all!
I have created a circular progress view using CoreGraphics
that looks and updates like so:
50% 75%
The class is a UIView
class, and it has a variable called 'progress' that determines how much of the circle is filled in.
It works well, but I want to be able to animate changes to the progress variable so that the bar animates smoothly.
I have read from myriad examples that I need to have a CALayer
class along with the View class, which I have made, however, it doesn't animate at all.
Two questions:
CoreGraphics
, or do I need to somehow redraw it in CALayer
?My current (attempted) solution crashes towards the bottom at: anim.fromValue = pres.progress
. What's up?
class CircleProgressView: UIView {
@IBInspectable var backFillColor: UIColor = UIColor.blueColor()
@IBInspectable var fillColor: UIColor = UIColor.greenColor()
@IBInspectable var strokeColor: UIColor = UIColor.greenColor()
dynamic var progress: CGFloat = 0.00 {
didSet {
self.layer.setValue(progress, forKey: "progress")
}
}
var distToDestination: CGFloat = 10.0
@IBInspectable var arcWidth: CGFloat = 20
@IBInspectable var outlineWidth: CGFloat = 5
override class func layerClass() -> AnyClass {
return CircleProgressLayer.self
}
override func drawRect(rect: CGRect) {
var fillColor = self.fillColor
if distToDestination < 3.0 {
fillColor = UIColor.greenColor()
} else {
fillColor = self.fillColor
}
//Drawing the inside of the container
//Drawing in the container
let center = CGPoint(x:bounds.width/2, y: bounds.height/2)
let radius: CGFloat = max(bounds.width, bounds.height) - 10
let startAngle: CGFloat = 3 * π / 2
let endAngle: CGFloat = 3 * π / 2 + 2 * π
let path = UIBezierPath(arcCenter: center, radius: radius/2 - arcWidth/2, startAngle: startAngle, endAngle: endAngle, clockwise: true)
path.lineWidth = arcWidth
backFillColor.setStroke()
path.stroke()
let fill = UIColor.blueColor().colorWithAlphaComponent(0.15)
fill.setFill()
path.fill()
//Drawing the fill path. Same process
let fillAngleLength = (π) * progress
let fillStartAngle = 3 * π / 2 - fillAngleLength
let fillEndAngle = 3 * π / 2 + fillAngleLength
let fillPath_fill = UIBezierPath(arcCenter: center, radius: radius/2 - arcWidth/2, startAngle: fillStartAngle, endAngle: fillEndAngle, clockwise: true)
fillPath_fill.lineWidth = arcWidth
fillColor.setStroke()
fillPath_fill.stroke()
//Drawing container outline on top
let outlinePath_outer = UIBezierPath(arcCenter: center, radius: radius / 2 - outlineWidth / 2, startAngle: startAngle, endAngle: endAngle, clockwise: true)
let outlinePath_inner = UIBezierPath(arcCenter: center, radius: radius / 2 - arcWidth + outlineWidth / 2, startAngle: startAngle, endAngle: endAngle, clockwise: true)
outlinePath_outer.lineWidth = outlineWidth
outlinePath_inner.lineWidth = outlineWidth
strokeColor.setStroke()
outlinePath_outer.stroke()
outlinePath_inner.stroke()
}
}
class CircleProgressLayer: CALayer {
@NSManaged var progress: CGFloat
override class func needsDisplayForKey(key: String) -> Bool {
if key == "progress" {
return true
}
return super.needsDisplayForKey(key)
}
override func actionForKey(key: String) -> CAAction? {
if (key == "progress") {
if let pres = self.presentationLayer() {
let anim: CABasicAnimation = CABasicAnimation.init(keyPath: key)
anim.fromValue = pres.progress
anim.duration = 0.2
return anim
}
return super.actionForKey(key)
} else {
return super.actionForKey(key)
}
}
}
Thanks for the help!
