")
progressLayer.strokeEnd = value
if value > 1 {
print("100% REACHED")
}
}
}
extension CharacterCountView {
fileprivate func setUpView() {
addGestureRecognizer(UITapGestureRecognizer(target: self, action: #selector(animateToValue)))
let trackLayer = CAShapeLayer()
trackLayer.frame = bounds
let path = UIBezierPath(arcCenter: trackLayer.position, radius: 8, startAngle: -CGFloat.pi / 2, endAngle: 2 * CGFloat.pi, clockwise: true)
trackLayer.path = path.cgPath
trackLayer.strokeColor = UIColor.systemGray2.cgColor
trackLayer.lineWidth = 1.5
trackLayer.fillColor = Color.background.cgColor
trackLayer.lineCap = .round
layer.addSublayer(trackLayer)
progressLayer.frame = bounds
progressLayer.path = path.cgPath
progressLayer.strokeColor = Color.accent.cgColor
progressLayer.lineWidth = 1.5
progressLayer.fillColor = UIColor.clear.cgColor
progressLayer.lineCap = .round
progressLayer.strokeEnd = 0
layer.addSublayer(progressLayer)
}
}
In my Text Did Change Function:
func textDidChange(to value: String) {
if value.isEmpty || value.count > 280 {
postBarButtonItem.isEnabled = false
} else {
postBarButtonItem.isEnabled = true
}
let characterCount = Double(value.count)
let percentage = characterCount / 280
print(percentage)
createPostInputAccessoryView.characterCountView.animateToValue(value: percentage)
}
Its topping out at around 70% what is wrong with my calculation?
Your endAngle is wrong...
Let's make it a little more "readable":
let path = UIBezierPath(arcCenter: trackLayer.position,
radius: 8,
startAngle: -CGFloat.pi / 2,
endAngle: 2 * CGFloat.pi,
clockwise: true)
This: startAngle: -CGFloat.pi / 2 is minus 90-degrees, or 12 o'clock on the circle.
But this: endAngle: 2 * CGFloat.pi is 360-degrees, or 3 o'clock
So you have 450-degrees instead of 360-degrees.
I find it helps to use multipliers only, instead of mixing multiplication and division:
let path = UIBezierPath(arcCenter: trackLayer.position,
radius: 8,
startAngle: -CGFloat.pi * 0.5,
endAngle: CGFloat.pi * 1.5,
clockwise: true)
Now we know we're going from minus 90-degrees to 270-degrees ... for 360-degrees total.

How do I get the coordinates from CAShapeLayer

So I am trying to make a progress bar. So I have made circular path, but I want the dot to be at the end of the progress bar, but how do I get the position of the dot to be att the end of the current progress?
private func simpleShape() {
let width: CGFloat = 10
createCircle()
//make circle transparant in middle
progressLayer.fillColor = UIColor.clear.cgColor
progressLayer.strokeColor = UIColor.blue.cgColor
progressLayer.lineCap = CAShapeLayerLineCap.round
progressLayer.lineWidth = width
progressLayer.strokeStart = 0
progressLayer.strokeEnd = 0
//unfilled
backLayer.lineWidth = width
backLayer.strokeColor = #colorLiteral(red: 0.1411764706, green: 0.1725490196, blue: 0.2431372549, alpha: 1).cgColor
backLayer.strokeEnd = 1
self.layer.addSublayer(gradientLayer)
}
private func createCircle() {
//create circle
let circle = UIView(frame: bounds)
circle.layoutIfNeeded()
let centerPoint = CGPoint (x: circle.bounds.width / 2, y: circle.bounds.width / 2)
let circleRadius: CGFloat = circle.bounds.width / 2 * 0.83
let circlePath = UIBezierPath(arcCenter: centerPoint, radius: circleRadius, startAngle: CGFloat(-0.475 * Double.pi), endAngle: CGFloat(1.525 * Double.pi), clockwise: true)
