I am working on an iPhone application using Objective C, where I need to make a border animation to UILabel.
I tried below code using CABasicAnimation :
CABasicAnimation* borderAnimation = [CABasicAnimation animationWithKeyPath:#"borderWidth"];
[borderAnimation setFromValue:[NSNumber numberWithFloat:4.0f]];
[borderAnimation setToValue:[NSNumber numberWithFloat:0.0f]];
[borderAnimation setRepeatCount:1.0];
[borderAnimation setAutoreverses:NO];
[borderAnimation setDuration:0.7f];
[focusScannerView.layer addAnimation:borderAnimation forKey:#"animateBorder"];
But border animation is not working perfectly. Anybody have an idea of how would I do this? Thank you in Advance.
#import "ViewController.h"
#interface ViewController ()
{
UIBezierPath *path;
CAShapeLayer *shapeLayer;
int lineNo;
}
#property (nonatomic, weak) IBOutlet UILabel *textLabel;
#end
#implementation ViewController
- (void)viewDidLoad {
[super viewDidLoad];
path = [UIBezierPath bezierPath];
shapeLayer = [CAShapeLayer layer];
shapeLayer.strokeColor = [[UIColor blueColor] CGColor];
shapeLayer.lineWidth = 3.0;
shapeLayer.fillColor = [[UIColor clearColor] CGColor];
[_textLabel addGestureRecognizer:[[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(startAnimation)]];
// Do any additional setup after loading the view, typically from a nib.
}
-(void)startAnimation{
lineNo = 0;
[self drawLine:lineNo];
}
-(void)drawLine:(int)line{
CGPoint startPoint;
CGPoint endPoint;
switch (line) {
case 0:
startPoint = CGPointMake(self.textLabel.frame.origin.x, self.textLabel.frame.origin.y);
endPoint = CGPointMake(CGRectGetMaxX(self.textLabel.frame), self.textLabel.frame.origin.y);
break;
case 1:
startPoint = CGPointMake(CGRectGetMaxX(self.textLabel.frame), self.textLabel.frame.origin.y);
endPoint = CGPointMake(CGRectGetMaxX(self.textLabel.frame), CGRectGetMaxY(self.textLabel.frame));
break;
case 2:
startPoint = CGPointMake(CGRectGetMaxX(self.textLabel.frame), CGRectGetMaxY(self.textLabel.frame));
endPoint = CGPointMake(self.textLabel.frame.origin.x, CGRectGetMaxY(self.textLabel.frame));
break;
case 3:
startPoint = CGPointMake(self.textLabel.frame.origin.x, CGRectGetMaxY(self.textLabel.frame));
endPoint = CGPointMake(self.textLabel.frame.origin.x, self.textLabel.frame.origin.y);
break;
default:
return;
}
[self animateStartPoint:startPoint andEndPoint:endPoint];
}
-(void)animateStartPoint:(CGPoint) startPoint andEndPoint:(CGPoint)endPoint{
[path moveToPoint:startPoint];
[path addLineToPoint:endPoint];
shapeLayer.path = [path CGPath];
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"strokeEnd"];
animation.duration = 5;
animation.removedOnCompletion = NO;
animation.fromValue = #(0);
animation.toValue = #(1);
animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];
[shapeLayer addAnimation:animation forKey:#"drawLineAnimation"];
[self.view.layer addSublayer:shapeLayer];
lineNo++;
[self drawLine:lineNo];
}
- (void)didReceiveMemoryWarning {
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
#end
Related
i want to draw an wifi signal pulse and want to animate with that in launch screen. i tried with this code. the signal is showing in the down words but i need to show in up words. Starting from a point ti increase [like our phone wifi signal]
- (void)viewDidLoad
{
[super viewDidLoad];
[self addWavesToView];
[self addAnimationsToLayers];
}
- (void)addWavesToView
{
CGRect rect = CGRectMake(0.0f, 0.0f, 300.0f, 300.0f);
UIBezierPath *circlePath = [UIBezierPath
bezierPathWithOvalInRect:rect];
for (NSInteger i = 0; i < 10; ++i) {
CAShapeLayer *waveLayer = [CAShapeLayer layer];
waveLayer.bounds = rect;
waveLayer.position = CGPointMake(100, 100);
waveLayer.strokeColor = [[UIColor lightGrayColor] CGColor];
waveLayer.fillColor = [[UIColor clearColor] CGColor];
waveLayer.lineWidth = 5.0f;
waveLayer.path = circlePath.CGPath;
waveLayer.transform = CATransform3DMakeTranslation(0.0f, i*25, 0.0f);
waveLayer.strokeStart = 0.25- ((i+1) * 0.01f);
waveLayer.strokeEnd = 0.25+((i+1) * 0.01f);
[self.view.layer addSublayer:waveLayer];
}
}
- (void)addAnimationsToLayers
{
NSInteger timeOffset = 10;
for (CALayer *layer in self.view.layer.sublayers) {
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"strokeColor"];
animation.duration = 10.0f;
// Stagger the animations so they don't begin until the
// desired time in each
animation.timeOffset = timeOffset--;
animation.toValue = (id)[[UIColor lightGrayColor] CGColor];
animation.fromValue = (id)[[UIColor darkGrayColor] CGColor];
// Repeat forever
animation.repeatCount = HUGE_VALF;
// Run it at 10x. You can adjust this to taste.
