Changing opacity during keyframe animation Swift - ios

I am trying to animate a few circles and changing their opacities simultaneously.
UIView.animateKeyframesWithDuration(2, delay: 0, options: .Repeat, animations: {
UIView.addKeyframeWithRelativeStartTime(0, relativeDuration: 0.5, animations: {
self.innerRingView.alpha = 1
})
UIView.addKeyframeWithRelativeStartTime(0.5, relativeDuration: 0.5, animations: {
self.innerRingView.alpha = 0
self.middleRingView.alpha = 1
})
UIView.addKeyframeWithRelativeStartTime(1, relativeDuration: 0.5, animations: {
self.middleRingView.alpha = 0
self.outterRingView.alpha = 1
})
UIView.addKeyframeWithRelativeStartTime(1.5, relativeDuration: 0.5, animations: {
self.outterRingView.alpha = 0
})
}, completion: nil)
For some reason, it never gets to the second animation:
UIView.addKeyframeWithRelativeStartTime(1, relativeDuration: 0.5, animations: {
self.middleRingView.alpha = 0
self.outterRingView.alpha = 1
})
Because of this, my animation isn't work. innerRingView never goes back to 0 opacity and outterRingView never appears (all the views are set to 0 alpha by default).
What seems to be the problem here?

Issue appeared to be with your key frame relative start time
UIView.addKeyframeWithRelativeStartTime
which must be be in the range 0 to 1, where 0 represents the start of the overall animation and 1 represents the end of the overall animation. For example, for an animation that is two seconds in duration, specifying a start time of 0.5 causes the animations to begin executing one second after the start of the overall animation.

Related

Sequence 2 Animations That Loop With Delay In-Between

Goal: Create a looping animation with 2 overlapping uilabels to show one and hide the other by setting alphas respectively to 1 and 0.
Any tips would be appreciated.
What I've Tried:
Autoreverse/repeat animation - While this works, there is no delay in-between when the animation reverses and repeats itself.
DispatchQueue.main.async {
UIView.animate(withDuration: 1.0, delay: 3.0, options: [.autoreverse, .repeat]) {
self.labelOne.alpha = 0
self.labelTwo.alpha = 1
}
}
Recursive animation - This works, but when I re-enter the foreground from the background, the animation spazzes out showing/hiding each uilabel. My issue here is being unable to stop/reset the recursive animation.
DispatchQueue.main.async {
UIView.animate(withDuration: 1.0, delay: 3.0, options: .curveLinear) {
self.labelOne.alpha = 0
self.labelTwo.alpha = 1
} completion: { isComplete in
UIView.animate(withDuration: 1.0, delay: 3.0, options: [.curveLinear]) {
self.labelOne.alpha = 1
self.labelTwo.alpha = 0
} completion: { isComplete in
self.runThisAnimation()
}
}
}

UIStackView - hide and collapse subview with animation

I'm trying to hide UIStackView's subview like this:
UIViewPropertyAnimator.runningPropertyAnimator(withDuration: 2.0,
delay: 0, options: [.curveEaseOut], animations: {
self.label.isHidden = true
self.label.alpha = 0.0
self.stackView.layoutIfNeeded()
})
However, the label disappears instantly with using this code. I suspect this is because of setting isHidden to true, which is required for collapsing.
Is there a way how to hide and collapse UIStackView's subvew with animation? Or it might be better to not to use UIStackView at all?
According to Apple's documentation:
You can animate both changes to the arranged subview’s isHidden property and changes to the stack view’s properties by placing these changes inside an animation block.
I've tested the below code using iOS 12.1 Simulator and it works as expected.
UIView.animate(
withDuration: 2.0,
delay: 0.0,
options: [.curveEaseOut],
animations: {
self.label.isHidden = true
self.label.alpha = 0.0
})
You can animate view properties like alpha, color, etc. However, some things happen instantly - isHidden in this case.
Here's an example using UIView.animate:
UIView.animate(withDuration: 2, delay: 0, options: .curveEaseOut, animations: {
self.label.alpha = 0 // Changes the label's layer alpha value
}, completion: { finished in
self.label.isHidden = true // Hides the label
self.label.layer.alpha = 1 // Resets the label's alpha without un-hiding it
})
Using UIViewPropertyAnimator:
UIViewPropertyAnimator.runningPropertyAnimator(withDuration: 2, delay: 0, options: .curveEaseOut, animations: {
self.label.alpha = 0 // Sets the label's alpha
}) { _ in
self.label.isHidden = true // Hides the label
self.label.alpha = 1 // Resets the label's alpha without un-hiding it
}
I have tried your code. Its animating
if self.stackView.subviews.count > 0 {
UIViewPropertyAnimator.runningPropertyAnimator(withDuration: 1.0, delay: 0, options: [.curveEaseOut], animations: {
self.stackView.subviews[0].isHidden = true
self.stackView.subviews[0].alpha = 0.0
self.stackView.layoutIfNeeded()
}) { (position) in
self.stackView.subviews[0].removeFromSuperview()
}
}
Just you can use simple solution with animateKeyframes to fade alpha , then hide , i think this will give you what you need So hide after 1 Sec and 0.8 Sec fading
// showLabel is Bool to handle status declare it at you File
#IBAction func toggleStackLabelTapped(_ sender: UIButton) {
showLabel = !showLabel
UIView.animateKeyframes(withDuration: 1, delay: 0, options: .calculationModeLinear, animations: {
UIView.addKeyframe(withRelativeStartTime: 0, relativeDuration: 0.8) {
self.label.alpha = (self.showLabel) ? 1 : 0
}
UIView.addKeyframe(withRelativeStartTime: 0.8, relativeDuration: 1) {
self.label.isHidden = !self.showLabel
}
})
}
make sure you have not given height constraint to the stackview.
and try this.
UIView.animate(withDuration: 0.5) {
self.stackView.subviews[INDEX_OF_LABEL_IN_STACK]?.alpha = 0
self.stackView.subviews[INDEX_OF_LABEL_IN_STACK]?.isHidden = true
self.view.layoutSubviews()
}

