Interrupt UIView transition - ios

Is there any possibility to interrupt a UIView.transition at its current state on iOS?
To give you a bit of context: I have a UIButton where I need to animate the title color - the animation can have different delays attached to it, though. Since UIView.transition does not support delays, I simply delayed execution of the entire block:
DispatchQueue.main.asyncAfter(deadline: .now() + delay) {
UIView.transition(with: button, duration: 0.4, options: [.beginFromCurrentState, .allowUserInteraction, .transitionCrossDissolve], animations: {
button.setTitleColor(selected ? .red : .black, for: .normal)
}, completion: nil)
}
The issue here is that, if this code is executed in quick succession with different delays, the outcome can be unexpected. So for example this could be called with selected=true, delay=0.5 and immediately after that with selected=false, delay=0.0. In this scenario, the button would end up red even though it should be black.
Therefore, I am looking for a method to either have UIView.transform with a delay, interrupt a UIView.transform or make setTitleColor() animatable through UIView.animate.

I actually created a framework to do this specifically, you can trigger animations relative to time progress, or value interpolation progress. Framework and documentation can be found here:
https://github.com/AntonTheDev/FlightAnimator
The following examples assume you a CATextLayer backed view, as this is not a question about how to set that up, here is a small example to get you started:
class CircleProgressView: UIView {
.....
override class func layerClass() -> AnyClass {
return CircleProgressLayer.self
}
}
Example 1:
Assuming you have a CATextLayer backed view, we can animate the it's foreground color as follows, and trigger another animation relative to time:
var midPointColor = UIColor.orange.cgColor
var finalColor = UIColor.orange.cgColor
var keyPath = "foregroundColor"
textView.animate { [unowned self] (a) in
a.value(midPointColor, forKeyPath : keyPath).duration(1.0).easing(.OutCubic)
// This will trigger the interruption
// at 0.5 seconds into the animation
animator.triggerOnProgress(0.5, onView: self.textView, animator: { (a) in
a.value(finalColor, forKeyPath : keyPath).duration(1.0).easing(.OutCubic)
})
}
Example 2:
Just as in the prior example, once you have a CATextLayer backed view, we can animate it's foregroundColor relative to the progress matrix of the RBG values, calculated based on the magnitude progress of the 3 values:
var midPointColor = UIColor.orange.cgColor
var finalColor = UIColor.orange.cgColor
var keyPath = "foregroundColor"
textView.animate { [unowned self] (a) in
a.value(midPointColor, forKeyPath : keyPath).duration(1.0).easing(.OutCubic)
// This will trigger the interruption
// when the magnitude of the starting point
// is equal to 0.5 relative to the final point
a.triggerOnValueProgress(0.5, onView: self.textView, animator: { (a) in
a.value(finalColor, forKeyPath : keyPath).duration(1.0).easing(.OutCubic)
})
}
Hope this helps :)

Related

constraints are reapplied when timer is running and changes label text

I'm working on a swift camera app and trying to solve the following problem.
My camera app, which allows taking a video, can change the camera focus and exposure when a user taps somewhere on the screen. Like the default iPhone camera app, I displayed the yellow square to show where the user tapped. I can see exactly where the user tapped unless triggering the timer function and updating the total video length on the screen.
Here is the image of the camera app.
As you can see there is a yellow square and that was the point I tapped on the screen.
However, when the timer counts up (in this case, 19 sec to 20sec) and updates the text of total video length, the yellow square moves back to the center of the screen. Since I put the yellow square at the center of the screen on my storyboard, I guess when the timer counts up and updates the label text, it also refreshing the yellow square, UIView, so displaying at the center of the screen (probably?).
So if I'm correct, how can I display the yellow square at the user tapped location regardless of the timer function, which updates UIlabel for every second?
Here is the code.
final class ViewController: UIViewController {
private var pointOfInterestHalfCompletedWorkItem: DispatchWorkItem?
#IBOutlet weak var pointOfInterestView: UIView!
#IBOutlet weak var time: UILabel!
var counter = 0
var timer = Timer()
override func viewDidLayoutSubviews() {
pointOfInterestView.layer.borderWidth = 1
pointOfInterestView.layer.borderColor = UIColor.systemYellow.cgColor
}
#objc func startTimer() {
timer = Timer.scheduledTimer(timeInterval: 1.0, target: self, selector: #selector(timerAction), userInfo: nil, repeats: true)
}
#objc func timerAction() {
counter += 1
secondsToHoursMinutesSeconds(seconds: counter)
}
func secondsToHoursMinutesSeconds (seconds: Int) {
// format seconds
time.text = "\(strHour):\(strMin):\(strSec)"
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let focusPoint = touches.first!.location(in: lfView)
showPointOfInterestViewAtPoint(point: focusPoint)
}
func showPointOfInterestViewAtPoint(point: CGPoint) {
print("point is here \(point)")
pointOfInterestHalfCompletedWorkItem = nil
pointOfInterestComplatedWorkItem = nil
pointOfInterestView.center = point
pointOfInterestView.transform = CGAffineTransform(scaleX: 1.5, y: 1.5)
let animation = UIViewPropertyAnimator(duration: 0.3, curve: .easeInOut) {
self.pointOfInterestView.transform = .identity
self.pointOfInterestView.alpha = 1
}
animation.startAnimation()
let pointOfInterestHalfCompletedWorkItem = DispatchWorkItem { [weak self] in
guard let self = self else { return }
let animation = UIViewPropertyAnimator(duration: 0.3, curve: .easeInOut) {
self.pointOfInterestView.alpha = 0.5
}
animation.startAnimation()
}
DispatchQueue.main.asyncAfter(deadline: .now() + 2, execute: pointOfInterestHalfCompletedWorkItem)
self.pointOfInterestHalfCompletedWorkItem = pointOfInterestHalfCompletedWorkItem
}
}
Since I thought it's a threading issue, I tried to change the label text & to show the yellow square in the main thread by writing DispatchQueue.main.asyncAfter, but it didn't work. Also, I was not sure if it becomes serial queue or concurrent queue if I perform both
loop the timer function and constantly updating label text
detect UI touch event and show yellow square
Since UI updates are performed in the main thread, I guess I need to figure out a way to share the main thread for the timer function and user touch event...
If someone knows a clue to solve this problem, please let me know.
It isn't a threading issue. It is an auto layout issue.
Presumably you have positioned the yellow square view in your storyboard using constraints.
You are then modifying the yellow square's frame directly by modifying the center property; this has no effect on the constraints that are applied to the view. As soon as the next auto layout pass runs (triggered by the text changing, for example) the constraints are reapplied and the yellow square jumps back to where your constraints say it should be.
You have a couple of options;
Compute the destination point offset from the center of the view and then apply those offsets to the constant property of your two centering constraints
Add the yellow view programatically and position it by setting its frame directly. You can then adjust the frame by modifying center as you do now.

Cannot tap UIButton after having set alpha to 0.0, even when reset to 1.0

I have this simple code:
func tappedButton() {
self.button.alpha = 1.0
UIView.animate(withDuration: 1.0, delay: 4.0, options: .curveLinear, animations: {
self.button.alpha = 0.0
}) { _ in }
}
This function aims at showing a button again for 4 seconds before hiding it (with a 1 second animation). However, while the button is completely visible for these 4 seconds, tapping it doesn't work anymore.
Thanks for your help.
As per the documentation in for the method hittest(_:with:) of UIView https://developer.apple.com/documentation/uikit/uiview/1622469-hittest
This method ignores view objects that are hidden, that have disabled user interactions, or have an alpha level less than 0.01. This method does not take the view’s content into account when determining a hit. Thus, a view can still be returned even if the specified point is in a transparent portion of that view’s content.
This means that any view, particularly a button, with alpha 0.0 would not be touched.
However, the problem here is that the button is still visible, at least for you. This odd behavior occurs because the actual alpha value of the button is already setted to 0.0 when the animations starts. Animations work by changing the visual hierachy and transition the difference with the parameters you give to the function. In your case, you have two states: a view with a visible button visible and another view without the button. Only the visual part is animated but the corresponding values are already setted. A solution would be:
func tappedButton() {
self.button.alpha = 1.0
UIView.animate(withDuration: 1.0, delay: 4.0, options: .curveLinear, animations: { [weak self] in
self?.button.alpha = 0.01
}) { [weak self] _ in self?.button.alpha = 0.0 }
}
EDIT: This solution seems like a hack but works. I use this approach because the completion handler is always called with a true value.
func tapped() {
let duration = 1.0
let delay = 2.0
let delayDuration = delay + duration
UIView.animate(withDuration: duration, delay: delay, options: [.curveLinear, .allowUserInteraction], animations: { [weak self] in
self?.saveButton.alpha = 0.1
})
DispatchQueue.main.asyncAfter(deadline: DispatchTime.now() + delayDuration, execute: { [weak self] in
self?.saveButton.alpha = 0.0
})
}
You need to use allUserInteraction in the options and also check for touches. The animation is added immediately and although you see the button to the system it is already hidden. What does this mean? It means you are watching a movie. But at least with userInteraction enabled you can check for touch events. This is great but how do we know the button is really showing or not? Well you have to use two different checks most likely. One that checks the true UIView alpha of the button and one check that checks the opacity on the presentation layer. I have never fully looked at the link between UIView animations and Core Animation except that I think UIView animations are a wrapper for Core Animations. UIView animations definitely update the view model immediately. So an alpha animation is most likely interpreted into an opacity animation on the layer. Armed with this we can check the opacity of the presentation layer on touches and see that the button is being clicked even if the view model thinks the alpha is 0. This check on the presentation layer will work as long as the opacity is above 0. So here you go.
import UIKit
class ViewController: UIViewController {
lazy var testButton : UIButton = {
let v = UIButton(frame: CGRect(x: 20, y: 50, width: self.view.bounds.width - 40, height: 50))
v.backgroundColor = UIColor.blue
v.addTarget(self, action: #selector(buttonClicked), for: .touchUpInside)
return v
}()
override func viewDidLoad() {
super.viewDidLoad()
self.view.addSubview(testButton)
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
UIView.animate(withDuration: 1.0, delay: 4.0, options: .allowUserInteraction, animations: {
self.testButton.alpha = 0
}, completion: nil)
//test the layer
//test the layer for opacity
if let presentation = testButton.layer.presentation()?.animation(forKey: "opacity"){
print("the animation is already added so normal clicks won't work")
}
}
#objc func buttonClicked(){
print("clicked")
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
super.touchesBegan(touches, with: event)
if let touch = touches.first{
let location = touch.location(in: self.view)
if self.testButton.frame.contains(location){
//but what you might not know is the animation is probably already running
//and so the check above misses this
if let buttonPres = testButton.layer.presentation(),
let _ = buttonPres.animation(forKey: "opacity"),
let opacity = buttonPres.value(forKey: "opacity") as? CGFloat{
if opacity > 0{
buttonClicked()
}
}
}
}
}
}

