CABasicAnimation change startingpoint to go forward and backwards - ios

I'm trying to make a small ui controlled animation (as described in this answer) and continue this animation after rotation. Due to autolayout issues I have to remove and add the whole layer on autorotate.
This works so far. My problem is, as I want continue the animation from the same position it was left off, it won't go anywhere prior to the state it was the moment it rotated.
e.g. the slider is at 0.5. The animation was added again (due to removal) and I've set the timeOffset corresponding to 0.5. The animation will go forward, but not backward.
I create my animation via:
let animatePhase = CABasicAnimation(keyPath: "lineDashPhase")
animatePhase.byValue = phaseLength
animatePhase.duration = 1.0
animatePhase.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionLinear)
animatePhase.repeatCount = Float.infinity
lineLayer.addAnimation(animatePhase, forKey: "marching ants")
lineLayer.speed = 0.0
lineLayer.timeOffset = 0.0;
lineLayer.beginTime = 0.0;
lineLayer is a CAShapeLayer.
On `layoutSubviews' I remove and recreate the layer.
What am I doing wrong?
Thanks

Related

Swift: Reset frame of a UIView to its constraints after animation

I am setting a UIImageView using constraints added programmatically in viewDidLoad.
Later on, after the user interacts with some buttons on the screen, I move the view by changing its frame using CAKeyframeAnimation with an array ofCGRect` values for the movement.
Now later in the app lifecycle, I'd like the UIImageView returned to where it was originally placed (using the constraints that I haven't changed). Is there a way to reset the frames to their initial constraints?
It's possible to revert to the original values using removeAnimation, doc here. So if use set your animation (let's say move) like:
let animation = CAKeyframeAnimation()
animation.keyPath = "position.y"
animation.values = [0, 200]
animation.keyTimes = [0, 1]
animation.duration = 1
animation.isAdditive = true
animation.fillMode = kCAFillModeForwards
animation.isRemovedOnCompletion = false
innerView.layer.add(animation, forKey: "move")
then whenever you need to revert, you might call:
innerView.layer.removeAnimation(forKey: "move")

Rotation animation with spring effect

I want to make rotation of CAShapeLayer with spring effect (like in UIView.animateWithDuration(_:delay:usingSpringWithDamping:initialSpringVelocity:options:animations:completion:)) but on layer not on a view.
When the button is tapped its sublayer of main layer should rotate to 3*PI/4 and spring should bounce to 2*PI/3. Then, when button is tapped again, layer rotation should be done in reversed order than before: first bounce to 2*PI/3, then rotation to the initial position (before first rotation).
How I could do that? I cannot achieve it by UIView.animateWithDuration(_:delay:usingSpringWithDamping:initialSpringVelocity:options:animations:completion:) because layer's transform property is animatable by default.
I've tried changing CATransaction but it rotates only by one angle (without taking into consideration other rotation):
let rotation1 = CGAffineTransformRotate(CGAffineTransformIdentity, angle1)
let rotation2 = CGAffineTransformRotate(CGAffineTransformIdentity, angle2)
let transform = CGAffineTransformConcat(rotation1, rotation2)
CATransaction.begin()
CATransaction.setAnimationDuration(0.6)
self.plusLayer.setAffineTransform(transform)
CATransaction.commit()
Update
According to Duncan C post I try to use CASpringAnimation and I achive animation in one direction:
myLayer.setAffineTransform(CGAffineTransformMakeRotation(angle))
let spring = CASpringAnimation(keyPath: "transform.rotation")
spring.damping = 12.0
spring.fromValue = 2.0 * CGFloat(M_PI)
spring.toValue = 3.0 * CGFloat(M_PI_4)
spring.duration = 0.5
myLayer.addAnimation(spring, forKey: "rotation")
But how to reverse that animation on button tapped?
Thanks in advance for your help.
UIView block animation is for animating view properties. You could animate the button's transform (of type CGAffineTransform, a 2D transform) using UIView.animateWithDuration(_:delay:usingSpringWithDamping:initialSpringVelocity:options:animations:completion:
If you need to animate layer properties, though, you'll need to use Core Animation.
It seems Apple added (or made public) a spring CAAnimation in iOS 9. It doesn't seem to be in the Xcode docs however.
Check out this thread:
SpringWithDamping for CALayer animations?

