Hiding UIView animation in swift - ios

I am trying to hide/present UITextField with an animation. The animation works when presenting the text field but not when hiding, is there any particular reason for this?
UIView.transition(with: self.confirmPasswordTextField, duration: 0.5, options: [.transitionCrossDissolve], animations: {
self.confirmPasswordTextField.isHidden = self.login
self.layoutIfNeeded()
})

You better use alpha
self.confirmPasswordTextField.alpha = show ? 0.0 : 1.0
UIView.transition(with: self.confirmPasswordTextField, duration: 0.5, options: [.transitionCrossDissolve], animations: {
self.confirmPasswordTextField.alpha = show ? 1.0 : 0.0
})

Related

UIStackView - hide and collapse subview with animation

I'm trying to hide UIStackView's subview like this:
UIViewPropertyAnimator.runningPropertyAnimator(withDuration: 2.0,
delay: 0, options: [.curveEaseOut], animations: {
self.label.isHidden = true
self.label.alpha = 0.0
self.stackView.layoutIfNeeded()
})
However, the label disappears instantly with using this code. I suspect this is because of setting isHidden to true, which is required for collapsing.
Is there a way how to hide and collapse UIStackView's subvew with animation? Or it might be better to not to use UIStackView at all?
According to Apple's documentation:
You can animate both changes to the arranged subview’s isHidden property and changes to the stack view’s properties by placing these changes inside an animation block.
I've tested the below code using iOS 12.1 Simulator and it works as expected.
UIView.animate(
withDuration: 2.0,
delay: 0.0,
options: [.curveEaseOut],
animations: {
self.label.isHidden = true
self.label.alpha = 0.0
})
You can animate view properties like alpha, color, etc. However, some things happen instantly - isHidden in this case.
Here's an example using UIView.animate:
UIView.animate(withDuration: 2, delay: 0, options: .curveEaseOut, animations: {
self.label.alpha = 0 // Changes the label's layer alpha value
}, completion: { finished in
self.label.isHidden = true // Hides the label
self.label.layer.alpha = 1 // Resets the label's alpha without un-hiding it
})
Using UIViewPropertyAnimator:
UIViewPropertyAnimator.runningPropertyAnimator(withDuration: 2, delay: 0, options: .curveEaseOut, animations: {
self.label.alpha = 0 // Sets the label's alpha
}) { _ in
self.label.isHidden = true // Hides the label
self.label.alpha = 1 // Resets the label's alpha without un-hiding it
}
I have tried your code. Its animating
if self.stackView.subviews.count > 0 {
UIViewPropertyAnimator.runningPropertyAnimator(withDuration: 1.0, delay: 0, options: [.curveEaseOut], animations: {
self.stackView.subviews[0].isHidden = true
self.stackView.subviews[0].alpha = 0.0
self.stackView.layoutIfNeeded()
}) { (position) in
self.stackView.subviews[0].removeFromSuperview()
}
}
Just you can use simple solution with animateKeyframes to fade alpha , then hide , i think this will give you what you need So hide after 1 Sec and 0.8 Sec fading
// showLabel is Bool to handle status declare it at you File
#IBAction func toggleStackLabelTapped(_ sender: UIButton) {
showLabel = !showLabel
UIView.animateKeyframes(withDuration: 1, delay: 0, options: .calculationModeLinear, animations: {
UIView.addKeyframe(withRelativeStartTime: 0, relativeDuration: 0.8) {
self.label.alpha = (self.showLabel) ? 1 : 0
}
UIView.addKeyframe(withRelativeStartTime: 0.8, relativeDuration: 1) {
self.label.isHidden = !self.showLabel
}
})
}
make sure you have not given height constraint to the stackview.
and try this.
UIView.animate(withDuration: 0.5) {
self.stackView.subviews[INDEX_OF_LABEL_IN_STACK]?.alpha = 0
self.stackView.subviews[INDEX_OF_LABEL_IN_STACK]?.isHidden = true
self.view.layoutSubviews()
}

Perfect Swift3 Boing

To animate a bar opening...
#IBOutlet var barHeight: NSLayoutConstraint!
barHeight.constant = barShut?30:100
self.view.layoutIfNeeded()
t = !barShut?30:100
UIView.animate(withDuration: 0.15,
delay: 0,
options: UIViewAnimationOptions.curveEaseOut,
animations: { () -> Void in
self.barHeight.constant = t
self.view.layoutIfNeeded()
},
completion: {_ in
Screen.barShut = !Screen.barShut
}
)
That's great ...
But how would you make it boing like this?
(The only way I'd know to do this is, use CADisplayLink, with a few lines of code for a spring decaying.) Is this available in UIKit?
You can use the spring animation method that is built in to UIView:
func toggleBar() -> Void {
self.view.layoutIfNeeded()
let newHeight:CGFloat = !barShut ? 30:100
barShut = !barShut
barHeightConstraint.constant = newHeight
UIView.animate(withDuration: 1.5, delay: 0, usingSpringWithDamping: 0.2, initialSpringVelocity: 3, options: [], animations: {
self.view.layoutIfNeeded()
}, completion: nil)
}
You will want a longer animation duration than 0.15 of a second in order for the bounce to seem realistic; I think the values I have look pretty good, but you can play with them to get the exact effect you are after.
Since the animation duration is longer, I found that I could tap the button the triggered the open/shut while the previous animation was still running. Setting barShut in the completion block meant that the bar didn't react to all taps. I moved the toggle outside of the animation to address this.

