Reset UIProgressView and begin animating immediately with Swift 3 - ios

I have a progress view like the one Snapchat and Instagram Stories have. My content changes after the progress view reaches to the end or when tapped on a button.
I'm reseting the progress view when content changes. Everything works as expected while there is no intervention. But when tapped on next button the progress view doesn't start again until the other loop executes.
You can see the video here quickly.
I came across this question while I was researching, I have the same scenario but I couldn't apply the principle as a newbie with swift 3.
Here is my code, any help would be highly appreciated:
func startTimer(){
self.timer = Timer.scheduledTimer(timeInterval: 3, target: self, selector: #selector(myVievController.nextItem), userInfo: nil, repeats: false)
}
func updateProgressBar() {
self.progressView.setProgress(1.0, animated: false)
UIView.animate(withDuration: 2.8, animations: {() -> Void in
self.progressView.layoutIfNeeded()
}, completion: { finished in
if finished {
self.progressView.setProgress(0, animated: false)
}
})
}
func nextItem(){
// ...
self.updateUI(item: self.myCurrentItem)
// ...
}
func updateUI(item:MyItem){
self.updateProgressBar()
self.timer.invalidate()
self.startTimer()
// Clear old item and fill new values etc...
}
#IBAction func nextButtonPressed(_ sender: UIButton) {
self.nextItem()
}

Could also do it with a subclass:
class HelloWorld: UIProgressView {
func startProgressing(duration: TimeInterval, resetProgress: Bool, completion: #escaping (Void) -> Void) {
stopProgressing()
// Reset to 0
progress = 0.0
layoutIfNeeded()
// Set the 'destination' progress
progress = 1.0
// Animate the progress
UIView.animate(withDuration: duration, animations: {
self.layoutIfNeeded()
}) { finished in
// Remove this guard-block, if you want the completion to be called all the time - even when the progression was interrupted
guard finished else { return }
if resetProgress { self.progress = 0.0 }
completion()
}
}
func stopProgressing() {
// Because the 'track' layer has animations on it, we'll try to remove them
layer.sublayers?.forEach { $0.removeAllAnimations() }
}
}
This can be used by calling -startProgressing() when ever you need to start the progressView again from the start. The completion is called when it has finished the animation, so you can change the views etc.
An example of use:
progressView.startProgressing(duration: 5.0, resetProgress: true) {
// Set the next things you need... change to a next item etc.
}

You probably need something like this to update your progress bar: self.progressView.setProgress(0, animated: false)
func updateProgressBar() {
DispatchQueue.main.async {
self.progressView.setProgress(0.1, animated: false)
}
if self.progressView.Progress == 1.0 {
self.timer.invalidate()
} else {
self.timer = Timer.scheduledTimer(timeInterval: 1, target: self, selector: #selector(myVievController.updateProgressBar), userInfo: nil, repeats: false)
}
}
Then you can invalidate the timer and stop the update when you are at 100%