Within an AnimateKeyFrames block, the wrong keyframe always executes first

I've been working on this simple coin toss iOS app in Swift. I have an animateKeyFrames block to animate the motion of the coin.
The first keyframe causes the coin to go up, the second one assigns the image of a coin depending on the result of a random calculation and the third one brings the coin down.
However, for some reason, the image of the coin always changes first before even going up. It's like the second keyframe is executed first, and I have tried all permutations to no avail. I believe I've even entered the withRelativeStartTime parameter correctly.
What could be happening here?
let animationDuration = 1.5
UIView.animateKeyframes(withDuration: animationDuration, delay: 0.0, options: [.calculationModeLinear], animations: {
UIView.addKeyframe(withRelativeStartTime: 0, relativeDuration: 0.45, animations: {
self.imageView.center.y = self.imageView.center.y - 200
self.imageView.alpha = 0.0
})
UIView.addKeyframe(withRelativeStartTime: 3/7, relativeDuration: 0.1, animations: {
self.imageView.image = UIImage(named: tossRes)
})
UIView.addKeyframe(withRelativeStartTime: 4/7, relativeDuration: 0.45, animations: {
self.imageView.center.y = self.imageView.center.y + 200
self.imageView.alpha = 1.0
})
})

animateKeyframes with repeat and delay does not work as expected

I'm creating a simple left to right animation for a label using key frames but when the animation repeats, the delay is ignored.
The first time it executes, the delay of 3 seconds has an effect, but when the animation repeats, the delay is ignored. This causes the animation to re-start immediately after it ends.
UIView.animateKeyframes(withDuration: 10, delay: 3, options: [.calculationModePaced, .repeat], animations: {
let xDist = self.Label_ArtistAlbum2.frame.origin.x
UIView.addKeyframe(withRelativeStartTime: 0.0, relativeDuration: 0.1, animations: {
self.Label_ArtistAlbum2.frame.origin.x = self.Label_ArtistAlbum2.frame.origin.x - (xDist * 0.1)
})
UIView.addKeyframe(withRelativeStartTime: 0.9, relativeDuration: 0.1, animations: {
self.Label_ArtistAlbum2.frame.origin.x = 0
})
}, completion: nil)
I've tried adding an extra keyframe at the end however this has no effect even with the altered times:
UIView.animateKeyframes(withDuration: 10, delay: 3, options: [.calculationModePaced, .repeat], animations: {
let xDist = self.Label_ArtistAlbum2.frame.origin.x
UIView.addKeyframe(withRelativeStartTime: 0.0, relativeDuration: 0.1, animations: {
self.Label_ArtistAlbum2.frame.origin.x = self.Label_ArtistAlbum2.frame.origin.x - (xDist * 0.1)
})
UIView.addKeyframe(withRelativeStartTime: 0.1, relativeDuration: 0.7, animations: {
self.Label_ArtistAlbum2.frame.origin.x = 0
})
//attempted pause - does not appear to work perhaps since the position is unchanged?
UIView.addKeyframe(withRelativeStartTime: 0.8, relativeDuration: 0.2, animations: {
self.Label_ArtistAlbum2.frame.origin.x = 0
})
}, completion: nil)
If the delay will not be repeated along with the rest of the animation, how can I create a pause before the entire animation repeats?
I had a similar problem for animating a loading view. I solved it this way:
I created an enum for the steps in the animation
private enum TriangleToAnimate {
case one
case two
case three
case pause
}
I have my variables
private var triangleViewToFireCount = TriangleToAnimate.one
var triangle1View : TriangleView
var triangle2View : TriangleView
var triangle3View : TriangleView
I start a timer to run each animation
override init(frame: CGRect) {
Timer.scheduledTimer(timeInterval: 0.33, target: self, selector: #selector(LoadingView.timerFire), userInfo: nil, repeats: true)
}
For the selector I have a fire method. In the method I have a switch for each of the enum cases
