I have a swiftUI animation based on some state:
withAnimation(.linear(duration: 0.1)) {
self.someState = newState
}
Is there any callback which is triggered when the above animation completes?
If there are any suggestions on how to accomplish an animation with a completion block in SwiftUI which are not withAnimation, I'm open to those as well.
I would like to know when the animation completes so I can do something else, for the purpose of this example, I just want to print to console when the animation completes.
Unfortunately there's no good solution to this problem (yet).
However, if you can specify the duration of an Animation, you can use DispatchQueue.main.asyncAfter to trigger an action exactly when the animation finishes:
withAnimation(.linear(duration: 0.1)) {
self.someState = newState
}
DispatchQueue.main.asyncAfter(deadline: .now() + 0.1) {
print("Animation finished")
}
Here's a bit simplified and generalized version that could be used for any single value animations. This is based on some other examples I was able to find on the internet while waiting for Apple to provide a more convenient way:
struct AnimatableModifierDouble: AnimatableModifier {
var targetValue: Double
// SwiftUI gradually varies it from old value to the new value
var animatableData: Double {
didSet {
checkIfFinished()
}
}
var completion: () -> ()
// Re-created every time the control argument changes
init(bindedValue: Double, completion: #escaping () -> ()) {
self.completion = completion
// Set animatableData to the new value. But SwiftUI again directly
// and gradually varies the value while the body
// is being called to animate. Following line serves the purpose of
// associating the extenal argument with the animatableData.
self.animatableData = bindedValue
targetValue = bindedValue
}
func checkIfFinished() -> () {
//print("Current value: \(animatableData)")
if (animatableData == targetValue) {
//if animatableData.isEqual(to: targetValue) {
DispatchQueue.main.async {
self.completion()
}
}
}
// Called after each gradual change in animatableData to allow the
// modifier to animate
func body(content: Content) -> some View {
// content is the view on which .modifier is applied
content
// We don't want the system also to
// implicitly animate default system animatons it each time we set it. It will also cancel
// out other implicit animations now present on the content.
.animation(nil)
}
}
And here's an example on how to use it with text opacity animation:
import SwiftUI
struct ContentView: View {
// Need to create state property
#State var textOpacity: Double = 0.0
var body: some View {
VStack {
Text("Hello world!")
.font(.largeTitle)
// Pass generic animatable modifier for animating double values
.modifier(AnimatableModifierDouble(bindedValue: textOpacity) {
// Finished, hurray!
print("finished")
// Reset opacity so that you could tap the button and animate again
self.textOpacity = 0.0
}).opacity(textOpacity) // bind text opacity to your state property
Button(action: {
withAnimation(.easeInOut(duration: 1.0)) {
self.textOpacity = 1.0 // Change your state property and trigger animation to start
}
}) {
Text("Animate")
}
}
}
}
struct HomeView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
On this blog this Guy Javier describes how to use GeometryEffect in order to have animation feedback, in his example he detects when the animation is at 50% so he can flip the view and make it looks like the view has 2 sides
here is the link to the full article with a lot of explanations: https://swiftui-lab.com/swiftui-animations-part2/
I will copy the relevant snippets here so the answer can still be relevant even if the link is not valid no more:
In this example #Binding var flipped: Bool becomes true when the angle is between 90 and 270 and then false.
struct FlipEffect: GeometryEffect {
var animatableData: Double {
get { angle }
set { angle = newValue }
}
#Binding var flipped: Bool
var angle: Double
let axis: (x: CGFloat, y: CGFloat)
func effectValue(size: CGSize) -> ProjectionTransform {
// We schedule the change to be done after the view has finished drawing,
// otherwise, we would receive a runtime error, indicating we are changing
// the state while the view is being drawn.
DispatchQueue.main.async {
self.flipped = self.angle >= 90 && self.angle < 270
}
let a = CGFloat(Angle(degrees: angle).radians)
var transform3d = CATransform3DIdentity;
transform3d.m34 = -1/max(size.width, size.height)
transform3d = CATransform3DRotate(transform3d, a, axis.x, axis.y, 0)
transform3d = CATransform3DTranslate(transform3d, -size.width/2.0, -size.height/2.0, 0)
let affineTransform = ProjectionTransform(CGAffineTransform(translationX: size.width/2.0, y: size.height / 2.0))
return ProjectionTransform(transform3d).concatenating(affineTransform)
}
}
You should be able to change the animation to whatever you want to achieve and then get the binding to change the state of the parent once it is done.