UIButton can't handle touch events while it's animating [duplicate]

I made a simple project, with swipe gesture recogniser and animation. I made my label to move and every 3 second increase number. With every swipe I need to decrease the number. My gesture recogniser object is tied with label, i.e. it works only in label bounds. When prog is working without animation everything is ok, but when it;s animated an is moving my gesture recogniser is doing nothing. How to make a gesture recogniser work at the same time as animation, i.e. while animated to respond to my swipes. Need help.
`
#IBOutlet weak var label1: UILabel!
var number : Int = 0
var timer = Timer()
#IBAction func label1SwipeRight(_ sender: UISwipeGestureRecognizer) {
number += 1
label1.text = String(number)
}
func animate1() {
UIView.animate(withDuration: 4.0, delay: 0.0, options: .allowUserInteraction, animations: {
let num1 : CGFloat = CGFloat(arc4random_uniform(667))
let num2 : CGFloat = CGFloat(arc4random_uniform(375))
self.label1.frame.origin.y = num1
self.label1.frame.origin.x = num2
}, completion: {(bool) in
self.animate1()
print("Animation1 completed")
})
}
func timerExample() {
Timer.scheduledTimer(timeInterval: 4, target: self, selector: #selector(updateTimer), userInfo: nil, repeats: true)
}
#objc func updateTimer() {
label1.text = String(Int(label1.text!)! + 1)
}`
By default view objects block user interaction while an animation is "in flight". You need to use one of the "long form" animation methods, and pass in the option .allowUserInteraction. Something like this:
UIView.animate(duration: 0.5,
delay: 0.0,
options: .allowUserInteraction,
animations: {
myView.alpha = 0.5
})
Note, however, that if what you're animating is a view's position, the user won't be able to tap on the view object as it moves. That's because a position animation does not really animate the object from one place to another over time. It just creates that appearance. Behind the scenes, the object actually jumps to it's final position the moment the animation begins.
If you need to be able to tap/drag/swipe on objects while they're moving you will have to do that yourself. What you do is put a gesture recognizer on the parent view that encloses the entire range of motion (possibly the whole screen.) Then you need to use the presentation layer of your animating view's layer, translate the coordinates of the point from the gesture recognizer's coordinate space to the layer's coordinate space, and use the layer's hitTest method to figure out if the point is on the layer or not.
I have a project on Github called iOS-CAAnimation-group-demo that does something like that (It animates an image view along a complex path and you can tap on the image view to pause the animation while it's "in flight".
It's from several years ago, so it's written in Objective-C, but it should help to at least illustrate the technique.

