I would like to create a custom dynamic drawing inside a UIView using a CGContext so that when I execute a UIView animation on it the drawing will be rendered during animation/interpolation. I tried using a custom CALayer and override its draw method but that fails. I tried subclassing a UIView draw(_ in:CGRect) but that gets drawn only first time. This is what I want to do:
class RadioWaveView : UIView {
override func draw(_ in:CGRect) {
// draw something, for example an ellipse based on frame size, something like this:
// let context = CGGraphicsCurrentContext()
// context.addEllipse(self.frame)
// Unfortunately this method is called only once, not during animation
}
}
in viewDidAppear()
:
UIView.animate(withDuration: 5, delay: 1, options: [.repeat], animations: {
self.myRadioWaveView.frame = CGRect(x:100,y:100,width:200,heigh:300)
}, completion: { flag in
})
The animation works because I set the background color of myRadioWaveView
and see it expand on screen. Placing a breakpoint in draw
shows that it is executed only once.
EDIT: In essence, I am asking this question: How can we create a custom UIView and use UIView.animate() to animate that view's rendering? Let's keep the UIView.animate() method, and how can we animate an expanding circle (or any other custom drawing within a UIView) ?
EDIT: Here is a custom class I created to draw just a triangle. When I animate its bounds, the triangle scales with the underlying image of the view but the draw method is not called during the animation. I don't want that; I want the draw() method to redraw the drawing every frame of the animation.
open class TriangleView : UIView {
override open func draw(_ rect: CGRect) {
let context = UIGraphicsGetCurrentContext()!
let path = CGMutablePath()
path.move(to: CGPoint.zero)
path.addLine(to: CGPoint(x:self.frame.width,y:0))
path.addLine(to: CGPoint(x:self.frame.width/2,y:self.frame.height))
path.addLine(to: CGPoint.zero)
path.closeSubpath()
context.beginPath()
context.setStrokeColor(UIColor.white.cgColor)
context.setLineWidth(3)
context.addPath(path)
context.closePath()
context.strokePath()
}
}
it queries the views objects for changed state and gets back the initial and target values and hence knows what properties to change and in what range to perform the changes. it calculates the intermediate frames, based on the duration and initial/target values, and fires the animation.
No, it is not needed in this case. animations and completion are not retained by self so there is no risk of strong retain cycle.
UIView. animate runs on the main thread and is asynchronous.
To be exact, whenever you want to animate the view, you actually call layoutIfNeeded on the superview of that view. Try this instead: UIView. animate(withDuration: 0.1, delay: 0.1, options: UIViewAnimationOptions.
I had been working in your question, this approach is using Using CABasicAnimation
and CAShapeLayer
I had defined a custom UIView
Class to make the work, I will add further improvements @IBDesignable
and @IBInspectables
import UIKit
class RadioWaveAnimationView: 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
let layerAnimation2 = CABasicAnimation(keyPath: "opacity")
layerAnimation2.fromValue = 1
layerAnimation2.toValue = 0
layerAnimation2.isAdditive = false
let groupAnimation = CAAnimationGroup()
groupAnimation.animations = [layerAnimation,layerAnimation2]
groupAnimation.duration = CFTimeInterval(2)
groupAnimation.fillMode = kCAFillModeForwards
groupAnimation.isRemovedOnCompletion = true
groupAnimation.repeatCount = .infinity
self.animatableLayer?.add(groupAnimation, forKey: "growingAnimation")
}
/*
// Only override draw() if you perform custom drawing.
// An empty implementation adversely affects performance during animation.
override func draw(_ rect: CGRect) {
// Drawing code
}
*/
}
Results
Hope this helps
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