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Circle to rectangle transformation animation

I am very new to iOS and I need to do following animation:

enter image description here

Transformation of the circle to rectangle should be smooth, but in above animation it's not very smooth.

What I did is create a circle and a rectangle using following code in this tutorial:

  Circle : 
        class OvalLayer: CAShapeLayer {

        let animationDuration: CFTimeInterval = 0.3

        override init() {
            super.init()
            fillColor = Colors.red.CGColor
            path = ovalPathSmall.CGPath
        }

        required init?(coder aDecoder: NSCoder) {
            fatalError("init(coder:) has not been implemented")
        }

        var ovalPathSmall: UIBezierPath {
            return UIBezierPath(ovalInRect: CGRect(x: 50.0, y: 50.0, width: 0.0, height: 0.0))
        }

        var ovalPathLarge: UIBezierPath {
            return UIBezierPath(ovalInRect: CGRect(x: 2.5, y: 17.5, width: 95.0, height: 95.0))
        }

        var ovalPathSquishVertical: UIBezierPath {
            return UIBezierPath(ovalInRect: CGRect(x: 2.5, y: 20.0, width: 95.0, height: 90.0))
        }

        var ovalPathSquishHorizontal: UIBezierPath {
            return UIBezierPath(ovalInRect: CGRect(x: 5.0, y: 20.0, width: 90.0, height: 90.0))
        }

        func expand() {
            let expandAnimation: CABasicAnimation = CABasicAnimation(keyPath: "path")
            expandAnimation.fromValue = ovalPathLarge.CGPath// change ovalPathLarge to ovalPathSmail for animation
            expandAnimation.toValue = ovalPathLarge.CGPath
            expandAnimation.duration = animationDuration
            expandAnimation.fillMode = kCAFillModeForwards
            expandAnimation.removedOnCompletion = false
            addAnimation(expandAnimation, forKey: nil)
        }

    }

Rectangle : 

    class RectangleLayer: CAShapeLayer {


    override init() {
        super.init()
        fillColor = Colors.clear.CGColor
        lineWidth = 5.0
        path = rectanglePathFull.CGPath
    }

    required init?(coder aDecoder: NSCoder) {
        fatalError("init(coder:) has not been implemented")
    }

    var rectanglePathFull: UIBezierPath {
        let rectanglePath = UIBezierPath()
        rectanglePath.moveToPoint(CGPoint(x: 0.0, y: 100.0))
        rectanglePath.addLineToPoint(CGPoint(x: 0.0, y: -lineWidth))
        rectanglePath.addLineToPoint(CGPoint(x: 100.0, y: -lineWidth))
        rectanglePath.addLineToPoint(CGPoint(x: 100.0, y: 100.0))
        rectanglePath.addLineToPoint(CGPoint(x: -lineWidth / 2, y: 100.0))
        rectanglePath.closePath()

//        fillColor = Colors.red.CGColor
        return rectanglePath
    }

//    var topLeft: UIBezierPath {}

    func animateStrokeWithColor(color: UIColor, view : UIView) {
        strokeColor = color.CGColor

//        CATransaction.setDisableActions(true)
//        view.layer.bounds.size.height = view.layer.bounds.width + 50

        let strokeAnimation: CABasicAnimation = CABasicAnimation(keyPath: "bounds.size.width") //bounds.size.width
        strokeAnimation.fromValue = view.layer.bounds.width
        strokeAnimation.toValue = view.layer.bounds.size.width - 50
        strokeAnimation.duration = 0.4
        addAnimation(strokeAnimation, forKey: nil)
    }
}

my view : 

    protocol HolderViewDelegate:class {
    func animateLabel()
}

class HolderView: UIView {

    let ovalLayer = OvalLayer()
    let redRectangleLayer = RectangleLayer()

    var parentFrame :CGRect = CGRectZero
    weak var delegate:HolderViewDelegate?

    override init(frame: CGRect) {
        super.init(frame: frame)
        backgroundColor = Colors.clear
    }

    required init?(coder: NSCoder) {
        super.init(coder: coder)
    }

    func addOval() {
        layer.addSublayer(ovalLayer)
        ovalLayer.expand()
//        NSTimer.scheduledTimerWithTimeInterval(0.3, target: self, selector: "wobbleOval",
//            userInfo: nil, repeats: false)
    }

    func expandRectangle(){
        NSTimer.scheduledTimerWithTimeInterval(0.45, target: self,
            selector: "drawRedAnimatedRectangle",
            userInfo: nil, repeats: false)
    }

    func drawRedAnimatedRectangle() {
        layer.addSublayer(redRectangleLayer)
        redRectangleLayer.animateStrokeWithColor(Colors.red,view: self)
    }

But I have no idea how to do my animation, please can anyone help me?

like image 912
roledene JKS Avatar asked Feb 05 '26 12:02

roledene JKS


1 Answers

If you want both the scaling up and corner radius reduction to happen at the same time, you can simplify the code from my other answer significantly.

You now no longer need to 'chain' the animations together, so you can add them both to a single CAAnimationGroup and run them concurrently.

The properties we use will remain almost identical, except with the addition of a groupAnim property and deletion of the cornerRadiusUndoAnim.

class ViewController2: UIViewController {

    let animLayer = CALayer() // the layer that is going to be animated
    let cornerRadiusAnim = CABasicAnimation(keyPath: "cornerRadius") // the corner radius reducing animation
    let widthAnim = CABasicAnimation(keyPath: "bounds.size.width") // the width animation
    let groupAnim = CAAnimationGroup() // the combination of the corner and width animation
    let animDuration = NSTimeInterval(1.0) // the duration of one 'segment' of the animation
    let layerSize = CGFloat(100) // the width & height of the layer (when it's a square)

    ...        

We can now just add the setup for the CAAnimationGroup, adding both our corner radius animation and our scaling animation

override func viewDidLoad() {
    super.viewDidLoad()

    let rect = view.frame

    animLayer.backgroundColor = UIColor.blueColor().CGColor // color of the layer, feel free to change
    animLayer.frame = CGRect(x: rect.width-layerSize*0.5, y: rect.height-layerSize*0.5, width: layerSize, height: layerSize)
    animLayer.cornerRadius = layerSize*0.5;
    animLayer.anchorPoint = CGPoint(x: 1, y: 1) // sets so that when the width is changed, it goes to the left
    view.layer.addSublayer(animLayer)

    // decreases the corner radius
    cornerRadiusAnim.duration = animDuration
    cornerRadiusAnim.fromValue = animLayer.cornerRadius
    cornerRadiusAnim.toValue = 0;
    cornerRadiusAnim.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut) // timing function to make it look nice

    // increases the width
    widthAnim.duration = animDuration
    widthAnim.fromValue = animLayer.frame.size.width
    widthAnim.toValue = rect.size.width
    widthAnim.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut) // timing function to make it look nice

    // adds both animations to a group animation
    groupAnim.animations = [cornerRadiusAnim, widthAnim]
    groupAnim.duration = animDuration;
    groupAnim.autoreverses = true; // auto-reverses the animation once completed

}

Finally, we can run the group animation when the view gets touched, and both animations will run concurrently together (and auto-reverse when done).

override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
    animLayer.addAnimation(groupAnim, forKey: "anims") // runs both animations concurrently
}

Result

enter image description here


Full project: https://github.com/hamishknight/Circle-to-Rect-Animation

like image 169
Hamish Avatar answered Feb 07 '26 04:02

Hamish