UISlider get Value while Anmation runs

I animate a UISlider with this function:
func animateSlider(){
slider.value = Float(min)
UIView.animate(withDuration: 2.0, animations: {
self.slider.setValue(Float(self.max), animated:true)
})
When I tap the screen I want to get the current value but it only returns the maximum value. What can I do to solve that problem?
When you schedule an animation Core Animation sets the model layer's properties immediately, and the creates a presentation layer which you may inspect. This presentation layer is what you actually see on screen, and is valid to query its properties such as its frame, bounds, position, etc.
You were asking for the model layer's value which is set immediately in your animation block, when instead what you want is what is displayed through the presentation layer.
You can get the currently displayed presentation value from the label when there is an in-progress animation by using this extension on UISlider:
extension UISlider {
var currentPresentationValue: Float {
guard let presentation = layer.presentation(),
let thumbSublayer = presentation.sublayers?.max(by: {
$0.frame.height < $1.frame.height
})
else { return self.value }
let bounds = self.bounds
let trackRect = self.trackRect(forBounds: bounds)
let minRect = self.thumbRect(forBounds: bounds, trackRect: trackRect, value: 0)
let maxRect = self.thumbRect(forBounds: bounds, trackRect: trackRect, value: 1)
let value = (thumbSublayer.frame.minX - minRect.minX) / (maxRect.minX - minRect.minX)
return Float(value)
}
}
And its usage:
func animateSlider() {
slider.value = 0
DispatchQueue.main.async {
UIView.animate(withDuration: 2, delay: 0, options: .curveLinear, animations: {
self.slider.setValue(1, animated: true)
}, completion: nil)
}
// quarter done:
DispatchQueue.main.asyncAfter(deadline: .now() + 0.5) {
print(self.slider.currentPresentationValue)
// prints 0.272757, expected 0.25 with some tolerance
}
// half done:
DispatchQueue.main.asyncAfter(deadline: .now() + 1) {
print(self.slider.currentPresentationValue)
// prints 0.547876, expected 0.5 with some tolerance
}
// three quarters done:
DispatchQueue.main.asyncAfter(deadline: .now() + 1.5) {
print(self.slider.currentPresentationValue)
// prints 0.769981, expected 0.75 with some tolerance
}
}
I don't think that a slider's value property can be animated using UIView.animate(). However, if you read the documentation on UISlider, you'll find the function
func setValue(Float, animated: Bool)
Use that to animate your slider to a new position.
If you want to animate a change over a longer time period like 2 seconds, though, you'll probably have to set up a repeating timer or a CADisplayLink timer that changes the slider value by small increments each time it fires.
As for your statement "When I tap the screen I want to get the current value but it only returns the maximum" That is the way Cocoa animation works. You can't interrogate an in-flight animation and get a value that's the value of the property you are animating at that instant. (You could do that if you used a repeating timer to animate the slider though.)

How to make animations and gesture recognisers work together? (Swift)

I made a simple project, with swipe gesture recogniser and animation. I made my label to move and every 3 second increase number. With every swipe I need to decrease the number. My gesture recogniser object is tied with label, i.e. it works only in label bounds. When prog is working without animation everything is ok, but when it;s animated an is moving my gesture recogniser is doing nothing. How to make a gesture recogniser work at the same time as animation, i.e. while animated to respond to my swipes. Need help.
`
#IBOutlet weak var label1: UILabel!
var number : Int = 0
var timer = Timer()
#IBAction func label1SwipeRight(_ sender: UISwipeGestureRecognizer) {
number += 1
label1.text = String(number)
}
func animate1() {
UIView.animate(withDuration: 4.0, delay: 0.0, options: .allowUserInteraction, animations: {
let num1 : CGFloat = CGFloat(arc4random_uniform(667))
let num2 : CGFloat = CGFloat(arc4random_uniform(375))
self.label1.frame.origin.y = num1
self.label1.frame.origin.x = num2
}, completion: {(bool) in
self.animate1()
print("Animation1 completed")
})
}
func timerExample() {
Timer.scheduledTimer(timeInterval: 4, target: self, selector: #selector(updateTimer), userInfo: nil, repeats: true)
}
#objc func updateTimer() {
label1.text = String(Int(label1.text!)! + 1)
}`
By default view objects block user interaction while an animation is "in flight". You need to use one of the "long form" animation methods, and pass in the option .allowUserInteraction. Something like this:
UIView.animate(duration: 0.5,
delay: 0.0,
options: .allowUserInteraction,
animations: {
myView.alpha = 0.5
})
Note, however, that if what you're animating is a view's position, the user won't be able to tap on the view object as it moves. That's because a position animation does not really animate the object from one place to another over time. It just creates that appearance. Behind the scenes, the object actually jumps to it's final position the moment the animation begins.
If you need to be able to tap/drag/swipe on objects while they're moving you will have to do that yourself. What you do is put a gesture recognizer on the parent view that encloses the entire range of motion (possibly the whole screen.) Then you need to use the presentation layer of your animating view's layer, translate the coordinates of the point from the gesture recognizer's coordinate space to the layer's coordinate space, and use the layer's hitTest method to figure out if the point is on the layer or not.
I have a project on Github called iOS-CAAnimation-group-demo that does something like that (It animates an image view along a complex path and you can tap on the image view to pause the animation while it's "in flight".
It's from several years ago, so it's written in Objective-C, but it should help to at least illustrate the technique.

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