I am developing one application, in which i want a UIImage should rotate in a UIImageview 360 degree, in 3 dimensions.
I have tried many codes but all the code with CAAnimation rotates whole image clockwise or flip the whole image view.
So, how can i develop this type of functionality?
In Swift, you can use the following code for infinite rotation:
Swift -
let kRotationAnimationKey = "com.myapplication.rotationanimationkey" // Any key
func rotateView(view: UIView, duration: Double = 1) {
if view.layer.animationForKey(kRotationAnimationKey) == nil {
let rotationAnimation = CABasicAnimation(keyPath: "transform.rotation")
rotationAnimation.fromValue = 0.0
rotationAnimation.toValue = Float(M_PI * 2.0)
rotationAnimation.duration = duration
rotationAnimation.repeatCount = Float.infinity
view.layer.addAnimation(rotationAnimation, forKey: kRotationAnimationKey)
}
}
Stopping is like:
func stopRotatingView(view: UIView) {
if view.layer.animationForKey(kRotationAnimationKey) != nil {
view.layer.removeAnimationForKey(kRotationAnimationKey)
}
}
Objective C
this worked perfectly for me: iphone UIImageView rotation
#import <QuartzCore/QuartzCore.h>
- (void) runSpinAnimationOnView:(UIView*)view duration:(CGFloat)duration rotations:(CGFloat)rotations repeat:(float)repeat;
{
CABasicAnimation* rotationAnimation;
rotationAnimation = [CABasicAnimation animationWithKeyPath:#"transform.rotation.z"];
rotationAnimation.toValue = [NSNumber numberWithFloat: M_PI * 2.0 /* full rotation*/ * rotations * duration ];
rotationAnimation.duration = duration;
rotationAnimation.cumulative = YES;
rotationAnimation.repeatCount = repeat;
[view.layer addAnimation:rotationAnimation forKey:#"rotationAnimation"];
}
I'm trying to draw a animated circle but every segment needs to have another color. Now everything works except that my piece that is just drawed before I call the method again disappears so only the last part stays. I don't want that, I want that after 4 times a whole circle is drawn in different color strokes.
How can I fix this that it doesn't disappears?
This is my init code:
- (void)_initCircle {
_circle = [CAShapeLayer layer];
_radius = 100;
// Make a circular shape
_circle.path = [UIBezierPath bezierPathWithRoundedRect:CGRectMake(0, 0, 2.0 * _radius, 2.0 * _radius) cornerRadius:_radius].CGPath;
// Center the shape in self.view
_circle.position = CGPointMake(CGRectGetMidX(self.view.frame) - _radius,
CGRectGetMidY(self.view.frame) - _radius);
_circle.fillColor = [UIColor clearColor].CGColor;
_circle.lineWidth = 5;
// Add to parent layer
[self.view.layer addSublayer:_circle];
}
This is my draw piece:
- (void)_drawStrokeOnCircleFrom:(float)start to:(float)end withColor:(UIColor *)color {
// Configure the apperence of the circle
_circle.strokeColor = color.CGColor;
_circle.strokeStart = start;
_circle.strokeEnd = end;
[CATransaction begin];
// Configure animation
CABasicAnimation *drawAnimation = [CABasicAnimation animationWithKeyPath:#"strokeEnd"];
drawAnimation.duration = 2.0; // "animate over 10 seconds or so.."
drawAnimation.repeatCount = 1.0; // Animate only once..
