I have a CAShapeLayer im my view which has the to CGPath casted path of an instance of an Bezierpath. I now want to animate the end and the two control points so e.g. the end of that line is moving(not stopping). How to do that? I looked at CABasicAninmations but did not get how the access the end point. The same with animate with duration. How to make this happen for an endlessness time.
You can use a CADisplayLink
(it's like a NSTimer
, except optimally timed for animation frame updates) and update the path
of the CAShapeLayer
.
For example:
var displayLink: CADisplayLink?
var startTime: CFAbsoluteTime?
let duration = 2.0
var shapeLayer: CAShapeLayer?
override func viewDidLoad() {
super.viewDidLoad()
shapeLayer = CAShapeLayer()
shapeLayer?.fillColor = UIColor.clearColor().CGColor
shapeLayer?.strokeColor = UIColor.blueColor().CGColor
shapeLayer?.lineWidth = 10
shapeLayer?.frame = view.bounds
view.layer.addSublayer(shapeLayer!)
startTime = CFAbsoluteTimeGetCurrent()
displayLink = CADisplayLink(target: self, selector: "handleDisplayLink:")
displayLink?.addToRunLoop(NSRunLoop.mainRunLoop(), forMode: NSRunLoopCommonModes)
}
func handleDisplayLink(displayLink: CADisplayLink) {
let elapsed = CFAbsoluteTimeGetCurrent() - startTime!
let percent = (elapsed % duration) / duration
let path = UIBezierPath()
let startPoint = CGPoint(x: 0, y: view.bounds.size.height / 2.0)
let controlPoint = CGPoint(x: view.bounds.size.width / 20, y: view.bounds.size.height * CGFloat(0.5 + sin(percent * M_PI * 2.0) / 2.0))
let endPoint = CGPoint(x: view.bounds.size.width - 1, y: view.bounds.size.height / 2.0)
path.moveToPoint(startPoint)
path.addQuadCurveToPoint(endPoint, controlPoint: controlPoint)
shapeLayer?.path = path.CGPath
}
That yields: