UIView animation not working - Xcode (Swift) - ios

Example:
I don't see any animation. Why?
UIView.animate(withDuration: 1, delay: 0, options: [.repeat, .autoreverse], animations: {
self.buttonTrial.transform = CGAffineTransform(scaleX: 1.2, y: 1.2)
}, completion: { completion in
self.buttonTrial.transform = .identity
})

Your code works fine. I removed the completion as it is not needed, but apart from that, this was done with exactly the code you've shown.

Related

iOS simulator ghost image edge left over on the screen after animation

I added spring option to an UIImage. It worked fine on my phone, very nice. Bouncy and smooth.
But when I run it on the iOS simulators, it always leaves some edges on the screen.
It becomes a problem when I need to upload screenshots to App Store.
This is my code:
let theTile = numberTile
let bounds = theTile.bounds
UIView.animate(withDuration: 1, delay: 0, usingSpringWithDamping: 0.2, initialSpringVelocity: 10, options: [.curveEaseInOut, .allowUserInteraction], animations: {
theTile.bounds = CGRect(x: bounds.origin.x, y: bounds.origin.y, width: bounds.size.width * 1.2, height: bounds.size.height * 1.2)
}, completion: nil)
This is the shrink back code
let theTile = numberTile
let bounds = theTile.bounds
UIView.animate(withDuration: 0.3, delay: 0, options: .allowUserInteraction, animations: {
theTile.bounds = CGRect(origin: bounds.origin, size: self.size)
}, completion: nil)
Try this although this might not be your only issue. If that is a collection view I would need to see your cell for row function as you may be loading a cell with the bounds messed up to start with. Here is a suggestion though. Animate the transform instead.
//to animate larger
UIView.animate(withDuration: 1, delay: 0, usingSpringWithDamping: 0.2,initialSpringVelocity: 10, options: [.curveEaseInOut, .allowUserInteraction], animations: {
theTile.transform = CGAffineTransform(scaleX: 1.2, y: 1.2)
}, completion: nil)
//animate smaller
UIView.animate(withDuration: 1, delay: 0, usingSpringWithDamping: 0.2, initialSpringVelocity: 10, options: [.curveEaseInOut, .allowUserInteraction], animations: {
theTile.transform = .identity
}, completion: nil)
If this is a collection view in cell for row you may need to check for selected index but def if not selected you need to set the transform to identity.
EDIT:
You say this does not fix the issue. What environment are you running? Type of Mac. I personally believe it is a code issue somewhere else as I have written tons of animation code and never seen this bug. Here is a minimum example that does not create "ghost layers" on my device or simulator. If you can make a minimal example that does it would help a lot... Until then I think it is something in your code possibly your collection view.
import UIKit
class ViewController: UIViewController {
lazy var box : UIView = {
let v = UIView(frame: CGRect(x: 0, y: 0, width: 80, height: 80))
v.backgroundColor = .blue
v.center = self.view.center
return v
}()
override func viewDidLoad() {
super.viewDidLoad()
self.view.backgroundColor = .lightGray
self.view.addSubview(box)
box.layer.cornerRadius = 8
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
fireEvent()
super.touchesBegan(touches, with: event)
}
func fireEvent(){
if box.transform == .identity{
//to animate larger
UIView.animate(withDuration: 1, delay: 0, usingSpringWithDamping: 0.2,initialSpringVelocity: 10, options: [.curveEaseInOut, .allowUserInteraction], animations: {
self.box.transform = CGAffineTransform(scaleX: 1.2, y: 1.2)
}, completion: nil)
}else{
//animate smaller
UIView.animate(withDuration: 1, delay: 0, usingSpringWithDamping: 0.2, initialSpringVelocity: 10, options: [.curveEaseInOut, .allowUserInteraction], animations: {
self.box.transform = .identity
}, completion: nil)
}
}
}

Second keyframe in UIView.animateKeyframes not getting called

Currently there are 2 CGAffineTransform key frames added to the UIView.animateKeyframes. For some strange reason the second keyframe's animation doesn't appear to happen. It just jumps right back to the starting position after the animation completes.
UIView.animateKeyframes(withDuration: 3, delay: 0, options: [], animations: {
UIView.addKeyframe(withRelativeStartTime: 0.0, relativeDuration: 1, animations: {
let scaledBy = CGAffineTransform(scaleX: 1.0, y: 1.0)
self.firstView.transform = scaledBy.translatedBy(x: 120, y: 20).rotated(by: CGFloat.pi/2)
})
UIView.addKeyframe(withRelativeStartTime: 1, relativeDuration: 1, animations: {
let scaledBy = CGAffineTransform(scaleX: 1.5, y: 1.5)
self.firstView.transform = scaledBy.translatedBy(x: 40, y: 60).rotated(by: -CGFloat.pi/2)
self.firstView.transform = CGAffineTransform(rotationAngle: -CGFloat.pi/2)
})
}, completion: {_ in})
It seems like this is very old question. I hope my answer will be helpful though. The issue here is because you didn't get the meaning of relativeStartTime and relativeDuration parameters. The key word here is relative. It means that all your inner animations, added via UIView.addKeyframe function should happen between 0 and 1.
Because this call will create a kind of timeline
UIView.animateKeyframes(withDuration: 3, delay: 0, options: [], animations: {
}, completion: {_ in})
This timeline runs from 0 to 1 (0% to 100%). Which means that relative duration of any animation can't be more than 1 and relative start time also can't be more than 1.

