Cocoa - animating NSWindow - swift

I am trying to animate my NSWindow after I click a specific button, so I wrote a function:
func fadeIn(window: NSWindow, duration: NSTimeInterval) {
var alpha = 0.0 as CGFloat
window.alphaValue = alpha
window.makeKeyAndOrderFront(nil)
let numberOfLoops = Int(duration / 0.02)
let alphaChangeInLoop = (CGFloat(1.0) / CGFloat(numberOfLoops))
var loopRun = 0
for _ in 0...numberOfLoops {
loopRun += 1
alpha += alphaChangeInLoop
window.alphaValue = alpha
NSThread.sleepForTimeInterval(0.020)
}
print("Loop was run \(loopRun) times. Ending alpha: \(alpha)")
if alpha != 1.0 {
alpha = 1.0
window.alphaValue = 1.0
print("Alpha set to 1.0")
}
}
It seems OK for me, but it is not - the window does not fade in. It just appears after whatever I put in the duration field (so it is probably not accepting any alphaValue below 1.0).
Is it possible to animate alphaValue in OSX application? I've been searching this forum and I found some other ways including NSAnimationContext but it did not work for me.

The problem with your approach is that the window typically only redraws when you let flow of execution return to the main event loop. You're not doing that until the end. You could try to force the window to redraw for each iteration of your loop, but don't bother.
Animation is built in to Cocoa. Try this:
window.alphaValue = 0
window.makeKeyAndOrderFront(nil)
NSAnimationContext.runAnimationGroup({ (context) -> Void in
context.duration = duration
window.animator().alphaValue = 1
}, completionHandler: nil)
If you're OK with the default duration of 0.25 seconds, you can just do:
window.alphaValue = 0
window.makeKeyAndOrderFront(nil)
window.animator().alphaValue = 1
You should also be aware that Cocoa applies animations to windows, by default. You should consider just letting it do its thing. If you insist on taking over for it, you should probably do:
window.animationBehavior = .None

Related

Swift5: Stop CABasicAnimation animation, just when the animation is finished

I have 4 edges, one for each corner, with animation. The only thing that the animation does is to vary the alpha of that border. It goes from 0.05 to 1 that alpha.
I am doing this way to the animation:
private func startAnimation(duration: CFTimeInterval) {
let cornerAnimate = CABasicAnimation(keyPath: #keyPath(CALayer.opacity))
cornerAnimate.fromValue = 1
cornerAnimate.toValue = 0.05
cornerAnimate.duration = duration
cornerAnimate.repeatCount = .infinity
cornerAnimate.autoreverses = true
cornerAnimate.isRemovedOnCompletion = false
cornerAnimate.timingFunction = CAMediaTimingFunction(name: .easeInEaseOut)
corners.forEach { corner in
corner.add(cornerAnimate, forKey: "opacity")
}
}
I have it in .infinity because that's what I want to do. I want the animation to be displayed infinitely, and when I tell it to, at any time, stop it.
But I don't want it to stop abruptly, I want it to stop when the alpha is at 1.0. I mean, when I call the function stopAnimation(), it follows a little bit the animation until it 'finishes that cycle' and when the alpha is at 1.0 then it stops it.
This is what I tried to do, but the animation is still abrupt:
func stopAnimation() {
let endAnimation = CABasicAnimation(keyPath: #keyPath(CALayer.opacity))
var actualOpacity: Double = 0.05
corners.forEach { corner in
actualOpacity = corner.presentation()?.value(forKeyPath: "opacity") as! Double
}
endAnimation.fromValue = actualOpacity
endAnimation.toValue = 1.0
endAnimation.duration = 1.0
corners.forEach { corner in
corner.add(endAnimation, forKey: "end")
corner.removeAnimation(forKey: "opacity")
}
}
It looks like you're building the app in the simulator (since I can see the mouse movement), this appears to be a bug that effects simulators only. I was able to reproduce it in the simulator but not on an actual device.
Run it on a device and you should not be seeing that glitch.

