Animate CALayer with incrementing custom property - objective-c

I want to animate a subclass of CALayer. This layer drawes a "donut"-chart piece.
I set an start- & endAngle to the layer.
I tried with CABasicAnimation
My Layer
+ (BOOL)needsDisplayForKey:(NSString *)key {
return [key isEqualToString:#"endAngle"] ? YES : [super needsDisplayForKey:key];
}
- (void)drawInContext:(CGContextRef)ctx {
CGFloat lineWidth = self.circleRingWidth / 2;
CGPoint center = CGPointMake(self.bounds.size.width/2, self.bounds.size.height/2);
CGFloat radius = (MIN(center.x-1, center.y-1) + lineWidth/2);
CGContextBeginPath(ctx);
CGContextSetAllowsAntialiasing(ctx, YES);
CGContextAddArc(ctx, center.x, center.y, radius - kDefaultRingWidth, self.startAngle,
self.endAngle, NO);
CGContextSetBlendMode(ctx, kCGBlendModeColor);
CGContextSetLineWidth(ctx, lineWidth);
CGContextSetStrokeColorWithColor(ctx, self.color ? self.color.CGColor : [UIColor
clearColor].CGColor);
CGContextDrawPath(ctx, kCGPathStroke);
}
When i call setSelectedIndex
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"circleRingWidth"];
animation.duration = 2.0f;
animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
animation.fromValue = [NSNumber numberWithFloat:DEFAULT_RING_WIDTH];
animation.toValue = [NSNumber numberWithFloat:SELECTED_RING_WIDTH];
[self.selectedLayer addAnimation:animation forKey:#"circleRingWidth"];
self.selectedLayer.circleRingWidth = SELECTED_RING_WIDTH;

