Circle UIView resize with animation keeping Circle shape - ios

I have a UIView which I am making the background a circular shape with:
self.colourView.layer.cornerRadius = 350
self.colourView.clipsToBounds = true
With the view being a 700 by 700 square.
I am then trying to change the size of this view using:
UIView.animate(withDuration: zoomLength,
delay: 0,
options: .curveEaseIn,
animations: {
self.colorViewWidth.constant = 100
self.colorViewHeight.constant = 100
self.colourView.layer.cornerRadius = 50
self.colourView.clipsToBounds = true
self.view.layoutIfNeeded()
},
completion: { finished in
})
})
The problem with this is the corner radius of the view switch to 50 instantly. So that as the view shrinks in size it doesn't look like a circle shrinking but a square with rounded corners until it reaches the 100 by 100 size.
How can I take a view that circule in shape and shrink it down while maintaining the circlare shape during the animation.

You could always animate the corner radius as well with a CABasicAnimation along side the UIView animations. See example below.
import UIKit
class ViewController: UIViewController {
//cause 'merica
var colorView = UIView()
var button = UIButton()
var colorViewWidth : NSLayoutConstraint!
var colorViewHeight : NSLayoutConstraint!
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
colorView.frame = CGRect(x: 0, y: 0, width: 750, height: 750)
colorView.center = self.view.center
colorView.backgroundColor = .blue
colorView.layer.cornerRadius = 350
colorView.clipsToBounds = true
colorView.layer.allowsEdgeAntialiasing = true
colorView.translatesAutoresizingMaskIntoConstraints = false
//set up constraints
colorViewWidth = NSLayoutConstraint(item: colorView, attribute: .width, relatedBy: .equal, toItem: nil, attribute: .notAnAttribute, multiplier: 1, constant: 750)
colorViewWidth.isActive = true
colorViewHeight = NSLayoutConstraint(item: colorView, attribute: .height, relatedBy: .equal, toItem: nil, attribute: .notAnAttribute, multiplier: 1, constant: 750)
colorViewHeight.isActive = true
self.view.addSubview(colorView)
colorView.centerXAnchor.constraint(equalTo: self.view.centerXAnchor).isActive = true
colorView.centerYAnchor.constraint(equalTo: self.view.centerYAnchor).isActive = true
//button for action
button = UIButton(frame: CGRect(x: 0, y: 0, width: self.view.bounds.width - 20, height: 50))
button.center = self.view.center
button.center.y = self.view.bounds.height - 70
button.addTarget(self, action: #selector(ViewController.pressed(sender:)), for: .touchUpInside)
button.setTitle("Animate", for: .normal)
button.setTitleColor(.blue, for: .normal)
self.view.addSubview(button)
}
func pressed(sender:UIButton) {
self.colorViewWidth.constant = 100
self.colorViewHeight.constant = 100
UIView.animate(withDuration: 1.0,
delay: 0,
options: .curveEaseIn,
animations: {
self.view.layoutIfNeeded()
},
completion: { finished in
})
//animate cornerRadius and update model
let animation = CABasicAnimation(keyPath: "cornerRadius")
animation.duration = 1.0
//super important must match
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseIn)
animation.fromValue = colorView.layer.cornerRadius
animation.toValue = 50
colorView.layer.add(animation, forKey: nil)
//update model important
colorView.layer.cornerRadius = 50
}
}
Result:

Try to put your image inside a viewDidLayoutSubviews()
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
colourView.layer.cornerRadius = colourView.frame.size.width/2
colourView.layer.masksToBounds = true
colourView.layer.borderWidth = 3.0
colourView.layer.borderColor = UIColor(red: 142.0/255.5, green: 142.0/255.5, blue: 142.0/255.5, alpha: 1.0).cgColor
}
let me know how it goes
Cheers

