-1
私はサークルを描き、ボタンを使ってサブビューとして追加しました。 removefromsuperview
を使用して削除しようとすると、それは消えませんでした。以下のコードを確認してください。ボタンを使用してサブビューを追加して削除する
Removecircle
というボタンを追加して、サークルを追加または削除できるようにしましたが、計画通りには行かなかったのです。
import UIKit
import GLKit
class ViewController: UIViewController {
var numb = 0
override func viewDidLoad() {
super.viewDidLoad()
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
@IBAction func Removecircle(_ sender: Any) {
let radius = Int(view.frame.maxX)
let HvalueX = 0
let HvalueY = Int(view.frame.maxY)/2 - Int(view.frame.maxX)/2
// Create a new CircleView
let circleView = CircleView(frame:CGRect(x: HvalueX, y: HvalueY, width: radius, height: radius))
//let test = CircleView(frame: CGRect(x: diceRoll, y: 0, width: circleWidth, height: circleHeight))
if numb%2 == 0 {
view.addSubview(circleView)
// Animate the drawing of the circle over the course of 1 second
circleView.animateCircle(duration: 4.0)
circleView.circleLayer.strokeColor = UIColor.blue.cgColor
}else if numb%2 == 1 {
circleView.removeFromSuperview()
}
numb = numb + 1
}
@IBOutlet weak var removecircle: UIButton!
}
class CircleView: UIView {
var circleLayer: CAShapeLayer!
override init(frame: CGRect) {
super.init(frame: frame)
self.backgroundColor = UIColor.clear
// 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(M_PI * 2.0), clockwise: true)
// Setup the CAShapeLayer with the path, colors, and line width
circleLayer = CAShapeLayer()
circleLayer.path = circlePath.cgPath
circleLayer.fillColor = UIColor.clear.cgColor
circleLayer.strokeColor = UIColor.white.cgColor
circleLayer.lineWidth = 3.0;
// Don't draw the circle initially
circleLayer.strokeEnd = 0.0
// Add the circleLayer to the view's layer's sublayers
layer.addSublayer(circleLayer)
animateCircle(duration: 2)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
func animateCircle(duration: TimeInterval) {
// We want to animate the strokeEnd property of the circleLayer
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: kCAMediaTimingFunctionLinear)
// 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")
}
}