Related

Rotating a CAShapeLayer arc about its center using CABasicAnimation

I have an arc that I have drawn using CAShapeLayer and I want it to rotate around the circle's center. I am trying to get this animation using a CABasicAnimation on the 'transform.rotation' property. But the rotation seems is happening about a point that is not the same as the circle's center.
-(void)drawRect:(CGRect)rect{
int radius = 100;
CAShapeLayer *circle = [CAShapeLayer layer];
circle.path = [UIBezierPath bezierPathWithRoundedRect:CGRectMake(0, 0, 2.0*radius, 2.0*radius) cornerRadius:radius].CGPath;
circle.fillColor = [UIColor orangeColor].CGColor;
circle.strokeColor = [UIColor blueColor].CGColor;
circle.lineWidth = 5;
circle.strokeStart = 0.0f;
circle.strokeEnd = 0.1f;
[self.layer addSublayer:circle];
CABasicAnimation *spinAnimation = [CABasicAnimation animationWithKeyPath:#"transform.rotation"];
spinAnimation.byValue = [NSNumber numberWithFloat:2.0f*M_PI];
spinAnimation.duration = 4;
spinAnimation.repeatCount = INFINITY;
[circle addAnimation:spinAnimation forKey:#"indeterminateAnimation"];
}
I know its an old problem, but whats the way out. I have tinkered a lot by setting the layer's bounds or the anchor point but it doesn't rotate about the center yet.
circle.bounds = self.frame;
Here is how I add the view to the view controller.
[self.view addSubview:[[ProgressIndicator alloc] initWithFrame:CGRectMake(50, 50, 200, 200)]];
This is what I eventually did.
The mistake was to add the animation to the sublayer and not the layer.
There is no need to tinker with anchorPoint or position here when the rotation is just needed about the center of the circle.
- (id)initWithFrame:(CGRect)frame {
self = [super initWithFrame:frame];
if (self) {
self.backgroundColor = [UIColor clearColor];
int radius = 50;
CAShapeLayer *circle = [CAShapeLayer layer];
circle.path = [UIBezierPath bezierPathWithRoundedRect:CGRectMake(0, 0, 2.0*radius, 2.0*radius) cornerRadius:radius].CGPath;
circle.fillColor = [UIColor clearColor].CGColor;
circle.strokeColor = [UIColor blueColor].CGColor;
circle.lineWidth = 5;
circle.strokeStart = 0.0f;
circle.strokeEnd = 0.1f;
[self.layer addSublayer:circle];
}
return self; }
- (void)drawRect:(CGRect)rect {
CABasicAnimation *spinAnimation = [CABasicAnimation animationWithKeyPath:#"transform.rotation"];
spinAnimation.byValue = [NSNumber numberWithFloat:2.0f*M_PI];
spinAnimation.duration = 4;
spinAnimation.repeatCount = INFINITY;
[self.layer addAnimation:spinAnimation forKey:#"indeterminateAnimation"]; }
Think is better to do something like this)
CGFloat center = CGRectGetWidth(frame) / 2;
CGFloat lineWidth = 5;
CGFloat radius = center - lineWidth / 2;
CGRect bounds = frame;
bounds.origin = CGPointZero;
CAShapeLayer *spinLayer = [CAShapeLayer layer];
spinLayer.path = [UIBezierPath bezierPathWithArcCenter:CGPointMake(center, center) radius:radius startAngle:0 endAngle:0.2 clockwise:YES].CGPath;
spinLayer.fillColor = [UIColor clearColor].CGColor;
spinLayer.strokeColor = [UIColor blueColor].CGColor;
spinLayer.lineWidth = 5;
spinLayer.lineCap = kCALineCapRound;
spinLayer.bounds = bounds;
spinLayer.position = CGPointMake(center, center);
[self.layer insertSublayer:spinLayer above:nil];
And animation:
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"transform.rotation"];
animation.byValue = [NSNumber numberWithFloat:2.f * M_PI];
animation.duration = 1.5f;
animation.repeatCount = INFINITY;
[spinLayer addAnimation:animation forKey:#"lineRotation"];
[self setNeedsLayout];
Swift 3
var bounds = frame
bounds.origin = CGPoint.zero
let center: CGFloat = frame.size.width
let lineWidth: CGFloat = 5
let radius = center - lineWidth / 2
let spinLayer = CAShapeLayer()
spinLayer.path = UIBezierPath(arcCenter: CGPoint(x: center, y: center),
radius: radius,
startAngle: 0,
endAngle: 0.2,
clockwise: true).cgPath
spinLayer.strokeColor = UIColor.blue.cgColor
spinLayer.fillColor = UIColor.clear.cgColor
spinLayer.lineWidth = lineWidth
spinLayer.lineCap = kCALineCapRound
spinLayer.bounds = bounds
spinLayer.position = CGPoint(x: center, y: center)
view.layer.insertSublayer(spinLayer, above: nil)
let rotation = CABasicAnimation(keyPath: "transform.rotation")
rotation.byValue = NSNumber(value: 2*M_PI as Double)
rotation.duration = 1
rotation.repeatCount = Float.infinity
spinLayer.add(rotation, forKey: "lineRotation")

