Is it possible to animate a Path without creating a SubView?
Eg.
struct ContentView: View {
#State private var end = 0.0
var body: some View {
VStack {
Button("Press me") {
withAnimation {
end += 100
}
}
Path { path in
path.move(to: .zero)
path.addLine(to: CGPoint(x: end, y: end))
}
.stroke()
}
}
}
I know we can extract the Path into a SubView and use the animatableData property to animate it, however, I was wondering if this is achievable without doing that (animating the Path directly).
What I've tried:
I thought making ContentView animatable and using the required animatableData property within ContentView itself would help.
Eg.
struct ContentView: View {
#State private var end = 0.0
var animatableData: Double {
get { end }
set { end = newValue }
}
var body: some View {
VStack {
Button("Press me") {
withAnimation {
end += 100
}
}
Path { path in
path.move(to: .zero)
path.addLine(to: CGPoint(x: end, y: end))
}
.stroke()
}
}
}
This didn't work unfortunately. I also tried adding .animation modifiers to Path but that still didn't do the job.
Is it possible to animate this Path without wrapping it in a Shape or a different type of SubView? I wan't to be able to change end and have the change be animated without wrapping the Path in a different view.
Thanks in advance!
You can use .trim modifier with .animation modifier.
struct PathAnimationView: View {
#State private var end = 0.0
#State private var trimStart: CGFloat = 0
#State private var trimEnd: CGFloat = 0
var body: some View {
VStack {
Button("Press me") {
withAnimation {
trimStart = 0.0
end += 100
trimEnd = 1
}
}
Path { path in
path.move(to: .zero)
path.addLine(to: CGPoint(x: end, y: end))
}
.trim(from: trimStart, to: trimEnd)
.stroke()
.animation(.easeOut(duration: 1.0), value: 1)
}
}
}
Limitation:
.trim will animate path from start to end once.
So better user Shape class to do this.
Related
I was trying to create a function for Path that divides the frame in half.
extension Path {
mutating func divideInHalf() {
move(to: CGPoint(x: 0, y: boundingRect.midY))
addLine(to: CGPoint(x: boundingRect.maxX, y: boundingRect.midY))
}
}
However, this seemed to do nothing. In fact, I tried experimenting with boundingRect but it refused to output anything at all.
struct ContentView: View {
#State private var text = "waiting for value..."
var body: some View {
VStack {
Text(text) // This stays as "waiting for value..."
Path { path in
path.divideInHalf()
text = "\(path.boundingRect.height)" // This does nothing
}
.stroke()
}
}
}
I thought maybe it had something to do with using the inout variable so I tried doing this as well:
struct ContentView: View {
#State private var text = "waiting for value..."
var body: some View {
VStack {
Text(text) // This stays as "waiting for value..."
Path { path in
path.divideInHalf()
let rect = Path { path in
path.move(to: .zero)
path.addLine(to: CGPoint(x: 100, y: 100))
}.boundingRect // Getting the value from the instance directly
text = "\(rect.height)" // This still does nothing
}
.stroke()
}
}
}
I tried adding more lines to the path but that still did nothing. Does anyone know how boundingRect works? Why is it not outputting anything, what am I missing?
What is the boundingRect of an empty Path?
print(Path { _ in }.boundingRect)
/// (inf, inf, 0.0, 0.0)
In divideInHalf, your calls to move and addLine are passing midY and maxX, which are both CGFloat.inf (infinity). Path appears to ignore such calls.
If you put some content in your Path, divideInHalf will add a subpath. For example:
struct ContentView: View {
var body: some View {
VStack {
Path { path in
path.addEllipse(in: .init(x: 10, y: 10, width: 100, height: 100))
path.divideInHalf()
}
.stroke()
.frame(width: 200, height: 200)
.border(.red)
}
}
}
PlaygroundPage.current.setLiveView(ContentView())
The horizontal line through the circle is the result of divideInHalf:
Note that you might like the result better if you change the move call in divideInHalf to use boundingRect.minX instead of 0.