animation.speed = 10;
// Add to the layer to start the animation
[layer addAnimation:animation forKey:#"strokeColor"];
}
"show in up words", it'll take more time so we can rotate base view to 180 degree by this code inside of viewDidLoad() Function
CGFloat degreesOfRotation = 180.0;
self.view.transform = CGAffineTransformRotate(self.view.transform,
degreesOfRotation * M_PI/180.0);
I have implemented a basic line drawing animation for a progress bar.The line has a round cap edge.When I moving the slider the line drawing the ending of line is having a rounded cap but in the starting its a square. below is the code I am using am i missing anything??
Image Attached: expected output
Below Code I tried
#interface ViewController ()
{
CGPoint center;
CGFloat radius;
}
#end
#implementation ViewController
- (void)viewDidLoad {
[super viewDidLoad];
center = CGPointMake(200.0, 200.0);
self.view.layer.backgroundColor = [[UIColor grayColor] CGColor];
}
- (IBAction)greenSlider:(UISlider *)sender {
[self.view.layer addSublayer:[self drawArcAtCenter:center startAngle:sender.minimumValue endAngle:sender.value radius:100.0 withColor:[UIColor greenColor]]];
}
- (IBAction)blueSlider:(UISlider *)sender {
int value = (int)sender.value;
if (value > 360) {
value = value % 90;
}
[self.view.layer addSublayer:[self drawArcAtCenter:center startAngle:sender.minimumValue endAngle:(float)value radius:100 withColor:[UIColor blueColor]]];
}
- (CAShapeLayer *) drawArcAtCenter:(CGPoint)newCenter startAngle:(CGFloat)sAngle endAngle:(CGFloat)bAngle radius:(CGFloat) radious withColor:(UIColor*) color
{
CGFloat begAngle = sAngle * 3.1459 / 180.0;
CGFloat endAngle = bAngle * 3.1459 / 180.0;
CAShapeLayer *layer = [CAShapeLayer layer];
UIBezierPath *path = [UIBezierPath bezierPath];
[path addArcWithCenter:newCenter radius:radious startAngle:begAngle endAngle:endAngle clockwise:YES];
layer.path = [path CGPath];
layer.strokeColor = [color CGColor];
layer.fillColor = [[UIColor clearColor] CGColor];;
layer.lineWidth = 50.0;
layer.strokeEnd = 50.0f;
layer.lineCap = kCALineCapRound;
layer.cornerRadius = 30.0f;
return layer;
}
I'm trying to create a circular bar such the one that you can find around the recording button in the native camera on iOS when you are doing a timelapse.
A circle is created along the animation, and once it is completed is removed again "naturally".
I tried next code:
CAShapeLayer *circle = [CAShapeLayer layer];
circle.path = [UIBezierPath bezierPathWithArcCenter:CGPointMake(self.lapseBtnOutlet.center.x, self.lapseBtnOutlet.center.y) radius:28 startAngle:2*M_PI*0-M_PI_2 endAngle:2*M_PI*1-M_PI_2 clockwise:YES].CGPath;
circle.fillColor = [UIColor clearColor].CGColor;
circle.strokeColor = [UIColor whiteColor].CGColor;
circle.lineWidth = 2.0;
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"strokeEnd"];
animation.duration = self.lapseInterval;
animation.removedOnCompletion = NO;
animation.fromValue = #(0);
animation.toValue = #(1);
animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];
[circle addAnimation:animation forKey:#"drawCircleAnimation"];
But my problem now is that I don't know how to "remove" the line from start-to-end.
I tried with autoreverse property, but it removes the circle from end-to-start instead from start-to-end. Any ideas?
You need to animate the strokeStart from 0 to 1, and when the animation finishes, remove the shape layer.
