I need to draw something like the following image in my iOS app, except that the arc may contain more colors:
I know how to draw it, but I'm looking for a way to animate the drawing of the path.
There is a similar question here, except that the circle is not animated. This is another question where it's explained how to animate a circle, and it work ok in my case, except that it doesn't handle multiple colors in the path.
How can accomplish this?
I found a general solution that work very well. Since there is no way for drawing a unique path of different colors, then I just draw, without animation, all the paths of different colors that compound the path that I want. After that, I drawn an unique path in the reverse direction that cover all those paths, and apply an animation to this path.
For example, in the case above, I draw both arcs with the following code:
class CircleView: UIView {
let borderWidth: CGFloat = 20
let startAngle = CGFloat(Double.pi)
let middleAngle = CGFloat(Double.pi + Double.pi / 2)
let endAngle = CGFloat(2 * Double.pi)
var primaryColor = UIColor.red
var secondaryColor = UIColor.blue
var currentStrokeValue = CGFloat(0)
override func draw(_ rect: CGRect) {
let center = CGPoint(x: self.frame.width / 2, y: self.frame.height / 2)
let radius = CGFloat(self.frame.width / 2 - borderWidth)
let path1 = UIBezierPath(arcCenter: center, radius: radius, startAngle: startAngle, endAngle: middleAngle, clockwise: true)
let path2 = UIBezierPath(arcCenter: center, radius: radius, startAngle: middleAngle, endAngle: endAngle, clockwise: true)
path1.lineWidth = borderWidth
primaryColor.setStroke()
path1.stroke()
path2.lineWidth = borderWidth
secondaryColor.setStroke()
path2.stroke()
}
}
After that, I get path path3
and then I add it to a layer that will be added to the view:
var path3 = UIBezierPath(arcCenter: center, radius: radius, startAngle: endAngle, endAngle: startAngle, clockwise: true)
Note in this path that it covers the previous two path in the reverse order, since its startAngle is equal to the value of endAngle
, its endAngle is equal to startAngle
and the clockwise property is set to true
. This path is the one that I will go to animate.
For example, if I want to show the 40% of the whole (imaginary) path (the one composed by the paths of different colors), I translate that to show the 60% of my cover path path3
. The way in which we can animate path3
can be found in the link provided in the question.
import UIKit
import QuartzCore
import CoreGraphics
class ViewController: UIViewController,UIGestureRecognizerDelegate {
var btnview : UIButton!
var buttonCenter = CGPoint.zero
var firstlayerpoint = CGPoint.zero
var firstLayer = CAShapeLayer()
var secondLayer = CAShapeLayer()
var thirdLayer = CAShapeLayer()
var initialPosition = CGRect()
let label = UILabel()
@IBOutlet weak var nameLabel: UILabel!
@IBOutlet weak var blueLabel: UILabel!
@IBOutlet weak var greenLabel: UILabel!
@IBOutlet weak var redLabel: UILabel!
override func viewDidLoad() {
super.viewDidLoad()
firstLayer = self.createCircleWithBounds(bounds: CGRect(x:0, y:0, width:100,height:100), Position: self.view.center, StrokeColor: UIColor.blue, LineWidth: 20.0)
firstLayer.strokeStart = 0.00
firstLayer.strokeEnd = 0.33
self.view.layer.addSublayer(firstLayer)
secondLayer = self.createCircleWithBounds(bounds: CGRect(x:0, y:0, width:100,height:100), Position: self.view.center, StrokeColor: UIColor.red, LineWidth: 20.0)
secondLayer.strokeStart = 0.33
secondLayer.strokeEnd = 0.66
self.view.layer.addSublayer(secondLayer)
thirdLayer = self.createCircleWithBounds(bounds: CGRect(x:0, y:0, width:100,height:100), Position: self.view.center, StrokeColor: UIColor.green, LineWidth: 20.0)
thirdLayer.strokeStart = 0.66
thirdLayer.strokeEnd = 1.00
self.view.layer.addSublayer(thirdLayer)
btnview = UIButton(frame: CGRect(x: self.view.center.x - 20 , y: self.view.center.y - 20 , width: 40, height: 40))
btnview.backgroundColor = UIColor.gray
btnview.isUserInteractionEnabled = true
let panGesture = UIPanGestureRecognizer(target: self, action: #selector(self.panButton(panGesture:)))
// panGesture.minimumNumberOfTouches = 1
btnview.addGestureRecognizer(panGesture)
self.view.addSubview(btnview)
// Do any additional setup after loading the view, typically from a nib.
