How to replace deprecated .animation() in SwiftUI? - xcode

The .animation() modifier has been deprecated in iOS 15, but I'm not sure I understand how Xcode's suggested equivalent, animation(_:value:), works.
.animation(.easeInOut(duration: 2)) // ⚠️'animation' was deprecated in iOS 15.0: Use withAnimation or animation(_:value:) instead.
How would I change my code to get rid of the warning?

You need tell Xcode what exactly should be animated! With given a variable that conform to Equatable protocol. That could be State or Binding or any other wrapper that allow you to update the value of it.
Example:
struct ContentView: View {
#State private var offset: CGFloat = 200.0
var body: some View {
Image(systemName: "ant")
.font(Font.system(size: 100.0))
.offset(y: offset)
.shadow(radius: 10.0)
.onTapGesture { offset -= 100.0 }
.animation(Animation.easeInOut(duration: 1.0), value: offset)
}
}
Result:

You can also use the animation by using a boolean as the value.
Example Below:
When you tap the CardView(), it will toggle show which in turn will animate the offset both ways.
#State var show = false
CardView()
.offset(x: 0, y: show ? -100 : -10)
.animation(.easeInOut(duration: 1.0), value: show)
.onTapGesture {
show.toggle()
}

UUID
extension View {
func withoutAnimation() -> some View {
self.animation(nil, value: UUID())
}
}
demo
/*
.animation(
Animation
.easeInOut(duration: 1.5)
.repeatForever(autoreverses: true)
)
*/
// ⚠️ 'animation' was deprecated in iOS 15.0,
// Use withAnimation or animation(_:value:) instead.
// value: UUID ✅
.animation(
Animation
.easeInOut(duration: 1.5)
.repeatForever(autoreverses: true),
value: UUID()
)
refs
https://developer.apple.com/forums/thread/688947

Another approach would be to embed ontapGesture in a withAnimation
struct SwiftUWithAnimation: View {
#State private var offset: CGFloat = .zero
var body: some View {
Circle()
.frame(width: 100, height: 100, alignment: .center)
.offset(x: 0, y: offset)
.onTapGesture {
withAnimation(.default) {
offset += 100.0
}
}
}
}

.animation now takes a second argument called value.
https://developer.apple.com/documentation/swiftui/view/animation(_:value:)

Related

animation 'has been deprecated in iOS 15.0: use instead with Animation or animation (_: value :)

I apply ".animation (.easeIn)" but it is deprecated.
tells me: animation 'has been deprecated in iOS 15.0: use instead with Animation or animation (: value :), but animation (: value :) I don't know which value I need to pass. I can't create animations that start slowly. Can you please help me understand how I can properly use animation (_: value :) to make animation work? I have to create the animation that when I move the slider, the images slowly recompose in space according to how much they are enlarged or reduced.
thank you.
'''
import SwiftUI
struct GalleryView: View {
// MARK: - PROPERTIES
#State private var selectedAnimal: String = "lion"
let animals: [Animal] = Bundle.main.decode("animals.json")
let haptics = UIImpactFeedbackGenerator(style: .medium)
#State private var gridLayout: [GridItem] = [GridItem(.flexible())]
#State private var gridColumn: Double = 3.0
func gridSwitch() {
gridLayout = Array(repeating: .init(.flexible()), count: Int(gridColumn))
}
// MARK: - BODY
var body: some View {
ScrollView(.vertical, showsIndicators: false) {
VStack(alignment: .center, spacing: 30) {
// MARK: - IMAGE
Image(selectedAnimal)
.resizable()
.scaledToFit()
.clipShape(Circle())
.overlay(Circle().stroke(Color.white, lineWidth: 8))
// MARK: - SLIDER
Slider(value: $gridColumn, in: 2...4, step: 1) // se aumento il valore nello slider ci saranno più sezioni
.padding(.horizontal)
.onChange(of: gridColumn, perform: { value in
gridSwitch()
})
// MARK: - GRID
LazyVGrid(columns: gridLayout, alignment: .center, spacing: 10) {
ForEach(animals) { item in
Image(item.image)
.resizable()
.scaledToFit()
.clipShape(Circle())
.overlay(Circle().stroke(Color.white, lineWidth: 1))
.onTapGesture {
selectedAnimal = item.image
haptics.impactOccurred()
}
} //: LOOP
} //: GRID
.animation(.easeIn)
.onAppear(perform: {
gridSwitch()
})
} //: VSTACK
.padding(.horizontal, 10)
.padding(.vertical,50)
} //: SCROLL
.frame(maxWidth: .infinity, maxHeight: .infinity)
.background(MotionAnimationView())
}
}
// MARK: - PREVIEW
struct GalleryView_Previews: PreviewProvider {
static var previews: some View {
GalleryView()
}
}
As the error says, .animation() is deprecated, with iOS 15, you need to use .animation(value:) now. where the value is the binding that you want your animation to be triggered, in your case, I assume it is selectedAnimal.
Applying this would be something like
VStack {
}
.animation(.easeIn, value: selectedAnimal)
As discussed in comments, if you want your gridLayout to be animatable, it is a little bit more tricky. Because Arrays has to be Equatable if you want them to be animatable, since extending the GridItem is not a good solution, I came up with this:
delete your .animation method change your gridSwitch function with this:
struct GalleryView: View {
// ... irrelevant code
#State private var isGridChanged = false
func gridSwitch() {
if (isGridChanged) {
withAnimation {
gridLayout = Array(repeating: .init(.flexible()), count: Int(gridColumn))
}
}
else {
gridLayout = Array(repeating: .init(.flexible()), count: Int(gridColumn))
isGridChanged = true
}
}
isGridChanged is required because as you're changing your gridLayout when your View is initialized, it causes a weird bug that everything is getting scaled down when app launches because of withAnimation.

