How to animate display of same View Controller but with updated content - swift4

I want to animate an update to a sceen's content as if transitioning to a different View Controller. For example, imagine a scene of a calendar page with today's events. A swipe to the left updates the content to tomorrow's events but the View Controller and scene are the same. Still, I'd like to animate the new content sliding in from the right.
I've tried animating moving the entire view to the left. And that works, but it reveals a black screen beneath, which although quickly replaced with the correct content is nevertheless jarring.
I remember back in the HyperCard days you could lock the display of a card, update the contents, then unlock the display with a transition, say, a dissolve or wipe. I understand that is probably not how iOS does things, but I mention it just to help describe what I'm trying to do.
Adding code that does gesture recognition and move...
#objc func swipeDetected(gesture: UIGestureRecognizer) {
let calendar = Calendar.current
if let swipeGesture = gesture as? UISwipeGestureRecognizer {
switch swipeGesture.direction {
case .left:
// move current page to the left
animateViewMoving(right: false, timeInterval: 0.3)
// update content
currentDate = calendar.date(byAdding: .day, value: 1, to: currentDate)!
populateSchedItems()
self.tableView.reloadData()
// return page with no duration
animateViewMoving(right: true, timeInterval: 0.0)
case .right:
// move page to left with no duration
animateViewMoving(right: false, timeInterval: 0.0)
// update content
currentDate = calendar.date(byAdding: .day, value: -1, to: currentDate)!
populateSchedItems()
self.tableView.reloadData()
// slide new content in from the left
animateViewMoving(right: true, timeInterval: 0.3)
default:
break
}
}
}
func animateViewMoving (toTheRight: Bool, timeInterval: Double) {
let frameWidth = self.view.frame.width
let movementDuration:TimeInterval = timeInterval
let movement:CGFloat = ( toTheRight ? frameWidth : -frameWidth)
UIView.beginAnimations( "animateView", context: nil)
UIView.setAnimationBeginsFromCurrentState(true)
UIView.setAnimationDuration(movementDuration )
self.view.frame = self.view.frame.offsetBy(dx: movement, dy: 0)
UIView.commitAnimations()
}

Take a snapshot view of the current contents and place it behind the current view. (This will give us something other than the black window to look at behind the animation.) Now do exactly what you're already doing: move the real view off to the side and animate it in. Now quietly remove the snapshot view.

Related

Transform collection view cell container after Swipe to right and left

I'm trying to add Swipe to right and left to collection view cell to transform the container to the right and left with a certain angle
Here is my initial setup
private func setupGestures() {
let swipeToRight = UISwipeGestureRecognizer(target: self, action: #selector(respondToSwipeRight))
swipeToRight.direction = .right
container.addGestureRecognizer(swipeToRight)
let swipeToLeft = UISwipeGestureRecognizer(target: self, action: #selector(respondToSwipeLeft))
swipeToLeft.direction = .left
container.addGestureRecognizer(swipeToLeft)
}
#objc func respondToSwipeRight(gesture: UIGestureRecognizer) {
let angle = CGFloat(Double.pi/2)
UIView.animate(withDuration: 0.5) {
self.container.transform = CGAffineTransform(rotationAngle: angle)
}
}
#objc func respondToSwipeLeft(gesture: UIGestureRecognizer) {
let angle = -CGFloat(Double.pi/2)
UIView.animate(withDuration: 0.5) {
self.container.transform = CGAffineTransform(rotationAngle: angle)
}
}
But it completely rotate the container, which is I don't want, I want to make it something like it, and turn back to it's initial position after a sec or two
[![how it should transform][1]][1]
And it would be so awesome that move based on Swiping position, I mean not automatically goes to that level of position, move with finger tip and when it reach there, just stop moving.
Could anyone help me to implement it, I have no idea how I can do it
Many thanks
Adding completion in UIView.animate in order to turn back to initial state. After a sec or two is depends on your duration in UIView.animate
Code will be like this
UIView.animate(withDuration: 0.5, animations: {
self.container.transform = CGAffineTransform(rotationAngle: 0.5)
}, completion: {
_ in
// turn back to the previous before transform
self.container.transform = .identity
})
And for your second question, you can implement with touchesBegan and touchesMoved or add PanGesture to handle changing position container view frame like you want.

