I'm using CABasicAnimation to animate from path to another.
I've created a mask view in this way:
class Mask: UIView {
func setup() {
self.path = UIBezierPath(roundedRect: CGRectMake(0.0, 0.0, self.frame.width, self.frame.height), cornerRadius: 0.0)
self.path.usesEvenOddFillRule = true
self.fillLayer.fillColor = self.color.CGColor
self.fillLayer.opacity = self.opacity
self.fillLayer.fillRule = kCAFillRuleEvenOdd
self.layer.addSublayer(self.fillLayer)
self.holePath = self.getHolePath(frame: frame, center: center, shape: shape, diameter: diameter)
self.path.appendPath(self.holePath)
self.fillLayer.path = self.path.CGPath
}
func animate() {
let animation = CABasicAnimation(keyPath: "path")
animation.duration = duration
animation.fromValue = self.path.CGPath
animation.toValue = self.nextPath()
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseOut)
animation.fillMode = kCAFillModeForwards
animation.removedOnCompletion = false
self.fillLayer.addAnimation(animation, forKey: nil)
}
}
Calling animate
function with same shape there are no problems. Else calling animate
with different hole shapes, I obtain strange behaviour on animation (gif)
Any advice?