The right way to do a Twitter-like mask loading animation? - ios

I've been trying to make a loading screen similar to Twitter's loading overlay here:
I'm not sure if the way I've approached this is the "right" way to do things at all. My concerns are many:
Is there a better way to pick the mask image I'm using for various screen sizes? The mask needs to extend to the edges of the screen to work with the background color, so I'm making it the size of the phone's possible bounds.
Are animations being handled correctly? This is my first use of CATransaction for anything.
Should I be adding the view to the tab bar controller's view like I'm doing?
Is there any way to abstract this out, or a better place to put this in the app's lifecycle? As of now I need to duplicate this code and place it any controller that could be a starting point (two controllers as of now).
You can see what I've written so far below:
override func viewDidLoad() {
super.viewDidLoad()
prepareLoadingOverlay()
}
override func viewDidAppear(animated: Bool) {
super.viewDidAppear(animated)
animateMask()
}
var mask: CALayer?
var blueView: UIImageView?
func prepareLoadingOverlay() {
let size = UIScreen.mainScreen().bounds.size
var cutoutImage: UIImage?
switch size.height {
case 420:
cutoutImage = CutoutMap.Image480 // UIImage
case 568:
cutoutImage = CutoutMap.Image568
case 667:
cutoutImage = CutoutMap.Image667
case 736:
cutoutImage = CutoutMap.Image736
default:
cutoutImage = CutoutMap.Image667
}
if let tabBarViewController = self.tabBarController,
let cutout = cutoutImage {
let containerFrame = tabBarViewController.view.frame
blueView = UIImageView.init(frame: containerFrame)
blueView!.image = UIImage.imageFromColor(Color.Blue)
self.mask = CALayer()
self.mask?.contents = cutout.CGImage
self.mask?.bounds = CGRect(x: 0, y: 0, width: size.width, height: size.height)
self.mask?.anchorPoint = CGPoint(x: 0.5, y: 0.5)
self.mask?.position = CGPoint(x: containerFrame.size.width/2, y: containerFrame.size.height/2)
tabBarViewController.view.addSubview(blueView!)
blueView!.layer.mask = self.mask
}
}
func animateMask() {
let size = UIScreen.mainScreen().bounds.size
if let mask = self.mask {
CATransaction.begin()
CATransaction.setAnimationDuration(1)
CATransaction.setCompletionBlock { () -> Void in
CATransaction.begin()
CATransaction.setAnimationDuration(1)
CATransaction.setCompletionBlock { () -> Void in
self.blueView?.removeFromSuperview()
}
mask.bounds = CGRect(x: 0, y: 0, width: size.width*15, height: size.height*15)
CATransaction.commit()
}
mask.bounds = CGRect(x: 0, y: 0, width: size.width, height: size.height)
CATransaction.commit()
}
}
Any help on this would be greatly appreciated!

Related

how to programmatically show a colored disk behind a UIImageView, in swift on an iOS device