func timerFire(){
let anim = createAnimation()
switch triangleViewToFireCount {
case .one:
triangle1View.layer.add(anim, forKey: "transform")
triangleViewToFireCount = .two
case .two:
triangle2View.layer.add(anim, forKey: "transform")
triangleViewToFireCount = .three
case .three:
triangle3View.layer.add(anim, forKey: "transform")
triangleViewToFireCount = .pause
default:
triangleViewToFireCount = .one
}
}
This is the code how I created the animation as a keyframe
func createAnimation() -> CAKeyframeAnimation{
let tr = CATransform3DIdentity
let orignalScale = CATransform3DScale(tr, 1, 1, 1)
let doubleScale = CATransform3DScale(tr, 2, 2, 1)
let keyAn = CAKeyframeAnimation(keyPath: "transform")
keyAn.keyTimes = [0, 0.1, 0.6]
keyAn.duration = 1
keyAn.values = [orignalScale,doubleScale,orignalScale]
keyAn.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseOut)
return keyAn
}
I've done a lot of testing on this issue and have found what I believe is the problem.
I think that the animation option for the Curve is my issue.
In my case choosing
calculationModePaced
has the effect of recalculating my keyframe parameters and not guaranteeing to hit any of them except the beginning and end. All intermediate keyframes become 'suggestions'.
You can't create a pause at the end because the keyframe is 'consumed' when recalculating and does not stand on it's own.
I changed to calculationModeLinear and got the keyframes I expected, and the pause too.
However, it is as smooth as I would like so I'll have to keep tinkering...
Apple's docs are here - they're descriptive but could really use some graphics and/or examples:
https://developer.apple.com/reference/uikit/uiview?language=swift
A good graph of the curves can be found here: https://www.shinobicontrols.com/blog/ios7-day-by-day-day-11-uiview-key-frame-animations

UIView scale animation overshoots when changed

When I animate a change to a view's transform, then reset that change in another animation before the first animation finishes, everything's great (shown here with a rotation). The animation smoothly switches to the new target:
But when I do this with a scale, the animation overshoots magnificently:
Here's the breaking code:
UIView.animateWithDuration(1) {
self.someView.layer.transform = CATransform3DMakeScale(0.001, 0.001, 1)
}
UIView.animateWithDuration(1,
delay: 0.5,
options: nil,
animations: {
self.someView.layer.transform = CATransform3DIdentity
}, completion: nil
)
Has anyone else seen this? Am I doing something wrong?
EDIT: And is there a good workaround?
EDIT 2: I believe this is a duplicate of this question and am voting to close.
This blog post provides the answer: in iOS 8, UIView animations are additive, and this has an unfortunate result with scale animations.
Basically, the second animation happens together with the first animation. The only solution is to explicitly remove the original animation before starting a new one:
view.layer.transform = view.layer.presentationLayer().transform
view.layer.removeAllAnimations()
Hi I'm not quite sure what your looking for but if you want the view to go back to it's original scale you'd add the .Autoreverse flag.
UIView.animateWithDuration(1, delay: 0, options: .Autoreverse | .Repeat, animations: {
myView.layer.transform = CATransform3DMakeScale(0.001, 0.001, 1)
}, completion: nil)
While if you wanted to string animations together I'd do it within UIView.animateKeyframesWithDuration()
UIView.animateKeyframesWithDuration(2, delay: 0.0, options: nil, animations: {
UIView.addKeyframeWithRelativeStartTime(0.0, relativeDuration: 0.5, animations: {
// Animation 1
})
UIView.addKeyframeWithRelativeStartTime(1, relativeDuration: 0.5, animations: {
// Animation 2
})
}, completion: nil)

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