CGAffineTransformMakeScale on circular UIView animate as a square - ios

PopUpMask is a circular UIView. I use it to mask a menu. When the user clicks on a button the menu "pop" aka become a bigger circle. When the user close it, the menu scale down to a smaller circle. The animation works when I scale it up but when I want to scale it down it transform to a square during animation. How can it scale down as a circle?
Here's the UIView scaled:
class PopUpMask: UIView {
override init(frame: CGRect) {
super.init(frame: CGRectMake(0, 0, 40, 40))
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
override func drawRect(rect: CGRect) {
self.layer.cornerRadius = 20
}
}
These are the methods called:
func unmaskToolbarBackground() {
UIView.animateWithDuration(0.3, delay: 0.3, options: .CurveEaseOut, animations: {
self.popUpMask.transform = CGAffineTransformMakeScale(12, 12)
self.toolbarView.maskView? = self.popUpMask
}, completion: nil)
}
func maskToolbarBackground() {
UIView.animateWithDuration(0.4, delay: 0, options: .CurveEaseOut, animations: {
self.popUpMask.transform = CGAffineTransformMakeScale(0.02, 0.02)
self.toolbarView.maskView? = self.popUpMask
}, completion: nil)
}

If I got it right, you should modify this:
override func drawRect(rect: CGRect) {
self.layer.cornerRadius = 20
}
to be like this:
override func drawRect(rect: CGRect) {
self.layer.cornerRadius = 20
self.layer.masksToBounds = true
}
P.S. A little bit off the record: you no longer have to use self to access
"own" methods in the Obj-C way unless you have a name collision.

Related

Custom UIView class is not animating as expected

I have a custom UIView class that creates a square with a red background and I'm trying to get a green square slide on top of it from the left. I have a button from the main view that brings me to the screen above but the green screen doesn't animate over it. It just appears at the end result. I do know that I am creating these shapes when I change the initial width of the green square but no indication of an animation.
MainViewController.swift
private func configureAnimatedButton() {
//let sampleAnimatedButton
let sampleAnimatedButton = AnimatedButtonView()
sampleAnimatedButton.center = CGPoint(x: self.view.frame.size.width / 2,
y: self.view.frame.size.height / 2)
self.view.addSubview(sampleAnimatedButton)
sampleAnimatedButton.animateMiddleLayer()
}
AnimatedButton.swift
import Foundation
import UIKit
public class AnimatedButtonView: UIView {
//initWithFrame to init view from code
let movingLayer = UIView()
override init(frame: CGRect) {
super.init(frame: frame)
setupView()
}
//initWithCode to init view from xib or storyboard
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
setupView()
}
//common func to init our view
private func setupView() {
//backgroundColor = .red
self.frame = CGRect(x: 0, y: 0, width: 300, height: 300)
self.backgroundColor = .red
movingLayer.frame = CGRect(x: self.frame.maxX, y: self.frame.minY, width: 0, height: 300)
movingLayer.backgroundColor = .green
self.addSubview(movingLayer)
}
public func animateMiddleLayer() {
UIView.animate(withDuration: 10.0, delay: 1.2, options: .curveEaseOut, animations: {
self.layoutIfNeeded()
var grayLayerTopFrame = self.movingLayer.frame
grayLayerTopFrame.origin.x = 0
grayLayerTopFrame.size.width += 300
self.movingLayer.frame = grayLayerTopFrame
self.layoutIfNeeded()
}, completion: { finished in
print("animated")
})
}
}
You should move grayLayerTopFrame outside the UIView.animate(), before it starts. Also, you don't need layoutIfNeeded if you're just animating the frame (you use it when you have constraints).
var grayLayerTopFrame = self.movingLayer.frame
grayLayerTopFrame.origin.x = 0
grayLayerTopFrame.size.width += 300
UIView.animate(withDuration: 10.0, delay: 1.2, options: .curveEaseOut, animations: {
self.layoutIfNeeded()
self.movingLayer.frame = grayLayerTopFrame
self.layoutIfNeeded()
}, completion: { finished in
print("animated")
})
Also, make sure you don't call it in viewDidLoad() -- at that time, the views aren't laid out yet.

How to fit a thumb to custom size switch?

