I am trying to figure out how to make the text Field shake on button press when the user leaves the text field blank.
I currently have the following code working:
if self.subTotalAmountData.text == "" {
let alertController = UIAlertController(title: "Title", message:
"What is the Sub-Total!", preferredStyle: UIAlertControllerStyle.Alert)
alertController.addAction(UIAlertAction(title: "Okay", style: UIAlertActionStyle.Default,handler: nil))
self.presentViewController(alertController, animated: true, completion: nil)
} else {
}
But i think it would be much more appealing to just have the text field shake as an alert.
I can't find anything to animate the text field.
Any ideas?
Thanks!
You can change the duration and repeatCount and tweak it. This is what I use in my code. Varying the fromValue and toValue will vary the distance moved in the shake.
let animation = CABasicAnimation(keyPath: "position")
animation.duration = 0.07
animation.repeatCount = 4
animation.autoreverses = true
animation.fromValue = NSValue(cgPoint: CGPoint(x: viewToShake.center.x - 10, y: viewToShake.center.y))
animation.toValue = NSValue(cgPoint: CGPoint(x: viewToShake.center.x + 10, y: viewToShake.center.y))
viewToShake.layer.add(animation, forKey: "position")
The following function is used in any view.
extension UIView {
func shake() {
let animation = CAKeyframeAnimation(keyPath: "transform.translation.x")
animation.timingFunction = CAMediaTimingFunction(name: CAMediaTimingFunctionName.linear)
animation.duration = 0.6
animation.values = [-20.0, 20.0, -20.0, 20.0, -10.0, 10.0, -5.0, 5.0, 0.0 ]
layer.add(animation, forKey: "shake")
}
}
EDIT: using CABasicAnimation cause the app to crash if you ever trigger the animation twice in a row. So be sure to use CAKeyframeAnimation. Bug has been fixed, thanks to the comments :)
Or you can use this if you want more parameters (in swift 5) :
public extension UIView {
func shake(count : Float = 4,for duration : TimeInterval = 0.5,withTranslation translation : Float = 5) {
let animation = CAKeyframeAnimation(keyPath: "transform.translation.x")
animation.timingFunction = CAMediaTimingFunction(name: CAMediaTimingFunctionName.linear)
animation.repeatCount = count
animation.duration = duration/TimeInterval(animation.repeatCount)
animation.autoreverses = true
animation.values = [translation, -translation]
layer.add(animation, forKey: "shake")
}
}
You can call this function on any UIView, UIButton, UILabel, UITextView etc. This way
yourView.shake()
Or this way if you want to add some custom parameters to the animation:
yourView.shake(count: 5, for: 1.5, withTranslation: 10)
I think all of these are dangerous.
If your shake animation is based on a user action and that user action is triggered while animating.
CRAAAAAASH
Here is my way in Swift 4:
static func shake(view: UIView, for duration: TimeInterval = 0.5, withTranslation translation: CGFloat = 10) {
let propertyAnimator = UIViewPropertyAnimator(duration: duration, dampingRatio: 0.3) {
view.transform = CGAffineTransform(translationX: translation, y: 0)
}
propertyAnimator.addAnimations({
view.transform = CGAffineTransform(translationX: 0, y: 0)
}, delayFactor: 0.2)
propertyAnimator.startAnimation()
}
Maybe not the cleanest, but this method can be triggered repeatedly and is easily understood
Edit:
I am a huge proponent for usage of UIViewPropertyAnimator. So many cool features that allow you to make dynamic modifications to basic animations.
Here is another example to add a red border while the view is shaking, then removing it when the shake finishes.