I would like to have a view with an animation that is only visible conditionally. When I do this I get unpredictable behavior. In particular, in the following cases I would expect calling a forever repeating animation inside onAppear to always work regardless of where or when it initializes, but in reality it behaves erratically. How should I make sense of this behavior? How should I be animating a value inside a view that conditionally appears?
Case 1: When the example starts, there is no circle (as expected), when the button is clicked the circle then starts as animating (as expected), if clicked off then the label keeps animating (which it shouldn't as the animated value is behind a false if statement), if clicked back on again then the circle is stuck at full size and while the label keeps animating
struct TestButton: View {
#State var radius = 50.0
#State var running = false
let animation = Animation.linear(duration: 1).repeatForever(autoreverses: false)
var body: some View {
VStack {
Button(running ? "Stop" : "Start") {
running.toggle()
}
if running {
Circle()
.fill(.blue)
.frame(width: radius * 2, height: radius * 2)
.onAppear {
withAnimation(animation) {
self.radius = 100
}
}
}
}
}
}
Case 2: No animation shows up regardless of how many times you click the button.
struct TestButton: View {
#State var radius = 50.0
#State var running = false
let animation = Animation.linear(duration: 1).repeatForever(autoreverses: false)
var body: some View {
VStack {
Button(running ? "Stop" : "Start") {
running.toggle()
}
if running {
Circle()
.fill(.blue.opacity(0.2))
.frame(width: radius * 2, height: radius * 2)
}
}
// `onAppear` moved from `Circle` to `VStack`.
.onAppear {
withAnimation(animation) {
self.radius = 100
}
}
}
}
Case 3: The animation runs just like after the first button click in Case 1.
struct TestButton: View {
#State var radius = 50.0
#State var running = true // This now starts as `true`
let animation = Animation.linear(duration: 1).repeatForever(autoreverses: false)
var body: some View {
VStack {
Button(running ? "Stop" : "Start") {
running.toggle()
}
if running {
Circle()
.fill(.blue.opacity(0.2))
.frame(width: radius * 2, height: radius * 2)
}
}
.onAppear {
withAnimation(animation) {
self.radius = 100
}
}
}
}
It is better to join animation with value which you want to animate, in your case it is radius, explicitly on container which holds animatable view.
Here is demo of approach. Tested with Xcode 13.2 / iOS 15.2
struct TestButton: View {
#State var radius = 50.0
#State var running = false
let animation = Animation.linear(duration: 1).repeatForever(autoreverses: false)
var body: some View {
VStack {
Button(running ? "Stop" : "Start") {
running.toggle()
}
VStack { // responsible for animation of
// conditionally appeared/disappeared view
if running {
Circle()
.fill(.blue)
.frame(width: radius * 2, height: radius * 2)
.onAppear {
self.radius = 100
}
.onDisappear {
self.radius = 50
}
}
}
.animation(animation, value: radius) // << here !!
}
}
}
Background
I'm following the excellent tutorial by Jean-Marc Boullianne on animating colour in change in swift. I would like to enhance this example by adding a slider that would allow me to control the animation speed. For that purpose I've defined the relevant UI elements in the ContentView.swift and I would like to use the values in the SplashView.swift that produces the animation.
Problem
The value that I'm attempting to pass via slider is disregarded and the animation keeps reproducing with the same default speed.
Code
ContentView.swift
A note: colours are defined in the assets catalogue for the purpose of example any values will do.
import SwiftUI
struct ContentView: View {
// Color variables for the animation
var colors: [Color] = [Color("AnimationColor1"),
Color("AnimationColor2"),
Color("AnimationColor3"),
Color("AnimationColor4")]
#State var index: Int = 0
#State var progress: CGFloat = 0
#State var animationDuration: Double = 0.5
var body: some View {
VStack {
SplashView(animationType: .leftToRight, color: self.colors[self.index])
.frame(width: 200, height: 100, alignment: .center)
.cornerRadius(10)
.shadow(color: Color("ShadowColor"), radius: 10, x: 0.0, y: 0.0)
Button(action: {
self.index = (self.index + 1) % self.colors.count
}, label: {
Text("Change Colour")
.padding(.top, 20)
})
Slider(value: $animationDuration, in: 0.0...1.0)
Text("Animation duration \(animationDuration)")
}
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
SplashView.swift
I understand that I'm using the #Binding wrong...