Example
import UIKit
class ViewController: UIViewController {
#IBOutlet weak var progressView: UIProgressView!
var timer : Timer?
var timerCount = 0
var imageArray : Array<UIImage> = []
// MARK: - Lifecycle -
override func viewDidLoad() {
super.viewDidLoad()
// create gradient images
buildImageArray(duration: 3, highlightPercentage: 10.0, mainColor: .green, highlightColor: .yellow, imageWidth: Double(progressView.frame.width))
// set progressView to first image
progressView.progressImage = imageArray[0]
// set progressView progress
progressView.progress = 0.7
// schedule timer
if self.timer == nil {
self.timer = Timer.scheduledTimer(timeInterval: 1/60, target: self, selector: #selector(updateGradient), userInfo: nil, repeats: true)
RunLoop.main.add(self.timer!, forMode: .common)
}
}
func buildImageArray(duration: Int, highlightPercentage: Double, mainColor: UIColor, highlightColor: UIColor, imageWidth: Double){
let keyFrames = duration * 60
for i in 0..<keyFrames {
// Drawing code
let frame = CGRect(x: 0.0, y: 0.0, width: imageWidth, height: 1.0)
let layer = CAGradientLayer()
layer.frame = frame
layer.startPoint = CGPoint(x: 0.0, y: 0.5)
layer.endPoint = CGPoint(x: 1.0, y: 0.5)
var colors : [UIColor] = []
for n in 0..<keyFrames {
colors.append(mainColor)
}
let highlightKeyFrames : Int = Int(floor(Double(keyFrames) * (highlightPercentage/100)))
// 300 * .3 = 90 kf
for x in 0..<highlightKeyFrames {
let p = i+x
if p < keyFrames {
colors[p] = highlightColor
}
}
layer.colors = colors.map { $0.cgColor }
layer.bounds = frame
let image = UIImage.imageWithLayer(layer: layer)
imageArray.append(image)
}
}
// updateGradient
#objc func updateGradient(){
// crop image to match progress
let newWidth = self.progressView.frame.width * CGFloat(progressView.progress)
let progressImage = imageArray[timerCount].crop(rect: CGRect(x: 0, y: 0, width: newWidth, height: 1))
progressView.progressImage = progressImage
// increment timer
timerCount = timerCount + 1
if timerCount >= imageArray.count {
timerCount = 0
}
}
}
extension UIImage {
class func imageWithLayer(layer: CALayer) -> UIImage {
UIGraphicsBeginImageContextWithOptions(layer.bounds.size, layer.isOpaque, 0.0)
layer.render(in: UIGraphicsGetCurrentContext()!)
let img = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
return img!
}
func crop( rect: CGRect) -> UIImage {
var rect = rect
rect.origin.x*=self.scale
rect.origin.y*=self.scale
rect.size.width*=self.scale
rect.size.height*=self.scale
let imageRef = self.cgImage!.cropping(to: rect)
let image = UIImage(cgImage: imageRef!, scale: self.scale, orientation: self.imageOrientation)
return image
}
}