static func shake(view: UIView, for duration: TimeInterval = 0.5, withTranslation translation: CGFloat = 10) {
let propertyAnimator = UIViewPropertyAnimator(duration: duration, dampingRatio: 0.3) {
view.layer.borderColor = UIColor.red.cgColor
view.layer.borderWidth = 1
view.transform = CGAffineTransform(translationX: translation, y: 0)
}
propertyAnimator.addAnimations({
view.transform = CGAffineTransform(translationX: 0, y: 0)
}, delayFactor: 0.2)
propertyAnimator.addCompletion { (_) in
view.layer.borderWidth = 0
}
propertyAnimator.startAnimation()
}
Swift 5.0
extension UIView {
func shake(){
let animation = CABasicAnimation(keyPath: "position")
animation.duration = 0.07
animation.repeatCount = 3
animation.autoreverses = true
animation.fromValue = NSValue(cgPoint: CGPoint(x: self.center.x - 10, y: self.center.y))
animation.toValue = NSValue(cgPoint: CGPoint(x: self.center.x + 10, y: self.center.y))
self.layer.add(animation, forKey: "position")
}
}
To use
self.vwOffer.shake()
Swift 5
Safe (non crash) shake extension for Corey Pett answer:
extension UIView {
func shake(for duration: TimeInterval = 0.5, withTranslation translation: CGFloat = 10) {
let propertyAnimator = UIViewPropertyAnimator(duration: duration, dampingRatio: 0.3) {
self.transform = CGAffineTransform(translationX: translation, y: 0)
}
propertyAnimator.addAnimations({
self.transform = CGAffineTransform(translationX: 0, y: 0)
}, delayFactor: 0.2)
propertyAnimator.startAnimation()
}
}
extension CALayer {
func shake(duration: NSTimeInterval = NSTimeInterval(0.5)) {
let animationKey = "shake"
removeAnimationForKey(animationKey)
let kAnimation = CAKeyframeAnimation(keyPath: "transform.translation.x")
kAnimation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionLinear)
kAnimation.duration = duration
var needOffset = CGRectGetWidth(frame) * 0.15,
values = [CGFloat]()
let minOffset = needOffset * 0.1
repeat {
values.append(-needOffset)
values.append(needOffset)
needOffset *= 0.5
} while needOffset > minOffset
values.append(0)
kAnimation.values = values
addAnimation(kAnimation, forKey: animationKey)
}
}
How to use:
[UIView, UILabel, UITextField, UIButton & etc].layer.shake(NSTimeInterval(0.7))
I tried some of the available solutions but none of them were handling the full shake animation: moving from left to right and get back to the original position.
So, after some investigation I found the right solution that I consider to be a successful shake using UIViewPropertyAnimator.
func shake(completion: (() -> Void)? = nil) {
let speed = 0.75
let time = 1.0 * speed - 0.15
let timeFactor = CGFloat(time / 4)
let animationDelays = [timeFactor, timeFactor * 2, timeFactor * 3]
let shakeAnimator = UIViewPropertyAnimator(duration: time, dampingRatio: 0.3)
// left, right, left, center
shakeAnimator.addAnimations({
self.transform = CGAffineTransform(translationX: 20, y: 0)
})
shakeAnimator.addAnimations({
self.transform = CGAffineTransform(translationX: -20, y: 0)
}, delayFactor: animationDelays[0])
shakeAnimator.addAnimations({
self.transform = CGAffineTransform(translationX: 20, y: 0)
}, delayFactor: animationDelays[1])
shakeAnimator.addAnimations({
self.transform = CGAffineTransform(translationX: 0, y: 0)
}, delayFactor: animationDelays[2])
shakeAnimator.startAnimation()
shakeAnimator.addCompletion { _ in
completion?()
}
shakeAnimator.startAnimation()
}
Final result:
func shakeTextField(textField: UITextField)
{
let animation = CABasicAnimation(keyPath: "position")
animation.duration = 0.07
animation.repeatCount = 3
animation.autoreverses = true
animation.fromValue = NSValue(cgPoint: CGPoint(x: textField.center.x - 10, y: textField.center.y))
animation.toValue = NSValue(cgPoint: CGPoint(x: textField.center.x + 10, y: textField.center.y))
textField.layer.add(animation, forKey: "position")
textField.attributedPlaceholder = NSAttributedString(string: textField.placeholder ?? "",
attributes: [NSAttributedStringKey.foregroundColor: UIColor.red])
}
//write in base class or any view controller and use it
This is based on CABasicAnimation, it contain also an audio effect :
extension UIView{
var audioPlayer = AVAudioPlayer()
func vibrate(){
let animation = CABasicAnimation(keyPath: "position")
animation.duration = 0.05
animation.repeatCount = 5
animation.autoreverses = true
animation.fromValue = NSValue(CGPoint: CGPointMake(self.center.x - 5.0, self.center.y))
animation.toValue = NSValue(CGPoint: CGPointMake(self.center.x + 5.0, self.center.y))
self.layer.addAnimation(animation, forKey: "position")
// audio part
do {
audioPlayer = try AVAudioPlayer(contentsOfURL: NSURL(fileURLWithPath: NSBundle.mainBundle().pathForResource(mySoundFileName, ofType: "mp3")!))
audioPlayer.prepareToPlay()
audioPlayer.play()
} catch {
print("∙ Error playing vibrate sound..")
