I am trying to add animation while drawing a bezierPath. There is base circle darkgray (0 to 360) , green path (-90 to 0) and red path (0 to 90).
#import "ProgressBar.h"
#interface ProgressBar ()
{
CAShapeLayer *lightGrayPath;
}
#end
#implementation ProgressBar
-(id)initWithFrame:(CGRect)frame{
self = [super initWithFrame:frame];
if(self){
[self initValues];
}
return self;
}
-(id) initWithCoder:(NSCoder *)aDecoder{
self = [super initWithCoder:aDecoder];
if(self){
[self initValues];
}
return self;
}
-(void)awakeFromNib{
[super awakeFromNib];
[self startAnimation];
}
-(void)initValues{
lightGrayPath = [CAShapeLayer layer];
lightGrayPath.fillColor = [UIColor clearColor].CGColor;
lightGrayPath.lineWidth=2.0f;
lightGrayPath.strokeColor =[UIColor colorWithWhite:0 alpha:0.1].CGColor;
[self.layer addSublayer:lightGrayPath];
}
-(void)startAnimation{
CGRect rect=self.bounds;
CGFloat subPathWidth=10.0;
UIBezierPath *bezierPath_lightGray=[UIBezierPath bezierPath];
bezierPath_lightGray.lineWidth=lightGrayPath.lineWidth;
[bezierPath_lightGray addArcWithCenter:CGPointMake(CGRectGetMidX(self.bounds), CGRectGetMidY(self.bounds)) radius:(rect.size.height / 2)- subPathWidth/2.0
startAngle:0 endAngle:2*M_PI clockwise:YES];
UIBezierPath *bezierPath_green=[UIBezierPath bezierPath];
bezierPath_green.lineWidth=subPathWidth;
[[UIColor greenColor] setStroke];
[bezierPath_green addArcWithCenter:CGPointMake(CGRectGetMidX(self.bounds), CGRectGetMidY(self.bounds)) radius:(rect.size.height / 2)- subPathWidth/2.0 startAngle:-M_PI/2.0 endAngle:0 clockwise:YES];
[bezierPath_green stroke];
[bezierPath_lightGray appendPath:bezierPath_green];
UIBezierPath *bezierPath_red=[UIBezierPath bezierPath];
bezierPath_red.lineWidth=subPathWidth;
[[UIColor redColor] setStroke];
[bezierPath_red addArcWithCenter:CGPointMake(CGRectGetMidX(self.bounds), CGRectGetMidY(self.bounds)) radius:(rect.size.height / 2)- subPathWidth/2.0 startAngle:0 endAngle:M_PI_2 clockwise:YES];
[bezierPath_red stroke];
[bezierPath_lightGray appendPath:bezierPath_red];
lightGrayPath.path=bezierPath_lightGray.CGPath;
// CABasicAnimation *pathAnimation = [CABasicAnimation animationWithKeyPath:#"path"];
// pathAnimation.duration = 10.0;
// //pathAnimation.fromValue = [NSNumber numberWithFloat:0.0f];
// pathAnimation.toValue = [NSNumber numberWithFloat:1.0f];
// [lightGrayPath addAnimation:pathAnimation forKey:#"path"];
}
#end
I want to show animation of path being drawn. The lightGrayArc should not be animated. The Green arc and the red arc should be.
But, Since I am using only one CAShapeLayer and appending paths to it. When i use animation , it animates the light gray path, no animation for green and red arc.
I would suggest:
Do not animate in drawRect. That's for drawing a single frame.
There are two ways to animate a path:
Don't use CAShapeLayer at all, but instead define a drawRect that performs stroke on one or more UIBezierPath.
To animate, don't use CABasicAnimation, but rather use a CADisplayLink (a type of timer optimized for screen updates) that changes some properties that define where the path starts and ends and then call setNeedsDisplay, which will trigger a call to drawRect that will use those properties to stroke the path for that frame of the animation.
Even easier, don't use drawRect to stroke anything at all. Just add your gray, green, and red arcs as three different CAShapeLayer instances. Let CAShapeLayer do all the rendering of the arcs for you.
When you want to animate the red and green layers, add CABasicAnimation for those respective layers.
Related
I'm trying to remove my circle that I've created as a CAShapeLayer and drawn with UIBezier path if I can't receive a measurement. In my (void)drawRect method for my UIView class, I create and draw a circle if a measurement is found. However, if there is no measurement I'd like to get rid of the circle. For some reason I can't.
Here is the code that creates the circle in -(void)drawRect
- (void)drawRect:(CGRect)rect {
CAShapeLayer *grayCircle = [CAShapeLayer layer];
CAShapeLayer *progressArc = [CAShapeLayer layer];
DBHelper *dbHelper = [DBHelper getSharedInstance];
if ([dbHelper getPairedDevice]==nil) {
[grayCircle removeFromSuperlayer]; // I want to remove the grayCirle if no measurement is found AKA getPairedDevice = nil
}
....
if (_latestMeasurement) {
...
// Gray outer circle
UIBezierPath *grayCirclePath=[UIBezierPath bezierPathWithArcCenter:CGPointMake(radius, radius) radius:radius startAngle:startAngle endAngle:endAngle clockwise:YES];
grayCircle.path = [grayCirclePath CGPath];
grayCircle.position = CGPointMake(realBounds.origin.x, realBounds.origin.y);
grayCircle.fillColor = [UIColor clearColor].CGColor;
grayCircle.lineCap=kCALineCapRound;
grayCircle.strokeColor = [UIColor grayColor].CGColor;
grayCircle.lineWidth = 30;
// Progress arc
UIBezierPath *progressPath=[UIBezierPath bezierPathWithArcCenter:CGPointMake(radius, radius) radius:radius startAngle:startAngle endAngle:patientOutput clockwise:YES];
progressArc.path = [progressPath CGPath];
progressArc.position = CGPointMake(grayCircle.frame.origin.x, grayCircle.frame.origin.y);
progressArc.fillColor = [UIColor clearColor].CGColor;
progressArc.lineCap=kCALineCapRound;
progressArc.lineWidth = 30;
[self.layer addSublayer:grayCircle];
[self.layer addSublayer:progressArc];
}
So here's the issue: The following lines of code aren't removing the gray circle:
if ([dbHelper getPairedDevice]==nil) {
[grayCircle removeFromSuperlayer];
}
I'm wondering why is that the case, and how can I remove it from the view's sublayer?
You are creating a new reference to grayCircle each time you go through drawRect. When you remove it - you're removing the new one, not the one you drew previously.
If you already have it, you need to find it first, then remove it - going through the subViews, or maintain a reference to it at the class level
I have this code where I draw circles on the screen, and I want to remove just the last circle drawn. What can I do? The code is set to draw a circle when I tap twice. I want to remove the last circle drawn when I tap one time.
- (UIBezierPath *)makeCircleAtLocation:(CGPoint)location radius:(CGFloat)radius {
iOSCircle *circle = [[iOSCircle alloc] init];
circle.circleCenter = location;
circle.circleRadius = radius;
[totalCircles addObject:circle];
UIBezierPath *path = [UIBezierPath bezierPath];
[path addArcWithCenter:circle.circleCenter
radius:circle.circleRadius
startAngle:0.0
endAngle:M_PI * 2.0
clockwise:YES];
return path;
}
- (IBAction) tapEvent: (UIGestureRecognizer *) sender
{
CAShapeLayer *shapeLayer = [CAShapeLayer layer];
shapeLayer.path = [[self makeCircleAtLocation:location radius:2.5] CGPath];
shapeLayer.strokeColor = [[UIColor redColor] CGColor];
//shapeLayer.fillColor = nil;
shapeLayer.lineWidth = 2.5;
// Add CAShapeLayer to our view
[self.view.layer addSublayer:shapeLayer];
// Save this shape layer in a class property for future reference,
// namely so we can remove it later if we tap elsewhere on the screen.
self.circleLayer = shapeLayer;
}
}
Create your circle in a distinct CAShapeLayer layer using a CGPath, and add it as a sublayer of your view.layer. That way, you will have total control over that circle (showing or hiding it).
