Created
January 30, 2016 18:52
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import UIKit | |
@IBDesignable | |
class SpinnerView : UIView { | |
override var layer: CAShapeLayer { | |
get { | |
return super.layer as! CAShapeLayer | |
} | |
} | |
override class func layerClass() -> AnyClass { | |
return CAShapeLayer.self | |
} | |
override func layoutSubviews() { | |
super.layoutSubviews() | |
layer.fillColor = nil | |
layer.strokeColor = UIColor.whiteColor().CGColor | |
layer.lineWidth = 3 | |
setPath() | |
} | |
override func didMoveToWindow() { | |
animate() | |
} | |
private func setPath() { | |
layer.path = UIBezierPath(ovalInRect: CGRectInset(bounds, layer.lineWidth / 2, layer.lineWidth / 2)).CGPath | |
} | |
struct Pose { | |
let secondsSincePriorPose: CFTimeInterval | |
let start: CGFloat | |
let length: CGFloat | |
init(_ secondsSincePriorPose: CFTimeInterval, _ start: CGFloat, _ length: CGFloat) { | |
self.secondsSincePriorPose = secondsSincePriorPose | |
self.start = start | |
self.length = length | |
} | |
} | |
class var poses: [Pose] { | |
get { | |
return [ | |
Pose(0.0, 0.000, 0.7), | |
Pose(0.6, 0.500, 0.5), | |
Pose(0.6, 1.000, 0.3), | |
Pose(0.6, 1.500, 0.1), | |
Pose(0.2, 1.875, 0.1), | |
Pose(0.2, 2.250, 0.3), | |
Pose(0.2, 2.625, 0.5), | |
Pose(0.2, 3.000, 0.7), | |
] | |
} | |
} | |
func animate() { | |
var time: CFTimeInterval = 0 | |
var times = [CFTimeInterval]() | |
var start: CGFloat = 0 | |
var rotations = [CGFloat]() | |
var strokeEnds = [CGFloat]() | |
let totalSeconds = self.dynamicType.poses.reduce(0) { $0 + $1.secondsSincePriorPose } | |
for pose in self.dynamicType.poses { | |
time += pose.secondsSincePriorPose | |
times.append(time / totalSeconds) | |
start = pose.start | |
rotations.append(start * 2 * CGFloat(M_PI)) | |
strokeEnds.append(pose.length) | |
} | |
times.append(times.last!) | |
rotations.append(rotations[0]) | |
strokeEnds.append(strokeEnds[0]) | |
animateKeyPath("strokeEnd", duration: totalSeconds, times: times, values: strokeEnds) | |
animateKeyPath("transform.rotation", duration: totalSeconds, times: times, values: rotations) | |
} | |
func animateKeyPath(keyPath: String, duration: CFTimeInterval, times: [CFTimeInterval], values: [CGFloat]) { | |
let animation = CAKeyframeAnimation(keyPath: keyPath) | |
animation.keyTimes = times | |
animation.values = values | |
animation.calculationMode = kCAAnimationLinear | |
animation.duration = duration | |
animation.repeatCount = Float.infinity | |
layer.addAnimation(animation, forKey: animation.keyPath) | |
} | |
} |
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This lib is not working with swift 3