I have an animation made with UIViewPropertyAnimator. This animation shows or hide a view.
I have a switch button, and when I click on it, it will toggle the isShowingView and therefore show or hide the view.
But if for exemple, I hide the view while the "show" animation is still in progress, it cancels instantly the show animation, and the view just disappears without any animation.
Note that this doesn't happen with a simple UIView.animate instead of UIViewPropertyAnimator .
Here's some dummy code that replicates the issue :
var isShowingView = false
func onButtonClick() {
isShowingView.toggle()
refreshView()
}
func refreshView() {
let timing = UICubicTimingParameters(controlPoint1: CGPoint(x: 0.4, y: 0.0),
controlPoint2: CGPoint(x: 0.2, y: 1.0))
let animator = UIViewPropertyAnimator(duration: 0.3, timingParameters: timing)
animator.addAnimations {
self.myView.alpha = isShowingView ? 1 : 0
}
animator.addCompletion { position in
guard position == .end else { return }
if self.myView.alpha == 0.0 && isShowingView {
print("Bug here, at this moment the animation is broken <-----")
}
}
animator.startAnimation()
}
Is this the expected behavior? What could I do to prevent this?
As #matt said, the issue is that recreating a UIViewPropertyAnimator interrupts the current one.
The solution is to retain the property animator :
var isShowingView = false
let timing = UICubicTimingParameters(controlPoint1: CGPoint(x: 0.4, y: 0.0),
controlPoint2: CGPoint(x: 0.2, y: 1.0))
let animator = UIViewPropertyAnimator(duration: 0.3, timingParameters: timing)
func onButtonClick() {
isShowingView.toggle()
refreshView()
}
func refreshView() {
animator.addAnimations {
self.myView.alpha = isShowingView ? 1 : 0
}
animator.addCompletion { position in
guard position == .end else { return }
if self.myView.alpha == 0.0 && isShowingView {
print("Bug here, at this moment the animation is broken <-----")
}
}
animator.startAnimation()
}
Related
I'm trying to remove the custom view from the superview after the end of the animation in the completion block, but it is called immediately and the animation becomes sharp. I managed to solve the problem in a not very good way: just adding a delay to remove the view.
Here is the function for animating the view:
private func animatedHideSoundView(toRight: Bool) {
let translationX = toRight ? 0.0 : -screenWidth
UIView.animate(withDuration: 0.5) {
self.soundView.transform = CGAffineTransform(translationX: translationX, y: 0.0)
} completion: { isFinished in
if isFinished {
self.soundView.removeFromSuperview()
self.songPlayer.pause()
}
}
}
The problem in this line: self.soundView.removeFromSuperview()
When I call this function in the switch recognizer.state completion block statement it executes early and when elsewhere everything works correctly.
#objc private func soundViewPanned(recognizer: UIPanGestureRecognizer) {
let touchPoint = recognizer.location(in: view)
switch recognizer.state {
case .began:
initialOffset = CGPoint(x: touchPoint.x - soundView.center.x, y: touchPoint.y - soundView.center.y)
case .changed:
soundView.center = CGPoint(x: touchPoint.x - initialOffset.x, y: touchPoint.y - initialOffset.y)
if notHiddenSoundViewRect.minX > soundView.frame.minX {
animatedHideSoundView(toRight: false)
} else if notHiddenSoundViewRect.maxX < soundView.frame.maxX {
animatedHideSoundView(toRight: true)
}
case .ended, .cancelled:
let decelerationRate = UIScrollView.DecelerationRate.normal.rawValue
let velocity = recognizer.velocity(in: view)
let projectedPosition = CGPoint(
x: soundView.center.x + project(initialVelocity: velocity.x, decelerationRate: decelerationRate),
y: soundView.center.y + project(initialVelocity: velocity.y, decelerationRate: decelerationRate)
)
let nearestCornerPosition = nearestCorner(to: projectedPosition)
let relativeInitialVelocity = CGVector(
dx: relativeVelocity(forVelocity: velocity.x, from: soundView.center.x, to: nearestCornerPosition.x),
dy: relativeVelocity(forVelocity: velocity.y, from: soundView.center.y, to: nearestCornerPosition.y)
)
let timingParameters = UISpringTimingParameters(dampingRatio: 0.8, initialVelocity: relativeInitialVelocity)
let animator = UIViewPropertyAnimator(duration: 0.5, timingParameters: timingParameters)
animator.addAnimations {
self.soundView.center = nearestCornerPosition
}
animator.startAnimation()
default: break
}
}
I want the user to be able to swipe this soundView off the screen.
