I have a UIView called viewProgress. It is the white box in the image. I want a circular progress bar, which is the green circle in the image. The progress bar should stay within the white box, but as you can see it is way off.
How do I make it stay inside the viewProgress?
Here you have my animation function:
func animateView() {
let circle = viewProgress // viewProgress is a UIView
var progressCircle = CAShapeLayer()
let circlePath = UIBezierPath(arcCenter: circle.center, radius: circle.bounds.midX, startAngle: -CGFloat(M_PI_2), endAngle: CGFloat(3.0 * M_PI_2), clockwise: true)
progressCircle = CAShapeLayer ()
progressCircle.path = circlePath.CGPath
progressCircle.strokeColor = UIColor.whiteColor().CGColor
progressCircle.fillColor = UIColor.clearColor().CGColor
progressCircle.lineWidth = 10.0
circle.layer.addSublayer(progressCircle)
let animation = CABasicAnimation(keyPath: "strokeEnd")
animation.fromValue = 0
animation.toValue = 0.4
animation.duration = 1
animation.fillMode = kCAFillModeForwards
animation.removedOnCompletion = false
progressCircle.addAnimation(animation, forKey: "ani")
}
And I'm just calling the function inside viewDidLoad()
Basically u have few problems:
incorrect position of your layer - frame should be equal to bounds of parent layer in parentView
you animation will play only once - if u want to make it infinite add something like animation.repeatCount = MAXFLOAT
to make sure that all size correct - in layoutSubviews recreate layers, with removing previously created one
UIBezierPath(arcCenter... will start path from rightSide, u can also use simpler variant like UIBezierPath(ovalInRect. With this in mind u also need to rotate layer for M_PI_2 if u want to make start of drawing in the very top of circle
U should also take in mind that with line width 10, half of u'r circle path will be catted by clipSubviews of parentView. To prevent this use modified parentLayer rect
U can also maybe want to improve visualization of lineCap, buy setting it to "round" style
progressCircle.addAnimation(animation, forKey: "ani") key for anim not required if u dont want to get completion event from animation - i your case i see there is no delegate and no removeOnCompletion flag setted to false, so make assumption that u don`t actually need it
Keeping this all in mind code can be like :
let circle = UIView(frame: CGRectMake(100, 100, 100, 100)) // viewProgress is a UIView
circle.backgroundColor = UIColor.greenColor()
view.addSubview(circle)
var progressCircle = CAShapeLayer()
progressCircle.frame = view.bounds
let lineWidth:CGFloat = 10
let rectFofOval = CGRectMake(lineWidth / 2, lineWidth / 2, circle.bounds.width - lineWidth, circle.bounds.height - lineWidth)
let circlePath = UIBezierPath(ovalInRect: rectFofOval)
progressCircle = CAShapeLayer ()
progressCircle.path = circlePath.CGPath
progressCircle.strokeColor = UIColor.whiteColor().CGColor
progressCircle.fillColor = UIColor.clearColor().CGColor
progressCircle.lineWidth = 10.0
progressCircle.frame = view.bounds
progressCircle.lineCap = "round"
circle.layer.addSublayer(progressCircle)
circle.transform = CGAffineTransformRotate(circle.transform, CGFloat(-M_PI_2))
let animation = CABasicAnimation(keyPath: "strokeEnd")
animation.fromValue = 0
animation.toValue = 1.1
animation.duration = 1
animation.repeatCount = MAXFLOAT
animation.fillMode = kCAFillModeForwards
animation.removedOnCompletion = false
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseIn)
progressCircle.addAnimation(animation, forKey: nil)
and result actually like:
Note:
If u want to animate rotation of animated layer u should also add additional animation in to anim group
Related
So I'm trying to learn how to draw circles in UIKit and I've got them pretty much figured it out but I'm just trying to implement one more thing. In the video below when the tail of the circle reaches the end I would like for the tail to not reach the head fully, meaning I would like the size of the circle to not shrink completely.
I sort of have it in the video below but there is still the snap were the tails goes away and the animation starts again at the head. So I would like the disappearance of the tail to not go away.
