removeAllAnimations() does not work for me in Swift 5 - ios

Hi I checked all related question but I cannot solve my problem , I have an animate function like this;
func startScrollSlideShow(sliderValue: Float) {
if (scrollView.contentOffset.y <= (scrollView.contentSize.height - scrollView.frame.size.height)){
//reach bottom
UIScrollView.animate(withDuration: TimeInterval(sliderValue), delay: 0.5, options: .allowUserInteraction, animations: {
self.scrollView.contentOffset.y += 3.5
}) { (completion) in
self.startScrollSlideShow(sliderValue: Float(UserDefaults.standard.string(forKey: "sliderValue")!)!)
}
}else{
return
}
}
and I have a button for stop this animate
#objc func stopButton(sender: UIButton){
self.scrollView.layer.removeAllAnimations()
self.scrollView.layer.layoutIfNeeded()
}
my stop button does not stop my animate function ☹️

You need UIViewPropertyAnimator class.
See this Documentation.
https://developer.apple.com/documentation/uikit/uiviewpropertyanimator
A property animator gives you programmatic control over the timing and execution of the animations. Specifically, you can start, pause, resume, and stop animations.
-Apple Documentation-

Try this:
UIView.setAnimationsEnabled(false)

Related

UIView.animateKeyframes not working properly after iOS 15 update

I have UITableView that update rapidly via WebSocket and RXSwift. Every update will play flash animation. Everything works well in iOS11 - iOS14 but after the iOS15 update, the animation has weird behavior. It isn't play properly. It skip most of animation updates. Sometime it play animation in all rows at the same time.
Edited: I've got another issue; when I press on the button in the cell, the action didn't fire. It take a lot of click on it to make it fired, looks like it can't touch the button while updating. Sometime I press on button in cell 1 but the action fired as cell 2 context.
(Cell information was hidden for secret)
From the video, on the left was run on iOS11-iOS14. The animation works smoothly while on the right the animation was skipped.
The code to update the animation is:
func flash()->Observable<Void>{
return Observable.create { (observer) -> Disposable in
UIView.animateKeyframes(withDuration: 0.5, delay: 0, options: []){
UIView.addKeyframe(withRelativeStartTime: 0, relativeDuration: 0.5) {
self.background.alpha = 0
}
UIView.addKeyframe(withRelativeStartTime: 0.25, relativeDuration: 0.5) {
self.background.alpha = 0.2
}
UIView.addKeyframe(withRelativeStartTime: 1, relativeDuration: 0.5) {
self.background.alpha = 0
}
}
return Disposables.create()
}
}
Call it like this. I didn't dispose someBehaviorRelay because it removes the animation
someBehaviorRelay.subscribe { [unowned self] value in
flash().subscribe().disposed(by: disposeBag)
}
And I reassign disposeBage when reuse
override func prepareForReuse() {
disposeBag = DisposeBag()
}
Is there any suggestion for me to solve this problem? Thank you.
UPDATE
I found the solution is use reconfigure instead of reloadData for UITableView
// if iOS15
let indexPaths = tableView.indexPathsForVisibleRows!
if !indexPaths.isEmpty {
tableView.reconfigureRows(at: indexPaths)
} else {
tableView.reloadData()
}
I found the solution already, updated in the question.

Pan Gesture completion handler getting called immediately

I'm animating a view to move as the user pans the screen. I have kept a threshold after which the view will animate to a default position.
The problem currently is that the completion handler of the animate method which resets the view to a position is called before the duration. The animation seems to be happening abruptly instead of over a duration of time.
// Pan gesture selector method
#objc func panAction(for panGesture: UIPanGestureRecognizer) {
switch panGesture.state {
case .began:
//Began code
case changed:
if (condition) {
print("IF")
//Change constraint constant of customView
animate(view: customView)
} else if (condition) {
print("ELSE IF")
//Change constraint constant of customView
animate(view: customView)
} else {
//Change constraint constant of customView
print("ELSE")
view.layoutIfNeeded()
}
case .ended:
//Ended code
default:
break
}
}
The animate method:
func animate(view: UIView) {
UIView.animate(withDuration: 3, delay: 0, options: .curveEaseOut, animations: {
view.layoutIfNeeded()
}, completion: { (finished) in
if finished {
flag = false
}
})
}
The flag is being set immediately rather than after 3 seconds.
The o/p i get while panning and crossing threshold.
ELSE
ELSE
ELSE
ELSE
IF
Edit: I am an idiot. I did not call layoutIfNeeded() on the superView.
Your gesture sends several events while the gesture is happening, and as you call your UIView.animate() code multiple times the new value supersedes the previous one.
Try adding the animation option .beginFromCurrentState:
UIView.animate(withDuration: 0.5, delay: 0, options: [.beginFromCurrentState,.allowAnimatedContent,.allowUserInteraction], animations: {
view.layoutIfNeeded()
}) { (completed) in
...
}
And expect your completed to be called multiple times with the completed == false as the gesture is progressing.
Edit: Your issue may also be related to calling layoutIfNeeded() on the wrong view, possibly try to call this on the viewController.view ?
I solved this. I was not calling layoutIfNeeded on the superview.