I'm working on the custom UISwitch. I have changed size using this:
self.transform = CGAffineTransform(scaleX: 1.25, y: 1.16).
And now I have one problem, the thumb is still default size.
How can I fit it with uiswitch?
class CustomSwitch:UISwitch {
override init(frame: CGRect) {
super.init(frame: frame)
self.viewDidLoad()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
self.viewDidLoad()
}
func viewDidLoad() {
self.transform = CGAffineTransform(scaleX: 1.25, y: 1.16)
self.setupAppearance()
self.setColors()
self.addTarget(self, action: #selector(toggleState), for: .valueChanged)
}
func setupAppearance() {
self.layer.borderColor = UIColor.HavelockBlue.cgColor
self.layer.borderWidth = 1.0
self.layer.cornerRadius = self.bounds.height / 2
}
func setColors() {
self.backgroundColor = .white
self.subviews.first?.subviews.first?.backgroundColor = .clear
self.onTintColor = .white
self.thumbTintColor = .HavelockBlue
}
#objc func toggleState() {
if self.isOn {
print("Dark mode is on")
} else {
print("Dark mode is off")
}
}
}
Your problem is, you settings constrained width and height for your custom UISwitch, and after then you are trying to transform this object, but what actually happen.
Inside this override init(frame: CGRect) and required init?(coder: NSCoder) methods if you using auto layout you don't have actually final size of your UIView, the size is taken from IB. But you are setting self.layer.cornerRadius = self.bounds.height / 2. If you will print values of frame.size and bounds.size you will see.
Simple solution is to remove constrained sizes from IB and just transform to your desire scale.
Example:
required init?(coder: NSCoder) {
super.init(coder: coder)
changeSwitchSize()
}
override init(frame: CGRect) {
super.init(frame: frame)
changeSwitchSize()
}
private func changeSwitchSize() {
print("Before transform switch frame size: \(frame.size), bounds size: \(bounds.size)")
self.transform = CGAffineTransform(scaleX: 1.25, y: 1.16)
print("After transform switch frame size: \(frame.size), bounds size: \(bounds.size)")
}
/// Before transform switch frame: (51.0, 31.0), (51.0, 31.0)
/// After transform switch frame: (63.75, 35.95999999999998), (51.0, 31.0)
But be aware than CGAffineTransform change view's frame relative to its superview
More about it: https://stackoverflow.com/a/11288488/6057764