Video Demo: https://github.com/DJSimonSays93/CircleAnimation/blob/main/README.md
Here is the code:
class SpinningView: UIView {
let circleLayer = CAShapeLayer()
let rotationAnimation: CAAnimation = {
let animation = CABasicAnimation(keyPath: "transform.rotation.z")
animation.fromValue = 0
animation.toValue = Double.pi * 2
animation.duration = 3 // increase this duration to slow down the circle animation effect
animation.repeatCount = MAXFLOAT
return animation
}()
override func awakeFromNib() {
super.awakeFromNib()
setup()
}
func setup() {
circleLayer.lineWidth = 10.0
circleLayer.fillColor = nil
//circleLayer.strokeColor = UIColor(red: 0.8078, green: 0.2549, blue: 0.2392, alpha: 1.0).cgColor
circleLayer.strokeColor = UIColor.systemBlue.cgColor
circleLayer.lineCap = .round
layer.addSublayer(circleLayer)
updateAnimation()
}
override func layoutSubviews() {
super.layoutSubviews()
let center = CGPoint(x: bounds.midX, y: bounds.midY)
let radius = min(bounds.width, bounds.height) / 2 - circleLayer.lineWidth / 2
let startAngle: CGFloat = -90.0
let endAngle: CGFloat = startAngle + 360.0
circleLayer.position = center
circleLayer.path = createCircle(startAngle: startAngle, endAngle: endAngle, radius: radius).cgPath
}
private func updateAnimation() {
//The strokeStartAnimation beginTime + duration value need to add up to the strokeAnimationGroup.duration value
let strokeStartAnimation: CABasicAnimation = CABasicAnimation(keyPath: "strokeStart")
strokeStartAnimation.beginTime = 0.5
strokeStartAnimation.fromValue = 0
strokeStartAnimation.toValue = 0.93 //change this to 0.93 for cool effect
strokeStartAnimation.duration = 3.0
strokeStartAnimation.timingFunction = CAMediaTimingFunction(name: .easeInEaseOut)
let strokeEndAnimation: CABasicAnimation = CABasicAnimation(keyPath: "strokeEnd")
strokeEndAnimation.fromValue = 0
strokeEndAnimation.toValue = 1.0
strokeEndAnimation.duration = 2.0
strokeEndAnimation.timingFunction = CAMediaTimingFunction(name: .easeInEaseOut)
let colorAnimation = CABasicAnimation(keyPath: "strokeColor")
colorAnimation.fromValue = UIColor.systemBlue.cgColor
colorAnimation.toValue = UIColor.systemRed.cgColor
let strokeAnimationGroup: CAAnimationGroup = CAAnimationGroup()
strokeAnimationGroup.duration = 3.5
strokeAnimationGroup.repeatCount = Float.infinity
strokeAnimationGroup.fillMode = .forwards
strokeAnimationGroup.isRemovedOnCompletion = false
strokeAnimationGroup.animations = [strokeStartAnimation, strokeEndAnimation, colorAnimation]
circleLayer.add(strokeAnimationGroup, forKey: nil)
circleLayer.add(rotationAnimation, forKey: "rotation")
}
private func createCircle(startAngle: CGFloat, endAngle: CGFloat, radius: CGFloat) -> UIBezierPath {
return UIBezierPath(arcCenter: CGPoint.zero,
radius: radius,
startAngle: startAngle.toRadians(),
endAngle: endAngle.toRadians(),
clockwise: true)
}
Something like this?
There is nothing special here. It is almost exactly the same as your initial code but with a small tweak for the rotation angle.
Approach
Your initial animation looks great to start with! Like you said, the "snap" where the animation restarts from 0% of the strokeEnd is what gives it off.
As #MadProgrammer pointed out, theoretically you can get rid of the "snap" by never starting or ending the stroke at 0%. This ensures there is always some portion of the stroke visible.
This is a great start, but unfortunately strokeStart and strokeEnd do not allow values outside of the [0.0, 1.0] range. So you can't exactly create an animation (without many keyframes) so that the stroke positions overlap in each animation loop (because you would need to use values out of range to cover the full circle).
So, what I have done is use the above method anyway and ended up with the animation shown below. The arc length of the stroke at the start and end of the animation are equal - very important.
Then, using your existing rotation animation I very slightly rotate the entire drawing during the stroke animation so that the start and end arcs seem to land on top of each other. The rotation angle was calculated as follows.
0.07 was selected by subtracting your initial value for strokeStartAnimation.toValue by 1.0.
The scalar length of the arc would then be, 0.07 (S).
The radius of the circle would bounds.width / 2 (r).
To obtain the arc length (L), we need to multiply scalar length by the Perimeter (P).
The relationship between arc length (L) and the rotation angle (theta) is,
2 * Theta * r = L
But L is also equal to S * P, so some substituting around and we get,
theta = 2S (in Radians)
The Solution
So, with that out of the way. The solution is the following changes to your code.
Define the scalar arc length as a class variable, startOffset.
Use startOffset to set the toValue of the strokeStart anim.
Use startOffset to set the fromValue of the strokeEnd anim.
Set the to value of rotationAnimation to 2 * theta.
Match Rotation animation duration with stroke animation duration.