The view shifts after the keyboard is finished loading, how to I get the view to shift at the same time

When I call my keyboard it will slide up into place, then the rest of the view will slide up to make room for it. Similarly when I dismiss the keyboard, the keyboard will slide out, then the rest of the view will slide down. Is it possible to have the keyboard and the view to slide at the same time?
Here is the code I currently have
// MARK: Animated Keyboard
#objc func keyboardWillShow(notification: NSNotification) {
// check to see if a keyboard exists
if let keyboardSize = (notification.userInfo?[UIResponder.keyboardFrameBeginUserInfoKey] as? NSValue)?.cgRectValue {
print("Show")
// Check to see if the information for the size of the keyboard exists
guard let userInfo = notification.userInfo
else {return}
// get the size of the keyboard
guard let keyboardSize = userInfo[UIResponder.keyboardFrameEndUserInfoKey] as? NSValue
else {return}
// get the duration of the keyboard transition
let duration = notification.userInfo![UIResponder.keyboardAnimationDurationUserInfoKey] as! Double
// get the type and speed of the keyboard transition
let curve = notification.userInfo![UIResponder.keyboardAnimationCurveUserInfoKey] as! UInt
// move the frame by the size of the keyboard
let keyboardFrame = keyboardSize.cgRectValue
UIView.animateKeyframes(withDuration: duration, delay: -0.2, options: UIView.KeyframeAnimationOptions(rawValue: curve), animations: {
if self.view.frame.origin.y == 0 {
self.view.frame.origin.y -= keyboardFrame.height
}
}, completion: nil)
}
}
This is not causing any errors, it compiles and runs without issue. It just looks bad.
From your description is sounds like you have actually registered for keyboardDidShowNotification instead of keyboardWillShowNotification.
Make sure you have registered for the correct notification.
You should also use the UIView.animate method and not UIView.animateKeyframes. This of course also means you need to replace UIView.KeyframeAnimationOptions with UIView.AnimationOptions.
Lastly, don't attempt to use a negative delay. UIKit has a lot of power but time travel isn't one of them.