I have an icon that I programmatically display.
How can I display a solid, colored disk behind the icon, at the same screen position?
Icon is opaque.
I will sometimes programmatically change screen position and disk's diameter and color.
Here's how I programmatically display the icon now.............
DispatchQueue.main.async
{
ViewController.wrist_band_UIImageView.frame = CGRect( x: screen_position_x,
y: screen_position_y,
width: App_class.screen_width,
height: App_class.screen_height)
}
UPDATE #1 for D.Mika below...
UPDATE #2 for D.Mika below...
import UIKit
import Foundation
class ViewController: UIViewController
{
static var circleView: UIView!
static let wrist_band_UIImageView: UIImageView = {
let theImageView = UIImageView()
theImageView.image = UIImage( systemName: "applewatch" )
theImageView.translatesAutoresizingMaskIntoConstraints = false
return theImageView
}()
override func viewDidLoad()
{
super.viewDidLoad()
view.addSubview( ViewController.wrist_band_UIImageView )
// Init disk image:
ViewController.circleView = UIView(frame: CGRect(x: 0.0, y: 0.0, width: 100.0, height: 100.0))
ViewController.circleView.backgroundColor = .red
ViewController.circleView.layer.cornerRadius = view.bounds.size.height / 2.0
ViewController.circleView.clipsToBounds = true
// Add view to view hierarchy below image view
ViewController.circleView.insertSubview(view, belowSubview: ViewController.wrist_band_UIImageView)
App_class.display_single_wearable()
}
}
class App_class
{
static var is_communication_established = false
static var total_packets = 0
static func display_single_wearable()
{
ViewController.wrist_band_UIImageView.frame = CGRect(x: 0, y: 0,
width: 100, height: 100)
ViewController.circleView.frame = CGRect( x: 0,
y: 0,
width: 100,
height: 100)
ViewController.circleView.layer.cornerRadius = 100
}
static func process_location_xy(text_location_xyz: String)
{}
} // App_class
You can display a colored circle using the following view:
circleView = UIView(frame: CGRect(x: 0.0, y: 0.0, width: 100.0, height: 100.0))
circleView.backgroundColor = .red
circleView.layer.cornerRadius = view.bounds.size.height / 2.0
circleView.clipsToBounds = true
// Add view to view hierarchy below image view
view.insertSubview(circleView, belowSubview: wrist_band_UIImageView)
You can change it's position and size by applying a new frame. But you have to change the layer's cornerRadius accordingly.
This is a simple example in a playground:
Edit:
I've modified the sample code to add the view the view hierarchy.
BUT, you still need to adjust the circle's frame, when you modify the image view's frame. (and the cornerRadius accordingly). For example
DispatchQueue.main.async
{
ViewController.wrist_band_UIImageView.frame = CGRect( x: screen_position_x,
y: screen_position_y,
width: App_class.screen_width,
height: App_class.screen_height)
circleView.frame = CGRect( x: screen_position_x,
y: screen_position_y,
width: App_class.screen_width,
height: App_class.screen_height)
circleView.layer.cornerRadius = App_class.screen_width
}
And you need to add a variable to the viewController holding the reference to the circle view, like:
var circleView: UIView!
The following answer works.
The answers from d.mika above did not work. Plus, he was insulting. ;-)
// Show red circle
let circlePath = UIBezierPath(arcCenter: CGPoint(x: 200, y: 400), radius: CGFloat(40), startAngle: CGFloat(0), endAngle: CGFloat(Double.pi * 2), clockwise: true)
let shapeLayer = CAShapeLayer()
shapeLayer.path = circlePath.cgPath
// Change the fill color
shapeLayer.fillColor = UIColor.red.cgColor
// You can change the stroke color
shapeLayer.strokeColor = UIColor.red.cgColor
// You can change the line width
shapeLayer.lineWidth = 3.0
view.layer.addSublayer(shapeLayer)

Auto Resizing CAShapeLayer while Animating UIView

Apologies, if this question has already been answered elsewhere. I tried searching in multiple places but could not find a good solution. I am a beginner to Swift development.
As per the code below, I am creating a SubView, adding an oval ShapeLayer to it and then animating the SubView by moving its center and increasing its size.
The SubView is animating correctly, however the ShapeLayer inside the SubView is not changing size. I would like the Red Oval to increase in size, similar to the SubView. I would really appreciate it if could let me know what I am missing.
class playGroundView: UIView {
override func draw(_ rect: CGRect) {
// Add a blue rectangle as subview
let startFrame = CGRect(x: self.frame.midX, y: self.frame.midY, width: 10, height: 20)
self.addSubview(UIView(frame: startFrame))
self.subviews[0].backgroundColor = UIColor.blue
// Create red oval shape that is bounded by blue rectangle
// Add red oval shape as sub-layer to blue rectangle view
let subView = self.subviews[0]
let ovalSymbol = UIBezierPath(ovalIn: subView.bounds)
let shapeLayer = CAShapeLayer()
shapeLayer.path = ovalSymbol.cgPath
shapeLayer.fillColor = UIColor.red.cgColor
shapeLayer.strokeColor = UIColor.red.cgColor
subView.layer.addSublayer(shapeLayer)
// Animate movement and increase in size of blue rectangle view
UIViewPropertyAnimator.runningPropertyAnimator(withDuration: 3, delay: 0, options: [], animations: {
let endFrame = CGRect(x:self.frame.midX - 50, y:self.frame.midY - 50, width: 20, height: 40)
self.subviews[0].frame = endFrame
self.setNeedsLayout()
self.layoutIfNeeded()
})
}
}
Image of Incorrect Output
Ok, after spending more time researching and getting a better understanding of what goes inside a ViewController and UIView class, entering the following in those classes works for me:
Inside class ViewController: UIViewController
override func viewDidLoad() {
super.viewDidLoad()
let startFrame = CGRect(x: playGround.frame.midX, y: playGround.frame.midY, width: 30, height: 60)
cardSubView = cardView(frame: startFrame)
playGround.addSubview(cardSubView!)
let endFrame = CGRect(x: playGround.frame.midX - 100, y: playGround.frame.midY - 100, width: 60, height: 120)
UIViewPropertyAnimator.runningPropertyAnimator(withDuration: 10, delay: 0, options: [], animations: {
self.cardSubView?.frame = endFrame
self.cardSubView?.layoutIfNeeded()
})
}
Inside a UIView class:
class cardView: UIView {
override func draw(_ rect: CGRect) {
let backGroundPath = UIBezierPath(rect: rect)
UIColor.blue.setFill()
backGroundPath.fill()
let ovalSymbol = UIBezierPath(ovalIn: rect)
UIColor.red.setFill()
ovalSymbol.fill()
}
}
This still results in a weird frame shadowing towards the end of the animation in my iPhone simulator, however when running on device there is no issue.