Move a UIImage at a angle with acceleration

I have a series of UIImageViews all hooked up in IBOutlet collection that I would like to move at whatever angle they are facing at a set acceleration speed.
The first thing I do is randomly put them at an angle (ie: 35, 90, 70, 270 degrees) and now I would like to move them.
The images are icons of planes and I would like to move each plane icon at a certain angle (whatever angle they are currently facing) and at a certain acceleration (say 2-4 pixels or something).
The only issue is I am not really sure how to move a UIImage at a given angle at a given acceleration.
Is there are a way to do this with Core Animation?
Many thanks
Update:
I rewrote the method with seperate Objects to handle the Airplanes themselves and try to use UIBezierPath;
// Angles for airplane icons
VICAirplane *plane1 = [[VICAirplane alloc] initWithX:48 withY:104 withAngle:140 withSpeed:5];
VICAirplane *plane2 = [[VICAirplane alloc] initWithX:50 withY:250 withAngle:60 withSpeed:7];
VICAirplane *plane3 = [[VICAirplane alloc] initWithX:280 withY:75 withAngle:240 withSpeed:12];
VICAirplane *plane4 = [[VICAirplane alloc] initWithX:230 withY:270 withAngle:120 withSpeed:3];
VICAirplane *plane5 = [[VICAirplane alloc] initWithX:148 withY:225 withAngle:85 withSpeed:10];
VICAirplane *plane6 = [[VICAirplane alloc] initWithX:175 withY:225 withAngle:85 withSpeed:8];
self.airplanes = #[plane1,plane2,plane3,plane4,plane5,plane6];
UIImage *sprite = [UIImage imageNamed:#"Plane Shadow"];
CGFloat spriteWidth = sprite.size.width;
CGFloat spriteHeight = sprite.size.height;
for (VICAirplane *planeObj in self.airplanes) {
CALayer *plane = [CALayer layer];
plane.bounds = CGRectMake(0, 0, spriteWidth, spriteHeight);
plane.position = CGPointMake(planeObj.x, planeObj.y);
plane.contents = (id)(sprite.CGImage);
CGAffineTransform rotateTransform = CGAffineTransformMakeRotation(planeObj.angle);
[plane setAffineTransform:rotateTransform];
[self.view.layer addSublayer:plane];
// Animate it
UIBezierPath *path = [UIBezierPath bezierPath];
[path moveToPoint:CGPointMake(100.0, 100.0)];
[path addLineToPoint:CGPointMake(200.0, 200.0)];
[path addLineToPoint:CGPointMake(100.0, 300.0)];
CAKeyframeAnimation *anim = [CAKeyframeAnimation animationWithKeyPath:#"position"];
anim.path = path.CGPath;
anim.rotationMode = kCAAnimationRotateAuto;
anim.repeatCount = HUGE_VALF;
anim.duration = 8.0;
anim.autoreverses = YES;
[plane addAnimation:anim forKey:#"race"];
}
What I'd like to do is generate UIBezierPath based off the angle of each plane and move it at the speed
but I don't think moveToPoint will help solve this
Thanks
I have a potental alternative solution which I am now using/working on;
// Angles for airplane icons
_sprite = [UIImage imageNamed:#"Plane"];
CGFloat spriteWidth = _sprite.size.width;
CGFloat spriteHeight = _sprite.size.height;
self.velocity=1.0;
//Random x&y points
CGFloat x;
CGFloat y;
//VICAirplane *plane1 = [[VICAirplane alloc] initWithX:48 withY:104 withAngle:0 withSpeed:10];
x = (CGFloat) (arc4random() % (int) self.view.frame.size.width);
y = (CGFloat) (arc4random() % (int) self.view.frame.size.height);
UIImageView *theBug = [[UIImageView alloc] initWithFrame:CGRectMake(x, y, spriteWidth, spriteHeight)];
[theBug setBackgroundColor:[UIColor redColor]];
[theBug setImage:_sprite];
[self.view addSubview:theBug];
double delayInSeconds = 1;
dispatch_time_t popTime = dispatch_time(DISPATCH_TIME_NOW, (int64_t)(delayInSeconds * NSEC_PER_SEC));
dispatch_after(popTime, dispatch_get_main_queue(), ^(void){
//Calculate the angle to rotate
CGFloat newX = (CGFloat) (arc4random() % (int) self.view.frame.size.width);
CGFloat newY = (CGFloat) (arc4random() % (int) self.view.frame.size.height);
CGPoint rotateToLocation = CGPointMake(newX, newY);
theBug.layer.anchorPoint = CGPointMake(0.5, 0);
float angleToRotate = atan2f(theBug.transform.tx-newX, theBug.transform.ty - newY);
if (theBug.transform.tx < newX)
angleToRotate *= 1;
[UIView animateWithDuration:4
delay:0
options:UIViewAnimationOptionCurveLinear
animations:^{
theBug.transform = CGAffineTransformRotate(theBug.transform, angleToRotate);
} completion:^(BOOL finished) {
[UIView animateWithDuration:2
delay:0.0
options:UIViewAnimationOptionCurveLinear
animations:^{
theBug.center = rotateToLocation;
} completion:^(BOOL finished) {
NSLog(#"Finished");
}];
}];
});
This is my solution for the issue. Many thanks.

