SwiftUI animation not continuous after view change - animation

Here is the testing code:
import SwiftUI
struct ContentView: View {
#State private var pad: Bool = false
#State private var showDot: Bool = true
var body: some View {
VStack {
Button {showDot.toggle()} label: {Text("Toggle Show Dot")}
Spacer().frame(height: pad ? 100 : 10)
Circ(showDot: showDot)
Spacer()
}.onAppear {
withAnimation(.linear(duration: 3).repeatForever()) {pad = true}
}
}
}
struct Circ: View {
let showDot: Bool
var body: some View {
Circle().stroke().frame(height: 50).overlay {if showDot {Circle().frame(height: 20)}}
}
}
It happens that after I toggle showDot, the dot circle is not on the center of the stroke circle again! How can I fix this?
The Circ View is given, I can't change that view!

Edit
If you can just hide the view, see solution 1, which is preferred. If you need to re-build the view, see solution 2.
Solution 1
Replace the if condition with a .opacity() modifier that reads 1 when showDot is true.
This way, the dot does not disappear completely, it is there but you just can't see it. You will be toggling the visibility, not the view itself.
Like this:
#State private var pad: Bool = false
#State private var showDot: Bool = true
var body: some View {
VStack {
Button {
showDot.toggle()
} label: {
Text("Toggle Show Dot")
}
Spacer()
.frame(height: pad ? 100 : 10)
Circle().stroke()
.frame(height: 50)
.overlay {
Circle()
.frame(height: 20)
.opacity(showDot ? 1 : 0) // <- Here
}
Spacer()
}
.onAppear {
withAnimation(.linear(duration: 3).repeatForever()) {pad = true}
}
}
Solution 2
You can replace the animation with a timer. Every time it triggers, it will move the whole view by changing the height of the Spacer().
// These variables will track the position and moving direction of the dot
#State private var pos: CGFloat = 0
#State private var movingUp = false
#State private var showDot: Bool = true
// This variable will change the position
// This is a dummy iniatialization, the .onAppear modifier sets the real timer
#State private var timer = Timer.scheduledTimer(withTimeInterval: 1, repeats: true) { _ in }
var body: some View {
VStack {
Button {
showDot.toggle()
} label: {
Text("Toggle Show Dot")
}
Spacer()
.frame(height: pos)
Circle().stroke()
.frame(height: 50)
.overlay {
if showDot {
Circle().frame(height: 20)
}
}
Spacer()
}
.onAppear {
// The timer interval will define the speed
timer = Timer.scheduledTimer(withTimeInterval: 0.02, repeats: true) { _ in
moveCircle()
}
}
}
private func moveCircle() {
if movingUp {
if pos <= 0 {
pos = 0
movingUp = false
} else {
pos -= 1
}
} else {
if pos >= 100 {
pos = 100
movingUp = true
} else {
pos += 1
}
}
}