Related

Drag to dismiss a UIPresentationController

I have made a UIPresentationController that fits any view controller and shows up on half of the screen using this tutorial. Now I would love to add drag to dismiss to this. I'm trying to have the drag feel natural and responsive like the drag experience for "Top Stories" on the Apple iOS 13 stocks app. I thought the iOS 13 modal drag to dismiss would get carried over but it doesn't to this controller but it doesn't.
Every bit of code and tutorial I found had a bad dragging experience. Does anyone know how to do this? I've been trying / searching for the past week. Thank you in advance
Here's my code for the presentation controller
class SlideUpPresentationController: UIPresentationController {
// MARK: - Variables
private var dimmingView: UIView!
//MARK: - View functions
override init(presentedViewController: UIViewController, presenting presentingViewController: UIViewController?) {
super.init(presentedViewController: presentedViewController, presenting: presentingViewController)
setupDimmingView()
}
override func containerViewWillLayoutSubviews() {
presentedView?.frame = frameOfPresentedViewInContainerView
}
override var frameOfPresentedViewInContainerView: CGRect {
guard let container = containerView else { return super.frameOfPresentedViewInContainerView }
let width = container.bounds.size.width
let height : CGFloat = 300.0
return CGRect(x: 0, y: container.bounds.size.height - height, width: width, height: height)
}
override func presentationTransitionWillBegin() {
guard let dimmingView = dimmingView else { return }
containerView?.insertSubview(dimmingView, at: 0)
NSLayoutConstraint.activate(NSLayoutConstraint.constraints(withVisualFormat: "V:|[dimmingView]|",
options: [],
metrics: nil,
views: ["dimmingView": dimmingView]))
NSLayoutConstraint.activate(NSLayoutConstraint.constraints(withVisualFormat: "H:|[dimmingView]|",
options: [],
metrics: nil,
views: ["dimmingView": dimmingView]))
guard let coordinator = presentedViewController.transitionCoordinator else {
dimmingView.alpha = 1.0
return
}
coordinator.animate(alongsideTransition: { _ in
self.dimmingView.alpha = 1.0
})
}
override func dismissalTransitionWillBegin() {
guard let coordinator = presentedViewController.transitionCoordinator else {
dimmingView.alpha = 0.0
return
}
coordinator.animate(alongsideTransition: { _ in
self.dimmingView.alpha = 0.0
})
}
func setupDimmingView() {
dimmingView = UIView()
dimmingView.translatesAutoresizingMaskIntoConstraints = false
dimmingView.backgroundColor = UIColor(white: 0.0, alpha: 0.5)
dimmingView.alpha = 0.0
let recognizer = UITapGestureRecognizer(target: self,
action: #selector(handleTap(recognizer:)))
dimmingView.addGestureRecognizer(recognizer)
}
#objc func handleTap(recognizer: UITapGestureRecognizer) {
presentingViewController.dismiss(animated: true)
}
}
As your description about the dragging experience you wanted is not that clear, hope I didn't get you wrong.
I'm trying to have the drag feel natural and responsive like the drag experience for "Top Stories" on the Apple iOS 13 stocks app.
What I get is, you want to be able to drag the presented view, dismiss it if it reach certain point, else go back to its original position (and of coz you can bring the view to any position you wanted).
To achieve this, we can add a UIPanGesture to the presentedViewController, then
move the presentedView according to the gesture
dismiss / move back the presentedView
class SlideUpPresentationController: UIPresentationController {
// MARK: - Variables
private var dimmingView: UIView!
private var originalX: CGFloat = 0
//MARK: - View functions
override init(presentedViewController: UIViewController, presenting presentingViewController: UIViewController?) {
super.init(presentedViewController: presentedViewController, presenting: presentingViewController)
setupDimmingView()
}
override func containerViewWillLayoutSubviews() {
presentedView?.frame = frameOfPresentedViewInContainerView
}
override var frameOfPresentedViewInContainerView: CGRect {
guard let container = containerView else { return super.frameOfPresentedViewInContainerView }
let width = container.bounds.size.width
let height : CGFloat = 300.0
return CGRect(x: 0, y: container.bounds.size.height - height, width: width, height: height)
}
override func presentationTransitionWillBegin() {
guard let dimmingView = dimmingView else { return }
containerView?.insertSubview(dimmingView, at: 0)
// add PanGestureRecognizer for dragging the presented view controller
let viewPan = UIPanGestureRecognizer(target: self, action: #selector(viewPanned(_:)))
containerView?.addGestureRecognizer(viewPan)
NSLayoutConstraint.activate(NSLayoutConstraint.constraints(withVisualFormat: "V:|[dimmingView]|", options: [], metrics: nil, views: ["dimmingView": dimmingView]))
NSLayoutConstraint.activate(NSLayoutConstraint.constraints(withVisualFormat: "H:|[dimmingView]|", options: [], metrics: nil, views: ["dimmingView": dimmingView]))
guard let coordinator = presentedViewController.transitionCoordinator else {
dimmingView.alpha = 1.0
return
}
coordinator.animate(alongsideTransition: { _ in
self.dimmingView.alpha = 1.0
})
}
#objc private func viewPanned(_ sender: UIPanGestureRecognizer) {
// how far the pan gesture translated
let translate = sender.translation(in: self.presentedView)
switch sender.state {
case .began:
originalX = presentedViewController.view.frame.origin.x
case .changed:
// move the presentedView according to pan gesture
// prevent it from moving too far to the right
if originalX + translate.x < 0 {
presentedViewController.view.frame.origin.x = originalX + translate.x
}
case .ended:
let presentedViewWidth = presentedViewController.view.frame.width
let newX = presentedViewController.view.frame.origin.x
// if the presentedView move more than 0.75 of the presentedView's width, dimiss it, else bring it back to original position
if presentedViewWidth * 0.75 + newX > 0 {
setBackToOriginalPosition()
} else {
moveAndDismissPresentedView()
}
default:
break
}
}
private func setBackToOriginalPosition() {
// ensure no pending layout change in presentedView
presentedViewController.view.layoutIfNeeded()
UIView.animate(withDuration: 0.25, delay: 0.0, options: .curveEaseIn, animations: {
self.presentedViewController.view.frame.origin.x = self.originalX
self.presentedViewController.view.layoutIfNeeded()
}, completion: nil)
}
private func moveAndDismissPresentedView() {
// ensure no pending layout change in presentedView
presentedViewController.view.layoutIfNeeded()
UIView.animate(withDuration: 0.25, delay: 0.0, options: .curveEaseIn, animations: {
self.presentedViewController.view.frame.origin.x = -self.presentedViewController.view.frame.width
self.presentedViewController.view.layoutIfNeeded()
}, completion: { _ in
// dimiss when the view is completely move outside the screen
self.presentingViewController.dismiss(animated: true, completion: nil)
})
}
override func dismissalTransitionWillBegin() {
guard let coordinator = presentedViewController.transitionCoordinator else {
dimmingView.alpha = 0.0
return
}
coordinator.animate(alongsideTransition: { _ in
self.dimmingView.alpha = 0.0
})
}
func setupDimmingView() {
dimmingView = UIView()
dimmingView.translatesAutoresizingMaskIntoConstraints = false
dimmingView.backgroundColor = UIColor(white: 0.0, alpha: 0.5)
dimmingView.alpha = 0.0
let recognizer = UITapGestureRecognizer(target: self,
action: #selector(handleTap(recognizer:)))
dimmingView.addGestureRecognizer(recognizer)
}
#objc func handleTap(recognizer: UITapGestureRecognizer) {
presentingViewController.dismiss(animated: true)
}
}
The above code is just an example based on the code you provide, but I hope that explain what's happening under the hood of what you called a drag experience. Hope this helps ;)
Here is the example result:
via GIPHY

