I'm trying to animate the drawing of a line by the following way:
CAShapeLayer *rootLayer;
CAShapeLayer *lineLayer;
CGMutablePathRef path;
path = CGPathCreateMutable();
CGPathMoveToPoint(path, nil, self.frame.size.width/2-100, 260);
CGPathAddLineToPoint(path, nil, self.frame.size.width/2+100.0, 260);
CGPathCloseSubpath(path);
self.rootLayer = [CALayer layer];
rootLayer.frame = self.bounds;
[self.layer addSublayer:rootLayer];
self.lineLayer = [CAShapeLayer layer];
[lineLayer setPath:path];
[lineLayer setFillColor:[UIColor redColor].CGColor];
[lineLayer setStrokeColor:[UIColor blueColor].CGColor];
[lineLayer setLineWidth:1.5];
[lineLayer setFillRule:kCAFillRuleNonZero];
[rootLayer addSublayer:lineLayer];
[self performSelector:@selector(startTotalLine) withObject:nil afterDelay:1.5];
- (void)startTotalLine
{
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:@"animatePath"];
[animation setDuration:3.5];
animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
[animation setAutoreverses:NO];
[animation setFromValue:(id)path];
[animation setToValue:(id)path];
[lineLayer addAnimation:animation forKey:@"animatePath"];
}
The line had drawn before the startTotalLine
method is invoked.
Also, the startTotalLine
method doesn't affect the line.
I want it to animate the the line drawing from right to left.
I would do it with an animated property.
To achieve this I would create a custom CALayer
class - let's call it LineLayer
. Define a startPoint
property, and a length
property. I'd then configure the length
property to be "animatable".
The code for that would look something like the following:
// LineLayer.h
@interface LineLayer: CALayer
@property (nonatomic, assign) int length;
// This was omitted from the SO code snippet.
@property (nonatomic, assign) CGPoint startPoint;
@end
// LineLayer.m
@implementation LineLayer
@synthesize length = _length;
// This was omitted from the SO code snippet.
@synthesize startPoint= _startPoint;
- (id) initWithLayer:(id)layer
{
if(self = [super initWithLayer:layer])
{
if([layer isKindOfClass:[LineLayer class]])
{
// This bit is required for when we CA is interpolating the values.
LineLayer *other = (LineLayer*)layer;
self.length = other.length;
self.startPoint = other.startPoint; // This was omitted.
}
}
return self;
}
+ (BOOL)needsDisplayForKey:(NSString *)key
{
if ([key isEqualToString:@"length"]) {
return YES;
}
return [super needsDisplayForKey:key];
}
- (void) setLength:(int)newLength
{
if (newLength < 0) {
return; // Fail early.
}
_length = newLength;
[self setNeedsDisplay];
}
/*
This should have been drawInContext:(CGContextRef)context
- (void) drawRect:(CGRect) rect
*/
- (void) drawInContext:(CGContextRef)context
{
//...Do your regular drawing here.
// This was omitted from the SO code snippet.
CGContextSetStrokeColorWithColor(context, [UIColor redColor].CGColor);
CGContextSetLineWidth(context, 2);
CGContextMoveToPoint(context, _startPoint.x, _startPoint.y);
CGContextAddLineToPoint(context, _startPoint.x + _length, _startPoint.y);
CGContextStrokePath(context);
}
@end
Then in your view controller you could use LineLayer
like this:
- (void)viewDidLoad
{
[super viewDidLoad];
LineLayer *lineLayer = [LineLayer new];
// This was omitted from the SO code snippet.
lineLayer.frame = CGRectMake(0, 0, 320, 480);
[lineLayer setNeedsDisplay];
// ---
lineLayer.startPoint = CGPointMake(0, 100);
lineLayer.length = 0;
[self.view.layer addSublayer:lineLayer];
// Now animate the changes to the length property
CABasicAnimation *anim = [CABasicAnimation animationWithKeyPath:@"length"];
anim.duration = 5; // Change should table about 5 mins.
anim.fromValue = [NSNumber numberWithInt:0];
anim.toValue = [NSNumber numberWithInt:200];
[lineLayer addAnimation:anim forKey:@"animateLength"];
lineLayer.length = 200;
//Do clean up below...
}
Happy Coding :)
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