In Camera mode (AVCaptureVideoPreviewLayer) I manage to capture a photo successfully. I would like to indicate this fact to the user- meaning to show him a sudden black flash and a click sound- similar to what he would experience when taking a photo himself.
How do I do that? Is there some built in functionality that does that?
Thanks
There is no built-in functionality to do this, but it's pretty simple to do on your own by adding a black UIView with alpha set to zero in your camera view hierarchy, then playing system sound and animating the "flash" view's alpha when the photo is captured.
In viewDidLoad, loadView, or wherever you assemble your view hierarchy
// Assuming cameraView contains your previewLayer...
flashView = UIView(frame: <set your frame>)
flashView.alpha = 0
flashView.backgroundColor = UIColor.blackColor()
cameraView.addSubview(flashView)
Then, in your capture completion block
// Animate the "flash"
UIView.animateWithDuration(0.1, delay: 0, options: .Autoreverse, animations: { () -> Void in
flashView.alpha = 1
}, completion: nil)
// Play the camera shutter system sound
AudioServicesPlayAlertSound(1108)
For more info on the system sounds, see this question: Playing system sound without importing your own.
For Swift 4:
#IBOutlet weak var lightView: UIView! //First set lightView hidden in the storyboard
//MARK: - Take Screenshot Animation
func flashAnimation(image: UIImage, rect: CGRect) {
self.view.bringSubview(toFront: lightView)
lightView.alpha = 0
lightView.isHidden = false
UIView.animate(withDuration: 0.1, delay: 0.0, options: [.curveEaseOut], animations: {() -> Void in
self.lightView.alpha = 1.0
}, completion: {(finished: Bool) -> Void in
self.hideFlashView()
})
}
func hideFlashView() {
UIView.animate(withDuration: 0.1, delay: 0.0, animations: {() -> Void in
self.lightView.alpha = 0.0
})
}
Related
I have a view which contains 6 UIView vPreviews and each of them plays real-time stream video.
The target is:
When tap one of each UIView, it should become full screen.
Tap again, back to origin small screen layout
Code as below:
custom tap gesture with value
class FullScreenTapGesture: UITapGestureRecognizer{
var isFullScreen: Bool = false
var index: Int?
}
Add tap gesture recognizer in viewDidLoad()
let gesture = FullScreenTapGesture(target: self, action: #selector(fullScreenTap))
vPreviews[0].addGestureRecognizer(gesture)
gesture.index = 0
fullScreenTap implementation
#objc func fullScreenTap(sender: FullScreenTapGesture){
if sender.isFullScreen{
print("setsmall")
setSmallScreenLayoutConstrains()
// sender.isFullScreen = false
}else{
print("setfull")
setFullScreenLayoutConstrains(index: sender.index!)
// sender.isFullScreen = true
}
// Animate to full screen
UIView.animate(withDuration: 0.8, delay: 0, usingSpringWithDamping: 1, initialSpringVelocity: 1, options: .curveEaseOut, animations: {
self.vc.view.layoutIfNeeded()
}) { (finished) in
// ...
}
}
func setSmallScreenLayoutConstrains(){
vPreviews[0].pin.top().left().width(previewWidth).height(previewHeight).margin(padding,padding,0,0)
vPreviews[1].pin.top().after(of: vPreviews[0]).width(previewWidth).height(previewHeight).margin(padding,padding,0,0)
vPreviews[2].pin.top().after(of: vPreviews[1]).width(previewWidth).height(previewHeight).margin(padding,padding,0,0)
vPreviews[3].pin.below(of: vPreviews[0]).left().width(previewWidth).height(previewHeight).margin(padding,padding,0,0)
vPreviews[4].pin.below(of: vPreviews[0]).after(of: vPreviews[3]).width(previewWidth).height(previewHeight).margin(padding,padding,0,0)
vPreviews[5].pin.below(of: vPreviews[0]).after(of: vPreviews[4]).width(previewWidth).height(previewHeight).margin(padding,padding,0,0)
}
func setFullScreenLayoutConstrains(index: Int){
self.vPreviews[index].pin.top().right().left().bottom().margin(3)
}
However, current result is like this: when tap is detected, full screen but automatically and immediately back to small screen.
Any suggestion would be greatly appreciated!