iOS Spin UIImageView with deceleration motion at random position

I trying to create a spin wheel which rotate on tap and it rotates for certain period of time and stops at some random circular angle.
import UIKit
class MasterViewController: UIViewController {
lazy var imageView: UIImageView = {
let bounds = self.view.bounds
let v = UIImageView()
v.backgroundColor = .red
v.frame = CGRect(x: 0, y: 0,
width: bounds.width - 100,
height: bounds.width - 100)
v.center = self.view.center
return v
}()
lazy var subView: UIView = {
let v = UIView()
v.backgroundColor = .black
v.frame = CGRect(x: 0, y: 0,
width: 30,
height: 30)
return v
}()
var dateTouchesEnded: Date?
var dateTouchesStarted: Date?
var deltaAngle = CGFloat(0)
var startTransform: CGAffineTransform?
var touchPointStart: CGPoint?
override func viewDidLoad() {
super.viewDidLoad()
self.imageView.addSubview(self.subView)
self.view.addSubview(self.imageView)
self.imageView.isUserInteractionEnabled = true
self.setupGesture()
}
private func setupGesture() {
let gesture = UITapGestureRecognizer(target: self,
action: #selector(handleGesture(_:)))
self.view.addGestureRecognizer(gesture)
}
#objc
func handleGesture(_ sender: UITapGestureRecognizer) {
var timeDelta = 1.0
let _ = Timer.scheduledTimer(withTimeInterval: 0.2,
repeats: true) { (timer) in
if timeDelta < 0 {
timer.invalidate()
} else {
timeDelta -= 0.03
self.spinImage(timeDelta: timeDelta)
}
}
}
func spinImage(timeDelta: Double) {
print("TIME DELTA:", timeDelta)
let direction: Double = 1
let rotation: Double = 1
UIView.animate(withDuration: 5,
delay: 0,
options: .curveEaseOut,
animations: {
let transform = self.imageView.transform.rotated(
by: CGFloat(direction) * CGFloat(rotation) * CGFloat(Double.pi)
)
self.imageView.transform = transform
}, completion: nil)
}
}
I tried via above code, but always stops on initial position
i.e. the initial and final transform is same.
I want it to be random at every time.
One thing you can do is make a counter with a random number within a specified range. When the time fires, call spinImage then decrement the counter. Keep doing that until the counter reaches zero. This random number will give you some variability so that you don't wind up with the same result every time.
#objc func handleGesture(_ sender: UITapGestureRecognizer) {
var counter = Int.random(in: 30...33)
let _ = Timer.scheduledTimer(withTimeInterval: 0.2, repeats: true) { (timer) in
if counter < 0 {
timer.invalidate()
} else {
counter -= 1
self.spinImage()
}
}
}
In spinImage, instead of rotating by CGFloat.pi, rotate by by CGFloat.pi / 2 so that you have four possible outcomes instead of two.
func spinImage() {
UIView.animate(withDuration: 2.5,
delay: 0,
options: .curveEaseOut,
animations: {
let transform = self.imageView.transform.rotated(
by: CGFloat.pi / 2
)
self.imageView.transform = transform
}, completion: nil)
}
You may want to mess around with the counter values, the timer interval, and the animation duration to get the effect that you want. The values I chose here are somewhat arbitrary.

