I'm trying to create a spinning circle loader animation like in the following Android project (https://github.com/pedant/sweet-alert-dialog).
I don't need the entire popup dialog - just the spinning part. It changes colors and spins indefinitly (until I choose to dismiss it).
I'm kind of new to swift and I've never been the kind to do animations. Here's what I have so far (found code in similar project for iOS):
The layers setup:
outlineLayer.position = CGPointMake(0,
0);
outlineLayer.path = outlineCircle
outlineLayer.fillColor = UIColor.clearColor().CGColor;
outlineLayer.strokeColor = UIColor(red: 150.0/255.0, green: 216.0/255.0, blue: 115.0/255.0, alpha: 1.0).CGColor;
outlineLayer.lineCap = kCALineCapRound
outlineLayer.lineWidth = 4;
outlineLayer.opacity = 0.1
self.layer.addSublayer(outlineLayer)
circleLayer.position = CGPointMake(0,
0);
circleLayer.path = path
circleLayer.fillColor = UIColor.clearColor().CGColor;
circleLayer.strokeColor = UIColor(red: 150.0/255.0, green: 216.0/255.0, blue: 115.0/255.0, alpha: 1.0).CGColor;
circleLayer.lineCap = kCALineCapRound
circleLayer.lineWidth = 4;
circleLayer.actions = [
"strokeStart": NSNull(),
"strokeEnd": NSNull(),
"transform": NSNull()
]
self.layer.addSublayer(circleLayer)
Animation:
let strokeStart = CABasicAnimation(keyPath: "strokeStart")
let strokeEnd = CABasicAnimation(keyPath: "strokeEnd")
let factor = 0.545
let timing = CAMediaTimingFunction(controlPoints: 0.3, 0.6, 0.8, 1.2)
strokeEnd.fromValue = 0.00
strokeEnd.toValue = 0.93
strokeEnd.duration = 10.0 * factor
strokeEnd.timingFunction = timing
strokeEnd.autoreverses = true
strokeStart.fromValue = 0.0
strokeStart.toValue = 0.68
strokeStart.duration = 10.0 * factor
strokeStart.beginTime = CACurrentMediaTime() + 3.0 * factor
strokeStart.fillMode = kCAFillModeBackwards
strokeStart.timingFunction = timing
strokeStart.repeatCount = HUGE
circleLayer.strokeStart = 0.68
circleLayer.strokeEnd = 0.93
self.circleLayer.addAnimation(strokeEnd, forKey: "strokeEnd")
self.circleLayer.addAnimation(strokeStart, forKey: "strokeStart")
but what I have is not nearly close and I have no idea where to go from here. What I'm doing is changing a value and running seeing how it affects but I feel like I'm lost here.
How can I achieve such animation like in the example?
I didn't closely analyze the exact parameters of the animation, but this looks good to me:
import UIKit
@IBDesignable
class SpinnerView : UIView {
override var layer: CAShapeLayer {
get {
return super.layer as! CAShapeLayer
}
}
override class var layerClass: AnyClass {
return CAShapeLayer.self
}
override func layoutSubviews() {
super.layoutSubviews()
layer.fillColor = nil
layer.strokeColor = UIColor.black.cgColor
layer.lineWidth = 3
setPath()
}
override func didMoveToWindow() {
animate()
}
private func setPath() {
layer.path = UIBezierPath(ovalIn: bounds.insetBy(dx: layer.lineWidth / 2, dy: layer.lineWidth / 2)).cgPath
}
struct Pose {
let secondsSincePriorPose: CFTimeInterval
let start: CGFloat
let length: CGFloat
init(_ secondsSincePriorPose: CFTimeInterval, _ start: CGFloat, _ length: CGFloat) {
self.secondsSincePriorPose = secondsSincePriorPose
self.start = start
self.length = length
}
}
class var poses: [Pose] {
get {
return [
Pose(0.0, 0.000, 0.7),
Pose(0.6, 0.500, 0.5),
Pose(0.6, 1.000, 0.3),
Pose(0.6, 1.500, 0.1),
Pose(0.2, 1.875, 0.1),
Pose(0.2, 2.250, 0.3),
Pose(0.2, 2.625, 0.5),
Pose(0.2, 3.000, 0.7),
]
}
}
func animate() {
var time: CFTimeInterval = 0
var times = [CFTimeInterval]()
var start: CGFloat = 0
var rotations = [CGFloat]()
var strokeEnds = [CGFloat]()
let poses = type(of: self).poses
let totalSeconds = poses.reduce(0) { $0 + $1.secondsSincePriorPose }
for pose in poses {
time += pose.secondsSincePriorPose
times.append(time / totalSeconds)
start = pose.start
rotations.append(start * 2 * .pi)
strokeEnds.append(pose.length)
}
times.append(times.last!)
