Swift UIView Animate doesn't work properly - swift

Slide up animation will be triggered when a button is clicked.
func animation_onClick(action: String) {
let up = CGAffineTransform(translationX: 0, y: -30)
myView.transform = CGAffineTransform(translationX: 0, y: 0)
UIView.animate(withDuration: 0.5, delay: 0.0, options: [], animations: {
self.myView.transform = up
}, completion: nil)
}
My code means when the function runs, myView’s position will be set to (0, 0) referring to its original position every time before it was set to (0, -30).
But when I run the app, I repeatedly click the button, somehow myView doesn't go back to its origin, it goes below where it should be. What I mean is it's not supposed to go below its origin.
See the gif below.

Try the following
func animation_onClick(action: String) {
myView.layer.removeAllAnimations()
myView.transform = .identity
UIView.animate(withDuration: 0.5, delay: 0.0, options: [], animations: {
self.myView.transform = CGAffineTransform(translationX: 0, y: -30)
}, completion: nil)
}

Related

CGAffineTransform(translationX: , y: ) will only move UIImage View to the right

I have two UIButtons for moving UImages left and right accordingly. The code for the both UIButtons is as follows,
#IBAction func MoveLeft(_ sender: Any) {
let yPosition1 = myslider.frame.origin.y
let yPosition2 = ImageView.frame.origin.y
let yPosition3 = ImageView2.frame.origin.y
UIView.animate(withDuration: 0.0, delay: 0.0, options: [], animations: {
self.myslider.transform = CGAffineTransform(translationX: -0.1, y: yPosition1)
self.ImageView.transform = CGAffineTransform(translationX: -0.1, y: yPosition2)
self.ImageView2.transform = CGAffineTransform(translationX: -0.1, y: yPosition3)
}, completion: nil)
}
#IBAction func MoveRight(_ sender: Any) {
let yPosition1 = myslider.frame.origin.y
let yPosition2 = ImageView.frame.origin.y
let yPosition3 = ImageView2.frame.origin.y
UIView.animate(withDuration: 0.0, delay: 0.0, options: [], animations: {
self.myslider.transform = CGAffineTransform(translationX: 0.1, y: yPosition1)
self.ImageView.transform = CGAffineTransform(translationX: 0.1, y: yPosition2)
self.ImageView2.transform = CGAffineTransform(translationX: 0.1, y: yPosition3)
}, completion: nil)
}
the values for the translation are opposite of each other so in theory the buttons should move the UIImages in different directions correct? Although when I run the and try using the "MoveLeft" UIButton the UIImages move in the same direction as if I was using the "MoveRight" UIButton. Any ideas on how to fix this issue would be greatly appreciated

Touch Labels That Keep Animating

I'm having an issue trying to touch a label that keeps animating because during the animation it becomes an image (set the animation on repeat). Is there a way to touch it during animation (I cant't use UITapGestureRecognizer) ?
func animatePro() {
UIView.animate(withDuration: 2, delay: 0, options: [.autoreverse, .repeat], animations: {
//1.5 times it's normal size
self.proLabel.transform = CGAffineTransform(scaleX: 1.5, y: 1.5)
}){ (finished) in
self.proLabel
.transform = CGAffineTransform.identity
}
}
func animateRev() {
UIView.animate(withDuration: 2, delay: 0, options: [.repeat], animations: {
//1.5 times it's normal size
self.revLabel.transform = CGAffineTransform(scaleX: 1.5, y: 1.5)
}){ (finished) in
UIView.animate(withDuration: 2, delay: 0, animations: {
self.revLabel.transform = CGAffineTransform.identity
})
}
}
Add allowUserInteraction
options: [.allowUserInteraction,.autoreverse, .repeat]

Swift move image from right to left than from left to right

I want to make an animation that move a background image from right to left than left to right.
I use this code but not works
UIView.animate(withDuration: 5, delay: 0, options: .repeat ,animations: { () -> Void in
imageView.transform = CGAffineTransform(translationX: -imageView.frame.width + self.view.bounds.width, y: 0)
UIView.animate(withDuration: 5, delay: 1, options: .repeat ,animations: { () -> Void in
imageView.transform = CGAffineTransform(translationX: +imageView.frame.width - self.view.bounds.width, y: 0)
})
})
I solved with this
UIView.animate(withDuration: 30.0, delay: 0, options: [.repeat, .autoreverse], animations: {
imageView.transform = CGAffineTransform(translationX: -imageView.frame.width + self.view.bounds.width, y: 0)
}, completion: nil)
Use the following code if you want to use the legacy animate(withDuration:animations:) API. However, you need to wait for the first animation to be finished - this means you have to use the completion block.
However, your value for translationX does not makes sense as well.
UIView.animate(withDuration: 1, animations: {
self.imageView.transform = CGAffineTransform(translationX: -self.imageView.frame.width, y: 0)
}) { _ in
UIView.animate(withDuration: 1) {
self.imageView.transform = CGAffineTransform.identity
}
}
I would strongly recommend having a look at the "new" way of doing Animations: UIViewPropertyAnimator(https://developer.apple.com/documentation/uikit/uiviewpropertyanimator)

