iOS: Animating a circle slice into a wider one - ios

Core-Animation treats angles as described in this image:
(image from http://btk.tillnagel.com/tutorials/rotation-translation-matrix.html)
EDIT: Adding an animated gif to explain better what I'm needing:
I need to animate a slice to grow wider, starting at 300:315 degrees, and ending 300:060.
To create each slice I'm using this function:
extension CGFloat {
func toRadians() -> CGFloat {
return self * CGFloat(Double.pi) / 180.0
}
}
func createSlice(angle1:CGFloat, angle2:CGFloat) -> UIBezierPath! {
let path: UIBezierPath = UIBezierPath()
let width: CGFloat = self.frame.size.width/2
let height: CGFloat = self.frame.size.height/2
let centerToOrigin: CGFloat = sqrt((height)*(height)+(width)*(width));
let ctr: CGPoint = CGPoint(x: width, y: height)
path.move(to: ctr)
path.addArc( withCenter: ctr,
radius: centerToOrigin,
startAngle: CGFloat(angle1).toRadians(),
endAngle: CGFloat(angle2).toRadians(),
clockwise: true
)
path.close()
return path
}
I can now create the two slices and a sublayer with the smaller one, but I can't find how to proceed from this point:
func doStuff() {
path1 = self.createSlice(angle1: 300,angle2: 315)
path2 = self.createSlice(angle1: 300,angle2: 60)
let shapeLayer = CAShapeLayer()
shapeLayer.path = path1.cgPath
shapeLayer.fillColor = UIColor.cyan.cgColor
self.layer.addSublayer(shapeLayer)
I would highly appreciate any help here!