How to get a screenshot of the View (Drawing View) used for drawing using UIBezeir path

I have a Drawing View which is on a Scroll View. After drawing is completed I need a screenshot of the drawing which I will be uploading to the server.
I am using UIBezeir path to draw on the view.
let path = UIBezierPath()
for i in self.drawView.path{
path.append(i)
}
self.drawView.path is an NSArray with all the bezeir paths of the drawing.
But when I use the bounding box of this path and get max and min values of coordinates and try to capture a screenshot I get this
var rect:CGRect = CGRect(x: path.bounds.minX, y: path.bounds.minY, width: path.bounds.maxX, height: path.bounds.maxY)
I also tried to give the bounds of the path itself
let rect:CGRect = CGRect(x: path.bounds.origin.x - 5, y: path.bounds.origin.y - 5, width: path.bounds.size.width + 5, height: path.bounds.size.height + 5)
Just for reference I tried using this rect and create a view (clear color with border layer) and placed it over the Drawing, it work pretty fine but when I try to capture an image it goes out of bounds
This is the function I am using to capture the screen
func imgScreenShot(bounds:CGRect) -> UIImage{
let rect: CGRect = bounds
self.drawView.isOpaque = false
self.drawView.backgroundColor = UIColor.clear
UIGraphicsBeginImageContextWithOptions(rect.size, false, 0.0)
var context: CGContext? = UIGraphicsGetCurrentContext()
if let aContext = context {
self.drawView.layer.render(in: aContext)
}
var capturedImage: UIImage? = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
//let finalImage = scaleImage(image: capturedImage)
return capturedImage!
}
I am also tried getting a UIView with this function
let vw = self.drawView.resizableSnapshotView(from: rect, afterScreenUpdates: true, withCapInsets: UIEdgeInsets.zero)
This gives me a perfect UIView with the drawing in that, but again when I try to convert the UIView to UIImage using the function giving the views bounds, I get a blank image.
Can anyone suggest what I am doing wrong or any other solution for how I can get this, bounds of image starting right exactly at the bounds of the drawing
let vw = self.drawView.resizableSnapshotView(from: rect2, afterScreenUpdates: true, withCapInsets: UIEdgeInsets.zero)
vw?.frame = CGRect(x: 50, y: 50, width: 100, height: 100)
vw?.layer.borderColor = UIColor.red.cgColor
vw?.layer.borderWidth = 1
self.drawView.addSubview(vw!)
let image = vw?.snapshotImage
let imgView = UIImageView(frame: CGRect(x: 250, y: 50, width: 100, height: 100))
imgView.layer.borderColor = UIColor.gray.cgColor
imgView.layer.borderWidth = 1
self.drawView.addSubview(imgView)
Make an extension of UIView and UIImage , so in whole application lifecycle you can use those methods(which one i will be describe at below) for capture the screenshort of any perticular UIView and resize the existing image(if needed).
Here is the extension of UIView :-
extension UIView {
var snapshotImage : UIImage? {
var snapShotImage:UIImage?
UIGraphicsBeginImageContext(self.frame.size)
if let context = UIGraphicsGetCurrentContext() {
self.layer.render(in: context)
if let image = UIGraphicsGetImageFromCurrentImageContext() {
UIGraphicsEndImageContext()
snapShotImage = image
}
}
return snapShotImage
}
}
Here is the extension of UIImage :-
extension UIImage {
func resizeImage(newSize:CGSize) -> UIImage? {
var newImage:UIImage?
let horizontalRatio = newSize.width / size.width
let verticalRatio = newSize.height / size.height
let ratio = max(horizontalRatio, verticalRatio)
let newSize = CGSize(width: size.width * ratio, height: size.height * ratio)
UIGraphicsBeginImageContext(newSize)
if let _ = UIGraphicsGetCurrentContext() {
draw(in: CGRect(origin: CGPoint(x: 0, y: 0), size: newSize))
if let image = UIGraphicsGetImageFromCurrentImageContext() {
UIGraphicsEndImageContext()
newImage = image
}
}
return newImage
}
}
How to use those functions in our desired class ?
if let snapImage = yourUIView.snapshotImage {
///... snapImage is the desired image you want and its dataType is `UIImage`.
///... Now resize the snapImage into desired size by using this one
if let resizableImage = snapImage.resizeImage(newSize: CGSize(width: 150.0, height: 150.0)) {
print(resizableImage)
}
}
here yourUIView means , the one you have taken for drawing some inputs. it can be IBOutlet as well as your UIView (which you have taken programmatically)

