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SpinnerView.swift
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import UIKit
@IBDesignable
class Loading
{
private static var timer:Timer?;
private static var showingWaiting:Bool = false;
private static var view:UIView?;
static func Show(view : UIView, expectedCompleteAfter delay:TimeInterval)
{
self.view = view;
if showingWaiting == true {
return;
}
showingWaiting = true;
timer = Timer.scheduledTimer(timeInterval: delay, target: self, selector: #selector(Show(userInfo:)), userInfo: nil, repeats: false);
}
@objc static func Show(userInfo:AnyObject?)
{
let screenSize: CGRect = (self.view?.bounds) ?? CGRect()
let back = LoadingBackground(frame: screenSize )
self.view?.addSubview(back)
}
static func Hide(view : UIView)
{
if timer != nil {
timer?.invalidate();
timer = nil;
}
if view == nil
{
return;
}
if let viewWithTag = view.viewWithTag(980) {
viewWithTag.removeFromSuperview()
}
else {
}
showingWaiting = false;
}
}
class LoadingBackground : UIView
{
override init(frame: CGRect) {
// For use in code
super.init(frame: frame)
self.backgroundColor = UIColor.black.withAlphaComponent(0.3)
let screenSize: CGRect = self.bounds
let myView = SpinnerView(frame: CGRect(x: (screenSize.width/2) - 25, y: (screenSize.height/2) - 25, width: 50, height: 50)); self.addSubview(myView)
self.tag = 980
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
}
class SpinnerView : UIView {
override var layer: CAShapeLayer {
get {
return super.layer as! CAShapeLayer
}
}
override class var layerClass: AnyClass {
return CAShapeLayer.self
}
override func layoutSubviews() {
super.layoutSubviews()
layer.fillColor = nil
layer.strokeColor = UIColor.black.cgColor
layer.lineWidth = 3
setPath()
}
override func didMoveToWindow() {
animate()
}
private func setPath() {
layer.path = UIBezierPath(ovalIn: bounds.insetBy(dx: layer.lineWidth / 2, dy: 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 poses = type(of: self).poses
let totalSeconds = poses.reduce(0) { $0 + $1.secondsSincePriorPose }
for pose in poses {
time += pose.secondsSincePriorPose
times.append(time / totalSeconds)
start = pose.start
rotations.append(start * 2 * .pi)
strokeEnds.append(pose.length)
}
times.append(times.last!)
rotations.append(rotations[0])
strokeEnds.append(strokeEnds[0])
animateKeyPath(keyPath: "strokeEnd", duration: totalSeconds, times: times, values: strokeEnds)
animateKeyPath(keyPath: "transform.rotation", duration: totalSeconds, times: times, values: rotations)
animateStrokeHueWithDuration(duration: totalSeconds * 5)
}
func animateKeyPath(keyPath: String, duration: CFTimeInterval, times: [CFTimeInterval], values: [CGFloat]) {
let animation = CAKeyframeAnimation(keyPath: keyPath)
animation.keyTimes = times as [NSNumber]?
animation.values = values
// animation.calculationMode = .linear
animation.duration = duration
animation.repeatCount = Float.infinity
layer.add(animation, forKey: animation.keyPath)
}
func animateStrokeHueWithDuration(duration: CFTimeInterval) {
let count = 36
let animation = CAKeyframeAnimation(keyPath: "strokeColor")
animation.keyTimes = (0 ... count).map { NSNumber(value: CFTimeInterval($0) / CFTimeInterval(count)) }
animation.values = (0 ... count).map {
UIColor(hue: CGFloat($0) / CGFloat(count), saturation: 1, brightness: 1, alpha: 1).cgColor
}
animation.duration = duration
// animation.calculationMode = .linear
animation.repeatCount = Float.infinity
layer.add(animation, forKey: animation.keyPath)
}
}