// Animate from no part of the stroke being drawn to the entire stroke being drawn
drawAnimation.fromValue = [NSNumber numberWithFloat:start];
drawAnimation.toValue = [NSNumber numberWithFloat:end];
// Experiment with timing to get the appearence to look the way you want
drawAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseIn];
[CATransaction setCompletionBlock:^{
NSLog(#"Complete animation");
_index++;
if(_index < _votes.count){
_startStroke = _endStroke;
_endStroke += [_votes[_index] floatValue] / _totalListens;
[self _drawStrokeOnCircleFrom:_startStroke to:_endStroke withColor:_colors[_index]];
}
}];
// Add the animation to the circle
[_circle addAnimation:drawAnimation forKey:#"drawCircleAnimation"];
[CATransaction commit];
}
Try setting these values on your CABasicAnimation:
drawAnimation.removedOnCompletion = NO;
drawAnimation.fillMode = kCAFillModeForwards;
That worked for me using "kCAFillModeBoth", both statements are necessary:
//to keep it after finished
animation.removedOnCompletion = false;
animation.fillMode = kCAFillModeBoth;
I solved the problem with extra layers like this:
- (void)_drawStrokeOnCircle {
[self _initCircle];
[CATransaction begin];
for (NSUInteger i = 0; i < 4; i++)
{
CAShapeLayer* strokePart = [[CAShapeLayer alloc] init];
strokePart.fillColor = [[UIColor clearColor] CGColor];
strokePart.frame = _circle.bounds;
strokePart.path = _circle.path;
strokePart.lineCap = _circle.lineCap;
strokePart.lineWidth = _circle.lineWidth;
// Configure the apperence of the circle
strokePart.strokeColor = ((UIColor *)_colors[i]).CGColor;
strokePart.strokeStart = [_segmentsStart[i] floatValue];
strokePart.strokeEnd = [_segmentsEnd[i] floatValue];
[_circle addSublayer: strokePart];
// Configure animation
CAKeyframeAnimation* drawAnimation = [CAKeyframeAnimation animationWithKeyPath: #"strokeEnd"];
drawAnimation.duration = 4.0;
// Animate from no part of the stroke being drawn to the entire stroke being drawn
NSArray* times = #[ #(0.0),
#(strokePart.strokeStart),
#(strokePart.strokeEnd),
#(1.0) ];
NSArray* values = #[ #(strokePart.strokeStart),
#(strokePart.strokeStart),
#(strokePart.strokeEnd),
#(strokePart.strokeEnd) ];
drawAnimation.keyTimes = times;
drawAnimation.values = values;
drawAnimation.removedOnCompletion = NO;
drawAnimation.fillMode = kCAFillModeForwards;
// Experiment with timing to get the appearence to look the way you want
drawAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseIn];
[strokePart addAnimation: drawAnimation forKey: #"drawCircleAnimation"];
}
[CATransaction commit];
}
- (void)_initCircle {
[_circle removeFromSuperlayer];
_circle = [CAShapeLayer layer];
_radius = 100;
// Make a circular shape
_circle.path = [UIBezierPath bezierPathWithRoundedRect:CGRectMake(0, 0, 2.0 * _radius, 2.0 * _radius) cornerRadius:_radius].CGPath;
// Center the shape in self.view
_circle.position = CGPointMake(CGRectGetMidX(self.view.frame) - _radius,
CGRectGetMidY(self.view.frame) - _radius);
_circle.fillColor = [UIColor clearColor].CGColor;
_circle.lineWidth = 5;
// Add to parent layer
[self.view.layer addSublayer:_circle];
}
SWIFT 4, Xcode 11:
let strokeIt = CABasicAnimation(keyPath: "strokeEnd")
let timeLeftShapeLayer = CAShapeLayer()
and in your viewDidLoad
override func viewDidLoad() {
super.viewDidLoad()
drawTimeLeftShape()
strokeIt.fillMode = CAMediaTimingFillMode.forwards
strokeIt.isRemovedOnCompletion = false
strokeIt.fromValue = 0
strokeIt.toValue = 1
strokeIt.duration = 2
timeLeftShapeLayer.add(strokeIt, forKey: nil)
}
and by UIBezierPathcreate function to draw circle:
func drawTimeLeftShape() {
timeLeftShapeLayer.path = UIBezierPath(
arcCenter: CGPoint(x: myView.frame.midX , y: myView.frame.midY),
radius: myView.frame.width / 2,
startAngle: -90.degreesToRadians,
endAngle: 270.degreesToRadians,
clockwise: true
).cgPath
timeLeftShapeLayer.strokeColor = UIColor.red.cgColor
timeLeftShapeLayer.fillColor = UIColor.clear.cgColor
timeLeftShapeLayer.lineWidth = 1
timeLeftShapeLayer.strokeEnd = 0.0
view.layer.addSublayer(timeLeftShapeLayer)
}
I want to rotate control over 360 degrees. I do it like that right now
#define degreesToRadians(x) (M_PI * x / 180.0)
[UIView animateWithDuration:0.25 delay:0.0 options:UIViewAnimationOptionCurveEaseOut animations:^{
[self.crossButton setTransform:CGAffineTransformRotate(self.crossButton.transform, degreesToRadians(360))];
} completion:nil];
But nothings happens. Do you know what I'm doing wrong?