Animate setFillColor color change in custom UIView

I have a custom UIView called CircleView which is essentially a colored ellipse. The color property I'm using to color the ellipse is rendered using setFillColor on the graphics context. I was wondering if there was a way to animate the color change, because when I run through the animate / transition the color changes immediately instead of being animated.
Example Setup
let c = CircleView()
c.frame = CGRect(x: 20, y: 20, width: 100, height: 100)
c.color = UIColor.blue
c.backgroundColor = UIColor.clear
self.view.addSubview(c)
UIView.transition(with: c, duration: 5, options: .transitionCrossDissolve, animations: {
c.color = UIColor.red // Not animated
})
UIView.animate(withDuration: 5) {
c.color = UIColor.yellow // Not animated
}
Circle View
class CircleView : UIView {
var color = UIColor.blue {
didSet {
setNeedsDisplay()
}
}
override init(frame: CGRect) {
super.init(frame: frame)
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
override func draw(_ rect: CGRect) {
guard let context = UIGraphicsGetCurrentContext() else {return}
context.addEllipse(in: rect)
context.setFillColor(color.cgColor)
context.fillPath()
}
}
You can use the built in animation support for the layer's backgroundColor.
While the easiest way to make a circle is to make your view a square (using aspect ratio constraints, for instance) and then set the cornerRadius to half the width or height, I assume you want something a bit more advanced, and that is why you used a path.
My solution to this would be something like:
class CircleView : UIView {
var color = UIColor.blue {
didSet {
layer.backgroundColor = color.cgColor
}
}
override init(frame: CGRect) {
super.init(frame: frame)
setup()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
setup()
}
// Setup the view, by setting a mask and setting the initial color
private func setup(){
layer.mask = shape
layer.backgroundColor = color.cgColor
}
// Change the path in case our view changes it's size
override func layoutSubviews() {
super.layoutSubviews()
let path = CGMutablePath()
// add an elipse, or what ever path/shapes you want
path.addEllipse(in: bounds)
// Created an inverted path to use as a mask on the view's layer
shape.path = UIBezierPath(cgPath: path).reversing().cgPath
}
// this is our shape
private var shape = CAShapeLayer()
}
Or if you really need a simple circle, just something like:
class CircleView : UIView {
var color = UIColor.blue {
didSet {
layer.backgroundColor = color.cgColor
}
}
override init(frame: CGRect) {
super.init(frame: frame)
setup()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
setup()
}
private func setup(){
clipsToBounds = true
layer.backgroundColor = color.cgColor
}
override func layoutSubviews() {
super.layoutSubviews()
layer.cornerRadius = bounds.height / 2
}
}
Either way, this will animate nicely:
UIView.animate(withDuration: 5) {
self.circle.color = .red
}
Strange things happens!
Your code is ok, you just need to call your animation in another method and asyncronusly
As you can see, with
let c = CircleView()
override func viewDidLoad() {
super.viewDidLoad()
c.frame = CGRect(x: 20, y: 20, width: 100, height: 100)
c.color = UIColor.blue
c.backgroundColor = UIColor.clear
self.view.addSubview(c)
changeColor()
}
func changeColor(){
DispatchQueue.main.async
{
UIView.transition(with: self.c, duration: 5, options: .transitionCrossDissolve, animations: {
self.c.color = UIColor.red // Not animated
})
UIView.animate(withDuration: 5) {
self.c.color = UIColor.yellow // Not animated
}
}
}
Work as charm.
Even if you add a button that trigger the color change, when you press the button the animation will work.
I encourage you to set this method in the definition of the CircleView
func changeColor(){
DispatchQueue.main.async
{
UIView.transition(with: self, duration: 5, options: .transitionCrossDissolve, animations: {
self.color = UIColor.red
})
UIView.animate(withDuration: 5) {
self.color = UIColor.yellow
}
}
}
and call it where you want in your ViewController, simply with
c.changeColor()

Can't touch UIImageView that is moving in Swift

I made drop tile game that tiles fall from the top of screen to one's bottom.
This game system is when you touch a tile, the tile will be hidden.
The tiles are custom class (GameTile class), but Touches Began in GameViewController didn't work.
How can I solve it?
GameTile.swift
class GameTile: UIImageView {
init(named: String, frame: CGRect) {
super.init(frame: frame)
super.image = (UIImage(named: named))
super.isUserInteractionEnabled = true
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
class GameTileNormal: GameTile {
let namedDefault: String
var frameDefault: CGRect
let isHiddenDefault: Bool
var isUserInteractionEnabledDefault: Bool
let colorName: UIColor
init(
named: String,
frame: CGRect,
isHidden: Bool = false,
isUserInteractionEnabled: Bool = true,
color: UIColor = UIColor.blue) {
namedDefault = named
isHiddenDefault = isHidden
frameDefault = frame
isUserInteractionEnabledDefault = isUserInteractionEnabled
colorName = color
super.init(named: named, frame: frame)
super.isHidden = isHiddenDefault
super.isUserInteractionEnabled = isUserInteractionEnabledDefault
super.backgroundColor = colorName
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
GameView.swift
class GameView: UIView {
override init(frame: CGRect) {
super.init(frame: frame)
self.isUserInteractionEnabled = true
self.backgroundColor = (UIColor.white)
self.frame = CGRect(x:0, y:0, width: UIScreen.main.bounds.size.width, height: UIScreen.main.bounds.size.height)
//make tiles
let tileNormal = GameTileNormal.init(named: "clear",
frame: CGRect(x:0), y:-60, width:60, height:60),isUserInteractionEnabled: true)
self.addSubview(tileNormal)
//move tiles
moveTile(tile: tileNormal, lane: 1)
}
}
func moveTile(tile: GameTile, lane: Int) {
UIImageView.animate(withDuration: TimeInterval(2.0),
delay: 0.0,
options: .curveLinear,
animations: {
tile.frame.origin.y = UIScreen.main.bounds.size.height
}, completion: {finished in
tile.removeFromSuperview()
//make new tile
self.makeTiles(lane: lane)
})
}
GameViewController.swift
class GameViewController: UIViewController {
var gameView: GameView!
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
self.view.isUserInteractionEnabled = true
gameView = GameView.init(frame: CGRect(x: 0, y: 0, width: UIScreen.main.bounds.size.width, height: 568))
self.view.addSubview(trapView)
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let touchEvent = touches.first!
if let gameView = self.gameView {
// touchEvent.view is "gameView", not the view whose kind of class is GameTileNormal...
if let touchedGameTile = touchEvent.view as? GameTileNormal {
print("Touched normal tile")
touchEvent.view?.isHidden = true
touchEvent.view?.isUserInteractionEnabled = false
}else{
// other view
}
}
}
UPDATE
I changed how to move tiles from UIImageView.animation to Timer.
Then If I touched tiles, it didn't through after if (tile.layer.presentation()?.hitTest(location)) != nil { in touchesBegan, GameViewController.....
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let touchEvent = touches.first!
let location = touchEvent.location(in: touchEvent.view)
if let standardView = self.standardView {
for tile in standardView.tiles {
//breakpoint stops here
if (tile.layer.presentation()?.hitTest(location)) != nil {
//breakpoint doesn't through here
if tile is GameTileNormal {
//normal tile touched
}else{
}
break
}
}
}
}
moveTiles
makeTileTimer = Timer.scheduledTimer(timeInterval: 0.01, target: self, selector: #selector(updateTilesPositionY(timer:)), userInfo: sendArray, repeats: true)
update tile position (drop tiles)
#objc func updateTilesPositionY(timer: Timer){
//tile info
let timerInfo:[Any] = timer.userInfo as! [Any]
let tile:GameTile = timerInfo[0] as! GameTile
let lane: Int = timerInfo[1] as! Int
//drop tile
tile.frame.origin.y = tile.frame.origin.y+1
//if tile reached on the bottom
if tile.frame.origin.y >= UIScreen.main.bounds.size.height {
if tile is GameTileNormal {
self.showGameOverView()
}
}else{
//drop tile
}
In UIImageView.animate add option .allowUserInteraction:
UIImageView.animate(withDuration: TimeInterval(2.0),
delay: 0.0,
options: [.curveLinear, .allowUserInteraction],
animations: {
tile.frame.origin.y = UIScreen.main.bounds.size.height
}, completion: {finished in
...
By default the user interaction is disallowed during animations.
UPDATE
However, to test whether the user hit a moving object, you will have a bit harder time. See for example this SO question. Basically, the UIView object does not really move, you can easily test that after firing the animation, the frame of the animated object is set straight to the end position. Just the presentation layer draws the moving view.
You will have to always go over all your moving tiles in the game and test each one if any of them has been touched (here I assume you have a reference to all the tiles in the game):
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let touchEvent = touches.first!
let location = touchEvent.location(in: touchEvent.view)
if let gameView = self.gameView {
for tile in tiles {
// go over all the moving objects in your scene and hit test all of them
if let touchedLayer = tile.layer.presentation()?.hitTest(location) {
// if a hittest returns a layer, it means that this tile was touched, we can handle it and break out of the loop
tile.isHidden = true
tile.isUserInteractionEnabled = false
tile.removeFromSuperview()
break
}
}
}
}
Use layer.presentationLayer to run a hitTest if that hitTest return a CALayer then you are touching that titleView, in fact this will only work if your titles are userInteractionEnabled = false
Full Code
import UIKit
class GameTile: UIImageView {
init(named: String, frame: CGRect) {
super.init(frame: frame)
super.image = (UIImage(named: named))
super.isUserInteractionEnabled = true
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
class GameTileNormal: GameTile {
let namedDefault: String
var frameDefault: CGRect
let isHiddenDefault: Bool
var isUserInteractionEnabledDefault: Bool
let colorName: UIColor
init(
named: String,
frame: CGRect,
isHidden: Bool = false,
isUserInteractionEnabled: Bool = false,
color: UIColor = UIColor.blue) {
namedDefault = named
isHiddenDefault = isHidden
frameDefault = frame
isUserInteractionEnabledDefault = isUserInteractionEnabled
colorName = color
super.init(named: named, frame: frame)
super.isHidden = isHiddenDefault
super.isUserInteractionEnabled = isUserInteractionEnabledDefault
super.backgroundColor = colorName
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
class GameView: UIView {
override init(frame: CGRect) {
super.init(frame: frame)
self.isUserInteractionEnabled = true
self.backgroundColor = (UIColor.white)
self.frame = CGRect(x:0, y:0, width: UIScreen.main.bounds.size.width, height: UIScreen.main.bounds.size.height)
//make tiles
let tileNormal = GameTileNormal.init(named: "clear",
frame: CGRect(x:0, y:-60, width:60, height:60),isUserInteractionEnabled: false)
self.addSubview(tileNormal)
//move tiles
moveTile(tile: tileNormal, lane: 1)
self.layer.borderWidth = 1
self.layer.borderColor = UIColor.blue.cgColor
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
func moveTile(tile: GameTile, lane: Int) {
UIImageView.animate(withDuration: TimeInterval(10),
delay: 0.0,
options: .curveLinear,
animations: {
tile.frame.origin.y = UIScreen.main.bounds.size.height
}, completion: {finished in
tile.removeFromSuperview()
//make new tile
//self.makeTiles(lane: lane)
})
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let touchEvent = touches.first!
let location = touchEvent.location(in: touchEvent.view)
for tile in self.subviews {
// go over all the moving objects in your scene and hit test all of them
if tile.layer.presentation()?.hitTest(location) != nil {
// if a hittest returns a layer, it means that this tile was touched, we can handle it and break out of the loop
tile.isHidden = true
break
}
}
}
}
class ViewController: UIViewController {
var gameView: GameView!
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
self.view.isUserInteractionEnabled = true
gameView = GameView.init(frame: CGRect(x: 0, y: 0, width: UIScreen.main.bounds.size.width, height: 568))
self.view.addSubview(gameView)
}
}