Regarding animation you need to create the CAShapeLayer object and then set the cgpath of the layer object.
let circleLayer = CAShapeLayer()
let radius = view.bounds.width * 0.5
//Value of startAngle and endAngle should be in the radian.
let path = UIBezierPath(arcCenter: center, radius: radius, startAngle: startAngle, endAngle: endAngle, clockwise: true)
circleLayer.path = path.cgPath
The above will draw the circle for you. After that you can apply the animation on layer object.
let animation = CABasicAnimation(keyPath: "strokeEnd")
animation.fromValue = fromValue//you can update the value here by default it will be 0
animation.toValue = toValue //you can update the value here by default it will be 1
animation.duration = CFTimeInterval(remainingTime)
circleLayer
circleLayer.removeAnimation(forKey: "stroke")
circleLayer.add(animation, forKey: "stroke")

Related

How to animate custom Progress bar properly (swift)?

I made a custom progressbar for my app (following an article on medium), it works as intended but i have one problem, when i change the progress value then it jumps to fast! (dont get confused by the percent values below the bar, they are off, i know that)
i use setNeedsDisplay() to redraw my view.
I want the bar to animate smoothly, so in my case a bit slower.
this is the draw function of the bar:
override func draw(_ rect: CGRect) {
backgroundMask.path = UIBezierPath(roundedRect: rect, cornerRadius: rect.height * 0.25).cgPath
layer.mask = backgroundMask
let progressRect = CGRect(origin: .zero, size: CGSize(width: rect.width * progress, height: rect.height))
progressLayer.frame = progressRect
progressLayer.backgroundColor = UIColor.black.cgColor
gradientLayer.frame = rect
gradientLayer.colors = [color.cgColor, gradientColor.cgColor, color.cgColor]
gradientLayer.endPoint = CGPoint(x: progress, y: 0.5)
}
Here is the whole Class i used:
https://bitbucket.org/mariwi/custom-animated-progress-bars-with-uibezierpaths/src/master/ProgressBars/Bars/GradientHorizontalProgressBar.swift
Anyone with an idea?
EDIT 1:
Similar questions helped, but the result is not working properly.
I aded this function to set the progress of the bar:
func setProgress(to percent : CGFloat)
{
progress = percent
print(percent)
let rect = self.bounds
let oldBounds = progressLayer.bounds
let newBounds = CGRect(origin: .zero, size: CGSize(width: rect.width * progress, height: rect.height))
let redrawAnimation = CABasicAnimation(keyPath: "bounds")
redrawAnimation.fromValue = oldBounds
redrawAnimation.toValue = newBounds
redrawAnimation.fillMode = .forwards
redrawAnimation.isRemovedOnCompletion = false
redrawAnimation.duration = 0.5
progressLayer.bounds = newBounds
gradientLayer.endPoint = CGPoint(x: progress, y: 0.5)
progressLayer.add(redrawAnimation, forKey: "redrawAnim")
}
And now the bar behaves like this:
After digging a while and a ton of testing, i came up with a solution, that suited my needs! Altough the above answer from DonMag was also working great (thanks for your effort), i wanted to fix what halfway worked. So the problem was, that the bar resized itself from the middle of the view. And on top, the position was also off for some reason.
First i set the position back to (0,0) so that the view started at the beginning (where it should).
The next thing was the resizing from the middle, because with the position set back, the bar only animated to the half when i set it to 100%. After some tinkering and reading i found out, that changing the anchorPoint of the view would solve my problem. The default value was (0.5,0.5), changing it into (0,0) meant that it would only expand the desired direction.
After that i only needed to re-set the end of the gradient, so that the animation stays consistent between the different values. After all of this my bar worked like I imagined. And here is the result:
Here is the final code, i used to accomplish this:
func setProgress(to percent : CGFloat)
{
progress = percent
print(percent)
let duration = 0.5
let rect = self.bounds
let oldBounds = progressLayer.bounds
let newBounds = CGRect(origin: .zero, size: CGSize(width: rect.width * progress, height: rect.height))
let redrawAnimation = CABasicAnimation(keyPath: "bounds")
redrawAnimation.fromValue = oldBounds
redrawAnimation.toValue = newBounds
redrawAnimation.fillMode = .both
redrawAnimation.isRemovedOnCompletion = false
redrawAnimation.duration = duration
progressLayer.bounds = newBounds
progressLayer.position = CGPoint(x: 0, y: 0)
progressLayer.anchorPoint = CGPoint(x: 0, y: 0)
progressLayer.add(redrawAnimation, forKey: "redrawAnim")
let oldGradEnd = gradientLayer.endPoint
let newGradEnd = CGPoint(x: progress, y: 0.5)
let gradientEndAnimation = CABasicAnimation(keyPath: "endPoint")
gradientEndAnimation.fromValue = oldGradEnd
