     ]
 }
 
-func quadBezierCurveFrom(startPoint: CGPoint, #toPoint: CGPoint, #controlPoint: CGPoint) -> UIBezierPath {
+func quadBezierCurveFromPoint(startPoint: CGPoint, #toPoint: CGPoint, #controlPoint: CGPoint) -> UIBezierPath {
     let quadPath = UIBezierPath()
     quadPath.moveToPoint(startPoint)
     quadPath.addQuadCurveToPoint(toPoint, controlPoint: controlPoint)


            let topPosition = CAKeyframeAnimation(keyPath: "position")
            let topPositionEndPoint = CGPoint(x: width / 2, y: showsMenu ? topYPosition : bottomYPosition + verticalOffsetInRotatedState)
            topPosition.path = quadBezierCurveFrom(top.position,
                toPoint: topPositionEndPoint,
                controlPoint: CGPoint(x: width, y: positionPathControlPointY)).CGPath
            top.ahk_applyKeyframePathAnimation(topPosition, endValue: NSValue(CGPoint: topPositionEndPoint))


            let bottomPosition = CAKeyframeAnimation(keyPath: "position")
            let bottomPositionEndPoint = CGPoint(x: width / 2, y: showsMenu ? bottomYPosition : topYPosition - verticalOffsetInRotatedState)
            bottomPosition.path = quadBezierCurveFromPoint(bottom.position,
                toPoint: bottomPositionEndPoint,
                controlPoint: CGPoint(x: 0, y: positionPathControlPointY)).CGPath
            bottom.ahk_applyKeyframePathAnimation(bottomPosition, endValue: NSValue(CGPoint: bottomPositionEndPoint))
