I have a progress bar that's supposed to be rendered at the center of a view, but ends up off-center because of Auto Layout.
class ProgressView: UIView {
private let progressLayer: CAShapeLayer = 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()
}
private func createProgressLayer() {
let startAngle = CGFloat(3*M_PI_2)
let endAngle = CGFloat(M_PI * 2 + 3*M_PI_2)
let centerPoint = CGPointMake(CGRectGetWidth(bounds)/2, CGRectGetHeight(bounds)/2)
let gradientMaskLayer = gradientMask()
progressLayer.path = UIBezierPath(arcCenter:centerPoint, radius: CGRectGetWidth(frame)/2-8, startAngle:startAngle, endAngle:endAngle, clockwise: true).CGPath
progressLayer.backgroundColor = UIColor.clearColor().CGColor
progressLayer.fillColor = nil
progressLayer.strokeColor = UIColor.blackColor().CGColor
progressLayer.lineWidth = 4.0
progressLayer.strokeStart = 0.0
progressLayer.strokeEnd = 0.0
gradientMaskLayer.mask = progressLayer
layer.addSublayer(gradientMaskLayer)
}
func animateProgressView() {
progressLayer.strokeEnd = 0.0
let animation = CABasicAnimation(keyPath: "strokeEnd")
animation.fromValue = CGFloat(0.0)
animation.toValue = CGFloat(1.0)
animation.duration = 2.0
animation.delegate = self
animation.removedOnCompletion = false
animation.additive = true
animation.fillMode = kCAFillModeForwards
progressLayer.addAnimation(animation, forKey: "strokeEnd")
}
}
This code is called as follows:
class MainPageController: UIViewController {
#IBOutlet var progressView : ProgressView!
override func viewDidLoad() {
super.viewDidLoad()
}
override func viewDidLayoutSubviews() {
progressView.animateProgressView()
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
And ends up drawing the circle off-center. If I manually edit the circle center, the right and bottom bars seem to be cut-off. If I turn auto-layout off, it works fine. What am I doing wrong?
Storyboard:
Thanks for posting the constrains from the storyboard, I can see whats causing it now.
ProgessView is setup with two constraints, one to keep it square and another to make its height 1/3 of the views height. This means the the size of the view that you see in the storyboard is not going the same as one the device.
init?(coder aDecoder: NSCoder) is called when loading a view from a storyboard. It's called before Auto Layout runs so the values you get for bounds and frame are based on the size in the storyboard which is 200x200. Then Auto Layout runs and determines the size for your phone (which looks like an iPhone 6) should be 222x222. Based on your screenshot, it looks like you have roughly 22pt of extra space on the right and bottom of your progress view.
What you'll want to do is resize your progress layer after Auto Layout sets your view to the proper size. The best place to do that would be in layoutSubviews by moving some line from createProgressLayer
func layoutSubviews() {
let startAngle = CGFloat(3*M_PI_2)
let endAngle = CGFloat(M_PI * 2 + 3*M_PI_2)
let centerPoint = CGPointMake(bounds.width/2, bounds.height/2)
progressLayer.path = UIBezierPath(arcCenter:centerPoint, radius: frame.width/2-8, startAngle:startAngle, endAngle:endAngle, clockwise: true).CGPath
}
In Interface Builder change the content mode of Progress View to redraw, and override drawRect and call createProgressLayer from there.
Related
I have a image, been added to CALayer.contents.
The image basically contains a word/letters, the requirement is to animate like showing up letters from left to right gradually, mean while animating the image positions as like initially 1st letter on the middle and eventually whole image been at central position.
Any suggestion on how to achieve this with Core animation? Code snippets will be greatly appreciated.
One thought I had is to set the image colour same as background colour at initial state(looks transparent), and fill image colour to desired colour from left to right with animation. And at the same time animate the image position.
You can do this by using a gradient layer as a mask, then animating the position of the image layer and the locations of the gradient.