Swift - the completion ends before the animation does

I currently have the problem that the completion of the animation function ends before the animation itself does.
The array progressBar[] includes multiple UIProgressViews. When one is finished animating I want the next one to start animating and so on. But right now they all start at once.
How can I fix this?
#objc func updateProgress() {
if self.index < self.images.count {
progressBar[index].setProgress(0.01, animated: false)
group.enter()
DispatchQueue.main.async {
UIView.animate(withDuration: 5, delay: 0.0, options: .curveLinear, animations: {
self.progressBar[self.index].setProgress(1.0, animated: true)
}, completion: { (finished: Bool) in
if finished == true {
self.group.leave()
}
})
}
group.notify(queue: .main) {
self.index += 1
self.updateProgress()
}
}
}
The problem is that UIView.animate() can only be used on animatable properties, and progress is not an animatable property. "Animatable" here means "externally animatable by Core Animation." UIProgressView does its own internal animations, and that conflicts with external animations. This is UIProgressView being a bit over-smart, but we can work around it.
UIProgressView does use Core Animation, and so will fire CATransaction completion blocks. It does not, however, honor the duration of the current CATransaction, which I find confusing since it does honor the duration of the current UIView animation. I'm not actually certain how both of these are true (I would think that the UIView animation duration would be implemented on the transaction), but it seems to be the case.
Given that, the way to do what you're trying looks like this:
func updateProgress() {
if self.index < self.images.count {
progressBar[index].setProgress(0.01, animated: false)
CATransaction.begin()
CATransaction.setCompletionBlock {
self.index += 1
self.updateProgress()
}
UIView.animate(withDuration: 5, delay: 0, options: .curveLinear,
animations: {
self.progressBar[self.index].setProgress(1.0, animated: true)
})
CATransaction.commit()
}
}
I'm creating a nested transaction here (with begin/commit) just in case there is some other completion block created during this transaction. That's pretty unlikely, and the code "works" without calling begin/commit, but this way is a little safer than messing with the default transaction.

Swift 4 - animating both alpha and constraint affects other components alpha value

I'm running into a weird situation where animating a UIImageView's alpha affects a UIButton which also exists on the same view.
My code:
func handleArrowAnimation(_ arrowImage: UIImageView, _ arrowImageXCenterConstraint: NSLayoutConstraint) {
arrowImageXCenterConstraint.constant = CGFloat(80)
UIView.animate(withDuration: 0.7, delay: 0, options: [.curveEaseInOut, .repeat, .autoreverse], animations: {
arrowImage.alpha = UIApplication.shared.userInterfaceLayoutDirection == .leftToRight ? 1 : 0.2
arrowImage.superview!.layoutIfNeeded()
}) { (completed) in
arrowImageXCenterConstraint.constant = CGFloat(0)
arrowImage.alpha = UIApplication.shared.userInterfaceLayoutDirection == .leftToRight ? 0.2 : 1
arrowImage.superview!.layoutIfNeeded()
}
}
The result:
I found that removing the call to layoutIfNeeded() prevents the UIButton alpha from changing, but of course it also prevents the arrow from moving - so it doesn't help me much.
The UIButton is not a subview of the arrowImage, and they don't share the same parent view (their parents share the same parent, though).
What am i missing here?
Thanks!
So apparently someone else had this issue and the answer is to make sure you start your animations after the view has loaded, for example in the viewDidAppear() method.
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear()
handleArrowAnimation()
}
Here is the link to previous question. There does not appear to be any explanation for the strange behaviour at this time.

UIView.animateWithDuration Not Animating Swift (again)

Note: I’ve already checked the following stack overflow issues:
27907570, 32229252, 26118141, 31604300
All I am trying to do is fade animate in a view (by alpha) when called by an IBAction attached to a button. Then reverse when a button on the view is hit.
My wrinkle may be that I'm using a secondary view that is on the ViewDock in the storyboard View. The view is added to the subview at the time of viewDidLoad where the frame/bounds are set to the same as the superview (for a full layover)
The reason this is done as an overlay view since it is a tutorial indicator.
The result (like many others who've listed this problem) is that the view (and contained controls) simply appears instantly and disappears as instantly. No fade.
I have tried animationWithDuration with delay, with and without completion, with transition, and even started with the old UIView.beginAnimations.
Nothing is working. Suggestions warmly welcomed.
The code is about as straight forward as I can make it:
Edit: Expanded the code to everything relevant
Edit2: TL;DR Everything works with the exception of UIViewAnimateWithDuration which seems to ignore the block and duration and just run the code inline as an immediate UI change. Solving this gets the bounty
#IBOutlet var infoDetailView: UIView! // Connected to the view in the SceneDock
override func viewDidLoad() {
super.viewDidLoad()
// Cut other vDL code that isn't relevant
setupInfoView()
}
func setupInfoView() {
infoDetailView.alpha = 0.0
view.addSubview(infoDetailView)
updateInfoViewRect(infoDetailView.superview!.bounds.size)
}
func updateInfoViewRect(size:CGSize) {
let viewRect = CGRect(origin: CGPointZero, size: size)
infoDetailView.frame = viewRect
infoDetailView.bounds = viewRect
infoDetailView.layoutIfNeeded()
infoDetailView.setNeedsDisplay()
}
override func viewWillTransitionToSize(size: CGSize, withTransitionCoordinator coordinator: UIViewControllerTransitionCoordinator) {
super.viewWillTransitionToSize(size, withTransitionCoordinator: coordinator)
updateInfoViewRect(size)
}
func hideInfoView() {
AFLog.enter(thisClass)
UIView.animateWithDuration(
2.0,
animations:
{
self.infoDetailView.alpha = 0.0
},
completion:
{ (finished) in
return true
}
)
AFLog.exit(thisClass)
}
func showInfoView() {
AFLog.enter(thisClass)
UIView.animateWithDuration(
2.0,
animations:
{
self.infoDetailView.alpha = 0.75
},
completion:
{ (finished) in
return true
}
)
AFLog.exit(thisClass)
}
// MARK: - IBActions
#IBAction func openInfoView(sender: UIButton) {
showInfoView()
}
#IBAction func closeInfoView(sender: UIButton) {
hideInfoView()
}
Please note, I started with the following:
func showInfoView() {
UIView.animateWithDuration(2.0, animations: { () -> Void in
self.infoDetailView.alpha = 0.75
})
}
func hideInfoView() {
UIView.animateWithDuration(2.0, animations: { () -> Void in
self.infoDetailView.alpha = 0.00
})
}
If you infoDetailView is under auto layout constraints you need to call layoutIfNeeded on the parent view inside animateWithDuration:
func showInfoView() {
self.view.layoutIfNeeded() // call it also here to finish pending layout operations
UIView.animate(withDuration: 2.0, animations: {
self.infoDetailView.alpha = 0.75
self.view.layoutIfNeeded()
})
}
Theoretically this should not be needed if you just change the .alpha value, but maybe this could be the problem in this case.
There are several strange things I can see,
first, remove:
infoDetailView.layoutIfNeeded()
infoDetailView.setNeedsDisplay()
Usually you don't need to call those methods manually unless you know exactly what you are doing.
Also, when you are changing the size:
infoDetailView.frame = viewRect
infoDetailView.bounds = viewRect
You never need to set both bounds and frame. Just set frame.
Also, you should probably make sure that the view actually doesn't ignore the frame by setting:
infoDetailView.translatesAutoresizingMaskIntoConstraints = true
Instead of resetting the frame, just set autoresize mask:
infoDetailView.autoresizingMask = [.FlexibleWidth, .FlexibleHeight]
Resulting in:
override func viewDidLoad() {
super.viewDidLoad()
// Cut other vDL code that isn't relevant
setupInfoView()
}
func setupInfoView() {
infoDetailView.alpha = 0.0
infoDetailView.translatesAutoresizingMaskIntoConstraints = true
infoDetailView.autoresizingMask = [.FlexibleWidth, .FlexibleHeight]
infoDetailView.frame = view.bounds
view.addSubview(infoDetailView)
}
func hideInfoView() {
...
}
I think this should actually help because immediate animations are often connected to size problems.
If the problem persists, you should check whether the infoDetailView in your animation is the same object as the infoDetailView you are adding to the controller.