}
}
}
func addShakeAnimation(duration: CGFloat = 0.3, repeatCount: Float = 4, angle: Float = Float.pi / 27, completion: (() -> Void)? = nil) {
let rotationAnimation = CABasicAnimation.init(keyPath: "transform.rotation.z")
rotationAnimation.duration = TimeInterval(duration/CGFloat(repeatCount))
rotationAnimation.repeatCount = repeatCount
rotationAnimation.autoreverses = true
rotationAnimation.fromValue = -angle
rotationAnimation.toValue = angle
rotationAnimation.isRemovedOnCompletion = true
CATransaction.begin()
CATransaction.setCompletionBlock {
if let completion = completion {
completion()
}
}
layer.add(rotationAnimation, forKey: "shakeAnimation")
CATransaction.commit()
}
Related
I'm trying to make UIAlert shake when the textfield in the alert is empty, I use this textfield to add items to my array, and with the code I've used it doesn't add any empty values to my list but nor stay on UIAlertAction, so obviously the shaking animation doesn't show too, this is my code:
let action = UIAlertAction(title: "Add Item", style: .default) { (action) in
if textField.text?.isEmpty ?? true {
let animation = CABasicAnimation(keyPath: "position")
animation.duration = 0.07
animation.repeatCount = 4
animation.autoreverses = true
animation.fromValue = NSValue(cgPoint: CGPoint(x: textField.center.x - 10, y: textField.center.y))
animation.toValue = NSValue(cgPoint: CGPoint(x: textField.center.x + 10, y: textField.center.y))
textField.layer.add(animation, forKey: "position")
} else {
self.itemArray.append(textField.text!)
self.tableView.reloadData()
}
}
Two things here, first just to help you here i'm adding a extension to shake functionality:
extension UIView {
func shake(duration timeDuration: Double = 0.07, repeat countRepeat: Float = 3){
let animation = CABasicAnimation(keyPath: "position")
animation.duration = timeDuration
animation.repeatCount = countRepeat
animation.autoreverses = true
animation.fromValue = NSValue(cgPoint: CGPoint(x: self.center.x - 10, y: self.center.y))
animation.toValue = NSValue(cgPoint: CGPoint(x: self.center.x + 10, y: self.center.y))
self.layer.add(animation, forKey: "position")
}
}
So for you to use can be easy like, "your view".shake() it's more simple.
Second and most important is, you can't use this, or even the way that you were trying, because UITextField inherit from UIControl, and need to be from UIView, so the adjust for you is, just put your UITextFiel inside a UIView and add the shake functionality to the UIView and them will shake everything inside :D
If like up vote :D :D
I am trying to figure out how to make the text Field shake on button press when the user leaves the text field blank.
I currently have the following code working:
if self.subTotalAmountData.text == "" {
let alertController = UIAlertController(title: "Title", message:
"What is the Sub-Total!", preferredStyle: UIAlertControllerStyle.Alert)
alertController.addAction(UIAlertAction(title: "Okay", style: UIAlertActionStyle.Default,handler: nil))
self.presentViewController(alertController, animated: true, completion: nil)
} else {
}
But i think it would be much more appealing to just have the text field shake as an alert.
I can't find anything to animate the text field.
Any ideas?
Thanks!
You can change the duration and repeatCount and tweak it. This is what I use in my code. Varying the fromValue and toValue will vary the distance moved in the shake.
let animation = CABasicAnimation(keyPath: "position")
animation.duration = 0.07
animation.repeatCount = 4
animation.autoreverses = true
animation.fromValue = NSValue(cgPoint: CGPoint(x: viewToShake.center.x - 10, y: viewToShake.center.y))
animation.toValue = NSValue(cgPoint: CGPoint(x: viewToShake.center.x + 10, y: viewToShake.center.y))
viewToShake.layer.add(animation, forKey: "position")
The following function is used in any view.