gradientEndAnimation.toValue = newGradEnd
gradientEndAnimation.fillMode = .both
gradientEndAnimation.isRemovedOnCompletion = false
gradientEndAnimation.duration = duration
gradientLayer.endPoint = newGradEnd
gradientLayer.add(gradientEndAnimation, forKey: "gradEndAnim")
}
I'm going to suggest a somewhat different approach.
First, instead of adding a sublayer as the gradient layer, we'll make the custom view's layer itself a gradient layer:
private var gradientLayer: CAGradientLayer!
override class var layerClass: AnyClass {
return CAGradientLayer.self
}
// then, in init
// use self.layer as the gradient layer
gradientLayer = self.layer as? CAGradientLayer
We'll set the gradient animation to the full size of the view... that will give it a consistent width and speed.
Next, we'll add a subview as a mask, instead of a layer-mask. That will allow us to animate its width independently.
class GradProgressView: UIView {
#IBInspectable var color: UIColor = .gray {
didSet { setNeedsDisplay() }
}
#IBInspectable var gradientColor: UIColor = .white {
didSet { setNeedsDisplay() }
}
// this view will mask the percentage width
private let myMaskView = UIView()
// so we can calculate the new-progress-animation duration
private var curProgress: CGFloat = 0.0
public var progress: CGFloat = 0 {
didSet {
// calculate the change in progress
let changePercent = abs(curProgress - progress)
// if the change is 100% (i.e. from 0.0 to 1.0),
// we want the animation to take 1-second
// so, make the animation duration equal to
// 1-second * changePercent
let dur = changePercent * 1.0
// save the new progress
curProgress = progress
// calculate the new width of the mask view
var r = bounds
r.size.width *= progress
// animate the size of the mask-view
UIView.animate(withDuration: TimeInterval(dur), animations: {
self.myMaskView.frame = r
})
}
}
private var gradientLayer: CAGradientLayer!
override class var layerClass: AnyClass {
return CAGradientLayer.self
}
override init(frame: CGRect) {
super.init(frame: frame)
commonInit()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
commonInit()
}
func commonInit() -> Void {
// use self.layer as the gradient layer
gradientLayer = self.layer as? CAGradientLayer
gradientLayer.colors = [color.cgColor, gradientColor.cgColor, color.cgColor]
gradientLayer.locations = [0.25, 0.5, 0.75]
gradientLayer.startPoint = CGPoint(x: 0, y: 0)
gradientLayer.endPoint = CGPoint(x: 1, y: 0)
let animation = CABasicAnimation(keyPath: "locations")
animation.fromValue = [-0.3, -0.15, 0]
animation.toValue = [1, 1.15, 1.3]
animation.duration = 1.5
animation.isRemovedOnCompletion = false
animation.repeatCount = Float.infinity
gradientLayer.add(animation, forKey: nil)
myMaskView.backgroundColor = .white
mask = myMaskView
}
override func layoutSubviews() {
super.layoutSubviews()
// if the mask view frame has not been set at all yet
if myMaskView.frame.height == 0 {
var r = bounds
r.size.width = 0.0
myMaskView.frame = r
}
gradientLayer.colors = [color.cgColor, gradientColor.cgColor, color.cgColor]
layer.cornerRadius = bounds.height * 0.25
}
}
Here's a sample controller class - each tap will cycle through a list of sample progress percentages:
class ExampleViewController: UIViewController {
let progView = GradProgressView()
let infoLabel = UILabel()
var idx: Int = 0
let testVals: [CGFloat] = [
0.75, 0.3, 0.95, 0.25, 0.5, 1.0,
]
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = .black
[infoLabel, progView].forEach {
$0.translatesAutoresizingMaskIntoConstraints = false
view.addSubview($0)
}
infoLabel.textColor = .white
infoLabel.textAlignment = .center
let g = view.safeAreaLayoutGuide
NSLayoutConstraint.activate([
progView.topAnchor.constraint(equalTo: g.topAnchor, constant: 100.0),
progView.leadingAnchor.constraint(equalTo: g.leadingAnchor, constant: 40.0),
progView.trailingAnchor.constraint(equalTo: g.trailingAnchor, constant: -40.0),
progView.heightAnchor.constraint(equalToConstant: 40.0),
infoLabel.topAnchor.constraint(equalTo: progView.bottomAnchor, constant: 8.0),
infoLabel.leadingAnchor.constraint(equalTo: g.leadingAnchor, constant: 40.0),
infoLabel.trailingAnchor.constraint(equalTo: g.trailingAnchor, constant: -40.0),
])
progView.color = #colorLiteral(red: 0.9932278991, green: 0.5762576461, blue: 0.03188031539, alpha: 1)
progView.gradientColor = #colorLiteral(red: 1, green: 0.8578521609, blue: 0.3033572137, alpha: 1)
// add a tap gesture recognizer
let t = UITapGestureRecognizer(target: self, action: #selector(didTap(_:)))
view.addGestureRecognizer(t)
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
didTap(nil)
}
#objc func didTap(_ g: UITapGestureRecognizer?) -> Void {
let n = idx % testVals.count
progView.progress = testVals[n]
idx += 1
infoLabel.text = "Auslastung \(Int(testVals[n] * 100))%"
}
}