Add a CAShapeLayer between annotation and MKMapView

I'm trying to add an animation below the annotations of my MKMapView but with no luck.
I tryed to change the CAShapeLayer zPosition but the circle end up below the map.
Here is my current code to add the animation to the map:
int radius = 55;
CAShapeLayer *circle = [CAShapeLayer layer];
circle.path = [UIBezierPath bezierPathWithRoundedRect:CGRectMake(0, 0, 2.0*radius, 2.0*radius)
cornerRadius:radius].CGPath;
circle.position = CGPointMake(CGRectGetMidX(self.view.frame)-radius,
CGRectGetMidY(self.view.frame)-radius);
circle.fillColor = [UIColor clearColor].CGColor;
circle.strokeColor = [UIColor blackColor].CGColor;
circle.lineWidth = radius*2;
circle.opacity = 0.5;
[self.mapView.layer addSublayer:circle];
CABasicAnimation *drawAnimation = [CABasicAnimation animationWithKeyPath:#"strokeEnd"];
drawAnimation.duration = 2.5; // "animate over 10 seconds or so.."
drawAnimation.repeatCount = 100.0; // Animate only once..
drawAnimation.removedOnCompletion = YES; // Remain stroked after the animation..
drawAnimation.fromValue = [NSNumber numberWithFloat:0.0f];
drawAnimation.toValue = [NSNumber numberWithFloat:1.0f];
functionWithName:kCAMediaTimingFunctionEaseIn];
[circle addAnimation:drawAnimation forKey:#"drawCircleAnimation"];
After 3 days without an answer I decided to remove my annotation from the mkview and put the animation and the image corresponding to the annotation in another view, above the map.

CABasicAnimation - Setting start stroke position

I'm animating the drawing of a basic circle. This works fine, except the animation begins drawing at the 3 o'clock position. Does anyone know how I can make it start at 12 o'clock?
self.circle = [CAShapeLayer layer];
self.circle.fillColor = nil;
self.circle.lineWidth = 7;
self.circle.strokeColor = [UIColor blackColor].CGColor;
self.circle.bounds = CGRectMake(0, 0, 200, 200);
self.circle.path = [UIBezierPath bezierPathWithOvalInRect:self.circle.bounds].CGPath;
[self.view.layer addSublayer:self.circle];
CABasicAnimation *drawAnimation = [CABasicAnimation animationWithKeyPath:#"strokeEnd"];
drawAnimation.duration = 5.0;
drawAnimation.repeatCount = 1.0;
drawAnimation.removedOnCompletion = NO;
drawAnimation.fromValue = [NSNumber numberWithFloat:0.0f];
drawAnimation.toValue = [NSNumber numberWithFloat:1.0f];
drawAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseIn];
[self.circle addAnimation:drawAnimation forKey:#"drawCircleAnimation"];
You can use bezierPathWithArcCenter instead of bezierPathWithOvalInRect, because that allows to specify a start and end angle:
CGFloat radius = self.circle.bounds.size.width/2; // Assuming that width == height
self.circle.path = [UIBezierPath bezierPathWithArcCenter:CGPointMake(radius, radius)
radius:radius
startAngle:(-M_PI/2)
endAngle:(3*M_PI/2)
clockwise:YES].CGPath;
See the bezierPathWithArcCenter documentation for the meaning of the angles.