extension UIView {
func shake() {
let animation = CAKeyframeAnimation(keyPath: "transform.translation.x")
animation.timingFunction = CAMediaTimingFunction(name: CAMediaTimingFunctionName.linear)
animation.duration = 0.6
animation.values = [-20.0, 20.0, -20.0, 20.0, -10.0, 10.0, -5.0, 5.0, 0.0 ]
layer.add(animation, forKey: "shake")
}
}
EDIT: using CABasicAnimation cause the app to crash if you ever trigger the animation twice in a row. So be sure to use CAKeyframeAnimation. Bug has been fixed, thanks to the comments :)
Or you can use this if you want more parameters (in swift 5) :
public extension UIView {
func shake(count : Float = 4,for duration : TimeInterval = 0.5,withTranslation translation : Float = 5) {
let animation = CAKeyframeAnimation(keyPath: "transform.translation.x")
animation.timingFunction = CAMediaTimingFunction(name: CAMediaTimingFunctionName.linear)
animation.repeatCount = count
animation.duration = duration/TimeInterval(animation.repeatCount)
animation.autoreverses = true
animation.values = [translation, -translation]
layer.add(animation, forKey: "shake")
}
}
You can call this function on any UIView, UIButton, UILabel, UITextView etc. This way
yourView.shake()
Or this way if you want to add some custom parameters to the animation:
yourView.shake(count: 5, for: 1.5, withTranslation: 10)
I think all of these are dangerous.
If your shake animation is based on a user action and that user action is triggered while animating.
CRAAAAAASH
Here is my way in Swift 4:
static func shake(view: UIView, for duration: TimeInterval = 0.5, withTranslation translation: CGFloat = 10) {
let propertyAnimator = UIViewPropertyAnimator(duration: duration, dampingRatio: 0.3) {
view.transform = CGAffineTransform(translationX: translation, y: 0)
}
propertyAnimator.addAnimations({
view.transform = CGAffineTransform(translationX: 0, y: 0)
}, delayFactor: 0.2)
propertyAnimator.startAnimation()
}
Maybe not the cleanest, but this method can be triggered repeatedly and is easily understood
Edit:
I am a huge proponent for usage of UIViewPropertyAnimator. So many cool features that allow you to make dynamic modifications to basic animations.
Here is another example to add a red border while the view is shaking, then removing it when the shake finishes.
static func shake(view: UIView, for duration: TimeInterval = 0.5, withTranslation translation: CGFloat = 10) {
let propertyAnimator = UIViewPropertyAnimator(duration: duration, dampingRatio: 0.3) {
view.layer.borderColor = UIColor.red.cgColor
view.layer.borderWidth = 1
view.transform = CGAffineTransform(translationX: translation, y: 0)
}
propertyAnimator.addAnimations({
view.transform = CGAffineTransform(translationX: 0, y: 0)
}, delayFactor: 0.2)
propertyAnimator.addCompletion { (_) in
view.layer.borderWidth = 0
}
propertyAnimator.startAnimation()
}
Swift 5.0
extension UIView {
func shake(){
let animation = CABasicAnimation(keyPath: "position")
animation.duration = 0.07
animation.repeatCount = 3
animation.autoreverses = true
animation.fromValue = NSValue(cgPoint: CGPoint(x: self.center.x - 10, y: self.center.y))
animation.toValue = NSValue(cgPoint: CGPoint(x: self.center.x + 10, y: self.center.y))
self.layer.add(animation, forKey: "position")
}
}
To use
self.vwOffer.shake()
Swift 5
Safe (non crash) shake extension for Corey Pett answer:
extension UIView {
func shake(for duration: TimeInterval = 0.5, withTranslation translation: CGFloat = 10) {
let propertyAnimator = UIViewPropertyAnimator(duration: duration, dampingRatio: 0.3) {
self.transform = CGAffineTransform(translationX: translation, y: 0)
}
propertyAnimator.addAnimations({
self.transform = CGAffineTransform(translationX: 0, y: 0)
}, delayFactor: 0.2)
propertyAnimator.startAnimation()
}
}
extension CALayer {
func shake(duration: NSTimeInterval = NSTimeInterval(0.5)) {
let animationKey = "shake"
removeAnimationForKey(animationKey)
let kAnimation = CAKeyframeAnimation(keyPath: "transform.translation.x")
kAnimation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionLinear)
kAnimation.duration = duration
var needOffset = CGRectGetWidth(frame) * 0.15,
values = [CGFloat]()
let minOffset = needOffset * 0.1
repeat {
values.append(-needOffset)
values.append(needOffset)
needOffset *= 0.5
} while needOffset > minOffset
values.append(0)
kAnimation.values = values
addAnimation(kAnimation, forKey: animationKey)
}
}
How to use:
[UIView, UILabel, UITextField, UIButton & etc].layer.shake(NSTimeInterval(0.7))
I tried some of the available solutions but none of them were handling the full shake animation: moving from left to right and get back to the original position.
