so what I wanna do is to restart the animation, when it's completed and I pressed the Restart button.
Here's what I've got right now.
It starts like that:
import UIKit
class ViewController: UIViewController {
#IBOutlet weak var fillView: UIView!
#IBAction func startAnimation(sender: AnyObject) {
self.animationBackground(fillView, animationTime: Float(15))
}
#IBAction func restartAnimation(sender: AnyObject) {
let layerRectangle = fillView.layer
restartLayer(layerRectangle)
}
func animationBackground(view:UIView,animationTime:Float){
UIView.animateWithDuration(NSTimeInterval(animationTime), delay: 0.0, options: UIViewAnimationOptions.CurveLinear, animations: {
view.transform = CGAffineTransformMakeTranslation(0.0, self.screenSize.height-67)
},completion:nil)
}
func restartLayer(layer:CALayer){
layer.beginTime = 0.0
layer.speed = 0.0
}
}
The restart function works only while animation is playing. But when it's completed that doesn't restart the animation from the beginning. Any tips on how to restart the animation on button click but only when it's already done?
I have already written above.. by the way:
func animationBackground(view:UIView,animationTime:Float){
self.fillView.transform = CGAffineTransformIdentity
UIView.animateWithDuration(NSTimeInterval(animationTime), delay: 0.0, options: UIViewAnimationOptions.CurveLinear, animations: {
view.transform = CGAffineTransformMakeTranslation(0.0, self.screenSize.height-67)
},completion:nil)
}
You have tranlsated the position and the frame (position). So once the animation has completed you have to restore the frame to its original position. You can restore the frame in completion block of the animation.
here the example:
UIView.animateWithDuration(1, animations: { () -> Void in
self.fillView.transform = CGAffineTransformMakeTranslation(0, 40)
}) { (end) -> Void in
self.fillView.transform = CGAffineTransformIdentity
}
You can you set transform to CGAffineTransformIdentity just before starting the animation.
Related
I'm using the excellent answer here to implement a fade in for a text label.
However, I want to introduce a delay so I can sequentially fade in several text labels.
So far (taken from the answer), i'm using :
extension UIView {
func fadeIn(duration: TimeInterval = 1.0, delay: TimeInterval = 0.0, completion: #escaping ((Bool) -> Void) = {(finished: Bool) -> Void in}) {
UIView.animate(withDuration: duration, delay: delay, options: UIViewAnimationOptions.curveEaseIn, animations: {
self.alpha = 1.0
}, completion: completion) }
}
and then implementing with :
override func viewDidLoad() {
self.line1Outlet.alpha = 0
self.line1Outlet.fadeIn(completion: {
(finished: Bool) -> Void in
})
}
I was thinking the best solution would be to implement the delay as a parameter in the extension so I could easily add a different delay to each label. (e.g.
override func viewDidLoad() {
self.line1Outlet.alpha = 0
//add a parameter here for the delay (here line 1 gets '1second' then line 2 could come in after 2seconds etc)
self.line1Outlet.delay = 1second
self.line1Outlet.fadeIn(completion: {
(finished: Bool) -> Void in
})
}
I've tried adding self.delay into the extension (underneath self.alpha) but that doesn't work and I'm not sure how to refactor that extension to allow what I'm after.
The answer to this would then be a reusable method of implementing sequential fades that hopefully would be useful to lots of other people!
In the extension you created, first add self.alpha = 0.0 at the top in fadeIn function, i.e.
extension UIView {
func fadeIn(duration: TimeInterval = 1.0, delay: TimeInterval = 0.0, completion: ((Bool)->())? = nil) {
self.alpha = 0.0
UIView.animate(withDuration: duration, delay: delay, options: .curveEaseIn, animations: {
self.alpha = 1.0
}, completion: completion)
}
}
Now lets assume you've 3 labels in your view, i.e.
#IBOutlet weak var label1: UILabel!
#IBOutlet weak var label2: UILabel!
#IBOutlet weak var label3: UILabel!
Add animation to the labels in sequence like,
self.label1.fadeIn(delay: 0.1) { _ in
self.label2.fadeIn(delay: 0.2, completion: { _ in
self.label3.fadeIn(delay: 0.3, completion: { _ in
print("Done All")
})
})
}
Since the duration parameter in fadeIn method is having a default value, we can avoid that.
