I am making an app including some breathing techniques for a client. What he wants is to have a circle in the middle. For breathing in it becomes bigger, for breathing out tinier. The thing is, that he would like to have a cool animated circle in the middle, not just a standard one. I showed him this picture from YouTube:
The code used in the video looks like this:
func drawRotatedSquares() {
UIGraphicsBeginImageContextWithOptions(CGSize(width: 512, height: 512), false, 0)
let context = UIGraphicsGetCurrentContext()
context!.translateBy(x: 256, y: 256)
let rotations = 16
let amount = M_PI_2 / Double(rotations)
for i in 0 ..< rotations {
context!.rotate(by: CGFloat(amount))
//context!.addRect(context, CGRect(x: -128, y: -128, width: 256, height: 256))
context!.addRect(CGRect(x: -128, y: -128, width: 256, height: 256))
}
context!.setStrokeColor(UIColor.black as! CGColor)
let img = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
imageView.image = img
}
But if I run it, my simulator shows just a white screen. How do I get this circle into my Swift 3 app and how would the code look like? And is it possible not to show it in an ImageView but simply in a view?
Thank you very much!
Here is an implementation as a UIView
subclass.
To set up:
Circle
.Add an outlet to your viewController
@IBOutlet var circle: Circle!
Change the value of multiplier to change the size of the circle.
circle.multiplier = 0.5 // 50% of size of view
class Circle: UIView {
var multiplier: CGFloat = 1.0 {
didSet {
setNeedsDisplay()
}
}
override func draw(_ rect: CGRect) {
let context = UIGraphicsGetCurrentContext()!
// Calculate size of square edge that fits into the view
let size = min(bounds.width, bounds.height) * multiplier / CGFloat(sqrt(2)) / 2
// Move origin to center of the view
context.translateBy(x: center.x, y: center.y)
// Create a path to draw a square
let path = UIBezierPath()
path.move(to: CGPoint(x: -size, y: -size))
path.addLine(to: CGPoint(x: -size, y: size))
path.addLine(to: CGPoint(x: size, y: size))
path.addLine(to: CGPoint(x: size, y: -size))
path.close()
UIColor.black.setStroke()
let rotations = 16
let amount = .pi / 2 / Double(rotations)
for _ in 0 ..< rotations {
// Rotate the context
context.rotate(by: CGFloat(amount))
// Draw a square
path.stroke()
}
}
}
Here it is running in a Playground: