Cannot get closure syntax to work in swift 4 - ios

I've tried every syntax variation that I can, but the completion handler always activates before the end of the animation. I think I'm supposed to replace Bool with something else?
UIView.transition(with: swipeForPicturesIndicator,
duration: 1,
options: .curveEaseIn,
animations: {
self.swipeForPicturesIndicator.alpha = 0
},
completion: { (Bool) -> Void in
self.swipeForPicturesIndicator.isHidden = true
self.swipeForPicturesIndicator.alpha = 0.8
})

The Bool value indicates wether the animation was finished when the completion block was called. If that value is false it means your animation was interrupted.
You should use probably animate instead of transition
UIView.animate(withDuration: 1,
delay: 0,
options: .curveEaseIn,
animations: {
self.swipeForPicturesIndicator.alpha = 0
}) { (completed) in
/* Optionally check if animation finished */
self.swipeForPicturesIndicator.isHidden = true
self.swipeForPicturesIndicator.alpha = 0.8
}

Try this
self.swipeForPicturesIndicator.alpha = 0
UIView.transition(with: swipeForPicturesIndicator,
duration: 1,
options: .curveEaseIn,
animations: {
self.swipeForPicturesIndicator.alpha = 0.8
},
completion: nil)

You may want to use animate instead of transition:
UIView.animate(withDuration: 1, delay: 0, options: .curveEaseIn, animations: {
self.swipeForPicturesIndicator.alpha = 0
}) { (success) in
self.swipeForPicturesIndicator.isHidden = true
self.swipeForPicturesIndicator.alpha = 0.8
}

Related

Rotation repetition animation

I'd like to animate a UIImageView left and right. My goal is quite simple:
I have an image, I'd like to rotate it slightly to the left with an angle of .pi/8 and then from that rotated position, rotate it back to -pi/8. I want to repeat these rotations three times and stop. The image has to be in a non-rotated state initially.
I was able to achieve it by doing this:
UIView.animate(withDuration: 0.3, delay: 0.4, options: [], animations: {
self.imageView.rotate(angle: .pi/9)
}, completion: { _ in
UIView.animate(withDuration: 0.3, delay: 0.0, options: [], animations: {
self.imageView.rotate(angle: -.pi/7)
}, completion: { _ in
UIView.animate(withDuration: 0.3, delay: 0.0, options: [], animations: {
self.imageView.rotate(angle: .pi/9)
}, completion: { _ in
UIView.animate(withDuration: 0.3, delay: 0.0, options: [], animations: {
self.imageView.rotate(angle: -.pi/7)
}, completion: { _ in
UIView.animate(withDuration: 0.3, delay: 0.0, options: [], animations: {
self.imageView.rotate(angle: .pi/9)
}, completion: { _ in
UIView.animate(withDuration: 0.3, delay: 0.0, options: [], animations: {
self.imageView.rotate(angle: -.pi/7)
}, completion: {_ in
UIView.animate(withDuration: 0.3, delay: 0.0, options: [], animations: {
self.giftImageView.rotate(angle: .pi/10.5)
})})})})})})})})
However, I believe there is a simpler way to do it but I can't figure it out and the research isn't leading to any simpler solution. After some trial and error, I got to .pi/10.5 to have the image view centered and to not look tilted.
I'd much appreciate your help for a simpler way, thanks!
here is rotation extension function
extension UIView {
func rotation(isClockWise:Bool) {
let rotation : CABasicAnimation = CABasicAnimation(keyPath: "transform.rotation.z")
if isClockWise {
rotation.toValue = NSNumber(value: Double.pi / 8)
} else {
rotation.toValue = NSNumber(value: -Double.pi / 8)
}
rotation.duration = 1 // 1 second duration change it to 0.3 or whatever
rotation.isCumulative = true
rotation.repeatCount = 3
self.layer.add(rotation, forKey: "rotationAnimation")
}
}
then you need to do some work in controller
class ViewController:UIViewController {
var timer = Timer()
var isClockWise = false
var rotationCount = 0
let imageView = UIImageView()
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = .orange
timer = Timer.scheduledTimer(timeInterval: 0.3, target: self, selector: #selector(rotationHandle), userInfo: nil, repeats: true)
}
#objc
func rotationHandle() {
rotationCount += 1
if isClockWise {
imageView.rotation(isClockWise: true)
} else {
imageView.rotation(isClockWise: false)
}
isClockWise.toggle()
if rotationCount == 6 {
timer.invalidate()
imageView.layer.removeAllAnimations()
imageView.transform = .identity
}
}
}

