How to get bounce animation in SwiftUI? - swift

How do I achieve the bounce animation similar to the one on macOS dock when an application needs attention and it bounces on the dock. SwiftUI seems to only have ease-curves and spring, which don't really emphasize the way a bounce does.
I've attempted various spring animations and combinations of ease curves and timingCurves to try and get the bounce animation working but nothing really did the job.
The closest to a bounce animation is interpolating spring but the main problem with these animations is that they overshoot during the animation, whereas bounce animations don't.
struct ContentView: View {
#State var bounce = false
#State private var initialVelocity:Double = 1
#State private var damping:Double = 1
#State private var stiffness:Double = 1
var body: some View {
VStack {
Circle().fill(Color.red).frame(width:50,height:50)
.offset(y: bounce ? 0 : -80)
.animation(.interpolatingSpring(stiffness: self.stiffness, damping: self.damping, initialVelocity: self.initialVelocity))
HStack(){
Text("stiffness")
Slider(value: $stiffness, in: 0...100)
}
HStack(){
Text("damping")
Slider(value: $damping, in: 0...100)
}
HStack(){
Text("initialVelocity")
Slider(value: $initialVelocity, in: 0...100)
}
Button("Animate" ){
self.bounce.toggle()
}
}.padding(.horizontal)
}
}
What I'm looking for is a bounce animation that replicates gravity, it's a pretty common animation that is available in a lot of games and software

What's about .interpolatingSpring(...)?
Consider the following example but keep in mind, that you might have to play around with the values for stiffness, etc.:
struct ContentView: View {
#State var test = false
var body: some View {
VStack {
Text("Animatable")
.offset(y: test ? 0 : -80)
.animation(.interpolatingSpring(stiffness: 350, damping: 5, initialVelocity: 10))
Button(action: {self.test.toggle()}) {
Text("Animate")
}
}
}
}

Using multiple offsets, delays and easing I was able to get fairly close to replicating that specific animation.
struct ContentView: View {
#State var bounceHeight: BounceHeight? = nil
func bounceAnimation() {
withAnimation(Animation.easeOut(duration: 0.3).delay(0)) {
bounceHeight = .up100
}
withAnimation(Animation.easeInOut(duration: 0.04).delay(0)) {
bounceHeight = .up100
}
withAnimation(Animation.easeIn(duration: 0.3).delay(0.34)) {
bounceHeight = .base
}
withAnimation(Animation.easeOut(duration: 0.2).delay(0.64)) {
bounceHeight = .up40
}
withAnimation(Animation.easeIn(duration: 0.2).delay(0.84)) {
bounceHeight = .base
}
withAnimation(Animation.easeOut(duration: 0.1).delay(1.04)) {
bounceHeight = .up10
}
withAnimation(Animation.easeIn(duration: 0.1).delay(1.14)) {
bounceHeight = .none
}
}
var body: some View {
VStack {
Text("☝️")
.font(.system(size: 200))
.multilineTextAlignment(.center)
.minimumScaleFactor(0.2)
.lineLimit(1)
}
.padding(8)
.frame(width: 72, height: 72)
.background(.purple.opacity(0.4))
.clipShape(RoundedRectangle(cornerRadius: 16, style: .continuous))
.shadow(radius: 3)
.overlay(
RoundedRectangle(cornerRadius: 16)
.stroke(.purple, lineWidth: 2)
)
.offset(y: bounceHeight?.associatedOffset ?? 0)
.onTapGesture {
bounceAnimation()
}
}
}
enum BounceHeight {
case up100, up40, up10, base
var associatedOffset: Double {
switch self {
case .up100:
return -100
case .up40:
return -40
case .up10:
return -10
case .base:
return 0
}
}
}