I am using the code below to draw an arc into the drawLayer method of a custom CALayer class but nothing is displayed:
(void) drawLayer:(CALayer *)layer inContext:(CGContextRef)ctx
{
float r = self.bounds.size.width/2;
CGContextClearRect(ctx, self.bounds); // clear layer
CGContextSetFillColorWithColor(ctx, [UIColor whiteColor].CGColor);
//CGContextFillRect(ctx, layer.bounds);
UIBezierPath *path = [UIBezierPath bezierPathWithArcCenter:CGPointMake(0, 0) radius:r startAngle:-M_PI_2 endAngle:M_PI_2 clockwise:NO];
CGContextAddPath(ctx, path.CGPath);
CGContextStrokePath(ctx);
}
Note that if I uncomment the CGContextFillRect(ctx, layer.bounds) line, a rectangle is properly rendered.
The problem I can see is that you don't set a stroke color (but a fill color)
CGContextSetStrokeColorWithColor(ctx, [UIColor redColor].CGColor);
When you configure a fill color it is used to fill the path. Same for a stroke color.
If you want to only want to either stroke or fill the path then you should use either CGContextStrokePath or CGContextFillPath but if you want to do both then you should use CGContextDrawPath with kCGPathFillStroke as the "drawing mode".
Thanks to both of you. I finally decided to draw the arc outside the drawLayer method using the following code:
- (id) initWithLayer:(id)layer withRadius:(float)radius
{
self = [super initWithLayer:layer];
// ...
self.strokeColor = [UIColor whiteColor].CGColor;
self.lineWidth = 10.0;
return self;
}
- (void) update:(float)progress
{
// ....
UIBezierPath *arcPath = [UIBezierPath bezierPath];
[arcPath addArcWithCenter:CGPointMake(r, r) radius:r - self.lineWidth/2 startAngle:startAngle endAngle:nextAngle clockwise:YES];
self.path = arcPath.CGPath;
}
It looks like all the arc drawing methods for both CGPath and UIBezierPath have a bug on 64 bit devices where they only work if the clockwise parameter is set to YES. I notice that your non-working code shows clockwise:NO and the working code has clockwise:YES.
self.myPath=[UIBezierPath bezierPathWithArcCenter:center
radius:200
startAngle:0
endAngle:180
clockwise:YES];
(This much I was able to get up running with some web searching).
I have this path. Now I want to fill the reverse of this path, so leaving this portion and filling everything else. How can I finish the coding? I don't have much info on this.
The problem
The area it is showing after using Cemal Answer previously it only showed a circle with red stroke.
Edit
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
self.backgroundColor = [UIColor whiteColor];
self.punchedOutPath =
[UIBezierPath bezierPathWithOvalInRect:CGRectMake(50, 50, 400, 400)];
self.fillColor = [UIColor redColor];
self.alpha = 0.8;
}
return self;
}
- (void)drawRect:(CGRect)rect
{
[[self fillColor] set];
UIRectFill(rect);
CGContextRef ctx = UIGraphicsGetCurrentContext();
CGContextSetBlendMode(ctx, kCGBlendModeDestinationOut);
[[self punchedOutPath] fill];
CGContextSetBlendMode(ctx, kCGBlendModeNormal);
}
Use bezierPathByReversingPath. From the docs (iOS 6.0+ only):
Creates and returns a new bezier path object with the reversed contents of the current path.
so to reverse your path, you'd just:
UIBezierPath* aPath = [UIBezierPath bezierPathWithArcCenter:center
radius:200
startAngle:0
endAngle:180
clockwise:YES];
self.myPath = [aPath bezierPathByReversingPath];
Here's an alternative that doesn't require reversing the path at all.
You have a portion of a view you essentially want to "clip out":
Let's say you want the white area to be [UIColor whiteColor] with 75% alpha. Here's how you do it quickly:
You create a new UIView subclass.
This view has two properties:
#property (retain) UIColor *fillColor;
#property (retain) UIBezierPath *punchedOutPath;
You override its -drawRect: method to do this:
- (void)drawRect:(CGRect)rect {
[[self fillColor] set];
UIRectFill(rect);
CGContextRef ctx = UIGraphicsGetCurrentContext();
CGContextSetBlendMode(ctx, kCGBlendModeDestinationOut);
[[self punchedOutPath] fill];
CGContextSetBlendMode(ctx, kCGBlendModeNormal);
}
There's a caveat here: The fillColor of the view must not include the alpha component. So in your case, you'd want that to just be [UIColor whiteColor]. You then apply the alpha bit yourself by calling [myView setAlpha:0.75].
What's going on here: This is using a blend mode called "Destination Out". Mathematically it's defined as R = D*(1 - Sa), but in layman's terms it means "Destination image wherever destination image is opaque but source image is transparent, and transparent elsewhere."