//add layers
progressLayer.path = circlePath.cgPath
backLayer.path = circlePath.cgPath
circle.layer.addSublayer(backLayer)
circle.layer.addSublayer(progressLayer)
addSubview(circle)
circle.layer.addSublayer(dotLayer)
}
let dotLayer = CAShapeLayer()
public func setProgress(_ progress: CGFloat) {
progressLayer.strokeEnd = CGFloat(progress)
if let progressEndpoint = progressLayer.path?.currentPoint {
dotLayer.position = progressEndpoint
}
}
This is what I'm getting
This is what I want
You’re going to have to calculate it yourself. So figure out the angle from the start and end angles for your arcs:
let angle = (endAngle - startAngle) * progress + startAngle
And then use basic trigonometry to determine where that point falls:
let point = CGPoint(x: centerPoint.x + radius * cos(angle),
y: centerPoint.y + radius * sin(angle))
dotLayer.position = point
By the way, I’d suggest separating the adding of the sublayers (which is part of the initial configuration process) from the updating paths (which is part of the view layout process, which may be called again if the frame of the view changes, constraints are applied, etc). Thus, perhaps:
#IBDesignable
class ProgressView: UIView {
var progress: CGFloat = 0 { didSet { updateProgress() } }
private var centerPoint: CGPoint = .zero
private var radius: CGFloat = 0
private let startAngle: CGFloat = -0.475 * .pi
private let endAngle: CGFloat = 1.525 * .pi
private let lineWidth: CGFloat = 10
private lazy var progressLayer: CAShapeLayer = {
let shapeLayer = CAShapeLayer()
shapeLayer.fillColor = UIColor.clear.cgColor
shapeLayer.strokeColor = UIColor.blue.cgColor
shapeLayer.lineCap = .round
shapeLayer.lineWidth = lineWidth
shapeLayer.strokeStart = 0
shapeLayer.strokeEnd = progress
return shapeLayer
}()
private lazy var backLayer: CAShapeLayer = {
let shapeLayer = CAShapeLayer()
shapeLayer.lineWidth = lineWidth
shapeLayer.strokeColor = #colorLiteral(red: 0.1411764706, green: 0.1725490196, blue: 0.2431372549, alpha: 1).cgColor
return shapeLayer
}()
private lazy var dotLayer: CAShapeLayer = {
let shapeLayer = CAShapeLayer()
shapeLayer.path = UIBezierPath(arcCenter: .zero, radius: lineWidth / 2 * 1.75, startAngle: 0, endAngle: 2 * .pi, clockwise: true).cgPath
shapeLayer.fillColor = UIColor.white.withAlphaComponent(0.5).cgColor
return shapeLayer
}()
override init(frame: CGRect) {
super.init(frame: frame)
addSublayers()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
addSublayers()
}
override func layoutSubviews() {
super.layoutSubviews()
updatePaths()
updateProgress()
}
}
private extension ProgressView {
func addSublayers() {
layer.addSublayer(backLayer)
layer.addSublayer(progressLayer)
layer.addSublayer(dotLayer)
}
func updatePaths() {
centerPoint = CGPoint(x: bounds.midX, y: bounds.midY)
radius = min(bounds.width, bounds.height) / 2 * 0.83
let circlePath = UIBezierPath(arcCenter: centerPoint, radius: radius, startAngle: startAngle, endAngle: endAngle, clockwise: true)
progressLayer.path = circlePath.cgPath
backLayer.path = circlePath.cgPath
}
func updateProgress() {
progressLayer.strokeEnd = progress
let angle = (endAngle - startAngle) * progress + startAngle
let point = CGPoint(x: centerPoint.x + radius * cos(angle),