UIButton animation ignores target selector in Swift

I've added this animation code to the end of a function that is called when the button is pushed, but while the animation is happening, it ignores the set target selector until the animation is finished. The animation is very fast, but I'd like users to be able to press it rapidly.
let transforms: CGAffineTransform = .identity
mirroredButton.transform = transforms
UIView.animate(withDuration: 0.05, animations: {
mirroredButton.transform = transforms.scaledBy(x: 0.75, y: 0.75)
},
completion: { _ in
UIView.animate(withDuration: 0.1) {
mirroredButton.transform = transforms.scaledBy(x: 1.0, y: 1.0)
}
})
Update:
Using the answer, I updated my animation code as shown below. Both animation calls need options. The 2nd has a nil completion handler.
let transforms: CGAffineTransform = .identity
mirroredButton.transform = transforms
UIView.animate(withDuration: 0.05, delay: 0.0, options: .allowUserInteraction, animations: {
mirroredButton.transform = transforms.scaledBy(x: 0.75, y: 0.75)
},
completion: { _ in
UIView.animate(withDuration: 0.1, delay: 0.0, options: .allowUserInteraction, animations: {
mirroredButton.transform = transforms.scaledBy(x: 1.0, y: 1.0)
}, completion:nil)
})
User interaction is disabled for the duration of a view's animation. If it's critical that the user should interact with a view during an animation, you can pass in the option .allowUserInteraction, like so:
UIView.animate(withDuration: 1.0, delay: 0.0, options: .allowUserInteraction, animations: {
//animate here
})