Custom View Drawing - Hole inside a View

How to draw View like this.
After research I got context.fillRects method can be used. But how to find the exact rects for this.
let context = UIGraphicsGetCurrentContext()
context?.setFillColor(UIColor.red.cgColor)
context?.setAlpha(0.5)
context?.fill([<#T##rects: [CGRect]##[CGRect]#>])
How to achieve this result?
Background: Blue.
Overlay(Purple): 50% opacity that contains square hole in the center
First create your view and then draw everything with two UIBezierPaths: one is describing the inside rect (the hole) and the other one runs along the borders on your screen (externalPath). This way of drawing ensures that the blue rect in the middle is a true hole and not drawn on top of the purple view.
let holeWidth: CGFloat = 200
let hollowedView = UIView(frame: view.frame)
hollowedView.backgroundColor = UIColor.clear
//Initialise the layer
let hollowedLayer = CAShapeLayer()
//Draw your two paths and append one to the other
let holePath = UIBezierPath(rect: CGRect(origin: CGPoint(x: (view.frame.width - holeWidth) / 2, y: (view.frame.height - holeWidth) / 2), size: CGSize(width: holeWidth, height: holeWidth)))
let externalPath = UIBezierPath(rect: hollowedView.frame).reversing()
holePath.append(externalPath)
holePath.usesEvenOddFillRule = true
//Assign your path to the path property of your layer
hollowedLayer.path = holePath.cgPath
hollowedLayer.fillColor = UIColor.purple.cgColor
hollowedLayer.opacity = 0.5
//Add your hollowedLayer to the layer of your hollowedView
hollowedView.layer.addSublayer(hollowedLayer)
view.addSubview(hollowedView)
The result looks like this :
Create a custom UIView with background color blue.
class CustomView: UIView {
// Try adding a rect and fill color.
override func draw(_ rect: CGRect) {
let ctx = UIGraphicsGetCurrentContext()
ctx!.beginPath()
//Choose the size based on the size required.
ctx?.addRect(CGRect(x: 20, y: 20, width: rect.maxX - 40, height: rect.maxY - 40))
ctx!.closePath()
ctx?.setFillColor(UIColor.red.cgColor)
ctx!.fillPath()
}
}
I just ended up with this.
Code:
createHoleOnView()
let blurView = createBlurEffect(style: style)
self.addSubview(blurView)
Method Create Hole:
private func createHoleOnView() {
let maskView = UIView(frame: self.frame)
maskView.clipsToBounds = true;
maskView.backgroundColor = UIColor.clear
func holeRect() -> CGRect {
var holeRect = CGRect(x: 0, y: 0, width: scanViewSize.rawValue.width, height: scanViewSize.rawValue.height)
let midX = holeRect.midX
let midY = holeRect.midY
holeRect.origin.x = maskView.frame.midX - midX
holeRect.origin.y = maskView.frame.midY - midY
self.holeRect = holeRect
return holeRect
}
let outerbezierPath = UIBezierPath.init(roundedRect: self.bounds, cornerRadius: 0)
let holePath = UIBezierPath(roundedRect: holeRect(), cornerRadius: holeCornerRadius)
outerbezierPath.append(holePath)
outerbezierPath.usesEvenOddFillRule = true
let hollowedLayer = CAShapeLayer()
hollowedLayer.fillRule = kCAFillRuleEvenOdd
hollowedLayer.fillColor = outerColor.cgColor
hollowedLayer.path = outerbezierPath.cgPath
if self.holeStyle == .none {
hollowedLayer.opacity = 0.8
}
maskView.layer.addSublayer(hollowedLayer)
switch self.holeStyle {
case .none:
self.addSubview(maskView)
break
case .blur(_):
self.mask = maskView;
break
}
}
UIView's Extension function for Create Blur:
internal func createBlurEffect(style: UIBlurEffectStyle = .extraLight) -> UIView {
let blurEffect = UIBlurEffect(style: style)
let blurEffectView = UIVisualEffectView(effect: blurEffect)
blurEffectView.frame = self.bounds
return blurEffectView
}