Related

Simultaneous matchedGeometryEffect and rotation3DEffect

I want to animate a card, which flies from top half of screen to the bottom half and flips during the fly.
I control the flipping logic using custom .cardify modifier. It seems working alone, e.g. when I flip a card by onTapGesture { withAnimation { ... } }.
I also made a card fly from top of screen to the bottom and vice versa using matchedGeometryEffect.
But, when I tap card it flies without rotation.
I tried to apply .transition(.assymetric(...)) for both if-branches (see code below) but it did not help.
So, the code
import SwiftUI
struct ContentView: View {
#State var cardOnTop = true
#State var theCard = Card(isFaceUp: true)
#Namespace private var animationNameSpace
var body: some View {
VStack {
if cardOnTop {
CardView(card: theCard)
.matchedGeometryEffect(id: 1, in: animationNameSpace)
.onTapGesture {
withAnimation {
theCard.toggle()
cardOnTop.toggle() // comment me to test flipping alone
}
}
Color.white
} else {
Color.white
CardView(card: theCard)
.matchedGeometryEffect(id: 1, in: animationNameSpace)
.onTapGesture {
withAnimation {
theCard.toggle()
cardOnTop.toggle()
}
}
}
}
.padding()
}
struct Card {
var isFaceUp: Bool
mutating func toggle() {
isFaceUp.toggle()
}
}
struct CardView: View {
var card: Card
var body: some View {
Rectangle()
.frame(width: 100, height: 50)
.foregroundColor(.red)
.cardify(isFaceUp: card.isFaceUp)
}
}
}
/* Cardify ViewModifier */
struct Cardify: ViewModifier, Animatable {
init(isFaceUp: Bool){
rotation = isFaceUp ? 0 : 180
}
var rotation: Double // in degrees
var animatableData: Double {
get { return rotation }
set { rotation = newValue }
}
func body(content: Content) -> some View {
ZStack {
let shape = RoundedRectangle(cornerRadius: DrawingConstants.cornerRadius)
if rotation < 90 {
shape.fill().foregroundColor(.white)
shape.strokeBorder(lineWidth: DrawingConstants.lineWidth).foregroundColor(.gray)
} else {
shape.fill().foregroundColor(.gray)
}
content
.opacity(rotation < 90 ? 1 : 0)
}
.rotation3DEffect(Angle.degrees(rotation), axis: (0, 1, 0))
}
private struct DrawingConstants {
static let cornerRadius: CGFloat = 15
static let lineWidth: CGFloat = 2
}
}
extension View {
func cardify(isFaceUp: Bool) -> some View {
return self.modifier(Cardify(isFaceUp: isFaceUp))
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
How can I make the card flying with rotation?
Also, I found that this works (if put in the body of VStack alone, no if-branches)
CardView(card: theCard)
.offset(x: 0, y: cardOnTop ? 0 : 100)
.onTapGesture {
withAnimation {
theCard.toggle()
cardOnTop.toggle() // comment me to test flipping alone
}
}
but in my app I have a deck of flipped down cards, which are dealt to board flipping up. I tried to model the behavior by if-branch in the code of ContentView above (CardViews appear and dissapear).
Here is a solution purely with .transition using a custom transition:
struct ContentView: View {
#State var cardOnTop = true
var body: some View {
VStack(spacing:0) {
if cardOnTop {
RoundedRectangle(cornerRadius: 15)
.fill(.blue)
.transition(.rotate3D(direction: 1).combined(with: .move(edge: .bottom)))
Color.clear
} else {
Color.clear
RoundedRectangle(cornerRadius: 15)
.fill(.green)
.transition(.rotate3D(direction: -1).combined(with: .move(edge: .top)))
}
}
.onTapGesture {
withAnimation(.easeInOut(duration: 2)) {
cardOnTop.toggle()
}
}
.padding()
}
}
/* Transition Modifier */
extension AnyTransition {
static func rotate3D(direction: Double) -> AnyTransition {
AnyTransition.modifier(
active: Rotate3DModifier(value: 1, direction: direction),
identity: Rotate3DModifier(value: 0, direction: direction))
}
}
struct Rotate3DModifier: ViewModifier {
let value: Double
let direction: Double
func body(content: Content) -> some View {
content
.rotation3DEffect(Angle(degrees: 180 * value * direction), axis: (x: 0, y: 1, z: 0))
.opacity(1 - value)
}
}
The rotation isn't triggered because you remove the card and insert another one into the view, so only the .matchedGeometryEffect remains.
What you want is one card that stays in view so it can rotate, but also change its position.
You can achieve this e.g. with .offset. The GeometryReader is just to find the right offset value.
var body: some View {
GeometryReader { geo in
VStack {
CardView(card: theCard)
.offset(x: 0, y: cardOnTop ? 0 : geo.size.height / 2)
.onTapGesture {
withAnimation {
cardOnTop.toggle()
theCard.toggle()
}
}
Color.clear
}
}
.padding()
}

