Reputation: 411
I created a circular button using swift, what I am trying to do is changing the border color with animation
I used the following code :
let color = CABasicAnimation(keyPath: "borderColor")
color.fromValue = UIColor.black.cgColor
color.toValue = UIColor.red.cgColor
color.duration = 1
color.repeatCount = 1
sender.layer.add(color, forKey: "color and width")
The border color is changing but it is not given the desire effect, it change the border color all at once. What I would like to have as effect is like your drawing over the old color, to keep it simple ==> like a progress bar where u see the old color like fade away and be replaced by the new color.
Is there is any way to do that?
Thanks for helping.
Updating code
var storkeLayer = CAShapeLayer()
@IBOutlet weak var Mybut: UIButton!
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
storkeLayer.fillColor = UIColor.clear.cgColor
storkeLayer.strokeColor = UIColor.black.cgColor
storkeLayer.lineWidth = 2
// Create a rounded rect path using button's bounds.
storkeLayer.path = CGPath.init(roundedRect: Mybut.bounds, cornerWidth: Mybut.frame.width / 2 , cornerHeight: Mybut.frame.height / 2, transform: nil)
// Add layer to the button
Mybut.layer.addSublayer(storkeLayer)
}
@IBAction func bytton(_ sender: UIButton) {
storkeLayer.fillColor = UIColor.clear.cgColor
storkeLayer.strokeColor = UIColor.red.cgColor
storkeLayer.lineWidth = 2
// Create a rounded rect path using button's bounds.
storkeLayer.path = CGPath.init(roundedRect: Mybut.bounds, cornerWidth: Mybut.frame.width / 2 , cornerHeight: Mybut.frame.height / 2, transform: nil)
// Add layer to the button
sender.layer.addSublayer(storkeLayer)
// Create animation layer and add it to the stroke layer.
let animation = CABasicAnimation(keyPath: "strokeEnd")
animation.fromValue = CGFloat(0.0)
animation.toValue = CGFloat(1.0)
animation.duration = 1
animation.fillMode = kCAFillModeForwards
// animation.fillMode = kCAFillModeBackwards
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
storkeLayer.add(animation, forKey: "circleAnimation")
}
Upvotes: 3
Views: 3382
Reputation: 2071
You can stroke the button's path using the following code snippet.
@IBAction func buttonTapped(_ sender: UIButton) {
let storkeLayer = CAShapeLayer()
storkeLayer.fillColor = UIColor.clear.cgColor
storkeLayer.strokeColor = UIColor.red.cgColor
storkeLayer.lineWidth = 2
// Create a rounded rect path using button's bounds.
storkeLayer.path = CGPath.init(roundedRect: sender.bounds, cornerWidth: 5, cornerHeight: 5, transform: nil) // same path like the empty one ...
// Add layer to the button
sender.layer.addSublayer(storkeLayer)
// Create animation layer and add it to the stroke layer.
let animation = CABasicAnimation(keyPath: "strokeEnd")
animation.fromValue = CGFloat(0.0)
animation.toValue = CGFloat(1.0)
animation.duration = 1
animation.fillMode = kCAFillModeForwards
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
storkeLayer.add(animation, forKey: "circleAnimation")
}
This snippet creates something like this:
Upvotes: 14