Adding curveEaseIn to Swift Animation

I have an image that rotates but it stops abruptly. I'd like to add curveEaseOut to make it stop smoother, but when I add the animations: .curveEaseOut, I get an error.
func rotateRight () {
let rotation = 90.0
let transform = imageGearRight.transform
let rotated = transform.rotated(by: CGFloat(rotation))
UIView.animate(withDuration: 0.5, animations: .curveEaseOut) {
self.imageGearRight.transform = rotated
}
}
I keep getting an error:
Type '() -> Void' has no member 'curveEaseOut'
I've also tried this code, but I get an error also:
UIView.animate(withDuration: 0.5, animations: UIViewAnimationCurve.easeOut) {
self.imageGearRight.transform = rotated
}
Not sure what I am missing. Any help would be appreciated!!
If you want to specify .curveEaseOut you have to use a UIView method that takes options:
UIView.animate(withDuration: 0.5,
delay: 0,
options: [ .curveEaseOut ],
animations: {
self.imageGearRight.transform = rotated
},
completion: nil)

.Repeat .AutoReverse not working

I am using animations to transform a button when it is clicked, I was able to make the button bigger. However, I thought that by using .Repeat and .Autoreverse, the button would go back to its normal state. (scale 1.0) but that is not the case! Maybe I misunderstood the tutorials and questions that I read regarding .AnimateWithDuration ??
This is the code that I am using:
let button = sender as! UIButton
UIView.animateWithDuration(1.0, delay: 0.6,
options: [.Repeat, .Autoreverse, .AllowUserInteraction],
animations:{
button.transform = CGAffineTransformMakeScale(1.2, 1.2)
}, completion: nil)
In another question I saw that the problem may be resolved by adding .AllowUserInteraction but that is not the case.
I don't know if it even matters but this code is enclosed within a touch event.
#IBAction func addButtonClicked(sender: AnyObject) {}
What could be going on here? isn't this how you are supposed to reverse the animation?
At the end of the animation you should reset the size of the object.
The .autoreverse just "reverse visually", but does not change the actual object size.
Try this out.
#IBAction func prss(sender: AnyObject) {
let btt = sender as! UIButton
UIView.animate(withDuration: 1.0, delay: 0.6, options: [.autoreverse, .allowUserInteraction], animations:{
btt.transform = CGAffineTransform(scaleX: 5.0, y: 5.0)
}, completion: { (finished) in
btt.transform = CGAffineTransform(scaleX: 1.0, y: 1.0)
})
}

UIView scale animation overshoots when changed

When I animate a change to a view's transform, then reset that change in another animation before the first animation finishes, everything's great (shown here with a rotation). The animation smoothly switches to the new target:
But when I do this with a scale, the animation overshoots magnificently:
Here's the breaking code:
UIView.animateWithDuration(1) {
self.someView.layer.transform = CATransform3DMakeScale(0.001, 0.001, 1)
}
UIView.animateWithDuration(1,
delay: 0.5,
options: nil,
animations: {
self.someView.layer.transform = CATransform3DIdentity
}, completion: nil
)
Has anyone else seen this? Am I doing something wrong?
EDIT: And is there a good workaround?
EDIT 2: I believe this is a duplicate of this question and am voting to close.
This blog post provides the answer: in iOS 8, UIView animations are additive, and this has an unfortunate result with scale animations.
Basically, the second animation happens together with the first animation. The only solution is to explicitly remove the original animation before starting a new one:
view.layer.transform = view.layer.presentationLayer().transform
view.layer.removeAllAnimations()
Hi I'm not quite sure what your looking for but if you want the view to go back to it's original scale you'd add the .Autoreverse flag.
UIView.animateWithDuration(1, delay: 0, options: .Autoreverse | .Repeat, animations: {
myView.layer.transform = CATransform3DMakeScale(0.001, 0.001, 1)
}, completion: nil)
While if you wanted to string animations together I'd do it within UIView.animateKeyframesWithDuration()
UIView.animateKeyframesWithDuration(2, delay: 0.0, options: nil, animations: {
UIView.addKeyframeWithRelativeStartTime(0.0, relativeDuration: 0.5, animations: {
// Animation 1
})
UIView.addKeyframeWithRelativeStartTime(1, relativeDuration: 0.5, animations: {
// Animation 2
})
}, completion: nil)

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