UIView.animate not animating bool value perfectly

I tried to animate isHidden, it seems working ok, but if I mistakenly animate isHidden=false 5 times by setting yes to true 5 times, then sometimes I should animate isHidden=true 2 or more time to make my UIView visible!
Am I missing something?
if (yes)
{
UIView.animate(withDuration: 0.3, delay:0, animations: {
myLabel.isHidden=false
}
}
else
{
UIView.animate(withDuration: 0.3, delay:0, animations: {
myLabel.isHidden=true
}
}
You should not animate a view's "isHidden" parameter. You should animate its alpha.
if (yes)
{
UIView.animate(withDuration: 0.3, delay:0, animations: {
myLabel.alpha=1.0
}
}
else
{
UIView.animate(withDuration: 0.3, delay:0, animations: {
myLabel.alpha=0.0
}
}
-- UPDATE --
If you want to make the view hidden after the animation you can use this:
myLabel.isHidden=false
UIView.animateWithDuration(0.3, delay: 0.0, options: .CurveEaseOut, animations: {
myLabel.alpha=1.0
}, completion: { finished in
})
UIView.animateWithDuration(0.3, delay: 0.0, options: .CurveEaseOut, animations: {
myLabel.alpha=0.0
}, completion: { finished in
myLabel.isHidden=true
})
I think problem is that you are using linear animation on Bool type which has only 2 values (false = 0, true = 1) and any other values between that (it's pulse).
Try this:
if (yes)
{
myLabel.alpha = 0
myLabel.isHidden = false
UIView.animate(withDuration: 0.3, animations: {
myLabel.alpha = 1
})
}
else
{
UIView.animate(withDuration: 0.3, animations: {
myLabel.alpha = 0
}, completion: { (status) in
myLabel.isHidden = true
})
}

animateWithDuration one after another

I have a label that is initially positioned at the center of the screen. It currently transitions from the the center to the right end of the screen then autoreverses back to its position. I'd like to have it begin another animateWithDuration so that it continues from the center return to the left position of the screen then autoreverse back to the position and sequentially loop from there on after.
I have already attempted and successfully made the first half work but I'm not sure how to continue to the second portion where it begins the center->left transition and loop.
Swift 2.0 Code:
func animateRight()
{
UIView.animateWithDuration(1.0, delay: 0.0, options: [ .Autoreverse, .CurveEaseInOut], animations: {
label.center.x = self.view.frame.width/2
}, completion: { finished in
if finished {
label.frame.origin.x = 0.0
animateLeft()
}
})
}
func animateLeft()
{
UIView.animateWithDuration(1.0, delay: 0.0, options: [ .Autoreverse, .CurveEaseInOut], animations: {
label.frame.origin.x = (self.view.frame.width/2) * -1
}, completion: { finished in
if finished {
label.center.x = self.view.frame.width/2
animateRight()
}
})
}
// Start process
animateRight()
You should call the same animate with duration method you create for animating to right and call in completion. Something like this:
func animateRight()
{
UIView.animate(withDuration: 1.0, delay: 0.0, options: [], animations: {
self.label.center.x = self.view.frame.width
}, completion: { finished in
if finished {
self.animateLeft()
}
})
}
func animateLeft()
{
UIView.animate(withDuration: 2.0, delay: 0.0, options: [ .autoreverse, .repeat, .curveEaseInOut, .beginFromCurrentState], animations: {
self.label.frame.origin.x = 0.0
}, completion: nil)
}
Call defaultSetup to start
When animationRight end, it will call animationLeft
When animationLeft end, it will call animationRight again to run animation loop
Here is the code:
func defaultSetup(){
self.animationRight()
}
func animationRight(){
let transform = CGAffineTransform(scaleX: 1.05, y: 1.05).rotated(by: .pi/180)
UIView.animate(withDuration: 3.0, delay: 0, usingSpringWithDamping: 0.2, initialSpringVelocity: 3.0, options: [.allowUserInteraction, .repeat], animations: { [weak self] in
guard let `self` = self else { return }
self.vRight.transform = transform
}, completion: { [weak self] (done) in
guard let `self` = self else { return }
self.vRight.transform = .identity
self.animationLeft()
})
}
func animationLeft(){
let transform = CGAffineTransform(scaleX: 1.05, y: 1.05).rotated(by: .pi/180)
UIView.animate(withDuration: 3.0, delay: 0, usingSpringWithDamping: 0.2, initialSpringVelocity: 3.0, options: [.allowUserInteraction], animations: { [weak self] in
guard let `self` = self else { return }
self.vLeft.transform = transform
}, completion: { [weak self] (done) in
guard let `self` = self else { return }
self.vLeft.transform = .identity
self.animationRight()
})
}