Only a single color
If you want to animate the angle of a solid color filled pie segment like the one in your question, then you can do it by animating the strokeEnd of a CAShapeLayer.
The "trick" here is to make a very wide line. More specifically, you can create a path that is just an arc (the dashed line in the animation below) at half of the intended radius and then giving it the full radius as its line width. When you animate stroking that line it looks like the orange segment below:
Depending on your use case, you can either:
create a path from one angle to the other angle and animate stroke end from 0 to 1
create a path for a full circle, set stroke start and stroke end to some fraction of the circle, and animate stroke end from the start fraction to the end fraction.
If your drawing is just a single color like this, then this will be the smallest solution to your problem.
However, if your drawing is more complex (e.g. also stroking the pie segment) then this solutions simply won't work and you'll have to do something more complex.
Custom drawing / Custom animations
If your drawing of the pie segment is any more complex, then you'll quickly find yourself having to create a layer subclass with custom animatable properties. Doing so is a bit more code - some of which might look a bit unusual1 - but not as scary as it might sound.
This might be one of those things that is still more convenient to do in Objective-C.
Dynamic properties
First, create a layer subclass with the properties you're going to need. In Objective-C parlance these properties should be #dynamic, i.e. not synthesized. This isn't the same as dynamic in Swift. Instead we have to use #NSManaged.
class PieSegmentLayer : CALayer {
#NSManaged var startAngle, endAngle, strokeWidth: CGFloat
#NSManaged var fillColor, strokeColor: UIColor?
// More to come here ...
}
This allows Core Animation to handle these properties dynamically allowing it to track changes and integrate them into the animation system.
Note: a good rule of thumb is that these properties should all be related to drawing / visual presentation of the layer. If they aren't then it's quite likely that they don't belong on the layer. Instead they could be added to a view that in turn uses the layer for its drawing.
Copying layers
During the custom animation, Core Animation is going to want to create and render different layer configurations for different frames. Unlike most of Apple's other frameworks, this happens using the copy constructor init(layer:). For the above five properties to be copied along, we need to override init(layer:) and copy over their values.
In Swift we also have to override the plain init() and init?(coder).
override init(layer: Any) {
super.init(layer: layer)
guard let other = layer as? PieSegmentLayer else { return }
fillColor = other.fillColor
strokeColor = other.strokeColor
startAngle = other.startAngle
endAngle = other.endAngle
strokeWidth = other.strokeWidth
}
override init() {
super.init()
}
required init?(coder aDecoder: NSCoder) {
return nil
}
Reacting to change
Core Animation is in many ways built for performance. One of the ways it achieves this is by avoiding unnecessary work. By default, a layer won't redraw itself when a property changes. But these properties is used for drawing, and we want the layer to redraw when any of them changes. To do that, we need to override needsDisplay(forKey:) and return true if the key was one of these properties.
override class func needsDisplay(forKey key: String) -> Bool {
switch key {
case #keyPath(startAngle), #keyPath(endAngle),
#keyPath(strokeWidth),
#keyPath(fillColor), #keyPath(strokeColor):
return true
default:
return super.needsDisplay(forKey: key)
}
}
Additionally, If we want the layers default implicit animations for these properties, we need to override action(forKey:) to return a partially configured animation object. If we only want some properties (e.g. the angles) to implicitly animate, then we only need to return an animation for those properties. Unless we need something very custom, it's good to just return a basic animation with the fromValue set to the current presentation value:
override func action(forKey key: String) -> CAAction? {
switch key {
case #keyPath(startAngle), #keyPath(endAngle):
let anim = CABasicAnimation(keyPath: key)
anim.fromValue = presentation()?.value(forKeyPath: key)
return anim
default:
return super.action(forKey: key)
}
}
Drawing
The last piece of a custom animation is the custom drawing. This is done by overriding draw(in:) and using the supplied context to draw the layer:
override func draw(in ctx: CGContext) {
let center = CGPoint(x: bounds.midX, y: bounds.midY)
// subtract half the stroke width to avoid clipping the stroke
let radius = min(center.x, center.y) - strokeWidth / 2
// The two angle properties are in degrees but CG wants them in radians.
let start = startAngle * .pi / 180
let end = endAngle * .pi / 180
ctx.beginPath()
ctx.move(to: center)
ctx.addLine(to: CGPoint(x: center.x + radius * cos(start),
y: center.y + radius * sin(start)))
ctx.addArc(center: center, radius: radius,
startAngle: start, endAngle: end,
clockwise: start > end)
ctx.closePath()
// Configure the graphics context
if let fillCGColor = fillColor?.cgColor {
ctx.setFillColor(fillCGColor)
}
if let strokeCGColor = strokeColor?.cgColor {
ctx.setStrokeColor(strokeCGColor)
}
ctx.setLineWidth(strokeWidth)
ctx.setLineCap(.round)
ctx.setLineJoin(.round)
// Draw
ctx.drawPath(using: .fillStroke)
}
Here I've filled and stroked a pie segment that extends from the center of the layer to the nearest edge. You should replace this with your custom drawing.
A custom animation in action
With all that code in place, we now have a custom layer subclass whose properties can be animated both implicitly (just by changing them) and explicitly (by adding a CAAnimation for their key). The results looks something like this:
Final words
It might not be obvious with the frame rate of those animations but one strong benefit from leveraging Core Animation (in different ways) in both these solutions is that it decouples the drawing of a single state from the timing of an animations.
That means that the layer doesn't know and doesn't have to know about the duration, delays, timing curves, etc. These can all be configured and controlled externally.