swiftui, animation applied to parent effect child animation

RectangleView has a slide animation, his child TextView has a rotation animation. I suppose that RectangleView with his child(TextView) as a whole slide(easeInOut) into screen when Go! pressed, and TextView rotate(linear) forever. But in fact, the child TextView separates from his parent, rotating(linear) and sliding(linear), and repeats forever.
why animation applied to parent effect child animation?
struct AnimationTestView: View {
#State private var go = false
var body: some View {
VStack {
Button("Go!") {
go.toggle()
}
if go {
RectangleView()
.transition(.slide)
.animation(.easeInOut)
}
}.navigationTitle("Animation Test")
}
}
struct RectangleView: View {
var body: some View {
Rectangle()
.frame(width: 100, height: 100)
.foregroundColor(.pink)
.overlay(TextView())
}
}
struct TextView: View {
#State private var animationRotating: Bool = false
let animation = Animation.linear(duration: 3.0).repeatForever(autoreverses: false)
var body: some View {
Text("Test")
.foregroundColor(.blue)
.rotationEffect(.degrees(animationRotating ? 360 : 0))
.animation(animation)
.onAppear { animationRotating = true }
.onDisappear { animationRotating = false }
}
}
If there are several simultaneous animations the generic solution (in majority of cases) is to use explicit state value for each.
So here is a corrected code (tested with Xcode 12.1 / iOS 14.1, use Simulator or Device, Preview renders some transitions incorrectly)
struct AnimationTestView: View {
#State private var go = false
var body: some View {
VStack {
Button("Go!") {
go.toggle()
}
VStack { // container needed for correct transition !!
if go {
RectangleView()
.transition(.slide)
}
}.animation(.easeInOut, value: go) // << here !!
}.navigationTitle("Animation Test")
}
}
struct RectangleView: View {
var body: some View {
Rectangle()
.frame(width: 100, height: 100)
.foregroundColor(.pink)
.overlay(TextView())
}
}
struct TextView: View {
#State private var animationRotating: Bool = false
let animation = Animation.linear(duration: 3.0).repeatForever(autoreverses: false)
var body: some View {
Text("Test")
.foregroundColor(.blue)
.rotationEffect(.degrees(animationRotating ? 360 : 0))
.animation(animation, value: animationRotating) // << here !!
.onAppear { animationRotating = true }
.onDisappear { animationRotating = false }
}
}

swiftui, animation applied to parent effect child animation(Part II)

PREVIOUS Q: swiftui, animation applied to parent effect child animation
Now the TextView has its own state. RectangleView with TextView slide into screen in 3 seconds, but state of TextView changed after a second while sliding. Now you can see TextView stops sliding, go to the destination at once. I Just want RectangleView with TextView as a whole when sliding, and TextView rotates or keeps still as I want.
import SwiftUI
struct RotationEnvironmentKey: EnvironmentKey {
static let defaultValue: Bool = false
}
extension EnvironmentValues {
var rotation: Bool {
get { return self[RotationEnvironmentKey] }
set { self[RotationEnvironmentKey] = newValue }
}
}
struct AnimationTestView: View {
#State private var go = false
#State private var rotation = false
var body: some View {
VStack {
Button("Go!") {
go.toggle()
DispatchQueue.main.asyncAfter(deadline: .now() + 1.0) {
rotation.toggle()
print("set rotation = \(rotation)")
}
}
Group {
if go {
RectangleView()
.transition(.slide)
.environment(\.rotation, rotation)
}
}.animation(.easeInOut(duration: 3.0), value: go)
}.navigationTitle("Animation Test")
}
}
struct RectangleView: View {
var body: some View {
Rectangle()
.frame(width: 200, height: 100)
.foregroundColor(.pink)
.overlay(TextView())
}
}
struct TextView: View {
#Environment(\.rotation) var rotation
#State private var animationRotating: Bool = false
let animation = Animation.linear(duration: 3.0).repeatForever(autoreverses: false)
var body: some View {
print("refresh, rotation = \(rotation)"); return
HStack {
Spacer()
if rotation {
Text("R")
.foregroundColor(.blue)
.rotationEffect(.degrees(animationRotating ? 360 : 0))
.animation(animation, value: animationRotating)
.onAppear { animationRotating = true }
.onDisappear { animationRotating = false }
} else {
Text("S")
}
}
}
}
I found the issue here: cannot use if cause in TextView, because when rotation changed, will create a new Text in new position, so we can see the R 'jump' to the right position.
code as following:
Text(rotation ? "R" : "S")
.foregroundColor(rotation ? .blue : .white)
.rotationEffect(.degrees(animationRotating ? 360 : 0))
.animation(rotation ? animation : nil, value: animationRotating)
.onChange(of: rotation) { newValue in
animationRotating = true
}