UIView.animate seems to freeze other view updates

I have a UIView that is a countdown clock, which I animate with UIView.animate. There is also a running timer that shows the time on a UILabel, when the timer is fired. When the game is in transition (during the count down), the UILabel stops changing. I've put a "print" statement into the timer function and it shows up as expected.
I've been searching for hints about maybe the UIVIew.animate freezes other views, but I see multiple apps moving views at the same time. Maybe I'm supposed to put things on different thread?
#objc func timerUpdate () {
if gameIsRunning {
let endTime = Date.init()
let difference = endTime.timeIntervalSince(gameClock)
let formattedString = String(format: "%3.1f",kDefaultGameClock - difference)
timerLabel.text = "\(formattedString)"
}
}
private func countDownFrom (x: Int) {
if x != 0 && x > 0 {
UIView.animate(withDuration: 1.0,
delay: 0.0,
usingSpringWithDamping: 0.5,
initialSpringVelocity:1.0,
options: .curveEaseOut,
animations: {
self.successLabel.text = "\(x)"
self.successLabel.transform = self.successLabel.transform.scaledBy(x: 4.0, y: 4.0)
}, completion: {_ in
self.successLabel.transform = self.successLabel.transform.scaledBy(x: 0.250, y: 0.250)
if (x - 1 > 0) {
self.countDownFrom(x: x - 1)
} else {
self.successLabel.text = kDefaultGoodGame
self.successLabel.isHidden = true
self.startTheGame()
self.updateScreen()
}
})
}
}
When I tried your code in an empty project, I was able to update both labels.
If timerLabel isn't being updated, it could be a thread issue. UI updates should be on the main thread.
DispatchQueue.main.async {
self.timerLabel.text = "\(formattedString)"
}
For what it's worth, here is what I have working in an empty project.
#IBOutlet weak var timerLabel: UILabel!
#IBOutlet weak var successLabel: UILabel!
let kDefaultGameClock = 30.0
var gameIsRunning = false
var gameClock = Date()
override func viewDidLoad() {
super.viewDidLoad()
start()
}
func start() {
gameIsRunning = true
countDownFrom(x: 30)
Timer.scheduledTimer(timeInterval: 0.1, target: self, selector: #selector(timerUpdate), userInfo: nil, repeats: true)
}
#objc func timerUpdate() {
if gameIsRunning {
let endTime = Date.init()
let difference = endTime.timeIntervalSince(gameClock)
let formattedString = String(format: "%3.1f", kDefaultGameClock - difference)
timerLabel.text = "\(formattedString)" // Could be a main thread issue here?
}
}
private func countDownFrom(x: Int) {
if x != 0 && x > 0 {
UIView.animate(withDuration: 1.0,
delay: 0.0,
usingSpringWithDamping: 0.5,
initialSpringVelocity:1.0,
options: .curveEaseOut,
animations: {
self.successLabel.text = "\(x)"
self.successLabel.transform = self.successLabel.transform.scaledBy(x: 4.0, y: 4.0)
}, completion: {_ in
self.successLabel.transform = self.successLabel.transform.scaledBy(x: 0.250, y: 0.250)
if (x - 1 > 0) {
self.countDownFrom(x: x - 1)
} else {
self.successLabel.text = ""
self.successLabel.isHidden = true
//self.startTheGame()
//self.updateScreen()
}
})
}
}
A little off topic, but you might want to declare your Timer as a variable to invalidate it once you're done updating the timerLabel.

Move scrollview automatically with page controller

Hi I am using the PageController in my application.
I have inserted all the data on scrollView.
What I want do is, I want to move the scrollview automatically like page control with specific time.
When the scrollView reaches to last page it again recall all pages speedy and start from first onwards.
I want to load/get first page very smoothly after last page completion.
Find my code with following.
var slides:[Slide] = [];
var offSet: CGFloat = 0
override func viewDidLoad() {
super.viewDidLoad()
slides = createSlides()
setupSlideScrollView(slides: slides)
pageControl.numberOfPages = slides.count
pageControl.currentPage = 0
view.bringSubview(toFront: pageControl)
let timer = Timer.scheduledTimer(timeInterval: 3, target: self, selector: #selector(autoScroll), userInfo: nil, repeats: true)
}
#objc func autoScroll() {
let totalPossibleOffset = CGFloat(slides.count - 1) * self.view.bounds.size.width
if offSet == totalPossibleOffset {
offSet = 0 // come back to the first image after the last image
}
else {
offSet += self.view.bounds.size.width
}
DispatchQueue.main.async() {
UIView.animate(withDuration: 0.3, delay: 0, options: UIViewAnimationOptions.curveLinear, animations: {
self.scrollView.contentOffset.x = CGFloat(self.offSet)
}, completion: nil)
}
}
#objc func autoScroll() {
let totalPossibleOffset = CGFloat(slides.count - 1) * self.view.bounds.size.width
if offSet == totalPossibleOffset {
offSet = 0 // come back to the first image after the last image
}
else {
offSet += self.view.bounds.size.width
}
DispatchQueue.main.async() {
UIView.animate(withDuration: 0.1, delay: 0, options: UIView.AnimationOptions.curveLinear, animations: {
self.scrollView.scroll(topOffset:offSet, animated: true)
}, completion: nil)
}
}
extension UIScrollView {
// Bonus: Scroll
func scroll(topOffset:Float, animated: Bool) {
let ofSetValue = CGPoint(x: topOffset, y: 0)
setContentOffset(ofSetValue, animated: animated)
}
}
Use the following code working fine.
#objc func autoScroll() {
let totalPossibleOffset = CGFloat(slides.count - 1) * self.view.bounds.size.width
if offSet == totalPossibleOffset {
offSet = 0 // come back to the first image after the last image
}
else {
offSet += self.view.bounds.size.width
}
DispatchQueue.main.async() {
UIView.animate(withDuration: 0.0, delay: 0, options: UIViewAnimationOptions.curveLinear, animations: {
self.scrollView.contentOffset.x = CGFloat(self.offSet)
}, completion: nil)
}
}