A rotation transformation by 360 degrees is the identity transformation, therefore the
object is not animated at all.
You can achieve the desired effect with a "basic property animation":
[CATransaction begin];
CABasicAnimation *rotationAnimation;
rotationAnimation = [CABasicAnimation animationWithKeyPath:#"transform.rotation.z"];
rotationAnimation.byValue = #(2 * M_PI); // 360 degrees
rotationAnimation.duration = 0.25;
rotationAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseOut];
[self.crossButton.layer addAnimation:rotationAnimation forKey:#"rotationAnimation"];
[CATransaction commit];
Update: If the rotation amount is not 360 degrees (so that the final position is not the same
as the initial position) then the following should work:
[CATransaction begin];
CGFloat angle = 45.0 * M_PI/180.0;
CABasicAnimation *rotationAnimation;
rotationAnimation = [CABasicAnimation animationWithKeyPath:#"transform.rotation.z"];
rotationAnimation.byValue = #(angle);
rotationAnimation.duration = 0.25;
rotationAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseOut];
rotationAnimation.removedOnCompletion = YES;
[CATransaction setCompletionBlock:^{
self.crossButton.transform = CGAffineTransformRotate(self.button.transform, angle);
}];
[self.crossButton.layer addAnimation:rotationAnimation forKey:#"rotationAnimation"];
[CATransaction commit];
If you are rotating for 360 degree, you are putting the object back into same position. If you want to see animation, increase the delay and check. You will find entire object to move for a perfect circle.
Try below code.
[UIView animateWithDuration:2.0 delay:0.0 options:UIViewAnimationOptionCurveEaseOut animations:^{
self.crossButton.transform = CGAffineTransformMakeRotation(M_PI);
} completion:nil];
Swift 3:
Using CABasicAnimation
var rotationAnimation = CABasicAnimation()
rotationAnimation = CABasicAnimation.init(keyPath: "transform.rotation.z")
rotationAnimation.toValue = NSNumber(value: (Double.pi * 2.0))
rotationAnimation.duration = 1.0
rotationAnimation.isCumulative = true
rotationAnimation.repeatCount = 100.0
view.layer.add(rotationAnimation, forKey: "rotationAnimation")
Here is an extension functions for UIView that handles start & stop rotation operations:
extension UIView {
func startRotation() {
let rotation : CABasicAnimation = CABasicAnimation(keyPath: "transform.rotation.z")
rotation.fromValue = 0
rotation.toValue = NSNumber(value: Double.pi * 2.0)
rotation.duration = 1.0
rotation.isCumulative = true
rotation.repeatCount = FLT_MAX
self.layer.add(rotation, forKey: "rotationAnimation")
}
func stopRotation() {
self.layer.removeAnimation(forKey: "rotationAnimation")
}
}
Now using, UIView.animation closure:
UIView.animate(withDuration: 0.5, animations: {
button.transform = CGAffineTransform(rotationAngle: (CGFloat(Double.pi))
}) { (isHalfAnimationComplete) in
UIView.animate(withDuration: 0.5) {
button.transform = CGAffineTransform(rotationAngle: (CGFloat(Double.pi * 2))
}
}
i got some simple animation that works perfect on iOS 6, but on iOS5 its lagging and often freezes screen without any reason
i need help really, because i dont have any ideas what could be wrong here. By the way i tried to turn off each of the animations, and looks like the problem is in "transform" animation
here is the code:
-(void)drawDotAtPointAnimated:(CGPoint)p withRadius:(CGFloat)radius andColor:(UIColor *)color
{
CGRect circleFrame = CGRectMake(p.x - radius*self.scale, p.y - radius*self.scale, radius*2*self.scale, radius*2*self.scale);
CGPoint circleAnchor = CGPointMake(0.5, 0.5);
NSLog(#"animating dot with x = %f and y = %f", p.x, p.y);
NSLog(#"=====mid x = %f, mid y = %f", CGRectGetMidX(circleFrame), CGRectGetMidY(circleFrame));
NSLog(#"=====max x = %f, max y = %f", CGRectGetMaxX(circleFrame), CGRectGetMaxY(circleFrame));
self.shapeLayer = [CAShapeLayer layer];
UIBezierPath *path = [UIBezierPath bezierPathWithOvalInRect:CGRectMake(0, 0, circleFrame.size.width, circleFrame.size.height)];
self.shapeLayer.path = path.CGPath;
self.shapeLayer.anchorPoint = circleAnchor;
self.shapeLayer.frame = circleFrame;
self.shapeLayer.fillColor = color.CGColor;
[self.layer addSublayer:self.shapeLayer];
CABasicAnimation* animation = [CABasicAnimation animationWithKeyPath:#"transform"];
animation.fromValue = [NSValue valueWithCATransform3D:CATransform3DMakeScale(0.0, 0.0, 0)];
animation.toValue = [NSValue valueWithCATransform3D:CATransform3DMakeScale(4.0, 4.0, 1.0)];
if(self.mode == GameModeOffline) {
animation.repeatCount = OFFLINE_GAME_DOT_ANIMATION_REPEAT_COUNT;
} else {
animation.repeatCount = ONLINE_GAME_DOT_ANIMATION_REPEAT_COUNT;
}
animation.duration = 1;
animation.delegate = self;
[self.shapeLayer addAnimation:animation forKey:#"transform"];
CABasicAnimation* fadeAnim = [CABasicAnimation animationWithKeyPath:#"opacity"];
fadeAnim.fromValue = [NSNumber numberWithFloat:1.0];
fadeAnim.toValue = [NSNumber numberWithFloat:0.0];
fadeAnim.duration = 1.0;
if(self.mode == GameModeOffline) {
fadeAnim.repeatCount = OFFLINE_GAME_DOT_ANIMATION_REPEAT_COUNT;
} else {
fadeAnim.repeatCount = ONLINE_GAME_DOT_ANIMATION_REPEAT_COUNT;
}
[self.shapeLayer addAnimation:fadeAnim forKey:#"opacity"];
self.shapeLayer.transform = CATransform3DMakeScale(4.0, 4.0, 1);
self.shapeLayer.opacity = 0.0;
any help would be appreciated
Scale by zero at start? Don't you want to scale by {1, 1, 1} ? (ie. identity transform)
(It seems this has simply solved the problem, so I'm posting my comment as an answer).
i'm trying to make a UIView shake when a button is pressed.
I am adapting the code I found on http://www.cimgf.com/2008/02/27/core-animation-tutorial-window-shake-effect/.
However, by trying to adapt the following code to shake a UIView, it does not work:
- (void)animate {
const int numberOfShakes = 8;
const float durationOfShake = 0.5f;
const float vigourOfShake = 0.1f;
CAKeyframeAnimation *shakeAnimation = [CAKeyframeAnimation animation];
CGRect frame = lockView.frame;
CGMutablePathRef shakePath = CGPathCreateMutable();
CGPathMoveToPoint(shakePath, NULL, CGRectGetMinX(frame), CGRectGetMinY(frame));
for (int index = 0; index < numberOfShakes; ++index) {
CGPathAddLineToPoint(shakePath, NULL, CGRectGetMinX(frame) - frame.size.width * vigourOfShake, CGRectGetMinY(frame));
CGPathAddLineToPoint(shakePath, NULL, CGRectGetMinX(frame) + frame.size.width * vigourOfShake, CGRectGetMinY(frame));
}
CGPathCloseSubpath(shakePath);
shakeAnimation.path = shakePath;
shakeAnimation.duration = durationOfShake;
[lockView.layer addAnimation:shakeAnimation forKey:#"frameOrigin"];
}
I wrote that post. It's overkill for a UIView, plus the parameters are geared toward an OSX app. Do this instead.
CABasicAnimation *animation =
[CABasicAnimation animationWithKeyPath:#"position"];
[animation setDuration:0.05];
[animation setRepeatCount:8];
[animation setAutoreverses:YES];
[animation setFromValue:[NSValue valueWithCGPoint:
CGPointMake([lockView center].x - 20.0f, [lockView center].y)]];
[animation setToValue:[NSValue valueWithCGPoint:
CGPointMake([lockView center].x + 20.0f, [lockView center].y)]];
[[lockView layer] addAnimation:animation forKey:#"position"];
You'll have to play with the duration and repeatCount parameters as well as the x distance from center in the from and to values, but it should give you what you need.
Swift 3.0
let midX = lockView.center.x
let midY = lockView.center.y
let animation = CABasicAnimation(keyPath: "position")
animation.duration = 0.06
animation.repeatCount = 4
animation.autoreverses = true
animation.fromValue = CGPoint(x: midX - 10, y: midY)
animation.toValue = CGPoint(x: midX + 10, y: midY)
layer.add(animation, forKey: "position")
I prefer this solution that has a nice springy behavior, ideal for a wrong-password shake animation.
view.transform = CGAffineTransformMakeTranslation(20, 0);
[UIView animateWithDuration:0.4 delay:0.0 usingSpringWithDamping:0.2 initialSpringVelocity:1.0 options:UIViewAnimationOptionCurveEaseInOut animations:^{
view.transform = CGAffineTransformIdentity;
} completion:nil];
Swift 3
extension UIView {
func shake() {
self.transform = CGAffineTransform(translationX: 20, y: 0)
UIView.animate(withDuration: 0.4, delay: 0, usingSpringWithDamping: 0.2, initialSpringVelocity: 1, options: .curveEaseInOut, animations: {
self.transform = CGAffineTransform.identity
}, completion: nil)
}
}
Here's my nice and simple looking version This simulates the shake you get on Mac OS X when you do an incorrect login. You could add this as a category on UIView if you like.
#implementation UIView (DUExtensions)
- (void) shake {
CAKeyframeAnimation *animation = [CAKeyframeAnimation animationWithKeyPath:#"transform.translation.x"];
animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];
animation.duration = 0.6;
animation.values = #[ #(-20), #(20), #(-20), #(20), #(-10), #(10), #(-5), #(5), #(0) ];
[self.layer addAnimation:animation forKey:#"shake"];
}
#end
The animation values are the x offset from the views current position. Positive values shifting the view to the right, and negative values to the left. By successively lowering them, you get a shake that naturally loses momentum. You can tweak these numbers if you like.
Here is the swift version as an extension in case anybody needs it
extension UIImageView{
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 - 2.0, self.center.y))
animation.toValue = NSValue(CGPoint: CGPointMake(self.center.x + 2.0, self.center.y))
self.layer.addAnimation(animation, forKey: "position")
}
}
This will animate an small UIImageView (around 15x15). If you need to animate something bigger you may want to change the 2.0 factor of movement to something greater.
Based on #bandejapaisa answer, UIView extension for Swift 3
extension UIView {
func shake() {
let animation = CAKeyframeAnimation(keyPath: "transform.translation.x")
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionLinear)
animation.duration = 0.6
animation.values = [-20, 20, -20, 20, -10, 10, -5, 5, 0]
layer.addAnimation(animation, forKey: "shake")
}
}
You can try this piece of code:
to call the code below, use: [self earthquake:myObject];
#pragma mark EarthQuake Methods
- (void)earthquake:(UIView*)itemView
{
AudioServicesPlaySystemSound(kSystemSoundID_Vibrate);
CGFloat t = 2.0;
CGAffineTransform leftQuake = CGAffineTransformTranslate(CGAffineTransformIdentity, t, -t);
CGAffineTransform rightQuake = CGAffineTransformTranslate(CGAffineTransformIdentity, -t, t);
itemView.transform = leftQuake; // starting point
[UIView beginAnimations:#"earthquake" context:itemView];
[UIView setAnimationRepeatAutoreverses:YES]; // important
[UIView setAnimationRepeatCount:3];
[UIView setAnimationDuration:0.05];
[UIView setAnimationDelegate:self];
[UIView setAnimationDidStopSelector:#selector(earthquakeEnded:finished:context:)];
itemView.transform = rightQuake; // end here & auto-reverse
[UIView commitAnimations];
}
- (void)earthquakeEnded:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context
{
if ([finished boolValue])
{
UIView* item = (UIView *)context;
item.transform = CGAffineTransformIdentity;
}
}
You can call this method on UIButton click event
-(void)shakescreen
{
//Shake screen
CGFloat t = 5.0;
CGAffineTransform translateRight = CGAffineTransformTranslate(CGAffineTransformIdentity, t, t);
CGAffineTransform translateLeft = CGAffineTransformTranslate(CGAffineTransformIdentity, -t, -t);
self.view.transform = translateLeft;
[UIView animateWithDuration:0.05 delay:0.0 options:UIViewAnimationOptionAutoreverse|UIViewAnimationOptionRepeat animations:^
{
[UIView setAnimationRepeatCount:2.0];
self.view.transform = translateRight;
} completion:^(BOOL finished)
{
if (finished)
{
[UIView animateWithDuration:0.05 delay:0.0 options:UIViewAnimationOptionBeginFromCurrentState animations:^
{
self.view.transform = CGAffineTransformIdentity;
}
completion:NULL];
}
}];
}
Hope this will help you :-)
C# Xamarin.iOS version of answer how to create UIView shake animation in iOS is below
CAKeyFrameAnimation keyframeAnimation = CAKeyFrameAnimation.GetFromKeyPath(new NSString("transform.translation.x"));
keyframeAnimation.TimingFunction = CAMediaTimingFunction.FromName(CAMediaTimingFunction.EaseInEaseOut);
keyframeAnimation.Duration = 0.6f;
keyframeAnimation.Values = new NSObject[]{ new NSNumber(-20f), new NSNumber(20f), new NSNumber(-20f), new NSNumber(20f), new NSNumber(-10f), new NSNumber(10f), new NSNumber(-5f), new NSNumber(5f), new NSNumber(0f) };
shakyView.Layer.AddAnimation(keyframeAnimation, "shake");
#imike answer in Swift 4.2
extension UIView {
func shake() {
let animation = CAKeyframeAnimation(keyPath: "transform.translation.x")
animation.timingFunction = CAMediaTimingFunction(name: CAMediaTimingFunctionName.linear)
animation.duration = 0.6
animation.values = [-20, 20, -20, 20, -10, 10, -5, 5, 0]
self.layer.add(animation, forKey: "shake")
}}
Here's one that uses a damper function to decay the shake:
- (void)shake
{
CAKeyframeAnimation* animation = [CAKeyframeAnimation animationWithKeyPath:#"position"];
animation.duration = 0.5;
animation.delegate = self;
animation.fillMode = kCAFillModeForwards;
animation.removedOnCompletion = YES;
animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];
NSMutableArray* values = [[NSMutableArray alloc] init];
int steps = 100;
double position = 0;
float e = 2.71;
for (int t = 0; t < steps; t++)
{
position = 10 * pow(e, -0.022 * t) * sin(0.12 * t);
NSValue* value = [NSValue valueWithCGPoint:CGPointMake([self center].x - position, [self center].y)];
DDLogInfo(#"Value: %#", value);
[values addObject:value];
}
animation.values = values;
[[self layer] addAnimation:animation forKey:#"position"];
}
I refactored #Matt Long code and made a category to UIView. Now it's much more reusable and easy to use.
#implementation UIView (Animation)
- (void)shakeViewWithOffest:(CGFloat)offset {
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"position.x"];
[animation setDuration:0.05];
[animation setRepeatCount:6];
[animation setAutoreverses:YES];
[animation setFromValue:#([self center].x-offset)];
[animation setToValue:#([self center].x+offset)];
[self.layer addAnimation:animation forKey:#"position.x"];
}
- (void)shake {
[self shakeViewWithOffest:7.0f];
}
#end
Swift 3 implementation based on #Mihael-Isaev answer
private enum Axis: StringLiteralType {
case x = "x"
case y = "y"
}
extension UIView {
private func shake(on axis: Axis) {
let animation = CAKeyframeAnimation(keyPath: "transform.translation.\(axis.rawValue)")
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionLinear)
animation.duration = 0.6
animation.values = [-20, 20, -20, 20, -10, 10, -5, 5, 0]
layer.add(animation, forKey: "shake")
}
func shakeOnXAxis() {
self.shake(on: .x)
}
func shakeOnYAxis() {
self.shake(on: .y)
}
}
Swift 4.0:
Based on the top answer but a refinement over the animation: This does not have the jumps at the start and end of animation.
let midX = center.x
let midY = center.y
let rightAnim = CABasicAnimation(keyPath: #keyPath(CALayer.position))
rightAnim.duration = 0.07
rightAnim.autoreverses = true
rightAnim.fromValue = CGPoint(x: midX, y: midY)
rightAnim.toValue = CGPoint(x: midX + 9, y: midY)
let leftAnim = CABasicAnimation(keyPath: #keyPath(CALayer.position))
leftAnim.duration = 0.07
leftAnim.autoreverses = true
leftAnim.fromValue = CGPoint(x: midX, y: midY)
leftAnim.toValue = CGPoint(x: midX - 9, y: midY)
let group = CAAnimationGroup()
group.duration = leftAnim.duration + rightAnim.duration
group.animations = [rightAnim, leftAnim]
group.repeatCount = 3
layer.add(group, forKey: #keyPath(CALayer.position))
You can try the following code:
+ (void)vibrateView:(UIView*)view
{
CABasicAnimation *shiverAnimationR;
shiverAnimationR = [CABasicAnimation animationWithKeyPath:#"transform.rotation.z"];
shiverAnimationR.toValue = [NSNumber numberWithFloat:DEGREES_TO_RADIANS(1)];
//shiverAnimationR.toValue = [NSNumber numberWithFloat:DEGREES_TO_RADIANS(-10)];
shiverAnimationR.duration = 0.1;
shiverAnimationR.repeatCount = 1000000.0; // Use A high Value
shiverAnimationR.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseIn];
[view.layer addAnimation: shiverAnimationR forKey:#"shiverAnimationR"];
CABasicAnimation * shiverAnimationL;
shiverAnimationL = [CABasicAnimation animationWithKeyPath:#"transform.rotation.z"];
//shiverAnimationL 2.toValue = [NSNumber numberWithFloat:DEGREES_TO_RADIANS(10)];
shiverAnimationL.toValue = [NSNumber numberWithFloat:DEGREES_TO_RADIANS(-1)];
shiverAnimationL.duration = 0.1;
shiverAnimationL.repeatCount = 1000000.0;
shiverAnimationL.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseIn];
[view.layer addAnimation: shiverAnimationL forKey:#"shiverAnimationL"];
}
From the link.
Here is a version using,
+ (void)animateKeyframesWithDuration:(NSTimeInterval)duration delay:(NSTimeInterval)delay options:(UIViewKeyframeAnimationOptions)options animations:(void (^)(void))animations completion:(void (^)(BOOL finished))completion
Introduced in iOS 7.
const CGFloat xDelta = 16.0f;
[UIView animateKeyframesWithDuration:0.50f
delay:0.0f
options:UIViewKeyframeAnimationOptionCalculationModeLinear
animations:^{
[UIView addKeyframeWithRelativeStartTime:0.0
relativeDuration:(1.0/6.0)
animations:^{
self.passwordTextField.transform = self.usernameTextField.transform = CGAffineTransformMakeTranslation(xDelta, 0.0);
}];
[UIView addKeyframeWithRelativeStartTime:(1.0/6.0)
relativeDuration:(1.0/6.0)
animations:^{
self.passwordTextField.transform = self.usernameTextField.transform = CGAffineTransformMakeTranslation(-xDelta, 0.0);
}];
[UIView addKeyframeWithRelativeStartTime:(1.0/3.0)
relativeDuration:(1.0/3.0)
animations:^{
self.passwordTextField.transform = self.usernameTextField.transform = CGAffineTransformMakeTranslation(xDelta/2.0, 0.0);
}];
[UIView addKeyframeWithRelativeStartTime:(2.0/3.0)
relativeDuration:(1.0/3.0)
animations:^{
self.passwordTextField.transform = self.usernameTextField.transform = CGAffineTransformIdentity;
}];
}
completion:NULL];
Here is a UIView extension providing an awesome shake animation: https://gist.github.com/mourad-brahim/cf0bfe9bec5f33a6ea66
A Swift5 update is provided on the comments.