I am trying to create a simple and animated pie chart using CAShapeLayer
. I want it to animate from 0 to a provided percentage.
To create the shape laye
Quick copy/paste Swift translation of this excellent Objective-C answer.
class ProgressView: UIView {
required init(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
genericInit()
}
private func genericInit() {
self.opaque = false;
self.layer.contentsScale = UIScreen.mainScreen().scale
self.layer.setNeedsDisplay()
}
var progress : CGFloat = 0 {
didSet {
(self.layer as! ProgressLayer).progress = progress
}
}
override class func layerClass() -> AnyClass {
return ProgressLayer.self
}
func updateWith(progress : CGFloat) {
self.progress = progress
}
}
class ProgressLayer: CALayer {
@NSManaged var progress : CGFloat
override class func needsDisplayForKey(key: String!) -> Bool{
return key == "progress" || super.needsDisplayForKey(key);
}
override func actionForKey(event: String!) -> CAAction! {
if event == "progress" {
let animation = CABasicAnimation(keyPath: event)
animation.duration = 0.2
animation.fromValue = self.presentationLayer().valueForKey(event)
return animation
}
return super.actionForKey(event)
}
override func drawInContext(ctx: CGContext!) {
if progress != 0 {
let circleRect = CGRectInset(self.bounds, 1, 1)
let borderColor = UIColor.whiteColor().CGColor
let backgroundColor = UIColor.clearColor().CGColor
CGContextSetFillColorWithColor(ctx, backgroundColor)
CGContextSetStrokeColorWithColor(ctx, borderColor)
CGContextSetLineWidth(ctx, 2)
CGContextFillEllipseInRect(ctx, circleRect)
CGContextStrokeEllipseInRect(ctx, circleRect)
let radius = min(CGRectGetMidX(circleRect), CGRectGetMidY(circleRect))
let center = CGPointMake(radius, CGRectGetMidY(circleRect))
let startAngle = CGFloat(-(M_PI/2))
let endAngle = CGFloat(startAngle + 2 * CGFloat(M_PI * Double(progress)))
CGContextSetFillColorWithColor(ctx, borderColor)
CGContextMoveToPoint(ctx, center.x, center.y)
CGContextAddArc(ctx, center.x, center.y, radius, startAngle, endAngle, 0)
CGContextClosePath(ctx)
CGContextFillPath(ctx)
}
}
}
In Swift 3
class ProgressView: UIView {
required init(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)!
genericInit()
}
private func genericInit() {
self.isOpaque = false;
self.layer.contentsScale = UIScreen.main.scale
self.layer.setNeedsDisplay()
}
var progress : CGFloat = 0 {
didSet {
(self.layer as! ProgressLayer).progress = progress
}
}
override class var layerClass: AnyClass {
return ProgressLayer.self
}
func updateWith(progress : CGFloat) {
self.progress = progress
}
}
class ProgressLayer: CALayer {
@NSManaged var progress : CGFloat
override class func needsDisplay(forKey key: String) -> Bool{
return key == "progress" || super.needsDisplay(forKey: key);
}
override func action(forKey event: String) -> CAAction? {
if event == "progress" {
let animation = CABasicAnimation(keyPath: event)
animation.duration = 0.2
animation.fromValue = self.presentation()?.value(forKey: event) ?? 0
return animation
}
return super.action(forKey: event)
}
override func draw(in ctx: CGContext) {
if progress != 0 {
let circleRect = self.bounds.insetBy(dx: 1, dy: 1)
let borderColor = UIColor.white.cgColor
let backgroundColor = UIColor.red.cgColor
ctx.setFillColor(backgroundColor)
ctx.setStrokeColor(borderColor)
ctx.setLineWidth(2)
ctx.fillEllipse(in: circleRect)
ctx.strokeEllipse(in: circleRect)
let radius = min(circleRect.midX, circleRect.midY)
let center = CGPoint(x: radius, y: circleRect.midY)
let startAngle = CGFloat(-(Double.pi/2))
let endAngle = CGFloat(startAngle + 2 * CGFloat(Double.pi * Double(progress)))
ctx.setFillColor(borderColor)
ctx.move(to: CGPoint(x:center.x , y: center.y))
ctx.addArc(center: CGPoint(x:center.x, y: center.y), radius: radius, startAngle: startAngle, endAngle: endAngle, clockwise: true)
ctx.closePath()
ctx.fillPath()
}
}
}
I know this question has long been answered, but I don't quite think this is a good case for CAShapeLayer
and CAKeyframeAnimation
. Core Animation has the power to do animation tweening for us. Here's a class (with a wrapping UIView
, if you like) that I use to accomplish the effect pretty well.