Tracking scroll position in a List SwiftUI

So in the past I have been tracking the scroll position using a scroll view but I've fallen into a situation where I need to track the position using a List. I am using a List because I want some of the built in real estate to create my views such as the default List styles.
I can get the value using PreferenceKeys, but the issue is when I scroll to far upwards, the PreferenceKey value will default back to its position 0, breaking my show shy header view logic.
This is the TrackableListView code
struct TrackableListView<Content: View>: View {
let offsetChanged: (CGPoint) -> Void
let content: Content
init(offsetChanged: #escaping (CGPoint) -> Void = { _ in }, #ViewBuilder content: () -> Content) {
self.offsetChanged = offsetChanged
self.content = content()
}
var body: some View {
List {
GeometryReader { geometry in
Color.clear.preference(key: ScrollOffsetPreferenceKey.self, value: geometry.frame(in: .named("ListView")).origin)
}
.frame(width: 0, height: 0)
content
.offset(y: -10)
}
.coordinateSpace(name: "ListView")
.onPreferenceChange(ScrollOffsetPreferenceKey.self, perform: offsetChanged)
}
}
private struct ScrollOffsetPreferenceKey: PreferenceKey {
static var defaultValue: CGPoint = .zero
static func reduce(value: inout CGPoint, nextValue: () -> CGPoint) { }
}
And this is my ContentView:
struct ContentView: View {
#State private var contentOffset = CGFloat(0)
#State private var offsetPositionValue: CGFloat = 0
#State private var isShyHeaderVisible = false
var body: some View {
NavigationView {
ZStack {
TrackableListView { offset in
withAnimation {
contentOffset = offset.y
}
} content: {
Text("\(contentOffset)")
}
.overlay(
ZStack {
HStack {
Text("Total points")
.foregroundColor(.white)
.lineLimit(1)
Spacer()
Text("20,000 pts")
.foregroundColor(.white)
.padding(.leading, 50)
}
.padding(.horizontal)
.padding(.vertical, 8)
.frame(width: UIScreen.main.bounds.width)
.background(Color.green)
.offset(y: contentOffset < 50 ? 0 : -5)
.opacity(contentOffset < 50 ? 1 : 0)
.transition(.move(edge: .top))
}
.frame(maxHeight: .infinity, alignment: .top)
)
}
.navigationTitle("Hello")
.navigationViewStyle(StackNavigationViewStyle())
.navigationBarTitleDisplayMode(.inline)
.frame(maxHeight: .infinity, alignment: .top)
.background(AccountBackground())
}
}
}
The issue was that Other Views in my hierarchy (probably introduced by SwiftUI) could be sending the default value, which is why you start getting zero sometimes.
What I needed was a way to determine when to use or forward the new value, versus when to ignore it.
To do this I had to make my value optional GCPoint, with a nil default value, then in your reduce method when using PreferenceKeys you have to do:
if let nextValue = nextValue() {
value = nextValue
}
Then make sure your CGPoint is an optional value.

