I used this code for drawing circle. The circle is drawing in 30 sec. Is there any way pause and resume drawing circle? I can pause the time but i couldn't find a way for pause and resume the drawing circle.
int radius = 30;
circle = [CAShapeLayer layer];
// Make a circular shape
circle.path = [UIBezierPath bezierPathWithRoundedRect:CGRectMake(0, 100, 2.0*radius, 2.0*radius)
cornerRadius:radius].CGPath;
// Center the shape in self.view
circle.position = CGPointMake(CGRectGetMidX(self.view.frame)-radius,
CGRectGetMidY(self.view.frame)-radius);
// Configure the apperence of the circle
circle.fillColor = [UIColor lightGrayColor].CGColor;
circle.strokeColor = [UIColor orangeColor].CGColor;
circle.lineWidth = 10;
// Add to parent layer
[container.layer addSublayer:circle];
// Configure animation
drawAnimation = [CABasicAnimation animationWithKeyPath:@"strokeEnd"];
drawAnimation.duration = 30.0; // "animate over 10 seconds or so.."
drawAnimation.repeatCount = 1.0; // Animate only once..
drawAnimation.removedOnCompletion = NO; // Remain stroked after the animation...
// Animate from no part of the stroke being drawn to the entire stroke being drawn
drawAnimation.fromValue = [NSNumber numberWithFloat:0.0f];
drawAnimation.toValue = [NSNumber numberWithFloat:1.0f];
// Experiment with timing to get the appearence to look the way you want
drawAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseIn];
// Add the animation to the circle
[circle addAnimation:drawAnimation forKey:@"drawCircleAnimation"];
Have you seen this technical note from Apple on pausing an animation: https://developer.apple.com/library/ios/qa/qa1673/_index.html
So, for your project, something like this would do the trick:
- (void)viewDidLoad
{
[super viewDidLoad];
int radius = 30;
_circle = [CAShapeLayer layer];
// Make a circular shape
_circle.path = [UIBezierPath bezierPathWithRoundedRect:CGRectMake(0, 100, 2.0*radius, 2.0*radius)
cornerRadius:radius].CGPath;
// Center the shape in self.view
_circle.position = CGPointMake(CGRectGetMidX(self.view.frame)-radius,
CGRectGetMidY(self.view.frame)-radius);
// Configure the apperence of the circle
_circle.fillColor = [UIColor lightGrayColor].CGColor;
_circle.strokeColor = [UIColor orangeColor].CGColor;
_circle.lineWidth = 10;
_circle.strokeEnd = 0.0f;
// Add to parent layer
[self.view.layer addSublayer:_circle];
}
- (IBAction)didTapPlayPauseButton:(id)sender
{
if (!_drawAnimation) {
[self addAnimation];
} else if(_circle.speed == 0){
[self resumeLayer:_circle];
} else {
[self pauseLayer:_circle];
}
}
- (void)addAnimation
{
// Configure animation
_drawAnimation = [CABasicAnimation animationWithKeyPath:@"strokeEnd"];
_drawAnimation.duration = 30.0; // "animate over 10 seconds or so.."
_drawAnimation.repeatCount = 1.0; // Animate only once..
_drawAnimation.removedOnCompletion = NO; // Remain stroked after the animation...
// Animate from no part of the stroke being drawn to the entire stroke being drawn
_drawAnimation.fromValue = [NSNumber numberWithFloat:0.0f];
_drawAnimation.toValue = [NSNumber numberWithFloat:1.0f];
// Experiment with timing to get the appearence to look the way you want
_drawAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseIn];
// Add the animation to the circle
[_circle addAnimation:_drawAnimation forKey:@"drawCircleAnimation"];
}
- (void)pauseLayer:(CALayer*)layer
{
CFTimeInterval pausedTime = [layer convertTime:CACurrentMediaTime() fromLayer:nil];
layer.speed = 0.0;
layer.timeOffset = pausedTime;
}
- (void)resumeLayer:(CALayer*)layer
{
CFTimeInterval pausedTime = [layer timeOffset];
layer.speed = 1.0;
layer.timeOffset = 0.0;
layer.beginTime = 0.0;
CFTimeInterval timeSincePause = [layer convertTime:CACurrentMediaTime() fromLayer:nil] - pausedTime;
layer.beginTime = timeSincePause;
}
I threw it in a project on Github to see if it would work: https://github.com/perlmunger/PauseAnimation.git