So, after some investigation I found the right solution that I consider to be a successful shake using UIViewPropertyAnimator.
func shake(completion: (() -> Void)? = nil) {
let speed = 0.75
let time = 1.0 * speed - 0.15
let timeFactor = CGFloat(time / 4)
let animationDelays = [timeFactor, timeFactor * 2, timeFactor * 3]
let shakeAnimator = UIViewPropertyAnimator(duration: time, dampingRatio: 0.3)
// left, right, left, center
shakeAnimator.addAnimations({
self.transform = CGAffineTransform(translationX: 20, y: 0)
})
shakeAnimator.addAnimations({
self.transform = CGAffineTransform(translationX: -20, y: 0)
}, delayFactor: animationDelays[0])
shakeAnimator.addAnimations({
self.transform = CGAffineTransform(translationX: 20, y: 0)
}, delayFactor: animationDelays[1])
shakeAnimator.addAnimations({
self.transform = CGAffineTransform(translationX: 0, y: 0)
}, delayFactor: animationDelays[2])
shakeAnimator.startAnimation()
shakeAnimator.addCompletion { _ in
completion?()
}
shakeAnimator.startAnimation()
}
Final result:
func shakeTextField(textField: UITextField)
{
let animation = CABasicAnimation(keyPath: "position")
animation.duration = 0.07
animation.repeatCount = 3
animation.autoreverses = true
animation.fromValue = NSValue(cgPoint: CGPoint(x: textField.center.x - 10, y: textField.center.y))
animation.toValue = NSValue(cgPoint: CGPoint(x: textField.center.x + 10, y: textField.center.y))
textField.layer.add(animation, forKey: "position")
textField.attributedPlaceholder = NSAttributedString(string: textField.placeholder ?? "",
attributes: [NSAttributedStringKey.foregroundColor: UIColor.red])
}
//write in base class or any view controller and use it
This is based on CABasicAnimation, it contain also an audio effect :
extension UIView{
var audioPlayer = AVAudioPlayer()
func vibrate(){
let animation = CABasicAnimation(keyPath: "position")
animation.duration = 0.05
animation.repeatCount = 5
animation.autoreverses = true
animation.fromValue = NSValue(CGPoint: CGPointMake(self.center.x - 5.0, self.center.y))
animation.toValue = NSValue(CGPoint: CGPointMake(self.center.x + 5.0, self.center.y))
self.layer.addAnimation(animation, forKey: "position")
// audio part
do {
audioPlayer = try AVAudioPlayer(contentsOfURL: NSURL(fileURLWithPath: NSBundle.mainBundle().pathForResource(mySoundFileName, ofType: "mp3")!))
audioPlayer.prepareToPlay()
audioPlayer.play()
} catch {
print("∙ Error playing vibrate sound..")
}
}
}
func addShakeAnimation(duration: CGFloat = 0.3, repeatCount: Float = 4, angle: Float = Float.pi / 27, completion: (() -> Void)? = nil) {
let rotationAnimation = CABasicAnimation.init(keyPath: "transform.rotation.z")
rotationAnimation.duration = TimeInterval(duration/CGFloat(repeatCount))
rotationAnimation.repeatCount = repeatCount
rotationAnimation.autoreverses = true
rotationAnimation.fromValue = -angle
rotationAnimation.toValue = angle
rotationAnimation.isRemovedOnCompletion = true
CATransaction.begin()
CATransaction.setCompletionBlock {
if let completion = completion {
completion()
}
}
layer.add(rotationAnimation, forKey: "shakeAnimation")
CATransaction.commit()
}
This question already has answers here:
How do you make a shake animation for a button using Swift 3 [closed]
(2 answers)
Closed 5 years ago.
I'm learning about UIView animations using keyframes and spring animations and I'm trying to make a button shake after tapping it. The issue is that I drag and dropped the button from the library and pinned the trailing edge to a UILabel above it and nothing else. In the various examples I see a header constraint but my button has no header. This is the code I have so far
#IBAction func noButtonPressed(_ sender: UIButton) {
UIView.animate(withDuration: 1, delay: 1, usingSpringWithDamping: 0.5, initialSpringVelocity: 15, options: [], animations: {
self.noButtonTrailing.constant = 16
self.view.layoutIfNeeded()
})
}
Am I suppose to make a header constraint somewhere? Thanks
Here is simple media timing animation for linear movement & UIView damping animation.