rotations.append(rotations[0])
strokeEnds.append(strokeEnds[0])
animateKeyPath(keyPath: "strokeEnd", duration: totalSeconds, times: times, values: strokeEnds)
animateKeyPath(keyPath: "transform.rotation", duration: totalSeconds, times: times, values: rotations)
animateStrokeHueWithDuration(duration: totalSeconds * 5)
}
func animateKeyPath(keyPath: String, duration: CFTimeInterval, times: [CFTimeInterval], values: [CGFloat]) {
let animation = CAKeyframeAnimation(keyPath: keyPath)
animation.keyTimes = times as [NSNumber]?
animation.values = values
animation.calculationMode = .linear
animation.duration = duration
animation.repeatCount = Float.infinity
layer.add(animation, forKey: animation.keyPath)
}
func animateStrokeHueWithDuration(duration: CFTimeInterval) {
let count = 36
let animation = CAKeyframeAnimation(keyPath: "strokeColor")
animation.keyTimes = (0 ... count).map { NSNumber(value: CFTimeInterval($0) / CFTimeInterval(count)) }
animation.values = (0 ... count).map {
UIColor(hue: CGFloat($0) / CGFloat(count), saturation: 1, brightness: 1, alpha: 1).cgColor
}
animation.duration = duration
animation.calculationMode = .linear
animation.repeatCount = Float.infinity
layer.add(animation, forKey: animation.keyPath)
}
}
Try out my three custom Loader screen very simple :
Write below code in Viewcontoller.swift file
class ViewController: UIViewController {
var signView = SignView(frame: CGRect.zero)
var testView = TestView(frame: CGRect.zero)
var testView1 = TestView1(frame: CGRect.zero)
override func viewDidLoad() {
super.viewDidLoad()
self.view.backgroundColor = UIColor.orange
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
addSignView()
//addTestView()
//addTestView1()
}
func addSignView() {
signView.frame = CGRect(x: 0,
y: 0,
width: UIScreen.main.bounds.size.width,
height: UIScreen.main.bounds.size.height)
self.view.addSubview(signView)
signView.addAnimationLayer()
}
func addTestView() {
let boxSize: CGFloat = 200.0
testView.frame = CGRect(x: 16,
y: 350,
width: boxSize,
height: boxSize)
self.view.addSubview(testView)
testView.addAnimationLayer()
}
func addTestView1() {
testView1.frame = CGRect(x: 0,
y: 0,
width: UIScreen.main.bounds.size.width,
height: UIScreen.main.bounds.size.height)
self.view.addSubview(testView1)
testView1.addAnimationLayer()
}}
Now Add 3 Files inherit with UiView named > SignView , TestView and TestView1
Code for SignView.swift file
class SignView: UIView {
let upCircleLayer = CAShapeLayer.init()
var path = UIBezierPath.init()
var animationDuration : Double = 2
var frameHeight : CGFloat = 50.0
override init(frame: CGRect) {
super.init(frame: frame)
self.backgroundColor = UIColor.black.withAlphaComponent(0.5)
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
var signWavePath : UIBezierPath {
var clockCycle = true
let yPoint = self.frame.size.height/2
frameHeight = self.frame.size.width/6
for x in 1...24{
if x%2 != 0 {
let xpath = UIBezierPath(arcCenter: CGPoint(x: CGFloat(x)*frameHeight/2, y: yPoint),
radius: frameHeight/2,
startAngle: 180.0 * .pi/180.0,
endAngle: 0.0,