So at last I have found a solution. It took me time to understand that there is indeed no way to animate the fill of the shape, but we can trick CA engine by creating a filled circle by making the stroke (i.e. the border of the arc) extremely wide, so that it fills the whole circle!
extension CGFloat {
func toRadians() -> CGFloat {
return self * CGFloat(Double.pi) / 180.0
}
}
import UIKit
class SliceView: UIView {
let circleLayer = CAShapeLayer()
var fromAngle:CGFloat = 30
var toAngle:CGFloat = 150
var color:UIColor = UIColor.magenta
override init(frame: CGRect) {
super.init(frame: frame)
setup()
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
convenience init(frame:CGRect, fromAngle:CGFloat, toAngle:CGFloat, color:UIColor) {
self.init(frame:frame)
self.fromAngle = fromAngle
self.toAngle = toAngle
self.color = color
}
func setup() {
circleLayer.strokeColor = color.cgColor
circleLayer.fillColor = UIColor.clear.cgColor
layer.addSublayer(circleLayer)
layer.backgroundColor = UIColor.brown.cgColor
}
override func layoutSubviews() {
super.layoutSubviews()
let startAngle:CGFloat = (fromAngle-90).toRadians()
let endAngle:CGFloat = (toAngle-90).toRadians()
let center = CGPoint(x: bounds.midX, y: bounds.midY)
let radius = min(bounds.width, bounds.height) / 4
let path = UIBezierPath(arcCenter: CGPoint(x: 0,y :0), radius: radius, startAngle: startAngle, endAngle: endAngle, clockwise: true)
circleLayer.position = center
circleLayer.lineWidth = radius*2
circleLayer.path = path.cgPath
}
public func animate() {
let pathAnimation = CABasicAnimation(keyPath: "strokeEnd")
pathAnimation.duration = 3.0;
pathAnimation.fromValue = 0.0;
pathAnimation.toValue = 1.0;
circleLayer.add(pathAnimation, forKey: "strokeEndAnimation")
}
}
So, now we can add it into our view controller and run the animation. In my case - I'm bridging it into Objecive-C but you can easily adapt it to swift.
I simply can't believe that in 2017 it was still not possible to find a ready solution for this simple task. It took me days to have that done. I really hope it will help others!
Here is how I'm using my class:
#implementation ViewController
{
SliceView *sv_;
}
- (void)viewDidLoad {
[super viewDidLoad];
self.view.backgroundColor = UIColor.grayColor;
CGFloat width = 240.0;
CGFloat height = 160.0;
CGRect r = CGRectMake(
self.view.frame.size.width/2 - width/2,
self.view.frame.size.height/2 - height/2,
width, height);
sv_ = [[SliceView alloc] initWithFrame:r fromAngle:150 toAngle:30 color:[UIColor yellowColor] ];
[self.view addSubview:sv_];
}
- (IBAction)pressedGo:(id)sender {
[sv_ animate];
}

I'm adding a slight improvement for David's class. (David - you are welcome to copy into your book-quality answer!)
You can add the following init function:
convenience init(frame:CGRect, startAngle:CGFloat, endAngle:CGFloat, fillColor:UIColor,
strokeColor:UIColor, strokeWidth:CGFloat) {
self.init()
self.frame = frame
self.startAngle = startAngle
self.endAngle = endAngle
self.fillColor = fillColor
self.strokeColor = strokeColor
self.strokeWidth = strokeWidth
}
and then call it like this (Objective-C in my case):
PieSegmentLayer *sliceLayer = [[PieSegmentLayer alloc] initWithFrame:r startAngle:30 endAngle:180 fillColor:[UIColor cyanColor] strokeColor:[UIColor redColor] strokeWidth:4];
[self.view.layer addSublayer:sliceLayer];

Related

How can I get the coordinates of a Label inside a view?