The layer subclass enables implicit animation for the progress property, but the view class wraps its setter in a UIView
animation method. The interesting (and ultimately useful) side effect of using a 0.0 length animation with UIViewAnimationOptionBeginFromCurrentState
is that each animation cancels out the previous one, leading to a smooth, fast, high-framerate pie, like this (animated) and this (not animated, but incremented).
DZRoundProgressView.h
@interface DZRoundProgressLayer : CALayer
@property (nonatomic) CGFloat progress;
@end
@interface DZRoundProgressView : UIView
@property (nonatomic) CGFloat progress;
@end
DZRoundProgressView.m
#import "DZRoundProgressView.h"
#import <QuartzCore/QuartzCore.h>
@implementation DZRoundProgressLayer
// Using Core Animation's generated properties allows
// it to do tweening for us.
@dynamic progress;
// This is the core of what does animation for us. It
// tells CoreAnimation that it needs to redisplay on
// each new value of progress, including tweened ones.
+ (BOOL)needsDisplayForKey:(NSString *)key {
return [key isEqualToString:@"progress"] || [super needsDisplayForKey:key];
}
// This is the other crucial half to tweening.
// The animation we return is compatible with that
// used by UIView, but it also enables implicit
// filling-up-the-pie animations.
- (id)actionForKey:(NSString *) aKey {
if ([aKey isEqualToString:@"progress"]) {
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:aKey];
animation.fromValue = [self.presentationLayer valueForKey:aKey];
return animation;
}
return [super actionForKey:aKey];
}
// This is the gold; the drawing of the pie itself.
// In this code, it draws in a "HUD"-y style, using
// the same color to fill as the border.
- (void)drawInContext:(CGContextRef)context {
CGRect circleRect = CGRectInset(self.bounds, 1, 1);
CGColorRef borderColor = [[UIColor whiteColor] CGColor];
CGColorRef backgroundColor = [[UIColor colorWithWhite: 1.0 alpha: 0.15] CGColor];
CGContextSetFillColorWithColor(context, backgroundColor);
CGContextSetStrokeColorWithColor(context, borderColor);
CGContextSetLineWidth(context, 2.0f);
CGContextFillEllipseInRect(context, circleRect);
CGContextStrokeEllipseInRect(context, circleRect);
CGFloat radius = MIN(CGRectGetMidX(circleRect), CGRectGetMidY(circleRect));
CGPoint center = CGPointMake(radius, CGRectGetMidY(circleRect));
CGFloat startAngle = -M_PI / 2;
CGFloat endAngle = self.progress * 2 * M_PI + startAngle;
CGContextSetFillColorWithColor(context, borderColor);
CGContextMoveToPoint(context, center.x, center.y);
CGContextAddArc(context, center.x, center.y, radius, startAngle, endAngle, 0);
CGContextClosePath(context);
CGContextFillPath(context);
[super drawInContext:context];
}
@end
@implementation DZRoundProgressView
+ (Class)layerClass {
return [DZRoundProgressLayer class];
}
- (id)init {
return [self initWithFrame:CGRectMake(0.0f, 0.0f, 37.0f, 37.0f)];
}
- (id)initWithFrame:(CGRect)frame {
if ((self = [super initWithFrame:frame])) {
self.opaque = NO;
self.layer.contentsScale = [[UIScreen mainScreen] scale];
[self.layer setNeedsDisplay];
}
return self;
}
- (void)setProgress:(CGFloat)progress {
[(id)self.layer setProgress:progress];
}
- (CGFloat)progress {
return [(id)self.layer progress];
}
@end
I suggest you make a keyframe animation instead:
pie.bounds = CGRectMake(-0.5 * radius,
-0.5 * radius,
radius,
radius);
NSMutableArray *values = [NSMutableArray array];
for (int i = 0; i < nrSteps + 1; i++)
{
UIBezierPath *path = [UIBezierPath bezierPath];
[path moveToPoint:CGPointZero];
[path addLineToPoint:CGPointMake(radius * cosf(startAngle),
radius * sinf(startAngle))];
[path addArcWithCenter:...
endAngle:startAngle + i * (endAngle - startAngle) / nrSteps
...];
[path closePath];
[values addObject:(__bridge id)path.CGPath];
}
Basic animation is good for scalars/vectors. But do you want it to interpolate your paths?