Scale down UIView and it's subview simultaneously in swift 5?

I have created UIView and it has one subview and it's containing shape object which are creating using UIBezierPath, and UIView has fixed height and width (image 1). When i click the blue color button, it should be scale down to another fixed width and height. I have applied CGAffineTransform to subview and, i guess it is scale down properly, but since topAnchor and leftAchor has constant values, after scale down it is not displaying properly (image 2).I will attach my source code here and screenshots, please, analyze this and can someone suggest better approach for how to do this ? and highly appreciate ur feedback and comments.
code:
import UIKit
class ViewController: UIViewController {
var screenView: UIView!
var button: UIButton!
let widthOfScaleDownView: CGFloat = 200
let heightOfScaleDownView: CGFloat = 300
override func viewDidLoad() {
screenView = UIView(frame: .zero)
screenView.translatesAutoresizingMaskIntoConstraints = false
screenView.backgroundColor = UIColor.red
self.view.addSubview(screenView)
NSLayoutConstraint.activate([
screenView.heightAnchor.constraint(equalToConstant: 800),
screenView.widthAnchor.constraint(equalToConstant: 600),
screenView.centerYAnchor.constraint(equalTo: self.view.centerYAnchor, constant: 0),
screenView.centerXAnchor.constraint(equalTo: self.view.centerXAnchor, constant: 0)
])
button = UIButton()
button.translatesAutoresizingMaskIntoConstraints = false
button.backgroundColor = UIColor.blue
self.view.addSubview(button)
NSLayoutConstraint.activate([
button.heightAnchor.constraint(equalToConstant: 50),
button.widthAnchor.constraint(equalToConstant: 100),
button.topAnchor.constraint(equalTo: self.view.topAnchor, constant: 950),
button.leftAnchor.constraint(equalTo: self.view.leftAnchor, constant: 350)
])
button.setTitle("click", for: .normal)
button.setTitleColor(UIColor.white, for: .normal)
button.addTarget(self, action: #selector(scaleDownView(_:)), for: .touchUpInside)
let shapeView = UIView(frame: .zero)
shapeView.translatesAutoresizingMaskIntoConstraints = false
let rect = CGRect(x: 0, y: 0, width: 300, height: 300)
let shape = UIBezierPath(roundedRect: rect, cornerRadius: 50)
let layer = CAShapeLayer()
layer.path = shape.cgPath
layer.lineWidth = 2
shapeView.layer.addSublayer(layer)
screenView.addSubview(shapeView)
NSLayoutConstraint.activate([
shapeView.topAnchor.constraint(equalTo: screenView.topAnchor, constant: 250),
shapeView.leftAnchor.constraint(equalTo: screenView.leftAnchor, constant: 150)
])
}
#IBAction func scaleDownView(_ sender: UIButton) {
let widthScale = widthOfScaleDownView/screenView.frame.width
let heightScale = heightOfScaleDownView/screenView.frame.height
screenView.subviews.forEach{ view in
view.transform = CGAffineTransform(scaleX: widthScale, y: heightScale)
}
NSLayoutConstraint.activate([
screenView.heightAnchor.constraint(equalToConstant: heightOfScaleDownView),
screenView.widthAnchor.constraint(equalToConstant: widthOfScaleDownView),
screenView.centerYAnchor.constraint(equalTo: self.view.centerYAnchor, constant: 0),
screenView.centerXAnchor.constraint(equalTo: self.view.centerXAnchor, constant: 0)
])
}
}
Couple things...
1 - When you use CGAffineTransform to change a view, it will automatically affect the view's subviews. So no need for a loop.