iOS Label Visibility toggle not animating

I am trying to toggle the visibility of a UILabel based on a Tap Gesture on an UIImageView. The code that performs the toggling is as follows:
func imageTapped(img: UIImageView) {
print(photoTitle.hidden)
if (photoTitle.hidden) {
UIView.animateWithDuration(0.5, delay: 0, options: UIViewAnimationOptions.CurveEaseInOut, animations: {
self.photoTitle.alpha = 1
}, completion: nil)
}
else {
UIView.animateWithDuration(0.5, delay: 0, options: UIViewAnimationOptions.CurveEaseInOut, animations: {
self.photoTitle.alpha = 0
}, completion: nil)
}
self.photoTitle.hidden = !self.photoTitle.hidden
}
The issue with this is that it seems to ignore the animation on the second tap i.e. to hide the UILabel again. It just becomes invisible instead of animating gradually. In the viewdDidLoad(), I initialize the photoTitle.hidden = true to be invisible initially.
Any glaring mistakes?
You need to move self.photoTitle.hidden = true into the completion block of your else condition
hidden doesn't work on this animation, you can instead of alpha
Just try to change the function like this
Swift 2
func imageTapped(img: UIImageView) {
print(photoTitle.hidden)
UIView.animateWithDuration(0.5, delay: 0, options: UIViewAnimationOptions.CurveEaseInOut, animations: {
self.photoTitle.alpha = self.photoTitle.alpha < 0.5 ? 1.0 : 0.0
}, completion: nil)
}
Swift 3, 4, 5
func imageTapped(img: UIImageView) {
print(photoTitle.hidden)
UIView.animate(withDuration: 0.5, delay: 0, options: UIView.AnimationOptions.curveEaseInOut, animations: {
self.photoTitle.alpha = self.photoTitle.alpha < 0.5 ? 1.0 : 0.0
}, completion: nil)
}

How to make a button flash or blink?

