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I am trying to animate the paths of a CAShapeLayer so that I get the effect of a circle "filling" up to a specific amount.
The Issue
It "works", but is not AS smooth as I think it could be, and I want to introduce some easing to it. But because I'm animating each % individually, I'm not sure that's possible right now. So I'm looking for alternatives that could solve this issue!
Visual Explanation
To start -- here are some "frames" of the animation that I'm trying to achieve (see images - circle fills from 0% to 25%)
Code
I create the green stroke (outside):
let ovalPath = UIBezierPath(ovalInRect: CGRectMake(20, 20, 240, 240))
let circleStrokeLayer = CAShapeLayer()
circleStrokeLayer.path = ovalPath.CGPath
circleStrokeLayer.lineWidth = 20
circleStrokeLayer.fillColor = UIColor.clearColor().CGColor
circleStrokeLayer.strokeColor = colorGreen.CGColor
containerView.layer.addSublayer(circleStrokeLayer)
I create the initial path of the filled shape (inside):
let filledPathStart = UIBezierPath(arcCenter: CGPoint(x: 140, y: 140), radius: 120, startAngle: startAngle, endAngle: Math().percentToRadians(0), clockwise: true)
filledPathStart.addLineToPoint(CGPoint(x: 140, y: 140))
filledLayer = CAShapeLayer()
filledLayer.path = filledPathStart.CGPath
filledLayer.fillColor = colorGreen.CGColor
containerView.layer.addSublayer(filledLayer)
I then animate with a for loop and array of CABasicAnimations.
var animations: [CABasicAnimation] = [CABasicAnimation]()
func animate() {
for val in 0...25 {
let morph = CABasicAnimation(keyPath: "path")
morph.duration = 0.01
let filledPathEnd = UIBezierPath(arcCenter: CGPoint(x: 140, y: 140), radius: 120, startAngle: startAngle, endAngle: Math().percentToRadians(CGFloat(val)), clockwise: true)
filledPathEnd.addLineToPoint(CGPoint(x: 140, y: 140))
morph.delegate = self
morph.toValue = filledPathEnd.CGPath
animations.append(morph)
}
applyNextAnimation()
}
func applyNextAnimation() {
if animations.count == 0 {
return
}
let nextAnimation = animations[0]
animations.removeAtIndex(0)
filledLayer.addAnimation(nextAnimation, forKey: nil)
}
override func animationDidStop(anim: CAAnimation, finished flag: Bool) {
filledLayer.path = (anim as! CABasicAnimation).toValue as! CGPath
applyNextAnimation()
}
Don't try to create a whole bunch of separate animations. CAShapeLayer has a strokeStart and strokeEnd property. Animate that.
The trick is to install an arc of the whole circle in the shape layer, then create a CABasicAnimation that animates the shapeEnd from 0 to 1 (to animate the fill from 0% to 100%) or whatever values you need.
You can apply whatever timing you want on that animation.
I have a project (In Objective-C, I'm afraid) on Github that includes a "clock wipe" animation using this technique. Here's how it looks:
(That's a gif, which looks a little rough. The actual iOS animation is quite smooth.)
The link is below. Look for the "clock wipe" animation in the readme.
iOS-CAAnimation-group-demo
The clock wipe animation installs the shape layer as a mask on an image view's layer. You can instead draw your shape layer directly if that's what you want to do.
So I took what Duncan C had in his linked GitHub project (in Objective-C) and applied it to my scenario (also converted it to Swift) - and it works great!
Here's the final solution:
// ---
// In some ViewController
// ---
let animatedCircle = AnimatedCircle()
self.addSubview(animatedCircle)
animatedCircle.runAnimation()
// ---
// The Animated Circle Class
// ---
import UIKit
import Darwin
let pi: CGFloat = CGFloat(M_PI)
let startAngle: CGFloat = (3.0 * pi) / 2.0
let colorGray = UIColor(red: 0.608, green: 0.608, blue: 0.608, alpha: 1.000)
let colorGreen = UIColor(red: 0.482, green: 0.835, blue: 0.000, alpha: 1.000)
// ----
// Math class to handle fun circle forumals
// ----
class Math {
func percentToRadians(percentComplete: CGFloat) -> CGFloat {
let degrees = (percentComplete/100) * 360
return startAngle + (degrees * (pi/180))
}
}
class AnimatedCircle: UIView {
let percentComplete: CGFloat = 25
var containerView: UIView!
var filledLayer: CAShapeLayer!