SwiftUI odd animation behavior with systemImage

I was messing around with a fun animation in SwiftUI when I ran into a weird problem involving animating changes to SwiftUI's SF symbols. Basically, I want to animate a set of expanding circles that lose opacity as they get farther out. This works fine when I animate the circles using the Circle() shape, but throws a weird error when I use Image(systemName: "circle"). Namely, it throws No symbol named 'circle' found in system symbol set and I get the dreaded "purple" error in Xcode. Why does my animation work with shapes but not with SF symbols?
Animation Code with Shapes:
struct ContentView: View {
let timer = Timer.publish(every: 0.25, on: .main, in: .common).autoconnect()
#State var firstIndex: Int = 0
#State var secondIndex: Int = 10
#State var thirdIndex: Int = 20
#State var fourthIndex: Int = 30
private func changeIndex(index: Int) -> Int {
if index == 40 {
return 0
} else {
return index + 1
}
}
var body: some View {
ZStack {
Circle()
.foregroundColor(.black)
.frame(width: 10, height: 10)
ExpandingCircle(index: firstIndex)
ExpandingCircle(index: secondIndex)
ExpandingCircle(index: thirdIndex)
ExpandingCircle(index: fourthIndex)
}
.onReceive(timer) { time in
withAnimation(.linear(duration: 0.25)) {
self.firstIndex = changeIndex(index: firstIndex)
self.secondIndex = changeIndex(index: secondIndex)
self.thirdIndex = changeIndex(index: thirdIndex)
self.fourthIndex = changeIndex(index: fourthIndex)
}
}
}
}
Where ExpandingCircle is defined as:
struct ExpandingCircle: View {
let index: Int
private func getSize() -> CGFloat {
return CGFloat(index * 2)
}
private func getOpacity() -> CGFloat {
if index == 0 || index == 40 {
return 0
} else {
return CGFloat(1 - (Double(index) * 0.025))
}
}
var body: some View {
Circle()
.strokeBorder(Color.red, lineWidth: 4)
.frame(width: getSize(), height: getSize())
.opacity(getOpacity())
}
}
To replicate the error, swap out ExpandingCircle in ContentView for ExpandingCircleImage:
struct ExpandingCircleImage: View {
let index: Int
private func getSize() -> CGFloat {
return CGFloat(index * 2)
}
private func getOpacity() -> CGFloat {
if index == 0 || index == 40 {
return 0
} else {
return CGFloat(1 - (Double(index) * 0.025))
}
}
var body: some View {
Image(systemName: "circle")
.foregroundColor(.red)
.font(.system(size: getSize()))
.opacity(getOpacity())
}
}
Your ExpandingCircleImage is choking because you can't have a system font of size 0, and you keep trying to feed 0 to your ExpandingCircleImage view. However, in addition to that, you don't need to use a timer to drive the animation. In fact, it makes the animation look weird because a timer is not exact. Next, your ExpandingCircle or ExpandingCircleImage should animate itself and be the complete effect.
The next issue you will encounter when you fix the font size = 0 issue, is that .font(.system(size:)) is not animatable as it is. You need to write an AnimatableModifier for it. That looks like this:
struct AnimatableSfSymbolFontModifier: AnimatableModifier {
var size: CGFloat
var animatableData: CGFloat {
get { size }
set { size = newValue }
}
func body(content: Content) -> some View {
content
.font(.system(size: size))
}
}
extension View {
func animateSfSymbol(size: CGFloat) -> some View {
self.modifier(AnimatableSfSymbolFontModifier(size: size))
}
}
The animatableData variable is the key. It teaches SwiftUI what to change to render the animation. In this case, we are animating the size of the font. The view extension is just a convenience so we can use . notation.
Another trick to animating a view like this is to have multiple animations that only go part of the way of the whole. In other words, if you use four circles, the first goes to 25%, the next from 25% to 50%, then 50% to 75%, lastly 75% to 100%. You also appear to have wanted the rings to fade as the expand, so I wrote that in as well. The code below will have two animating views, one made with a shape, and one with an SF Symbol.
struct ContentView: View {
var body: some View {
VStack {
Spacer()
ZStack {
Circle()
.foregroundColor(.black)
.frame(width: 10, height: 10)
ExpandingCircle(maxSize: 100)
}
.frame(height: 100)
Spacer()
ZStack {
Circle()
.foregroundColor(.black)
.frame(width: 10, height: 10)
ExpandingCircleImage(maxSize: 100)
}
.frame(height: 100)
Spacer()
}
}
}
struct ExpandingCircle: View {
let maxSize: CGFloat
#State private var animate = false
var body: some View {
ZStack {
Circle()
.strokeBorder(Color.red, lineWidth: 8)
.opacity(animate ? 0.75 : 1)
.scaleEffect(animate ? 0.25 : 0)
Circle()
.strokeBorder(Color.red, lineWidth: 8)
.opacity(animate ? 0.5 : 0.75)
.scaleEffect(animate ? 0.5 : 0.25)
Circle()
.strokeBorder(Color.red, lineWidth: 8)
.opacity(animate ? 0.25 : 0.5)
.scaleEffect(animate ? 0.75 : 0.5)
Circle()
.strokeBorder(Color.red, lineWidth: 8)
.opacity(animate ? 0 : 0.25)
.scaleEffect(animate ? 1 : 0.75)
}
.frame(width: maxSize, height: maxSize)
.onAppear {
withAnimation(.linear(duration: 4).repeatForever(autoreverses: false)) {
animate = true
}
}
}
}
struct ExpandingCircleImage: View {
let maxSize: CGFloat
#State private var animate = false
var body: some View {
ZStack {
Image(systemName: "circle")
.animateSfSymbol(size: animate ? (maxSize * 0.25) : 1)
.opacity(animate ? 0.75 : 1)
Image(systemName: "circle")
.animateSfSymbol(size: animate ? (maxSize * 0.5) : (maxSize * 0.25))
.opacity(animate ? 0.5 : 0.75)
Image(systemName: "circle")
.animateSfSymbol(size: animate ? (maxSize * 0.75) : (maxSize * 0.5))
.opacity(animate ? 0.25 : 0.5)
Image(systemName: "circle")
.animateSfSymbol(size: animate ? (maxSize) : (maxSize * 0.75))
.opacity(animate ? 0 : 0.25)
}
.foregroundColor(.red)
.onAppear {
withAnimation(.linear(duration: 4).repeatForever(autoreverses: false)) {
animate = true
}
}
}
}
Remember to include the AnimatableModifier in your code.