What I am trying to do is to get the position of my label (timerLabel) in order to pass those coordinates to UIBezierPath (so that the center of the shape and the center of the label coincide).
Here's my code so far, inside the viewDidLoad method, using Xcode 13.2.1:
// getting the center of the label
let center = CGPoint.init(x: timerLabel.frame.midX , y: timerLabel.frame.midY)
// drawing the shape
let trackLayer = CAShapeLayer()
let circularPath = UIBezierPath(arcCenter: center, radius: 100, startAngle: -CGFloat.pi / 2, endAngle: 2 * CGFloat.pi, clockwise: true)
trackLayer.path = circularPath.cgPath
trackLayer.strokeColor = UIColor.lightGray.cgColor
trackLayer.lineWidth = 10
trackLayer.fillColor = UIColor.clear.cgColor
and this is what I have when I run my app:
link
What I don't understand is why I get (0,0) as coordinates even though I access the label's property (timerLabel.frame.midX).
The coordinates of your label may vary depending on current layout. You need to track all changes and reposition your circle when changes occur. In view controller that uses constraints you would override
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
// recreate your circle here
}
this alone does not explain why your circle is so far out. First of all, looking at your image you do not get (0, 0) but some other value which may be relative position of your label within the blue bubble. The frame is always relative to its superview so you need to convert that into your own coordinate system:
let targetView = self.view!
let sourceView = timerLabel!
let centerOfSourceViewInTargetView: CGPoint = targetView.convert(CGPoint(x: sourceView.bounds.midX, y: sourceView.bounds.midY), to: targetView)
// Use centerOfSourceViewInTargetView as center
but I suggest using neither of the two. If you are using constraints (which you should) then rather create more views than adding layers to your existing views.
For instance you could try something like this:
#IBDesignable class CircleView: UIView {
#IBInspectable var lineWidth: CGFloat = 10 { didSet { refresh() } }
#IBInspectable var strokeColor: UIColor = .lightGray { didSet { refresh() } }
override var frame: CGRect { didSet { refresh() } }
override func layoutSubviews() {
super.layoutSubviews()
refresh()
}
override func draw(_ rect: CGRect) {
super.draw(rect)
let fillRadius: CGFloat = min(bounds.width, bounds.height)*0.5
let strokeRadius: CGFloat = fillRadius - lineWidth*0.5
let path = UIBezierPath(ovalIn: .init(x: bounds.midX-strokeRadius, y: bounds.midY-strokeRadius, width: strokeRadius*2.0, height: strokeRadius*2.0))
path.lineWidth = lineWidth
strokeColor.setStroke()
UIColor.clear.setFill() // Probably not needed
path.stroke()
}
private func refresh() {
setNeedsDisplay() // This is to force redraw
}
}
this view should draw your circle within itself by overriding draw rect method. You can easily use it in your storyboard (first time it might not draw in storyboard because Xcode. Simply close your project and reopen it and you should see the circle even in storyboard).
Also in storyboard you can directly modify both line width and stroke color which is very convenient.
About the code:
Using #IBDesignable to see drawing in storyboard
Using #IBInspectable to be able to set values in storyboard
Refreshing on any value change to force redraw (sometimes needed)
When frame changes forcing a redraw (Needed when setting frame from code)
A method layoutSubviews is called when resized from constraints. Again redrawing.
Path is computed so that it fits within the size of view.

Animate CAShapeLayer path with CASpringAnimation

I have a custom UIView where I add a CAShapeLayer as a direct sublayer of the view's layer:
private let arcShapeLayer = CAShapeLayer()
The CAShapeLayer has the following properties (the border is to visualize more easily the animation) declared in the awakeFromNib:
arcShapeLayer.lineWidth = 2.0
arcShapeLayer.strokeColor = UIColor.black.cgColor
arcShapeLayer.fillColor = UIColor.lightGray.cgColor
arcShapeLayer.masksToBounds = false
layer.masksToBounds = false
layer.addSublayer(arcShapeLayer)
I declare the frame of the arcShapeLayer in the layoutSubviews:
arcShapeLayer.frame = layer.bounds
Then I have the following function where I pass a certain percentage (from the ViewController) in order to achieve the arc effect after some dragging. Simply put I add a quadCurve at the bottom of the layer:
func configureArcPath(curvePercentage: CGFloat) -> CGPath {
let path = UIBezierPath()
path.move(to: CGPoint.zero)
path.addLine(to:
CGPoint(
x: arcShapeLayer.bounds.minX,
y: arcShapeLayer.bounds.maxY
)
)
path.addQuadCurve(
to:
CGPoint(
x: arcShapeLayer.bounds.maxX,
y: arcShapeLayer.bounds.maxY
),
controlPoint:
CGPoint(
x: arcShapeLayer.bounds.midX,
y: arcShapeLayer.bounds.maxY + arcShapeLayer.bounds.maxY * (curvePercentage * 0.4)
)
)
path.addLine(to:
CGPoint(
x: arcShapeLayer.bounds.maxX,
y: arcShapeLayer.bounds.minY
)
)
path.close()
return path.cgPath
}
Then I try to animate with a spring effect the arc with the following code:
func animateArcPath() {
let springAnimation = CASpringAnimation(keyPath: "path")
springAnimation.initialVelocity = 10
springAnimation.mass = 10
springAnimation.duration = springAnimation.settlingDuration
springAnimation.fromValue = arcShapeLayer.path
springAnimation.toValue = configureArcPath(curvePercentage: 0.0)
springAnimation.fillMode = .both
arcShapeLayer.add(springAnimation, forKey: nil)
arcShapeLayer.path = configureArcPath(curvePercentage: 0.0)
}
The problem, as you can see in the video, is that the arc never overshoots. Although it oscillates between its original position and the rest position, the spring effect is never achieved.
What am I missing here?
I played around with this and I can report that you are absolutely right. It has nothing to do clamping at zero. The visible animation clamps at both extremes.
Let's say you supply a big mass value so that the overshoot should go way past the initial position of the convex bow on its return journey back to the start. Then what we see is that the animation clamps both at that original position and at the minimum you are trying to animate to. As the spring comes swinging between them, we see the animation happening between one extreme and the other, but as it reaches the max or min it just clamps there until it has had time to swing to its full extent and return.
I have to conclude that CAShapeLayer path doesn't like springing animations. This same point is raised at CAShapeLayer path spring animation not 'overshooting'
I was able to simulate the sort of look you're probably after by chaining normal basic animations:
Here's the code I used (based on your own code):
#IBAction func animateArcPath() {
self.animate(to:-1, in:0.5, from:arcShapeLayer.path!)
}
func animate(to arc:CGFloat, in time:Double, from current:CGPath) {
let goal = configureArcPath(curvePercentage: arc)
let anim = CABasicAnimation(keyPath: "path")
anim.duration = time
anim.fromValue = current
anim.toValue = goal
anim.delegate = self
anim.setValue(arc, forKey: "arc")
anim.setValue(time, forKey: "time")
anim.setValue(goal, forKey: "pathh")
arcShapeLayer.add(anim, forKey: nil)
}
func animationDidStop(_ anim: CAAnimation, finished flag: Bool) {
if let arc = anim.value(forKey:"arc") as? CGFloat,
let time = anim.value(forKey:"time") as? Double,
let p = anim.value(forKey:"pathh") {
if time < 0.05 {
return
}
self.animate(to:arc*(-0.5), in:time*0.5, from:p as! CGPath)
}
}