y: centerPoint.y + radius * sin(angle))
dotLayer.position = point
}
}
What you need is rotation Animation
let progressLayer = CAShapeLayer()
let backLayer = CAShapeLayer()
private func simpleShape() {
let width: CGFloat = 15
createCircle()
//make circle transparant in middle
progressLayer.fillColor = UIColor.clear.cgColor
progressLayer.strokeColor = #colorLiteral(red: 0.888897419, green: 0.5411034822, blue: 0.04008810222, alpha: 1)
progressLayer.lineCap = CAShapeLayerLineCap.round
progressLayer.lineWidth = width
progressLayer.strokeStart = 0
progressLayer.strokeEnd = 0
//unfilled
backLayer.lineWidth = width
backLayer.strokeColor = #colorLiteral(red: 0.1411764706, green: 0.1725490196, blue: 0.2431372549, alpha: 1)
backLayer.strokeEnd = 1
// self.layer.addSublayer(gradientLayer)
}
private func createCircle() {
//create circle
let circle = UIView(frame: bounds)
let centerPoint = CGPoint (x: circle.bounds.width / 2, y: circle.bounds.width / 2)
let circleRadius: CGFloat = circle.bounds.width / 2 * 0.83
let distance = circle.bounds.width / 2 * 0.17
let circlePath = UIBezierPath(arcCenter: centerPoint, radius: circleRadius, startAngle: CGFloat(-0.475 * Double.pi), endAngle: CGFloat(1.525 * Double.pi), clockwise: true)
//add layers
progressLayer.path = circlePath.cgPath
backLayer.path = circlePath.cgPath
circle.layer.addSublayer(backLayer)
circle.layer.addSublayer(progressLayer)
addSubview(circle)
let circleCenter = CGPoint(x:centerPoint.x - distance,y:centerPoint.y - circleRadius )
let dotCircle = UIBezierPath()
dotCircle.addArc(withCenter:circleCenter, radius: 3, startAngle: CGFloat(-90).deg2rad(), endAngle: CGFloat(270).deg2rad(), clockwise: true)
dotLayer.path = dotCircle.cgPath
dotLayer.position = CGPoint(x:centerPoint.x,y:centerPoint.y )
dotLayer.strokeColor = #colorLiteral(red: 1, green: 1, blue: 1, alpha: 0.6496753961)
dotLayer.lineWidth = 10
dotLayer.fillColor = #colorLiteral(red: 1, green: 1, blue: 1, alpha: 1)
dotLayer.isHidden = true
circle.layer.addSublayer(dotLayer)
}
let dotLayer = CAShapeLayer()
public func setProgress(_ progress: CGFloat) {
print(progress)
// progressLayer.strokeEnd = progress
let animation = CABasicAnimation(keyPath: "strokeEnd")
animation.beginTime = CACurrentMediaTime() + 0.5;
animation.fromValue = 0
animation.toValue = progress
animation.duration = 2
animation.autoreverses = false
animation.repeatCount = .nan
animation.fillMode = .forwards
animation.isRemovedOnCompletion = false
progressLayer.add(animation, forKey: "line")
DispatchQueue.main.asyncAfter(deadline: .now() + 0.5) {
self.dotLayer.isHidden = false
let rotateAnimation = CABasicAnimation(keyPath: "transform.rotation")
// rotateAnimation.beginTime = CACurrentMediaTime() + 0.5;
rotateAnimation.fromValue = (CGFloat( -90)).deg2rad()
rotateAnimation.toValue = (360*progress - 98).deg2rad()
rotateAnimation.duration = 2
rotateAnimation.fillMode = .forwards
rotateAnimation.isRemovedOnCompletion = false
self.dotLayer.add(rotateAnimation, forKey: nil)
}
}

circle with dash lines uiview

I am trying to make a circle with dash lines. I am able to make lines in rectangle but I don't know how to make these in circle. Here is answer I got but it's in Objective-C: UIView Draw Circle with Dotted Line Border
Here is my code which makes a rectangle with dashed lines.