ios Help Screen semi-transparent overlay

Wondering if anyone can shed some light on how to create a semi-transparent Help screen on an ipad or iphone app? Something similar to Googles app.
I have a splitViewController and I want to overlay a see-through black overlay on top of the splitViewController where I can show Help information about each item you can click in the splitViewController.
I followed http://cocoawithlove.com/2009/04/showing-message-over-iphone-keyboard.html which gets me the overlay, but I am now adding clickable UIViews (eg a close button to dismiss the overlay). The issue is when I setup touchesEnded:withEvent I cannot seem to convert clicks from the main LoadingView to closeButton to see what was actually clicked?
See the touches ended at the end of the code
================================================================
#import "HelpView.h"
#import <QuartzCore/QuartzCore.h>
//
CGPathRef NewPathWithRoundRect(CGRect rect, CGFloat cornerRadius)
{
//
// Create the boundary path
//
CGMutablePathRef path = CGPathCreateMutable();
CGPathMoveToPoint(path, NULL,
rect.origin.x,
rect.origin.y + rect.size.height - cornerRadius);
// Top left corner
CGPathAddArcToPoint(path, NULL,
rect.origin.x,
rect.origin.y,
rect.origin.x + rect.size.width,
rect.origin.y,
cornerRadius);
// Top right corner
CGPathAddArcToPoint(path, NULL,
rect.origin.x + rect.size.width,
rect.origin.y,
rect.origin.x + rect.size.width,
rect.origin.y + rect.size.height,
cornerRadius);
// Bottom right corner
CGPathAddArcToPoint(path, NULL,
rect.origin.x + rect.size.width,
rect.origin.y + rect.size.height,
rect.origin.x,
rect.origin.y + rect.size.height,
cornerRadius);
// Bottom left corner
CGPathAddArcToPoint(path, NULL,
rect.origin.x,
rect.origin.y + rect.size.height,
rect.origin.x,
rect.origin.y,
cornerRadius);
// Close the path at the rounded rect
CGPathCloseSubpath(path);
return path;
}
#implementation HelpView
#synthesize closeButton = _closeButton;
- (id)loadingViewInView:(UIView *)aSuperview
{
HelpView *loadingView =
[[HelpView alloc] initWithFrame:[aSuperview bounds]];
if (!loadingView)
{
return nil;
}
loadingView.opaque = NO;
loadingView.autoresizingMask =
UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight;
[aSuperview addSubview:loadingView];
const CGFloat DEFAULT_LABEL_WIDTH = 100.0;
const CGFloat DEFAULT_LABEL_HEIGHT = 40.0;
CGRect labelFrame = CGRectMake(0, 0, DEFAULT_LABEL_WIDTH, DEFAULT_LABEL_HEIGHT);
UILabel *loadingLabel = [[UILabel alloc] initWithFrame:labelFrame];
loadingLabel.text = NSLocalizedString(#"Close", nil);
loadingLabel.textColor = [UIColor whiteColor];
loadingLabel.backgroundColor = [UIColor clearColor];
loadingLabel.textAlignment = UITextAlignmentCenter;
loadingLabel.font = [UIFont boldSystemFontOfSize:[UIFont labelFontSize]];
loadingLabel.autoresizingMask =
UIViewAutoresizingFlexibleLeftMargin |
UIViewAutoresizingFlexibleRightMargin |
UIViewAutoresizingFlexibleTopMargin |
UIViewAutoresizingFlexibleBottomMargin;
// Background for Close button
CALayer *closeButtonBackground = [CALayer layer];
closeButtonBackground.opacity = 0.3;
closeButtonBackground.borderColor = [UIColor whiteColor].CGColor;
closeButtonBackground.borderWidth = 2.0;
closeButtonBackground.cornerRadius = 5.0;
closeButtonBackground.backgroundColor = [UIColor blackColor].CGColor;