clockwise: clockCycle)
path.append(xpath)
if(clockCycle){
clockCycle = false
}
else{
clockCycle = true
}
}
}
return path;
}
func addAnimationLayer() {
// Add Upper Circle Layer
upCircleLayer.fillColor = UIColor.clear.cgColor
upCircleLayer.strokeColor = UIColor.white.cgColor
upCircleLayer.lineWidth = 8.0
upCircleLayer.path = signWavePath.cgPath
layer.addSublayer(upCircleLayer)
animateStrokeUpCircle()
Timer.scheduledTimer(timeInterval: animationDuration, target: self, selector: #selector(animateStrokeUpCircle), userInfo: nil, repeats: true)
}
func animateStrokeUpCircle() {
let strokeAnimation: CABasicAnimation = CABasicAnimation(keyPath: "strokeEnd")
strokeAnimation.fromValue = 0.0
strokeAnimation.toValue = 1.0
strokeAnimation.duration = animationDuration
strokeAnimation.isRemovedOnCompletion = false
upCircleLayer.add(strokeAnimation, forKey: nil)
expand1()
}
func expand1() {
let expandAnimation: CABasicAnimation = CABasicAnimation(keyPath: "position")
expandAnimation.fromValue = [0,sin(self.frame.width)]
expandAnimation.toValue = [-self.frame.width,cos(self.frame.width)]
expandAnimation.duration = animationDuration
expandAnimation.fillMode = kCAFillModeForwards
expandAnimation.isRemovedOnCompletion = false
upCircleLayer.add(expandAnimation, forKey: nil)
}
}
Code for TestView File :
class TestView: UIView {
let upCircleLayer = CAShapeLayer.init()
let downCircleLayer = CAShapeLayer.init()
var path1 = UIBezierPath.init()
var path2 = UIBezierPath.init()
var animationDirection : Bool = true
override init(frame: CGRect) {
super.init(frame: frame)
self.backgroundColor = UIColor.clear
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
var up1Circle: UIBezierPath {
return UIBezierPath(arcCenter: CGPoint(x: self.frame.size.width/4, y: self.frame.size.height/2),
radius: self.frame.size.height/4,
startAngle: 180.0 * .pi/180.0,
endAngle: 0.0,
clockwise: true)
}
var down2Circle: UIBezierPath {
return UIBezierPath(arcCenter: CGPoint(x: 3*self.frame.size.width/4, y: self.frame.size.height/2),
radius: self.frame.size.height/4,
startAngle: 180.0 * .pi/180.0,
endAngle: 0.0,
clockwise: false)
}
var up22Circle: UIBezierPath {
return UIBezierPath(arcCenter: CGPoint(x: 3*self.frame.size.width/4, y: self.frame.size.height/2),
radius: self.frame.size.height/4,
startAngle: 180.0 * .pi/180.0,
endAngle: 0.0,
clockwise: true)
}
var down11Circle: UIBezierPath {
return UIBezierPath(arcCenter: CGPoint(x: self.frame.size.width/4, y: self.frame.size.height/2),
radius: self.frame.size.height/4,
startAngle: 180.0 * .pi/180.0,
endAngle: 0.0,
clockwise: false)
}
var up2Circle: UIBezierPath {
return UIBezierPath(arcCenter: CGPoint(x: 3*self.frame.size.width/4, y: self.frame.size.height/2),
radius: self.frame.size.height/4,
startAngle: 0.0,
endAngle: 180.0 * .pi/180.0,
clockwise: true)
}
var down1Circle: UIBezierPath {
return UIBezierPath(arcCenter: CGPoint(x: self.frame.size.width/4, y: self.frame.size.height/2),
radius: self.frame.size.height/4,
startAngle: 0.0,
endAngle: 180.0 * .pi/180.0,
clockwise: false)
}
func addAnimationLayer() {
