I am trying to use the same button in each createCircle() function, but when I press a button and it runs the handleTap() function, it only applies to the most recently added circle. I would like to use the same button but when I click on an individual button it should run the animation on the one I pressed.
import UIKit
class SecondViewController: UIViewController {
let shapeLayer = CAShapeLayer()
let percentageLabel: UILabel = {
let label = UILabel()
label.text = ""
label.textAlignment = .center
label.font = UIFont.boldSystemFont(ofSize: 28)
label.textColor = UIColor(red: 0.59, green: 0.42, blue: 0.23, alpha: 1.00)
return label
}()
override func viewDidLoad() {
super.viewDidLoad()
_ = createCircle(positionX: 100, positionY: 200)
_ = createCircle(positionX: 100, positionY: 375)
_ = createCircle(positionX: 100, positionY: 550)
_ = createCircle(positionX: 100, positionY: 725)
_ = createCircle(positionX: 300, positionY: 200)
_ = createCircle(positionX: 300, positionY: 375)
_ = createCircle(positionX: 300, positionY: 550)
_ = createCircle(positionX: 300, positionY: 725)
}
//MARK: - Create Circle
func createCircle(positionX: Int, positionY: Int) -> (CGPoint) {
let trackLayer = CAShapeLayer()
let button = UIButton(type: .custom)
button.frame = CGRect(x: 0, y: 0, width: 100, height: 100)
button.layer.cornerRadius = 0.5 * button.bounds.size.width
button.clipsToBounds = true
button.center = view.center
button.addTarget(self, action: #selector(handleTap), for: .touchUpInside)
view.addSubview(button)
let circularPath = UIBezierPath(arcCenter: .zero, radius: 50, startAngle: 0, endAngle: 2 * CGFloat.pi, clockwise: true)
trackLayer.path = circularPath.cgPath
trackLayer.strokeColor = UIColor(red: 0.82, green: 0.69, blue: 0.52, alpha: 1.00).cgColor
trackLayer.fillColor = UIColor.clear.cgColor
trackLayer.lineWidth = 10
trackLayer.position = CGPoint(x: positionX, y: positionY)
view.layer.addSublayer(trackLayer)
shapeLayer.path = circularPath.cgPath
shapeLayer.strokeColor = UIColor(red: 0.59, green: 0.42, blue: 0.23, alpha: 1.00).cgColor
shapeLayer.fillColor = UIColor.clear.cgColor
shapeLayer.lineWidth = 10
shapeLayer.lineCap = CAShapeLayerLineCap.round
shapeLayer.position = CGPoint(x: positionX, y: positionY)
shapeLayer.transform = CATransform3DMakeRotation(-CGFloat.pi / 2, 0, 0, 1)
view.addSubview(percentageLabel)
percentageLabel.frame = CGRect(x: 0, y: 0, width: 150, height: 150)
percentageLabel.center = CGPoint(x: positionX, y: positionY)
return CGPoint(x: positionX, y: positionY)
}
//MARK: - Tap function
var done = 0
var toDo = 0
@objc func handleTap(sender: UIButton) {
toDo = 5
if done < toDo {
done += 1
} else {
done -= toDo
}
let percentage = CGFloat(done) / CGFloat(toDo)
percentageLabel.text = "\(Int(percentage * 100))%"
DispatchQueue.main.async {
self.shapeLayer.strokeEnd = percentage
}
view.layer.addSublayer(shapeLayer)
}
}
This is a picture of what happens when I run my code. When I click on any of the pictured buttons, instead of running the progress bar animation on whichever button I pressed, it only runs it on the button that was added last to the view controller.