I have a vertical progress bar with an animating CAGradientLayer
that shows "activity" to the user.
My problem is I can't get the animation to run top-down where the gradient line is parallel to x-axis. It currently animates left to right with the gradient line parallel to the y-axis.
I thought by adjusting the layer's startPoint
and endPoint
y-value it would do the trick, but the layer continues to animate from left to right.
Any guidance would be appreciated.
class ProgressBarView: UIView {
var color: UIColor = .red {
didSet { setNeedsDisplay() }
}
var gradientColor: UIColor = .white {
didSet { setNeedsDisplay() }
}
var progress: CGFloat = 0 {
didSet {
DispatchQueue.main.async { self.setNeedsDisplay() }
}
}
private let progressLayer = CALayer()
private let gradientLayer = CAGradientLayer()
private let backgroundMask = CAShapeLayer()
override init(frame: CGRect) {
super.init(frame: frame)
setupLayers()
createAnimation()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
setupLayers()
createAnimation()
}
override func draw(_ rect: CGRect) {
self.backgroundColor = UIColor.lightGray
gradientLayer.frame = rect
gradientLayer.colors = [color.cgColor, gradientColor.cgColor, color.cgColor]
gradientLayer.endPoint = CGPoint(x: 0.5, y: progress)
backgroundMask.path = UIBezierPath(roundedRect: rect, cornerRadius: 8).cgPath
layer.mask = backgroundMask
let progressRect = CGRect(x: 0, y: rect.height, width: rect.width, height: -(rect.height - (rect.height * progress)))
progressLayer.frame = progressRect
progressLayer.backgroundColor = UIColor.black.cgColor
}
private func setupLayers() {
layer.addSublayer(gradientLayer)
gradientLayer.mask = progressLayer
gradientLayer.locations = [0.35, 0.5, 0.65]
gradientLayer.startPoint = CGPoint(x: 0.5, y: 0)
}
private func createAnimation() {
let flowAnimation = CABasicAnimation(keyPath: "locations")
flowAnimation.fromValue = [-0.3, -0.15, 0]
flowAnimation.toValue = [1, 1.15, 1.3]
flowAnimation.isRemovedOnCompletion = false
flowAnimation.repeatCount = Float.infinity
flowAnimation.duration = 1
gradientLayer.add(flowAnimation, forKey: "flowAnimation")
}
}
CodePudding user response:
This should get you started...
On init:
// add the gradient layer
layer.addSublayer(gradientLayer)
// initial locations
gradientLayer.locations = [0.35, 0.5, 0.65]
// initial colors
gradientLayer.colors = [color.cgColor, gradientColor.cgColor, color.cgColor]
// set start and end points
gradientLayer.startPoint = CGPoint(x: 0.5, y: 0)
gradientLayer.endPoint = CGPoint(x: 0.5, y: 1.0)
// set the mask
gradientLayer.mask = backgroundMask
Don't override draw()
... instead, in layoutSubviews()
:
var r = bounds
// make gradient layer progress % of height
r.size.height *= progress
// update the mask path
backgroundMask.path = UIBezierPath(roundedRect: r, cornerRadius: 8).cgPath
// update gradient layer frame
gradientLayer.frame = r
When you update the progress
property, call setNeedsLayout()
to update the layer frames.
Here's a modified version of your class:
class ProgressBarView: UIView {
var color: UIColor = .red {
didSet {
gradientLayer.colors = [color.cgColor, gradientColor.cgColor, color.cgColor]
}
}
var gradientColor: UIColor = .white {
didSet {
gradientLayer.colors = [color.cgColor, gradientColor.cgColor, color.cgColor]
}
}
var progress: CGFloat = 0 {
didSet {
// trigger layoutSubviews() to
// update the layer frames
setNeedsLayout()
}
}
private let gradientLayer = CAGradientLayer()
private let backgroundMask = CAShapeLayer()
override init(frame: CGRect) {
super.init(frame: frame)
commonInit()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
commonInit()
}
func commonInit() {
self.backgroundColor = UIColor.lightGray
setupLayers()
createAnimation()
}
private func setupLayers() {
// add the gradient layer
layer.addSublayer(gradientLayer)
// initial locations
gradientLayer.locations = [0.35, 0.5, 0.65]
// initial colors
gradientLayer.colors = [color.cgColor, gradientColor.cgColor, color.cgColor]
// set start and end points
gradientLayer.startPoint = CGPoint(x: 0.5, y: 0)
gradientLayer.endPoint = CGPoint(x: 0.5, y: 1.0)
// set the mask
gradientLayer.mask = backgroundMask
}
private func createAnimation() {
let flowAnimation = CABasicAnimation(keyPath: "locations")
flowAnimation.fromValue = [-0.3, -0.15, 0]
flowAnimation.toValue = [1, 1.15, 1.3]
flowAnimation.isRemovedOnCompletion = false
flowAnimation.repeatCount = Float.infinity
flowAnimation.duration = 1
gradientLayer.add(flowAnimation, forKey: "flowAnimation")
}
override func layoutSubviews() {
super.layoutSubviews()
var r = bounds
// make gradient layer progress % of height
r.size.height *= progress
// update the mask path
backgroundMask.path = UIBezierPath(roundedRect: r, cornerRadius: 8).cgPath
// update gradient layer frame
gradientLayer.frame = r
}
}
and an example controller. Progress will start at 5% and increment by 10% with each tap anywhere on the screen:
class ViewController: UIViewController {
let pbView = ProgressBarView()
let infoLabel = UILabel()
var progress: CGFloat = 0.05
override func viewDidLoad() {
super.viewDidLoad()
pbView.translatesAutoresizingMaskIntoConstraints = false
view.addSubview(pbView)
infoLabel.translatesAutoresizingMaskIntoConstraints = false
view.addSubview(infoLabel)
let g = view.safeAreaLayoutGuide
NSLayoutConstraint.activate([
pbView.centerXAnchor.constraint(equalTo: g.centerXAnchor, constant: 0.0),
pbView.centerYAnchor.constraint(equalTo: g.centerYAnchor, constant: 0.0),
pbView.widthAnchor.constraint(equalToConstant: 60.0),
pbView.heightAnchor.constraint(equalToConstant: 400.0),
infoLabel.topAnchor.constraint(equalTo: pbView.bottomAnchor, constant: 20.0),
infoLabel.centerXAnchor.constraint(equalTo: g.centerXAnchor),
])
infoLabel.font = .systemFont(ofSize: 32.0, weight: .light)
pbView.progress = self.progress
updateInfo()
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
progress = 0.1
pbView.progress = min(1.0, progress)
updateInfo()
}
func updateInfo() {
let pInt = Int(progress * 100.0)
infoLabel.text = "\(pInt)%"
}
}
("Percent Label" value can be off due to rounding.)
