Based on the answer to this question: Animate drawing of a circle
I now want to display two of these circles simultaneously on the same screen but in two different views. If I just want to animate one circle there are no problems. However if I try to add a second, only the second one is visible.
This is the Circle class:
import UIKit
var circleLayer: CAShapeLayer!
class Circle: UIView {
init(frame: CGRect, viewLayer: CALayer) {
super.init(frame: frame)
self.backgroundColor = UIColor.clear
// Use UIBezierPath as an easy way to create the CGPath for the layer.
// The path should be the entire circle.
let circlePath = UIBezierPath(arcCenter: CGPoint(x: frame.size.width / 2.0, y: frame.size.height / 2.0), radius: (frame.size.width - 10)/2, startAngle: (3.0 * .pi)/2.0, endAngle: CGFloat((3.0 * .pi)/2.0 + (.pi * 2.0)), clockwise: true)
// Setup the CAShapeLayer with the path, colors, and line width
circleLayer = CAShapeLayer()
circleLayer.path = circlePath.cgPath
circleLayer.fillColor = UIColor.clear.cgColor
circleLayer.strokeColor = UIColor.green.cgColor
circleLayer.lineWidth = 8.0;
// Don't draw the circle initially
circleLayer.strokeEnd = 0.0
// Add the circleLayer to the view's layer's sublayers
viewLayer.addSublayer(circleLayer)
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
func animateCircle(duration: TimeInterval) {
// We want to animate the strokeEnd property of the circleLayer
let animation = CABasicAnimation(keyPath: "strokeEnd")
// Set the animation duration appropriately
animation.duration = duration
// Animate from 0 (no circle) to 1 (full circle)
animation.fromValue = 0
animation.toValue = 1
// Do a linear animation (i.e The speed of the animation stays the same)
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionLinear)
// Set the circleLayer's strokeEnd property to 1.0 now so that it's the
// Right value when the animation ends
circleLayer.strokeEnd = 1.0
// Do the actual animation
circleLayer.add(animation, forKey: "animateCircle")
}
func removeCircle() {
circleLayer.strokeEnd = 0.0
}
}
And here is how I call it from my ViewController:
var rythmTimer: Circle?
var adrenalineTimer: Circle?
override func viewDidLoad() {
// Create two timers as circles
self.rythmTimer = Circle(frame: CGRect(x: 0, y: 0, width: 100, height: 100), viewLayer: view1.layer)
if let rt = rythmTimer {
view1.addSubview(rt)
rt.center = CGPoint(x: self.view1.bounds.midX, y: self.view1.bounds.midY);
}
self.adrenalineTimer = Circle(frame: CGRect(x: 0, y: 0, width: 100, height: 100), viewLayer: view2.layer)
if let at = adrenalineTimer {
view2.addSubview(at)
at.center = CGPoint(x: self.view2.bounds.midX, y: self.view2.bounds.midY)
}
}
If I remove the code for the adrenalineTimer I can see the circle drawn by the rythmTimer. If I keep it the rythmTimer will be displayed in view2 instead of view1 and will have the duration/color of the rythmTimer