func addDashedBorder() {
let color = UIColor.red.cgColor
let shapeLayer:CAShapeLayer = CAShapeLayer()
let frameSize = self.frame.size
let shapeRect = CGRect(x: 0, y: 0, width: frameSize.width, height: frameSize.height)
shapeLayer.bounds = shapeRect
shapeLayer.position = CGPoint(x: frameSize.width/2, y: frameSize.height/2)
shapeLayer.fillColor = UIColor.clear.cgColor
shapeLayer.strokeColor = color
shapeLayer.lineWidth = 2
shapeLayer.lineJoin = CAShapeLayerLineJoin.round
shapeLayer.lineDashPattern = [6,3]
shapeLayer.path = UIBezierPath(roundedRect: shapeRect, cornerRadius: 5).cgPath
self.layer.addSublayer(shapeLayer)
}
Certainly you can just render your circular UIBezierPath with the selected dash pattern:
class DashedCircleView: UIView {
private var shapeLayer: CAShapeLayer = {
let shapeLayer = CAShapeLayer()
shapeLayer.strokeColor = UIColor.red.cgColor
shapeLayer.fillColor = UIColor.clear.cgColor
shapeLayer.lineWidth = 10
shapeLayer.lineCap = .round
shapeLayer.lineDashPattern = [20, 60]
return shapeLayer
}()
override init(frame: CGRect = .zero) {
super.init(frame: frame)
configure()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
configure()
}
override func layoutSubviews() {
super.layoutSubviews()
updatePath()
}
}
private extension DashedCircleView {
func configure() {
layer.addSublayer(shapeLayer)
}
func updatePath() {
let rect = bounds.insetBy(dx: shapeLayer.lineWidth / 2, dy: shapeLayer.lineWidth / 2)
let radius = min(rect.width, rect.height) / 2
let center = CGPoint(x: rect.midX, y: rect.midY)
let path = UIBezierPath(arcCenter: center, radius: radius, startAngle: 0, endAngle: .pi * 2, clockwise: true)
shapeLayer.path = path.cgPath
}
}
That yields:
The problem with that approach is that it’s hard to get the dashed pattern to line up (notice the awkward dashing at the “3 o’clock” position). You can fix that by making sure that the two values of lineDashPattern add up to some number that evenly divides into the circumference of the circle (e.g. 2π × radius):
let circumference: CGFloat = 2 * .pi * radius
let count = 30
let relativeDashLength: CGFloat = 0.25
let dashLength = circumference / CGFloat(count)
shapeLayer.lineDashPattern = [dashLength * relativeDashLength, dashLength * (1 - relativeDashLength)] as [NSNumber]
Alternatively, rather than using lineDashPattern at all, you can instead keep a solid stroke and make the path, itself, as a series of small arcs. That way I can achieve the desired dashed effect, but ensuring it’s evenly split into count little arcs as we rotate from 0 to 2π:
class DashedCircleView: UIView {
private var shapeLayer: CAShapeLayer = {
let shapeLayer = CAShapeLayer()
shapeLayer.strokeColor = UIColor.red.cgColor
shapeLayer.fillColor = UIColor.clear.cgColor
shapeLayer.lineWidth = 10
shapeLayer.lineCap = .round
return shapeLayer
}()
override init(frame: CGRect = .zero) {
super.init(frame: frame)
configure()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
configure()
}
override func layoutSubviews() {
super.layoutSubviews()
updatePath()
}
}
private extension DashedCircleView {
func configure() {
layer.addSublayer(shapeLayer)
}
func updatePath() {
let rect = bounds.insetBy(dx: shapeLayer.lineWidth / 2, dy: shapeLayer.lineWidth / 2)
let radius = min(rect.width, rect.height) / 2
let center = CGPoint(x: rect.midX, y: rect.midY)
let path = UIBezierPath()
let count = 30
let relativeDashLength: CGFloat = 0.25 // a value between 0 and 1
let increment: CGFloat = .pi * 2 / CGFloat(count)
for i in 0 ..< count {
let startAngle = increment * CGFloat(i)
let endAngle = startAngle + relativeDashLength * increment
path.move(to: CGPoint(x: center.x + radius * cos(startAngle),
y: center.y + radius * sin(startAngle)))
path.addArc(withCenter: center, radius: radius, startAngle: startAngle, endAngle: endAngle, clockwise: true)
}
shapeLayer.path = path.cgPath
}
}
That yields:
You can use UIBezierPath(ovalIn:) to create a circle path in a square view.
extension UIView {
func addDashedCircle() {
let circleLayer = CAShapeLayer()
circleLayer.path = UIBezierPath(ovalIn: bounds).cgPath
circleLayer.lineWidth = 2.0
circleLayer.strokeColor = UIColor.red.cgColor//border of circle
circleLayer.fillColor = UIColor.white.cgColor//inside the circle
circleLayer.lineJoin = .round
circleLayer.lineDashPattern = [6,3]
layer.addSublayer(circleLayer)
}
}
Set view background color .clear and fill color of the layer .white
class View1: UIViewController {
#IBOutlet weak var circleView: UIView!