CABasicAnimation duration & keeping layer position

I'm trying to make very basic animation for UIButton. The goal is rotate layer 180 degrees. Here is my animation code which is called from beginTrackingWithTouch:
private func rotateButton() {
let rotationAnimation = CABasicAnimation(keyPath: "transform.rotation.z")
rotationAnimation.timingFunction = CAMediaTimingFunction(name: "easeIn")
rotationAnimation.toValue = M_PI
rotationAnimation.duration = CollapseButton.kCollapseButtonAnimationDuration
rotationAnimation.repeatCount = 1
rotationAnimation.cumulative = true
layer.addAnimation(rotationAnimation, forKey: "rotationAnimation")
}
Now I'd like to add collapsing view animation when tapping this button. In my VC:
__weak __typeof(self) weakSelf = self;
[UIView animateWithDuration:CollapseButton.kCollapseButtonAnimationDuration animations:^{
CGRect currentFrame = weakSelf.frame;
currentFrame.size.height = 20;
weakSelf.frame = currentFrame;
}];
I have 2 questions:
After button finishes its animation it resets layer position. So, if arrow were showing top, it animated to showing down and finally resets to top. How can I preserve layer orientation?
As you can see animation duration and timing functions are the same. For the reason I cannot understand UIView animates much slower. Any ideas?
Core animation is strange. The animation creates a "presentation layer" that generates the appearance of the change you are animating, but does not actually change the property in question.
In order to get your animation to finish with the object at the end state, you should set both a fromValue (at the starting setting) and a toValue, and then set the property to it's ending value after submitting the animation:
private func rotateButton() {
let rotationAnimation = CABasicAnimation(keyPath: "transform.rotation.z")
rotationAnimation.timingFunction = CAMediaTimingFunction(name: "easeIn")
rotationAnimation.fromValue = 0.0 //<<--- NEW CODE
rotationAnimation.toValue = M_PI
rotationAnimation.duration = CollapseButton.kCollapseButtonAnimationDuration
rotationAnimation.repeatCount = 1
rotationAnimation.cumulative = true
layer.addAnimation(rotationAnimation, forKey: "rotationAnimation")
layer.transform = CATransformMakeRotation(M_PI) //<<--- NEW CODE
}
You can also set the animation's removeWhenFinished property to true, but that has other complications.
BTW, you should not try to manipulate the frame of a view that has a non-identity transform. Instead, set the scale on the view's transform.
I'm not sure why the 2 animations are taking different amounts of time. I do notice that you are setting the CAAnimation's timing function to easeIn, but leaving the UIView's timing function as the default (ease-in, ease-out.) That will create animations that don't look the same. You should probably set your view animation to use easeIn timing as well. (To do that you'll need to use the longer form animateWithDuration:delay:options:animations:completion:)