//
// SplashView.swift
// ColourChange
//
//
import SwiftUI
/**
Customer observable object
- Parameter color: The color to store
*/
class ColorStore: ObservableObject {
#Published var color: Color
init(color: Color) {
self.color = color
}
}
struct SplashView: View {
// This binds value from the slider option of the swift ui view
#Binding var animationDuration: Double
// Keeping track of the color: animation defaults as per tutorial
#State var layers: [(Color, CGFloat)] = [] // New Color & Progress
var animationType: SplashShape.SplashShapeAnimation
#State private var prevColor: Color // Background colour
#ObservedObject var colorStore: ColorStore
// Those init calls help to deal with the binding problem when the value is called
init(animationType: SplashShape.SplashShapeAnimation,
color: Color,
animationDuration: Binding<Double> = .constant(0.1)) {
self.animationType = animationType
self._prevColor = State<Color>(initialValue: color)
self.colorStore = ColorStore(color: color)
self._animationDuration = animationDuration
}
var body: some View {
// Need to display each layer as an overlay on the Rectangle inside the body variable
Rectangle()
.foregroundColor(self.prevColor) // Current color
// Displaying each layer on top of another
.overlay(
ZStack {
ForEach(layers.indices, id: \.self) { xLayer in
SplashShape(progress: self.layers[xLayer].1, animationType: self.animationType)
.foregroundColor(self.layers[xLayer].0)
}
}
)
.onReceive(self.colorStore.$color, perform: { color in
// Animate color update
self.layers.append((color, 0))
// Exclamation mark in variable calling is necessary to faciliate unwrapping
withAnimation(.easeInOut(duration: self.animationDuration)) {
self.layers[self.layers.count - 1].1 = 1.0
}
})
}
}
SplashShape.swift
For convenience, I have added SplashShape.swift file but that file doesn't differ from the original one available in the tutorial.
import SwiftUI
struct SplashShape: Shape {
public enum SplashShapeAnimation {
case leftToRight
case rightToLeft
}
var progress: CGFloat // Will take values between 0 and 1
var animationType: SplashShapeAnimation
var animatableData: CGFloat {
get { return progress }
set { self.progress = newValue }
}
func path(in rect: CGRect) -> Path {
// We return the correct path after deciding which type of animation is being used
switch animationType {
case .leftToRight:
return leftToRight(rect: rect)
case .rightToLeft:
return rightToLeft(rect: rect)
}
}
func leftToRight(rect: CGRect) -> Path {
var path = Path()
path.move(to: CGPoint(x: 0, y: 0)) // Top left corner
path.addLine(to: CGPoint(x: rect.width * progress, y: 0)) // Top Right
path.addLine(to: CGPoint(x: rect.width * progress, y: rect.height)) // Bottom right
path.addLine(to: CGPoint(x: 0, y: rect.height)) // Bottom Left
path.closeSubpath()
return path
}
func rightToLeft(rect: CGRect) -> Path {
var path = Path()
path.move(to: CGPoint(x: rect.width, y: 0))
path.addLine(to: CGPoint(x: rect.width - (rect.width * progress), y: 0))
path.addLine(to: CGPoint(x: rect.width - (rect.width * progress), y: rect.height))
path.addLine(to: CGPoint(x: rect.width, y: rect.height))
path.closeSubpath()
return path
}
}
In your example the animationDuration in SlashView is independent of the ContentView's animationDuration (that is bound to the Slider).
In other words: in your ContentView we do not find the animationDuration in the initialization of SplashView:
SplashView(animationType: .leftToRight, color: self.colors [self.index])
should be:
SplashView(animationType: .leftToRight, color: self.colors [self.index], animationDuration: $animationDuration)
But in reality, if the animationDuration variable is never changed in SplashView, then it shouldn't be declared with #Binding.