So it's going to use the destination (i.e., what's already in the context) wherever the new stuff is transparent (i.e. outside of the bezier path), and then where the bezier path would be opaque, that stuff is going to become transparent. However, the destination stuff must already be opaque. If it's not opaque, the blending doesn't do what you want. This is why you have to provide an opaque UIColor and then do any transparency you want with the view directly.
I ran this myself, with these circumstances:
the window has a [UIColor greenColor] background
the fillColor is white
the punchedOutPath is a oval that's inset 10 points from the edges of the view.
the view has an alpha of 0.75
With the code above, I get this:
The interior is pure green, and the outside has the semi-transparent overlay.
Update
If your covering is an image, then you'll need to create a new image. But the principle is the same:
UIImage* ImageByPunchingPathOutOfImage(UIImage *image, UIBezierPath *path) {
UIGraphicsBeginImageContextWithOptions([image size], YES, [image scale]);
[image drawAtPoint:CGPointZero];
CGContextRef ctx = UIGraphicsGetCurrentContext();
CGContextSetBlendMode(ctx, kCGBlendModeDestinationOut);
[path fill];
UIImage *final = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return final;
}
You would then take the result of this function and put it into a UIImageView.
You can put this into a single screen app into the view controller: It will make a yellow background view and a blue layer on top of it that has an oval region cut out by a mask.
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
// create a yellow background
UIView *bg = [[UIView alloc] initWithFrame:self.view.bounds];
bg.backgroundColor = [UIColor yellowColor];
[self.view addSubview:bg];
// create the mask that will be applied to the layer on top of the
// yellow background
CAShapeLayer *maskLayer = [CAShapeLayer layer];
maskLayer.fillRule = kCAFillRuleEvenOdd;
maskLayer.frame = self.view.frame;
// create the paths that define the mask
UIBezierPath *maskLayerPath = [UIBezierPath bezierPath];
[maskLayerPath appendPath:[UIBezierPath bezierPathWithRect:CGRectInset(self.view.bounds, 20, 20)]];
// here you can play around with paths :)
// [maskLayerPath appendPath:[UIBezierPath bezierPathWithOvalInRect:(CGRect){{80, 80}, {140, 190}}]];
[maskLayerPath appendPath:[UIBezierPath bezierPathWithOvalInRect:(CGRect){{100, 100}, {100, 150}}]];
maskLayer.path = maskLayerPath.CGPath;
// create the layer on top of the yellow background
CALayer *imageLayer = [CALayer layer];
imageLayer.frame = self.view.layer.bounds;
imageLayer.backgroundColor = [[UIColor blueColor] CGColor];
// apply the mask to the layer
imageLayer.mask = maskLayer;
[self.view.layer addSublayer:imageLayer];
}
this might answer this question as well: UIBezierPath Subtract Path
I have two solution for you.
Draw this path on a CALayer. And use that CALayer as a mask layer for you actual CALayer.
Draw a rectangle with the sizes of you frame before adding arc.
UIBezierPath *path = [UIBezierPath bezierPathWithRect:view.frame];
[path addArcWithCenter:center
radius:200
startAngle:0
endAngle:2*M_PI
clockwise:YES];
I would use second solution. :)
I am trying to animate the drawing of a UIBeizerPath (in my example a triangle) in a UIView subclass. However, the entire subview is animating instead of the shape.
Is there something I am missing with the animation?
- (void)drawRect:(CGRect)rect {
CAShapeLayer *drawLayer = [CAShapeLayer layer];
drawLayer.frame = CGRectMake(0, 0, 100, 100);
drawLayer.strokeColor = [UIColor greenColor].CGColor;
drawLayer.lineWidth = 4.0;
[self.layer addSublayer:drawLayer];
UIBezierPath *path = [UIBezierPath bezierPath];
[path moveToPoint:CGPointMake(0,0)];
[path addLineToPoint:CGPointMake(50,100)];
[path addLineToPoint:CGPointMake(100,0)];
[path closePath];
CGPoint center = [self convertPoint:self.center fromView:nil];
[path applyTransform:CGAffineTransformMakeTranslation(center.x, center.y)];
[[UIColor redColor] set];
[path fill];
[[UIColor blueColor] setStroke];
path.lineWidth = 3.0f;
[path stroke];
CAKeyframeAnimation *pathAnimation = [CAKeyframeAnimation animationWithKeyPath:#"position"];
pathAnimation.duration = 4.0f;
pathAnimation.path = path.CGPath;
pathAnimation.calculationMode = kCAAnimationLinear;
[drawLayer addAnimation:pathAnimation forKey:#"position"];
}
You are creating a CAShapeLayer, but then not doing anything useful with it. Let's fix that.