ViewController slide animation

I want to create an animation like the iOS app facebook at tabswitch[1]. I have already tried to develop some kind of animation, the problem that occurs is that the old view controller becomes invisible directly on the switch, instead of fading out slowly while the new controller is sliding in fast.
I've found this SO question How to animate Tab bar tab switch with a CrossDissolve slide transition? but the as correct marked solution does not really work for me (it is not a slide it is a fade transition). What I'd also like to get is the function to make slide left or right to switch the tabs. Like it was on a older version of facebook.
What I've got so far is this:
extension TabBarController: UITabBarControllerDelegate {
func tabBarController(_ tabBarController: UITabBarController, shouldSelect viewController: UIViewController) -> Bool {
guard let fromView = selectedViewController?.view,
let toView = viewController.view else { return false }
if fromView != toView {
toView.transform = CGAffineTransform(translationX: -90, y: 0)
UIView.animate(withDuration: 0.25, delay: 0.0, options: .curveEaseInOut, animations: {
toView.transform = CGAffineTransform(translationX: 0, y: 0)
})
}; return true
}
}
class TabBarController: UITabBarController {
override func viewDidLoad() {
super.viewDidLoad()
delegate = self
}
}
How to fix this?
[1]
I would very much like to add a gif from the Facebook app. The problem is that I don't want to censor the video and just reveal too much of my data. (Even if fb already has them). Also on youtube I didn't find a suitable recording. Please try it yourself in the fb app in iOS.
You can use the following idea: https://samwize.com/2016/04/27/making-tab-bar-slide-when-selected/
Also, here's the code updated to Swift 4.1 and I also removed the force unwrappings:
import UIKit
class MyTabBarController: UITabBarController {
override func viewDidLoad() {
super.viewDidLoad()
delegate = self
}
}
extension MyTabBarController: UITabBarControllerDelegate {
func tabBarController(_ tabBarController: UITabBarController, shouldSelect viewController: UIViewController) -> Bool {
guard let tabViewControllers = tabBarController.viewControllers, let toIndex = tabViewControllers.index(of: viewController) else {
return false
}
animateToTab(toIndex: toIndex)
return true
}
func animateToTab(toIndex: Int) {
guard let tabViewControllers = viewControllers,
let selectedVC = selectedViewController else { return }
guard let fromView = selectedVC.view,
let toView = tabViewControllers[toIndex].view,
let fromIndex = tabViewControllers.index(of: selectedVC),
fromIndex != toIndex else { return }
// Add the toView to the tab bar view
fromView.superview?.addSubview(toView)
// Position toView off screen (to the left/right of fromView)
let screenWidth = UIScreen.main.bounds.size.width
let scrollRight = toIndex > fromIndex
let offset = (scrollRight ? screenWidth : -screenWidth)
toView.center = CGPoint(x: fromView.center.x + offset, y: toView.center.y)
// Disable interaction during animation
view.isUserInteractionEnabled = false
UIView.animate(withDuration: 0.3,
delay: 0.0,
usingSpringWithDamping: 1,
initialSpringVelocity: 0,
options: .curveEaseOut,
animations: {
// Slide the views by -offset
fromView.center = CGPoint(x: fromView.center.x - offset, y: fromView.center.y)
toView.center = CGPoint(x: toView.center.x - offset, y: toView.center.y)
}, completion: { finished in
// Remove the old view from the tabbar view.
fromView.removeFromSuperview()
self.selectedIndex = toIndex
self.view.isUserInteractionEnabled = true
})
}
}
So, you need to subclass UITabBarController and you also have to write the animation part, you can tweak the animation options (delay, duration, etc).
I hope it helps, cheers!
I've never seen Facebook so I don't know what the animation is. But you can have any animation you like when a tab bar controller changes its tab (child view controller), coherently and without any hacks, using the built-in mechanism that Apple provides for adding custom animation to a transition between view controllers. It's called custom transition animation.
Apple first introduced this mechanism in 2013. Here's a link to their video about it: https://developer.apple.com/videos/play/wwdc2013/218/
I immediately adopted this in my apps, and I think it makes them look a lot spiffier. Here's a demo of a tab bar controller custom transition that I like:
The really cool thing is that once you've decided what animation you want, making the transition interactive (i.e. drive it with a gesture instead of a button click) is easy:
Now, you might be saying: Okay, but that's not quite the animation I had in mind. No problem! Once you've got the hang of the custom transition architecture, changing the animation to anything you like is easy. In this variant, I just commented out one line so that the "old" view controller doesn't slide away:
So let your imagination run wild! Adopt custom transition animations, the way that iOS intends.
If you want something for pushViewController navigation, you can try this.
However, when switching between tabs on a TabBarController, this will not work. For that, I'd go with #mihai-erős 's solution
Change the Animation duration as per your liking, and assign this class to your navigation segues, for a Slide Animation.
class CustomPushSegue: UIStoryboardSegue {
override func perform() {
// first get the source and destination view controllers as UIviews so that they can placed in navigation stack
let sourceVCView = self.source.view as UIView!
let destinationVCView = self.destination.view as UIView!
let screenWidth = UIScreen.main.bounds.size.width
//create the destination view's rectangular frame i.e starting at 0,0 and equal to screenwidth by screenheight
destinationVCView?.transform = CGAffineTransform(translationX: screenWidth, y: 0)
//the destinationview needs to be placed on top(aboveSubView) of source view in the app window stack before being accessed by nav stack
// get the window and insert destination View
let window = UIApplication.shared.keyWindow
window?.insertSubview(destinationVCView!, aboveSubview: sourceVCView!)
// the animation: first remove the source out of screen by moving it at the left side of it and at the same time place the destination to source's position
// Animate the transition.
UIView.animate(withDuration: 0.3, animations: { () -> Void in
sourceVCView?.transform = CGAffineTransform(translationX: -screenWidth,y: 0)
destinationVCView?.transform = CGAffineTransform.identity
}, completion: { (Finished) -> Void in
self.source.present(self.destination, animated: false, completion: nil)
})
}
}

