so I have a circle that I draw with UIBezierPath and I need to set superview to be the same with my circle, here's my code:
override func draw(_ rect: CGRect) {
let circlePath = UIBezierPath(arcCenter: CGPoint(x: rect.midX, y: rect.midY), radius: circleRadius, startAngle: 0.0, endAngle:CGFloat(Double.pi * 2), clockwise: true)
let strokeColorAnimation = CABasicAnimation(keyPath: "strokeColor")
let strokeEndAnimation = CABasicAnimation(keyPath: "strokeEnd")
shapeLayer.path = circlePath.cgPath
shapeLayer.lineWidth = 0.3 * circleRadius
shapeLayer.fillColor = UIColor.clear.cgColor
if oldColor == nil { oldColor = newColor }
if oldStrokeEnd == nil { oldStrokeEnd = 0.01 * currentCGFloatProximity }
strokeColorAnimation.fromValue = oldColor!.cgColor
strokeColorAnimation.toValue = newColor.cgColor
strokeColorAnimation.duration = 0.3
strokeColorAnimation.isRemovedOnCompletion = false
strokeColorAnimation.fillMode = kCAFillModeForwards
strokeEndAnimation.fromValue = oldStrokeEnd
strokeEndAnimation.toValue = 0.01 * currentCGFloatProximity
strokeEndAnimation.duration = 0.3
strokeEndAnimation.isRemovedOnCompletion = false
strokeEndAnimation.fillMode = kCAFillModeForwards
shapeLayer.add(strokeColorAnimation, forKey: strokeColorAnimation.keyPath)
shapeLayer.add(strokeEndAnimation, forKey: strokeEndAnimation.keyPath)
layer.mask = shapeLayer
// layer.addSublayer(shapeLayer)
oldColor = newColor
oldStrokeEnd = 0.01 * currentCGFloatProximity
}
Here's when I add to superview's layer mask my shapeLayer I get this result, its black and don't change it color:
//layer.mask = shapeLayer
layer.addSublayer(shapeLayer)
When I add sublayer to superview's layer I get this result:
All I want is the result as in first image, but with colored circle. Hope for help. Sorry for my english.
Okay, I fixed it by adding new shape layer, but maybe someone have better solution. Now I have this code:
override func draw(_ rect: CGRect) {
let circlePath = UIBezierPath(arcCenter: CGPoint(x: rect.midX, y: rect.midY), radius: circleRadius, startAngle: 0.0, endAngle:CGFloat(Double.pi * 2), clockwise: true)
let strokeColorAnimation = CABasicAnimation(keyPath: "strokeColor")
let strokeEndAnimation = CABasicAnimation(keyPath: "strokeEnd")
circleLayer.path = circlePath.cgPath
circleLayer.lineWidth = 0.3 * circleRadius
circleLayer.fillColor = UIColor.clear.cgColor
backgroundLayer.path = circlePath.cgPath
backgroundLayer.lineWidth = 0.3 * circleRadius
backgroundLayer.strokeColor = UIColor.black.cgColor
backgroundLayer.fillColor = UIColor.clear.cgColor
if oldColor == nil { oldColor = newColor }
if oldStrokeEnd == nil { oldStrokeEnd = 0.01 * currentCGFloatProximity }
strokeColorAnimation.fromValue = oldColor!.cgColor
strokeColorAnimation.toValue = newColor.cgColor
strokeColorAnimation.duration = 0.3
strokeColorAnimation.isRemovedOnCompletion = false
strokeColorAnimation.fillMode = kCAFillModeForwards
strokeEndAnimation.fromValue = oldStrokeEnd
strokeEndAnimation.toValue = 0.01 * currentCGFloatProximity
strokeEndAnimation.duration = 0.3
strokeEndAnimation.isRemovedOnCompletion = false
strokeEndAnimation.fillMode = kCAFillModeForwards
circleLayer.add(strokeColorAnimation, forKey: strokeColorAnimation.keyPath)
circleLayer.add(strokeEndAnimation, forKey: strokeEndAnimation.keyPath)
layer.mask = backgroundLayer
layer.addSublayer(circleLayer)
oldColor = newColor
oldStrokeEnd = 0.01 * currentCGFloatProximity
}