iOS, how to continuously animate a line "running" ("marching ants" effect)?

I must admit I have no clue how to do this in iOS -
Here's some code that makes a nice dotted line:
Now, I want that line to "run" upwards:
So, every one second it will move upwards by, itemLength * 2.0.
Of course, it would wrap around top to bottom.
So, DottedVertical should just do this completely on its own.
Really, how do you do this in iOS?
It would be great if the solution is general and will "scroll" any I suppose layer or drawn thing.
In say a game engine it's trivial, you just animate the offset of the texture. Can you perhaps offset the layer, or something, in iOS?
What's the best way?
I guess you'd want to use the GPU (layer animation right?) to avoid melting the cpu.
#IBDesignable class DottedVertical: UIView {
#IBInspectable var dotColor: UIColor = UIColor.faveColor
override func draw(_ rect: CGRect) {
// say you want 8 dots, with perfect fenceposting:
let totalCount = 8 + 8 - 1
let fullHeight = bounds.size.height
let width = bounds.size.width
let itemLength = fullHeight / CGFloat(totalCount)
let beginFromTop = !lowerHalfOnly ? 0.0 : (fullHeight * 8.0 / 15.0)
let top = CGPoint(x: width/2, y: beginFromTop)
let bottom = CGPoint(x: width/2, y: fullHeight)
let path = UIBezierPath()
path.move(to: top)
path.addLine(to: bottom)
path.lineWidth = width
let dashes: [CGFloat] = [itemLength, itemLength]
path.setLineDash(dashes, count: dashes.count, phase: 0)
dotColor.setStroke()
path.stroke()
}
(Bonus - if you had a few of these on screen, they'd have to be synced of course. There'd need to be a "sync" call that starts the running animation, so you can start them all at once with a notification or other message.)
Hate to answer my own question, here's a copy and paste solution based on the Men's suggestions above!
Good one! Superb effect...
#IBDesignable class DottedVertical: UIView {
#IBInspectable var dotColor: UIColor = sfBlack6 { didSet {setup()} }
override func layoutSubviews() { setup() }
var s:CAShapeLayer? = nil
func setup() {
// say you want 8 dots, with perfect fenceposting:
- calculate exactly as in the example in the question above -
// marching ants...
if (s == nil) {
s = CAShapeLayer()
self.layer.addSublayer(s!)
}
s!.strokeColor = dotColor.cgColor
s!.fillColor = backgroundColor?.cgColor
s!.lineWidth = width
let ns = NSNumber(value: Double(itemLength))
s!.lineDashPattern = [ns, ns]
let path = CGMutablePath()
path.addLines(between: [top, bottom])
s!.path = path
let anim = CABasicAnimation(keyPath: "lineDashPhase")
anim.fromValue = 0
anim.toValue = ns + ns
anim.duration = 1.75 // seconds
anim.repeatCount = Float.greatestFiniteMagnitude
s!.add(anim, forKey: nil)
self.layer.addSublayer(s!)
}
}

What is the right way of creating circle animation?

I just saw this image and it's interesting to me, how to create such type of animation in Swift:
So, I have many gray teeth in circle and when I set the angle, for example 45degree it will fill these gray teeth into blue within 0..45 degree.
You can just explain me the right way of doing it or you can show different snippets(it would be great). And later I will search or read about it.
Thanks in advance!
If you only need the individual 'teeth' to change color, instead of using the teeth as masks for a solid fill, you can use Core Graphics instead of Core Animation (although Core Animation is generally preferred). So in order to do this, we should be doing the following:
Subclass UIView to insert our drawing code
Create an array of path objects, wrapped in UIBezierPath
Setup a timer to update a progress value and setNeedsDisplay
In drawRect:, draw the paths and assign a fill to each depending on the progress
First of all, lets define the variables we're going to be working with in this UIView subclass.
class TeethLoaderView : UIView {
let numberOfTeeth = UInt(60) // Number of teeth to render
let teethSize = CGSize(width:8, height:45) // The size of each individual tooth
let animationDuration = NSTimeInterval(5.0) // The duration of the animation
let highlightColor = UIColor(red: 29.0/255.0, green: 175.0/255.0, blue: 255.0/255.0, alpha: 1) // The color of a tooth when it's 'highlighted'
let inactiveColor = UIColor(red: 233.0/255.0, green: 235.0/255.0, blue: 236.0/255.0, alpha: 1) // The color of a tooth when it isn't 'hightlighted'
var progress = NSTimeInterval(0.0) // The progress of the loader
var paths = [UIBezierPath]() // The array containing the UIBezier paths
var displayLink = CADisplayLink() // The display link to update the progress
var teethHighlighted = UInt(0) // Number of teeth highlighted
...
Now let's add a function to create our paths.
func getPaths(size:CGSize, teethCount:UInt, teethSize:CGSize, radius:CGFloat) -> [UIBezierPath] {
let halfHeight = size.height*0.5;
let halfWidth = size.width*0.5;
let deltaAngle = CGFloat(2*M_PI)/CGFloat(teethCount); // The change in angle between paths
// Create the template path of a single shape.
let p = CGPathCreateWithRect(CGRectMake(-teethSize.width*0.5, radius, teethSize.width, teethSize.height), nil);
var pathArray = [UIBezierPath]()
for i in 0..<teethCount { // Copy, translate and rotate shapes around
let translate = CGAffineTransformMakeTranslation(halfWidth, halfHeight);
var rotate = CGAffineTransformRotate(translate, deltaAngle*CGFloat(i))
let pathCopy = CGPathCreateCopyByTransformingPath(p, &rotate)!
pathArray.append(UIBezierPath(CGPath: pathCopy)) // Populate the array
}
return pathArray
}
This is fairly simple. We just create a path for a single 'tooth' and then copy this path for how many teeth we need, translating and rotating the path for each one.
Next we want to setup our view. I'm going to a CADisplayLink for the timer so that the animation performs at the same speed on all devices.
override init(frame: CGRect) {
super.init(frame: frame)
commonSetup()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
commonSetup()
}
private func commonSetup() {
self.backgroundColor = UIColor.whiteColor()
paths = getPaths(frame.size, teethCount: numberOfTeeth, teethSize: teethSize, radius: ((frame.width*0.5)-teethSize.height))
displayLink = CADisplayLink(target: self, selector: #selector(displayLinkDidFire));
displayLink.addToRunLoop(NSRunLoop.mainRunLoop(), forMode: NSRunLoopCommonModes)
}
Here we just set the background color, as well as setup our timer and initialise the paths we're going to be using. Next we want to setup a function to change the progress of the view when the CADisplayLink fires.
func displayLinkDidFire() {
progress += displayLink.duration/animationDuration
if (progress > 1) {
progress -= 1
}
let t = teethHighlighted
teethHighlighted = UInt(round(progress*NSTimeInterval(numberOfTeeth))) // Calculate the number of teeth to highlight
if (t != teethHighlighted) { // Only call setNeedsDisplay if the teethHighlighted changed
setNeedsDisplay()
}
}
Nothing complicated here, we just update the progress and teethHighlighted and call setNeedsDisplay() to redraw the view, if teethHighlighted changed.
Finally, we want to draw the view.
override func drawRect(rect: CGRect) {
let ctx = UIGraphicsGetCurrentContext()
CGContextScaleCTM(ctx, -1, -1) // Flip the context to the correct orientation
CGContextTranslateCTM(ctx, -rect.size.width, -rect.size.height)
for (index, path) in paths.enumerate() { // Draw each 'tooth'
CGContextAddPath(ctx, path.CGPath);
let fillColor = (UInt(index) <= teethHighlighted) ? highlightColor:inactiveColor;
CGContextSetFillColorWithColor(ctx, fillColor.CGColor)
CGContextFillPath(ctx)
}
}
If you wanted to go down the Core Animation path, I adapted this code into a Core Animation layer
Final Result
Full project: https://github.com/hamishknight/Circle-Loader
Well, in the spirit of "go big or go home" (and because I'm actually having some fun doing this), I created a Core Animation version of my Core Graphics answer. It's quite a bit less code and animates smoother, so I'd actually prefer to use this.
First off, let's subclass a UIView again (this isn't strictly necessary, but it's nice to contain everything in a single view) and define our variables:
class TeethLoaderViewCA : UIView {
let numberOfTeeth = UInt(60) // Number of teetch to render
let teethSize = CGSize(width:8, height:45) // The size of each individual tooth
let animationDuration = NSTimeInterval(5.0) // The duration of the animation
let highlightColor = UIColor(red: 29.0/255.0, green: 175.0/255.0, blue: 255.0/255.0, alpha: 1) // The color of a tooth when it's 'highlighted'
let inactiveColor = UIColor(red: 233.0/255.0, green: 235.0/255.0, blue: 236.0/255.0, alpha: 1) // The color of a tooth when it isn't 'hightlighted'
let shapeLayer = CAShapeLayer() // The teeth shape layer
let drawLayer = CAShapeLayer() // The arc fill layer
let anim = CABasicAnimation(keyPath: "strokeEnd") // The stroke animation
...
This is mostly the same as the Core Graphics version, but with a couple of Core Animation objects and without the timing logic. Next, we can pretty much copy the getPaths function we created in the other version, except with a few tweaks.
func getPathMask(size:CGSize, teethCount:UInt, teethSize:CGSize, radius:CGFloat) -> CGPathRef? {
let halfHeight = size.height*0.5
let halfWidth = size.width*0.5
let deltaAngle = CGFloat(2*M_PI)/CGFloat(teethCount); // The change in angle between paths
// Create the template path of a single shape.
let p = CGPathCreateWithRect(CGRectMake(-teethSize.width*0.5, radius, teethSize.width, teethSize.height), nil)
let returnPath = CGPathCreateMutable()
for i in 0..<teethCount { // Copy, translate and rotate shapes around
let translate = CGAffineTransformMakeTranslation(halfWidth, halfHeight)
var rotate = CGAffineTransformRotate(translate, deltaAngle*CGFloat(i))
CGPathAddPath(returnPath, &rotate, p)
}
return CGPathCreateCopy(returnPath)
}
This time, all the paths are grouped into one big path and the function returns that path.
Finally, we just have to create our layer objects & setup the animation.
private func commonSetup() {
// set your background color
self.backgroundColor = UIColor.whiteColor()
// Get the group of paths we created.
shapeLayer.path = getPathMask(frame.size, teethCount: numberOfTeeth, teethSize: teethSize, radius: ((frame.width*0.5)-teethSize.height))
let halfWidth = frame.size.width*0.5
let halfHeight = frame.size.height*0.5
let halfDeltaAngle = CGFloat(M_PI/Double(numberOfTeeth))
// Creates an arc path, with a given offset to allow it to be presented nicely
drawLayer.path = UIBezierPath(arcCenter: CGPointMake(halfWidth, halfHeight), radius: halfWidth, startAngle: CGFloat(-M_PI_2)-halfDeltaAngle, endAngle: CGFloat(M_PI*1.5)+halfDeltaAngle, clockwise: true).CGPath
drawLayer.frame = frame
drawLayer.fillColor = inactiveColor.CGColor
drawLayer.strokeColor = highlightColor.CGColor
drawLayer.strokeEnd = 0
drawLayer.lineWidth = halfWidth
drawLayer.mask = shapeLayer
layer.addSublayer(drawLayer)
// Optional, but looks nice
anim.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
}
All we're doing here is assigning the group of paths to a CAShapeLayer, which we will use as a mask over the drawLayer, which we will be animating around the view (using a stroke on an arch path).
Final Result
Full project: https://github.com/hamishknight/Circle-Loader