Animate video UIView to go full screen like YouTube App

I have a view controller that has a UIView that I call playerView. In playerView, I use an AVLayer and AVPlayerLayer to show the user a video. Image the Youtube app when you first click on any video.
How do I manipulate the frame of this playerView so that it can take up the entire screen. (Go full screen)
This is the current frame:
//16 x 9 is the aspect ratio of all HD videos
let height = view.frame.width * 9 / 16
let playerFrame = CGRect(x: 0, y: 0, width: view.frame.width, height: height)
playerView.frame = videoPlayerFrame
I was testing around in the YouTube app and their app only supports Portrait orientation (just like mine) due to how the animation of a video going full screen looks. How can I do this at the the tap of a button and even further when the user holds the device horizontally?
UIView.animate(withDuration: 0.5, delay: 0, usingSpringWithDamping: 1, initialSpringVelocity: 1, options: .curveEaseOut, animations: {
self.playerView.frame = ?
}, completion: nil)
Edit: Tried this but it doesn't really work how I want it... it doesn't take up the whole screen
UIView.animate(withDuration: 0.8, delay: 0, usingSpringWithDamping: 1, initialSpringVelocity: 1, options: .curveEaseOut, animations: {
self.playerView.frame = CGRect(x: 0, y: 0, width: self.view.frame.height, height: self.view.frame.width)
self.playerView.transform = CGAffineTransform(rotationAngle: CGFloat(Double.pi / 2))
}, completion: nil)
I figured it out.
I create a global variable called isExpanded that will be set to true when we're in full screen mode. Also, I create a CGPoint variable called videoPlayerViewCenter so I can save the center before going full screen so I can set it again when going back to small screen.
This is the code that gets called when the user wants to go full screen
func fullScreenTapped(sender: vVideoPlayer) {
if !isExpanded {
//Expand the video
UIView.animate(withDuration: 0.8, delay: 0, usingSpringWithDamping: 1, initialSpringVelocity: 1, options: .curveEaseOut, animations: {
self.videoPlayerViewCenter = self.videoPlayerView.center
self.videoPlayerView.frame = CGRect(x: 0, y: 0, width: self.view.frame.height, height: self.view.frame.width)
self.videoPlayerView.center = self.view.center
self.videoPlayerView.transform = CGAffineTransform(rotationAngle: CGFloat(Double.pi / 2))
self.videoPlayerView.layoutSubviews()
}, completion: nil)
} else {
//Shrink the video again
UIView.animate(withDuration: 0.8, delay: 0, usingSpringWithDamping: 1, initialSpringVelocity: 1, options: .curveEaseOut, animations: {
//16 x 9 is the aspect ratio of all HD videos
self.videoPlayerView.transform = CGAffineTransform.identity
self.videoPlayerView.center = self.videoPlayerViewCenter
let height = self.view.frame.width * 9 / 16
let videoPlayerFrame = CGRect(x: 0, y: 0, width: self.view.frame.width, height: height)
self.videoPlayerView.frame = videoPlayerFrame
self.videoPlayerView.layoutSubviews()
}, completion: nil)
}
isExpanded = !isExpanded
}
To expand the video, I save the center in my global CGPoint variable and then set the frame. Then, I set the center and do a 90 degree turn using CGAffineTransform.
To shrink the video again, I basically set the settings to how they were before. (The order in which things are done is very important)
Another thing that's also very important is to override your layoutSubviews method in your videoPlayerView to be like this:
override func layoutSubviews() {
super.layoutSubviews()
self.playerLayer?.frame = self.bounds
}
This will make it so your playerLayer adjusts its frame as the view is getting bigger.
I know is too late but maybe someone else can find this code helpful.
I use to use Auto layout constraints in my views so animating must have a different approach.
func setMapFullScreen(_ fullscreen: Bool) {
if fullscreen {
// Set the full screen constraints
self.setFullScreenLayoutConstraints()
// Hide the navigation bar
self.navigationController?.setNavigationBarHidden(true, animated: true)
} else {
// Set small screen constraints
self.setSmallScreenLayoutConstraints()
// Show the navigation bar
self.navigationController?.setNavigationBarHidden(false, animated: true)
}
// Animate to full screen
UIView.animate(withDuration: 0.8, delay: 0, usingSpringWithDamping: 1, initialSpringVelocity: 1, options: .curveEaseOut, animations: {
self.view.layoutIfNeeded()
}) { (finished) in
// ...
}
In my case a have I MKMapView and I want to tap on it in order to see the map fullscreen (and back).
This is the function that toogle the state.
As you can see, in the UIView.animate call, I animate only the self.view.layoutIfNeeded()
I also hide the navigation bar cause I have one ☺
Here my setSmallScreenLayoutConstraints and setFullScreenLayoutConstraints functions using SnapKit framework
func setSmallScreenLayoutConstraints() {
self.mapView.snp.remakeConstraints { (make) -> Void in
make.top.equalTo(self.mapLabel.snp.bottom).offset(8)
make.left.equalTo(self.view).offset(0)
make.right.equalTo(self.view).offset(0)
make.height.equalTo(150)
}
}
func setFullScreenLayoutConstraints() {
self.mapView.snp.remakeConstraints { (make) -> Void in
make.top.equalTo(self.view).offset(0)
make.left.equalTo(self.view).offset(0)
make.right.equalTo(self.view).offset(0)
make.bottom.equalTo(self.view).offset(0)
}
}
This is the result
Enjoy!!
As I said it is not an answer for your question. It is an idea and hope it helps you:
var rectangleView:UIView!
override func viewDidLoad() {
super.viewDidLoad()
// Tap Gesture Recognizer for growing the rectangleView
let tapForward = UITapGestureRecognizer.init(target: self, action: #selector(self.tapForward(tap:)))
tapForward.numberOfTapsRequired = 1
// Configure the rectangleView
self.rectangleView = UIView.init(frame: CGRect.init(x: 0, y: 0, width: self.view.bounds.width, height: self.view.bounds.height))
self.rectangleView.transform = CGAffineTransform.init(scaleX: 0.65, y: 0.25)
self.rectangleView.backgroundColor = UIColor.red
self.rectangleView.addGestureRecognizer(tapForward)
self.view.addSubview(rectangleView)
}
And this going to be our tapForward(tap:) function:
func tapForward(tap:UITapGestureRecognizer) {
UIView.animate(withDuration: 0.5, delay: 0.0, usingSpringWithDamping: 0.7, initialSpringVelocity: 0.8, options: .curveEaseInOut, animations: {
self.rectangleView.transform = CGAffineTransform.identity
}) { (completed:Bool) in
// Completion block
}
}