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ViewController.swift
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ViewController.swift
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//
// ViewController.swift
// WaterWaveDemo_Swift
//
// Created by Antonio081014 on 9/18/16.
// Copyright © 2016 Antonio081014.com. All rights reserved.
//
import UIKit
class ViewController: UIViewController {
var wave = SPWaterProgressIndicatorView.init(frame: .zero)
var isAnimating: Bool = false {
didSet{
if isAnimating {
self.wave.startAnimation()
} else {
self.wave.stopAnimation()
}
}
}
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
self.wave = SPWaterProgressIndicatorView(frame: self.view.bounds)
self.wave.center = self.view.center;
self.view.addSubview(self.wave)
let tap = UITapGestureRecognizer.init(target: self, action: #selector(ViewController.updateAnimation))
self.wave.addGestureRecognizer(tap)
let pan = UIPanGestureRecognizer.init(target: self, action: #selector(ViewController.updatePercent))
self.wave.addGestureRecognizer(pan)
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
@objc func updatePercent(_ gesture: UIPanGestureRecognizer) {
if gesture.state == .changed || gesture.state == .ended {
let location = gesture.location(in: self.wave)
let percent = 100 - Int(100.0 * location.y / self.wave.bounds.height);
self.wave.completionInPercent = percent
}
}
@objc func updateAnimation() {
self.isAnimating = !self.isAnimating
}
}