I've got a project where I'm animating a UIBezierPath based on a set progress. The BezierPath is in the shape of a circle and lies in a UIView and animation is done in drawRect using CADisplayLink right now. Simply put, based on a set progress x
the path should radially extend (if x
is larger than before) or shrink (if x
is smaller).
self.drawProgress = (self.displayLink.timestamp - self.startTime)/DURATION;
CGFloat startAngle = -(float)M_PI_2;
CGFloat stopAngle = ((self.x * 2*(float)M_PI) + startAngle);
CGFloat currentEndAngle = ((self.oldX * 2*(float)M_PI) + startAngle);
CGFloat endAngle = currentEndAngle-((currentEndAngle-stopAngle)*drawProgress);
UIBezierPath *guideCirclePath = [UIBezierPath bezierPathWithArcCenter:center radius:radius startAngle:startAngle endAngle:endAngle clockwise:YES];
This is in the case of x
shrinking since our last update. The issues I'm experiencing are actually a few:
- The shape always starts drawing at 45º (unless I rotate the view). I have not found any way to change this, and setting the
startAngle
to -45º makes no difference really because it always "pops" to 45. Is there anything I can do about this, or do I have to resort to other methods of drawing? - Is there any other way that one should animate these things? I've read much about using
CAShapeLayer
but I haven't quite understood the actual difference (in terms of drawbacks and benefits) in using these two methods. If anyone could clarify I would be very much obliged!
UPDATE: I migrated the code over to CAShapeLayer instead, but now I'm facing a different issue. It's best described with this image:
What's happening is that when the layer is supposed to shrink, the thin outer line is still there (regardless of direction of movement). And when the bar shrinks, the delta of 1-x
isn't removed unless I explicitly make a new white shape over it. The code for this follows. Any ideas?
UIBezierPath *circlePath = [UIBezierPath bezierPathWithArcCenter:center radius:radius startAngle:startAngle endAngle:stopAngle clockwise:YES];
CAShapeLayer *circle = [CAShapeLayer layer];
circle.path = [circlePath CGPath];
circle.strokeStart = 0;
circle.strokeEnd = 1.0*self.progress;
// Colour and other customizations here.
if (self.progress > self.oldProgress) {
drawAnimation.fromValue = @(1.0*self.oldProgress);
drawAnimation.toValue = @(circle.strokeEnd);
} else {
drawAnimation.fromValue = @(1.0*self.oldProgress);
drawAnimation.toValue = @(1.0*self.progress);
circle.strokeEnd = 1.0*self.progress;
}
drawAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]; //kCAMediaTimingFunctionEaseIn
[circle addAnimation:drawAnimation forKey:@"strokeEnd"];
UPDATE 2: I've ironed out most of the other bugs. Turned out it was just me being rather silly the whole time and overcomplicating the whole animation (not to mention multiplying by 1 everywhere, what?). I've made a gif of the bug I can't solve:
Any ideas?
UPDATE 3: (and closure). I managed to get rid of the bug by calling
[self.layer.sublayers makeObjectsPerformSelector:@selector(removeFromSuperlayer)];
And now everything works as it should. Thanks for all the help!