SpriteKit scene deformed after modal presentation swift

Could use some help troubleshooting an issue with a SpriteKit scene.
I have a scene that displays some coins in the main section of the app.
When I present a viewcontroller from the bottom I have no issue. Same for tab bar navigation, no issues.
Here is the view as it should always be displayed.
The issue comes only when I present a viewcontroller from the side.
When the new viewcontroller is dismissed, the scene works, but is distorted.
this is how it is displayed after a viewcontroller is displayed modally and later on dismissed.
EDIT: I forgot to mention that if I swipe vertically on the distorted scene, the distortion is fixed and all is good.
Here is some of the code in viewDidAppear of the viewcontroller.
Thanks for the help.
EDIT 2:
I just tested the app on a iPhone 5 using iOS 10 and the issue doesn't happen. Any chance this might be iOS 11 related?
func configureScene(_ completion: () -> Void) {
defer { completion() }
guard wScene == nil else { return }
let skView = SKView(frame: self.view.frame)
skView.isUserInteractionEnabled = false
skView.backgroundColor = .clear
wScene = WScene(size: view.frame.size)
wScene.backgroundColor = .clear
skView.presentScene(wScene)
view.insertSubview(skView, belowSubview: collectionView)
if let buttonsObstacle = doubleButton?.buttonsView {
let obstacleSize = CGSize.init(width: buttonsObstacle.frame.width, height: buttonsObstacle.frame.height)
obstacle = SKSpriteNode.init(color: .clear, size: obstacleSize)
guard let obstacle = obstacle else { return }
obstacle.name = WScene.obstacleNodeName
let convertedOrigin = view.convert(buttonsObstacle.center, from: buttonsObstacle.superview)
let skConvertedOrigin = skView.convert(convertedOrigin, to: wScene)
obstacle.position = skConvertedOrigin
obstacle.physicsBody = SKPhysicsBody(rectangleOf: obstacleSize)
obstacle.physicsBody?.allowsRotation = false
obstacle.physicsBody?.isDynamic = false
source.scrollHandler = { [weak self] (scrollView) in
guard let strongSelf = self else { return }
strongSelf.buttonsMoved(inView: skView, withScroll: scrollView)
}
wScene.addChild(obstacle)
presenter.loadData()
}
}
I solved my issue.
It was related to the new iOS 11 adjustedContentInset property.
My Coin SK scene was being moved by the scroll handler when the view appeared after a modal transition.
My solution is to disable the scrolling for the first 0.1 second after the view appears. In this way iOS 11 doesn't touch the coins anymore while users are able to scroll correctly because they interact with the view most of the time after at least 0.1 seconds.

turn animation 180 degrees in swift

I am using a curl up animation when swiping up, which makes a card fly away to the top - it works fine. I'd like to use the same animation, but to swipe down, so that the card flies away down. I guess I'd have to somehow turn the swipe up animation 180 degrees. Is that possible?
let views = (frontView: self.frontView, backView: self.frontView)
// set a transition style
let transitionOptions = UIViewAnimationOptions.TransitionCurlUp
UIView.transitionWithView(self.flashCardView, duration: 0.5, options: transitionOptions, animations: {
views.frontView.removeFromSuperview()
self.flashCardView.addSubview(views.frontView)
}, completion: { finished in
// any code entered here will be applied
})
The UIViewAnimationOptions struct has another option that will solve this for you:
let transitionOptions = UIViewAnimationOptions.TransitionCurlDown