Try this out :)
class ViewController: UIViewController {
let progressView = CircleProgressView(frame:CGRect(x: 0.0, y: 0.0, width: 200.0, height: 200))
override func viewDidLoad() {
super.viewDidLoad()
let button = UIButton()
button.frame = CGRectMake(0, 300, 200, 100)
button.backgroundColor = UIColor.yellowColor()
button.addTarget(self, action: #selector(ViewController.tap), forControlEvents: UIControlEvents.TouchUpInside)
view.addSubview(button)
view.addSubview(progressView)
progressView.progress = 1.0
}
func tap() {
if progressView.progress == 0.5 {
progressView.progress = 1.0
} else {
progressView.progress = 0.5
}
}
}
class CircleProgressView: UIView {
dynamic var progress: CGFloat = 0.00 {
didSet {
let animation = CABasicAnimation()
animation.keyPath = "progress"
animation.fromValue = circleLayer().progress
animation.toValue = progress
animation.duration = Double(0.5)
self.layer.addAnimation(animation, forKey: "progress")
circleLayer().progress = progress
}
}
func circleLayer() -> CircleProgressLayer {
return self.layer as! CircleProgressLayer
}
override class func layerClass() -> AnyClass {
return CircleProgressLayer.self
}
}
class CircleProgressLayer: CALayer {
@NSManaged var progress: CGFloat
override class func needsDisplayForKey(key: String) -> Bool {
if key == "progress" {
return true
}
return super.needsDisplayForKey(key)
}
var backFillColor: UIColor = UIColor.blueColor()
var fillColor: UIColor = UIColor.greenColor()
var strokeColor: UIColor = UIColor.greenColor()
var distToDestination: CGFloat = 10.0
var arcWidth: CGFloat = 20
var outlineWidth: CGFloat = 5
override func drawInContext(ctx: CGContext) {
super.drawInContext(ctx)
UIGraphicsPushContext(ctx)
//Drawing in the container
let center = CGPoint(x:bounds.width/2, y: bounds.height/2)
let radius: CGFloat = max(bounds.width, bounds.height) - 10
let startAngle: CGFloat = 3 * CGFloat(M_PI) / 2
let endAngle: CGFloat = 3 * CGFloat(M_PI) / 2 + 2 * CGFloat(M_PI)
let path = UIBezierPath(arcCenter: center, radius: radius/2 - arcWidth/2, startAngle: startAngle, endAngle: endAngle, clockwise: true)
path.lineWidth = arcWidth
backFillColor.setStroke()
path.stroke()
let fill = UIColor.blueColor().colorWithAlphaComponent(0.15)
fill.setFill()
path.fill()
//Drawing the fill path. Same process
let fillAngleLength = (CGFloat(M_PI)) * progress
let fillStartAngle = 3 * CGFloat(M_PI) / 2 - fillAngleLength
let fillEndAngle = 3 * CGFloat(M_PI) / 2 + fillAngleLength
let fillPath_fill = UIBezierPath(arcCenter: center, radius: radius/2 - arcWidth/2, startAngle: fillStartAngle, endAngle: fillEndAngle, clockwise: true)
fillPath_fill.lineWidth = arcWidth
fillColor.setStroke()
fillPath_fill.stroke()
//Drawing container outline on top
let outlinePath_outer = UIBezierPath(arcCenter: center, radius: radius / 2 - outlineWidth / 2, startAngle: startAngle, endAngle: endAngle, clockwise: true)
let outlinePath_inner = UIBezierPath(arcCenter: center, radius: radius / 2 - arcWidth + outlineWidth / 2, startAngle: startAngle, endAngle: endAngle, clockwise: true)
outlinePath_outer.lineWidth = outlineWidth
outlinePath_inner.lineWidth = outlineWidth
strokeColor.setStroke()
outlinePath_outer.stroke()
outlinePath_inner.stroke()
UIGraphicsPopContext()
}
}
Whilst AntonTheDev provides a great answer, his solution does not allow you to animate the CircularProgressView in an animation block, so you cant do neat things like:
UIView.animate(withDuration: 2, delay: 0, options: .curveEaseInOut,
animations: {
circularProgress.progress = 0.76
}, completion: nil)
There's a similar question here with a up to date Swift 3 answer based on ideas from the accepted answer and this post. This is what the final solution looks like.
Swift 3 Solution
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