Is there a better way to implement a shake animation in swiftui?

I'm trying to get a button to shake when the user tries to log in without filling all the textfields in, and this is what I've come across so far:
struct Shake: GeometryEffect {
var amount: CGFloat = 10
var shakesPerUnit = 3
var animatableData: CGFloat
func effectValue(size: CGSize) -> ProjectionTransform {
ProjectionTransform(CGAffineTransform(translationX:
amount * sin(animatableData * .pi * CGFloat(shakesPerUnit)),
y: 0))
}
}
struct Correct: View {
#State var attempts: Int = 0
var body: some View {
VStack {
Rectangle()
.fill(Color.pink)
.frame(width: 200, height: 100)
.modifier(Shake(animatableData: CGFloat(attempts)))
Spacer()
Button(action: {
withAnimation(.default) {
self.attempts += 1
}
}, label: { Text("Login") })
}
}
}
However, this is particularly useless for a button, and even then the animation seems very off in that its pretty robotic. Can someone suggest an improvement so that I can get my button to shake?
try this
struct ContentView: View {
#State var selected = false
var body: some View {
VStack {
Button(action: {
self.selected.toggle()
}) { selected ? Text("Deselect") : Text("Select") }
Rectangle()
.fill(Color.purple)
.frame(width: 200, height: 200)
.offset(x: selected ? -30 : 0)
.animation(Animation.default.repeatCount(5).speed(6))
}
}
}
I do this to make the field shake and then gets back to it's original position:
private func signUp() {
if email.isEmpty {
withAnimation {
emailIsWrong = true
}
DispatchQueue.main.asyncAfter(deadline: .now() + 0.2) {
withAnimation {
emailIsWrong = false
}
}
return
}
}
Where emailIsWrong is a #State variable:
#State private var emailIsWrong = false
Basically after 0.2 sec, I change the emailIsWrong back to false so the view goes back to its position. My text field looks like this:
TextField("Email", text: $email)
.padding()
.frame(height: 45)
.background(Color.white)
.colorScheme(.light)
.offset(x: emailIsWrong ? -8 : 0)
.animation(Animation.default.repeatCount(3, autoreverses: true).speed(6))
A little bit late to the party, but unfortunately the solutions here either finish the animation with a wrong offset or need some hardcoded assumption on the time the animation will finish.
The solution I came up with looks like this:
#State var shake = false
Text("Shake Me")
.font(.title)
.onTapGesture {
shake = true
}
.shake($shake) {
print("Finished")
}
To animate, you just need to set shake to true (it will automatically be set to false once the animation completes).
Here is the implementation:
struct Shake<Content: View>: View {
/// Set to true in order to animate
#Binding var shake: Bool
/// How many times the content will animate back and forth
var repeatCount = 3
/// Duration in seconds
var duration = 0.8
/// Range in pixels to go back and forth
var offsetRange = 10.0
#ViewBuilder let content: Content
var onCompletion: (() -> Void)?
#State private var xOffset = 0.0
var body: some View {
content
.offset(x: xOffset)
.onChange(of: shake) { shouldShake in
guard shouldShake else { return }
Task {
let start = Date()
await animate()
let end = Date()
print(end.timeIntervalSince1970 - start.timeIntervalSince1970)
shake = false
onCompletion?()
}
}
}
// Obs: some of factors must be 1.0.
private func animate() async {
let factor1 = 0.9
let eachDuration = duration * factor1 / CGFloat(repeatCount)
for _ in 0..<repeatCount {
await backAndForthAnimation(duration: eachDuration, offset: offsetRange)
}
let factor2 = 0.1
await animate(duration: duration * factor2) {
xOffset = 0.0
}
}
private func backAndForthAnimation(duration: CGFloat, offset: CGFloat) async {
let halfDuration = duration / 2
await animate(duration: halfDuration) {
self.xOffset = offset
}
await animate(duration: halfDuration) {
self.xOffset = -offset
}
}
}
extension View {
func shake(_ shake: Binding<Bool>,
repeatCount: Int = 3,
duration: CGFloat = 0.8,
offsetRange: CGFloat = 10,
onCompletion: (() -> Void)? = nil) -> some View {
Shake(shake: shake,
repeatCount: repeatCount,
duration: duration,
offsetRange: offsetRange) {
self
} onCompletion: {
onCompletion?()
}
}
func animate(duration: CGFloat, _ execute: #escaping () -> Void) async {
await withCheckedContinuation { continuation in
withAnimation(.linear(duration: duration)) {
execute()
}
DispatchQueue.main.asyncAfter(deadline: .now() + duration) {
continuation.resume()
}
}
}
}
here's my one
#State var ringOnFinish: Bool = false
#State var shakeOffset: Double = 0
Button() {
ringOnFinish.toggle()
//give it a little shake animation when off
if !ringOnFinish {
shakeOffset = 5
withAnimation {
shakeOffset = 0
}
} label: {
Image(systemName: "bell\(ringOnFinish ? "" : ".slash")")
.offset(x: ringOnFinish ? 0 : shakeOffset)
.animation(.default.repeatCount(3, autoreverses: true).speed(6), value: ringOnFinish)
}

