Reputation: 4844
This is the code I’m using to animate my CAShapeLayer
:
_progressBarLayer.strokeEnd = CGFloat(_progressToDrawForProgress(progress))
let progressAnimation = CABasicAnimation(keyPath: "strokeEnd")
progressAnimation.duration = CFTimeInterval(1.0)
progressAnimation.fromValue = CGFloat(self.progress)
progressAnimation.toValue = _progressBarLayer.strokeEnd
progressAnimation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseIn)
_progressBarLayer.addAnimation(progressAnimation, forKey: "progressAnimation")
I’ve tested using the delegate to see if the animation plays, and it does. Logging start and stop in the right place.
This code is in a setProgress(progress: CGFloat, animated: Bool)
function and runs if animated is true.
Is there anything glaringly obvious here?
Upvotes: 2
Views: 839
Reputation: 4844
Long answer: It turns out that the animation wasn’t playing because of something being drawn above the CAShapeLayer using quartz, so what I thought was the CAShapeLayer (that should be animated) was actually a Quartz drawing of that same layer.
Short answer: Don’t draw to the graphics context with Quartz
Upvotes: 1