How to create a circular progress indicator for a count down timer

You can do it using CAShapeLayer and animating the stroke end as follow:

update Xcode 9 • Swift 4

define the time left

let timeLeftShapeLayer = CAShapeLayer()
let bgShapeLayer = CAShapeLayer()
var timeLeft: TimeInterval = 60
var endTime: Date?
var timeLabel =  UILabel()
var timer = Timer()
// here you create your basic animation object to animate the strokeEnd
let strokeIt = CABasicAnimation(keyPath: "strokeEnd")

define a method to create de UIBezierPath

startAngle at -90˚ and endAngle 270

func drawBgShape() {
    bgShapeLayer.path = UIBezierPath(arcCenter: CGPoint(x: view.frame.midX , y: view.frame.midY), radius:
        100, startAngle: -90.degreesToRadians, endAngle: 270.degreesToRadians, clockwise: true).cgPath
    bgShapeLayer.strokeColor = UIColor.white.cgColor
    bgShapeLayer.fillColor = UIColor.clear.cgColor
    bgShapeLayer.lineWidth = 15
    view.layer.addSublayer(bgShapeLayer)
}
func drawTimeLeftShape() {
    timeLeftShapeLayer.path = UIBezierPath(arcCenter: CGPoint(x: view.frame.midX , y: view.frame.midY), radius:
        100, startAngle: -90.degreesToRadians, endAngle: 270.degreesToRadians, clockwise: true).cgPath
    timeLeftShapeLayer.strokeColor = UIColor.red.cgColor
    timeLeftShapeLayer.fillColor = UIColor.clear.cgColor
    timeLeftShapeLayer.lineWidth = 15
    view.layer.addSublayer(timeLeftShapeLayer)
}

add your Label

func addTimeLabel() {
    timeLabel = UILabel(frame: CGRect(x: view.frame.midX-50 ,y: view.frame.midY-25, width: 100, height: 50))
    timeLabel.textAlignment = .center
    timeLabel.text = timeLeft.time
    view.addSubview(timeLabel)
}

at viewDidload set the endTime and add your CAShapeLayer to your view:

override func viewDidLoad() {
    super.viewDidLoad()
    view.backgroundColor = UIColor(white: 0.94, alpha: 1.0)
    drawBgShape()
    drawTimeLeftShape()
    addTimeLabel()
    // here you define the fromValue, toValue and duration of your animation
    strokeIt.fromValue = 0
    strokeIt.toValue = 1
    strokeIt.duration = timeLeft
    // add the animation to your timeLeftShapeLayer
    timeLeftShapeLayer.add(strokeIt, forKey: nil)
    // define the future end time by adding the timeLeft to now Date()
    endTime = Date().addingTimeInterval(timeLeft)
    timer = Timer.scheduledTimer(timeInterval: 0.1, target: self, selector: #selector(updateTime), userInfo: nil, repeats: true)
}

when updating the time

@objc func updateTime() {
    if timeLeft > 0 {
        timeLeft = endTime?.timeIntervalSinceNow ?? 0
        timeLabel.text = timeLeft.time
    } else {
        timeLabel.text = "00:00"
        timer.invalidate()
    }
}

you can use this extension to convert the degrees to radians and display time

extension TimeInterval {
    var time: String {
        return String(format:"%02d:%02d", Int(self/60),  Int(ceil(truncatingRemainder(dividingBy: 60))) )
    }
}
extension Int {
    var degreesToRadians : CGFloat {
        return CGFloat(self) * .pi / 180
    }
}

Sample project


Great piece of code and answer! Just thought I'd suggest the following. I was getting the time showing as 1:00 and then 0:60 which I think might be due to the "ceil" part of the code.

I changed it to the following (also wanting times less than 60 to show differently) and it seems to have removed the overlap of times.

For what it's worth ...

extension NSTimeInterval {
    var time:String {
        if self < 60 {
            return String(format: "%02d", Int(floor(self%60)))
        } else
        {
            return String(format: "%01d:%02d", Int(self/60), Int(floor(self%60)))
        }
    }
}