2 - Transforms are cumulative, so when "going back" to the original scale, use .identity instead of another scale transform.
3 - You cannot set a constraint multiple times. So if you do:
screenView.heightAnchor.constraint(equalToConstant: 800)
and then you also do:
screenView.heightAnchor.constraint(equalToConstant: heightOfScaleDownView)
you will get auto-layout conflicts... the view cannot be both 800-pts tall and
300-pts tall at the same time.
Take a look at the changes I made to your code. I also added a 1-second animation to the scale transform so you can see what it's doing:
class ViewController: UIViewController {
var screenView: UIView!
var button: UIButton!
let widthOfScaleDownView: CGFloat = 200
let heightOfScaleDownView: CGFloat = 300
override func viewDidLoad() {
screenView = UIView(frame: .zero)
screenView.translatesAutoresizingMaskIntoConstraints = false
screenView.backgroundColor = UIColor.red
self.view.addSubview(screenView)
// constrain screenView
// width: 800 height: 600
// centered X and Y
NSLayoutConstraint.activate([
screenView.heightAnchor.constraint(equalToConstant: 800),
screenView.widthAnchor.constraint(equalToConstant: 600),
screenView.centerYAnchor.constraint(equalTo: self.view.centerYAnchor, constant: 0),
screenView.centerXAnchor.constraint(equalTo: self.view.centerXAnchor, constant: 0)
])
button = UIButton()
button.translatesAutoresizingMaskIntoConstraints = false
button.backgroundColor = UIColor.blue
self.view.addSubview(button)
NSLayoutConstraint.activate([
button.heightAnchor.constraint(equalToConstant: 50),
button.widthAnchor.constraint(equalToConstant: 100),
button.topAnchor.constraint(equalTo: self.view.topAnchor, constant: 950),
button.leftAnchor.constraint(equalTo: self.view.leftAnchor, constant: 350)
])
button.setTitle("click", for: .normal)
button.setTitleColor(UIColor.white, for: .normal)
button.addTarget(self, action: #selector(scaleDownView(_:)), for: .touchUpInside)
let shapeView = UIView(frame: .zero)
shapeView.translatesAutoresizingMaskIntoConstraints = false
let rect = CGRect(x: 0, y: 0, width: 300, height: 300)
let shape = UIBezierPath(roundedRect: rect, cornerRadius: 50)
let layer = CAShapeLayer()
layer.path = shape.cgPath
layer.lineWidth = 2
shapeView.layer.addSublayer(layer)
screenView.addSubview(shapeView)
// constrain shapeView
// width: 300 height: 300
// centered X and Y in screenView
NSLayoutConstraint.activate([
shapeView.widthAnchor.constraint(equalToConstant: 300.0),
shapeView.heightAnchor.constraint(equalToConstant: 300.0),
shapeView.centerXAnchor.constraint(equalTo: screenView.centerXAnchor),
shapeView.centerYAnchor.constraint(equalTo: screenView.centerYAnchor),
])
}
#IBAction func scaleDownView(_ sender: UIButton) {
let widthScale = widthOfScaleDownView/screenView.frame.width
let heightScale = heightOfScaleDownView/screenView.frame.height
UIView.animate(withDuration: 1.0) {
// if we have already been scaled down
if widthScale == 1 {
// animate the scale transform back to original (don't add another transform)
self.screenView.transform = .identity
} else {
// animate the scale-down transform
self.screenView.transform = CGAffineTransform(scaleX: widthScale, y: heightScale)
}
}
// do NOT change screenView constraints!
}
}