How to autoscroll the scrollView horizontally?

I am using this code to scroll the scrollview horizontally when sliding the scrollview.
func getScrollView() {
upperScroll.delegate = self
upperScroll.isPagingEnabled = true
// pageControll.numberOfPages = logoImage.count
upperScroll.isScrollEnabled = true
let scrollWidth: Int = Int(self.view.frame.width)
upperScroll.contentSize = CGSize(width: CGFloat(scrollWidth), height:(self.upperScroll.frame.height))
print(upperScroll.frame.size.width)
upperScroll.backgroundColor = UIColor.clear
for index in 0..<logoImage.count {
let xPosition = self.view.frame.width * CGFloat(index)
upperScroll.layoutIfNeeded()
let img = UIImageView(frame: CGRect(x: CGFloat(xPosition), y: 0, width: upperScroll.frame.size.width, height: self.upperScroll.frame.height))
img.layoutIfNeeded()
let str = logoImage[index]
let url = URL(string: str)
img.sd_setImage(with: url, placeholderImage: UIImage(named:"vbo_logo2.png"))
upperScroll.addSubview(img)
}
view.addSubview(upperScroll)
upperScroll.contentSize = CGSize(width: CGFloat((scrollWidth) * logoImage.count), height: self.upperScroll.frame.height)
}
But i want to auto scroll?
How can i do this. Can anyone help me please.
I got the solution
#objc func animateScrollView() {
let scrollWidth = upperScroll.bounds.width
let currentXOffset = upperScroll.contentOffset.x
let lastXPos = currentXOffset + scrollWidth
if lastXPos != upperScroll.contentSize.width {
print("Scroll")
upperScroll.setContentOffset(CGPoint(x: lastXPos, y: 0), animated: true)
}
else {
print("Scroll to start")
upperScroll.setContentOffset(CGPoint(x: 0, y: 0), animated: true)
}
}
func scheduledTimerWithTimeInterval(){
// Scheduling timer to Call the function "updateCounting" with the interval of 1 seconds
timer = Timer.scheduledTimer(timeInterval: 10, target: self, selector: #selector(self.animateScrollView), userInfo: nil, repeats: true)
}
and call this function in ViewDidAppear
https://developer.apple.com/documentation/uikit/uiscrollview/1619400-setcontentoffset?language=objc
func scrollToPoint(point: CGPoint) {
DispatchQueue.main.asyncAfter(deadline: .now() + .seconds(10.0)) {
upperScroll.setContentOffset(point/* where you want to scroll to*/, animated:true)
}
}
you can specify the x axis when you are creating the point to pass to the func:
CGPoint(x: 100, y: 0)
There are method available to scroll for visible rect in scrollView. You need to pass CGRect in method, this means area where you want to scroll.
- (void)scrollRectToVisible:(CGRect)rect animated:(BOOL)animated;
How about that:
let timer = Timer.scheduledTimer(timeInterval: 2, target: self, selector: (#selector(ViewController.timerAction)), userInfo: nil, repeats: true)
#objc func timerAction() {
var xOffSet = 0
xOffSet += 10
UIView.animateWithDuration(1, delay: 0, options: UIViewAnimationOptions.CurveLinear, animations: {
self.scrollView.contentOffset.x = xOffSet
}, completion: nil)
}
How to implement auto scroll in UIScrollview using Swift 3?

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