Note: Swift 4
extension UIView {
// Using CAMediaTimingFunction
func shake(duration: TimeInterval = 0.5, values: [CGFloat]) {
let animation = CAKeyframeAnimation(keyPath: "transform.translation.x")
// Swift 4.2 and above
animation.timingFunction = CAMediaTimingFunction(name: CAMediaTimingFunctionName.linear)
// Swift 4.1 and below
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionLinear)
animation.duration = duration // You can set fix duration
animation.values = values // You can set fix values here also
self.layer.add(animation, forKey: "shake")
}
// Using SpringWithDamping
func shake(duration: TimeInterval = 0.5, xValue: CGFloat = 12, yValue: CGFloat = 0) {
self.transform = CGAffineTransform(translationX: xValue, y: yValue)
UIView.animate(withDuration: duration, delay: 0, usingSpringWithDamping: 0.4, initialSpringVelocity: 1.0, options: .curveEaseInOut, animations: {
self.transform = CGAffineTransform.identity
}, completion: nil)
}
// Using CABasicAnimation
func shake(duration: TimeInterval = 0.05, shakeCount: Float = 6, xValue: CGFloat = 12, yValue: CGFloat = 0){
let animation = CABasicAnimation(keyPath: "position")
animation.duration = duration
animation.repeatCount = shakeCount
animation.autoreverses = true
animation.fromValue = NSValue(cgPoint: CGPoint(x: self.center.x - xValue, y: self.center.y - yValue))
animation.toValue = NSValue(cgPoint: CGPoint(x: self.center.x + xValue, y: self.center.y - yValue))
self.layer.add(animation, forKey: "shake")
}
}
Button Action
#IBAction func noButtonPressed(button: UIButton) {
// for spring damping animation
//button.shake()
// for CAMediaTimingFunction
button.shake(duration: 0.5, values: [-12.0, 12.0, -12.0, 12.0, -6.0, 6.0, -3.0, 3.0, 0.0])
// for CABasicAnimation
//button.shake(shakeCount: 10)
}
Here is the output for #Krunal code. I used 3 different cases and output is pretty nice :)
#IBAction func instagramButtonClicked(_ sender: Any) {
guard let button = sender as? UIButton else {
return
}
button.shake(duration: 0.5, values: [-12.0, 12.0, -12.0, 12.0, -6.0, 6.0, -3.0, 3.0, 0.0])
}
#IBAction func facebookButtonClicked(_ sender: Any) {
guard let button = sender as? UIButton else {
return
}
button.shake()
}
#IBAction func websiteButtonClicked(_ sender: Any) {
guard let button = sender as? UIButton else {
return
}
button.shake(duration: 0.5, values: [-1.0, 1.0, -6.0, 6.0, -10.0, 10.0, -12.0, 12.0])
}
I think you are looking for this:
let animation = CABasicAnimation(keyPath: "position")
animation.duration = 0.07
animation.repeatCount = 4
animation.autoreverses = true
animation.fromValue = NSValue(cgPoint: CGPoint(x: self.BUTTON.center.x - 10, y: BUTTON.center.y))
animation.toValue = NSValue(cgPoint: CGPoint(x: BUTTON.center.x + 10, y: BUTTON.center.y))
BUTTON.layer.add(animation, forKey: "position")
I want a layer to behave like this:
Instead, it behaves like this:
The card flip animation is created by two CABasicAnimations applied in a CAAnimationGroup. The incorrect spin effect happens because the implicit animation from the CALayer property change runs first and then my animation specified in the CABasicAnimation runs. How can I stop the implicit animation from running so that only my specified animation runs?
Here's the relevant code:
class ViewController: UIViewController {
var simpleLayer = CALayer()
override func viewDidLoad() {
super.viewDidLoad()
let tap = UITapGestureRecognizer(target: self, action: #selector(handleTap))
self.view.addGestureRecognizer(tap)
simpleLayer.frame = CGRect(origin: CGPoint(x: view.bounds.width / 2 - 50, y: view.bounds.height / 2 - 50), size: CGSize(width: 100, height: 100))
simpleLayer.backgroundColor = UIColor.blackColor().CGColor
view.layer.addSublayer(simpleLayer)
}
func handleTap() {
let xRotation = CABasicAnimation(keyPath: "transform.rotation.x")
xRotation.toValue = 0
xRotation.byValue = M_PI
let yRotation = CABasicAnimation(keyPath: "transform.rotation.y")
yRotation.toValue = 0
yRotation.byValue = M_PI
simpleLayer.setValue(M_PI, forKeyPath: "transform.rotation.y")
simpleLayer.setValue(M_PI, forKeyPath: "transform.rotation.x")
let group = CAAnimationGroup()
group.animations = [xRotation, yRotation]
group.duration = 0.6
group.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
simpleLayer.addAnimation(group, forKey: nil)
}
}
#LucasTizma had the correct answer.