Adding easing to animateKeyframes

I'm animating the scale of a button using animateKeyframes in Swift 3 using the following code:
UIView.animateKeyframes(withDuration: 4, delay: 1, options: [.repeat, .allowUserInteraction, .calculationModeCubic], animations: {
UIView.addKeyframe(withRelativeStartTime: 0, relativeDuration: 0.1, animations: {
self.myButton.transform = CGAffineTransform(scaleX: 1,y: 1)
})
UIView.addKeyframe(withRelativeStartTime: 0.1, relativeDuration: 0.1, animations: {
self.myButton.transform = CGAffineTransform(scaleX: 0.9,y: 0.9)
})
}, completion: nil)
What I need to do is add easing to each keyframe. I looked up something that uses the following code that can then be passed to animateKeyframes
let animationOptions: UIViewAnimationOptions = .curveEaseIn
let keyframeAnimationOptions: UIViewKeyframeAnimationOptions = UIViewKeyframeAnimationOptions(rawValue: animationOptions.rawValue)
However, it doesn't quite say exactly how to pass the keyframeAnimationOptions variable, and I can't seem to figure it out myself! Can anybody help?
You can use below code to call the keyframeAnimationOptions variable.
let keyframeAnimationOption=UIViewKeyframeAnimationOptions.CalculationModeCubic
UIView.animateKeyframesWithDuration(duration, delay: delay, options: keyframeAnimationOption, animations:
{
/////Your code //////
}, completion: nil)

Swift: Load .Xib with animation

Currently I am loading a new .Xib of class CreateAnAccount: UIView form a button pressed on another view.
At the moment it immediately switches to the Xib which is great, but is there a way of animating this? below is the code in the button.
#IBAction func createAnAccount(sender: AnyObject) {
let createAnAccountView = NSBundle.mainBundle().loadNibNamed("CreateAnAccount", owner: self, options: nil)[0] as! CreateAnAccount
createAnAccountView.frame = CGRectMake(0, 0, UIScreen.mainScreen().applicationFrame.size.width, UIScreen.mainScreen().applicationFrame.size.height + 20)
createAnAccountView.loginHandler = loginHandler
self.addSubview(createAnAccountView)
println("Create An Account Pressed")
}
Swift 4. Just place your animation code into layoutSubviews func. Works perfect for me.
override func layoutSubviews() {
super.layoutSubviews()
animate()
}
func animate() {
self.transform = CGAffineTransform(scaleX: 0.3, y: 2)
UIView.animate(withDuration: 1, delay: 0, usingSpringWithDamping: 0.3, initialSpringVelocity: 0, options: [.allowUserInteraction, .curveEaseOut], animations: {
self.transform = .identity
})
self.alpha = 1
}
Swift 5. #coldembrace answer
func animate() {
self.view.transform = CGAffineTransform(scaleX: 0.3, y: 2)
UIView.animate(withDuration: 1, delay: 0, usingSpringWithDamping: 0.3, initialSpringVelocity: 0, options: [.allowUserInteraction, .curveEaseOut], animations: {
self.view.transform = .identity
})
self.view.alpha = 1
}
You can try like this
UIView.transitionWithView(self.view, duration: 0.5, options:UIViewAnimationOptions.CurveEaseInOut,animations: {self.view.addSubview(createAnAccountView)}, completion: nil)
Moreover you change the UIViewAnimationOptions to have a desired effect.

Multiple UIView Animations

I have a UIButton that I have placed in the center of the screen using Interface Builder.
I want to animate the UIButton to move up and down and repeat the animation forever.
So far I have this in my didMoveToView:
UIView.animateWithDuration(3, animations: { () -> Void in
self.playBtn.transform = CGAffineTransformMakeTranslation(0, 10)
self.playBtn.transform = CGAffineTransformMakeTranslation(0, -10)
self.playBtn.transform = CGAffineTransformMakeTranslation(0, -10)
self.playBtn.transform = CGAffineTransformMakeTranslation(0, 10)
UIView.setAnimationRepeatCount(-1)
})
However it only runs the first line and moves the button down 10.
You can't change the transform to multiple things simultaneously. I would expect your code to cause no animation at all, as changing the transform more than once would cancel the animation.
Another problem with your code is that what you're saying is not how you ask for a repeating animation.
Still another problem is that you won't ever bring the button back to its starting place; the transforms are not additive.
What you need to do is chain animations together. This will be easiest if you drop down to Core Animation and make a grouped animation.
Or can do it with view animation by doing a keyframe animation, perhaps; this is not identical to what you want, but it will get you started:
Swift 2
let opts = UIViewKeyframeAnimationOptions.Repeat
UIView.animateKeyframesWithDuration(3, delay: 0, options: opts, animations: {
UIView.addKeyframeWithRelativeStartTime(0, relativeDuration: 0.5, animations: {
self.playBtn.transform = CGAffineTransformMakeTranslation(0, 10)
})
UIView.addKeyframeWithRelativeStartTime(0.5, relativeDuration: 0.5, animations: {
self.playBtn.transform = CGAffineTransformIdentity
})
}, completion: nil)
Swift 3,4,5
let opts = UIView.KeyframeAnimationOptions.repeat
UIView.animateKeyframes(withDuration: 3, delay: 0, options: opts, animations: {
UIView.addKeyframe(withRelativeStartTime: 0, relativeDuration: 0.5, animations: {
self.playBtn.transform = CGAffineTransform(translationX: 0, y: 10)
})
UIView.addKeyframe(withRelativeStartTime: 0.5, relativeDuration: 0.5, animations: {
self.playBtn.transform = CGAffineTransform.identity
})
}, completion: nil)
But really, it would be better if you learned how animation actually works before you get into this kind of thing. From your code, it appears to me you are just thrashing.

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