The final rotation animation looks like this:
var rotationAnimation: CAAnimation{
get{
let radius = Double(bounds.width) / 2.0
let perimeter = 2 * Double.pi * radius
let theta = perimeter * startOffset / (2 * radius)
let animation = CABasicAnimation(keyPath: "transform.rotation.z")
animation.fromValue = 0
animation.toValue = theta * 2 + Double.pi * 2
animation.duration = 3.5
animation.repeatCount = MAXFLOAT
return animation
}
}
And the strokes:
let strokeStartAnimation: CABasicAnimation = CABasicAnimation(keyPath: "strokeStart")
strokeStartAnimation.beginTime = 0.5
strokeStartAnimation.fromValue = 0
strokeStartAnimation.toValue = 1.0 - startOffset
strokeStartAnimation.duration = 3.0
strokeStartAnimation.timingFunction = CAMediaTimingFunction(name: .easeInEaseOut)
let strokeEndAnimation: CABasicAnimation = CABasicAnimation(keyPath: "strokeEnd")
strokeEndAnimation.fromValue = startOffset
strokeEndAnimation.toValue = 1.0
strokeEndAnimation.duration = 2.0
strokeEndAnimation.timingFunction = CAMediaTimingFunction(name: .easeInEaseOut)
I made a pull request to your existing code. Try it out and let me know how it goes.
I have a circle like in Instagram profile image which has story. I want to have an affect like circle is spinning. For that, I used CABasicAnimation. It is spinning but not in center.
As I searched, I need to give bounty for shapeLayer but when I do that, It doesn't placed where It needs to be.
How can I achieve animation like in Instagram story circle (like circle is spinning)?
EDIT I also try to add "colors" animation but because It works like It is in square, I can't get the desired result.
func addCircle() {
let circularPath = UIBezierPath(arcCenter: CGPoint(x: self.bounds.midX, y: self.bounds.midY), radius: self.bounds.width / 2, startAngle: -CGFloat.pi / 2, endAngle: 2 * CGFloat.pi, clockwise: true)
shapeLayer.strokeColor = UIColor.blue.cgColor
shapeLayer.lineWidth = 10
shapeLayer.fillColor = UIColor.clear.cgColor
shapeLayer.lineCap = kCALineCapRound
shapeLayer.strokeEnd = 1.0
gradient.frame = circularPath.bounds
gradient.colors = [UIColor.blue.cgColor, UIColor.red.cgColor]
gradient.startPoint = CGPoint(x: 0, y: 1)
gradient.endPoint = CGPoint(x: 1, y: 0)
shapeLayer.path = circularPath.cgPath
gradient.mask = shapeLayer
self.layer.addSublayer(gradient)
}
let rotationAnimation: CAAnimation = {
let animation = CABasicAnimation(keyPath: "transform.rotation")
animation.fromValue = 0
animation.toValue = 1
animation.duration = 4
animation.repeatCount = MAXFLOAT
return animation
}()
#objc private func handleTap() {
print("Attempting to animate stroke")
shapeLayer.add(rotationAnimation, forKey: "urSoBasic2")
}
If spinning, why not spin gradient
let rotationAnimation: CAAnimation = {
let animation = CABasicAnimation(keyPath: "transform.rotation")
animation.fromValue = 0
animation.toValue = Float.pi * 2
animation.duration = 4
animation.repeatCount = MAXFLOAT
return animation
}()
#objc func handleTap() {
print("Attempting to animate stroke")
gradient.add(rotationAnimation, forKey: "urSoBasic2")
}
As to off center problem. The correct frame for gradient should be like this :
gradient.frame = self.bounds
To verify the center, you may add a background for the view:
self.background = UIColor.black.
The reason is width and height of the view is not set well due to the constraints. Try to set the correct bounds of the view, so when you add the circularPath, it's center in the view.
I have a nib file that has to animate a view to move in a circular path.
But when I run my code I see the view was not animated and at the top corner of my view
this is my code
override func awakeFromNib() {
let circlePath = UIBezierPath(arcCenter: CGPointMake(CGRectGetMidX(loadingview.bounds), CGRectGetMidY(loadingview.bounds)), radius: 30, startAngle: 0, endAngle:CGFloat(M_PI)*2, clockwise: true)
let animation = CAKeyframeAnimation(keyPath: "position")
animation.beginTime = 0.0
animation.duration = 1
animation.repeatCount = Float.infinity
animation.path = circlePath.CGPath
let squareView = UIView()
squareView.frame = CGRectMake(0, 0, 10, 10);
squareView.backgroundColor = UIColor.grayColor()
self.addSubview(squareView)
// You can also pass any unique string value for key
// circleLayer is only used to locate the circle animation path
let circleLayer = CAShapeLayer()
circleLayer.path = circlePath.CGPath
circleLayer.strokeColor = UIColor.blackColor().CGColor
circleLayer.fillColor = UIColor.clearColor().CGColor
loadingview.layer.addSublayer(circleLayer)
squareView.layer.addAnimation(animation, forKey: "position")
self.layer.shadowColor = UIColor.blackColor().CGColor
self.layer.shadowOpacity = 1
self.layer.shadowOffset = CGSize.zero
self.layer.shadowRadius = 1
self.layer.cornerRadius = 10.0
}
You cannot begin an animation in awakeFromNib. It is too soon. You can only animate a layer that is actually in your interface's view/layer hierarchy, and a layer of a view that has just come out of the nib, like loadingview, has not been placed into the full interface yet.