init() {
super.init(frame: CGRect(x: 0, y: 0, width: 260, height: 260))
let endAngle = Math().percentToRadians(percentComplete)
// ----
// Create oval bezier path and layer
// ----
let ovalPath = UIBezierPath(ovalInRect: CGRectMake(10, 10, 240, 240))
let circleStrokeLayer = CAShapeLayer()
circleStrokeLayer.path = ovalPath.CGPath
circleStrokeLayer.lineWidth = 20
circleStrokeLayer.fillColor = UIColor.clearColor().CGColor
circleStrokeLayer.strokeColor = colorGreen.CGColor
// ----
// Create filled bezier path and layer
// ----
let filledPathStart = UIBezierPath(arcCenter: CGPoint(x: 140, y: 140), radius: 120, startAngle: startAngle, endAngle: endAngle, clockwise: true)
filledPathStart.addLineToPoint(CGPoint(x: 140, y: 140))
filledLayer = CAShapeLayer()
filledLayer.path = filledPathStart.CGPath
filledLayer.fillColor = colorGreen.CGColor
// ----
// Add any layers to container view
// ----
containerView = UIView(frame: self.frame)
containerView.backgroundColor = UIColor.whiteColor()
containerView.layer.addSublayer(circleStrokeLayer)
containerView.layer.addSublayer(filledLayer)
// Set the frame of the filledLayer to match our view
filledLayer.frame = containerView.frame
}
func runAnimation() {
let endAngle = Math().percentToRadians(percentComplete)
let maskLayer = CAShapeLayer()
let maskWidth: CGFloat = filledLayer.frame.size.width
let maskHeight: CGFloat = filledLayer.frame.size.height
let centerPoint: CGPoint = CGPointMake(maskWidth / 2, maskHeight / 2)
let radius: CGFloat = CGFloat(sqrtf(Float(maskWidth * maskWidth + maskHeight * maskHeight)) / 2)
maskLayer.fillColor = UIColor.clearColor().CGColor
maskLayer.strokeColor = UIColor.blackColor().CGColor
maskLayer.lineWidth = radius
let arcPath: CGMutablePathRef = CGPathCreateMutable()
CGPathMoveToPoint(arcPath, nil, centerPoint.x, centerPoint.y - radius / 2)
CGPathAddArc(arcPath, nil, centerPoint.x, centerPoint.y, radius / 2, 3*pi/2, endAngle, false)
maskLayer.path = arcPath
maskLayer.strokeEnd = 0
filledLayer.mask = maskLayer
filledLayer.mask!.frame = filledLayer.frame
let anim = CABasicAnimation(keyPath: "strokeEnd")
anim.duration = 3
anim.delegate = self
anim.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
anim.fillMode = kCAFillModeForwards
anim.removedOnCompletion = false
anim.autoreverses = false
anim.toValue = 1.0
maskLayer.addAnimation(anim, forKey: "strokeEnd")
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
Thanks, Duncan C - that was super helpful.
Here is an example of a progress circle using your suggestion.
The view draws a progress circle that animates over time, starting out as a full circle and erasing itself to reveal the view behind the circle. There are @IBInspectable
properties that can be modified to fill the circle instead of erasing.
Here is a link to the project. The view is in CircleTimer.view
. If you run the project, you can enter a number of seconds and see the circle erase over the specified time.
https://github.com/riley2012/circle-timer-ios
This is the method that does the animation:
open func runMaskAnimation(duration: CFTimeInterval) {
if let parentLayer = filledLayer {
let maskLayer = CAShapeLayer()
maskLayer.frame = parentLayer.frame
let circleRadius = timerFillDiameter * 0.5
let circleHalfRadius = circleRadius * 0.5
let circleBounds = CGRect(x: parentLayer.bounds.midX - circleHalfRadius, y: parentLayer.bounds.midY - circleHalfRadius, width: circleRadius, height: circleRadius)
maskLayer.fillColor = UIColor.clear.cgColor
maskLayer.strokeColor = UIColor.black.cgColor
maskLayer.lineWidth = circleRadius
let path = UIBezierPath(roundedRect: circleBounds, cornerRadius: circleBounds.size.width * 0.5)
maskLayer.path = path.reversing().cgPath
maskLayer.strokeEnd = 0
parentLayer.mask = maskLayer
let animation = CABasicAnimation(keyPath: "strokeEnd")
animation.duration = duration
animation.fromValue = 1.0
animation.toValue = 0.0
maskLayer.add(animation, forKey: "strokeEnd")
}
}