NSSplitViewItem.isCollapsed ignores animation durations

I am trying to collapse an NSSplitViewItem like so
NSAnimationContext.runAnimationGroup({ context in
context.duration = 0.1
context.allowsImplicitAnimation = true
searchItem.isCollapsed = collapsed
}, completionHandler: {
// do stuff
})
No matter what I set for the duration, the animation duration of the collapse animation does not change.
Setting the duration on a CATransaction also does not work.
Checking the header files it mentions this:
The exact animation used can be customized by setting it
in the -animations dictionary with a key of "collapsed".
That raises even more questions. When do I set this animation? What keypath do I animate with this animation? What to/from values does it expect? etc... All I want to do is change its duration.
Solution:
As per #Loengard's answer this is what I went with
NSAnimationContext.runAnimationGroup { _ in
let animation = CABasicAnimation(keyPath: nil)
animation.duration = 0.1
searchItem.animations["collapsed"] = animation
searchItem.animator().isCollapsed = collapsed
}
The dictionary the header file refers to is searchItem.animations. You don't need to specify fromValue or toValue, just customize duration like this:
NSAnimationContext.runAnimationGroup({ context in
context.duration = 0.1
context.allowsImplicitAnimation = true
let collapseAnimation = CABasicAnimation(keyPath: "collapsed")
collapseAnimation.duration = 0.1
var existingAnimations = searchItem.animations
existingAnimations["collapsed"] = collapseAnimation
searchItem.animations = existingAnimations
searchItem.isCollapsed = !searchItem.isCollapsed
}) { }

Swift4 Animation using Timer.scheduledTimer

I'm animating a clock hand that takes a CGFloat value from 0 to 1. While I have the animation, I would like it to be a lot smoother. The total animation takes 5 seconds, as part of an input variable. How can I make this a lot smoother?
Ideally, I'd like to get all the values from 0 to 1 in 5 seconds...
The clock hand does a complete 360 but is a little choppy
#IBAction func start(_ sender: Any) {
timer = Timer.scheduledTimer(timeInterval: 0.1, target: self, selector: #selector(launchTimer), userInfo: nil, repeats: true)
launchTimer()
}
func launchTimer() {
guard seconds < 4.9 else {
timer.invalidate()
seconds = 0
return
}
seconds += 0.1
clockView.currentPressure = CGFloat(seconds / 5)
clockView.setNeedsDisplay()
}
EDIT
import UIKit
class GaugeView: UIView {
var currentPressure : CGFloat = 0.0
override func draw(_ rect: CGRect) {
StyleKitName.drawGauge(pressure: currentPressure)
}
}
Timer is not appropriate for animations on this scale. 100ms isn't a good step in any case, since it's not a multiple of the frame rate (16.67ms). Generally speaking, you shouldn't try to hand-animate unless you have a specialized problem. See UIView.animate(withDuration:...), which is generally how you should animate UI elements, allowing the system to take care of the progress for you.
For a slightly more manual animation, see CABasicAnimation, which will update a property over time. If you need very manual control, see CADisplayLink, but you almost never need this.
In any case, you must never assume that any timer is called precisely when you ask it to be. You cannot add 0.1s to a value just because you asked to be called in 0.1s. You have to look at what time it really is. Even hard-real-time systems can't promise something will be called at a precise moment. The best you can possibly get is a promise it will be within some tolerance (and iOS doesn't even give you that).
To animate this with UIView (which I recommend), it'll probably be something like:
#IBAction func start(_ sender: Any) {
self.clockView.currentPressure = 0
UIView.animate(withDuration: 5, animations: {
self.clockView.currentPressure = 1
})
}
With a CABasicAnimation (which is more complicated) it would be something like:
currentPressure = 1 // You have to set it to where it's going or it'll snap back.
let anim = CABasicAnimation(keyPath: "currentPressure")
anim.fromValue = 0
anim.toValue = 1
anim.duration = 5
clockView.addAnimation(anim)
Make the time interval smaller to make the animation smoother. That way it will seem like it's gliding around instead of jumping between values.
You can also use spritekit:
import SpriteKit
let wait = SKAction.wait(forDuration: 0.01)
let runAnim = SKAction.run {
launchTimer()
}
let n = SKNode()
n.run(SKAction.repeat(SKAction.sequence([wait, runAnim]), count: 500))