Drawing sublayers inside a bezier Arc

I'm trying to draw a series of vertical lines inside of an arc but I'm having trouble being able to do this. I'm trying to do this using CAShapeLayers The end result is something that looks like this.
I know how to draw the curved arc and the line segments using CAShapeLayers but what I can't seem to figure out is how to draw the vertical lines inside the CAShapeLayer
My initial approach is to subclass CAShapeLayer and in the subclass, attempt to draw the vertical lines. However, I'm not getting the desired results. Here is my code for adding a line to a bezier point and attempting to add the sub layers.
class CustomLayer : CAShapeLayer {
override init() {
super.init()
}
func drawDividerLayer(){
print("Init has been called in custom layer")
print("The bounds of the custom layer is: \(bounds)")
print("The frame of the custom layer is: \(frame)")
let bezierPath = UIBezierPath()
let dividerShapeLayer = CAShapeLayer()
dividerShapeLayer.strokeColor = UIColor.redColor().CGColor
dividerShapeLayer.lineWidth = 1
let startPoint = CGPointMake(5, 0)
let endPoint = CGPointMake(5, 8)
let convertedStart = convertPoint(startPoint, toLayer: dividerShapeLayer)
let convertedEndPoint = convertPoint(endPoint, toLayer: dividerShapeLayer)
bezierPath.moveToPoint(convertedStart)
bezierPath.addLineToPoint(convertedEndPoint)
dividerShapeLayer.path = bezierPath.CGPath
addSublayer(dividerShapeLayer)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
class DrawView : UIView {
var customDrawLayer : CAShapeLayer!
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
//drawLayers()
}
override func drawRect(rect: CGRect) {
super.drawRect(rect)
}
func drawLayers() {
let bezierPath = UIBezierPath()
let startPoint = CGPointMake(5, 35)
let endPoint = CGPointMake(100, 35)
bezierPath.moveToPoint(startPoint)
bezierPath.addLineToPoint(endPoint)
let customLayer = CustomLayer()
customLayer.frame = CGPathGetBoundingBox(bezierPath.CGPath)
customLayer.drawDividerLayer()
customLayer.strokeColor = UIColor.blackColor().CGColor
customLayer.opacity = 0.5
customLayer.lineWidth = 8
customLayer.fillColor = UIColor.clearColor().CGColor
layer.addSublayer(customLayer)
customLayer.path = bezierPath.CGPath
}
However this code produces this image:
It definitely seems that I have a coordinate space problem/bounds/frame issue but I'm not quite sure. The way I want this to work is to draw from the top of the superLayer to the bottom of the superLayer inside of the CustomLayer class. But not only that, this must work using the bezier path addArcWithCenter: method which I haven't gotten to yet because I'm trying to solve this problem first. Any help would be appreciated.
The easiest way to draw an arc that consists of lines is to use lineDashPattern:
let path = UIBezierPath(arcCenter: center, radius: radius, startAngle: 0, endAngle: CGFloat(M_PI), clockwise: false)
let arc = CAShapeLayer()
arc.path = path.CGPath
arc.lineWidth = 50
arc.lineDashPattern = [4,15]
arc.strokeColor = UIColor.lightGrayColor().CGColor
arc.fillColor = UIColor.clearColor().CGColor
view.layer.addSublayer(arc)
So this is a blue arc underneath the dashed arc shown above. Obviously, I enlarged it for the sake of visibility, but it illustrates the idea.

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