Here is my Swift Code which i am using to show 3 different view in single cell.
func animateBothObjects() {
weak var weakSelf = self
UIView.animate(withDuration: 1.0, delay: 2.0, options: [.curveEaseIn, .allowUserInteraction], animations: {() -> Void in
self.infoView.alpha = 0.0
self.offerImage.alpha = 1.0
self.businessOwnerImage.alpha = 0.0
}, completion: {(finished: Bool) -> Void in
if !self.isAccountFeed && !finished {
return
}
UIView.animate(withDuration: 1.0, delay: 2.0, options: [.curveEaseIn, .allowUserInteraction], animations: {() -> Void in
self.infoView.alpha = 0.0
self.offerImage.alpha = 0.0
self.businessOwnerImage.alpha = 1.0
}, completion: {(finished: Bool) -> Void in
if !self.isAccountFeed && !finished {
return
}
UIView.animate(withDuration: 1.0, delay: 2.0, options: [.curveEaseIn, .allowUserInteraction], animations: {() -> Void in
self.infoView.alpha = 1.0
self.offerImage.alpha = 0.0
self.businessOwnerImage.alpha = 0.0
}, completion: {(finished: Bool) -> Void in
if !self.isAccountFeed && !finished {
return
}
weakSelf!.animateBothObjects()
})
})
})
}
this function works fine but frame per second and CPU usage is very high.
I was wondering if somehow we can optimize this animation using .repeat and .autoreverse
When i try to do that the animation doesn't work in sync. I need to animate one view after another
1> view 1 alpha 0 to 1
2> view 2 alpha 0 to 1
3> view 3 alpha 0 to 1
and than repeat the cycle.
Following Code works better in terms of CPU % and Frame per seconds but the animations are not in sync.
self.infoView.alpha = 0.0
self.offerImage.alpha = 0.0
self.businessOwnerImage.alpha = 0.0
UIView.animate(withDuration: 2.0, delay: 0.0, options: [.transitionCrossDissolve,.repeat,.autoreverse], animations: {
self.infoView.alpha = 1.0
}) { (success) in
//self.infoView.alpha = 0.0
print("animation completed as per Xcode")
}
UIView.animate(withDuration: 2.0, delay: 2.0, options: [.transitionCrossDissolve, .repeat,.autoreverse], animations: {
self.offerImage.alpha = 1.0
}) { (success) in
//self.offerImage.alpha = 0.0
}
UIView.animate(withDuration: 2.0, delay: 4.0, options: [.transitionCrossDissolve, .repeat,.autoreverse], animations: {
self.businessOwnerImage.alpha = 1.0
}) { (success) in
//self.businessOwnerImage.alpha = 0.0
}
Related
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
}
}
}
I have a logoImage on a view, animating the constraints.
The constraints animated are width and height ; going from original state of 220.0 to 240.0 (works fine) and THEN I would like to make it go back to 220.0 but the animation is skipped and the image goes directly back in 0.1second to 220.0.
Here is the code of the animation
func animate() {
self.imageHeightConstraint.constant = 240.0
self.imageWidthConstraint.constant = 240.0
UIView.animate(withDuration: 1.0,
delay:0.0,
options: .curveEaseIn,
animations:{
self.logoImage.layoutIfNeeded()
}, completion: { (finished: Bool) -> Void in
self.imageHeightConstraint.constant = 220.0
self.imageWidthConstraint.constant = 220.0
UIView.animate(withDuration: 2.0,
delay:0.0,
options: .curveEaseIn,
animations: {
self.logoImage.layoutIfNeeded()
})
})
}
Thanks in advance for any help I could get! ;-)
You need to call self.logoImage.setNeedsLayout() within your completion block, before you re-set the constants. This since you need to invalidate the current layout of the receiver and trigger a layout update during the next update cycle.
Try this code instead and it will work for you:
func animate() {
self.imageHeightConstraint.constant = 240.0
self.imageWidthConstraint.constant = 240.0
UIView.animate(withDuration: 1.0,
delay:0.0,
options: .curveEaseIn,
animations:{
self.logoImage.layoutIfNeeded()
}, completion: { (finished: Bool) -> Void in
self.logoImage.setNeedsLayout()
self.imageHeightConstraint.constant = 220.0
self.imageWidthConstraint.constant = 220.0
UIView.animate(withDuration: 2.0,
delay:0.0,
options: .curveEaseIn,
animations: {
self.logoImage.layoutIfNeeded()
})
})
}
I have a UIButton in my application with an image.
