The Problem
I have two view controllers, both are contained within respective UINavigationControllers and a single UITabBarController. On one of the view controllers I am creating a bubbles effect, where I draw bubbles on the screen and animate their positions. The problem occurs when I move to the other view controller using the tab bar, this causes the CPU to spike and remain at 100% and the bubbles to continue to animate.
Code
The code for the bubbles is encapsulated within a UIView subclass.
override func draw(_ rect: CGRect) {
// spawn shapes
for _ in 1 ... 10 { // spawn 75 shapes initially
spawn()
}
}
The drawRect method repeatedly calls the spawn function to populate the view with bubbles.
fileprivate func spawn() {
let shape = CAShapeLayer()
shape.opacity = 0.0
// create an inital path at the starting position
shape.path = UIBezierPath(arcCenter: CGPoint.zero, radius: 1, startAngle: 0, endAngle: 360 * (CGFloat.pi / 180), clockwise: true).cgPath
shape.position = CGPoint.zero
layer.addSublayer(shape)
// add animation group
CATransaction.begin()
let radiusAnimation = CABasicAnimation(keyPath: "path")
radiusAnimation.fromValue = shape.path
radiusAnimation.toValue = UIBezierPath(arcCenter: center, radius: 100, startAngle: 0, endAngle: 360 * (CGFloat.pi / 180), clockwise: true).cgPath
CATransaction.setCompletionBlock { [unowned self] in
// remove the shape
shape.removeFromSuperlayer()
shape.removeAllAnimations()
// spawn a new shape
self.spawn()
}
let movementAnimation = CABasicAnimation(keyPath: "position")
movementAnimation.fromValue = NSValue(cgPoint: CGPoint.zero)
movementAnimation.toValue = NSValue(cgPoint: CGPoint(x: 100, y: 100))
let animationGroup = CAAnimationGroup()
animationGroup.animations = [radiusAnimation, movementAnimation]
animationGroup.fillMode = kCAFillModeForwards
animationGroup.isRemovedOnCompletion = false
animationGroup.duration = 2.0
shape.add(animationGroup, forKey: "bubble_spawn")
CATransaction.commit()
}
Within the CATransaction completion handler I remove the shape from the superview and create a new one. The function call to self.spawn() seems to be the problem
On viewDidDisappear of the containing view controller I call the following:
func removeAllAnimationsFromLayer() {
layer.sublayers?.forEach({ (layer) in
layer.removeAllAnimations()
layer.removeFromSuperlayer()
})
CATransaction.setCompletionBlock(nil)
}
Attempts from answers
I've tried to add the removeAllAnimations function to the UITabBarControllerDelegate
extension BaseViewController: UITabBarControllerDelegate {
func tabBarController(_ tabBarController: UITabBarController, didSelect viewController: UIViewController) {
bubblesView.removeAllAnimationsFromLayer()
}
}
I think your problem is, that you only use one thread for all that stuff. Please play around with dispatching everything that affects your GUI to the main thread and maybe explicitly new spawn instances to other threads. See how that goes. Something like this:
fileprivate func spawn() {
let shape = CAShapeLayer()
shape.opacity = 0.0
// create an inital path at the starting position
shape.path = UIBezierPath(arcCenter: CGPoint.zero, radius: 1, startAngle: 0, endAngle: 360 * (CGFloat.pi / 180), clockwise: true).cgPath
shape.position = CGPoint.zero
// create an inital path at the starting position
shape.path = UIBezierPath(arcCenter: startingPosition, radius: startRadius, startAngle: BubbleConstants.StartingAngle, endAngle: BubbleConstants.EndAngle, clockwise: true).cgPath
shape.position = startingPosition
// set the fill color
shape.fillColor = UIColor.white.cgColor
layer.addSublayer(shape)
shape.opacity = Float(opacity)
DispatchQueue.main.async {
self.layer.addSublayer(shape)
CATransaction.begin()
}
let radiusAnimation = CABasicAnimation(keyPath: "path")
radiusAnimation.fromValue = shape.path
radiusAnimation.toValue = UIBezierPath(arcCenter: center, radius: endRadius, startAngle: BubbleConstants.StartingAngle, endAngle: BubbleConstants.EndAngle, clockwise: true).cgPath
DispatchQueue.main.async { [unowned self] in
CATransaction.setCompletionBlock { [unowned self] in
// remove the shape
DispatchQueue.main.async {
shape.removeFromSuperlayer()
shape.removeAllAnimations()
}
DispatchQueue.global(qos: .background).async {
// spawn a new shape
self.spawn()
}
}
}
let movementAnimation = CABasicAnimation(keyPath: "position")
movementAnimation.fromValue = NSValue(cgPoint: startingPosition)
movementAnimation.toValue = NSValue(cgPoint: destination)
let animationGroup = CustomAnimationGroup()
animationGroup.animations = [radiusAnimation, movementAnimation]
animationGroup.fillMode = kCAFillModeForwards
animationGroup.isRemovedOnCompletion = false
animationGroup.duration = duration
shape.add(animationGroup, forKey: "bubble_spawn")
DispatchQueue.main.async {
CATransaction.commit()
}
}
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