You need to use a custom modifier.
I have done an example to animate the offset in the X-axis with a completion block.
struct OffsetXEffectModifier: AnimatableModifier {
var initialOffsetX: CGFloat
var offsetX: CGFloat
var onCompletion: (() -> Void)?
init(offsetX: CGFloat, onCompletion: (() -> Void)? = nil) {
self.initialOffsetX = offsetX
self.offsetX = offsetX
self.onCompletion = onCompletion
}
var animatableData: CGFloat {
get { offsetX }
set {
offsetX = newValue
checkIfFinished()
}
}
func checkIfFinished() -> () {
if let onCompletion = onCompletion, offsetX == initialOffsetX {
DispatchQueue.main.async {
onCompletion()
}
}
}
func body(content: Content) -> some View {
content.offset(x: offsetX)
}
}
struct OffsetXEffectModifier_Previews: PreviewProvider {
static var previews: some View {
ZStack {
Text("Hello")
.modifier(
OffsetXEffectModifier(offsetX: 10, onCompletion: {
print("Completed")
})
)
}
.frame(width: 100, height: 100, alignment: .bottomLeading)
.previewLayout(.sizeThatFits)
}
}
You can try VDAnimation library
Animate(animationStore) {
self.someState =~ newState
}
.duration(0.1)
.curve(.linear)
.start {
...
}
Related
I have my LottieView
struct LottieView: UIViewRepresentable {
var name: String
var loopMode: LottieLoopMode = .loop
var contentMode: UIView.ContentMode = .scaleAspectFit
var paused: Bool = false
var shouldPlay: Bool = true
var animationView = AnimationView()
func makeUIView(context: UIViewRepresentableContext<LottieView>) -> UIView {
let view = UIView(frame: .zero)
animationView.animation = Animation.named(name)
animationView.contentMode = contentMode
animationView.loopMode = loopMode
animationView.backgroundBehavior = .pauseAndRestore
if shouldPlay {
animationView.play()
}
animationView.translatesAutoresizingMaskIntoConstraints = false
view.addSubview(animationView)
NSLayoutConstraint.activate([
animationView.heightAnchor.constraint(equalTo: view.heightAnchor),
animationView.widthAnchor.constraint(equalTo: view.widthAnchor)
])
return view
}
func updateUIView(_ uiView: UIView, context: UIViewRepresentableContext<LottieView>) {
if shouldPlay {
context.coordinator.parent.animationView.play { finished in
if context.coordinator.parent.animationView.loopMode == .playOnce && finished {
context.coordinator.parent.animationView.play()
DispatchQueue.main.asyncAfter(deadline: .now() + 0.3) {
context.coordinator.parent.animationView.pause()
}
}
}
} else {
context.coordinator.parent.animationView.pause()
}
}
func makeCoordinator() -> Coordinator {
Coordinator(self)
}
class Coordinator: NSObject {
var parent: LottieView
init(_ parent: LottieView) {
self.parent = parent
}
}
}
which animation's start depends on it's property shouldPlay passed in view's initializer.
I use LottieView in custom AddToCartButton structure:
struct AddToCartButton: View {
let onAdd: () -> Void
#State private var shouldPresentAddAnimation: Bool = false
var body: some View {
Button {
withAnimation {
shouldPresentAddAnimation = true
onAdd()
}
} label: {
HStack(spacing: 0) {
LottieView(name: "add_to_cart_2",
loopMode: .playOnce,
contentMode: .scaleAspectFit,
shouldPlay: shouldPresentAddAnimation)
.frame(minWidth: 50, maxHeight: 40)
Text("Add to Cart")
.font(.ssButton)
.foregroundColor(.ssWhite)
.padding(.all, 10)
}
.padding(.vertical, 5)
.background {
RoundedRectangle(cornerRadius: 5)
}
.fixedSize(horizontal: true, vertical: false)
}
}
}
Clicking on this button should play the animation once and then return to initial animation state thanks to the code in LottieView's updateUIView method.
