I have a custom UIView that draws its contents using Core Graphics calls. All working well, but now I want to animate a change in value that affects the display. I have a custom property to achieve this in my custom UView:
var _anime: CGFloat = 0
var anime: CGFloat {
set {
_anime = newValue
for(gauge) in gauges {
gauge.animate(newValue)
}
setNeedsDisplay()
}
get {
return _anime
}
}
And I have started an animation from the ViewController:
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
self.emaxView.anime = 0.5
UIView.animate(withDuration: 4) {
DDLogDebug("in animations")
self.emaxView.anime = 1.0
}
}
This doesn't work - the animated value does change from 0.5 to 1.0 but it does so instantly. There are two calls to the anime setter, once with value 0.5 then immediately a call with 1.0. If I change the property I'm animating to a standard UIView property, e.g. alpha, it works correctly.
I'm coming from an Android background, so this whole iOS animation framework looks suspiciously like black magic to me. Is there any way of animating a property other than predefined UIView properties?
Below is what the animated view is supposed to look like - it gets a new value about every 1/2 second and I want the pointer to move smoothly over that time from the previous value to the next. The code to update it is:
open func animate(_ progress: CGFloat) {
//DDLogDebug("in animate: progress \(progress)")
if(dataValid) {
currentValue = targetValue * progress + initialValue * (1 - progress)
}
}
And calling draw()
after it's updated will make it redraw with the new pointer position, interpolating between initialValue
and targetValue
Short answer: use
CADisplayLink
to get called every n frames. Sample code:}
The code could be refined and generalised but it's doing the job I needed.