Here's a quick example to get started:
class RevealView: UIView {
public var image: UIImage? {
didSet {
imgLayer.contents = image?.cgImage
}
}
public var duration: TimeInterval = 1.0
private let gradLayer = CAGradientLayer()
private let imgLayer = CALayer()
override init(frame: CGRect) {
super.init(frame: frame)
commonInit()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
commonInit()
}
private func commonInit() {
clipsToBounds = true
layer.addSublayer(imgLayer)
imgLayer.contentsGravity = .resize
// white area shows through, clear area is "hidden"
gradLayer.colors = [UIColor.white.cgColor, UIColor.clear.cgColor]
// left-to-right gradient
gradLayer.startPoint = CGPoint(x: 0.0, y: 0.5)
gradLayer.endPoint = CGPoint(x: 1.0, y: 0.5)
// start locations so entire layer is masked
gradLayer.locations = [0.0, 0.0]
// set the mask
layer.mask = gradLayer
}
override func layoutSubviews() {
super.layoutSubviews()
// set image layer frame to view bounds
imgLayer.frame = bounds
// move it half-way to the right
imgLayer.position.x = bounds.maxX
// set gradient layer frame to view bounds
gradLayer.frame = bounds
}
public func doAnim() {
let imgAnim = CABasicAnimation(keyPath: "position.x")
let gradAnim = CABasicAnimation(keyPath: "locations")
// animate image layer from right-to-left
imgAnim.toValue = bounds.midX
// animate gradient from left-to-right
gradAnim.toValue = [NSNumber(value: 1.0), NSNumber(value: 2.0)]
imgAnim.duration = self.duration
gradAnim.duration = imgAnim.duration * 2.0
[imgAnim, gradAnim].forEach { anim in
anim.isRemovedOnCompletion = false
anim.fillMode = .forwards
anim.beginTime = CACurrentMediaTime()
}
CATransaction.begin()
CATransaction.setDisableActions(true)
imgLayer.add(imgAnim, forKey: nil)
gradLayer.add(gradAnim, forKey: nil)
CATransaction.commit()
}
}
class RevealVC: UIViewController {
let testView = RevealView()
override func viewDidLoad() {
super.viewDidLoad()
guard let img = UIImage(named: "mt") else {
fatalError("Could not load image!")
}
testView.image = img
// use longer or shorter animation duration if desired (default is 1.0)
//testView.duration = 3.0
testView.translatesAutoresizingMaskIntoConstraints = false
testView.backgroundColor = .clear
view.addSubview(testView)
let g = view.safeAreaLayoutGuide
NSLayoutConstraint.activate([
testView.topAnchor.constraint(equalTo: g.topAnchor, constant: 20.0),
testView.centerXAnchor.constraint(equalTo: g.centerXAnchor),
testView.widthAnchor.constraint(equalToConstant: img.size.width),
testView.heightAnchor.constraint(equalToConstant: img.size.height),
])
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
testView.doAnim()
}
}
I am adding a circular layer around my circular view and setting its position to be the center of the view but the layer gets added at a different position. The following is the code.
class CustomView: UIView {
let outerLayer = CAShapeLayer()
required init?(coder: NSCoder) {
super.init(coder: coder)
self.layer.addSublayer(outerLayer)
}
override func layoutSubviews() {
super.layoutSubviews()
self.backgroundColor = UIColor.systemBlue
self.layer.cornerRadius = self.bounds.height/2
self.layer.borderWidth = 2.0
self.layer.borderColor = UIColor.white.cgColor
let outerLayerFrame = self.bounds.insetBy(dx: -5.0, dy: -5.0)
outerLayer.frame = outerLayerFrame
let path = UIBezierPath(ovalIn: outerLayerFrame)
outerLayer.path = path.cgPath
outerLayer.position = self.center
outerLayer.strokeColor = UIColor.systemBlue.cgColor
outerLayer.fillColor = UIColor.clear.cgColor
outerLayer.lineWidth = 3
}
}
Can anyone please tell me what is wrong here.
You want to set your layer(s) properties when the view is instantiated / initialized, but its size can (and usually does) change between then and when auto-layout adjusts it to the current device dimensions.
Unlike the UIView itself, layers do not auto-resize.