I have a playButton that performs a "breathing animation". The button works just fine when I press it. The problem occurs if I press the device's Home Button and then re-open the app. Upon re-opening, the playButton does not have the "breathing animation" and it does not work (nothing happens when it is pressed).
#IBOutlet weak var playButton: UIButton!
override func viewWillAppear(_ animated: Bool) {
UIView.animate(withDuration: 1.0,
delay: 0,
options: [.autoreverse, .repeat, .allowUserInteraction],
animations: {
self.playButton.transform = CGAffineTransform(scaleX: 1.175, y: 1.175)
},
completion: nil
)
}
I've dealt with this issue in a previous game app where I needed to save and pause the game if the user pressed the Home Button or if there was an interruption (incoming call). So, I am well aware of:
func applicationDidBecomeActive() {}
func applicationWillResignActive() {}
func applicationDidEnterBackground() {}
But, I am not dealing with a gameState, timer, the need to save data, etc. I simply want my button and its animation to work properly when the app re-opens after the Home Button is pressed.
I also tried using override func viewDidLayoutSubviews() {} instead of viewWillAppear. But that did not work.
First of all, if you have a multiple animations within the same ViewController (VC) that occur after playButton is pressed, then that may explain why the it is becoming disabled upon return from background. Why? I don't know. But I had a similar issue and resolved it by creating a new class and VC for the multiple animations that were originally set to occur when my UIButton was pressed. Inside of my button's IBAction, I simply created a segue to then new VC.
With regards to the animation, you could approach this two ways: 1) Pause and Resume the animation using CALayer OR 2) Simply use NotificationCenter without even having to touch any AppDelegate code. I prefer simple ways b/c it will save time and effort. So, try this code in the VC where the button animation is to occur:
override func viewWillAppear(_ animated: Bool) {
NotificationCenter.default.addObserver(self, selector:#selector(goingToBackground), name: UIApplication.didEnterBackgroundNotification, object: nil)
NotificationCenter.default.addObserver(self, selector:#selector(openingApp), name: UIApplication.willEnterForegroundNotification, object: nil)
UIView.animate(withDuration: 1.0,
delay: 0,
options: [.autoreverse, .repeat, .allowUserInteraction],
animations: {
self.playButton.transform = CGAffineTransform(scaleX: 1.175, y: 1.175)
},
completion: nil)
}
#objc func goingToBackground(){
playButton.transform = .identity
}
#objc func openingApp(){
self.view.layoutIfNeeded()
UIView.animate(withDuration: 1.0,
delay: 0.3,
options: [.autoreverse, .repeat, .allowUserInteraction],
animations: {
self.playButton.transform = CGAffineTransform(scaleX: 1.175, y: 1.175)}, completion: nil)
self.view.layoutIfNeeded()
}
I am trying to have my animation ease the screen from black to white to black again and repeat that a certain amount of times. Currently with the code I have the animation eases from black to white then jumps back to black. Is there anyway to run an animation in reverse or add an animation that runs after the first animation is completed?
override func viewDidAppear(_ animated: Bool) {
let viewColorAnimator: UIViewPropertyAnimator = UIViewPropertyAnimator.runningPropertyAnimator(
withDuration: 4.0,
delay: 0.0,
options: [.curveEaseInOut],
animations: {
UIView.setAnimationRepeatCount(3);
self.lightView.backgroundColor = .white
})
viewColorAnimator.startAnimation()
}
I tried adding this block of code to the project but the outcome was the same:
viewColorAnimator.addCompletion {_ in
let secondAnimator = UIViewPropertyAnimator(duration: 4.0, curve: .linear) {
self.lightView.backgroundColor = .black
}
secondAnimator.startAnimation()
}
EDIT: I've found out it is because of the setAnimationRepeatCount because the last of the iterations works properly. How do I run the animation multiple times without the repeat count?
Documentation says that the options related to direction are ignored. you can check the image attached here.
To achieve reverse animation:
Create an animator property.
private var animator: UIViewPropertyAnimator = {
let propertyAnimator = UIViewPropertyAnimator.runningPropertyAnimator(
withDuration: 4.0,
delay: 0.0,
options: [.curveEaseInOut, .autoreverse],
animations: {
UIView.setAnimationRepeatCount(3)
UIView.setAnimationRepeatAutoreverses(true)
self.lightView.backgroundColor = .white
})
return propertyAnimator
}()
P.S. we need to mention the .autoreverse in the options. Otherwise UIView.setAnimationRepeatAutoreverses(true) won't work.