Sliding Animation NSView background color in swift

Trying to modifying the color of NSView with sliding animation like Google Trends
let hexColors = ["56A55B", "4F86EC", "F2BC42", "DA5040"]
#IBAction func changeColor(sender: NSButton) {
let randomIndex = Int(arc4random_uniform(UInt32(hexColors.count)))
NSAnimationContext.runAnimationGroup({_ in
//duration
NSAnimationContext.current.duration = 5.0
self.view.animator().layer?.backgroundColor = NSColor(hex: hexColors[randomIndex]).cgColor
}, completionHandler:{
print("completed")
})
}
I tried using NSAnimationContext to set duration of color change, but it does not work. However it works with the alphaValue of the view.
I'm not sure if you have gotten your answer yet. But this might be able get it to work:
let hexColors = ["56A55B", "4F86EC", "F2BC42", "DA5040"]
#IBAction func changeColor(sender: NSButton) {
let randomIndex = Int(arc4random_uniform(UInt32(hexColors.count)))
NSAnimationContext.runAnimationGroup({ context in
//duration
context.duration = 5.0
// This is the key property that needs to be set
context.allowsImplicitAnimation = true
self.view.animator().layer?.backgroundColor = NSColor(hex: hexColors[randomIndex]).cgColor
}, completionHandler:{
print("completed")
})
}
here is what the documentation says:
/* Determine if animations are enabled or not. Using the -animator proxy will automatically set allowsImplicitAnimation to YES. When YES, other properties can implicitly animate along with the initially changed property. For instance, calling [[view animator] setFrame:frame] will allow subviews to also animate their frame positions. This is only applicable when layer backed on Mac OS 10.8 and later. The default value is NO.
*/
#available(macOS 10.8, *)
open var allowsImplicitAnimation: Bool

Smooth animation with timer and loop in iOS app

I have ViewController with stars rating that looks like this (except that there are 10 stars)
When user opens ViewController for some object that have no rating I want to point user's attention to this stars with very simple way: animate stars highlighting (you could see such behaviour on some ads in real world when each letter is highlighted one after another).
One star highlighted
Two stars highlighted
Three stars highlighted
......
Turn off all of them
So this is the way how I am doing it
func delayWithSeconds(_ seconds: Double, completion: #escaping () -> ()) {
DispatchQueue.main.asyncAfter(deadline: .now() + seconds) {
completion()
}
}
func ratingStarsAnimation() {
for i in 1...11 {
var timer : Double = 0.6 + Double(i)*0.12
delayWithSeconds(timer) {
ratingStars.rating = (i < 10) ? Double(i) : 0
}
}
}
What is going on here? I have function called delayWithSeconds that delays action and I use this function to delay each star highlighting. And 0.6 is initial delay before animation begins. After all stars are highlighted - last step is to turn off highlighting of all stars.
This code works but I can't say that it is smooth.
My questions are:
How can I change 0.6 + Double(i)*0.12 to get smooth animation feel?
I think that my solution with delays is not good - how can I solve smooth stars highlighting task better?
Have a look at the CADisplaylink class. Its a specialized timer that is linked to the refresh rate of the screen, on iOS this is 60fps.
It's the backbone of many 3rd party animation libraries.
Usage example:
var displayLink: CADisplayLink?
let start: Double = 0
let end: Double = 10
let duration: CFTimeInterval = 5 // seconds
var startTime: CFTimeInterval = 0
let ratingStars = RatingView()
func create() {
displayLink = CADisplayLink(target: self, selector: #selector(tick))
displayLink?.add(to: .main, forMode: .defaultRunLoopMode)
}
func tick() {
guard let link = displayLink else {
cleanup()
return
}
if startTime == 0 { // first tick
startTime = link.timestamp
return
}
let maxTime = startTime + duration
let currentTime = link.timestamp
guard currentTime < maxTime else {
finish()
return
}
// Add math here to ease the animation
let progress = (currentTime - startTime) / duration
let progressInterval = (end - start) * Double(progress)
// get value =~ 0...10
let normalizedProgress = start + progressInterval
ratingStars.rating = normalizedProgress
}
func finish() {
ratingStars.rating = 0
cleanup()
}
func cleanup() {
displayLink?.remove(from: .main, forMode: .defaultRunLoopMode)
displayLink = nil
startTime = 0
}
As a start this will allow your animation to be smoother. You will still need to add some trigonometry if you want to add easing but that shouldn't be too difficult.
CADisplaylink:
https://developer.apple.com/reference/quartzcore/cadisplaylink
Easing curves: http://gizma.com/easing/