Overriding withRowAnimation styles for row insertion in Swift - ios

I'm using an insertRowAtIndexPath function to insert a series of rows inside my tableview.
However, the in-build animation styles (.Fade, .Top, .Bottom e.t.c.) do not fill my needs entirely.
I need to create my own custom animations, i know this can be done by overriding the the UITableViewRowAnimation, but i'm not sure how this should be handled.
Looking forward to your advices.
Appreciate any insights.

Try This in your UITableView subclass.
override func insertRowsAtIndexPaths(indexPaths: [NSIndexPath], withRowAnimation animation: UITableViewRowAnimation) {
super.insertRowsAtIndexPaths(indexPaths, withRowAnimation: UITableViewRowAnimation.None)
self.endUpdates()
self.beginUpdates()
for indexPath:NSIndexPath in indexPaths {
let cell:UITableViewCell? = (super.cellForRowAtIndexPath(indexPath))
if cell != nil {
var frame:CGRect = (cell?.frame)!
frame.origin.x = (cell?.frame.size.width)!
cell?.frame = frame
frame.origin.x = 0
let animationBlock = { () -> Void in
cell!.frame = frame;
}
if UIView.respondsToSelector(Selector("animateWithDuration(duration: , delay: , usingSpringWithDamping dampingRatio: , initialSpringVelocity velocity: , options: , animations: , completion: ")) {
// UIView.animateWithDuration(0.3, delay: 0.0, usingSpringWithDamping: 0.5, initialSpringVelocity: 0.0, options:0.0, animations: animationBlock, completion:nil)
UIView.animateWithDuration(0.3, delay: 0.0, usingSpringWithDamping: 0.5, initialSpringVelocity: 0.0, options: UIViewAnimationOptions.CurveEaseInOut, animations: animationBlock, completion: nil)
} else {
UIView.animateWithDuration(0.3, delay: 0.0, options:UIViewAnimationOptions.CurveEaseIn, animations: animationBlock, completion: nil)
}
}
}
}

Related

Swift skips one animation (UIView.animate)

I have a logoImage on a view, animating the constraints.
The constraints animated are width and height ; going from original state of 220.0 to 240.0 (works fine) and THEN I would like to make it go back to 220.0 but the animation is skipped and the image goes directly back in 0.1second to 220.0.
Here is the code of the animation
func animate() {
self.imageHeightConstraint.constant = 240.0
self.imageWidthConstraint.constant = 240.0
UIView.animate(withDuration: 1.0,
delay:0.0,
options: .curveEaseIn,
animations:{
self.logoImage.layoutIfNeeded()
}, completion: { (finished: Bool) -> Void in
self.imageHeightConstraint.constant = 220.0
self.imageWidthConstraint.constant = 220.0
UIView.animate(withDuration: 2.0,
delay:0.0,
options: .curveEaseIn,
animations: {
self.logoImage.layoutIfNeeded()
})
})
}
Thanks in advance for any help I could get! ;-)
You need to call self.logoImage.setNeedsLayout() within your completion block, before you re-set the constants. This since you need to invalidate the current layout of the receiver and trigger a layout update during the next update cycle.
Try this code instead and it will work for you:
func animate() {
self.imageHeightConstraint.constant = 240.0
self.imageWidthConstraint.constant = 240.0
UIView.animate(withDuration: 1.0,
delay:0.0,
options: .curveEaseIn,
animations:{
self.logoImage.layoutIfNeeded()
}, completion: { (finished: Bool) -> Void in
self.logoImage.setNeedsLayout()
self.imageHeightConstraint.constant = 220.0
self.imageWidthConstraint.constant = 220.0
UIView.animate(withDuration: 2.0,
delay:0.0,
options: .curveEaseIn,
animations: {
self.logoImage.layoutIfNeeded()
})
})
}