path1.append(up1Circle);
path1.append(down2Circle);
path2.append(down11Circle)
path2.append(up22Circle)
// Add Upper Circle Layer
upCircleLayer.fillColor = UIColor.clear.cgColor
upCircleLayer.strokeColor = UIColor.black.cgColor
upCircleLayer.lineWidth = 8.0
upCircleLayer.path = path1.cgPath
layer.addSublayer(upCircleLayer)
Timer.scheduledTimer(timeInterval: 2.0, target: self, selector: #selector(expand1), userInfo: nil, repeats: true)
}
func expand() {
if animationDirection{
//upCircleLayer.path = path1.cgPath
let expandAnimation: CABasicAnimation = CABasicAnimation(keyPath: "path")
expandAnimation.fromValue = path1.cgPath
expandAnimation.toValue = path2.cgPath
expandAnimation.duration = 1.5
//expandAnimation.fillMode = kCAFillModeForwards
expandAnimation.isRemovedOnCompletion = false
upCircleLayer.add(expandAnimation, forKey: nil)
animationDirection = false
}
else{
//upCircleLayer.path = path2.cgPath
let expandAnimation: CABasicAnimation = CABasicAnimation(keyPath: "path")
expandAnimation.fromValue = path2.cgPath
expandAnimation.toValue = path1.cgPath
expandAnimation.duration = 1.5
//expandAnimation.fillMode = kCAFillModeForwards
expandAnimation.isRemovedOnCompletion = false
upCircleLayer.add(expandAnimation, forKey: nil)
animationDirection = true
}
}
func expand1() {
let expandAnimation: CABasicAnimation = CABasicAnimation(keyPath: "position")
expandAnimation.fromValue = [0,self.frame.height/2]
expandAnimation.toValue = 500
expandAnimation.duration = 2.0
expandAnimation.fillMode = kCAFillModeForwards
expandAnimation.isRemovedOnCompletion = false
upCircleLayer.add(expandAnimation, forKey: nil)
}
}
And Code for TestView1.swift file
class TestView1: UIView {
let animationLayer = CAShapeLayer.init()
var path1 = UIBezierPath.init()
var path2 = UIBezierPath.init()
var path = UIBezierPath.init()
var circleRadius : CGFloat = 26.0;
var centerLineHeight : CGFloat = 40.0
var animationDuration : Double = 2.0
var animationDirection : Bool = true
override init(frame: CGRect) {
super.init(frame: frame)
self.backgroundColor = UIColor.black
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
var centerMainLine: UIBezierPath {
let frameSize = self.frame.size
let centerLine = UIBezierPath()
centerLine.move(to: CGPoint(x: frameSize.width/2, y: frameSize.height/2 - centerLineHeight/2))
centerLine.addLine(to: CGPoint(x: frameSize.width/2, y: frameSize.height/2 + centerLineHeight/2))
return centerLine
}
var upLeftCircle: UIBezierPath {
let frameSize = self.frame.size
let halfCircle = UIBezierPath(arcCenter: CGPoint(x: frameSize.width/2 - circleRadius, y: frameSize.height/2 - centerLineHeight/2),
radius: circleRadius,
startAngle: 180.0 * .pi/180.0,
endAngle: 0.0,
clockwise: true)
return halfCircle
}
var upRightCircle: UIBezierPath {
let frameSize = self.frame.size
let halfCircle = UIBezierPath(arcCenter: CGPoint(x: frameSize.width/2 + circleRadius, y: frameSize.height/2 - centerLineHeight/2),
radius: circleRadius,
startAngle: 180.0 * .pi/180.0,
endAngle: 0.0,
clockwise: true)
return halfCircle
}