Swift - scale background while retaining top anchor

How can I scale a UIImageView while retaining the top anchor?
I tried:
UIView.animate(withDuration: 0.3, animations: {
self.backGroundImage.contentMode = .scaleToFill
self.backGroundImage.transform = CGAffineTransform(scaleX: 3, y: 3)
self.backGroundImage.topAnchor.constraint(equalTo: self.view.topAnchor).isActive = true
})
That scales the image but the anchor point is the middle of the image. It seems like setting the topAnchor doesn't do anything. Is there a way to set some sort of "scaleAnchor" or some other solution?
In the end I would like to achieve this:
Update
This is how I constrain the view:
NSLayoutConstraint.activate([
// constrain background image
backGroundImage.topAnchor.constraint(equalTo: view.topAnchor),
backGroundImage.bottomAnchor.constraint(equalTo: view.bottomAnchor),
backGroundImage.leadingAnchor.constraint(equalTo: view.leadingAnchor),
backGroundImage.trailingAnchor.constraint(equalTo: view.trailingAnchor), )]
This works for me in Swift 5.1:
public extension UIView {
func applyTransform(withScale scale: CGFloat, anchorPoint: CGPoint) {
let xPadding = (scale - 1) * (anchorPoint.x - 0.5) * bounds.width
let yPadding = (scale - 1) * (anchorPoint.y - 0.5) * bounds.height
transform = CGAffineTransform(scaleX: scale, y: scale).translatedBy(x: xPadding, y: yPadding)
}
}
Example:
yourView.applyTransform(withScale: 3, anchorPoint: CGPoint(x: 0.5, y: 0))
The transform matrix is applied after the frame has been calculated from the constraints. If you want to scale things up consistently I suggest just setting a multiple on the height and width constraints instead. Alternatively you can move the anchor point by using CALayers.anchorPoint and then apply you transform so that it scales from the top middle instead of the center (which is the default).
EDIT -- example:
import PlaygroundSupport
class V: UIViewController {
let square = UIView()
override func viewDidLoad() {
super.viewDidLoad()
square.translatesAutoresizingMaskIntoConstraints = false
square.backgroundColor = .red
view.addSubview(square)
NSLayoutConstraint.activate([
square.centerXAnchor.constraint(equalTo: view.centerXAnchor),
square.centerYAnchor.constraint(equalTo: view.centerYAnchor),
square.widthAnchor.constraint(equalToConstant: 100),
square.heightAnchor.constraint(equalToConstant: 100),
])
square.layer.anchorPoint = .init(x: 0.5, y: 0)
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
UIView.animate(withDuration: 10) {
self.square.transform = .init(scaleX: 3, y: 3)
}
}
}
PlaygroundPage.current.liveView = V()