Having some trouble making a custom UIActivityIndicatorView

I am trying my hand at creating a custom activity indicator view programatically. The problem is that it never starts animating. Here is the code for the spinner.swift class:
import UIKit
class spinner: UIActivityIndicatorView {
var flag = Bool()
override init(frame: CGRect) {
super.init(frame: frame)
self.flag = true
self.isHidden = false
}
required init(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func startAnimating() {
self.animate()
}
func animate()
{
if flag == true
{
UIView.animate(withDuration: 0.3, animations: {
self.layer.setAffineTransform(CGAffineTransform(scaleX: 0.5, y: 1))
}) { (success) in
if success == true
{
UIView.animate(withDuration: 0.3, animations: {
self.layer.setAffineTransform(CGAffineTransform.identity)
}, completion: { (success) in
if success == true
{
self.animate()
}
})
}
}
}
}
override func stopAnimating() {
self.flag = false
}
override func draw(_ rect: CGRect) {
let path = UIBezierPath(ovalIn: rect)
UIColor.cyan.setStroke()
path.stroke()
UIColor.red.setFill()
path.fill()
}
}
This is the code in viewDidLoad() where I've added the spinner:
let aiv = spinner(frame: CGRect(x: self.view.bounds.width/2-35, y: self.view.bounds.height/2-35, width: 70, height: 70))
aiv.hidesWhenStopped = true
self.view.addSubview(aiv)
aiv.startAnimating()
print(aiv.isAnimating)
print(air)
I don't see a spinner at all, and get the following message in the console:
false
<spinner.spinner: 0x7f82b3e08240; baseClass = UIActivityIndicatorView; frame = (170 298.5; 35 70); transform = [0.5, 0, 0, 1, 0, 0]; hidden = YES; animations = { transform=<CABasicAnimation: 0x6080000364a0>; }; layer = <CALayer: 0x608000035120>>
According to the logs, the spinner is hidden, which means it never started animating.
It would be great if anyone could point out where I'm going wrong, and suggest a possible fix.
Thanks!
Your problem appears because of the call:
aiv.hidesWhenStopped = true
And the property isAnimating returns false because you are overriding the animate method and not use the foundation one.
You should set this property in your custom class when you are starting and stopping your custom animation.
The same case is the hidesWhenStopped. This should be implemented by you in your class.
I would also recommend to use UIView as a subclass with a UIActivityIndicator inside because if you want to start the ActivityIndicator the AffineTransformation could disrupt each other.

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