// Finish setting up frame for Close button
labelFrame.origin.x = 0;
labelFrame.origin.y = 0;
loadingLabel.frame = labelFrame;
closeButtonBackground.frame = labelFrame;
CGRect viewRect = CGRectMake(loadingView.frame.size.width -150 ,loadingView.frame.size.height - 85,100,40);
self.closeButton = [[UIView alloc] initWithFrame:viewRect];
self.closeButton.userInteractionEnabled = YES;
self.userInteractionEnabled = NO;
[loadingView addSubview:self.closeButton];
[self.closeButton.layer addSublayer:closeButtonBackground];
[self.closeButton addSubview:loadingLabel];
// Set up the fade-in animation
CATransition *animation = [CATransition animation];
[animation setType:kCATransitionFade];
[[aSuperview layer] addAnimation:animation forKey:#"layerAnimation"];
//[loadingView createGestureRecognizer];
return loadingView;
}
- (void)removeView
{
UIView *aSuperview = [self superview];
[super removeFromSuperview];
// Set up the animation
CATransition *animation = [CATransition animation];
[animation setType:kCATransitionFade];
[[aSuperview layer] addAnimation:animation forKey:#"layerAnimation"];
}
- (void)drawRect:(CGRect)rect
{
rect.size.height -= 1;
rect.size.width -= 1;
const CGFloat RECT_PADDING = 0.0;
rect = CGRectInset(rect, RECT_PADDING, RECT_PADDING);
const CGFloat ROUND_RECT_CORNER_RADIUS = 0.0;
CGPathRef roundRectPath = NewPathWithRoundRect(rect, ROUND_RECT_CORNER_RADIUS);
CGContextRef context = UIGraphicsGetCurrentContext();
const CGFloat BACKGROUND_OPACITY = 0.85;
CGContextSetRGBFillColor(context, 0, 0, 0, BACKGROUND_OPACITY);
CGContextAddPath(context, roundRectPath);
CGContextFillPath(context);
const CGFloat STROKE_OPACITY = 0.25;
CGContextSetRGBStrokeColor(context, 1, 1, 1, STROKE_OPACITY);
CGContextAddPath(context, roundRectPath);
CGContextStrokePath(context);
CGPathRelease(roundRectPath);
}
- (void)handleSingleDoubleTap:(UITapGestureRecognizer *)sender {
NSLog(#"");
CGPoint tapPoint = [sender locationInView:sender.view];
CALayer* layerThatWasTapped = [self.layer hitTest:tapPoint];
CGPoint convertedPoint = [layerThatWasTapped convertPoint:layerThatWasTapped.position toLayer:self.closeButton.layer];
BOOL myBool = [self.closeButton.layer containsPoint:convertedPoint];
[UIView beginAnimations:nil context:NULL];
sender.view.center = tapPoint;
[UIView commitAnimations];
}
- (void) touchesEnded: (NSSet *) touches withEvent: (UIEvent *) event {
UITouch *touch = [touches anyObject];
CGPoint point = [touch locationInView: self];
CGPoint convertedPoint = [self convertPoint:point toView:[self.closeButton superview]];
if (CGRectContainsPoint(self.closeButton.bounds, convertedPoint)) {
NSLog (#"YAY!");
}
} // touchesEnded
Solved this with NSNotifications. Something like this... its a little static... should be more dynamic.
[[NSNotificationCenter defaultCenter]
addObserver:self
selector:#selector(eventHandler:)
name:#"SomeButtonClicked"
object:nil ];
-(void)eventHandler: (NSNotification *) notification
{
NSString *buttonWhichWasClicked = [[notification userInfo] objectForKey:#"buttonName"];
NSLog(#" %#", buttonWhichWasClicked);
if ([buttonWhichWasClicked isEqualToString:#"close"]){
[self removeView];
}
//Tell other buttons to dim/remove themselves as a new one was selected
}
- (void)removeView
{
//code to remove view
}