- (void)viewDidLoad {
[super viewDidLoad];
[self performSelector:#selector(animateProperty:) withObject:#"strokeEnd" afterDelay:1];
[self performSelector:#selector(animateProperty:) withObject:#"strokeStart" afterDelay:3];
}
-(void)animateProperty:(NSString *) prop {
if (! self.circle) {
self.circle = [CAShapeLayer layer];
self.circle.path = [UIBezierPath bezierPathWithArcCenter:CGPointMake(self.lapseBtnOutlet.center.x, self.lapseBtnOutlet.center.y) radius:28 startAngle:2*M_PI*0-M_PI_2 endAngle:2*M_PI*1-M_PI_2 clockwise:YES].CGPath;
self.circle.fillColor = [UIColor clearColor].CGColor;
self.circle.strokeColor = [UIColor whiteColor].CGColor;
self.circle.lineWidth = 2.0;
[self.view.layer addSublayer:self.circle];
}
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:prop];
animation.delegate = ([prop isEqualToString:#"strokeStart"])? self : nil;
animation.duration = 1;
animation.removedOnCompletion = NO;
animation.fromValue = #0;
animation.toValue = #1;
[self.circle addAnimation:animation forKey:prop];
}
-(void)animationDidStop:(CAAnimation *)anim finished:(BOOL)flag {
[self.circle removeFromSuperlayer];
self.circle = nil;
}
I'm trying to implement a circular indicator that draws itself with animation as values change.
I use CAShapeLayer to draw with animation. So far I got it to draw itself from the beginning each time, it works as intended. Now I want to make it more sleek and draw it forward and "erase" depending on if the new value is greater or lower than previous. I'm not sure how to implement the erasing part. There's a background so I cant just draw on top with white colour. Here's an image to better understand how it looks.
Any ideas how erasing part could be achieved? There's some solutions here on SO on similar problems, but those involve no animation.
I use this code to draw:
- (void)drawCircleAnimatedWithStartAngle:(CGFloat)startAngle
endAngle:(CGFloat)endAngle
color:(UIColor *)color
radius:(int)radius
lineWidth:(int)lineWidth {
CAShapeLayer *circle = [CAShapeLayer layer];
circle.name = #"circleLayer";
circle.path = ([UIBezierPath bezierPathWithArcCenter:CGPointMake(radius, radius) radius:radius-1 startAngle:startAngle endAngle:endAngle clockwise:YES].CGPath);
// Configure the apperence of the circle
circle.fillColor = [UIColor clearColor].CGColor;
circle.strokeColor = [UIColor colorWithRed:19.0/255 green:167.0/255 blue:191.0/255 alpha:1].CGColor;
circle.lineWidth = lineWidth;
// Add to parent layer
for (CALayer *layer in self.circleView.layer.sublayers) {
if ([layer.name isEqualToString:#"circleLayer"]) {
[layer removeFromSuperlayer];
break;
}
}
[self.circleView.layer addSublayer:circle];
circle.zPosition = 1;
// Configure animation
CABasicAnimation *drawAnimation = [CABasicAnimation animationWithKeyPath:#"strokeEnd"];
drawAnimation.duration = 0.5;
drawAnimation.repeatCount = 1.0; // Animate only once..
// Animate from no part of the stroke being drawn to the entire stroke being drawn
drawAnimation.fromValue = [NSNumber numberWithFloat:0.0f];
drawAnimation.toValue = [NSNumber numberWithFloat:1.0f];
drawAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
// Add the animation to the circle
[circle addAnimation:drawAnimation forKey:#"drawCircleAnimation"];
}
I was able to do this in a slightly different way from what you're doing. Instead of drawing an arc of a certain length, I made my path a full circle, but only animate it part way. You will notice that I use the presentation layer's strokeEnd to get the toValue, so that if an animation is in progress when you need to change the value of the final strokeEnd, it will start from where the path is currently drawn. Here is the code in my view controller; outline layer draws the gray circle, similar to what you have in your image. I added 5 buttons to my view (for testing) whose tags are used to change the final stroke value of the animation,
#implementation ViewController {
UIView *circleView;
RDShapeLayer *circle;
}
- (void)viewDidLoad {
[super viewDidLoad];
circleView = [[UIView alloc] initWithFrame:CGRectMake(100, 100, 200, 200)];
CALayer *outlineLayer = [CALayer new];
outlineLayer.frame = circleView.bounds;
outlineLayer.borderWidth = 2;
outlineLayer.borderColor = [UIColor lightGrayColor].CGColor;
outlineLayer.cornerRadius = circleView.frame.size.width/2.0;
[circleView.layer addSublayer:outlineLayer];
[self.view addSubview:circleView];
circle = [[RDShapeLayer alloc] initWithFrame:circleView.bounds color:[UIColor blueColor].CGColor lineWidth:4];
[circleView.layer addSublayer:circle];
}
-(void)animateToPercentWayAround:(CGFloat) percent {
circle.strokeEnd = percent/100.0;
CABasicAnimation *drawAnimation = [CABasicAnimation animationWithKeyPath:#"strokeEnd"];
drawAnimation.duration = 1.0;
drawAnimation.fromValue = #([circle.presentationLayer strokeEnd]);
drawAnimation.toValue = #(percent/100.0);
drawAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
[circle addAnimation:drawAnimation forKey:#"drawCircleAnimation"];
}
- (IBAction)changeStroke:(UIButton *)sender {
[self animateToPercentWayAround:sender.tag];
}
This is the code for the subclassed CAShapeLayer,
-(instancetype)initWithFrame:(CGRect) frame color:(CGColorRef) color lineWidth:(CGFloat) lineWidth {
if (self = [super init]) {
self.path = [UIBezierPath bezierPathWithOvalInRect:CGRectInset(frame, 1, 1)].CGPath;
self.fillColor = [UIColor clearColor].CGColor;
self.strokeColor = color;
self.lineWidth = lineWidth;
self.strokeStart = 0;
self.strokeEnd = 0;
}
return self;
}
I know how to draw a rectangle outline to the screen with something like this:
- (void)drawRect:(CGRect)rect {
CGContextRef context = UIGraphicsGetCurrentContext();
CGPathRef path = CGPathCreateWithRect(rect, NULL);
[[UIColor greenColor] setStroke];
CGContextAddPath(context, path);
CGContextDrawPath(context, kCGPathFillStroke);
CGPathRelease(path);
}
But what I want is to have the "pen" start at the top center of the rectangle and draw around the edges at some variable speed, so that you can actually see the rectangle getting drawn as the "pen" moves. Is this possible? How?