How to scale a UIView from left to right and back?

I want to have an UIView to appear by scaling from left to right if I hit a button. If I hit the button again, the view should scale away from right to left.
I found an explanation how to do it for left to right, but even this solution is working only once. If I hide the view and play the animation again it scales it from the centre again.
Also scaling it back from right to left doesn't work either as it disappears immdiatly without any animation.
Here's my code so far:
if(!addQuestionaryView.isHidden)
{
//Reset input if view is hidden
addQuestionaryInput.text = ""
self.addQuestionaryView.isHidden = false
let frame = addQuestionaryView.frame;
let rect = CGRect(x: frame.origin.x, y: frame.origin.y, width: frame.width, height: frame.height)
let leftCenter = CGPoint(x: rect.minX, y: rect.minY)
addQuestionaryView.layer.anchorPoint = CGPoint(x:1,y: 0.5)
addQuestionaryView.layer.position = leftCenter
UIView.animate(withDuration: 0.6,
animations: {
self.addQuestionaryView.transform = CGAffineTransform(scaleX: 0, y: 1)
},
completion: { _ in
self.addQuestionaryView.isHidden = true
})
}
else
{
self.addQuestionaryView.isHidden = false
let frame = addQuestionaryView.frame;
let rect = CGRect(x: frame.origin.x, y: frame.origin.y, width: frame.width, height: frame.height)
let leftCenter = CGPoint(x: rect.minX, y: rect.midY)
addQuestionaryView.layer.anchorPoint = CGPoint(x:0,y: 0.5);
addQuestionaryView.layer.position = leftCenter
addQuestionaryView.transform = CGAffineTransform(scaleX: 0, y: 1)
UIView.animate(withDuration: 0.6,
animations: {
self.addQuestionaryView.transform = CGAffineTransform(scaleX: 1, y: 1)
},
completion: nil)
}
As said the appearing part works once and then starts from the centre again. The disappearing part doesn't work at all.
I don't know what "to scale it so it has a little look like Android reveal animations" means (and I hope I never do; I've never seen an Android phone, I never hope to see one).
But do you mean something like this? This is done by animating a mask in front of the view, thus revealing and then hiding it:
Here's the code used in that example:
class MyMask : UIView {
override func draw(_ rect: CGRect) {
let r = CGRect(x: 0, y: 0, width: rect.width/2.0, height: rect.height)
UIColor.black.setFill()
UIGraphicsGetCurrentContext()?.fill(r)
}
}
class ViewController: UIViewController {
#IBOutlet weak var lab: UILabel!
var labMaskOrigin = CGPoint.zero
var didAddMask = false
override func viewDidLayoutSubviews() {
if didAddMask {return}
didAddMask = true
let mask = MyMask()
mask.isOpaque = false
let w = self.lab.bounds.width
let h = self.lab.bounds.height
mask.frame = CGRect(x: -w, y: 0, width: w*2, height: h)
self.lab.mask = mask
self.labMaskOrigin = mask.frame.origin
}
var labVisible = false
func toggleLabVisibility() {
labVisible = !labVisible
UIView.animate(withDuration: 5) {
self.lab.mask!.frame.origin = self.labVisible ?
.zero : self.labMaskOrigin
}
}
}
Remove this:
addQuestionaryView.layer.anchorPoint = CGPoint(x:0,y: 0.5);
addQuestionaryView.layer.position = leftCenter
addQuestionaryView.transform = CGAffineTransform(scaleX: 0, y: 1)
Then in your animate with duration block use the code below instead of CGAfflineTransform
addQuestionaryView.frame = CGRect(0,0,500,100)
Replace 500 width whatever width you want it to be.
Ans to close it back up do this:
addQuestionaryView.frame = CGRect(0,0,0,100);

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