Surround your animation with CATransaction.begin(); CATransaction.setDisableActions(true) and CATransaction.commit(). This will disable the implicit animation and make the CAAnimationGroup animate correctly.
Here's the final result:
This is the important snippet of code in Swift 3:
CATransaction.begin()
CATransaction.setDisableActions(true)
let xRotation = CABasicAnimation(keyPath: "transform.rotation.x")
xRotation.toValue = 0
xRotation.byValue = M_PI
let yRotation = CABasicAnimation(keyPath: "transform.rotation.y")
yRotation.toValue = 0
yRotation.byValue = M_PI
simpleLayer.setValue(M_PI, forKeyPath: "transform.rotation.x")
simpleLayer.setValue(M_PI, forKeyPath: "transform.rotation.y")
let group = CAAnimationGroup()
group.animations = [xRotation, yRotation]
simpleLayer.add(group, forKey: nil)
CATransaction.commit()
And this is the full code for the depicted animation with an iOS app:
class ViewController: UIViewController {
var simpleLayer = CALayer()
override func viewDidLoad() {
super.viewDidLoad()
let tap = UITapGestureRecognizer(target: self, action: #selector(handleTap))
self.view.addGestureRecognizer(tap)
let ratio: CGFloat = 1 / 5
let viewWidth = view.bounds.width
let viewHeight = view.bounds.height
let layerWidth = viewWidth * ratio
let layerHeight = viewHeight * ratio
let rect = CGRect(origin: CGPoint(x: viewWidth / 2 - layerWidth / 2,
y: viewHeight / 2 - layerHeight / 2),
size: CGSize(width: layerWidth, height: layerHeight))
let topRightPoint = CGPoint(x: rect.width, y: 0)
let bottomRightPoint = CGPoint(x: rect.width, y: rect.height)
let topLeftPoint = CGPoint(x: 0, y: 0)
let linePath = UIBezierPath()
linePath.move(to: topLeftPoint)
linePath.addLine(to: topRightPoint)
linePath.addLine(to: bottomRightPoint)
linePath.addLine(to: topLeftPoint)
let maskLayer = CAShapeLayer()
maskLayer.path = linePath.cgPath
simpleLayer.frame = rect
simpleLayer.backgroundColor = UIColor.black.cgColor
simpleLayer.mask = maskLayer
// Smooth antialiasing
// * Convert the layer to a simple bitmap that's stored in memory
// * Saves CPU cycles during complex animations
// * Rasterization is set to happen during the animation and is disabled afterwards
simpleLayer.rasterizationScale = UIScreen.main.scale
view.layer.addSublayer(simpleLayer)
}
func handleTap() {
CATransaction.begin()
CATransaction.setDisableActions(true)
CATransaction.setCompletionBlock({
self.simpleLayer.shouldRasterize = false
})
simpleLayer.shouldRasterize = true
let xRotation = CABasicAnimation(keyPath: "transform.rotation.x")
xRotation.toValue = 0
xRotation.byValue = M_PI
let yRotation = CABasicAnimation(keyPath: "transform.rotation.y")
yRotation.toValue = 0
yRotation.byValue = M_PI
simpleLayer.setValue(M_PI, forKeyPath: "transform.rotation.x")
simpleLayer.setValue(M_PI, forKeyPath: "transform.rotation.y")
let group = CAAnimationGroup()
group.animations = [xRotation, yRotation]
group.duration = 1.2
group.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
simpleLayer.add(group, forKey: nil)
CATransaction.commit()
}
}
You are creating 2 separate animations and applying them in an animation group. When you do that they are applied as 2 discrete steps.
It looks like that's not what you want. If not, then don't create 2 separate animations, one on transform.rotation.x and the other on transform.rotation.y. Instead, concatenate both changes onto a transformation matrix and apply the changed transformation matrix as a single animation.
I've been trying to run an animation that rotates my UIButton 360 degrees using this code:
UIView.animateWithDuration(3.0, animations: {
self.vineTimeCapButton.transform = CGAffineTransformMakeRotation(CGFloat(M_PI*2))
self.instagramTimeCapButton.transform = CGAffineTransformMakeRotation(CGFloat(M_PI*2))
})
However, it doesn't rotate 360 degrees because the UIButton is already at that location.
How can I rotate my UIButton 360 degrees?
