Reputation: 3650
I want to expand and contract a circle using CABasicAnimation
. I previously designed a clean and effective way to draw the animation using sin
and the drawRect
method of the UIView
class, but unfortunately it seems you can't animate or force drawRect
to fire in UIView.animate
methods no matter what you do. Therefore, I've had to come up with a workaround using CABasicAnimation
. The result kind of works, but the animation is ugly and doesn't look right. Here's an illustration of what I mean:
Warping occurs during the expansion and contraction, and there appears to be a dent or cavity on the right side when the circle is expanding. Here's the class responsible for animating it:
struct PathConfig {
var arcCenter: CGPoint
var radius: CGFloat
let startAngle: CGFloat = 0.0
let endAngle: CGFloat = CGFloat(2 * M_PI)
}
class RGSStandbyIndicatorView: UIView {
// MARK: - Variables & Constants
/// The drawing layer.
var shapeLayer: CAShapeLayer!
// MARK: - Class Methods
/// Animation function.
func animate(period: CFTimeInterval) {
let p: PathConfig = PathConfig(arcCenter: CGPoint(x: frame.width / 2, y: frame.height / 2) , radius: 17.5)
let b: UIBezierPath = UIBezierPath(arcCenter: p.arcCenter, radius: p.radius, startAngle: p.startAngle, endAngle: p.endAngle, clockwise: true)
let a: CABasicAnimation = CABasicAnimation(keyPath: "path")
a.fromValue = shapeLayer.path
a.toValue = b.cgPath
a.autoreverses = true
a.duration = period
a.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
a.repeatCount = HUGE
shapeLayer.add(a, forKey: "animateRadius")
}
/// Initializes and returns a CAShapeLayer with the given draw path and fill color.
private class func shapeLayerForPath(_ path: CGPath, with fillColor: CGColor) -> CAShapeLayer {
let shapeLayer: CAShapeLayer = CAShapeLayer()
shapeLayer.path = path
shapeLayer.fillColor = fillColor
return shapeLayer
}
/// Configures the UIView
private func setup() {
// Init config, path.
let cfg: PathConfig = PathConfig(arcCenter: CGPoint(x: frame.width / 2, y: frame.height / 2) , radius: 0.0)
let path: UIBezierPath = UIBezierPath(arcCenter: cfg.arcCenter, radius: cfg.radius, startAngle: cfg.startAngle, endAngle: cfg.endAngle, clockwise: true)
// Init CAShapeLayer
shapeLayer = RGSStandbyIndicatorView.shapeLayerForPath(path.cgPath, with: UIColor.white.cgColor)
layer.addSublayer(shapeLayer)
}
// MARK: Class Method Overrides
override init(frame: CGRect) {
super.init(frame: frame)
setup()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
setup()
}
}
I've tried adjusting the start and end angles hoping it was some artifact of the path having no overlap, but it didn't change anything. I'm not sure how to fix this problem, and It's based off Chadwick Wood's answer to a similar question.
Upvotes: 1
Views: 2239
Reputation: 20804
Use this UIView subclass
class RadioAnimationView: UIView {
var animatableLayer : CAShapeLayer?
override func awakeFromNib() {
super.awakeFromNib()
self.layer.cornerRadius = self.bounds.height/2
self.animatableLayer = CAShapeLayer()
self.animatableLayer?.fillColor = self.backgroundColor?.cgColor
self.animatableLayer?.path = UIBezierPath(roundedRect: self.bounds, cornerRadius: self.layer.cornerRadius).cgPath
self.animatableLayer?.frame = self.bounds
self.animatableLayer?.cornerRadius = self.bounds.height/2
self.animatableLayer?.masksToBounds = true
self.layer.addSublayer(self.animatableLayer!)
self.startAnimation()
}
func startAnimation()
{
let layerAnimation = CABasicAnimation(keyPath: "transform.scale")
layerAnimation.fromValue = 1
layerAnimation.toValue = 3
layerAnimation.isAdditive = false
layerAnimation.duration = CFTimeInterval(2)
layerAnimation.fillMode = kCAFillModeForwards
layerAnimation.isRemovedOnCompletion = true
layerAnimation.repeatCount = .infinity
layerAnimation.autoreverses = true
self.animatableLayer?.add(layerAnimation, forKey: "growingAnimation")
}
}
Hope this helps you
Upvotes: 3