High CPU Usage because of UIView.animate and UIView.animateKeyframes

I have two view controllers. AnimationVC has some UIView animations, and DestinationVC has none.
I have a CPU usage problem. After I perform the segue, the animation blocks still show up in the Instruments, even though these lines belong to the AnimationVC that performs the segue.
UIView.animate(withDuration: 1.0, delay: 0.0, options: [.curveEaseInOut, .autoreverse, .repeat], animations: {
self.s1.alpha = 0.0
self.s3.alpha = 0.0
}, completion: nil)
and
let dur = 0.5/12
UIView.animateKeyframes(withDuration: 30.0, delay: 0.0, options: [.repeat, .calculationModeCubic], animations: {
UIView.addKeyframe(withRelativeStartTime: 0.0, relativeDuration: dur, animations: {
self.sc.alpha = 1.0
})
UIView.addKeyframe(withRelativeStartTime: 1.0-dur, relativeDuration: dur, animations: {
self.sc.alpha = 0.0
})
UIView.addKeyframe(withRelativeStartTime: 0.0, relativeDuration: 1.0, animations: {
self.sc.transform = CGAffineTransform(rotationAngle: .pi*0.2)
})
UIView.addKeyframe(withRelativeStartTime: 0.0, relativeDuration: 1.0, animations: {
self.sc.center.y = 0.1*self.frame.size.height
})
}, completion: nil)
I tried calling this destruct function...
func destruct(){
layer.removeAllAnimations()
subviews.forEach { $0.removeFromSuperview() }
}
...in
just before performing the segue
in the AnimationVC's deinit method
Still, it shows alive and hogs the CPU with 40% load. How can I destruct this?
I even reset the navigation stack on the DestinationVC with...
self.navigationController?.viewControllers = [self]
...and I see the lines of deinit from AnimationVC, the animation delay closure is still alive.
As it turns out
...
}) { (finished) in
if finished {
self.specialAniamtion(delay: 2.0)
}
}
and calling destruct() on deinit fixed it.
func destruct(){
layer.removeAllAnimations()
}

UIView.animate not animating bool value perfectly

I tried to animate isHidden, it seems working ok, but if I mistakenly animate isHidden=false 5 times by setting yes to true 5 times, then sometimes I should animate isHidden=true 2 or more time to make my UIView visible!
Am I missing something?
if (yes)
{
UIView.animate(withDuration: 0.3, delay:0, animations: {
myLabel.isHidden=false
}
}
else
{
UIView.animate(withDuration: 0.3, delay:0, animations: {
myLabel.isHidden=true
}
}
You should not animate a view's "isHidden" parameter. You should animate its alpha.
if (yes)
{
UIView.animate(withDuration: 0.3, delay:0, animations: {
myLabel.alpha=1.0
}
}
else
{
UIView.animate(withDuration: 0.3, delay:0, animations: {
myLabel.alpha=0.0
}
}
-- UPDATE --
If you want to make the view hidden after the animation you can use this:
myLabel.isHidden=false
UIView.animateWithDuration(0.3, delay: 0.0, options: .CurveEaseOut, animations: {
myLabel.alpha=1.0
}, completion: { finished in
})
UIView.animateWithDuration(0.3, delay: 0.0, options: .CurveEaseOut, animations: {
myLabel.alpha=0.0
}, completion: { finished in
myLabel.isHidden=true
})
I think problem is that you are using linear animation on Bool type which has only 2 values (false = 0, true = 1) and any other values between that (it's pulse).
Try this:
if (yes)
{
myLabel.alpha = 0
myLabel.isHidden = false
UIView.animate(withDuration: 0.3, animations: {
myLabel.alpha = 1
})
}
else
{
UIView.animate(withDuration: 0.3, animations: {
myLabel.alpha = 0
}, completion: { (status) in
myLabel.isHidden = true
})
}

