Reputation: 850
- (void)drawRect:(CGRect)rect
{
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetFillColorWithColor(context, GRAPH_LINE_COLOR.CGColor);
CGContextSetLineWidth(context, 1);
//drawing graph layout
CGContextBeginPath(context);
CGContextMoveToPoint(context, SCREEN_WIDTH * 0.10, SCREEN_HEIGHT * 0.20);
CGContextAddLineToPoint(context, SCREEN_WIDTH * 0.95,SCREEN_HEIGHT * 0.20);
CGContextAddLineToPoint(context, SCREEN_WIDTH * 0.95, SCREEN_HEIGHT * 0.85);
CGContextAddLineToPoint(context, SCREEN_WIDTH * 0.10, SCREEN_HEIGHT * 0.85);
CGContextClosePath(context);
CGContextDrawPath(context, kCGPathStroke);
}
Is it possible to animate the path from the beginning to the end while drawing a shape using CGContextDrawPath?
Upvotes: 0
Views: 243
Reputation: 61
You will probably need to do this not in drawRect but in a custom setupView function, called from viewDidAppear:(BOOL)animated.
- (void) setupView {
self.graphLayer = [[CAShapeLayer alloc] init];
self.graphLayer.strokeColor = [UIColor redColor].CGColor; // GRAPH_LINE_COLOR.CGColor
self.graphLayer.fillColor = [UIColor clearColor].CGColor;
[self.layer addSublayer:self.graphLayer];
[self animateContour];
}
animateContour animates from the beginning to the end
-(void) animateContour {
CGFloat SCREEN_WIDTH = [UIScreen mainScreen].bounds.size.width; // your values here
CGFloat SCREEN_HEIGHT = [UIScreen mainScreen].bounds.size.height;
UIBezierPath* path0 = [UIBezierPath bezierPath];
[path0 moveToPoint:CGPointMake(SCREEN_WIDTH * 0.10, SCREEN_HEIGHT * 0.20)];
[path0 addLineToPoint:CGPointMake(SCREEN_WIDTH * 0.10, SCREEN_HEIGHT * 0.20)];
UIBezierPath* path1 = [UIBezierPath bezierPath];
[path1 moveToPoint:CGPointMake(SCREEN_WIDTH * 0.10, SCREEN_HEIGHT * 0.20)];
[path1 addLineToPoint:CGPointMake(SCREEN_WIDTH * 0.95,SCREEN_HEIGHT * 0.20)];
UIBezierPath* path2 = [UIBezierPath bezierPath];
[path2 moveToPoint:CGPointMake(SCREEN_WIDTH * 0.10, SCREEN_HEIGHT * 0.20)];
[path2 addLineToPoint:CGPointMake(SCREEN_WIDTH * 0.95,SCREEN_HEIGHT * 0.20)];
[path2 addLineToPoint:CGPointMake(SCREEN_WIDTH * 0.95, SCREEN_HEIGHT * 0.85)];
UIBezierPath* path3 = [UIBezierPath bezierPath];
[path3 moveToPoint:CGPointMake(SCREEN_WIDTH * 0.10, SCREEN_HEIGHT * 0.20)];
[path3 addLineToPoint:CGPointMake(SCREEN_WIDTH * 0.95,SCREEN_HEIGHT * 0.20)];
[path3 addLineToPoint:CGPointMake(SCREEN_WIDTH * 0.95, SCREEN_HEIGHT * 0.85)];
[path3 addLineToPoint:CGPointMake(SCREEN_WIDTH * 0.10, SCREEN_HEIGHT * 0.85)];
UIBezierPath* path4 = [UIBezierPath bezierPath];
[path4 moveToPoint:CGPointMake(SCREEN_WIDTH * 0.10, SCREEN_HEIGHT * 0.20)];
[path4 addLineToPoint:CGPointMake(SCREEN_WIDTH * 0.95,SCREEN_HEIGHT * 0.20)];
[path4 addLineToPoint:CGPointMake(SCREEN_WIDTH * 0.95, SCREEN_HEIGHT * 0.85)];
[path4 addLineToPoint:CGPointMake(SCREEN_WIDTH * 0.10, SCREEN_HEIGHT * 0.85)];
[path4 addLineToPoint:CGPointMake(SCREEN_WIDTH * 0.10, SCREEN_HEIGHT * 0.20)];
CAKeyframeAnimation* animation = [CAKeyframeAnimation animationWithKeyPath:@"path"];
animation.duration = 4.0f;
animation.values = [NSArray arrayWithObjects:(id)path0.CGPath, (id)path1.CGPath,
(id)path2.CGPath, (id)path3.CGPath,
(id)path4.CGPath, nil];
animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];
animation.fillMode = kCAFillModeForwards;
animation.removedOnCompletion = false;
[self.graphLayer addAnimation:animation forKey:@"path"];
}
Upvotes: 1
Reputation: 21
Animations are better done outside of -drawRect:
, use CAShapeLayer
instead.
Upvotes: 0