You could easily use a CALayerShape with a Pen Image and do it like this (I added a button to the view which triggered the drawing):
#import "ViewController.h"
#interface ViewController () {
UIBezierPath *_drawPath;
CALayer *_pen;
UIBezierPath *_penPath;
CAShapeLayer *_rectLayer;
}
#end
#implementation ViewController
- (void)viewDidLoad
{
[super viewDidLoad];
UIImage *penImage = [UIImage imageNamed:#"pen"];
_drawPath = [UIBezierPath bezierPathWithRect:self.view.frame];
_penPath = [UIBezierPath bezierPath];
[_penPath moveToPoint:CGPointMake(penImage.size.width/2.f, penImage.size.height/2.f)];
[_penPath addLineToPoint:CGPointMake(self.view.frame.size.width - penImage.size.width/2.f, penImage.size.height/2.f)];
[_penPath addLineToPoint:CGPointMake(self.view.frame.size.width - penImage.size.width/2.f, self.view.frame.size.height - penImage.size.height/2.f)];
[_penPath addLineToPoint:CGPointMake(penImage.size.width/2.f, self.view.frame.size.height - penImage.size.height/2.f)];
[_penPath addLineToPoint:CGPointMake(penImage.size.width/2.f, penImage.size.height/2.f)];
_rectLayer = [[CAShapeLayer alloc] init];
_rectLayer.path = _drawPath.CGPath;
_rectLayer.strokeColor = [UIColor greenColor].CGColor;
_rectLayer.lineWidth = 5.f;
_rectLayer.fillColor = [UIColor clearColor].CGColor;
_rectLayer.strokeEnd = 0.f;
[self.view.layer addSublayer:_rectLayer];
_pen = [CALayer layer];
_pen.bounds = CGRectMake(0, 0, 25.f, 25.f);
_pen.position = CGPointMake(penImage.size.width/2.f, penImage.size.height/2.f);
_pen.contents = (id)(penImage.CGImage);
_pen.position = CGPointMake(penImage.size.width/2.f, penImage.size.height/2.f);
[self.view.layer addSublayer:_pen];
}
- (IBAction)drawRectangle:(id)sender
{
_rectLayer.strokeEnd = 1.f;
CABasicAnimation *anim = [CABasicAnimation animationWithKeyPath:#"strokeEnd"];
anim.fromValue = (id)[NSNumber numberWithFloat:0];
anim.toValue = (id)[NSNumber numberWithFloat:1.f];
anim.duration = 5.f;
anim.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];
[_rectLayer addAnimation:anim forKey:#"drawRectStroke"];
CAKeyframeAnimation *penMoveAnimation = [CAKeyframeAnimation animationWithKeyPath:#"position"];
penMoveAnimation.path = _penPath.CGPath;
penMoveAnimation.rotationMode = kCAAnimationRotateAuto;
penMoveAnimation.duration = 5.0;
penMoveAnimation.calculationMode = kCAAnimationPaced;
[_pen addAnimation:penMoveAnimation forKey:#"followStroke"];
}
EDIT: Added code for pen to follow stroke, heres the 2x image used: http://cl.ly/image/173J271Y003B
Note: The only problem is that when the pen gets closer to the rotating point or corner its still paced with the stroke therefore the pen looks like its behind the stroke a bit until it flips, a simple solution might be to arc the curve, but Im not sure what your overall goal is.