override func viewDidLoad() {
super.viewDidLoad()
circleView.backgroundColor = .clear//outside the circle
circleView.addDashedCircle()
}
}
Or using UIBezierPath(arcCenter:radius:startAngle:endAngle:clockwise:)
circleLayer.path = UIBezierPath(arcCenter: CGPoint(x: frame.size.width/2, y: frame.size.height/2),
radius: min(frame.size.height,frame.size.width)/2,
startAngle: 0,
endAngle: .pi * 2,
clockwise: true).cgPath
Draw the path using the circle path variant of UIBezierPath
shapeLayer.path = UIBezierPath(arcCenter: CGPoint(x: frame.size.width * 0.5, y: frame.size.height * 0.5), radius: frame.size.width * 0.5, startAngle: 0, endAngle: .pi * 2, clockwise: true)

Can't put circular layer that surrounds imageView on different iPhone devices

How can I fix this issue?
The image is set with constraints in the storyboard; the other circle is set with these lines of code:
let centerY = profileImage.center.y+20+(self.navigationController?.navigationBar.frame.size.height)!
let centerX = profileImage.center.x
let center = CGPoint(x: centerX, y: centerY)
let trackLayer = CAShapeLayer()
let circularPath = UIBezierPath(arcCenter: center, radius: (profileImage.frame.width/2)+2, startAngle: -CGFloat.pi-CGFloat.pi/2, endAngle: CGFloat.pi/2, clockwise: true)
trackLayer.path = circularPath.cgPath
trackLayer.strokeColor = Functions.hexStringToUIColor(hex: "#3859B9").cgColor
trackLayer.lineWidth = 3
trackLayer.lineCap = kCALineCapRound
trackLayer.fillColor = UIColor.clear.cgColor
view.layer.addSublayer(trackLayer)
On iPhone 7 (the one on the right) seems to be right.
Using fixed values for navigation's or status' bar height will lead to such errors. You should position your layer according to the image view. For that you can simply assign the frame of the image view to your layer:
trackLayer.frame = profileImage.frame
Since the layout may change for several reasons (e.g. device rotation), you should do this in viewDidLayoutSubviews of your view controller.
Since the frame of the layer is now smaller than in your example, you should create the center with:
let center = CGPoint(x: profileImage.bounds.midX, y: profileImage.bounds.midY)
override func viewDidLayoutSubviews() {
let centerY = profileImage.center.y+20+(self.navigationController?.navigationBar.frame.size.height)!
let centerX = profileImage.center.x
let center = CGPoint(x: centerX, y: centerY)
let trackLayer = CAShapeLayer()
let circularPath = UIBezierPath(arcCenter: center, radius: (profileImage.frame.width/2)+2, startAngle: -CGFloat.pi-CGFloat.pi/2, endAngle: CGFloat.pi/2, clockwise: true)
trackLayer.path = circularPath.cgPath
trackLayer.strokeColor = Functions.hexStringToUIColor(hex: "#3859B9").cgColor
trackLayer.lineWidth = 3
trackLayer.lineCap = kCALineCapRound
trackLayer.fillColor = UIColor.clear.cgColor
view.layer.addSublayer(trackLayer)
}
OR in write the code in viewDidAppear without delay
This would fix the issue.
Add the layer to profileImage.layer.
