all!
I have created a circular progress view using CoreGraphics
that looks and updates like so:
The class is a UIView
class, and it has a variable called 'progress' that determines how much of the circle is filled in.
It works well, but I want to be able to animate changes to the progress variable so that the bar animates smoothly.
I have read from myriad examples that I need to have a CALayer
class along with the View class, which I have made, however, it doesn't animate at all.
Two questions:
- Can I keep the graphic I drew in
CoreGraphics
, or do I need to somehow redraw it inCALayer
? My current (attempted) solution crashes towards the bottom at:
anim.fromValue = pres.progress
. What's up?class CircleProgressView: UIView { @IBInspectable var backFillColor: UIColor = UIColor.blueColor() @IBInspectable var fillColor: UIColor = UIColor.greenColor() @IBInspectable var strokeColor: UIColor = UIColor.greenColor() dynamic var progress: CGFloat = 0.00 { didSet { self.layer.setValue(progress, forKey: "progress") } } var distToDestination: CGFloat = 10.0 @IBInspectable var arcWidth: CGFloat = 20 @IBInspectable var outlineWidth: CGFloat = 5 override class func layerClass() -> AnyClass { return CircleProgressLayer.self } override func drawRect(rect: CGRect) { var fillColor = self.fillColor if distToDestination < 3.0 { fillColor = UIColor.greenColor() } else { fillColor = self.fillColor } //Drawing the inside of the container //Drawing in the container let center = CGPoint(x:bounds.width/2, y: bounds.height/2) let radius: CGFloat = max(bounds.width, bounds.height) - 10 let startAngle: CGFloat = 3 * π / 2 let endAngle: CGFloat = 3 * π / 2 + 2 * π let path = UIBezierPath(arcCenter: center, radius: radius/2 - arcWidth/2, startAngle: startAngle, endAngle: endAngle, clockwise: true) path.lineWidth = arcWidth backFillColor.setStroke() path.stroke() let fill = UIColor.blueColor().colorWithAlphaComponent(0.15) fill.setFill() path.fill() //Drawing the fill path. Same process let fillAngleLength = (π) * progress let fillStartAngle = 3 * π / 2 - fillAngleLength let fillEndAngle = 3 * π / 2 + fillAngleLength let fillPath_fill = UIBezierPath(arcCenter: center, radius: radius/2 - arcWidth/2, startAngle: fillStartAngle, endAngle: fillEndAngle, clockwise: true) fillPath_fill.lineWidth = arcWidth fillColor.setStroke() fillPath_fill.stroke() //Drawing container outline on top let outlinePath_outer = UIBezierPath(arcCenter: center, radius: radius / 2 - outlineWidth / 2, startAngle: startAngle, endAngle: endAngle, clockwise: true) let outlinePath_inner = UIBezierPath(arcCenter: center, radius: radius / 2 - arcWidth + outlineWidth / 2, startAngle: startAngle, endAngle: endAngle, clockwise: true) outlinePath_outer.lineWidth = outlineWidth outlinePath_inner.lineWidth = outlineWidth strokeColor.setStroke() outlinePath_outer.stroke() outlinePath_inner.stroke() } } class CircleProgressLayer: CALayer { @NSManaged var progress: CGFloat override class func needsDisplayForKey(key: String) -> Bool { if key == "progress" { return true } return super.needsDisplayForKey(key) } override func actionForKey(key: String) -> CAAction? { if (key == "progress") { if let pres = self.presentationLayer() { let anim: CABasicAnimation = CABasicAnimation.init(keyPath: key) anim.fromValue = pres.progress anim.duration = 0.2 return anim } return super.actionForKey(key) } else { return super.actionForKey(key) } } }
Thanks for the help!
Try this out :)
Whilst AntonTheDev provides a great answer, his solution does not allow you to animate the CircularProgressView in an animation block, so you cant do neat things like:
There's a similar question here with a up to date Swift 3 answer based on ideas from the accepted answer and this post. This is what the final solution looks like.