The way you're calling fadeIn is one way of calling it. Since the method contains multiple default params, it can be called in other ways as well.
Read more about default parameters here.
Edit:
For hiding the labels initially, set the alpha of all labels as 0 in storyboard itself.
When my app stat I want to show buttons animation. In storyboard my buttons have height = 50 and y = -50. I have this action in code.
#IBOutlet weak var imageView: UIImageView!
override func viewDidLoad()
{
super.viewDidLoad()
buttonAnimation()
}
func buttonAnimation()
{
self.buttonTopConstraint.constant += self.ButtonHeightConstraint.constant
UIView.animate(withDuration: 1.5, delay: 0.0, options: [], animations:
{
self.view.layoutIfNeeded()
}
)
}
Animation work well. But when app start my background imageView in storyboard and different imageView animated too. But I need to have only animation for button. How to fix it?
Don't call animation in viewDidLoad because at that time all views of your controller are going to set.
Use viewDidAppear to call animation method.
override func viewDidAppear()
{
buttonAnimation()
}
Use CGAffineTransform to animate your button. Remove y=-50 from storyboard and keep it at its desired place. Then call this function in viewWillAppear and viewDidAppear :
func animateButton() {
yourButton.transform = CGAffineTransform(translationX: yourButton.frame.origin.x, y: yourButton.frame.origin.y - 50)
UIView.animate(withDuration: 1.5, delay: 0.0, options: [], animations: {
self.yourButton.transform = .identity
}, completion: nil)
}
I'm a very new-to-code learner. I've been taking some online courses, and came across this project recently.
I basically copied the code as I saw it on the screen, as the project files weren't available to download.
The animation is supposed to bring the UILabels from outside the view and position them within the view.
What seems to happen however, is the labels are starting within the view screen and animate outward and beyond.
I've copied the project below. Any help is so very appreciated.
import UIKit
class ViewController: UIViewController {
#IBOutlet weak var helloWorld: UILabel!
#IBOutlet weak var secondLabel: UILabel!
#IBOutlet weak var hiddenLabel: UILabel!
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
}
override func viewWillAppear(animated: Bool) {
super.viewWillAppear(animated)
helloWorld.center.y -= view.bounds.height
secondLabel.center.y += view.bounds.height
hiddenLabel.alpha = 0.0
}
override func viewDidAppear(animated: Bool) {
super.viewDidAppear(animated)
// Animate Hello World label
UIView.animateWithDuration(1.5, animations: {
self.helloWorld.center.y += self.view.bounds.height
}, completion: { finished in
self.secondAnimation()
})
// Animate background color change
UIView.animateWithDuration(2.0, delay: 1.5, options: [], animations: {
self.view.backgroundColor = UIColor.yellowColor()
}, completion:nil)
}
// Animate second Label
func secondAnimation() {
UIView.animateWithDuration(1.5, delay: 0.0, options: [], animations: { () -> Void in
self.secondLabel.center.y -= self.view.bounds.height
}, completion:nil)
}
func backgroundColor() {
UIView.animateWithDuration(2.5, animations: {
self.view.backgroundColor = UIColor.blackColor()
}, completion: nil)
UIView.animateWithDuration(1.0, delay: 1.5, options: [], animations: {
self.hiddenLabel.alpha = 1.0
}, completion:nil)
}
}
I would check hello world.center.y value in viewWillAppear, before you subtract the view.bounds.height. If center.y value is large and positive, then the subtraction might be setting the center.y value to be inside of the view. If this is the case, then you would want to change the subtraction in viewWillAppear to addition and then the addition in the viewDidAppear animation to subtraction.
When swipe , i want navigate between pages with smoothly ( change according to finger moves ) not to navigate with a given time
class FirstCustomSegue: UIStoryboardSegue {
override func perform() {
// Assign the source and destination views to local variables.
var firstVCView = self.sourceViewController.view as UIView!
var secondVCView = self.destinationViewController.view as UIView!