nameLabel.isHidden = true
blueLabel.isHidden = true
greenLabel.isHidden = true
redLabel.isHidden = true
}
func panButton(panGesture: UIPanGestureRecognizer) {
//let translation = panGesture.translation(in: self.btnview)
panGesture.view!.center = btnview.center
panGesture.setTranslation(CGPoint.zero, in: self.view)
// var point = CGPoint.zero
// point = firstLayer.frame.size.center
if panGesture.state == .began {
label.isHidden = false
buttonCenter = btnview.center // store old button center
}
else if panGesture.state == .ended || panGesture.state == .failed || panGesture.state == .cancelled {
print(btnview.frame.origin.x)
print(greenLabel.frame.origin.x)
if btnview.frame.origin.x > greenLabel.frame.origin.x
{
// lblflayer.isHidden = false
// lblsecondlayer.isHidden = true
// lblthirdlayer.isHidden = true
nameLabel.isHidden = false
nameLabel.text = "Blue"
nameLabel.backgroundColor = UIColor.blue
}
else if btnview.frame.origin.x > blueLabel.frame.origin.x
{
// print(btnview.frame.origin.x)
// print(lblsecondlayer.frame.origin.x)
// lblsecondlayer.isHidden = false
// lblflayer.isHidden = true
// lblthirdlayer.isHidden = true
nameLabel.isHidden = false
nameLabel.text = "Red"
nameLabel.backgroundColor = UIColor.red
}
else if btnview.frame.origin.x > redLabel.frame.origin.x
{
print(btnview.frame.origin.x)
print(redLabel.frame.origin.x)
greenLabel.isHidden = true
// lblsecondlayer.isHidden = true
// lblthirdlayer.isHidden = false
nameLabel.isHidden = false
nameLabel.text = "Green"
nameLabel.backgroundColor = UIColor.green
}
else
{
nameLabel.isHidden = true
// lblflayer.isHidden = true
// lblsecondlayer.isHidden = true
// lblthirdlayer.isHidden = true
}
btnview.center = buttonCenter // restore button center
}
else
{
let location = panGesture.location(in: view) // get pan location
btnview.center = location // set button to where finger is
}
}
func createCircleWithBounds(bounds: CGRect, Position position: CGPoint, StrokeColor color: UIColor, LineWidth lineWidth: CGFloat) -> CAShapeLayer {
//let shapelayer = CAShapeLayer.layer
let shapelayer = CAShapeLayer()
shapelayer.strokeColor = color.cgColor
shapelayer.fillColor = UIColor.clear.cgColor
shapelayer.path = UIBezierPath(roundedRect: bounds, cornerRadius: bounds.width / 2).cgPath
shapelayer.bounds = bounds
shapelayer.position = position
shapelayer.lineCap = kCALineCapButt
shapelayer.lineWidth = lineWidth
return shapelayer
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
@Reynaldo Aguilar 's answer works well. You can achieve the same thing by creating a mask layer and animating its frame. The benefit of this approach is that it works with any (and multi-colored) background. The downside to this approach is that it may not work if the line is not functional, since multiple points could be hidden/revealed at the same time (when you only want one of them to be) in that scenario.
For ease of use, you can subclass UIView and override its draw and init methods like so to add the lines.
INIT:
init(frame: CGRect, path: [UIBezierPath], strokeColor: [UIColor], fillColor: [UIColor], lineWidth: [CGFloat]) {
// Initialize the view
super.init(frame: frame)
self.paths = path
self.strokeColors = strokeColor
self.fillColors = fillColor
self.lineWidths = lineWidth
self.backgroundColor = UIColor.clear // Background will always be clear by default
}
DRAW:
override func draw(_ rect: CGRect) {
super.draw(rect)
guard paths.count == strokeColors.count && strokeColors.count == fillColors.count && fillColors.count == lineWidths.count else {
print("ERROR: ARRAYS DON'T MATCH") // Stronger error handling recommended
return
}
for psfl in 0..<paths.count {
// Fill path if appropriate
self.fillColors[psfl].setFill()
self.paths[psfl].fill()
self.strokeColors[psfl].setStroke()
self.paths[psfl].lineWidth = self.lineWidths[psfl]
self.paths[psfl].stroke()
}
}
You can then have a function to animate the mask layer like so
ANIMATE:
func animate(startingRect: CGRect, duration: Double, animationKey: String) {
// Create a path based on the starting rect
let maskPath = UIBezierPath(rect: startingRect)
// Create a path based on the final rect
let finalPath = UIBezierPath(rect: self.frame)
// Create a shapelayer for the animation block
let maskLayer = CAShapeLayer()
maskLayer.frame = startingRect
// Add the mask layer to the custom view
self.layer.mask = maskLayer
// Animation block
let animation = CABasicAnimation(keyPath: "path")
animation.delegate = self // (Optionaly) set the delegate so we can remove the mask when the animation completes
animation.fromValue = maskLayer.path
animation.toValue = finalPath.cgPath
animation.duration = duration
maskLayer.add(animation, forKey: animationKey) // Add the animation to the mask layer
// Necessary for the animation to work properly
CATransaction.begin()
CATransaction.setDisableActions(true)
maskLayer.path = maskPath.cgPath
CATransaction.commit()
}
With the subclass, implementation is easy. Initialize it, add it as a subview to where you want, and then call animate() when you want the animation to begin. You can also fiddle with other things, like the alphas during initialization and animation, if you want the drawings to be hidden to start.