I have my main view in which there are many AddToCartButton structures created like this:
AddToCartButton {
[some code...]
}
And the effect is that at first button click, it animates properly. On second different button click the second and the first one animation fires. When clicking on third button, all three buttons fire animations.
Sample in the photos attached:
Firstly, the initial state of buttons:
Secondly, after one button click:
Finally, after second button click (two of them fire animation):
What I want is that only the button that is clicked fire it's animation.
I think the problem is that you don’t set shouldPresentAddAnimation back to false after animation is played. So every time you press the button the whole list is rendered and since you state property is true, it fires animation.
I created this View modifier which animates a change in the offset of a view based on a boolean Binding and resets itself when the animation finishes (also resetting the boolean Binding).
struct OffsetViewModifier: AnimatableModifier {
let amount: Double // amount of offset
#Binding var animate: Bool // determines if the animation should begin
private(set) var pct = 0.0 // percentage of the animation complete
var animatableData: Double {
get { animate ? 1.0 : 0.0 }
set { pct = newValue }
}
func body(content: Content) -> some View {
content
.offset(x: amount * pct)
.onChange(of: pct) { newValue in
if newValue == 1.0 { // If newValue is 1.0 that means animation is complete
withAnimation(.none) { animate = false } // When animation completes, reset binding
// Since I don't want this to cause an animation, I wrap it with withAnimation(.none)
}
}
}
}
I used this new modifier like this:
VStack {
Text(tapped.description)
Circle()
.frame(width: 100, height: 100)
.onTapGesture {
tapped = true
}
.modifier(OffsetViewModifier(amount: 50, animate: $tapped))
.animation(Animation.linear(duration: 3), value: tapped)
}
However, the withAnimation(.none) didn't work, and this view still takes 3 seconds to reset.
How do I force the explicit animation to occur and not the .linear(duration: 3) one?
Thanks in advance.
If I understood this correctly, what you should do is wrap tapped within withAnimation because the .animation is modifying the whole view like this.
tapped is binded to animate, when you change animate's value in the modifier, you're changing the value of tapped, therefore, executing the linear animation
VStack {
Text(tapped.description)
Circle()
.frame(width: 100, height: 100)
.onTapGesture {
withAnimation(.linear(duration: 3)) {
tapped = true
}
}
.modifier(OffsetViewModifier(amount: 50, animate: $tapped))
}
My personal advice is to avoid using .animation() because like I said before it will animate the entire view and will cause problems like this one
I have a common fadeIn and fadeOut animation that I use for when views appear and disappear:
struct ActiveView: View {
#State var showCode: Bool = false
#State var opacity = 0.0
var body: some View {
if self.showCode {
Color.black.opacity(0.7)
.onAppear{
let animation = Animation.easeIn(duration: 0.5)
return withAnimation(animation) {
self.opacity = 1
}
}
.onDisappear{
let animation = Animation.easeOut(duration: 0.5)
return withAnimation(animation) {
self.opacity = 0
}
}
}
}
}
However, I want to use these same animations on other views, so I want it to be simple and reusable, like this:
if self.showCode {
Color.black.opacity(0.7)
.fadeAnimation()
}
How can I achieve this?
EDIT:
Trying to implement a View extension:
extension View {
func fadeAnimation(opacity: Binding<Double>) -> some View {
self.onAppear{
let animation = Animation.easeIn(duration: 0.5)
return withAnimation(animation) {
opacity = 1
}
}
.onDisappear{
let animation = Animation.easeOut(duration: 0.5)
return withAnimation(animation) {
opacity = 0
}
}
}
}
What you try to do is already present and named opacity transition, which is written in one modifier.
Here is a demo:
struct ActiveView: View {
#State var showCode: Bool = false
var body: some View {
ZStack {
if self.showCode {
Color.black.opacity(0.7)
.transition(AnyTransition.opacity.animation(.default))
}
Button("Demo") { self.showCode.toggle() }
}.frame(maxWidth: .infinity, maxHeight: .infinity)
}
}
The functionality that you are trying to implement is already part of the Animation and Transition modifiers from SwiftUI.
Therefore, you can add .transition modifier to any of your Views and it will animate its insertion and removal.
if self.showCode {
Color.black.opacity(0.7)
.transition(AnyTransition.opacity.animation(.easeInOut(duration: 0.5)))
}
You can use a multitude of different transitions like .slide, .scale, .offset, etc. More information about transitions here.
You can even create custom transitions with different actions for insertion and removal. In your case, different animation curves.
extension AnyTransition {
static var fadeTransition: AnyTransition {
.asymmetric(
insertion: AnyTransition.opacity.animation(.easeIn(duration: 0.5)),
removal: AnyTransition.opacity.animation(.easeOut(duration: 0.5))
)
}
}
And use it like this:
if self.showCode {
Color.black.opacity(0.7)
.transition(.fadeTransition)
}
Hope this helps 😉!
How to make border color changing animation in SwiftUI.
Here is the code with UIKit
extension UIButton{
func blink(setColor: UIColor, repeatCount: Float, duration: Double) {
self.layer.borderWidth = 1.0
let animation: CABasicAnimation = CABasicAnimation(keyPath: "borderColor")
animation.fromValue = UIColor.clear.cgColor
animation.toValue = setColor.cgColor
animation.duration = duration
animation.autoreverses = true
animation.repeatCount = repeatCount
self.layer.borderColor = UIColor.clear.cgColor
self.layer.add(animation, forKey: "")
}
}
I had a similar problem to implement a repeating text with my SwiftUI project. And the answer looks too advanced for me to implement. After some search and research. I managed to repeatedly blink my text. For someone who sees this post later, you may try this approach using withAnimation{} and .animation().
Swift 5
#State private var myRed = 0.2
#State private var myGreen = 0.2
#State private var myBlue = 0.2
var body:some View{
Button(action:{
//
}){
Text("blahblahblah")
}
.border(Color(red: myRed,green: myGreen,blue: myBlue))
.onAppear{
withAnimation{
myRed = 0.5
myGreen = 0.5
myBlue = 0
}
}
.animation(Animation.easeInOut(duration:2).repeatForever(autoreverses:true))
}
This is so much easy. First create a ViewModifier, so that we can use it easily anywhere.
import SwiftUI
struct BlinkViewModifier: ViewModifier {
let duration: Double
#State private var blinking: Bool = false
func body(content: Content) -> some View {
content
.opacity(blinking ? 0 : 1)
.animation(.easeOut(duration: duration).repeatForever())
.onAppear {
withAnimation {
blinking = true
}
}
}
}
extension View {
func blinking(duration: Double = 0.75) -> some View {
modifier(BlinkViewModifier(duration: duration))
}
}
Then use this like,
// with duration
Text("Hello, World!")
.foregroundColor(.white)
.padding()
.background(Color.blue)
.blinking(duration: 0.75) // here duration is optional. This is blinking time
// or (default is 0.75)
Text("Hello, World!")
.foregroundColor(.white)
.padding()
.background(Color.blue)
.blinking()
Update: Xcode 13.4 / iOS 15.5
A proposed solution still works with some minimal tuning.
Updated code and demo is here
Original:
Hope the following approach would be helpful. It is based on ViewModifier and can be controlled by binding. Speed of animation as well as animation kind itself can be easily changed by needs.
Note: Although there are some observed drawbacks: due to no didFinish callback provided by API for Animation it is used some trick to workaround it; also it is observed some strange handling of Animation.repeatCount, but this looks like a SwiftUI issue.
Anyway, here is a demo (screen flash at start is launch of Preview): a) activating blink in onAppear b) force activating by some action, in this case by button
struct BlinkingBorderModifier: ViewModifier {
let state: Binding<Bool>
let color: Color
let repeatCount: Int
let duration: Double
// internal wrapper is needed because there is no didFinish of Animation now
private var blinking: Binding<Bool> {
Binding<Bool>(get: {
DispatchQueue.main.asyncAfter(deadline: .now() + self.duration) {
self.state.wrappedValue = false
}
return self.state.wrappedValue }, set: {
self.state.wrappedValue = $0
})
}
func body(content: Content) -> some View
{
content
.border(self.blinking.wrappedValue ? self.color : Color.clear, width: 1.0)
.animation( // Kind of animation can be changed per needs
Animation.linear(duration:self.duration).repeatCount(self.repeatCount)
)
}
}
extension View {
func blinkBorder(on state: Binding<Bool>, color: Color,
repeatCount: Int = 1, duration: Double = 0.5) -> some View {
self.modifier(BlinkingBorderModifier(state: state, color: color,
repeatCount: repeatCount, duration: duration))
}
}
struct TestBlinkingBorder: View {
#State var blink = false
var body: some View {
VStack {
Button(action: { self.blink = true }) {
Text("Force Blinking")
}
Divider()
Text("Hello, World!").padding()
.blinkBorder(on: $blink, color: Color.red, repeatCount: 5, duration: 0.5)
}
.onAppear {
self.blink = true
}
}
}
After a lot of research on this topic, I found two ways to solve this thing. Each has its advantages and disadvantages.
The Animation way
There is a direct answer to your question. It's not elegant as it relies on you putting in the timing in a redundant way.
Add a reverse function to Animation like this:
extension Animation {
func reverse(on: Binding<Bool>, delay: Double) -> Self {
DispatchQueue.main.asyncAfter(deadline: .now() + delay) {
on.wrappedValue = false /// Switch off after `delay` time
}
return self
}
}
With this extension, you can create a text, that scales up and back again after a button was pressed like this:
struct BlinkingText: View {
#State private var isBlinking: Bool = false
var body: some View {
VStack {
Button {
isBlinking = true
} label: {
Text("Let it blink")
}
.padding()
Text("Blink!")
.font(.largeTitle)
.foregroundColor(.red)
.scaleEffect(isBlinking ? 2.0 : 1.0)
.animation(Animation.easeInOut(duration: 0.5).reverse(on: $isBlinking, delay: 0.5))
}
}
}
It's not perfect so I did more research.
The Transition way
Actually, SwiftUI provides two ways to get from one look (visual representation, ... you name it) to another smoothly.
Animations are especially designed to get from one View to another look of the same View.(same = same struct, different instance)
Transitions are made to get from one view to another view by transitioning out the old View and transition in another one.
So, here's another code snippet using transitions. The hacky part is the if-else which ensures, that one View disappears and another one appears.
struct LetItBlink: View {
#State var count: Int
var body: some View {
VStack {
Button {
count += 1
} label: {
Text("Let it blink: \(count)")
}
.padding()
if count % 2 == 0 {
BlinkingText(text: "Blink Blink 1!")
} else {
BlinkingText(text: "Blink Blink 2!")
}
}
.animation(.default)
}
}
private struct BlinkingText: View {
let text: String
var body: some View {
Text(text)
.foregroundColor(.red)
.font(.largeTitle)
.padding()
.transition(AnyTransition.scale(scale: 1.5).combined(with: .opacity))
}
}
You can create nice and interesting "animations" by combining transitions.
What's my personal opinion?
Both are not perfectly elegant and look somehow "hacky". Either because of the delay management or because of the if-else. Adding the possibility to SwiftUI to chain Animations would help.
Transitions look more customisable, but this depends on the actual requirement.
Both are necessary. Adding a default animation is one of the first things I do, because they make the app look and feel smooth.
This is some code I came up with for a blinking button in SwiftUI 2, it might help someone. It's a toggle button that blinks a capsule shaped overlay around the button. It works but personally, I don't like my function blink() that calls itself.
struct BlinkingButton:View{
#Binding var val:Bool
var label:String
#State private var blinkState:Bool = false
var body: some View{
Button(label){
val.toggle()
if val{
blink()
}
}
.padding(EdgeInsets(top: 8, leading: 16, bottom: 8, trailing: 16))
.foregroundColor(.white)
.background(val ? Color.blue:Color.gray)
.clipShape(Capsule())
.padding(.all,8)
.overlay(Capsule().stroke( blinkState && val ? Color.red:Color.clear,lineWidth: 3))
}
func blink(){
blinkState.toggle()
DispatchQueue.main.asyncAfter(deadline: .now() + 0.5){
if val{
blink()
}
}
}
}
In use it looks like this:
struct ContentView: View {
#State private var togVal:Bool = false
var body: some View {
VStack{
Text("\(togVal ? "ON":"OFF")")
BlinkingButton(val: $togVal, label: "tap me")
}
}
}
I've been trying to work on animating various parts of the UI, but it seems as though you can't animate a SwiftUI Text's foregroundColor? I want to switch the color of some text smoothly when a state changes. This works fine if I animate the background color of the Text's surrounding view, but foreground color does not work. Has anyone had any luck animating a change like this? Unsure if this is an Xcode beta bug or it's intended functionality...