For others looking to start an animation immediately when a view loads...
The animation won't work if you call UIView.animate(...) inside viewDidLoad. Instead it must be called from the viewDidAppear function.
override func viewDidAppear(_ animated: Bool) {
UIView.animate(withDuration: 3) {
self.otherView.frame.origin.x += 500
}
}
If the animation does not seem to execute then consider examining the state of each of your views, before you enter the animation block. For example, if the alpha is already set to 0.4 then the animation that adjusts your view alpha, will complete almost instantly, with no apparent effect.
Consider using a keyframe animation instead. This is what a shake animation in objective c looks like.
+(CAKeyframeAnimation*)shakeAnimation {
CAKeyframeAnimation *animation = [CAKeyframeAnimation animationWithKeyPath:#"transform"];
animation.values = #[[NSValue valueWithCATransform3D:CATransform3DMakeTranslation(-10.0, 0.0, 0.0)],
[NSValue valueWithCATransform3D:CATransform3DMakeTranslation(10.0, 0.0, 0.0)]];
animation.autoreverses = YES;
animation.repeatCount = 2;
animation.duration = 0.07;
return animation;
}
Here is a post that shows you how to adjust alpha with keyframes https://stackoverflow.com/a/18658081/1951992
Make sure infoDetailView's opaque is false.
https://developer.apple.com/library/ios/documentation/UIKit/Reference/UIView_Class/#//apple_ref/occ/instp/UIView/opaque
This property provides a hint to the drawing system as to how it should treat the view. If set to true, the drawing system treats the view as fully opaque, which allows the drawing system to optimize some drawing operations and improve performance. If set to false, the drawing system composites the view normally with other content. The default value of this property is true.
Try Below code. Just play with alpha and duration time to perfect it.
Hide func
func hideInfoView() {
AFLog.enter(thisClass)
UIView.animateWithDuration(
2.0,
animations:
{
self.infoDetailView.alpha = 0.8
},
completion:
{ (finished) in
UIView.animateWithDuration(
2.0,
animations:
{
self.infoDetailView.alpha = 0.4
},
completion:
{ (finished) in
self.infoDetailView.alpha = 0.0
}
)
}
)
AFLog.exit(thisClass)
}
Show func
func showInfoView() {
AFLog.enter(thisClass)
UIView.animateWithDuration(
2.0,
animations:
{
self.infoDetailView.alpha = 0.3
},
completion:
{ (finished) in
UIView.animateWithDuration(
2.0,
animations:
{
self.infoDetailView.alpha = 0.7
},
completion:
{ (finished) in
self.infoDetailView.alpha = 1.0
}
)
}
)
AFLog.exit(thisClass)
}
I've replicated your code and it work well, it's all ok.
Probably you must control constraints, IBOutlet and IBActions connections. Try to isolate this code into a new project if it's necessary.
Update: my code
and my storyboard and project folder photo:
Every object (view and buttons) are with default settings.
I've commented all AFLog lines (probably it's only any more "verbose mode" to help you) , the rest of your code is ok and it do what do you aspected from it, if you press open button the view fade in, and when you tap close button the view fade out.
PS Not relevant but i'm using xCode 7.3 , a new swift 2.2 project.
Use this code:
Swift 2
UIView.animateWithDuration(0.3, animations: { () -> Void in
self.infoDetailView.alpha = 0.0
})
Swift 3, 4, 5
UIView.animate(withDuration: 0.3, animations: { () -> Void in
self.infoDetailView.alpha = 0.0
})
Have you tried changing your showInfoView() to something more like toggleInfoView?
func toggleInfoView() {
let alpha = CGFloat(infoDetailView.alpha == 0 ? 1 : 0)
infoDetailView.alpha = alpha //this is where the toggle happens
}
It says that if your view's alpha is 0, then change it to 1. Else, make it 0.
If you need that to happen in an animation, try
#IBAction func openInfoView(sender: UIButton) {
UIView.animate(withDuration: 2.0, animations: {
self.toggleInfoView() //fade in/out infoDetailView when animating
})
}
You'll still want to keep that infoDetailView.alpha = 0.0 where you have it, coming from the viewDidLoad.
For UILabel component try to changes layer's background color instead.
Try this (Tested on Swift 4):
UIView.animate(withDuration: 0.2, animations: {
self.dateLabel.layer.backgroundColor = UIColor.red.cgColor;
})
Had a similar issue with animation not being performed.
Changed the function call use perform(aSelector: Selector, with: Any?, afterDelay: TimeInterval) in the form of perform(#selector(functionThatDoesAnimationOfAlphaValue), with: nil, afterDelay: 0) and it worked. Even with a TimeInterval set to 0.
In case someone else comes here wondering for a solution.

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