Also, this would appear to be a CABasicAnimation, not a CAKeyframeAnimation. You need to fix that.
You have to load the xib first, then in the ViewController in viewDidAppear() method just call yourXib.awakeFromNib()
yourXib = Bundle.main.loadNibNamed("yourXib", owner: self, options: nil)?.first as! UIView
yourXib.awakeFromNib()
I am trying to make a simple circular progress bar in swift. What I have failed to do so far is, the progress should start at the top of the circle (at the moment it is starting at the 90 degree point). I would also like to have a circular line under the progress line that should be thicker than the progress line and have a different color as well..
Can anyone put me in the right direction towards my wishes?
Here is my function:
func animateView() {
let circle = viewProgress // viewProgress is a UIView
var progressCircle = CAShapeLayer()
let circlePath = UIBezierPath(ovalInRect: circle.bounds)
progressCircle = CAShapeLayer ()
progressCircle.path = circlePath.CGPath
progressCircle.strokeColor = UIColor.greenColor().CGColor
progressCircle.fillColor = UIColor.clearColor().CGColor
progressCircle.lineWidth = 5.0
circle.layer.addSublayer(progressCircle)
let animation = CABasicAnimation(keyPath: "strokeEnd")
animation.fromValue = 0
animation.toValue = 1.5
animation.duration = 1
animation.fillMode = kCAFillModeForwards
animation.removedOnCompletion = false
progressCircle.addAnimation(animation, forKey: "ani")
}
Igor this is how it looks:
For Swift 4
Declare two CAShapeLayers. One for actual circle and another for progress Layer!
func createCircularPath() {
let circleLayer = CAShapeLayer()
let progressLayer = CAShapeLayer()
let center = self.view.center
let circularPath = UIBezierPath(arcCenter: center, radius: 100, startAngle: -.pi / 2, endAngle: 2 * .pi, clockwise: true)
circleLayer.path = circularPath.cgPath
circleLayer.fillColor = UIColor.clear.cgColor
circleLayer.strokeColor = UIColor.lightGray.cgColor
circleLayer.lineCap = .round
circleLayer.lineWidth = 20.0 //for thicker circle compared to progressLayer
progressLayer.path = circularPath.cgPath
progressLayer.fillColor = UIColor.clear.cgColor
progressLayer.strokeColor = UIColor.blue.cgColor
progressLayer.lineCap = .round
progressLayer.lineWidth = 10.0
progressLayer.strokeEnd = 0
view.addSublayer(circleLayer)
view.addSublayer(progressLayer)
let progressAnimation = CABasicAnimation(keyPath: "strokeEnd")
progressAnimation.toValue = 1
progressAnimation.fillMode = .forwards
progressAnimation.isRemovedOnCompletion = false
progressLayer.add(progressAnimation, forKey: "progressAnim")
}
Happy Coding!
Hope this answer helps :]
I'm working on a single view application, not SpriteKit, in Swift, and I have a UIImageView called obstacle, that I want to follow a circular path (assume the circle diameter is 100).
How can this be done? Can anyone help me? I've seen lots of answers but they're all for people using SpriteKit, and other ones that I have found are in Objective-C and I can't find certain methods in Swift that they're referencing...
Thanks!
Try out following code
let curvedPath = CGPathCreateMutable()
let circleContainer = CGRectMake(100, 100, 200, 200) // change according to your needs
CGPathAddEllipseInRect(curvedPath, nil, circleContainer)
let animation = CAKeyframeAnimation(keyPath: "position")
animation.path = curvedPath
animation.rotationMode = kCAAnimationRotateAuto
animation.repeatCount = Float.infinity
animation.duration = 5.0
obstacle.layer.addAnimation(animation, forKey: "animate position along path")
Try out this code. You can rotate it to anti-clockwise or clockwise both. Just set UIBezierPath clockwise parameter as true or false as required.
let circlePath = UIBezierPath(arcCenter: CGPointMake(CGRectGetMidX(view.frame), CGRectGetMidY(view.frame)), radius: 100, startAngle: 0, endAngle:CGFloat(M_PI)*2, clockwise: true)
let animation = CAKeyframeAnimation(keyPath: "position")
animation.path = circlePath.CGPath
animation.duration = 4
animation.additive = true
animation.repeatCount = HUGE
animation.calculationMode = kCAAnimationPaced
animation.rotationMode = kCAAnimationRotateAuto
view.layer.addAnimation(animation, forKey: "orbit")