Graphic like apple watch one

Thank you all for your replies. My new fixed circleView now is: import UIKit
class CircleView: UIView {
private let progressLayer: CAShapeLayer = CAShapeLayer()
private let backgroundLayer = CAShapeLayer()
private var progressLabel: UILabel
required init?(coder aDecoder: NSCoder) {
progressLabel = UILabel()
super.init(coder: aDecoder)
createProgressLayer()
// createLabel()
}
override init(frame: CGRect) {
progressLabel = UILabel()
super.init(frame: frame)
createProgressLayer()
// createLabel()
}
// func createLabel() {
// progressLabel = UILabel(frame: CGRectMake(0.0, 0.0, CGRectGetWidth(frame), 60.0))
// progressLabel.textColor = .whiteColor()
// progressLabel.textAlignment = .Center
// progressLabel.text = "Load content"
// progressLabel.font = UIFont(name: "HelveticaNeue-UltraLight", size: 40.0)
// progressLabel.translatesAutoresizingMaskIntoConstraints = false
// addSubview(progressLabel)
//
// addConstraint(NSLayoutConstraint(item: self, attribute: .CenterX, relatedBy: .Equal, toItem: progressLabel, attribute: .CenterX, multiplier: 1.0, constant: 0.0))
// addConstraint(NSLayoutConstraint(item: self, attribute: .CenterY, relatedBy: .Equal, toItem: progressLabel, attribute: .CenterY, multiplier: 1.0, constant: 0.0))
// }
private func createProgressLayer() {
var arcWidth: CGFloat = 3
var arcBgColor: UIColor = UIColor(red:0.94, green:0.94, blue:0.94, alpha:1.0)
let startAngle = CGFloat(M_PI_2)
let endAngle = CGFloat(M_PI * 2 + M_PI_2)
let radius: CGFloat = max(bounds.width, bounds.height)
let center = CGPoint(x:bounds.width/2, y: bounds.height/2)
let centerPoint = CGPointMake(CGRectGetWidth(frame)/2 , CGRectGetHeight(frame)/2)
let gradientMaskLayer = gradientMask()
progressLayer.path = UIBezierPath(arcCenter:centerPoint, radius: CGRectGetWidth(frame)/2 - 30.0, startAngle:startAngle, endAngle:endAngle, clockwise: true).CGPath
backgroundLayer.path = UIBezierPath(arcCenter: centerPoint, radius: CGRectGetWidth(frame)/2 - 30.0, startAngle: startAngle, endAngle: endAngle, clockwise: true).CGPath
backgroundLayer.fillColor = UIColor.clearColor().CGColor
backgroundLayer.lineWidth = 15.0
backgroundLayer.strokeColor = arcBgColor.CGColor
self.layer.addSublayer(backgroundLayer)
progressLayer.backgroundColor = UIColor.clearColor().CGColor
progressLayer.fillColor = nil
progressLayer.strokeColor = UIColor.blackColor().CGColor
progressLayer.lineWidth = 15.0
progressLayer.strokeStart = 0.0
progressLayer.strokeEnd = 0.0
gradientMaskLayer.mask = progressLayer
layer.addSublayer(gradientMaskLayer)
}
private func gradientMask() -> CAGradientLayer {
let gradientLayer = CAGradientLayer()
gradientLayer.frame = bounds
gradientLayer.locations = [0.0, 1.0]
let colorTop: AnyObject = UIColor(red: 255.0/255.0, green: 213.0/255.0, blue: 63.0/255.0, alpha: 1.0).CGColor
let colorBottom: AnyObject = UIColor(red: 255.0/255.0, green: 198.0/255.0, blue: 5.0/255.0, alpha: 1.0).CGColor
let arrayOfColors: [AnyObject] = [colorTop, colorBottom]
gradientLayer.colors = arrayOfColors
return gradientLayer
}
//
// func hideProgressView() {
// progressLayer.strokeEnd = 0.0
// progressLayer.removeAllAnimations()
// progressLabel.text = "Load content"
// }
func animateProgressView() {
// progressLabel.text = "Loading..."
progressLayer.strokeEnd = 0.0
let animation = CABasicAnimation(keyPath: "strokeEnd")
animation.fromValue = CGFloat(0.0)
animation.toValue = CGFloat(0.7)
animation.duration = 1.0
animation.delegate = self
animation.removedOnCompletion = false
animation.additive = true
animation.fillMode = kCAFillModeForwards
progressLayer.addAnimation(animation, forKey: "strokeEnd")
}
}
But I would really like to know now how to:
Do this with the corners, to leave like apple watch one:
enter image description here
and how to move the percentage label, from 0 to 70%, I mean, to animate from 0 to 70 at the same time the circle animates.
The simple way to do this is to use a CAShapeLayer and animate the strokeEnd. Otherwise you'll just have to draw all the intermediate shapes yourself and create your own animation.