In this case you can :
Replace (in SplashView)
#Binding var animationDuration: Double
by
var animationDuration: Double
Change your custom init :
init(animationType: SplashShape.SplashShapeAnimation,
color: Color,
animationDuration: Double = 0.1) {
self.animationType = animationType
self._prevColor = State<Color>(initialValue: color)
self.colorStore = ColorStore(color: color)
self.animationDuration = animationDuration
}
Initialize SplashView(in ContentView), this way :
SplashView(animationType: .leftToRight, color: self.colors[self.index], animationDuration: animationDuration)
First off, my appologies for the unconventional title of this post, but I don't know of any way to describe the behavior any better than that.
To reproduce this problem, create a new project in xCode 12 specifying IOS App with any name and **Interface:**SwiftUI, Life Cycle: SwiftUI App, Language: Swift. Then replace all of Content View with the code listed here.
In either Live Preview, or when running the app, a click on the Poly will trigger the animation. It should move a fraction of a pixel, and do a 1/3 turn (as the angle is in radians).
The problem, as noted on line 37 is that when I try to move or turn the Poly, it goes crazy, multiplying any move by much greater amounts. The color animates fine, but the Animatable properties in the shape do not. The location starts at 200,200 with an angle of 0, and if you try to move it very close, as the sample code does, it overreacts. If you try to move it only a few pixes (say 190,190) it will fly off the screen.
I have not had this happen to any other animations I have done, and have no idea why this is behaving this way.
In trying to debug this, at one point I put print statements on the animatableData getters and setters, and can make no sense of what the animation engine is doing to the variables. It just seems to pick a number that is much further from the source that the value I am asking it to go to.
I am confident that the trig in the path is correct, and suspect the issue lies in one of the following:
My declaration of animatableData somehow
The withAnimation function in the gesture
An issue with animating a CGFloat
SwiftUI is just going crazy
I am running Xcode 12.1 (12A7403) and Swift 5. After many hours of trying to figure this out, I humbly present my problem here. Help me Obiwan Kenobi, you are my only hope...
import SwiftUI
let twoPi:CGFloat = CGFloat.pi * 2
let pi = CGFloat.pi
class Poly: ObservableObject, Identifiable {
#Published var location:CGPoint
#Published var color:Color
var sides:CGFloat
var vertexRadius:CGFloat
var angle:CGFloat
init(at:CGPoint, color:Color, sides:CGFloat, radius:CGFloat, angle:CGFloat=0) {
self.location = at
self.color = color
self.sides = sides
self.vertexRadius = radius
self.angle = angle
}
}
struct ContentView: View {
#ObservedObject var poly:Poly = Poly(at: CGPoint(x:200,y:200), color: .green, sides: 6, radius: 100)
var body: some View {
PolyShape(poly: poly)
.fill(poly.color)
.gesture(
DragGesture(minimumDistance: 0, coordinateSpace: .local)
.onEnded { gesture in
withAnimation(.easeInOut(duration:15)) {
//This is what doesn't work.
//Try to nudge it a fraction of a pixel, and do only 1/3 of a turn, and it spins and moves much further.
poly.location.x = 200.4
poly.location.y = 200.2
poly.angle = twoPi / 3
poly.color = .red
}
}
)
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
Group {
ContentView(poly: Poly(at: CGPoint(x:200,y:200), color: .blue, sides: 3, radius: 100))
}
}
}
struct PolyShape:Shape {
var poly:Poly
public var animatableData: AnimatablePair<CGFloat, AnimatablePair<CGFloat,CGFloat>> {
get { AnimatablePair(poly.angle, AnimatablePair(poly.location.x, poly.location.y))
}
set {
poly.angle = newValue.first
poly.location.x = newValue.second.first
poly.location.y = newValue.second.second
}
}
func path(in rect: CGRect) -> Path {
var path = Path()
var radial:CGFloat = 0.5
while radial < twoPi + 0.5 {
let radialAngle = twoPi / poly.sides * radial + poly.angle
let newX = poly.location.x + cos(radialAngle) * poly.vertexRadius
let newY = poly.location.y + sin(radialAngle) * poly.vertexRadius
if radial == 0.5 {
path.move(to: CGPoint(x: newX, y: newY))
} else {
path.addLine(to: CGPoint(x: newX, y: newY))
}
radial += 1
}
return path
}
}
You need to separate model from view model, because to have PolyShape correctly work in your case the input data have to be a value.
Here is tested solution (Xcode 12 / iOS 14)
Separate model and view model
class Poly: ObservableObject, Identifiable {
#Published var data:PolyData
init(data: PolyData) {
self.data = data
}
}
struct PolyData {
var location:CGPoint
var color:Color
var sides:CGFloat
var vertexRadius:CGFloat
var angle:CGFloat
init(at:CGPoint, color:Color, sides:CGFloat, radius:CGFloat, angle:CGFloat=0) {
self.location = at
self.color = color
self.sides = sides
self.vertexRadius = radius
self.angle = angle
}
}
Make shape value dependent
struct PolyShape:Shape {
var poly:PolyData // << here !!
// ... other code no changes
}
Update dependent demo
struct ContentView: View {
#ObservedObject var poly:Poly = Poly(data: PolyData(at: CGPoint(x:200,y:200), color: .green, sides: 6, radius: 100))
var body: some View {
PolyShape(poly: poly.data) // << pass data only here !!
.fill(poly.data.color)
.gesture(
DragGesture(minimumDistance: 0, coordinateSpace: .local)
.onEnded { gesture in
withAnimation(.easeInOut(duration:15)) {
poly.data.location = CGPoint(x: 200.4, y: 200.2)
poly.data.angle = twoPi / 3
poly.data.color = .red
}
}
)
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
Group {
ContentView(poly: Poly(data: PolyData(at: CGPoint(x:200,y:200), color: .blue, sides: 3, radius: 100)))
}
}
}
Can you give the following a try?
import SwiftUI
let twoPi:CGFloat = CGFloat.pi * 2
let pi = CGFloat.pi
struct ContentView: View {
#State var location: CGPoint = CGPoint(x: 200, y: 200)
#State var color: Color = .blue
#State var angle: CGFloat = 0
var body: some View {
PolyShape(location: location, color: color, angle: angle, sides: 3, vertexRadius: 100)
.fill(color)
.gesture(
DragGesture(minimumDistance: 0, coordinateSpace: .local)
.onEnded { gesture in
withAnimation(.easeInOut(duration:1)) {
//This is what doesn't work.
//Try to nudge it a fraction of a pixel, and do only 1/3 of a turn, and it spins and moves much further.
location.x = 220
location.y = 220
angle = (CGFloat.pi * 2) / 3
color = .red
}
}
)
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
Group {
ContentView(location: CGPoint(x: 200, y: 200), color: .blue, angle: 0)
}
}
}
struct PolyShape:Shape {
var location: CGPoint
var color: Color
var angle: CGFloat
var sides: CGFloat
var vertexRadius: CGFloat
public var animatableData: AnimatablePair<CGFloat, AnimatablePair<CGFloat,CGFloat>> {
get {
return AnimatablePair(angle, AnimatablePair(location.x, location.y))
}
set {
angle = newValue.first
location.x = newValue.second.first
location.y = newValue.second.second
}
}
func path(in rect: CGRect) -> Path {
var path = Path()
var radial:CGFloat = 0.5
while radial < twoPi + 0.5 {
let radialAngle = twoPi / sides * radial + angle
let newX = location.x + cos(radialAngle) * vertexRadius
let newY = location.y + sin(radialAngle) * vertexRadius
if radial == 0.5 {
path.move(to: CGPoint(x: newX, y: newY))
} else {
path.addLine(to: CGPoint(x: newX, y: newY))
}
radial += 1
}
return path
}
}
I have this Shape object (Curve) that I'm trying to animate:
private struct Curve : Shape {
private var startAngle : CGFloat
private var endAngle : CGFloat
private var drawn : Bool
private var hAdjustment : CGFloat
var clockwise : Bool = true
init(side: CurveSide, isDrawn: Bool) {
self.startAngle = side.startAngle
self.endAngle = side.endAngle
self.hAdjustment = side == .left ? 25 : -25
self.drawn = isDrawn
}
var animatableData : CGFloat {
get { self.endAngle }
set { self.endAngle = newValue }
}
func path(in rect: CGRect) -> Path {
let rotationAdjusment = CGFloat(90.0)
var baseCirclePath = Path()
baseCirclePath.addArc(center: CGPoint(x: rect.midX + CGFloat(self.hAdjustment), y: rect.midY),
radius: rect.width / 2.3,
startAngle: self.drawn ? Angle(degrees: Double(self.startAngle - rotationAdjusment)) : Angle(degrees: 0),
endAngle: self.drawn ? Angle(degrees: Double(self.endAngle - rotationAdjusment)) : Angle(degrees: 0),
clockwise: !self.clockwise)
return baseCirclePath
}
}
This is my contentView where I'm trying to use that shape (Curve):
HStack {
Spacer()
Curve(side: CurveSide.left, isDrawn: self.leftCurveDrawn)
.stroke(Color.white, lineWidth: 2)
.frame(width: 100)
Curve(side: CurveSide.right, isDrawn: self.rightCurveDrawn)
.stroke(Color.white, lineWidth: 2)
.frame(width:100)
Spacer()
}
And I'm using these variables to trigger the animation:
#State private var rightCurveDrawn = true
#State private var leftCurveDrawn = true
And this is what I get int the screen. The problem is that every time I toggle the #State variables the curves only appear and disappear with no animation. Thank you in advance.
You just need to trim your shapes and specify animation. Tested with Xcode 12 / iOS 14 (on replicated code)
struct ContentView: View {
#State private var rightCurveDrawn = false
#State private var leftCurveDrawn = false
var body: some View {
HStack {
Spacer()
Curve(side: CurveSide.left, isDrawn: self.leftCurveDrawn)
.trim(from: 0, to: leftCurveDrawn ? 1 : 0) // << here !!
.stroke(Color.blue, lineWidth: 2)
.frame(width: 100)
Curve(side: CurveSide.right, isDrawn: self.rightCurveDrawn)
.trim(from: 0, to: rightCurveDrawn ? 1 : 0)
.stroke(Color.red, lineWidth: 2)
.frame(width:100)
Spacer()
}
.animation(.easeInOut(duration: 2)) // << here !!
.onAppear {
self.rightCurveDrawn = true // can be on button or other
self.leftCurveDrawn = true // action
}
}
}
It looks like you will have to implement animation values yourself. What fun!
To get you started, you could add something like this inside your shape:
private var multiplier = 1.0
var animatableData: CGFloat {
get { CGFloat(self.multiplier) }
set { self.multiplier = Double(newValue) }
}
multiplier is nothing special, it's a value added by us, the devs. animatableData however, that's SwiftUI magic. By wrapping your state changes in a withAnimation closure, it will immediately set your shape to the new values, evaluate the final result of animatableData, and then interpolate the values across the animation time.
We can use the multiplier set in animatableData like so:
baseCirclePath.addArc(center: CGPoint(x: rect.midX + CGFloat(self.hAdjustment), y: rect.midY),
radius: rect.width / 2.3,
startAngle: Angle(degrees: Double(self.startAngle - rotationAdjusment) * self.multiplier),
endAngle: Angle(degrees: Double(self.endAngle - rotationAdjusment) * self.multiplier),
clockwise: !self.clockwise)
And don't forget to add this to the end of your init statement, to give SwiftUI something to evaluate:
self.multiplier = self.drawn ? 1 : 0
Note
Please note though, that my simple implementation of animatableData may not be the kind of animation you want here, but you can customize it however you want.
Finally, here's where I learned everything I know about this particular problem.