animateWithDuration one after another

I have a label that is initially positioned at the center of the screen. It currently transitions from the the center to the right end of the screen then autoreverses back to its position. I'd like to have it begin another animateWithDuration so that it continues from the center return to the left position of the screen then autoreverse back to the position and sequentially loop from there on after.
I have already attempted and successfully made the first half work but I'm not sure how to continue to the second portion where it begins the center->left transition and loop.
Swift 2.0 Code:
func animateRight()
{
UIView.animateWithDuration(1.0, delay: 0.0, options: [ .Autoreverse, .CurveEaseInOut], animations: {
label.center.x = self.view.frame.width/2
}, completion: { finished in
if finished {
label.frame.origin.x = 0.0
animateLeft()
}
})
}
func animateLeft()
{
UIView.animateWithDuration(1.0, delay: 0.0, options: [ .Autoreverse, .CurveEaseInOut], animations: {
label.frame.origin.x = (self.view.frame.width/2) * -1
}, completion: { finished in
if finished {
label.center.x = self.view.frame.width/2
animateRight()
}
})
}
// Start process
animateRight()
You should call the same animate with duration method you create for animating to right and call in completion. Something like this:
func animateRight()
{
UIView.animate(withDuration: 1.0, delay: 0.0, options: [], animations: {
self.label.center.x = self.view.frame.width
}, completion: { finished in
if finished {
self.animateLeft()
}
})
}
func animateLeft()
{
UIView.animate(withDuration: 2.0, delay: 0.0, options: [ .autoreverse, .repeat, .curveEaseInOut, .beginFromCurrentState], animations: {
self.label.frame.origin.x = 0.0
}, completion: nil)
}
Call defaultSetup to start
When animationRight end, it will call animationLeft
When animationLeft end, it will call animationRight again to run animation loop
Here is the code:
func defaultSetup(){
self.animationRight()
}
func animationRight(){
let transform = CGAffineTransform(scaleX: 1.05, y: 1.05).rotated(by: .pi/180)
UIView.animate(withDuration: 3.0, delay: 0, usingSpringWithDamping: 0.2, initialSpringVelocity: 3.0, options: [.allowUserInteraction, .repeat], animations: { [weak self] in
guard let `self` = self else { return }
self.vRight.transform = transform
}, completion: { [weak self] (done) in
guard let `self` = self else { return }
self.vRight.transform = .identity
self.animationLeft()
})
}
func animationLeft(){
let transform = CGAffineTransform(scaleX: 1.05, y: 1.05).rotated(by: .pi/180)
UIView.animate(withDuration: 3.0, delay: 0, usingSpringWithDamping: 0.2, initialSpringVelocity: 3.0, options: [.allowUserInteraction], animations: { [weak self] in
guard let `self` = self else { return }
self.vLeft.transform = transform
}, completion: { [weak self] (done) in
guard let `self` = self else { return }
self.vLeft.transform = .identity
self.animationRight()
})
}

iOS Label Visibility toggle not animating

I am trying to toggle the visibility of a UILabel based on a Tap Gesture on an UIImageView. The code that performs the toggling is as follows:
func imageTapped(img: UIImageView) {
print(photoTitle.hidden)
if (photoTitle.hidden) {
UIView.animateWithDuration(0.5, delay: 0, options: UIViewAnimationOptions.CurveEaseInOut, animations: {
self.photoTitle.alpha = 1
}, completion: nil)
}
else {
UIView.animateWithDuration(0.5, delay: 0, options: UIViewAnimationOptions.CurveEaseInOut, animations: {
self.photoTitle.alpha = 0
}, completion: nil)
}
self.photoTitle.hidden = !self.photoTitle.hidden
}
The issue with this is that it seems to ignore the animation on the second tap i.e. to hide the UILabel again. It just becomes invisible instead of animating gradually. In the viewdDidLoad(), I initialize the photoTitle.hidden = true to be invisible initially.
Any glaring mistakes?
You need to move self.photoTitle.hidden = true into the completion block of your else condition
hidden doesn't work on this animation, you can instead of alpha
Just try to change the function like this
Swift 2
func imageTapped(img: UIImageView) {
print(photoTitle.hidden)
UIView.animateWithDuration(0.5, delay: 0, options: UIViewAnimationOptions.CurveEaseInOut, animations: {
self.photoTitle.alpha = self.photoTitle.alpha < 0.5 ? 1.0 : 0.0
}, completion: nil)
}
Swift 3, 4, 5
func imageTapped(img: UIImageView) {
print(photoTitle.hidden)
UIView.animate(withDuration: 0.5, delay: 0, options: UIView.AnimationOptions.curveEaseInOut, animations: {
self.photoTitle.alpha = self.photoTitle.alpha < 0.5 ? 1.0 : 0.0
}, completion: nil)
}

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