How to use drawRect in a particular area?

I used this topic's animation in my project. The problem is I want to use a particular area for circle(grey area). To do it, I added a view(grey area) and the code is shown below. But it is locating different positions on x axis every time.(y is fixed). The second problem is I want to use the circle around the text. To do it, I placed the text and view to centre of the screen both vertically and horizontally. How can I fix these two problems?
Problem screenshots
These are the code that I used.
override init(frame: CGRect) {
super.init(frame: frame)
self.backgroundColor = UIColor.clearColor()
// Use UIBezierPath as an easy way to create the CGPath for the layer.
// The path should be the entire circle.
let circlePath = UIBezierPath(arcCenter: CGPoint(x: frame.size.width / 2.0, y: frame.size.height / 2.0), radius: (frame.size.width - 10)/2, startAngle: 0.0, endAngle: CGFloat(M_PI * 2.0), clockwise: true)
// Setup the CAShapeLayer with the path, colors, and line width
circleLayer.path = circlePath.CGPath
circleLayer.fillColor = UIColor.clearColor().CGColor
circleLayer.strokeColor = randomColor().CGColor
circleLayer.lineWidth = 40;
// Don't draw the circle initially
circleLayer.strokeEnd = 0.0
// Add the circleLayer to the view's layer's sublayers
layer.addSublayer(circleLayer)
}
func animateCircle(duration: NSTimeInterval) {
// We want to animate the strokeEnd property of the circleLayer
let animation = CABasicAnimation(keyPath: "strokeEnd")
// Set the animation duration appropriately
animation.duration = duration
// Animate from 0 (no circle) to 1 (full circle)
animation.fromValue = 0
animation.toValue = 1
// Do a linear animation (i.e. the speed of the animation stays the same)
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionLinear)
// Set the circleLayer's strokeEnd property to 1.0 now so that it's the
// right value when the animation ends.
circleLayer.strokeEnd = 1.0
// Do the actual animation
circleLayer.addAnimation(animation, forKey: "animateCircle")
}
func addCircleView() {
let diceRoll = CGFloat(Int(arc4random_uniform(7))*50)
// Create a new CircleView
var circleView = CircleView(frame: CGRect(x: view.frame.origin.x/2, y: view.frame.origin.y/2, width: 200, height: 200))
extraView.addSubview(circleView)
println(view.frame.width)
println(view.frame.height)
// Animate the drawing of the circle over the course of 1 second
circleView.animateCircle(1.0)
}
Problem is Auto layout. You forgot set layout for circleView <=> extraView. See the code below.
func addCircleView() {
let diceRoll = CGFloat(Int(arc4random_uniform(7))*50)
// Create a new CircleView
var circleView = CircleView(frame: CGRect(x: view.frame.origin.x/2, y: view.frame.origin.y/2, width: 200, height: 200))
extraView.addSubview(circleView)
println(view.frame.width)
println(view.frame.height)
let constCenterX = NSLayoutConstraint(item: circleView, attribute: .CenterX, relatedBy: .Equal, toItem: extraView, attribute: .CenterX, multiplier: 1, constant: 0)
let constCenterY = NSLayoutConstraint(item: circleView, attribute: .CenterY, relatedBy: .Equal, toItem: extraView, attribute: .CenterY, multiplier: 1, constant: 0)
self.view.addConstraints([constCenterX, constCenterY])
// Animate the drawing of the circle over the course of 1 second
circleView.animateCircle(1.0)
//circleView.textLabel?.text = "Hello World!"
}
BTW: For the second question you should create a UILabel (centerX & centerY) in CircleView. Hope that helps!

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