var downLeftCircle: UIBezierPath {
let frameSize = self.frame.size
let halfCircle = UIBezierPath(arcCenter: CGPoint(x: frameSize.width/2 - circleRadius, y: frameSize.height/2 + centerLineHeight/2),
radius: circleRadius,
startAngle: 180.0 * .pi/180.0,
endAngle: 0.0,
clockwise: false)
return halfCircle
}
var downRightCircle: UIBezierPath {
let frameSize = self.frame.size
let halfCircle = UIBezierPath(arcCenter: CGPoint(x: frameSize.width/2 + circleRadius, y: frameSize.height/2 + centerLineHeight/2),
radius: circleRadius,
startAngle: 180.0 * .pi/180.0,
endAngle: 0.0,
clockwise: false)
return halfCircle
}
func drawUpCircle(centerPoint:CGPoint, radiusValue:CGFloat) -> UIBezierPath {
let halfCircle = UIBezierPath(arcCenter: centerPoint,
radius: radiusValue,
startAngle: 180.0 * .pi/180.0,
endAngle: 0.0,
clockwise: true)
return halfCircle
}
func drawDownCircle(centerPoint:CGPoint,radiusValue:CGFloat) -> UIBezierPath {
let halfCircle = UIBezierPath(arcCenter: centerPoint,
radius: radiusValue,
startAngle: 180.0 * .pi/180.0,
endAngle: 0.0,
clockwise: false)
return halfCircle
}
func drawLine(fromPoint:CGPoint,toPoint:CGPoint) -> UIBezierPath {
let line = UIBezierPath()
line.move(to: fromPoint)
line.addLine(to: toPoint)
return line
}
func addAnimationLayer() {
createPathOne()
createPathTwo()
createPath()
// set Animation Layer design
animationLayer.fillColor = UIColor.clear.cgColor
animationLayer.strokeColor = UIColor.white.cgColor
animationLayer.lineWidth = 8.0
animationLayer.path = path.cgPath
layer.addSublayer(animationLayer)
expand1()
Timer.scheduledTimer(timeInterval: 10.0, target: self, selector: #selector(expand1), userInfo: nil, repeats: true)
}
func expand1() {
let expandAnimation: CABasicAnimation = CABasicAnimation(keyPath: "position")
expandAnimation.fromValue = [0,0]
expandAnimation.toValue = [-2000,0]
expandAnimation.duration = 10.0
expandAnimation.fillMode = kCAFillModeForwards
expandAnimation.isRemovedOnCompletion = false
animationLayer.add(expandAnimation, forKey: nil)
}
func expand() {
animationLayer.path = centerMainLine.cgPath
if animationDirection{
let expandAnimation: CABasicAnimation = CABasicAnimation(keyPath: "path")
expandAnimation.fromValue = path1.cgPath
expandAnimation.toValue = path2.cgPath
expandAnimation.duration = animationDuration
expandAnimation.fillMode = kCAFillModeBackwards
expandAnimation.isRemovedOnCompletion = false
animationLayer.add(expandAnimation, forKey: nil)
animationDirection = false
}
else{
let expandAnimation: CABasicAnimation = CABasicAnimation(keyPath: "path")
expandAnimation.fromValue = path2.cgPath
expandAnimation.toValue = path1.cgPath
expandAnimation.duration = animationDuration
expandAnimation.fillMode = kCAFillModeForwards
expandAnimation.isRemovedOnCompletion = false
animationLayer.add(expandAnimation, forKey: nil)
animationDirection = true
}
}
func createPathOne(){
path1.append(upLeftCircle);
path1.append(centerMainLine);
path1.append(downRightCircle)
}
func createPathTwo(){
path2.append(downLeftCircle);
path2.append(centerMainLine);
path2.append(upRightCircle)
}