There's an easy way to run animations. And for this method: if you want the animation to repeat after completing, you can add the .autoreverse, and the .repeat option. Like this:
UIView.animate(withDuration: TimeInterval(randomTime), delay: 0, options: [.repeat,.autoreverse], animations: {
//Animation code here
}, completion: {(bool)
//Do something after completion
})
You can put the codes you want to execute after the animation in the completion block.
And, you can use a Timer as a way to run the animation for certain times.
Xcode 9.4.1 (Swift 4.1.2) and Xcode 10 beta 3 (Swift 4.2):
Here's the way to do it using UIViewPropertyAnimator -- basically, we just add .repeat and .autoreverse to the options. You were 99% of the way there:
override func viewDidAppear(_ animated: Bool) {
let viewColorAnimator: UIViewPropertyAnimator = UIViewPropertyAnimator.runningPropertyAnimator(
withDuration: 4.0,
delay: 0.0,
options: [.curveEaseInOut, .repeat, .autoreverse],
animations: {
UIView.setAnimationRepeatCount(3)
self.lightView.backgroundColor = .white
})
viewColorAnimator.startAnimation()
}
I see code to make text in UILabel to blink, but I am using Swift 2, and what changes does one make to have such text blink in Swift?
I just need this style only to alert the user of my app to start the game, then I don't need any other text to blink.
If you have provided some code it were simpler to answer but without it it's I can do:
let foo = UITextField()
UIView.animateWithDuration(0.3, animations: {() -> Void in
foo.alpha = 0.0
},
completion: { finished in
UIView.animateWithDuration(0.3, animations: {
foo.alpha = 1.0
})
})
You can do this by using animateWithDuration.
Here i am writing in viewDidLoad(). you can use this according to your requirement.
override func viewDidLoad() {
super.viewDidLoad()
self.myLabel.alpha=0
UIView.animateWithDuration(1, delay: 0.2, options:[.Repeat,.Autoreverse],
animations:{ self.myLabel.alpha=1.0}, completion: nil)
}
I have a UISlider and I want to set its value from 1 to 10. The code I use is.
let slider = UISlider()
slider.value = 1.0
// This works I know that
slider.value = 10.0
What I want to do is animate the UISlider so that it takes 0.5s to change. I don't want it to be as jumpy more smooth.
My idea so far is.
let slider = UISlider()
slider.value = 1.0
// This works I know that
UIView.animateWithDuration(0.5, delay: 0.0, options: .CurveEaseInOut, animation: { slider.value = 10.0 } completion: nil)
I am looking for the solution in Swift.
EDITED
After some discussion, I thought I'd clarify the differences between the two suggested solutions:
Using the built-in UISlider method .setValue(10.0, animated: true).
Encapsulating this method in a UIView.animateWithDuration.
Since the author is asking explicitly for a change that will take 0.5s---possibly triggered by another action---the second solution is to prefer.
As an example, consider that a button is connected to an action that sets the slider to its maximum value.
#IBOutlet weak var slider: UISlider!
#IBAction func buttonAction(sender: AnyObject) {
// Method 1: no animation in this context
slider.setValue(10.0, animated: true)
// Method 2: animates the transition, ok!
UIView.animateWithDuration(0.5, delay: 0.0, options: .CurveEaseInOut, animations: {
self.slider.setValue(10.0, animated: true) },
completion: nil)
}
Running a simple single UIVIewController app with just the UISlider and UIButton objects present yields the following results.
Method 1: Instant slide (even though animated: true)
Method 2: Animates transition. Note that if we set animated: false in this context, the transition will be instantaneous.
the problem with #dfri's answer is that the blue Minimum Tracker is moving from 100% to the value, so in order to solve that, you need to change the method a little bit:
extension UISlider
{
///EZSE: Slider moving to value with animation duration
public func setValue(value: Float, duration: Double) {
UIView.animateWithDuration(duration, animations: { () -> Void in
self.setValue(self.value, animated: true)
}) { (bol) -> Void in
UIView.animateWithDuration(duration, animations: { () -> Void in
self.setValue(value, animated: true)
}, completion: nil)
}
}
}