So, you want to set framing and layer paths in layoutSubviews():
class CustomView: UIView {
let outerLayer = CAShapeLayer()
override init(frame: CGRect) {
super.init(frame: frame)
configure()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
configure()
}
// layoutSubviews is where you want to set your size
// and corner radius values
override func layoutSubviews() {
super.layoutSubviews()
// make self "round"
self.layer.cornerRadius = self.bounds.height/2
// add a round path for outer layer
let path = UIBezierPath(ovalIn: bounds)
outerLayer.path = path.cgPath
}
private func configure() {
self.backgroundColor = UIColor.systemBlue
// setup layer properties here
self.layer.borderWidth = 2.0
self.layer.borderColor = UIColor.white.cgColor
outerLayer.strokeColor = UIColor.systemBlue.cgColor
outerLayer.fillColor = UIColor.clear.cgColor
outerLayer.lineWidth = 3
// add the sublayer here
self.layer.addSublayer(outerLayer)
}
}
Result (with the view set to 120 x 120 pts):
So, I realized, it's the position that is making the layer not aligned in center.
Here is the solution, I figured-
class CustomView: UIView {
let outerLayer = CAShapeLayer()
required init?(coder: NSCoder) {
super.init(coder: coder)
self.layer.addSublayer(outerLayer)
}
override func layoutSubviews() {
super.layoutSubviews()
self.backgroundColor = UIColor.systemBlue
self.layer.cornerRadius = self.bounds.height/2
self.layer.borderWidth = 2.0
self.layer.borderColor = UIColor.white.cgColor
let outerLayerBounds = self.bounds.insetBy(dx: -5.0, dy: -5.0)
outerLayer.bounds = outerLayerBounds // should be bounds not frame
let path = UIBezierPath(ovalIn: outerLayerBounds)
outerLayer.path = path.cgPath
outerLayer.position = CGPoint(x: outerLayerBounds.midX , y: outerLayerBounds.midY) //self.center doesn't center the layer, had to calculate the center of the layer manually
outerLayer.strokeColor = UIColor.systemBlue.cgColor
outerLayer.fillColor = UIColor.clear.cgColor
outerLayer.lineWidth = 3
}
}
I'm building a custom view using an XIB file. However, I am facing a problem where the layers I add to the view (trackLayer) are not shown on the xib (circleLayer is an animation and I don't expect it to render in xib which is not possible to my knowledge). The code of the owner class for the XIB is shown as follows:
#IBDesignable
class SpinningView: UIView {
#IBOutlet var contentView: SpinningView!
//MARK: Properties
let circleLayer = CAShapeLayer()
let trackLayer = CAShapeLayer()
let circularAnimation: CABasicAnimation = {
let animation = CABasicAnimation()
animation.fromValue = 0
animation.toValue = 1
animation.duration = 2
animation.fillMode = kCAFillModeForwards
animation.isRemovedOnCompletion = false
return animation
}()
//MARK: IB Inspectables
#IBInspectable var strokeColor: UIColor = UIColor.red {
...
}
#IBInspectable var trackColor: UIColor = UIColor.lightGray {
...
}
#IBInspectable var lineWidth: CGFloat = 5 {
...
}
#IBInspectable var fillColor: UIColor = UIColor.clear {
...
}
#IBInspectable var isAnimated: Bool = true {
...
}
//MARK: Initialization
override init(frame: CGRect) {
super.init(frame: frame)
initSubviews()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
setup()
initSubviews()
}
//MARK: Private functions
private func setup() {
setupTrack()
setupAnimationOnTrack()
}
private func setupTrack(){
trackLayer.lineWidth = lineWidth
trackLayer.fillColor = fillColor.cgColor
trackLayer.strokeColor = trackColor.cgColor
layer.addSublayer(trackLayer)
}
private func setupAnimationOnTrack(){
circleLayer.lineWidth = lineWidth
circleLayer.fillColor = fillColor.cgColor
circleLayer.strokeColor = strokeColor.cgColor
circleLayer.lineCap = kCALineCapRound
layer.addSublayer(circleLayer)
updateAnimation()
}
private func updateAnimation() {
if isAnimated {
circleLayer.add(circularAnimation, forKey: "strokeEnd")
}
else {
circleLayer.removeAnimation(forKey: "strokeEnd")
}
}
//MARK: Layout contraints
override func layoutSubviews() {
super.layoutSubviews()
let center = CGPoint(x: bounds.midX, y: bounds.midY)
let radius = min(bounds.width / 2, bounds.height / 2) - circleLayer.lineWidth / 2
let startAngle = -CGFloat.pi / 2
let endAngle = 3 * CGFloat.pi / 2
let path = UIBezierPath(arcCenter: .zero, radius: radius, startAngle: startAngle, endAngle: endAngle, clockwise: true)
trackLayer.position = center
trackLayer.path = path.cgPath
circleLayer.position = center
circleLayer.path = path.cgPath
}
private func initSubviews() {
let bundle = Bundle(for: SpinningView.self)
let nib = UINib(nibName: "SpinningView", bundle: bundle)
nib.instantiate(withOwner: self, options: nil)
contentView.frame = bounds
addSubview(contentView)
}
}
When a view is subclassed in the Main.storyboard, I can see the image and the tracklayer as follows IB UIView but when I go over to the XIB, it does not have the trackLayer(circle around the image) XIB Image. While one can argue that it is working and why I am bothering with this, I think it is important that I design the XIB properly since another person might just see it as an view with only an image (no idea of the animating feature)
When you are designing your XIB, it is not an instance of your #IBDesignable SpinningView. You are, effectively, looking at the source of your SpinningView.
So, the code behind it is not running at that point - it only runs when you add an instance of SpinningView to another view.
Take a look at this simple example:
#IBDesignable
class SpinningView: UIView {
#IBOutlet var contentView: UIView!
#IBOutlet var theLabel: UILabel!
//MARK: Initialization
override init(frame: CGRect) {
super.init(frame: frame)
initSubviews()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
initSubviews()
}
private func initSubviews() {
let bundle = Bundle(for: SpinningView.self)
let nib = UINib(nibName: "SpinningView", bundle: bundle)
nib.instantiate(withOwner: self, options: nil)
contentView.frame = bounds
addSubview(contentView)
// this will change the label's textColor in Storyboard
// when a UIView's class is set to SpinningView
theLabel.textColor = .red
}
}
When I am designing the XIB, this is what I see:
But when I add a UIView to another view, and assign its class as SpinningView, this is what I see:
The label's text color get's changed to red, because the code is now running.
Another way to think about it... you have trackColor, fillColor, etc vars defined as #IBInspectable. When you're designing your XIB, you don't see those properties in Xcode's Attributes Inspector panel - you only see them when you've selected an instance of SpinningView that has been added elsewhere.
Hope that makes sense.
I'm animating my button by changing a constraint of my auto layout and using an UIView animation block to animate it:
UIView.animateWithDuration(0.5, animations: { self.layoutIfNeeded() })
In this animation, only the width of the button is changing and the button itself is animating.
In my button, there's a custom CAShapeLayer. Is it possible to catch the animation of the button and add it to the layer so it animates together with the button?
What I've Tried:
// In my CustomButton class
override func actionForLayer(layer: CALayer, forKey event: String) -> CAAction? {
if event == "bounds" {
if let action = super.actionForLayer(layer, forKey: "bounds") as? CABasicAnimation {
let animation = CABasicAnimation(keyPath: event)
animation.fromValue = border.path
animation.toValue = UIBezierPath(rect: bounds).CGPath
// Copy values from existing action
border.addAnimation(animation, forKey: nil) // border is my CAShapeLayer
}
return super.actionForLayer(layer, forKey: event)
}
// In my CustomButton class
override func layoutSubviews() {
super.layoutSubviews()
border.frame = layer.bounds
let fromValue = border.path
let toValue = UIBezierPath(rect: bounds).CGPath
CATransaction.setDisableActions(true)
border.path = toValue
let animation = CABasicAnimation(keyPath: "path")
animation.fromValue = fromValue
animation.toValue = toValue
animation.duration = 0.5
border.addAnimation(animation, forKey: "animation")
}
Nothing is working, and I've been struggling for days..
CustomButton:
class CustomButton: UIButton {
let border = CAShapeLayer()
init() {
super.init(frame: CGRectZero)
translatesAutoresizingMaskIntoConstraints = false
border.fillColor = UIColor.redColor().CGColor
layer.insertSublayer(border, atIndex: 0)
}
// override func layoutSubviews() {
// super.layoutSubviews()
//
// border.frame = layer.bounds
// border.path = UIBezierPath(rect: bounds).CGPath
// }
override func layoutSublayersOfLayer(layer: CALayer) {
super.layoutSublayersOfLayer(layer)
border.frame = self.bounds
border.path = UIBezierPath(rect: bounds).CGPath
}
}
All you have to do is resize also the sublayers when the backing layer of your view is resized. Because of implicit animation the change should be animated. So all you need to do is basically to set this in you custom view class:
override func layoutSublayersOfLayer(layer: CALayer!) {
super.layoutSublayersOfLayer(layer)
border.frame = self.bounds
}
Updated
I had some time to play with the animation and it seems to work for me now. This is how it looks like:
class TestView: UIView {
let border = CAShapeLayer()
init() {
super.init(frame: CGRectZero)
translatesAutoresizingMaskIntoConstraints = false
border.backgroundColor = UIColor.redColor().CGColor
layer.insertSublayer(border, atIndex: 0)
border.frame = CGRect(x: 0, y:0, width: 60, height: 60)
backgroundColor = UIColor.greenColor()
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func layoutSublayersOfLayer(layer: CALayer) {
super.layoutSublayersOfLayer(layer)
CATransaction.begin();
CATransaction.setAnimationDuration(10.0);
border.frame.size.width = self.bounds.size.width
CATransaction.commit();
}
}
And I use it like this:
var tview: TestView? = nil
override func viewDidLoad() {
super.viewDidLoad()
tview = TestView();
tview!.frame = CGRect(x: 100, y: 100, width: 60, height: 60)
view.addSubview(tview!)
}
override func viewDidAppear(animated: Bool) {
super.viewDidAppear(animated)
self.tview!.frame.size.width = 200
}
The issue is that the frame property of CALayer is not animable. The docs say:
Note:Note
The frame property is not directly animatable. Instead you should animate the appropriate combination of the bounds, anchorPoint and position properties to achieve the desired result.
If you didn't solve your problem yet or for others that might have it I hope this helps.
I have a play button in each cell, and when it is clicked I want the circle animation will initiate and circle the circumference of the button. I have a separate swift file for the animation, but I do not know how to implement that to the cell. How would I do that? Below is the code for the button in the cell.
func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {
let cell = table.dequeueReusableCellWithIdentifier("cell", forIndexPath: indexPath)
cell.textLabel?.text = ret[indexPath.row]
cell.textLabel?.font = UIFont(name: "Lombok", size: 22)
cell.textLabel?.textColor = UIColorFromRGB("4A90E2")
let playButton : UIButton = UIButton(type: UIButtonType.Custom)
playButton.tag = indexPath.row
let imageret = "playbutton"
playButton.setImage(UIImage(named: imageret), forState: .Normal)
playButton.frame = CGRectMake(230, 20, 100, 100)
playButton.addTarget(self,action: "playit:", forControlEvents: UIControlEvents.TouchUpInside)
for view: UIView in cell.contentView.subviews {
view.removeFromSuperview()
}
cell.contentView.addSubview(playButton)
cell.backgroundColor = UIColor.clearColor()
return cell
}
func playit(sender: UIButton!){
}
Below is the code to the circle animation.
import UIKit
class Shape: UIView {
/*
// Only override drawRect: if you perform custom drawing.
// An empty implementation adversely affects performance during animation.
override func drawRect(rect: CGRect) {
// Drawing code
}
*/
var circleLayer: CAShapeLayer!
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 = CAShapeLayer()
circleLayer.path = circlePath.CGPath
circleLayer.fillColor = UIColor.clearColor().CGColor
circleLayer.strokeColor = UIColor.redColor().CGColor
circleLayer.lineWidth = 5.0;
// Don't draw the circle initially
circleLayer.strokeEnd = 0.0
// Add the circleLayer to the view's layer's sublayers
layer.addSublayer(circleLayer)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
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)
var circleWidth = CGFloat(200)
var circleHeight = circleWidth
// Create a new CircleView
var circleView = Shape(frame: CGRectMake(diceRoll, 0, circleWidth, circleHeight))
self.addSubview(circleView)
// Animate the drawing of the circle over the course of 1 second
circleView.animateCircle(1.0)
}
}
It looks like you're off to a good start. You need to rewrite your cellForRowAtIndexPath method so it only adds the button if you are creating a new cell (if dequeueReusableCellWithIdentifier returns nil.)
Then you need to add code in your button's IBAction (`playIt') that invokes your animation.
However, your animation code can't use a global circleLayer property. You need a way to fetch the shape layer from the button. You could create a custom subclass of UIButton that has a shape layer property, or you could loop through sender's sublayers in the IBAction, looking for a shape layer.