iOS, Swift: animation controlled by gesture

I trying to find a way for connecting user interaction (pan gesture) with animation. I want to control animation progress by dragging view (or just by finger panning on the screen).
I think I can make this by using Core Animation, but I didn't find any similar to my needs example.
I have a CGPath, that I want to draw.
I know that there are strokeStart and strokeEnd property that is animatable and perfectly acceptable for my needs in the "drawing" point of view.
Using layer with given path property I can animate this path with CABasicAnimation
layer.path = myPath
//... layer configuration
let pathAnimation = CABasicAnimation(keyPath: "strokeEnd")
pathAnimation.duration = 2
pathAnimation.fromValue = 0
pathAnimation.toValue = 1
layer.addAnimation(pathAnimation, forKey: "strokeEndAnimation")
Here we can see animation from the first path point to the last consequentially.
Okay, but I need to somehow control this animation with gesture.
Let's say, if we pan finger on the screen to the right, our path animation draws straight ahead (e.g strokeStart = 0 and strokeEnd = 1) and if we pan from right to left we will see backward animation (like rewind) (e.g. strokeStart = 1 and strokeEnd = 0).
I know, how to get gesture direction, translationInView, velocityInView and I want to animate this in changed state, not end. (UIGestureRecognizerState.Changed)
But I don't know how I can combine control from gesture to animation because of this troubles:
duration of animation. (I don't know how fast or how slow gesture would be)
how I need to implement animation because calls are very frequent in changed state
I looked to
animateWithDuration:delay:usingSpringWithDamping:initialSpringVelocity:options:animations:completion:
but duration question rises again.
Hope somebody can help me, ask me if you misunderstood something and I'll try to clarify.
Let's say, if we pan finger on the screen to the right, our path animation draws straight ahead (e.g strokeStart = 0 and strokeEnd = 1) and if we pan from right to left we will see backward animation (like rewind) (e.g. strokeStart = 1 and strokeEnd = 0).
If I understand you correctly, the solution is to freeze the animation by setting the layer's speed to 0 and then setting the "frame" of the animation by setting the layer's timeOffset.

CABasicAnimation resets to initial value after animation completes

I am rotating a CALayer and trying to stop it at its final position after animation is completed.
But after animation completes it resets to its initial position.
(xcode docs explicitly say that the animation will not update the value of the property.)
any suggestions how to achieve this.
Here's the answer, it's a combination of my answer and Krishnan's.
cabasicanimation.fillMode = kCAFillModeForwards;
cabasicanimation.removedOnCompletion = NO;
The default value is kCAFillModeRemoved. (Which is the reset behavior you're seeing.)
The problem with removedOnCompletion is the UI element does not allow user interaction.
I technique is to set the FROM value in the animation and the TO value on the object.
The animation will auto fill the TO value before it starts, and when it's removed will leave the object at it's correct state.
// fade in
CABasicAnimation *alphaAnimation = [CABasicAnimation animationWithKeyPath: #"opacity"];
alphaAnimation.fillMode = kCAFillModeForwards;
alphaAnimation.fromValue = NUM_FLOAT(0);
self.view.layer.opacity = 1;
[self.view.layer addAnimation: alphaAnimation forKey: #"fade"];
Core animation maintains two layer hierarchies: the model layer and the presentation layer. When the animation is in progress, the model layer is actually intact and keeps it initial value. By default, the animation is removed once the it's completed. Then the presentation layer falls back to the value of the model layer.
Simply setting removedOnCompletion to NO means the animation won't be removed and wastes memory. In addition, the model layer and the presentation layer won't be synchronous any more, which may lead to potential bugs.
So it would be a better solution to update the property directly on the model layer to the final value.
self.view.layer.opacity = 1;
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"opacity"];
animation.fromValue = 0;
animation.toValue = 1;
[self.view.layer addAnimation:animation forKey:nil];
If there's any implicit animation caused by the first line of above code, try to turn if off:
[CATransaction begin];
[CATransaction setDisableActions:YES];
self.view.layer.opacity = 1;
[CATransaction commit];
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"opacity"];
animation.fromValue = 0;
animation.toValue = 1;
[self.view.layer addAnimation:animation forKey:nil];
Reference:
Animations Explained by objc.io.
"iOS 7 Programming Pushing the Limits" by Rob Napier and Mugunth Kumar.
Set the following property:
animationObject.removedOnCompletion = NO;
You can simply set the key of CABasicAnimation to position when you add it to the layer. By doing this, it will override implicit animation done on the position for the current pass in the run loop.
CGFloat yOffset = 30;
CGPoint endPosition = CGPointMake(someLayer.position.x,someLayer.position.y + yOffset);
someLayer.position = endPosition; // Implicit animation for position
CABasicAnimation * animation =[CABasicAnimation animationWithKeyPath:#"position.y"];
animation.fromValue = #(someLayer.position.y);
animation.toValue = #(someLayer.position.y + yOffset);
[someLayer addAnimation:animation forKey:#"position"]; // The explicit animation 'animation' override implicit animation
You can have more information on 2011 Apple WWDC Video Session 421 - Core Animation Essentials (middle of the video)
just put it inside your code
CAAnimationGroup *theGroup = [CAAnimationGroup animation];
theGroup.fillMode = kCAFillModeForwards;
theGroup.removedOnCompletion = NO;
A CALayer has a model layer and a presentation layer. During an animation, the presentation layer updates independently of the model. When the animation is complete, the presentation layer is updated with the value from the model. If you want to avoid a jarring jump after the animation ends, the key is to keep the two layers in sync.
If you know the end value, you can just set the model directly.
self.view.layer.opacity = 1;
But if you have an animation where you don't know the end position (e.g. a slow fade that the user can pause and then reverse), then you can query the presentation layer directly to find the current value, and then update the model.
NSNumber *opacity = [self.layer.presentationLayer valueForKeyPath:#"opacity"];
[self.layer setValue:opacity forKeyPath:#"opacity"];
Pulling the value from the presentation layer is also particularly useful for scaling or rotation keypaths. (e.g. transform.scale, transform.rotation)
So my problem was that I was trying to rotate an object on pan gesture and so I had multiple identical animations on each move. I had both fillMode = kCAFillModeForwards and isRemovedOnCompletion = false but it didn't help. In my case, I had to make sure that the animation key is different each time I add a new animation:
let angle = // here is my computed angle
let rotate = CABasicAnimation(keyPath: "transform.rotation.z")
rotate.toValue = angle
rotate.duration = 0.1
rotate.isRemovedOnCompletion = false
rotate.fillMode = CAMediaTimingFillMode.forwards
head.layer.add(rotate, forKey: "rotate\(angle)")
This works:
let animation = CABasicAnimation(keyPath: "opacity")
animation.fromValue = 0
animation.toValue = 1
animation.duration = 0.3
someLayer.opacity = 1 // important, this is the state you want visible after the animation finishes.
someLayer.addAnimation(animation, forKey: "myAnimation")
Core animation shows a 'presentation layer' atop your normal layer during the animation. So set the opacity (or whatever) to what you want to be seen when the animation finishes and the presentation layer goes away. Do this on the line before you add the animation to avoid a flicker when it completes.
If you want to have a delay, do the following:
let animation = CABasicAnimation(keyPath: "opacity")
animation.fromValue = 0
animation.toValue = 1
animation.duration = 0.3