// Get the screen width and height.
let screenWidth = UIScreen.mainScreen().bounds.size.width
let screenHeight = UIScreen.mainScreen().bounds.size.height
// Specify the initial position of the destination view.
secondVCView.frame = CGRectMake(screenWidth, 0.0, screenWidth, screenHeight)
// Access the app's key window and insert the destination view above the current (source) one.
let window = UIApplication.sharedApplication().keyWindow
window?.insertSubview(secondVCView, aboveSubview: firstVCView)
// Animate the transition.
UIView.animateWithDuration(0.4, animations: { () -> Void in
firstVCView.frame = CGRectOffset(firstVCView.frame, -screenWidth, 0.0)
secondVCView.frame = CGRectOffset(secondVCView.frame, -screenWidth, 0.0)
}) { (Finished) -> Void in
self.sourceViewController.presentViewController(self.destinationViewController as! UIViewController,
animated: false,
completion: nil)
}
} }
I had to deal with it recently. look at my github project, maybe it will hepl you.
If a nutshell. You should create class adopts
UIViewControllerAnimatedTransitioning
and implement 2 methods. One for animation's duration, another for your custom animation (moving, fade, and so on).
For example:
class ModalPresentAnimationController: NSObject, UIViewControllerAnimatedTransitioning {
func transitionDuration(transitionContext: UIViewControllerContextTransitioning?) -> NSTimeInterval {
return 0.5
}
func animateTransition(transitionContext: UIViewControllerContextTransitioning) {
let toVC = transitionContext.viewControllerForKey(UITransitionContextToViewControllerKey)!
// ...
let duration = transitionDuration(transitionContext)
UIView.animateWithDuration(duration, delay: 0, usingSpringWithDamping: 0.8, initialSpringVelocity: 0.2, options: UIViewAnimationOptions.CurveLinear, animations: {
toVC.view.frame = // new postion
}) { finished in
transitionContext.completeTransition(!transitionContext.transitionWasCancelled())
}
}
Then in your ViewController to specify a new ViewControllerTransitioning
extension ViewController: UIViewControllerTransitioningDelegate {
func animationControllerForPresentedController(presented: UIViewController, presentingController presenting: UIViewController, sourceController source: UIViewController) -> UIViewControllerAnimatedTransitioning? {
swipeInteractionController.wireToViewController(presented)
return modalPresentAnimationController
}
But, if you want to add "change according to finger moves" you should create class adopts
UIPercentDrivenInteractiveTransition
And in it to use gestureRecognizer.
As stated in the title, I am unable to get the UIButton to fade in on the ViewDidLoad method. Here is my code thus far:
ViewController.swift
import UIKit
import QuartzCore
class ViewController: UIViewController {
#IBOutlet weak var nextButton: UIButton!
override func viewDidLoad() {
super.viewDidLoad()
self.nextButton.fadeIn(duration: 10.0, delay: 10.0)
}
}
UIViewExtensions.swift
import Foundation
import UIKit
extension UIView {
func fadeIn(duration: NSTimeInterval = 1.0, delay: NSTimeInterval = 0.0, completion: ((Bool) -> Void) = {(finished: Bool) -> Void in}) {
UIView.animateWithDuration(duration, delay: delay, options: UIViewAnimationOptions.CurveEaseIn, animations: {
self.alpha = 1.0
}, completion: completion) }
func fadeOut(duration: NSTimeInterval = 1.0, delay: NSTimeInterval = 0.0, completion: (Bool) -> Void = {(finished: Bool) -> Void in}) {
UIView.animateWithDuration(duration, delay: delay, options: UIViewAnimationOptions.CurveEaseIn, animations: {
self.alpha = 0.0
}, completion: completion)
}
}
You do not want to start any animations like a fade in, on the viewDidLoad. This method is called when the class is finished initializing (right after the init). It happens before the view is visible. You want to start animations in the viewDidAppear. This is called once the view is visible on the screen. When you start it in the viewDidLoad, it's already done the animation by the time it gets to the viewDidAppear, assuming of course you did the fade in over about .5 second.
Set you button alpha to 0 on storyboard,so that you can fade in.
Because,if your button alpha is 1,then you want to animate to 1,IOS do nothing
override func viewDidAppear(animated: Bool) {
self.button.fadeIn(duration: 3, delay: 0)
}