I have literally looked over the web for like 2to3 hours, unfortunately couldn't find anything, (2nd problem: being new to swift ->this can be ignored)
Basically I need Circular dashed Loading bar : Every dot should animate Individually like a circular load..
I was able to make a circular dashed circle but couldn't animate it...
Any help would be appreciated even if thats an library from github or anything..
Here's my code for creating a circular dashed circle..
import UIKit
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(true)
let circlePath = UIBezierPath(arcCenter: CGPoint(x: 100,y: 100), radius: 100.0, startAngle: 0.0, endAngle:CGFloat(M_PI * 2), clockwise: true)
let shapeLayer = CAShapeLayer()
shapeLayer.path = circlePath.cgPath
shapeLayer.position = CGPoint(x: 100, y: 100)
shapeLayer.fillColor = UIColor.clear.cgColor
shapeLayer.strokeColor = UIColor.blue.cgColor
shapeLayer.lineWidth = 6.0
let one : NSNumber = 1
let two : NSNumber = 13
shapeLayer.lineDashPattern = [one,two]
shapeLayer.lineCap = kCALineCapRound
view.layer.addSublayer(shapeLayer)
}
override func didReceiveMemoryWarning() { super.didReceiveMemoryWarning()}
}
This is what I want (Below One):
I have been playing around with custom activity indicators, so here's one way to do it
import UIKit
@IBDesignable class ActivityIndicatorCircle: UIView {
var timerInterval: Double = 0.1
var timer : Timer?
var endAngle: CGFloat = 0.0
var angleStep = CGFloat.pi / 20.0
var angleOffset = -CGFloat.pi / 2.0
var shapeLayer = CAShapeLayer()
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
override init(frame: CGRect) {
super.init(frame: frame)
}
func startAnimating() {
superview?.bringSubview(toFront: self)
layer.cornerRadius = frame.width / 2
self.clipsToBounds = true
isHidden = false
timer?.invalidate()
timer = nil
timer = Timer.scheduledTimer(timeInterval: timerInterval,
target: self,
selector: #selector(self.updateCircle),
userInfo: nil,
repeats: true)
}
func stopAnimating() {
isHidden = true
timer?.invalidate()
timer = nil
}
func updateCircle() {
endAngle += angleStep
if endAngle > CGFloat.pi * 2.0 {
endAngle -= CGFloat.pi * 2.0
}
DispatchQueue.main.async {
self.shapeLayer.removeFromSuperlayer() // remove the previous version
let lineWidth: CGFloat = 6.0
let radius = self.frame.size.width / 2.0 // if the view is square, this gives us center as well
let circlePath = UIBezierPath(arcCenter: CGPoint(x: radius,y: radius), radius: radius - lineWidth, startAngle: self.angleOffset, endAngle: self.endAngle + self.angleOffset, clockwise: true)
self.shapeLayer.path = circlePath.cgPath
self.shapeLayer.position = CGPoint(x: 0, y: 0)
self.shapeLayer.fillColor = UIColor.clear.cgColor
self.shapeLayer.strokeColor = UIColor.blue.cgColor
self.shapeLayer.lineWidth = lineWidth
let one : NSNumber = 1
let two : NSNumber = 13
self.shapeLayer.lineDashPattern = [one,two]
self.shapeLayer.lineCap = kCALineCapRound
self.layer.addSublayer(self.shapeLayer)
}
}
}
to use this, add a UIView to your storyboard, and set the class to ActivityIndicatorCircle
To start it, call activityIndicatorCircle.startAnimating()