That's why I check where the soundView is while the user is moving it, so that if he moves the soundView near the edge of the screen, I can hide the soundView animatedly.
Maybe I'm doing it wrong, but I couldn't think of anything else, because I don't have much experience. Could someone give me some advice on this?
I managed to solve it this way, but I don't like it:
private func animatedHideSoundView(toRight: Bool) {
let translationX = toRight ? 0.0 : -screenWidth
UIView.animate(withDuration: 0.5) {
self.soundView.transform = CGAffineTransform(translationX: translationX, y: 0.0)
}
DispatchQueue.main.asyncAfter(deadline: .now() + 0.5) {
self.soundView.removeFromSuperview()
self.songPlayer.pause()
}
}
enter image description here
You can see and run all code here: https://github.com/swiloper/AnimationProblem
Couple notes...
First, in your controller code, you are calling animatedHideSoundView() from your pan gesture recognizer every time you move the touch. It's unlikely that's what you want to do.
Second, if you call animatedHideSoundView(toRight: true) your code:
private func animatedHideSoundView(toRight: Bool) {
let translationX = toRight ? 0.0 : -screenWidth
UIView.animate(withDuration: 0.5) {
self.soundView.transform = CGAffineTransform(translationX: translationX, y: 0.0)
} completion: { isFinished in
if isFinished {
self.soundView.removeFromSuperview()
self.songPlayer.pause()
}
}
}
sets translationX to Zero ... when you then try to animate the transform, the animation will take no time because you're not changing the x.
Third, I strongly suggest that you start simple. The code you linked to cannot be copy/pasted/run, which makes it difficult to offer help.
Here's a minimal version of your UniversalTypesViewController class (it uses your linked SoundView class):
final class UniversalTypesViewController: UIViewController {
// MARK: Properties
private lazy var soundView = SoundView(frame: CGRect(x: 0, y: 0, width: 80, height: 80))
private let panGestureRecognizer = UIPanGestureRecognizer()
private var initialOffset: CGPoint = .zero
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = .systemYellow
panGestureRecognizer.addTarget(self, action: #selector(soundViewPanned(recognizer:)))
soundView.addGestureRecognizer(panGestureRecognizer)
}
private func animatedShowSoundView() {
// reset soundView's transform
soundView.transform = .identity
// add it to the view
view.addSubview(soundView)
// position soundView near bottom, but past the right side of view
soundView.frame.origin = CGPoint(x: view.frame.width, y: view.frame.height - soundView.frame.height * 2.0)
soundView.startSoundBarsAnimation()
// animate soundView into view
UIView.animate(withDuration: 0.5, delay: 0.0, options: .curveEaseOut) {
self.soundView.transform = CGAffineTransform(translationX: -self.soundView.frame.width * 2.0, y: 0.0)
}
}
private func animatedHideSoundView(toRight: Bool) {
let translationX = toRight ? view.frame.width : -(view.frame.width + soundView.frame.width)
UIView.animate(withDuration: 0.5) {
self.soundView.transform = CGAffineTransform(translationX: translationX, y: 0.0)
} completion: { isFinished in
if isFinished {
self.soundView.removeFromSuperview()
//self.songPlayer.pause()
}
}
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
// if soundView is not in the view hierarchy,
// animate it into view - animatedShowSoundView() func adds it as a subview
if soundView.superview == nil {
animatedShowSoundView()
} else {
// unwrap the touch
guard let touch = touches.first else { return }
// get touch location
let loc = touch.location(in: self.view)
// if touch is inside the soundView frame,
// return, so pan gesture can move soundView
if soundView.frame.contains(loc) { return }
// if touch is on the left-half of the screen,
// animate soundView to the left and remove after animation
if loc.x < view.frame.midX {
animatedHideSoundView(toRight: false)
} else {
// touch is on the right-half of the screen,
// so just remove soundView
animatedHideSoundView(toRight: true)
}
}
}
// MARK: Objc methods
#objc private func soundViewPanned(recognizer: UIPanGestureRecognizer) {
let touchPoint = recognizer.location(in: view)
switch recognizer.state {
case .began:
initialOffset = CGPoint(x: touchPoint.x - soundView.center.x, y: touchPoint.y - soundView.center.y)
case .changed:
soundView.center = CGPoint(x: touchPoint.x - initialOffset.x, y: touchPoint.y - initialOffset.y)
case .ended, .cancelled:
()
default: break
}
}
}
If you run that, tapping anywhere will animate soundView into view at bottom-right. You can then drag soundView around.
