I'm trying to animate a UIBezierPath and I've installed a CAShapeLayer to try to do it. Unfortunately the animation isn't working and I'm not sure any of the layers are having any affect (as the code is doing the same thing it was doing before I had the layers).
Here is the actual code - would love any help. Draw2D is an implementation of UIView that is embedded in a UIViewController. All the drawing is happening inside the Draw2D class. The call to [_helper createDrawing... ] simply populates the _uipath variable with points.
Draw2D.h defines the following properties:
#define defaultPointCount ((int) 25)
@property Draw2DHelper *helper;
@property drawingTypes drawingType;
@property int graphPoints;
@property UIBezierPath *uipath;
@property CALayer *animationLayer;
@property CAShapeLayer *pathLayer;
- (void)refreshRect:(CGRect)rect;
below is the actual implementation :
//
// Draw2D.m
// Draw2D
//
// Created by Marina on 2/19/13.
// Copyright (c) 2013 Marina. All rights reserved.
//
#import "Draw2D.h"
#import"Draw2DHelper.h"
#include <stdlib.h>
#import "Foundation/Foundation.h"
#import <QuartzCore/QuartzCore.h>
int MAX_WIDTH;
int MAX_HEIGHT;
@implementation Draw2D
- (id)initWithFrame:(CGRect)frame {
self = [super initWithFrame:frame];
if (self) {
// Initialization code
if (self.pathLayer != nil) {
[self.pathLayer removeFromSuperlayer];
self.pathLayer = nil;
}
self.animationLayer = [CALayer layer];
self.animationLayer.frame = self.bounds;
[self.layer addSublayer:self.animationLayer];
CAShapeLayer *l_pathLayer = [CAShapeLayer layer];
l_pathLayer.frame = self.frame;
l_pathLayer.bounds = self.bounds;
l_pathLayer.geometryFlipped = YES;
l_pathLayer.path = _uipath.CGPath;
l_pathLayer.strokeColor = [[UIColor grayColor] CGColor];
l_pathLayer.fillColor = nil;
l_pathLayer.lineWidth = 1.5f;
l_pathLayer.lineJoin = kCALineJoinBevel;
[self.animationLayer addSublayer:l_pathLayer];
self.pathLayer = l_pathLayer;
[self.layer addSublayer:l_pathLayer];
}
return self;
}
// Only override drawRect: if you perform custom drawing.
// An empty implementation adversely affects performance during animation.
- (void)drawRect:(CGRect)rect :(int) points :(drawingTypes) type //:(Boolean) initial
{
//CGRect bounds = [[UIScreen mainScreen] bounds];
CGRect appframe= [[UIScreen mainScreen] applicationFrame];
CGContextRef context = UIGraphicsGetCurrentContext();
_helper = [[Draw2DHelper alloc ] initWithBounds :appframe.size.width :appframe.size.height :type];
CGPoint startPoint = [_helper generatePoint] ;
[_uipath moveToPoint:startPoint];
[_uipath setLineWidth: 1.5];
CGContextSetStrokeColorWithColor(context, [UIColor lightGrayColor].CGColor);
CGPoint center = CGPointMake(self.center.y, self.center.x) ;
[_helper createDrawing :type :_uipath :( (points>0) ? points : defaultPointCount) :center];
self.pathLayer.path = (__bridge CGPathRef)(_uipath);
[_uipath stroke];
[self startAnimation];
}
- (void) startAnimation {
[self.pathLayer removeAllAnimations];
CABasicAnimation *pathAnimation = [CABasicAnimation animationWithKeyPath:@"strokeEnd"];
pathAnimation.duration = 3.0;
pathAnimation.fromValue = [NSNumber numberWithFloat:0.0f];
pathAnimation.toValue = [NSNumber numberWithFloat:1.0f];
[self.pathLayer addAnimation:pathAnimation forKey:@"strokeEnd"];
}
- (void)drawRect:(CGRect)rect {
if (_uipath == NULL)
_uipath = [[UIBezierPath alloc] init];
else
[_uipath removeAllPoints];
[self drawRect:rect :self.graphPoints :self.drawingType ];
}
- (void)refreshRect:(CGRect)rect {
[self setNeedsDisplay];
}
@end
I know there's probably an obvious reason for why the path isn't animating as it's being drawing (as opposed to being shown immediately which is what happens now) but I've been staring at the thing for so long that I just don't see it.
Also, if anyone can recommend a basic primer on CAShapeLayers and animation in general I would appreciate it. Haven't come up across any that are good enough.
thanks in advance.
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