I want to be able to call a function that flashes that button a number of times ( say 5 times)
I also want to be able to stop this flashing while it is running
Below is the important part of the code:
var flashesRemaining: Int = 5;
var isFlashing: Bool = false
#IBOutlet weak var btnMM: UIButton!
// Flash the button
#IBAction func flashMemoryButton(sender: AnyObject) {
print(self.flashesRemaining)
if self.flashesRemaining == 0 {
return
}
if !isFlashing {
self.btnMM.alpha = 1.0
UIView.animate(withDuration: 0.5, delay: 0.0, options: [.curveEaseInOut, .repeat, .autoreverse, .allowUserInteraction], animations: {() -> Void in
self.btnMM.alpha = 0.0100000003
}, completion: {(finished: Bool) -> Void in })
isFlashing = true
}
else {
UIView.animate(withDuration: 0.1, delay: 0.0, options: [.curveEaseInOut, .beginFromCurrentState], animations: {() -> Void in
self.btnMM.alpha = 1.0
}, completion: {(finished: Bool) -> Void in })
}
self.flashesRemaining = self.flashesRemaining - 1
}
So I want to be able to call the above function like this, to start the flashing:
self.flashesRemaining = 5
self.flashMemoryButton(sender: self.btnMM)
and then if I want to disable the blinking I should just call:
self.flashesRemaining = 0
However the above code is not working at all. Once I call
self.flashMemoryButton(sender: self.btnMM)
I get the printout 5 and then the button keeps blinking for ever.
What am I missing here?
By the way the magical number 0.0100...3 is the minimum allowed alpha for a UIButton while maintaining user interactivity.
Here's the working code:
func flashMemoryButton() {
print(self.flashesRemaining)
if self.flashesRemaining == 0 {
btnMM.alpha = 1
return
}
if !isFlashing {
self.btnMM.alpha = 1.0
UIView.animate(withDuration: 0.5, delay: 0.0, options: [.curveEaseInOut, .allowUserInteraction], animations: {() -> Void in
self.btnMM.alpha = 0.0100000003
}, completion: {(finished: Bool) -> Void in
if finished {
self.flashMemoryButton()
self.flashesRemaining = self.flashesRemaining - 1
}
})
isFlashing = true
}
else {
UIView.animate(withDuration: 0.1, delay: 0.0, options: [.curveEaseInOut, .beginFromCurrentState], animations: {() -> Void in
self.btnMM.alpha = 1.0
}, completion: {(finished: Bool) -> Void in
if finished {
self.flashMemoryButton()
}
})
isFlashing = false
}
}
Here's the changes I've made:
First, I removed .repeat and .autoreverse. This is because instead of the animation repeating itself, we want the flashMemoryButton method to be called multiple times.
Next, I added isFlashing = false in the else branch. This is so that when isFlashing is true, the button fades in the next time the method is called, and when isFlashing is false, the button fades out. You can think of isFlashing like a toggle.
When the fade in/out animations finish, I called flashMemoryButton() because when the animation finishes, you want to do another animation, right?
In the completion handler of the fade out animation, I decremented flashesRemaining. This is where you want to decrement it, not outside the if statement. If you put it outside, it will flash half the times you told it to.
You could use UIView.setAnimationRepeatCount; therefore you dont need flashesRemaining any more. You should also re-set the isFlashing-flag in the completion handler. Here my modified code:
var isFlashing: Bool = false
#IBOutlet weak var btnMM: UIButton!
#IBAction func flashMemoryButton(sender: AnyObject) {
if !isFlashing {
self.btnMM.alpha = 1.0
UIView.animate(withDuration: 0.5, delay: 0.0, options: [.curveEaseInOut, .repeat, .autoreverse, .allowUserInteraction], animations: {() -> Void in
UIView.setAnimationRepeatCount(5)
self.btnMM.alpha = 0.0100000003
}, completion: {(finished: Bool) -> Void in
UIView.animate(withDuration: 0.1, delay: 0.0, options: [.curveEaseInOut, .beginFromCurrentState], animations: {() -> Void in
self.btnMM.alpha = 1.0
}, completion: {(finished: Bool) -> Void in self.isFlashing = false})
})
isFlashing = true
}
else {
UIView.animate(withDuration: 0.1, delay: 0.0, options: [.curveEaseInOut, .beginFromCurrentState], animations: {() -> Void in
self.btnMM.alpha = 1.0
}, completion: {(finished: Bool) -> Void in self.isFlashing = false})
}
}
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()
})
}
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
}
}
}
}