If you tap away from soundView frame, on the left-half of the screen, soundView will be animated out to the left and removed after animation completes.
If you tap away from soundView frame, on the right-half of the screen, soundView will be animated out to the right and removed after animation completes.
Once you've got that working, and you see what's happening, you can implement it in the rest of your much-more-complex code.
Edit
Take a look at this modified version of your code.
One big problem in your code is that you're making multiple calls to animatedHideSoundView(). When the drag gets near the edge, your code calls that... but then it gets called again because the drag is still "active."
So, I added a var isHideAnimationRunning: Bool flag so calls to positioning when dragging and positioning when "hide" animating don't conflict.
A few other changes:
instead of mixing Transforms with .center positioning, get rid of the Transforms and just use .center
I created a struct with logically named corner points - makes it much easier to reference them
strongly recommended: add comments to your code!
So, give this a try:
import UIKit
let screenWidth: CGFloat = UIScreen.main.bounds.width
let screenHeight: CGFloat = UIScreen.main.bounds.height
let sideSpacing: CGFloat = 32.0
let mediumSpacing: CGFloat = 16.0
var isNewIphone: Bool {
return screenHeight / screenWidth > 1.8
}
extension CGPoint {
func distance(to point: CGPoint) -> CGFloat {
return sqrt(pow(point.x - x, 2) + pow(point.y - y, 2))
}
}
// so we can refer to corner positions by logical names
struct CornerPoints {
var topLeft: CGPoint = .zero
var bottomLeft: CGPoint = .zero
var bottomRight: CGPoint = .zero
var topRight: CGPoint = .zero
}
final class ViewController: UIViewController {
private var cornerPoints = CornerPoints()
private let soundViewSide: CGFloat = 80.0
private lazy var halfSoundViewWidth = soundViewSide / 2
private lazy var newIphoneSpacing = isNewIphone ? mediumSpacing : 0.0
private lazy var soundView = SoundView(frame: CGRect(origin: .zero, size: CGSize(width: soundViewSide, height: soundViewSide)))
private lazy var notHiddenSoundViewRect = CGRect(x: mediumSpacing, y: 0.0, width: screenWidth - mediumSpacing * 2, height: screenHeight)
private var initialOffset: CGPoint = .zero
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = .yellow
// setup corner points
let left = sideSpacing + halfSoundViewWidth
let right = view.frame.maxX - (sideSpacing + halfSoundViewWidth)
let top = sideSpacing + halfSoundViewWidth - newIphoneSpacing
let bottom = view.frame.maxY - (sideSpacing + halfSoundViewWidth - newIphoneSpacing)
cornerPoints.topLeft = CGPoint(x: left, y: top)
cornerPoints.bottomLeft = CGPoint(x: left, y: bottom)
cornerPoints.bottomRight = CGPoint(x: right, y: bottom)
cornerPoints.topRight = CGPoint(x: right, y: top)
let panGestureRecognizer = UIPanGestureRecognizer()
panGestureRecognizer.addTarget(self, action: #selector(soundViewPanned(recognizer:)))
soundView.addGestureRecognizer(panGestureRecognizer)
// for development, let's add a double-tap recognizer to
// add the soundView again (if it's been removed)
let dt = UITapGestureRecognizer(target: self, action: #selector(showAgain(_:)))
dt.numberOfTapsRequired = 2
view.addGestureRecognizer(dt)
DispatchQueue.main.asyncAfter(deadline: .now() + 1.0) {
self.animatedShowSoundView()
}
}
#objc func showAgain(_ f: UITapGestureRecognizer) {
// if soundView has been removed
if soundView.superview == nil {
// add it
animatedShowSoundView()
}
}
private func animatedShowSoundView() {
// start at bottom-right, off-screen to the right
let pt: CGPoint = cornerPoints.bottomRight
soundView.center = CGPoint(x: screenWidth + soundViewSide, y: pt.y)
view.addSubview(soundView)
soundView.startSoundBarsAnimation()
// animate to bottom-right corner
UIView.animate(withDuration: 0.5, delay: 0.0, options: .curveEaseOut) {
self.soundView.center = pt
}
}
// flag so we know if soundView is currently
// "hide" animating
var isHideAnimationRunning: Bool = false
private func animatedHideSoundView(toRight: Bool) {
// only execute if soundView is not currently "hide" animating
if !isHideAnimationRunning {
// set flag to true
isHideAnimationRunning = true
// target center X
let targetX: CGFloat = toRight ? screenWidth + soundViewSide : -soundViewSide
UIView.animate(withDuration: 0.5) {
self.soundView.center.x = targetX
} completion: { isFinished in
self.isHideAnimationRunning = false
if isFinished {
self.soundView.removeFromSuperview()
//self.songPlayer.pause()
}
}
}
}
#objc private func soundViewPanned(recognizer: UIPanGestureRecognizer) {
let touchPoint = recognizer.location(in: view)
switch recognizer.state {
case .began:
// only execute if soundView is not currently "hide" animating
if !isHideAnimationRunning {
initialOffset = CGPoint(x: touchPoint.x - soundView.center.x, y: touchPoint.y - soundView.center.y)
}
case .changed:
// only execute if soundView is not currently "hide" animating
if !isHideAnimationRunning {
soundView.center = CGPoint(x: touchPoint.x - initialOffset.x, y: touchPoint.y - initialOffset.y)
if notHiddenSoundViewRect.minX > soundView.frame.minX {
animatedHideSoundView(toRight: false)
} else if notHiddenSoundViewRect.maxX < soundView.frame.maxX {
animatedHideSoundView(toRight: true)
}
}
case .ended, .cancelled:
// only execute if soundView is not currently "hide" animating
if !isHideAnimationRunning {
let decelerationRate = UIScrollView.DecelerationRate.normal.rawValue
let velocity = recognizer.velocity(in: view)
let projectedPosition = CGPoint(
x: soundView.center.x + project(initialVelocity: velocity.x, decelerationRate: decelerationRate),
y: soundView.center.y + project(initialVelocity: velocity.y, decelerationRate: decelerationRate)
)
let nearestCornerPosition = nearestCorner(to: projectedPosition)
let relativeInitialVelocity = CGVector(
dx: relativeVelocity(forVelocity: velocity.x, from: soundView.center.x, to: nearestCornerPosition.x),
dy: relativeVelocity(forVelocity: velocity.y, from: soundView.center.y, to: nearestCornerPosition.y)
)
let timingParameters = UISpringTimingParameters(dampingRatio: 0.8, initialVelocity: relativeInitialVelocity)
let animator = UIViewPropertyAnimator(duration: 0.5, timingParameters: timingParameters)
animator.addAnimations {
self.soundView.center = nearestCornerPosition
}
animator.startAnimation()
}
default: break
}
}
private func project(initialVelocity: CGFloat, decelerationRate: CGFloat) -> CGFloat {
return (initialVelocity / 1000) * decelerationRate / (1 - decelerationRate)
}
private func nearestCorner(to point: CGPoint) -> CGPoint {
var minDistance = CGFloat.greatestFiniteMagnitude
var nearestPosition = CGPoint.zero
for position in [cornerPoints.topLeft, cornerPoints.bottomLeft, cornerPoints.bottomRight, cornerPoints.topRight] {
let distance = point.distance(to: position)
if distance < minDistance {
nearestPosition = position
minDistance = distance
}
}
return nearestPosition
}
/// Calculates the relative velocity needed for the initial velocity of the animation.
private func relativeVelocity(forVelocity velocity: CGFloat, from currentValue: CGFloat, to targetValue: CGFloat) -> CGFloat {
guard currentValue - targetValue != 0 else { return 0 }
return velocity / (targetValue - currentValue)
}
}
I created a small UIView object, First I use translate transform move UIView to new location, after animation stop, I want UIView rotate in new location, so the code is:
//circle2 is UIView
UIView.animate(withDuration: 1, delay:0,options:[.curveLinear],animations:{
self.circle2.transform=CGAffineTransform(translationX: 0, y: 35)
},completion: {(result) in
UIView.animate(withDuration: 1, delay:0,options:[.repeat],animations: {
self.circle2.transform=CGAffineTransform(rotationAngle: CGFloat.pi)
//self.circle2.transform=CGAffineTransform(rotationAngle: CGFloat.pi).translatedBy(x: 0, y: 35)
//self.circle2.transform=CGAffineTransform(translationX: 0, y: 35).rotated(by: CGFloat.pi)
//self.circle2.transform=CGAffineTransform(rotationAngle: CGFloat.pi).concatenating(CGAffineTransform(translationX: 0, y: 35))
})
})
But I found that when UIView is rotating, it also move upward to origin position.
I try three another combination method, none of then works....
Two of your examples do work but animation may be different than what you expected. You will need to do it manually. It is painful but please try and examine the following code:
private func startAnimation()
let startTime: Date = .init()
let translationDuration: TimeInterval = 1.0
var rotation: CGFloat = 0.0
let rotationDuration: TimeInterval = 1.0
var translation: CGPoint = .zero
func refreshView(_ controller: ViewController) {
controller.circle2.transform = CGAffineTransform(rotationAngle: rotation).concatenating(CGAffineTransform(translationX: translation.x, y: translation.y))
}
Timer.scheduledTimer(withTimeInterval: 1.0/60.0, repeats: true) { timer in
let now: Date = .init()
let scale: Double = (now.timeIntervalSince(startTime))/translationDuration
guard scale > 0.0 else { return } // Waiting part if delay is applied
if scale < 1.0 {
// Animate the view
translation = CGPoint(x: 0.0, y: 35.0*scale)
refreshView(self)
} else {
// Animation ended
timer.invalidate()
translation = CGPoint(x: 0.0, y: 35.0)
refreshView(self)
var rotationStartTime: Date = .init()
Timer.scheduledTimer(withTimeInterval: 1.0/60.0, repeats: true) { [weak self] timer in
guard let self = self else { timer.invalidate(); return }
let now: Date = .init()
let scale: Double = (now.timeIntervalSince(rotationStartTime))/rotationDuration
guard scale > 0.0 else { return } // Waiting part if delay is applied
if scale < 1.0 {
// Animate the view
rotation = .pi * CGFloat(scale)
refreshView(self)
} else {
// Animation ended
rotation = 0.0
rotationStartTime = .init()
refreshView(self)
}
}
}
}
}
If you have a need to stop the animation then you will need some references to timers.
I'm trying to add animation to my tabBarController when hidden. Im able to accomplish this effect with the navigationBarController by using self.navigationController?.isNavigationBarHidden = true. I'm able to hide the tabBar by using self.tabBarController?.tabBar.isHidden = true but i do not get the animation how can I do this thank you in advance.
You could change the tab bar's frame inside an animation, so something like:
func hideTabBar() {
var frame = self.tabBarController?.tabBar.frame
frame?.origin.y = self.view.frame.size.height + (frame?.size.height)!
UIView.animate(withDuration: 0.5, animations: {
self.tabBarController?.tabBar.frame = frame!
})
}
func showTabBar() {
var frame = self.tabBarController?.tabBar.frame
frame?.origin.y = self.view.frame.size.height - (frame?.size.height)!
UIView.animate(withDuration: 0.5, animations: {
self.tabBarController?.tabBar.frame = frame!
})
}
Which sets the tab bar just below the visible screen, so that it slides up/down from the bottom.
I've developed a util extension for UIViewController
Swift 4 compatible:
extension UIViewController {
func setTabBarHidden(_ hidden: Bool, animated: Bool = true, duration: TimeInterval = 0.3) {
if animated {
if let frame = self.tabBarController?.tabBar.frame {
let factor: CGFloat = hidden ? 1 : -1
let y = frame.origin.y + (frame.size.height * factor)
UIView.animate(withDuration: duration, animations: {
self.tabBarController?.tabBar.frame = CGRect(x: frame.origin.x, y: y, width: frame.width, height: frame.height)
})
return
}
}
self.tabBarController?.tabBar.isHidden = hidden
}
}
Improvement of the response of #Luca Davanzo. If the bar is already hidden, it will continue hiding it and moving it lower. Also get rid of the return, so the state of the tabbar.hidden changes when the animation happens.
So I added a check:
extension UIViewController {
func setTabBarHidden(_ hidden: Bool, animated: Bool = true, duration: TimeInterval = 0.5) {
if self.tabBarController?.tabBar.isHidden != hidden{
if animated {
//Show the tabbar before the animation in case it has to appear
if (self.tabBarController?.tabBar.isHidden)!{
self.tabBarController?.tabBar.isHidden = hidden
}
if let frame = self.tabBarController?.tabBar.frame {
let factor: CGFloat = hidden ? 1 : -1
let y = frame.origin.y + (frame.size.height * factor)
UIView.animate(withDuration: duration, animations: {
self.tabBarController?.tabBar.frame = CGRect(x: frame.origin.x, y: y, width: frame.width, height: frame.height)
}) { (bool) in
//hide the tabbar after the animation in case ti has to be hidden
if (!(self.tabBarController?.tabBar.isHidden)!){
self.tabBarController?.tabBar.isHidden = hidden
}
}
}
}
}
}
}
In case if you need to toggle it from hide to visible and vice versa:
func toggleTabbar() {
guard var frame = tabBarController?.tabBar.frame else { return }
let hidden = frame.origin.y == view.frame.size.height
frame.origin.y = hidden ? view.frame.size.height - frame.size.height : view.frame.size.height
UIView.animate(withDuration: 0.3) {
self.tabBarController?.tabBar.frame = frame
}
}
Swift 4 solution:
tabBarController?.tabBar.isHidden = true
UIView.transition(with: tabBarController!.view, duration: 0.35, options: .transitionCrossDissolve, animations: nil)
Here is a simple extension :
func setTabBar(hidden:Bool) {
guard let frame = self.tabBarController?.tabBar.frame else {return }
if hidden {
UIView.animate(withDuration: 0.3, animations: {
self.tabBarController?.tabBar.frame = CGRect(x: frame.origin.x, y: frame.origin.y + frame.height, width: frame.width, height: frame.height)
})
}else {
UIView.animate(withDuration: 0.3, animations: {
self.tabBarController?.tabBar.frame = UITabBarController().tabBar.frame
})
}
}
So I've been playing around for 3 days with this now, finding out that the one that worked for me in my code was Adriana's post from 14th Sept 2018. But I was not sure how to use the coding once copied into my Project. So, after much experimenting I found that the way I could use this func was to put the following into into the respective swipe actions.
setTabBarHidden(false)
setTabBarHidden(true)
My next step is to try to get the swipe actions working while using UIScrollView in the same UIView at the same time.
You have to add UIView transitionWithView class func
Swift 2
func hideTabBarWithAnimation() -> () {
UIView.transitionWithView(tableView, duration: 1.0, options: .TransitionCrossDissolve, animations: { () -> Void in
self.tabBarController?.tabBar.hidden = true
}, completion: nil)
}
Swift 3, 4, 5
func hideTabBarWithAnimation() -> () {
UIView.transition(with: tableView, duration: 1.0, options: .transitionCrossDissolve, animations: { () -> Void in
self.tabBarController?.tabBar.isHidden = true
}, completion: nil)
}
I have got this problem with breaking animations block in my app. I am animating an image inside UIScrollView (zooming-in, moving from left to right, zooming-out). Animation is being launched on tap with UITapGestureRecognizer.
The problem is that even though I can zoom-out the image when it is being animated, animations block continues and as a result I get the image off the iPhone screen.
I have tried to use removeAllAnimations() method on both scrollView.layer and view.layer but it seems not to work.
Here is my code:
override func viewDidLoad() {
super.viewDidLoad()
scrollView.delegate = self
setupGestureRecognizer()
}
func setupGestureRecognizer() {
let singleTap = UITapGestureRecognizer(target: self, action: #selector(self.handleSingleTap(recognizer:)))
singleTap.numberOfTapsRequired = 1
scrollView.addGestureRecognizer(singleTap)
}
func handleSingleTap(recognizer: UITapGestureRecognizer) {
animateRecipeImage()
}
// MARK: - Recipe Image Animation
func animateRecipeImage() {
let offset = CGPoint(x: 0, y: 0)
var middleOffset = CGPoint()
let endOffset = CGPoint(x: (imageView.bounds.width / 2), y: 0)
// To avoid animation in landscape mode we check for current device orientation
if (UIDeviceOrientationIsPortrait(UIDevice.current.orientation)) {
if (scrollView.zoomScale > scrollView.minimumZoomScale) {
scrollView.setZoomScale(scrollView.minimumZoomScale, animated: true)
// Remove all animations and update image contraints to fit the screen
self.scrollView.layer.removeAllAnimations()
self.view.layer.removeAllAnimations()
updateConstraintsForSize(size: view.bounds.size)
} else {
scrollView.setZoomScale(scrollView.maximumZoomScale, animated: true)
let screenWidth = screenSize.width
// Handle big screen sizes
if (screenWidth < self.imageView.bounds.width) {
middleOffset = CGPoint(x: ((self.imageView.bounds.width - screenWidth) * self.scrollView.zoomScale), y: 0)
} else {
middleOffset = CGPoint(x: (self.imageView.frame.width - screenWidth), y: 0)
}
// Start animating the image
UIView.animate(withDuration: 2, delay: 0.5, options: [.allowUserInteraction], animations: {
self.scrollView.setContentOffset(offset, animated: false)
}, completion: { _ in
UIView.animate(withDuration: 4, delay: 0.5, options: [.allowUserInteraction], animations: {
self.scrollView.setContentOffset(middleOffset, animated: false)
}, completion: { _ in
UIView.animate(withDuration: 1.0, delay: 0.2, usingSpringWithDamping: 0.4, initialSpringVelocity: 1.1, options: [.allowUserInteraction], animations: {
self.scrollView.setContentOffset(endOffset, animated: false)
}, completion: nil)
})
})
}
}
}
Any ideas how to break that animations block? The result I would like to achieve is break animation and zoom-out image.
I have a UIView (the red one in the image) I can pan in the x-axis. I can return the view back to the original position but I want to return to that position as though it's being pulled by a light spring, or sort of easing back to the original position with some sort of deceleration.
At the moment it weirdly jumps back to that position.
This is my relevant code and an image is attached to show the view in it's maximum position.
#IBAction func handlePan(recognizer:UIPanGestureRecognizer) {
if recognizer.state == UIGestureRecognizerState.Ended {
print(backgroundView.center.x) //120.0
print(backgroundView.center.y) //64.0
let xDivision = Double(backgroundView.center.x/120.0)
print(xDivision)
recognizer.view?.center = CGPointMake(120.0, 64.0)
self.view.frame = CGRectMake(backgroundView.center.x, 0, self.view.frame.width , self.view.frame.height)
UIView.animateWithDuration(xDivision, delay: 0.0, usingSpringWithDamping: 2.0, initialSpringVelocity: 2.0, options: UIViewAnimationOptions.CurveEaseIn, animations: {
self.view.center.x = 120.0
}, completion: { (true) in
print("Animation Complete")
print(self.backgroundView.center.x)
})
}
let translation: CGPoint = recognizer.translationInView(self.view)
//recognizer.view?.center = CGPointMake((recognizer.view?.center.x)!, (recognizer.view?.center.y)! + translation.y)
recognizer.setTranslation(CGPointMake(0, 0), inView: self.view)
var center: CGPoint = (recognizer.view?.center)!
print(center.x)
center.x += translation.x
if center.x < 50.0 || center.x > 320.0 {
return
}
recognizer.view?.center = center
}
Any ideas on how I can achieve that. A good example of this animation is this app - http://rise.simplebots.co
Thanks.
If you are using Auto Layout, changing the frame or center properties can cause problems. Have you thought about just changing the constraint's constant? Like:
#IBAction func handlePan(recognizer:UIPanGestureRecognizer) {
switch recognizer.state {
case .Began:
//do something
case .Changed:
let translation = recognizer.translationInView(self.view)
self.leftContraint.constant = self.leftContraint.constant + translation.x
recognizer.setTranslation(.zero, inView: self.view)
case .Ended:
UIView.animateWithDuration(1,
delay: 0,
options: .CurveEaseOut,
animations: {
self.leftContraint.constant = //your value
self.view.layoutIfNeeded()
},
completion: nil)
default: ()
}
}
That helped me with a similar problem.