Keyboard and animation issue in SwiftUI

I have a simple animation
Capsule()
.cornerRadius(25)
.scaleEffect(pulsate ? 1 : 1.2)
.animation(Animation.easeInOut(duration: 1).repeatForever(autoreverses: true).speed(1.5))
.foregroundColor(Color.red)
.frame(width: 75, height: 27)
.onAppear{
self.pulsate.toggle()
}
Everything works fine and the animation too. But if I open a keyboard, when I close it my view capsule starts jumping instead of just doing the scale effect only.
I really have no idea why and how to solve
Thank you all
You should use value for animation
import SwiftUI
struct ContentView: View {
#State private var pulsate: Bool = Bool()
#State private var stringOfText: String = String()
var body: some View {
Capsule()
.cornerRadius(25)
.scaleEffect(pulsate ? 1 : 1.2)
.animation(Animation.easeInOut(duration: 1).repeatForever(autoreverses: true).speed(1.5), value: pulsate) // <<: here!
.foregroundColor(Color.red)
.frame(width: 75, height: 27)
.onAppear{
self.pulsate.toggle()
}
TextField("enter text", text: $stringOfText)
}
}

Can't Animate or Transition SwiftUI Images in Sequence

I have an app with a view where I show images taken with the device's camera (stored
with Core Data) and I want to create the effect of time lapse - say you take photos
of a flower over a period of time and want to show those images in a stream. I have
been able to do that - but I want to have some transition effects between the images
and have not been able to do so. I can apply rotation and a static scale but cannot
fade from 0 to 1 opacity, nor scale up from zero to full frame. I must be missing
something really simple. Here's the code using an array of photos instead of Core Data
for simplicity.
struct ContentView: View {
#State private var activeImageIndex = 0
#State private var startTimer = false
#State private var myAnimationBool = true
let timer = Timer.publish(every: 1.0, on: .main, in: .default).autoconnect()
let myShots = ["CoolEquipment", "FishAndChipsMedium", "FlatheadLake1", "GlacierBusMedium", "Hike", "HuckALaHuckMedium", "JohnAndRiverMedium", "MacDonaldLodgeLakesideMedium"
]
var body: some View {
GeometryReader { geo in
VStack {
Text("Sequence")
.foregroundColor(.blue)
.font(.system(size: 25))
Image(self.myShots[self.activeImageIndex])
.resizable()
.aspectRatio(contentMode: .fill)
.frame(width: geo.size.width - 20, height: geo.size.width - 20, alignment: .center)
.cornerRadius(20)
.shadow(radius: 10, x: 10, y: 10)
//None of these do anything
//.animation(.easeInOut(duration: 0.5))
//.animation(.easeInOut)
//.transition(.opacity)
//.transition(self.myAnimationBool ? .opacity : .slide)
//.transition(.scale)
//.transition(AnyTransition.opacity.combined(with: .slide))
//this works but is static
//.scaleEffect(self.myAnimationBool ? 0.5 : 1.0)
//this works but again is static
//.rotationEffect(.degrees(self.myAnimationBool ? 90 : 0))
.onReceive(self.timer) { t in
print("in fixed timer")
if self.startTimer {
self.activeImageIndex = (self.activeImageIndex + 1) % self.myShots.count
}
}
HStack {
Button(action: {
self.startTimer.toggle()
}) {
ZStack {
RoundedRectangle(cornerRadius: 20)
.fill(Color.yellow)
.frame(width: 200, height: 40)
Text(self.startTimer ? "Stop" : "Start").font(.headline)
}
}
}
.padding()
}//top VStack
}.onDisappear{ self.startTimer = false }
}
}
Any guidance would be appreciated. Xcode 11.3 (11C29)

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