You can use a trick: start rotating with 180 degrees first and then rotate with 360 degrees. Use 2 animations with delay.
Try this.
UIView.animate(withDuration: 0.5) {
self.view.transform = CGAffineTransform(rotationAngle: .pi)
}
UIView.animate(
withDuration: 0.5,
delay: 0.45,
options: UIView.AnimationOptions.curveEaseIn
) {
self.view.transform = CGAffineTransform(rotationAngle: 2 * .pi)
}
As discussed here, you can also use a CAAnimation. This code applies one full 360 rotation:
Swift 3
let fullRotation = CABasicAnimation(keyPath: "transform.rotation")
fullRotation.delegate = self
fullRotation.fromValue = NSNumber(floatLiteral: 0)
fullRotation.toValue = NSNumber(floatLiteral: Double(CGFloat.pi * 2))
fullRotation.duration = 0.5
fullRotation.repeatCount = 1
button.layer.add(fullRotation, forKey: "360")
You will need to import QuartzCore:
import QuartzCore
And your ViewController needs to conform to CAAnimationDelegate:
class ViewController: UIViewController, CAAnimationDelegate {
}
Swift 4: Animation nested closure is better than animation delay block.
UIView.animate(withDuration: 0.5, animations: {
button.transform = CGAffineTransform(rotationAngle: (CGFloat(Double.pi)))
}) { (isAnimationComplete) in
// Nested Block
UIView.animate(withDuration: 0.5) {
button.transform = CGAffineTransform(rotationAngle: (CGFloat(Double.pi * 2)))
}
}
Swift 4 version that allows you to rotate the same view infinite times:
UIView.animate(withDuration: 0.5) {
self.yourButton.transform = self.yourButton.transform.rotated(by: CGFloat.pi)
}
if you want to rotate 360°:
UIView.animate(withDuration: 0.5) {
self.yourButton.transform = self.yourButton.transform.rotated(by: CGFloat.pi)
self.yourButton.transform = self.yourButton.transform.rotated(by: CGFloat.pi)
}
in Swift 3 :
UIView.animate(withDuration:0.5, animations: { () -> Void in
button.transform = CGAffineTransform(rotationAngle: CGFloat(M_PI))
})
UIView.animate(withDuration: 0.5, delay: 0.45, options: .curveEaseIn, animations: { () -> Void in
button.transform = CGAffineTransform(rotationAngle: CGFloat(M_PI * 2))
}, completion: nil)
You can use a little extension based on CABasicAnimation (Swift 4.x):
extension UIButton {
func rotate360Degrees(duration: CFTimeInterval = 1.0, completionDelegate: AnyObject? = nil) {
let rotateAnimation = CABasicAnimation(keyPath: "transform.rotation")
rotateAnimation.fromValue = 0.0
rotateAnimation.toValue = CGFloat(.pi * 2.0)
rotateAnimation.duration = duration
if let delegate: AnyObject = completionDelegate {
rotateAnimation.delegate = delegate as? CAAnimationDelegate
}
self.layer.add(rotateAnimation, forKey: nil)
}
}
Usage:
For example we can start to make a simple button:
let button = UIButton()
button.frame = CGRect(x: self.view.frame.size.width/2, y: 150, width: 50, height: 50)
button.backgroundColor = UIColor.red
button.setTitle("Name your Button ", for: .normal)
button.addTarget(self, action: #selector(buttonAction), for: .touchUpInside)
self.view.addSubview(button)
Then we can build its selector:
#objc func buttonAction(sender: UIButton!) {
print("Button tapped")
sender.rotate360Degrees()
}
You can also try to implement an extension which will simplify things if you need to do it multiple time
extension UIView {
func rotate360Degrees(duration: CFTimeInterval = 1, repeatCount: Float = .infinity) {
let rotateAnimation = CABasicAnimation(keyPath: "transform.rotation")
rotateAnimation.fromValue = 0.0
rotateAnimation.toValue = CGFloat(Double.pi * 2)
rotateAnimation.isRemovedOnCompletion = false
rotateAnimation.duration = duration
rotateAnimation.repeatCount = repeatCount
layer.add(rotateAnimation, forKey: nil)
}
// Call this if using infinity animation
func stopRotation () {
layer.removeAllAnimations()
}
}
Swift 5. Try this, it worked for me
UIView.animate(withDuration: 3) {
self.yourButton.transform = CGAffineTransform(rotationAngle: .pi)
self.yourButton.transform = CGAffineTransform(rotationAngle: .pi * 2)
}