I am trying to change a button's color (just a flash/blink) to green when a scan is correct and red when there's a problem. I am able to do this with a view like so
func flashBG(){
UIView.animateWithDuration(0.7, animations: {
self.view.backgroundColor = UIColor.greenColor()
})
}
But with a button it stays green
func flashBtn(){
UIButton.animateWithDuration(0.5, animations: {
self.buttonScan.backgroundColor = UIColor.greenColor()
})
}
I have created the button by code
func setupScanButton() {
let X_Co = (self.view.frame.size.width - 100)/2
let Y_Co = (self.viewForLayer.frame.size.height + 36/2)
buttonScan.frame = CGRectMake(X_Co,Y_Co,100,100)
buttonScan.layer.borderColor = UIColor.whiteColor().CGColor
buttonScan.layer.borderWidth = 2
buttonScan.layer.cornerRadius = 50
buttonScan.setTitle("Scan", forState: .Normal)
buttonScan.backgroundColor = UIColor.blueColor()
buttonScan.addTarget(self, action: "buttonScanAction", forControlEvents: .TouchUpInside)
buttonScan.setTitleColor(UIColor(red:255/255, green: 255/255, blue:255/255, alpha: 1), forState: UIControlState.Normal)
self.view.addSubview(buttonScan)
}
Should i call setupScanButton() again?
This should work in Swift 4
extension UIView{
func blink() {
self.alpha = 0.2
UIView.animate(withDuration: 1, delay: 0.0, options: [.curveLinear, .repeat, .autoreverse], animations: {self.alpha = 1.0}, completion: nil)
}
}
This will start and stop a flashing button onClick, if you only want to flash the button immediately just use the first statement.
var flashing = false
#IBAction func btnFlash_Clicked(sender: AnyObject) {
if !flashing{
self.buttonScan.alpha = 1.0
UIView.animateWithDuration(0.5, delay: 0.0, options: [.CurveEaseInOut, .Repeat, .Autoreverse, .AllowUserInteraction], animations: {() -> Void in
self.buttonScan.alpha = 0.0
}, completion: {(finished: Bool) -> Void in
})
flashing = true
}
else{
UIView.animateWithDuration(0.1, delay: 0.0, options: [.CurveEaseInOut, .BeginFromCurrentState], animations: {() -> Void in
self.buttonScan.alpha = 1.0
}, completion: {(finished: Bool) -> Void in
})
}
}
Swift 5.x version
An updated version with extension.
extension UIView {
func blink(duration: TimeInterval = 0.5, delay: TimeInterval = 0.0, alpha: CGFloat = 0.0) {
UIView.animate(withDuration: duration, delay: delay, options: [.curveEaseInOut, .repeat, .autoreverse], animations: {
self.alpha = alpha
})
}
}
To call the function:
button.blink() // without parameters
button.blink(duration: 1, delay: 0.1, alpha: 0.2) // with parameters
I hope that will solve your problem.
buttonScan.alpha = 1.0
UIView.animate(withDuration: 1.0, delay: 1.0, options: UIView.AnimationOptions.curveEaseOut, animations: {
buttonScan.alpha = 0.0
}, completion: nil)
Swift 4:
I've maked an extension with some useful options:
extension UIButton {
open override func hitTest(_ point: CGPoint, with event: UIEvent?) -> UIView? {
return self.bounds.contains(point) ? self : nil
}
func blink(enabled: Bool = true, duration: CFTimeInterval = 1.0, stopAfter: CFTimeInterval = 0.0 ) {
enabled ? (UIView.animate(withDuration: duration, //Time duration you want,
delay: 0.0,
options: [.curveEaseInOut, .autoreverse, .repeat],
animations: { [weak self] in self?.alpha = 0.0 },
completion: { [weak self] _ in self?.alpha = 1.0 })) : self.layer.removeAllAnimations()
if !stopAfter.isEqual(to: 0.0) && enabled {
DispatchQueue.main.asyncAfter(deadline: .now() + stopAfter) { [weak self] in
self?.layer.removeAllAnimations()
}
}
}
}
First of all, I've overrided the hittest function to enabling the touch also when the button have the alpha equals to 0.0 (transparent) during the animation.
Then , all input vars have a default value so you can launch the blink() method without parameters
I've introduced also the enabled parameter to start or stop the animations on your button.