Don't set up layers and animations in -drawRect:, because that's strictly meant as a time to do drawing using the CoreGraphics or UIKit APIs. Instead, you want the CAShapeLayer to draw the triangle -- that way you can animate it.
CAKeyframeAnimation.path is meant for something completely different (e.g. moving a layer along a path).
Your animation is animating the position value of the layer. No surprise that it moves the layer! You want to animate the path value instead.
The idea behind CAKeyframeAnimation is that you provide it an array of values to set the layer's property to. During the time between keyframes, it will interpolate between the two adjacent keyframes. So you need to give it several paths -- one for each side.
Interpolating arbitrary paths is difficult. CA's path interpolation works best when the paths have the same same number and kind of elements. So, we make sure all our paths have the same structure, just with some points on top of each other.
The secret to animation, and maybe to computers in general: you must be precise in explaining what you want to happen. "I want to animate the drawing of each point, so it appears to be animated" is not nearly enough information.
Here's a UIView subclass that I think does what you're asking for, or at least close. To animate, hook a button up to the -animate: action.
SPAnimatedShapeView.h:
#import <UIKit/UIKit.h>
#interface SPAnimatedShapeView : UIView
- (IBAction)animate:(id)sender;
#end
SPAnimatedShapeView.m:
#import "SPAnimatedShapeView.h"
#import <QuartzCore/QuartzCore.h>
#interface SPAnimatedShapeView ()
#property (nonatomic, retain) CAShapeLayer* shapeLayer;
#end
#implementation SPAnimatedShapeView
#synthesize shapeLayer = _shapeLayer;
- (void)dealloc
{
[_shapeLayer release];
[super dealloc];
}
- (void)layoutSubviews
{
if (!self.shapeLayer)
{
self.shapeLayer = [[[CAShapeLayer alloc] init] autorelease];
self.shapeLayer.bounds = CGRectMake(0, 0, 100, 100); // layer is 100x100 in size
self.shapeLayer.position = self.center; // and is centered in the view
self.shapeLayer.strokeColor = [UIColor blueColor].CGColor;
self.shapeLayer.fillColor = [UIColor redColor].CGColor;
self.shapeLayer.lineWidth = 3.f;
[self.layer addSublayer:self.shapeLayer];
}
}
- (IBAction)animate:(id)sender
{
UIBezierPath* path0 = [UIBezierPath bezierPath];
[path0 moveToPoint:CGPointZero];
[path0 addLineToPoint:CGPointZero];
[path0 addLineToPoint:CGPointZero];
[path0 addLineToPoint:CGPointZero];
UIBezierPath* path1 = [UIBezierPath bezierPath];
[path1 moveToPoint:CGPointZero];
[path1 addLineToPoint:CGPointMake(50,100)];
[path1 addLineToPoint:CGPointMake(50,100)];
[path1 addLineToPoint:CGPointMake(50,100)];
UIBezierPath* path2 = [UIBezierPath bezierPath];
[path2 moveToPoint:CGPointZero];
[path2 addLineToPoint:CGPointMake(50,100)];
[path2 addLineToPoint:CGPointMake(100,0)];
[path2 addLineToPoint:CGPointMake(100,0)];
UIBezierPath* path3 = [UIBezierPath bezierPath];
[path3 moveToPoint:CGPointZero];
[path3 addLineToPoint:CGPointMake(50,100)];
[path3 addLineToPoint:CGPointMake(100,0)];
[path3 addLineToPoint:CGPointZero];
CAKeyframeAnimation* animation = [CAKeyframeAnimation animationWithKeyPath:#"path"];
animation.duration = 4.0f;
animation.values = [NSArray arrayWithObjects:(id)path0.CGPath, (id)path1.CGPath, (id)path2.CGPath, (id)path3.CGPath, nil];
[self.shapeLayer addAnimation:animation forKey:nil];
}
#end