Waves
Plain
Spike
Rounded
- 1.3.0 (24 Sep 2016)
- Swift 3.0
- 1.2.6 (8 Apr 2016)
- Fixing issue with width assert
- Adapted to Swift 2.2
- 1.2.5 (11 Dec 2015)
- Precompiled framework using Xcode 7.2
- 1.2.4 (28 Oct 2015)
- Fixing issue when showing loader after removing it
- 1.2.2 (27 Oct 2015)
- Precompiled framework using Xcode 7.1
- 1.2.1 (25 Oct 2015)
- Added the possibility to add a loader to a desired UIView
- Updated to Swift 2.0
- 1.1.1 (2 Sep 2015)
- Added Carthage Support
- Added animation when hidding loader
- 1.0.1 (17 Aug 2015)
- Removed unused code
- 1.0.0 (7 Aug 2015)
- Progress based loaders 🎉
- Added documentation to all the public properties and functions
- 0.0.2 Initial Release (3 Aug 2015)
Therea are only 2 necessary things to make the progress based loader work:
- Create the loader using
showProgressBasedLoaderWithPath(path:)
orcreateProgressBasedLoaderWithPath(path:)
- To update the fill progress, update the
progress
property of the loader, which goes from0.0
to1.0
There are four main methods to create the loaders:
showProgressBasedLoaderWithPath(path:)
, createProgressBasedLoaderWithPath(path:)
,showLoaderWithPath(path:)
and createLoaderWithPath(path:)
showLoaderWithPath(path:)
or showProgressBasedLoaderWithPath(path:)
are going to call the create one, and after it, are going to call the showLoader()
method.
So, it is just a helper method to do everything at once.
If you want to create the loader, and not show it at the same moment, you can use createProgressBasedLoaderWithPath(path:)
or createLoaderWithPath(path:)
to create it, and when you want to show it, just call showLoader()
Sample code:
//PROGRESS BASED:
var loader = WavesLoader.createProgressBasedLoaderWithPath(path)
loader.loaderColor = UIColor.redColor()
...
//Do other stuff
...
loader.showLoader()
//BASIC
var loader = WavesLoader.createLoaderWithPath(path)
loader.loaderColor = UIColor.redColor()
...
//Do other stuff
...
loader.showLoader()
All the methods wave the variant version where you can pass it the view in which you want to add the loader:
showProgressBasedLoaderWithPath(path:onView:)
createProgressBasedLoaderWithPath(path:onView:)
showLoaderWithPath(path:onView:)
createLoaderWithPath(path:onView:)
Just call the method removeLoader()
and the loader will disappear and will also be removed from its superview.
Sample code:
loader.removeLoader()
Apart from being able to customize the loader shape, you can also customize other properties of the loader. Take a look at the list:
- progressBased: Bool Indicates if the loader movement is progress based or not (Default: false)
- progress: CGFloat Loader fill progress from 0.0 to 1.0 . It will automatically fire an animation to update the loader fill progress
- backgroundColor: UIColor?
Background of the loader view (transparent by default) - loaderColor: UIColor?
Color of the filled loader - loaderBackgroundColor: UIColor?
Color of the unfilled loader - loaderStrokeColor: UIColor?
Color of the path stroke - loaderStrokeWidth: CGFloat
Width of the path stroke - loaderAlpha: CGFloat
Alpha of the loader view (1.0 by default) - cornerRadius: CGFloat
Corner radius of the loader view (0.0 by default) - duration: NSTimeInterval
Duration of the animations (10.0 by default) - rectSize: CGFloat
Height of the loader view - swing: Bool
Bool to indicate if the loader has to swing when going up (small rotation, not available for the Plain loader)
- -spikeHeight: CGFloat Height of the spike
use_frameworks!
pod 'FillableLoaders', '~>1.3.0'
github "poolqf/FillableLoaders" ~> "1.3.0"
To manually add FillableLoaders
to your project you just need to copy the Source
folder files.
- Width: Screen width
- Height: rectSize property
let path = CGPathCreateMutable()
CGPathMoveToPoint(path, nil, 0, height/2)
CGPathAddLineToPoint(path, nil, width + 100, height/2)
CGPathAddLineToPoint(path, nil, width + 100, height*2)
CGPathAddLineToPoint(path, nil, 0, height*2)
CGPathCloseSubpath(path)
return path
PaintCode is a realy powerful Mac app that can do a lot of things. You can just draw things, and it will automagically create the code for you
In this case we can use it to create BezierPaths, and extract from there the CGPath.
In the case of drawing a star, it is going to give us this code:
//// Star Drawing
var starPath = UIBezierPath()
starPath.moveToPoint(CGPointMake(180, 25))
starPath.addLineToPoint(CGPointMake(195.16, 43.53))
starPath.addLineToPoint(CGPointMake(220.9, 49.88))
starPath.addLineToPoint(CGPointMake(204.54, 67.67))
starPath.addLineToPoint(CGPointMake(205.27, 90.12))
starPath.addLineToPoint(CGPointMake(180, 82.6))
starPath.addLineToPoint(CGPointMake(154.73, 90.12))
starPath.addLineToPoint(CGPointMake(155.46, 67.67))
starPath.addLineToPoint(CGPointMake(139.1, 49.88))
starPath.addLineToPoint(CGPointMake(164.84, 43.53))
starPath.closePath()
UIColor.grayColor().setFill()
starPath.fill()
The only thing we have to do here is extract the CGPath from the UIBezierPath like so:
let myPath = starPath.CGPath
var myLoader = WavesLoader.showProgressBasedLoaderWithPath(myPath)
A feature that I LOVE
from PaintCode is that you can import an .svg file, and it is going to create the code to create its BezierPath. Completely awesome.
That's how I did the Github and Twitter logos, for example.
- Swift 3.0
- Animations using CAKeyFrameAnimation
All source code is licensed under the MIT License.
If you use it, i'll be happy to know about it.