Text(highlightedText)
.foregroundColor(color.wrappedValue)
.animation(.easeInOut)
// Error: Cannot convert value of type 'Text' to closure result type '_'
There is a much easier way, borrowing from Apple's "Animating Views and Transitions" tutorial code. The instantiation of GraphCapsule in HikeGraph demonstrates this.
While foregroundColor cannot be animated, colorMultiply can. Set the foreground color to white and use colorMultiply to set the actual color you want. To animate from red to blue:
struct AnimateDemo: View {
#State private var color = Color.red
var body: some View {
Text("Animate Me!")
.foregroundColor(Color.white)
.colorMultiply(self.color)
.onTapGesture {
withAnimation(.easeInOut(duration: 1)) {
self.color = Color.blue
}
}
}
}
struct AnimateDemo_Previews: PreviewProvider {
static var previews: some View {
AnimateDemo()
}
}
Color property of Text is not animatable in SwiftUI or UIKit. BUT YOU CAN achieve the result you need like this:
struct ContentView: View {
#State var highlighted = false
var body: some View {
VStack {
ZStack {
// Highlighted State
Text("Text To Change Color")
.foregroundColor(.red)
.opacity(highlighted ? 1 : 0)
// Normal State
Text("Text To Change Color")
.foregroundColor(.blue)
.opacity(highlighted ? 0 : 1)
}
Button("Change") {
withAnimation(.easeIn) {
self.highlighted.toggle()
}
}
}
}
}
You can encapsulate this functionality in a custom View and use it anywhere you like.
There is a nice protocol in SwiftUI that let you animate anything. Even things that are not animatable! (such as the text color). The protocol is called AnimatableModifier.
If you would like to learn more about it, I wrote a full article explaining how this works: https://swiftui-lab.com/swiftui-animations-part3/
Here's an example on how you can accomplish such a view:
AnimatableColorText(from: UIColor.systemRed, to: UIColor.systemGreen, pct: flag ? 1 : 0) {
Text("Hello World").font(.largeTitle)
}.onTapGesture {
withAnimation(.easeInOut(duration: 2.0)) {
self.flag.toggle()
}
}
And the implementation:
struct AnimatableColorText: View {
let from: UIColor
let to: UIColor
let pct: CGFloat
let text: () -> Text
var body: some View {
let textView = text()
// This should be enough, but there is a bug, so we implement a workaround
// AnimatableColorTextModifier(from: from, to: to, pct: pct, text: textView)
// This is the workaround
return textView.foregroundColor(Color.clear)
.overlay(Color.clear.modifier(AnimatableColorTextModifier(from: from, to: to, pct: pct, text: textView)))
}
struct AnimatableColorTextModifier: AnimatableModifier {
let from: UIColor
let to: UIColor
var pct: CGFloat
let text: Text
var animatableData: CGFloat {
get { pct }
set { pct = newValue }
}
func body(content: Content) -> some View {
return text.foregroundColor(colorMixer(c1: from, c2: to, pct: pct))
}
// This is a very basic implementation of a color interpolation
// between two values.
func colorMixer(c1: UIColor, c2: UIColor, pct: CGFloat) -> Color {
guard let cc1 = c1.cgColor.components else { return Color(c1) }
guard let cc2 = c2.cgColor.components else { return Color(c1) }
let r = (cc1[0] + (cc2[0] - cc1[0]) * pct)
let g = (cc1[1] + (cc2[1] - cc1[1]) * pct)
let b = (cc1[2] + (cc2[2] - cc1[2]) * pct)
return Color(red: Double(r), green: Double(g), blue: Double(b))
}
}
}