func createPath() {
let frameSize = self.frame.size;
let lineHeight1 : CGFloat = 30
let lineHeight2 : CGFloat = 20
let radius1 : CGFloat = 40.0
let radius2 : CGFloat = 20.0
var lastPoint : CGPoint = CGPoint(x:0.0,y:frameSize.height/2 - lineHeight1/2)
for i in 1...10{
let p1 = drawUpCircle(centerPoint: CGPoint(x: lastPoint.x + radius1, y: lastPoint.y ), radiusValue: radius1)
lastPoint = p1.currentPoint;
let p2 = drawLine(fromPoint: lastPoint , toPoint: CGPoint(x:lastPoint.x, y: lastPoint.y+lineHeight1))
lastPoint = p2.currentPoint;
let p3 = drawDownCircle(centerPoint: CGPoint(x:lastPoint.x + radius1, y: lastPoint.y), radiusValue: radius1)
lastPoint = p3.currentPoint;
let p4 = drawLine(fromPoint: lastPoint, toPoint: CGPoint(x:lastPoint.x, y: lastPoint.y - lineHeight2))
lastPoint = p4.currentPoint;
let p5 = drawUpCircle(centerPoint: CGPoint(x:lastPoint.x + radius2, y: lastPoint.y), radiusValue: radius2)
lastPoint = p5.currentPoint;
let p6 = drawLine(fromPoint: lastPoint, toPoint: CGPoint(x:lastPoint.x, y: lastPoint.y + lineHeight2))
lastPoint = p6.currentPoint;
let p7 = drawDownCircle(centerPoint: CGPoint(x:lastPoint.x + radius2, y: lastPoint.y), radiusValue: radius2)
lastPoint = p7.currentPoint
let p8 = drawLine(fromPoint: lastPoint, toPoint: CGPoint(x:lastPoint.x, y: lastPoint.y - lineHeight1))
lastPoint = p8.currentPoint;
path.append(p1)
path.append(p2)
path.append(p3)
path.append(p4)
path.append(p5)
path.append(p6)
path.append(p7)
path.append(p8)
}
}
}
Now run the code to check the Animation Loader. Comment/Uncomment other 2 loader method in viewDidAppear method of viewcontroller.
Enjoy!!
If someone is looking for Objective C version of @rob mayoff solution
in SpinnerView.h
#import <UIKit/UIKit.h>
IB_DESIGNABLE
@interface SpinnerView : UIView
@end
in SpinnerView.m
#import "SpinnerView.h"
#import "Pose.h"
@implementation SpinnerView
- (instancetype) initWithFrame:(CGRect)frame{
self = [super initWithFrame:frame];
return self;
}
- (instancetype) initWithCoder:(NSCoder *)aDecoder{
self = [super initWithCoder:aDecoder];
return self;
}
- (CAShapeLayer*) layer {
return (CAShapeLayer*)super.layer;
}
- (CAShapeLayer*) getLayer{
return (CAShapeLayer*)super.layer;
}
+ (Class)layerClass{
return [CAShapeLayer class];
}
- (void) layoutSubviews{
[super layoutSubviews];
[self getLayer].fillColor = nil;
[self getLayer].strokeColor = [UIColor blackColor].CGColor;
[self getLayer].lineWidth = 3;
[self setPath];
}
- (void) didMoveToWindow{
[self animate];
}
- (void) setPath{
UIBezierPath* bezierPath = ([UIBezierPath bezierPathWithOvalInRect:CGRectInset(self.bounds, [self getLayer].lineWidth/2, [self getLayer].lineWidth/2)]);
[self getLayer].path = bezierPath.CGPath;
}
- (NSArray*) poses{
NSMutableArray* poses = [[NSMutableArray alloc] init];
[poses addObject:[[Pose alloc] initWith:0.0 start:0.000 length:0.7]];
[poses addObject:[[Pose alloc] initWith:0.6 start:0.500 length:0.5]];
[poses addObject:[[Pose alloc] initWith:0.6 start:1.000 length:0.3]];
[poses addObject:[[Pose alloc] initWith:0.6 start:1.500 length:0.1]];
