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898877a051
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@ -44,9 +44,12 @@ open class LoadingSpinner: View {
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layer.fillColor = nil
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layer.strokeColor = strokeColor.cgColor
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layer.lineWidth = lineWidth
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layer.lineCap = .butt
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layer.lineCap = .round
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layer.speed = speed
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layer.path = UIBezierPath(ovalIn: bounds.insetBy(dx: lineWidth / 2, dy: lineWidth / 2)).cgPath
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let halfWidth = lineWidth / 2
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let radius = (bounds.width - lineWidth) / 2
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layer.path = UIBezierPath(arcCenter: CGPoint(x: radius + halfWidth, y: radius + halfWidth), radius: radius, startAngle: -CGFloat.pi / 2, endAngle: 2.5 * CGFloat.pi, clockwise: true).cgPath
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}
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//--------------------------------------------------
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@ -79,6 +82,25 @@ open class LoadingSpinner: View {
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}
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}
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// I like this
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// Pose(delay: 0.0, start: 0.000, length: 0.75),
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// Pose(delay: 0.7, start: 0.500, length: 0.55),
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// Pose(delay: 0.5, start: 1.000, length: 0.35),
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// Pose(delay: 0.4, start: 1.500, length: 0.4),
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// Pose(delay: 0.3, start: 1.875, length: 0.25),
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// Pose(delay: 0.3, start: 2.250, length: 0.4),
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// Pose(delay: 0.4, start: 2.600, length: 0.55),
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// Pose(delay: 0.4, start: 3.000, length: 0.7)
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// Pose(delay: 0.0, start: 0.000, length: 0.7),
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// Pose(delay: 0.7, start: 0.500, length: 0.5),
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// Pose(delay: 0.6, start: 1.000, length: 0.3),
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// Pose(delay: 0.5, start: 1.500, length: 0.2),
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// Pose(delay: 0.4, start: 1.875, length: 0.2),
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// Pose(delay: 0.3, start: 2.250, length: 0.3),
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// Pose(delay: 0.2, start: 2.600, length: 0.5),
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// Pose(delay: 0.2, start: 3.000, length: 0.7)
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private func animate() {
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var time: CFTimeInterval = 0
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var times = [CFTimeInterval]()
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