Here is a starting point ... created a circular progress view for your help
import UIKit
public class CircularProgressView: UIView {
// First create two layer properties
private lazy var circleLayer : CAShapeLayer = {
let shape = CAShapeLayer()
shape.fillColor = UIColor.clear.cgColor
shape.lineCap = .round
shape.lineWidth = 30.0
shape.strokeColor = #colorLiteral(red: 0.7999292612, green: 0.8000453115, blue: 0.7999040484, alpha: 1)
return shape
}()
private lazy var progressLayer : CAShapeLayer = {
let progress = CAShapeLayer()
progress.fillColor = UIColor.clear.cgColor
// progress.lineCap = .round
progress.lineWidth = 30.0
progress.strokeEnd = 0
progress.strokeColor = #colorLiteral(red: 0.07347138971, green: 0.5590900779, blue: 0.8216868043, alpha: 1)
return progress
}()
override init(frame: CGRect) {
super.init(frame: frame)
createCircularPath()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
createCircularPath()
}
private func createCircularPath() {
updatePath()
layer.addSublayer(circleLayer)
layer.addSublayer(progressLayer)
}
public override func layoutSubviews() {
updatePath()
}
private func updatePath() {
let circularPath = UIBezierPath(arcCenter: CGPoint(x: frame.size.width / 2.0, y: frame.size.height / 2.0), radius: 80, startAngle: -.pi / 2, endAngle: 3 * .pi / 2, clockwise: true)
circleLayer.path = circularPath.cgPath
progressLayer.path = circularPath.cgPath
}
}
public extension CircularProgressView {
func progressAnimation(_ percentage:Float) {
let circularProgressAnimation = CABasicAnimation(keyPath: "strokeEnd")
circularProgressAnimation.duration = 1
circularProgressAnimation.toValue = Float( percentage / 100 )
circularProgressAnimation.fillMode = .forwards
circularProgressAnimation.isRemovedOnCompletion = false
progressLayer.add(circularProgressAnimation, forKey: "progressAnim")
}
}