SwiftUI Animate Image on Button

Using SwiftUI, I'm trying to show an animated image and hide the text when the user clicks the button. Here is my code:
#State private var showingActivity = false
var body: some View {
Button(action: {
self.showingActivity.toggle()
}) {
HStack {
if self.showingActivity {
Image(systemName: "arrow.2.circlepath")
.font(.system(size: 29))
.rotationEffect(.degrees(self.showingActivity ? 360.0 : 0.0))
.animation(Animation.linear(duration: 1.5).repeatForever(autoreverses: false))
}
else {
Text("Continue")
}
}
}
}
The Continue text appears and when clicked it disappears (as expected) and the image shows, but no animation. Any ideas what I might be doing wrong.
Thanks
or try this:
struct ImageView : View {
#State private var showAction = false
var body: some View {
Image(systemName: "arrow.2.circlepath")
.font(.system(size: 29))
.rotationEffect(.degrees(self.showAction ? 360.0 : 0.0))
.animation(self.showAction ? Animation.linear(duration: 1.5).repeatForever(autoreverses: false) : nil)
.onAppear() {
self.showAction = true
}
}
}
struct ContentView: View {
#State private var showingActivity = false
var body: some View {
Button(action: {
self.showingActivity.toggle()
}) {
HStack {
if self.showingActivity {
ImageView()
}
else {
Text("Continue")
}
}
}
}
}
You can use .opacity instead of if...else statements, in this case rotation works on image. But in canvas I still see some glitches, if tap button several times but I didn't try on real device (behavior there can be other). Hope it'll help:
struct AnimatableView: View {
#State private var showingActivity = false
var body: some View {
Button(action: {
self.showingActivity.toggle()
}) {
ZStack {
Image(systemName: "arrow.2.circlepath")
.font(.system(size: 29))
.rotationEffect(.degrees(self.showingActivity ? 360.0 : 0.0))
.animation(Animation.linear(duration: 1.5).repeatForever(autoreverses: false))
.opacity(self.showingActivity ? 1 : 0)
Text("Continue")
.opacity(self.showingActivity ? 0 : 1)
}
}
}
}

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