Edit - to clarify why it wasn't working..
So, why wasn't it working to begin with?
The original code was changing the gradient layer's .endPoint
to a percentage of the height.
However, the .locations
are percentages of the .endPoint - .startPoint
value.
Suppose the view is 400-pts tall... if we're at 25% and we set:
.startPoint = CGPoint(x: 0.5, y: 0.0)
.endPoint = CGPoint(x: 0.5, y: 0.25)
the gradient will be calculated for 100-pts of height.
The .locations
animation goes from [-0.3, -0.15, 0]
to [1, 1.15, 1.3]
0 which is a total of 30% of the 100-pts (or 30-points). However, as soon as the location exceeds 1.0 it will fill out the rest of the layer's frame.
Here's how it looks as we animate through:
gradientLayer.locations = [0.10, 0.25, 0.4]
gradientLayer.locations = [0.40, 0.55, 0.7]
gradientLayer.locations = [0.60, 0.75, 0.9]
gradientLayer.locations = [0.85, 1.0, 1.15]
I've adjusted the gray "progress" layer to be only half of the width -- at full width, it covers the beginning of the gradient animation:
Setting aside any discussion of putting the code inside draw()
or layoutSubviews()
, you can "fix" the issue by commenting out a single line in your draw()
func:
//gradientLayer.endPoint = CGPoint(x: 0.5, y: progress)
Now the actual gradient height will remain at 30% of the full height.
It wasn't clear initially what you wanted to do with the gray "progress" layer... here's a modified version using layoutSubviews()
instead of draw()
. One big benefit is that the entire thing will automatically resize if the view frame changes:
class ProgressBarView: UIView {
var color: UIColor = .red {
didSet {
gradientLayer.colors = [color.cgColor, gradientColor.cgColor, color.cgColor]
}
}
var gradientColor: UIColor = .white {
didSet {
gradientLayer.colors = [color.cgColor, gradientColor.cgColor, color.cgColor]
}
}
var progress: CGFloat = 0 {
didSet {
// trigger layoutSubviews() to
// update the layer frames
setNeedsLayout()
}
}
private let gradientLayer = CAGradientLayer()
private let progressLayer = CALayer()
override init(frame: CGRect) {
super.init(frame: frame)
commonInit()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
commonInit()
}
func commonInit() {
self.backgroundColor = UIColor.lightGray
setupLayers()
createAnimation()
// give the full view rounded corners
self.layer.cornerRadius = 8
self.layer.masksToBounds = true
}
private func setupLayers() {
// initial locations
gradientLayer.locations = [0.35, 0.5, 0.65]
// initial colors
gradientLayer.colors = [color.cgColor, gradientColor.cgColor, color.cgColor]
// set start and end points
gradientLayer.startPoint = CGPoint(x: 0.5, y: 0)
gradientLayer.endPoint = CGPoint(x: 0.5, y: 1.0)
// add the gradient layer
layer.addSublayer(gradientLayer)
// add the gray "progress" layer
progressLayer.backgroundColor = UIColor.lightGray.cgColor
layer.addSublayer(progressLayer)
}
private func createAnimation() {
let flowAnimation = CABasicAnimation(keyPath: "locations")
flowAnimation.fromValue = [-0.3, -0.15, 0]
flowAnimation.toValue = [1, 1.15, 1.3]
flowAnimation.isRemovedOnCompletion = false
flowAnimation.repeatCount = Float.infinity
flowAnimation.duration = 1
gradientLayer.add(flowAnimation, forKey: "flowAnimation")
}
override func layoutSubviews() {
super.layoutSubviews()
var r = bounds
// update gradient layer frame
gradientLayer.frame = bounds
// make gray progress layer frame height % of height
r.size.height *= progress
// update the gray progress layer frame
progressLayer.frame = r
}
}