Finally, if you want you can stop animation after a specific time with the stopAfter parameter.
Usage:
yourButton.blink() // infinite blink effect with the default duration of 1 second
yourButton.blink(enabled:false) // stop the animation
yourButton.blink(duration: 2.0) // slowly the animation to 2 seconds
yourButton.blink(stopAfter:5.0) // the animation stops after 5 seconds.
Typical uses:
yourButton.blink(duration: 1.5, stopAfter:10.0)
// your code..
yourButton.blink()
// other code..
yourButton.blink(enabled:false)
You can try something like this:
extension UIView {
func blink() {
UIView.animateWithDuration(0.5, //Time duration you want,
delay: 0.0,
options: [.CurveEaseInOut, .Autoreverse, .Repeat],
animations: { [weak self] in self?.alpha = 0.0 },
completion: { [weak self] _ in self?.alpha = 1.0 })
dispatch_after(dispatch_time(DISPATCH_TIME_NOW,Int64(2 * NSEC_PER_SEC)),dispatch_get_main_queue()){
[weak self] in
self?.layer.removeAllAnimations()
}
}
}
//MARK : Usage
yourButton.flash()
extension UIButton {
func flash() {
let flash = CABasicAnimation(keyPath: "opacity")
flash.duration = 0.5
flash.fromValue = 1
flash.toValue = 0.1
flash.timingFunction = CAMediaTimingFunction(name: CAMediaTimingFunctionName.easeInEaseOut)
flash.autoreverses = true
flash.repeatCount = 3
layer.add(flash, forKey: nil)
}
}
Swift 3.0
func btnFlash_Clicked(sender: AnyObject) {
if !flashing{
callButton.alpha = 1.0
UIView.animate(withDuration: 0.5, delay: 0.0, options: [.allowUserInteraction], animations: {() -> Void in
callButton.alpha = 0.5
}, completion: {(finished: Bool) -> Void in
})
flashing = true
}
else{
flashing = false
callButton.alpha = 0.5
UIView.animate(withDuration: 0.5, delay: 0.0, options: [.allowUserInteraction], animations: {() -> Void in
callButton.alpha = 1.0
}, completion: {(finished: Bool) -> Void in
})
}
}
with UIViewPropertyAnimator and Swift 5
UIViewPropertyAnimator.runningPropertyAnimator(withDuration: 1, delay: 0, options: [.curveLinear,.repeat], animations: {
UIView.setAnimationRepeatCount(3000)
self.buttonScan.alpha = 0.0
}, completion: {_ in })
Swift 3.0
func animateFlash() {
flashView.alpha = 0
flashView.isHidden = false
UIView.animate(withDuration: 0.3, animations: { flashView.alpha = 1.0 }) { finished in flashView.isHidden = true }
}
This UIView extension "blinks" a view and changes the background colour:
/**
Blinks a view with a given duration and optional color.
- Parameter duration: The duration of the blink.
- Parameter color: The color of the blink.
*/
public func blink(withDuration duration: Double = 0.25, color: UIColor? = nil) {
alpha = 0.2
UIView.animate(withDuration: duration, delay: 0.0, options: [.curveEaseInOut], animations: {
self.alpha = 1.0
})
guard let newBackgroundColor = color else { return }
let oldBackgroundColor = backgroundColor
UIView.animate(withDuration: duration, delay: 0.0, options: [.curveEaseInOut], animations: {
self.backgroundColor = newBackgroundColor
self.backgroundColor = oldBackgroundColor
})
}
You would then use as follows:
buttonScan.blink(color: .green)
myButton.alpha = 0.7
UIView.animate(withDuration: 0.3,
delay: 1.0,
options: [UIView.AnimationOptions.curveLinear, UIView.AnimationOptions.repeat, UIView.AnimationOptions.autoreverse],
animations: { myButton.alpha = 1.0 },
completion: nil)
Another smoothly animating version for Swift 5:
public extension UIView {
func blink(duration: TimeInterval) {
let initialAlpha: CGFloat = 1
let finalAlpha: CGFloat = 0.2
alpha = initialAlpha
UIView.animateKeyframes(withDuration: duration, delay: 0, options: .beginFromCurrentState) {
UIView.addKeyframe(withRelativeStartTime: 0, relativeDuration: 0.5) {
self.alpha = finalAlpha
}
UIView.addKeyframe(withRelativeStartTime: 0.5, relativeDuration: 0.5) {
self.alpha = initialAlpha
}
}
}
}

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