animation.beginTime = someLayer.convertTime(CACurrentMediaTime(), fromLayer: nil) + 1
animation.fillMode = kCAFillModeBackwards // So the opacity is 0 while the animation waits to start.
someLayer.opacity = 1 // <- important, this is the state you want visible after the animation finishes.
someLayer.addAnimation(animation, forKey: "myAnimation")
Finally, if you use 'removedOnCompletion = false' it'll leak CAAnimations until the layer is eventually disposed - avoid.
Without using the removedOnCompletion
You can try this technique:
self.animateOnX(item: shapeLayer)
func animateOnX(item:CAShapeLayer)
{
let endPostion = CGPoint(x: 200, y: 0)
let pathAnimation = CABasicAnimation(keyPath: "position")
//
pathAnimation.duration = 20
pathAnimation.fromValue = CGPoint(x: 0, y: 0)//comment this line and notice the difference
pathAnimation.toValue = endPostion
pathAnimation.fillMode = kCAFillModeBoth
item.position = endPostion//prevent the CABasicAnimation from resetting item's position when the animation finishes
item.add(pathAnimation, forKey: nil)
}
Simply setting fillMode and removedOnCompletion didn't work for me. I solved the problem by setting all of the properties below to the CABasicAnimation object:
CABasicAnimation* ba = [CABasicAnimation animationWithKeyPath:#"transform"];
ba.duration = 0.38f;
ba.fillMode = kCAFillModeForwards;
ba.removedOnCompletion = NO;
ba.autoreverses = NO;
ba.repeatCount = 0;
ba.toValue = [NSValue valueWithCATransform3D:CATransform3DMakeScale(0.85f, 0.85f, 1.0f)];
[myView.layer addAnimation:ba forKey:nil];
This code transforms myView to 85% of its size (3rd dimension unaltered).
#Leslie Godwin's answer is not really good, "self.view.layer.opacity = 1;" is done immediately (it takes about one second), please fix alphaAnimation.duration to 10.0, if you have doubts.
You have to remove this line.
So, when you fix fillMode to kCAFillModeForwards and removedOnCompletion to NO, you let the animation remains in the layer. If you fix the animation delegate and try something like:
- (void)animationDidStop:(CAAnimation *)anim finished:(BOOL)flag
{
[theLayer removeAllAnimations];
}
...the layer restores immediately at the moment you execute this line. It's what we wanted to avoid.
You must fix the layer property before remove the animation from it. Try this:
- (void)animationDidStop:(CAAnimation *)anim finished:(BOOL)flag
{
if([anim isKindOfClass:[CABasicAnimation class] ]) // check, because of the cast
{
CALayer *theLayer = 0;
if(anim==[_b1 animationForKey:#"opacity"])
theLayer = _b1; // I have two layers
else
if(anim==[_b2 animationForKey:#"opacity"])
theLayer = _b2;
if(theLayer)
{
CGFloat toValue = [((CABasicAnimation*)anim).toValue floatValue];
[theLayer setOpacity:toValue];
[theLayer removeAllAnimations];
}
}
}
The easiest solution is to use implicit animations. This will handle all of that trouble for you:
self.layer?.backgroundColor = NSColor.red.cgColor;
If you want to customize e.g. the duration, you can use NSAnimationContext:
NSAnimationContext.beginGrouping();
NSAnimationContext.current.duration = 0.5;
self.layer?.backgroundColor = NSColor.red.cgColor;
NSAnimationContext.endGrouping();
Note: This is only tested on macOS.
I initially did not see any animation when doing this. The problem is that the layer of a view-backed layer does not implicit animate. To solve this, make sure you add a layer yourself (before setting the view to layer-backed).
An example how to do this would be:
override func awakeFromNib() {
self.layer = CALayer();
//self.wantsLayer = true;
}
Using self.wantsLayer did not make any difference in my testing, but it could have some side effects that I do not know of.
It seems that removedOnCompletion flag set to false and fillMode set to kCAFillModeForwards doesn't work for me either.
After I apply new animation on a layer, an animating object resets to its initial state and then animates from that state.
What has to be done additionally is to set the model layer's desired property according to its presentation layer's property before setting new animation like so:
someLayer.path = ((CAShapeLayer *)[someLayer presentationLayer]).path;
[someLayer addAnimation:someAnimation forKey:#"someAnimation"];
Here is a sample from playground:
import PlaygroundSupport
import UIKit
let resultRotation = CGFloat.pi / 2
let view = UIView(frame: CGRect(x: 0.0, y: 0.0, width: 200.0, height: 300.0))
view.backgroundColor = .red
//--------------------------------------------------------------------------------
let rotate = CABasicAnimation(keyPath: "transform.rotation.z") // 1
rotate.fromValue = CGFloat.pi / 3 // 2
rotate.toValue = resultRotation // 3
rotate.duration = 5.0 // 4
rotate.beginTime = CACurrentMediaTime() + 1.0 // 5
// rotate.isRemovedOnCompletion = false // 6
rotate.fillMode = .backwards // 7
view.layer.add(rotate, forKey: nil) // 8
view.layer.setAffineTransform(CGAffineTransform(rotationAngle: resultRotation)) // 9
//--------------------------------------------------------------------------------
PlaygroundPage.current.liveView = view
Create an animation model
Set start position of the animation (could be skipped, it depends on your current layer layout)
Set end position of the animation
Set animation duration
Delay animation for a second
Do not set false to isRemovedOnCompletion - let Core Animation clean after the animation is finished
Here is the first part of the trick - you say to Core Animation to place your animation to the start position (you set in step #2) before the animation has even been started - extend it backwards in time
Copy prepared animation object, add it to the layer and start the animation after the delay (you set in step #5)
The second part is to set correct end position of the layer - after the animation is deleted your layer will be shown at the correct place

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