trackLayer.frame = profileImage.bounds
Full code should be like this:
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
let center = CGPoint(x: profileImage.bounds.midX,
y: profileImage.bounds.midY)
let trackLayer = CAShapeLayer()
trackLayer.frame = profileImage.frame
let circularPath = UIBezierPath(arcCenter: center,
radius: (profileImage.frame.width / 2) + 2,
startAngle: -CGFloat.pi - CGFloat.pi / 2,
endAngle: CGFloat.pi / 2, clockwise: true)
trackLayer.path = circularPath.cgPath
trackLayer.strokeColor = Functions.hexStringToUIColor(hex: "#3859B9").cgColor
trackLayer.lineWidth = 3
trackLayer.lineCap = kCALineCapRound
trackLayer.fillColor = UIColor.clear.cgColor
profileImage.layer.addSublayer(trackLayer)
}
Using interface builder:
Drag UIView and drop above the imageview
Change view custom class to CirculerProgressView
Set center X and Y constraints with imageview center
Set height and width constraints(greater then imageView height & width)
#IBDesignable class CirculerProgressView: UIView {
override class var layerClass: AnyClass {
return CAShapeLayer.self
}
override func draw(_ rect: CGRect) {
super.draw(rect)
setupLayer()
}
private func setupLayer() {
let trackLayer = layer as! CAShapeLayer
let center = CGPoint(x: frame.width/2, y: frame.height/2)
let circularPath = UIBezierPath(arcCenter: center, radius: frame.width/2, startAngle: -CGFloat.pi-CGFloat.pi/2, endAngle: CGFloat.pi/2, clockwise: true)
trackLayer.path = circularPath.cgPath
trackLayer.strokeColor = UIColor.blue.cgColor
trackLayer.lineWidth = 3
trackLayer.lineCap = kCALineCapRound
trackLayer.fillColor = UIColor.clear.cgColor
}}

Adding a CAShapeLayer around a button

I created a CAShapeLayer in the shape of a circle, and I want to add it around I button i have in the view. I am doing this instead of a border, due to animation purposes. I don't want a border around the button, I'd rather have a shape. This is how I am adding it, but for some reason, it is not adding the shape directly around the button.
This is my code to add the layer
recordLine = CAShapeLayer()
let circularPath = UIBezierPath(arcCenter: recordButton.center, radius: recordButton.frame.width / 2, startAngle: 0, endAngle: 2 * CGFloat.pi, clockwise: true)
recordLine.path = circularPath.cgPath
recordLine.strokeColor = UIColor.white.cgColor
recordLine.fillColor = UIColor.clear.cgColor
recordLine.lineWidth = 5
view.layer.addSublayer(recordLine)
This is how it is adding the line for some reason.
This is happening because you are adding Shape layer before rendering the autolayout Constrain properly.
Please add a single line before adding shape layer : self.view.layoutIfNeeded()
#IBOutlet weak var roundButton: UIButton!
override func viewDidLoad() {
super.viewDidLoad()
roundButton.layer.cornerRadius = 50.0
roundButton.clipsToBounds = true
roundButton.alpha = 0.5
self.view.layoutIfNeeded()
let recordLine = CAShapeLayer()
let circularPath = UIBezierPath(arcCenter: roundButton.center, radius: roundButton.frame.width / 2, startAngle: 0, endAngle: 2 * CGFloat.pi, clockwise: false)
recordLine.path = circularPath.cgPath
recordLine.strokeColor = UIColor.black.cgColor
recordLine.fillColor = UIColor.clear.cgColor
recordLine.lineWidth = 10
view.layer.addSublayer(recordLine)
}
Please check the reference image
This is working for me.
My button is programmatic. I had to add the the cashapelayer in viewDidLayoutSubviews
lazy var cameraButton: UIButton = {
let button = UIButton(type: .system)
button.translatesAutoresizingMaskIntoConstraints = false
button.backgroundColor = UIColor.lightGray
return button
}()
var wasCAShapeLayerAddedToCameraButton = false
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
if !wasCAShapeLayerAddedToCameraButton {
wasCAShapeLayerAddedToCameraButton = true
cameraButton.layer.cornerRadius = cameraButton.frame.width / 2
addCAShapeLayerToCameraButton()
}
}
func addCAShapeLayerToCameraButton() {
let circularPath = UIBezierPath(arcCenter: cameraButton.center,
radius: (cameraButton.frame.width / 2),
startAngle: 0,
endAngle: 2 * .pi,
clockwise: true)
shapeLayer.path = circularPath.cgPath
shapeLayer.strokeColor = UIColor.black.cgColor
shapeLayer.fillColor = UIColor.clear.cgColor
shapeLayer.lineWidth = 10
view.layer.addSublayer(shapeLayer)
}
// try like this i hope it will work for you.
Note: Color and other properties change as your requirement
let shapeLayer = CAShapeLayer()
shapeLayer.backgroundColor = UIColor.clear.cgColor
shapeLayer.name = "Star"
let path: CGPath = UIBezierPath(arcCenter: recordButton.center, radius: recordButton.frame.width / 2, startAngle: 0, endAngle: 2 * CGFloat.pi, clockwise: true)
shapeLayer.path = path
shapeLayer.lineWidth = 5.0
self.layer.mask = shapeLayer

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