Related

ScrollView stops components from expanding

I would like to have my cards expandable and fill the while area of the screen while they are doing the change form height 50 to the whole screen (and don't display the other components)
Here is my code:
import SwiftUI
struct DisciplineView: View {
var body: some View {
ScrollView(showsIndicators: false) {
LazyVStack {
Card(cardTitle: "Notes")
Card(cardTitle: "Planner")
Card(cardTitle: "Homeworks / Exams")
}
.ignoresSafeArea()
}
}
}
struct DisciplineV_Previews: PreviewProvider {
static var previews: some View {
DisciplineView()
}
}
import SwiftUI
struct Card: View {
#State var cardTitle = ""
#State private var isTapped = false
var body: some View {
RoundedRectangle(cornerRadius: 30, style: .continuous)
.stroke(style: StrokeStyle(lineWidth: 5, lineCap: .round, lineJoin: .round))
.foregroundColor(.gray.opacity(0.2))
.frame(width: .infinity, height: isTapped ? .infinity : 50)
.background(
VStack {
cardInfo
if(isTapped) { Spacer() }
}
.padding(isTapped ? 10 : 0)
)
}
var cardInfo: some View {
HStack {
Text(cardTitle)
.font(.title).bold()
.foregroundColor(isTapped ? .white : .black)
.padding(.leading, 10)
Spacer()
Image(systemName: isTapped ? "arrowtriangle.up.square.fill" : "arrowtriangle.down.square.fill")
.padding(.trailing, 10)
.onTapGesture {
withAnimation {
isTapped.toggle()
}
}
}
}
}
struct Card_Previews: PreviewProvider {
static var previews: some View {
Card()
}
}
here is almost the same as I would like to have, but I would like the first one to be on the whole screen and stop the ScrollView while appearing.
Thank you!
Described above:
I would like to have my cards expandable and fill the while area of the screen while they are doing the change form height 50 to the whole screen (and don't display the other components)
I think this is pretty much what you are trying to achieve.
Basically, you have to scroll to the position of the recently presented view and disable the scroll. The scroll have to be disabled enough time to avoid continuing to the next item but at the same time, it have to be enabled soon enough to give the user the feeling that it is scrolling one item at once.
struct ContentView: View {
#State private var canScroll = true
#State private var itemInScreen = -1
var body: some View {
GeometryReader { geo in
ScrollViewReader { proxy in
ScrollView {
LazyVStack {
ForEach(0...10, id: \.self) { item in
Text("\(item)")
.onAppear {
withAnimation {
proxy.scrollTo(item)
canScroll = false
DispatchQueue.main.asyncAfter(deadline: .now() + 0.5) {
canScroll = true
}
}
}
}
.frame(width: geo.size.width, height: geo.size.height)
.background(Color.blue)
}
}
}
.disabled(!canScroll)
}
.ignoresSafeArea()
}
}

Conditional animation in SwiftUI stops working

I have this code:
Group{
if self.done{
Image(systemName: "plus").font(.system(size: 40)).foregroundColor(.gray)
.padding().overlay(Circle().stroke(Color.gray, lineWidth: 3)).opacity(0.6)
}
else{
Button(action: {self.showSearchTrash = 1}){
Image(systemName: "plus").font(.system(size: 40)).foregroundColor(green)
.padding().overlay(Circle().stroke(green, lineWidth: 3).scaleEffect(1+self.animationAmount).animation(Animation.easeInOut(duration: 1).repeatForever(autoreverses: true)).onAppear {self.animationAmount = 0.1})
}
}
}.padding(.bottom, 5)
And the intention is that if self.done is false, the circle on the plus button will expand and contract indefinitely.
This works. However, if I use a toggle to set self.done to be true and then turn it back to false, the animation no longer occurs. I know that the issue is not with the toggle, because it does return to being green.
Also, the lack of . before green is intentional - I defined a specific Color green.
Any idea why the animation stops working/how to fix this?
Actually works fine as-is with Xcode 12.1 / iOS 14.1, so you might observe either bug of new iOS version or result of some other code.
Anyway, I would added turn-offs scaling on button disappear:
Button(action: {}){
Image(systemName: "plus").font(.system(size: 40)).foregroundColor(green)
.padding().overlay(Circle().stroke(green, lineWidth: 3).scaleEffect(1+self.animationAmount).animation(Animation.easeInOut(duration: 1).repeatForever(autoreverses: true)))
}
.onAppear {self.animationAmount = 0.1} // << put here !!
.onDisappear {self.animationAmount = 0} // << add this !!
You can specify Animation in the withAnimation block and create separate functions for starting/stopping the animation.
Here is a possible solution:
struct ContentView: View {
#State private var done = false
#State private var animationAmount: CGFloat = 0
var body: some View {
VStack {
Toggle("Done", isOn: $done)
plusImage
.opacity(done ? 0.6 : 1)
.foregroundColor(done ? .gray : .green)
}
.onAppear(perform: startAnimation)
.onChange(of: done) { done in
if done {
stopAnimation()
} else {
startAnimation()
}
}
}
var plusImage: some View {
Image(systemName: "plus")
.font(.system(size: 40))
.padding()
.overlay(
Circle()
.stroke(Color.gray, lineWidth: 3)
.scaleEffect(1 + animationAmount)
)
}
}
private extension ContentView {
func startAnimation() {
withAnimation(Animation.easeInOut(duration: 1).repeatForever()) {
animationAmount = 0.1
}
}
func stopAnimation() {
withAnimation {
animationAmount = 0
}
}
}

Having trouble creating a star animation in swiftUI

I'm trying to create a star animation using blur, but my stars end up disappearing and I can't figure out why.
Through debugging a bit I'm pretty sure this has to do with how I'm using onAppear. I'm just trying to make sure the stars blur and unblur on the screen forever - I always want the stars to be visible though.
Could anyone help me fix this problem (attached code below) and any design tips would be appreciated haha.
struct ContentView: View {
#State private var radius = 2
private var opacity = 0.25
var body: some View {
ZStack {
Color.black.edgesIgnoringSafeArea(.all)
VStack {
ForEach(0..<8) {_ in
HStack {
ForEach(0..<5) { _ in
Circle().fill(Color.white)
.frame(width: 3, height: 3)
.blur(radius: CGFloat(self.radius))
.animation(Animation.easeInOut(duration: 6).
repeatForever(autoreverses: true))
.padding(EdgeInsets(top: self.calculateRandom(), leading: 0,
bottom: 0, trailing: self.calculateRandom()))
.onAppear() {
self.radius += 2
}
}
}
}
}
}
}
func calculateRandom() -> CGFloat {
return CGFloat(Int.random(in: 30..<150))
}
}
To have animation activated you need to toggle some values, so animator has range to animate in between.
Here is fixed code. Tested with Xcode 12 / iOS 14.
struct ContentView: View {
#State private var run = false // << here !!
private var opacity = 0.25
var body: some View {
ZStack {
Color.black.edgesIgnoringSafeArea(.all)
VStack {
ForEach(0..<8) {_ in
HStack {
ForEach(0..<5) { _ in
Circle().fill(Color.white)
.frame(width: 3, height: 3)
.blur(radius: run ? 4 : 2) // << here !!
.animation(Animation.easeInOut(duration: 6).repeatForever(autoreverses: true))
.padding(EdgeInsets(top: self.calculateRandom(), leading: 0,
bottom: 0, trailing: self.calculateRandom()))
.onAppear() {
self.run = true // << here !!
}
}
}
}
}
}
}
func calculateRandom() -> CGFloat {
return CGFloat(Int.random(in: 30..<150))
}
}
Update: variant with static star positions (movement animation is caused by layout in V/H/Stacks as soon as new elements added, so to avoid this it needs to remove those inner stacks and layout manually in ZStack with .position modifier)
struct BlurContentView: View {
#State private var run = false
var body: some View {
ZStack {
Color.black.edgesIgnoringSafeArea(.all)
GeometryReader { gp in
ForEach(0..<8) {_ in
ForEach(0..<5) { _ in
Circle().fill(Color.white)
.frame(width: 3, height: 3)
.position(x: calculateRandom(in: gp.size.width),
y: calculateRandom(in: gp.size.height))
.animation(nil) // << no animation for above modifiers
.blur(radius: run ? 4 : 2)
}
}
}
.animation(Animation.easeInOut(duration: 6)
.repeatForever(autoreverses: true), value: run) // animate one value
.onAppear() {
self.run = true
}
}
}
func calculateRandom(in value: CGFloat) -> CGFloat {
return CGFloat(Int.random(in: 10..<Int(value) - 10))
}
}

SwiftUI Text animation on opacity does not work

Question is simple: how in the world do i get a Text to animate properly?
struct ContentView: View {
#State var foozle: String = ""
var body: some View {
VStack() {
Spacer()
Text(self.foozle)
.frame(maxWidth: .infinity)
.transition(.opacity)
Button(action: {
withAnimation(.easeInOut(duration: 2)) {
self.foozle = "uuuuuuuuu"
}
}) { Text("ugh") }
Spacer()
}.frame(width: 320, height: 240)
}
}
The problem: the view insists on doing some dumb animation where the text is replaced with the new text, but truncated with ellipses, and it slowly expands widthwise until the entirety of the new text is shown.
Naturally, this is not an animation on opacity. It's not a frame width problem, as I've verified with drawing the borders.
Is this just another dumb bug in SwiftUI that i'm going to have to deal with, and pray that someone fixes it?
EDIT: ok, so thanks to #Mac3n, i got this inspiration, which works correctly, even if it's a little ugly:
Text(self.foozle)
.frame(maxWidth: .infinity)
.opacity(op)
Button(action: {
withAnimation(.easeOut(duration: 0.3)) {
self.op = 0
DispatchQueue.main.asyncAfter(deadline: .now() + 0.3) {
self.foozle += "omo"
withAnimation(.easeIn(duration: 0.3)) {
self.op = 1
}
}
}
}) {
Text("ugh")
}
The problem is that SwiftUI sees Text view as the same view. You can use the .id() method on the view to set it. In this case I've just set the value to a hash of the text itself, so if you change the text, the entire view will get replaced.
struct ContentView: View {
#State var foozle: String = ""
var body: some View {
VStack() {
Spacer()
Text(self.foozle)
.id(self.foozle.hashValue)
.frame(maxWidth: .infinity)
.transition(.opacity)
Button(action: {
withAnimation(.easeInOut(duration: 2)) {
self.foozle = "uuuuuuuuu"
}
}) { Text("ugh") }
Spacer()
}.frame(width: 320, height: 240)
}
}
Transition works when view appeared/disappeared. In your use-case there is no such workflow.
Here is a demo of possible approach to hide/unhide text with opacity animation:
struct DemoTextOpacity: View {
var foozle: String = "uuuuuuuuu"
#State private var hidden = true
var body: some View {
VStack() {
Spacer()
Text(self.foozle)
.frame(maxWidth: .infinity)
.opacity(hidden ? 0 : 1)
Button(action: {
withAnimation(.easeInOut(duration: 2)) {
self.hidden.toggle()
}
}) { Text("ugh") }
Spacer()
}.frame(width: 320, height: 240)
}
}
If you want to animate on opacity you need to change opacity value on your text element.
code example:
#State private var textValue: String = "Sample Data"
#State private var opacity: Double = 1
var body: some View {
VStack{
Text("\(textValue)")
.opacity(opacity)
Button("Next") {
withAnimation(.easeInOut(duration: 0.5), {
self.opacity = 0
})
self.textValue = "uuuuuuuuuuuuuuu"
withAnimation(.easeInOut(duration: 1), {
self.opacity = 1
})
}
}
}

SwiftUI: Stop an Animation that Repeats Forever

I would like to have a 'badge' of sorts on the screen and when conditions are met, it will bounce from normal size to bigger and back to normal repeatedly until the conditions are no longer met. I cannot seem to get the badge to stop 'bouncing', though. Once it starts, it's unstoppable.
What I've tried:
I have tried using a few animations, but they can be classified as animations that use 'repeatForever' to achieve the desired effect and those that do not. For example:
Animation.default.repeatForever(autoreverses: true)
and
Animation.spring(response: 1, dampingFraction: 0, blendDuration: 1)(Setting damping to 0 makes it go forever)
followed by swapping it out with .animation(nil). Doesn't seem to work. Does anyone have any ideas? Thank you so very much ahead of time! Here is the code to reproduce it:
struct theProblem: View {
#State var active: Bool = false
var body: some View {
Circle()
.scaleEffect( active ? 1.08: 1)
.animation( active ? Animation.default.repeatForever(autoreverses: true): nil )
.frame(width: 100, height: 100)
.onTapGesture {
self.active = !self.active
}
}
}
I figured it out!
An animation using .repeatForever() will not stop if you replace the animation with nil. It WILL stop if you replace it with the same animation but without .repeatForever(). ( Or alternatively with any other animation that comes to a stop, so you could use a linear animation with a duration of 0 to get a IMMEDIATE stop)
In other words, this will NOT work: .animation(active ? Animation.default.repeatForever() : nil)
But this DOES work: .animation(active ? Animation.default.repeatForever() : Animation.default)
In order to make this more readable and easy to use, I put it into an extension that you can use like this: .animation(Animation.default.repeat(while: active))
Here is an interactive example using my extension you can use with live previews to test it out:
import SwiftUI
extension Animation {
func `repeat`(while expression: Bool, autoreverses: Bool = true) -> Animation {
if expression {
return self.repeatForever(autoreverses: autoreverses)
} else {
return self
}
}
}
struct TheSolution: View {
#State var active: Bool = false
var body: some View {
Circle()
.scaleEffect( active ? 1.08: 1)
.animation(Animation.default.repeat(while: active))
.frame(width: 100, height: 100)
.onTapGesture {
self.active.toggle()
}
}
}
struct TheSolution_Previews: PreviewProvider {
static var previews: some View {
TheSolution()
}
}
As far as I have been able to tell, once you assign the animation, it will not ever go away until your View comes to a complete stop. So if you have a .default animation that is set to repeat forever and auto reverse and then you assign a linear animation with a duration of 4, you will notice that the default repeating animation is still going, but it's movements are getting slower until it stops completely at the end of our 4 seconds. So we are animating our default animation to a stop through a linear animation.
How about using a Transaction
In the code below, I turn off or turn on the animation depending on the state of the active
Warning: Be sure to use withAnimation otherwise nothing will work
#State var active: Bool = false
var body: some View {
Circle()
.scaleEffect(active ? 1.08: 1)
.animation(Animation.default.repeatForever(autoreverses: true), value: active)
.frame(width: 100, height: 100)
.onTapGesture {
useTransaction()
}
}
func useTransaction() {
var transaction = Transaction()
transaction.disablesAnimations = active ? true : false
withTransaction(transaction) {
withAnimation {
active.toggle()
}
}
}
After going through many things, I found out something that works for me. At the least for the time being and till I have time to figure out a better way.
struct WiggleAnimation<Content: View>: View {
var content: Content
#Binding var animate: Bool
#State private var wave = true
var body: some View {
ZStack {
content
if animate {
Image(systemName: "minus.circle.fill")
.foregroundColor(Color(.systemGray))
.offset(x: -25, y: -25)
}
}
.id(animate) //THIS IS THE MAGIC
.onChange(of: animate) { newValue in
if newValue {
let baseAnimation = Animation.linear(duration: 0.15)
withAnimation(baseAnimation.repeatForever(autoreverses: true)) {
wave.toggle()
}
}
}
.rotationEffect(.degrees(animate ? (wave ? 2.5 : -2.5) : 0.0),
anchor: .center)
}
init(animate: Binding<Bool>,
#ViewBuilder content: #escaping () -> Content) {
self.content = content()
self._animate = animate
}
}
Use
#State private var editMode = false
WiggleAnimation(animate: $editMode) {
VStack {
Image(systemName: image)
.resizable()
.frame(width: UIScreen.screenWidth * 0.1,
height: UIScreen.screenWidth * 0.1)
.padding()
.foregroundColor(.white)
.background(.gray)
Text(text)
.multilineTextAlignment(.center)
.font(KMFont.tiny)
.foregroundColor(.black)
}
}
How does it work?
.id(animate) modifier here does not refresh the view but just replaces it with a new one, so it is back to its original state.
Again this might not be the best solution but it works for my case.
There is nothing wrong in your code, so I assume it is Apple's defect. It seems there are many with implicit animations (at least with Xcode 11.2). Anyway...
I recommend to consider alternate approach provided below that gives expected behaviour.
struct TestAnimationDeactivate: View {
#State var active: Bool = false
var body: some View {
VStack {
if active {
BlinkBadge()
} else {
Badge()
}
}
.frame(width: 100, height: 100)
.onTapGesture {
self.active.toggle()
}
}
}
struct Badge: View {
var body: some View {
Circle()
}
}
struct BlinkBadge: View {
#State private var animating = false
var body: some View {
Circle()
.scaleEffect(animating ? 1.08: 1)
.animation(Animation.default.repeatForever(autoreverses: true))
.onAppear {
self.animating = true
}
}
}
struct TestAnimationDeactivate_Previews: PreviewProvider {
static var previews: some View {
TestAnimationDeactivate()
}
}
Aspid comments on the accepted solution that an Xcode update broke it. I was struggling with a similar problem while playing around with an example from Hacking with Swift, and
.animation(active ? Animation.default.repeatForever() : Animation.default)
was not working for me either on Xcode 13.2.1. The solution I found was to encapsulate the animation in a custom ViewModifier. The code below illustrates this; the big button toggles between active and inactive animations.
`
struct ContentView: View {
#State private var animationAmount = 1.0
#State private var animationEnabled = false
var body: some View {
VStack {
Button("Tap Me") {
// We would like to stop the animation
animationEnabled.toggle()
animationAmount = animationEnabled ? 2 : 1
}
.onAppear {
animationAmount = 2
animationEnabled = true
}
.padding(50)
.background(.red)
.foregroundColor(.white)
.clipShape(Circle())
.overlay(
Circle()
.stroke(.red)
.scaleEffect(animationAmount)
.opacity(2 - animationAmount)
)
.modifier(AnimatedCircle(animationAmount: $animationAmount, animationEnabled: $animationEnabled))
}
}
}
struct AnimatedCircle: ViewModifier {
#Binding var animationAmount: Double
#Binding var animationEnabled: Bool
func body(content: Content) -> some View {
if animationEnabled {
return content.animation(.easeInOut(duration: 2).repeatForever(autoreverses: false),value: animationAmount)
}
else {
return content.animation(.easeInOut(duration: 0),value: animationAmount)
}
}
}
`
It may not be the best conceivable solution, but it works. I hope it helps somebody.