I use the following way to pause/resume animation
func pauseAnimation(){
var pausedTime = layer.convertTime(CACurrentMediaTime(), fromLayer: nil)
layer.speed = 0.0
layer.timeOffset = pausedTime
}
func resumeAnimation(){
var pausedTime = layer.timeOffset
layer.speed = 1.0
layer.timeOffset = 0.0
layer.beginTime = 0.0
let timeSincePause = layer.convertTime(CACurrentMediaTime(), fromLayer: nil) - pausedTime
layer.beginTime = timeSincePause
}
It works like a charm as long as the ViewController is currently presented.
When I present modally another view controller and then dismiss it, animation is done, no matter how much time elapsed during this present/dismiss action.
Do you have any suggestions why this might happen? How to fix it? I'd like to add that all other views holds their state, only the animation is completed.
EDIT:
I just figured out that it happens regardles of pausing/resuming - ongoing animation gets completed as well in such scenario.
Here is my code that shows animation implementation
import Foundation
import UIKit
class CircleView: UIView {
var circleLayer: CAShapeLayer!
@IBOutlet var view: UIView!
@IBOutlet weak var progressLabel: UILabel!
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
Bundle.main.loadNibNamed("CircleView", owner: self, options: nil)
self.addSubview(view)
view.frame = self.bounds
}
override func awakeFromNib() {
super.awakeFromNib()
setupAppearance()
}
func setupAppearance() {
progressLabel.textColor = UIColor.textColor
progressLabel.font = UIFont.textTimerClock
}
func setup(progress:Double, clockwise:Bool) {
self.backgroundColor = UIColor.clear
var strokeColor = UIColor.positiveProgressColor
if !clockwise { strokeColor = UIColor.positiveProgressColor }
// Use UIBezierPath as an easy way to create the CGPath for the layer.
// The path should be the entire circle.
let circlePath = UIBezierPath(arcCenter: CGPoint(x: frame.size.width / 2.0, y: frame.size.height / 2.0), radius: (frame.size.width - 10)/2, startAngle: 0.0, endAngle: CGFloat(.pi * 2 * progress), clockwise: clockwise)
// Setup the CAShapeLayer with the path, colors, and line width
circleLayer = CAShapeLayer()
circleLayer.path = circlePath.cgPath
circleLayer.fillColor = UIColor.clear.cgColor
circleLayer.strokeColor = strokeColor.cgColor
circleLayer.lineWidth = 8.0;
// Don't draw the circle initially
circleLayer.strokeEnd = 0.0
// Add the circleLayer to the view's layer's sublayers
layer.addSublayer(circleLayer)
//add grey path
let greyCircleLayer = CAShapeLayer()
let greyCirclePath = UIBezierPath(arcCenter: CGPoint(x: frame.size.width / 2.0, y: frame.size.height / 2.0), radius: (frame.size.width - 10)/2, startAngle: 0.0, endAngle: CGFloat(.pi * 2.0), clockwise: true)
greyCircleLayer.path = greyCirclePath.cgPath
greyCircleLayer.fillColor = UIColor.clear.cgColor
greyCircleLayer.strokeColor = UIColor.appLightGrey.cgColor
greyCircleLayer.lineWidth = 1.0;
// Don't draw the circle initially
circleLayer.strokeEnd = 0.0
// Add the circleLayer to the view's layer's sublayers
layer.insertSublayer(greyCircleLayer, below: circleLayer)
if progressLabel != nil {
progressLabel.text = "10"}
}
func pauseAnimation(){
let pausedTime = circleLayer.convertTime(CACurrentMediaTime(), from: nil)
circleLayer.speed = 0.0
circleLayer.timeOffset = pausedTime
}
func resumeAnimation(){
let pausedTime = circleLayer.timeOffset
circleLayer.speed = 1.0
circleLayer.timeOffset = 0.0
circleLayer.beginTime = 0.0
let timeSincePause = layer.convertTime(CACurrentMediaTime(), from: nil) - pausedTime
circleLayer.beginTime = timeSincePause
}
func animateCircle(duration: TimeInterval, color: UIColor) {
// We want to animate the strokeEnd property of the circleLayer
circleLayer.strokeColor = color.cgColor
let animation = CABasicAnimation(keyPath: "strokeEnd")
// Set the animation duration appropriately
animation.duration = duration
// Animate from 0 (no circle) to 1 (full circle)
animation.fromValue = 0
animation.toValue = 1
// Do a linear animation (i.e. the speed of the animation stays the same)
animation.timingFunction = CAMediaTimingFunction(name: kCAAnimationLinear)
// Set the circleLayer's strokeEnd property to 1.0 now so that it's the
// right value when the animation ends.
circleLayer.strokeEnd = 1.0
// Do the actual animation
circleLayer.add(animation, forKey: "animateCircle")
}
}
Another thing worth mentioning: init(), awakeFromNib() are not being called again so this is not the case.
Another: The same happens for pushing VC instead of presenting modally.
In general when you display another view controller, the view of current view controller is removed from the window. This will also remove all pending animations from their layers, and any existing animation completion handler is called with
false
, because the animation is not completed (see also https://stackoverflow.com/a/21200504/2352344).To continue the animation after returning to the view controller, you should reconstruct the animation object in
viewWillAppear
.