[poses addObject:[[Pose alloc] initWith:0.2 start:1.875 length:0.1]];
[poses addObject:[[Pose alloc] initWith:0.2 start:2.250 length:0.3]];
[poses addObject:[[Pose alloc] initWith:0.2 start:2.625 length:0.7]];
[poses addObject:[[Pose alloc] initWith:0.2 start:3.000 length:0.5]];
return poses;
}
- (void) animate{
CFTimeInterval time = 0;
NSMutableArray* times = [NSMutableArray new];;
CGFloat start = 0;
NSMutableArray* rotations = [NSMutableArray new];
NSMutableArray* strokeEnds = [NSMutableArray new];
NSArray* posses = [self poses];
double totalSeconds = [[posses valueForKeyPath:@"@sum.secondsSincePriorPose"] doubleValue];
for(Pose* pose in posses){
time += pose.secondsSincePriorPose;
[times addObject:[NSNumber numberWithDouble:time/totalSeconds]];
start = pose.start;
[rotations addObject:[NSNumber numberWithDouble:start*2*M_PI]];
[strokeEnds addObject:[NSNumber numberWithDouble:pose.length]];
}
[times addObject:[times lastObject]];
[rotations addObject:[rotations firstObject]];
[strokeEnds addObject:[strokeEnds firstObject]];
[self animateKeyPath:@"strokeEnd" duration:totalSeconds times:times values:strokeEnds];
[self animateKeyPath:@"transform.rotation" duration:totalSeconds times:times values:rotations];
[self animateStrokeHueWithDuration:totalSeconds * 5];
}
- (void) animateKeyPath:(NSString*)keyPath duration:(CFTimeInterval)duration times:(NSArray*)times values:(NSArray*)values{
CAKeyframeAnimation* animation = [CAKeyframeAnimation animationWithKeyPath:keyPath];
animation.keyTimes = times;
animation.values = values;
animation.calculationMode = kCAAnimationLinear;
animation.duration = duration;
animation.repeatCount = FLT_MAX;
[[self getLayer] addAnimation:animation forKey:animation.keyPath];
}
- (void) animateStrokeHueWithDuration:(CFTimeInterval)duration{
CAKeyframeAnimation* animation = [CAKeyframeAnimation animationWithKeyPath:@"strokeColor"];
NSMutableArray *keyTimes = [NSMutableArray array];
NSMutableArray *values = [NSMutableArray array];
for (NSInteger i = 0; i < 36; i++) {
[keyTimes addObject: [NSNumber numberWithDouble:(CFTimeInterval)i/(CFTimeInterval)36]];
[values addObject:(id)[UIColor colorWithHue:(CGFloat)i/(CGFloat)36 saturation:1 brightness:1 alpha:1].CGColor];
}
animation.keyTimes = keyTimes;
animation.values = values;
animation.calculationMode = kCAAnimationLinear;
animation.duration = duration;
animation.repeatCount = FLT_MAX;
[[self getLayer] addAnimation:animation forKey:animation.keyPath];
}
@end
Pose.h
#import <Foundation/Foundation.h>
#import <UIKit/UIKit.h>
@interface Pose : NSObject
@property CFTimeInterval secondsSincePriorPose;
@property CGFloat start;
@property CGFloat length;
- (instancetype) initWith:(CFTimeInterval)timeInterval start:(CGFloat)start length:(CGFloat)length;
@end
Pose.m
#import "Pose.h"
#import <UIKit/UIKit.h>
@implementation Pose
- (instancetype) initWith:(CFTimeInterval)timeInterval start:(CGFloat)start length:(CGFloat)length{
self = [super init];
self.start = start;
self.length = length;
self.secondsSincePriorPose = timeInterval;
return self;
}
@end