Animating CALayer [filters, compositionFilter, backFilters] - swift

I need to animate one of [filters, compositionFilter, backFilters] on a CALayer in video composition I tried the following code on NSView layer to test if the code works in the first place
view.wantsLayer = true
view.layerUsesCoreImageFilters = true
if let filter = CIFilter.init(name: "CIGaussianBlur", parameters: ["inputRadius": 50]) {
let animation = CABasicAnimation.init(keyPath: "filters")
animation.isRemovedOnCompletion = false
animation.fillMode = .forwards
animation.duration = 2 //for testing
animation.autoreverses = false
animation.fromValue = NSArray.init(array: [])
animation.toValue = NSArray.init(array: [filter])
view.layer.add(animation, forKey: "CIGaussianBlurAnimation")
}
but nothing happens, so I need to know what is the proper way to animate one/all of [filters, compositionFilter, backFilters] properties of CALayer, and whether or not it is supported on AVVideoComposition(on iOS 'I know it is not supported on iOS UIView CALayers')

I found 1/2 the solution
BUT the main question remains: "is there any way to enable CIFilter on CALayer in video composition on iOS"
it is indicated in the documentation, to update any attribute of the filter after is applied to the layer, you should use
layer.setValue(1, forKeyPath: "backgroundFilters.myFilter.inputRadius")
So it means to animate any filter, we should update the filter properties directly in the animation, so the following should be done
for compositingFilter property:
let animation = CABasicAnimation(keyPath: "compositingFilter.inputRadius")
and for a filter in filters property:
filter.name = "filterName"
layer.filters = [someFilters, filter, otherFilters]
let animation = CABasicAnimation(keyPath: "filters.filterName.inputRadius")
and for a filter in backgroundFilters property:
filter.name = "filterName"
layer.backgroundFilters = [someFilters, filter, otherFilters]
let animation = CABasicAnimation(keyPath: "backgroundFilters.filterName.inputRadius")
and set the animation properties, then add it to the layer layer.add(animation, forKey: "animationKey")
NOTE: animationKey could be any value, even a nil value, but reusing the value will remove the previous animation; even when is running

Related

How to animate sublayer contents?

I have a layer and want to create an animation for this layer which will update contents of one of sublayers. CAAnimation keyPath has a notation, like sublayers.layerName.propertyName to update some values of a sublayer but seems like it doesn't work with .contents property.
func rightStepAfter(_ t: Double) -> CAAnimation {
let rightStep = CAKeyframeAnimation(keyPath: "sublayers.right.contents")
rightStep.timingFunction = CAMediaTimingFunction(name: CAMediaTimingFunctionName.easeInEaseOut)
rightStep.keyTimes = [0, 1]
rightStep.values = [UIImage(named:"leftfoot")!.cgImage!, UIImage(named:"rightfoot")!.cgImage!]
rightStep.beginTime = t
rightStep.duration = stepDuration
rightStep.fillMode = .forwards
return rightStep
}
func leftStepAfter(_ t: Double) -> CAAnimation {
let leftStep = CAKeyframeAnimation(keyPath: "sublayers.left.opacity")
leftStep.timingFunction = CAMediaTimingFunction(name: CAMediaTimingFunctionName.easeInEaseOut)
leftStep.keyTimes = [0, 1]
leftStep.values = [0, 1]
leftStep.beginTime = t
leftStep.duration = stepDuration
leftStep.fillMode = .forwards
return leftStep
}
Here leftStepAfter creates correct animation which updates opacity of a sublayer and rightStepAfter doesn't update contents of a sublayer. If you remove sublayers.right. from the keyPath - animation will correctly change contents of a CURRENT layer. Project to check it and the original project.
Why my animation doesn't work and how to fix it?
Did not find an answer to my original question (via keypath), but solved my problem by creating several animations for each sublayer.

How to smoothly finish infinity animation

I have infinity CABasicAnimation which actually simulate pulsating by increasing and decreasing scale:
scaleAnimation.fromValue = 0.5
scaleAnimation.toValue = 1.0
scaleAnimation.duration = 0.8
scaleAnimation.autoreverses = true
scaleAnimation.repeatCount = .greatestFiniteMagnitude
scaleAnimation.timingFunction = CAMediaTimingFunction(name: .easeInEaseOut)
I want to smoothly stop this animation in toValue. In other words, I want to allow current animation cycle finish, but stop repeating. Is there a nice and clean way to do this? I had a few ideas about freezing current animation, removing it and creating a new one with time offset, but maybe there is a better way?
There is a standard way to do this cleanly — though it's actually quite tricky if you don't know about it:
The first thing you do is set the layer's scale to the scale of its presentationLayer.
Then call removeAllAnimations on the layer.
Now do a fast animation where you set the layer's scale to 1.
Here's a possible implementation (for extra credit, I suppose we could adjust the duration of the fast animation to match what the current scale is, but I didn't bother to do that here):
#IBAction func doStop(_ sender: Any) {
let lay = v.layer
lay.transform = lay.presentation()!.transform
lay.removeAllAnimations()
CATransaction.flush()
lay.transform = CATransform3DIdentity
let scaleAnimation = CABasicAnimation(keyPath: "transform")
scaleAnimation.duration = 0.4
scaleAnimation.timingFunction = CAMediaTimingFunction(name: .easeOut)
lay.add(scaleAnimation, forKey: nil)
}
Result:

Use of unresolved identifier 'kCAFillModeForwards'

When I try to set animation.fillMode = kCAFillModeForwards Xcode can't compile and display an error. "Use of unresolved identifier 'kCAFillModeForwards'".
I've already used this in previous projects without any issues, did somebody already encountered this behaviour?
func animateGradient() {
currentGradient += 1
let animation = CABasicAnimation(keyPath: Animation.keyPath)
animation.duration = animationDuration
animation.toValue = currentGradientSet()
animation.fillMode = kCAFillModeForwards
animation.isRemovedOnCompletion = false
animation.delegate = self
gradient.add(animation, forKey: Animation.key)
}
That constant has been removed in favor of a forwards property on the CAMediaTimingFillMode type. As of Swift 4.2 the same thing is written as:
animation.fillMode = .forwards
That said, the combination of a forward fill mode and not removing the animation when it completes is often misused in an attempt to make an animation "stick"/"remain". Unless you are animating the removal of a layer, a cleaner solution is to update the layer to the new value and add an animation—which is removed when it completes—to transition from the previous value.

How to trigger an animation by PERCENTAGE in swift?

Alright, I am trying to trigger an animation incrementally as a scroll view is scrolled. To do this, I have taken this link here and converted it to swift - http://www.oliverfoggin.com/controlling-animations-with-a-uiscrollview/
Giving me the percentage offset x for my scrollview. This is all great.
Problem is I'm fairly new to swift and don't know how to tie this back into my existing animation which is a transform/move instead of changing color.
Here's my animation here-
self.borderlines.transform = CATransform3DMakeScale(CGFloat(0.01), CGFloat(1.0), 1)
self.activeBorder.layer.opacity = 1
CATransaction.begin()
self.activeBorder.layer.transform = CATransform3DMakeScale(CGFloat(0.03), CGFloat(1.0), 1)
let anim2 = CABasicAnimation(keyPath: "transform")
let fromTransform = CATransform3DMakeScale(CGFloat(0.01), CGFloat(1.0), 1)
let toTransform = CATransform3DMakeScale(CGFloat(1.0), CGFloat(1.0), 1)
anim2.fromValue = NSValue(CATransform3D: fromTransform)
anim2.toValue = NSValue(CATransform3D: toTransform)
anim2.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseOut)
anim2.fillMode = kCAFillModeForwards
anim2.removedOnCompletion = false
self.activeBorder.layer.addAnimation(anim2, forKey: "_activeBorder")
CATransaction.commit()
And then I also have another move animation. As is these are called on touch, so 1 static event.
The guy in the tutorial from what I can see recalculated/triggers his animation EVERY scroll then alters bg color by percentage. I don't know how to apply this to another type of animation- he mentions key frames and I have no idea what those are.
How can I achieve this effect? What do I need to change here?
Look into "freezing" your animation by setting its layer's speed to zero and manipulating its timeOffset as your response to scrolling.

UIView custom transition snaps back on completion

I have implemented a class BubbleAnimator, that should create a bubble-like transition between views and added it through the UIViewControllerTransitioningDelegate-protocol. The presenting animation works fine so far (that's why I haven't added all the code for this part).
But on dismissing the view, the 'fromViewController' flashes up at the very end of the animation. After this very short flash, the correct toViewController is displayed again, but this glitch is very annoying.
The following is the relevant animateTransition-method:
//Get all the necessary views from the context
let containerView = transitionContext.containerView()
let fromViewController = transitionContext.viewControllerForKey(UITransitionContextFromViewControllerKey)
let toViewController = transitionContext.viewControllerForKey(UITransitionContextToViewControllerKey)
//Presenting
if self.reverse == false {
//Add the destinationvc as subview
containerView!.addSubview(fromViewController!.view)
containerView!.addSubview(toViewController!.view)
/*...Animating the layer goes here... */
//Dismissing
} else {
containerView!.addSubview(toViewController!.view)
containerView!.addSubview(fromViewController!.view)
//Init the paths
let circleMaskPathInitial = UIBezierPath(ovalInRect: self.originFrame)
let extremePoint = CGPoint(x: originFrame.origin.x , y: originFrame.origin.y - CGRectGetHeight(toViewController!.view.bounds) )
let radius = sqrt((extremePoint.x*extremePoint.x) + (extremePoint.y*extremePoint.y))
let circleMaskPathFinal = UIBezierPath(ovalInRect: CGRectInset(originFrame, -radius, -radius))
//Create a layer
let maskLayer = CAShapeLayer()
maskLayer.path = circleMaskPathFinal.CGPath
fromViewController!.view.layer.mask = maskLayer
//Create and add the animation
let animation = CABasicAnimation(keyPath: "path")
animation.toValue = circleMaskPathInitial.CGPath
animation.fromValue = circleMaskPathFinal.CGPath
animation.duration = self.transitionDuration(transitionContext)
animation.delegate = self
maskLayer.addAnimation(animation, forKey: "path")
}
The cleanup takes place in the delegate method:
override public func animationDidStop(anim: CAAnimation, finished flag: Bool) {
self.transitionContext?.completeTransition(!(self.transitionContext?.transitionWasCancelled())!)
}
I guess, that I am doing something wrong with adding the views to the containerView, but I couldn't figure it out. Another possibility is, that the view's layer mask gets reset, when the function completeTransition is called.
Thanks to this blogpost I have finally been able to solve this problem. Short explanation:
The CAAnimation only manipulates the presentation-layer of the view, but does not change the model-layer. When the animation now finishes, it's value snaps back to the original and unchanged value of the model-layer.
Short and simply workaround:
animation.fillMode = kCAFillModeForwards
animation.removedOnCompletion = false
The better solution, as it doesn't prevent the animation from being removed is to manually set the final value of the layer's position before the animation starts. This way, the model-layer is assigned the correct value:
maskLayer.path = circleMaskPathInitial.CGPath
//Create and add the animation below..