Core animation swift example

Join Stack Overflow to learn, share knowledge, and build your career. Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information. I'm learning how to use CoreAnimation with various UI elements. Ultimately I would like to perform complex, queued animations on all ui elements on screen as I transition to the next view. Now however I am attempting something really simple. I want to transform scale up a UILabel on button tap. The compiler isn't giving off any warnings, however the animation is not working.

What am I doing wrong here? You are setting the transform for the "scaleText" key on the animation but the animation doesn't have a corresponding property. To make the animation itself work you should set the transform as the toValue of the animation. However, there are still things missing to make the whole thing work. The model value of the layer is never changed so when the animation finished and is removed, you will see the old model values again.

If you are only interested in making a scaling animation, I would recommend that you use the higher level UIView animation APIs instead:. If on the other hand you are interested in working with Core Animation, there are a couple more things to do to make it all work. As a side trivia, the reason that you could set a value for "scaleText" without there being any such property is that layers and animations work a bit differently than most classes with key-value coding.

You can set and get any value on both a layer and a view using key-value coding. This means that this is valid code:. However, if you try and do the same on almost any other object, you will get a runtime exception saying that the class isn't key-value coding compliant for that key.

For example, this code:. Learn more. Asked 6 years, 7 months ago. Active 6 years, 7 months ago. Viewed 7k times. Improve this question. Martin Velchevski.The view then contains many NSImageView that use are initially animated into position. When I run the animation, it is extremely sluggish and drops most of the frames. Core Animation has rich support for controlling the timing of animations through the CAMediaTiming protocol, and you should take advantage of that in your app.

If you create a CABasicAnimation for each image and set its beginTimeit will delay the start of the animation. Also, for the delay to work the way you want, you must wrap each animation in a CAAnimationGroup with its duration set to the total time of the entire animation.

Using the frame property could also be contributing to the slowdown. Then, you just reset all of the transforms to CATransform3DIdentity to get the interface into its normal state. It animates 30 NSImageView s simultaneously with no dropped frames. I modified the example for you and put it up on github. These are the most relevant bits of code with the extraneous UI stuff stripped out:.

I also have a video on YouTube of the example in action if you want to check it out. CATransaction is the Core Animation mechanism for batching multiple layer-tree operations into atomic updates to the render tree.

Can I do anything to fix the performance issues? Solution no. Hope this helps! Remove char at specific index — python. Related Posts. Getting list of Mac text-to-speech voices programmatically? December 2, Jeffrey Schneider.

Swift Mac OS Animation using Core Animation- Part 1

How to install Oracle Instant Client on a Mac? December 3, James Cameron.Core graphics is a lightweight framework used to make 2d graphics and animations. It runs extremely fast, and is very flexible in what it can do.

Core graphics sets at a lower level then UIKit, this gives you more control, however it is more difficult to setup and requires more knowledge. Lets take a look at drawing a square and circle.

Lets start of by drawing a simple square in core graphics. Create a new single view application in xcode, then open up the ViewController.

Basic iOS 8 Swift Animation using Core Animation

In viewDidLoad add the following code, and run the app and you will see your square draw as above:. The animation below shows what each line of code is doing visually. Well usually you use it if there is something that you cannot accomplish with UIKit which is usually used to add images, buttons and basics shapes to your application.

One example is the following animation which is done in core graphics, you can view the tutorial here. So pretty much use UIKit where you can, and if it does not solve your problem start looking at core graphics. Essentially what this does is draw an arc. This completes a circle, we then fill it in with the color blue and draw it to the screen in viewDidLoad. Theme by HB-Themes. Swift Introduction Core Graphics for Beginners.

Drawing a Square Lets start of by drawing a simple square in core graphics. Essentially whats happening is: Define a new UIBeizer path which is used to draw the shape path in coordinates. Why use Core Graphics? You would also use core graphics for the following reasons: It runs faster then UIKit When developing games using SpriteKit You need a view or shape that will adjust dynamically to data.

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Essentially what this does is draw an arc This completes a circle, we then fill it in with the color blue and draw it to the screen in viewDidLoad. Tags: cashapelayer circle core graphics squre swift 3 uikit.

About Andrew Andrew is a 24 year old from Sydney. He loves developing iOS apps and has done so for two years. Hi I am Andrew and welcome to Seemu Apps! Have a look around, we provide tutorials for primarily iOS apps.We can achieve animation in a Mac Application using 1.

core animation swift example

Simple View Animation 2. Using Animation Proxy or 3. The above animation techniques can be used in isolation or it can be merged with each other to achieve a certain animation behavior. The decision to use one approach vs the other purely depends on the animation complexity and the degree of control that is desired. Whether user interaction is desired on the screen that has animated layers etc. If a simple animation such as animating the size of the NSWindow is required, it would be easier to simply use an animator proxy to achieve the functionality, however if we have complex requirement of creating a firework effect, we would need to look beyond View Animation or using an animator proxy.

CAAnimation is the abstract superclass for all Core Animations. We will progress through to create the below animation effect. Below is the function to initialize the circle layer that we will be animating using different function calls. The below demo we will move the circle layer in key frames over a path, Then we will stroke the path to show the path the circle layer is following.

In the below demo we will group three animations in a CAAnimationGroup. The first animation will move the circle over a path and the second animation will change the background color of the circle layer and the third will change the border width of the circle layer. Your email address will not be published. Home Swift About Us. Using Core Animation on CALayer The above animation techniques can be used in isolation or it can be merged with each other to achieve a certain animation behavior The decision to use one approach vs the other purely depends on the animation complexity and the degree of control that is desired.

While initializing a CABasicAnimation we state the keypath of the property that we want to animate. The property can be the backgroundColor, it can be the layer opacity or border color etc. The animation has a from and a to value that need to be stated. There is a property of CAkeyframeAnimation called as calculationMode which defines the algorithm of the animation timing. Below are the calculation modes kCAAnimationLinear — provides a linear calculation between keyframe value kCAAnimationDiscrete — each keyframe value is used in turn and no interpolated values are calculated.

The decision of the calculationMode plays a key role based on what type of animation we are trying to achieve.

A bouncing ball effect would require the ball to fall at a slow speed initially and gradually the speed should increase and when it hits the ground it should bounce back with initial higher speed and the speed should taper at the top before it reverses direction. CAAnimationGroup Allows multiple animations to be grouped and run concurrently.

The CAAnimationGroup also has a duration property which if smaller than individual animation durations will clip the individual animation durations.Work fast with our official CLI.

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Learn more. If nothing happens, download GitHub Desktop and try again. If nothing happens, download Xcode and try again. If nothing happens, download the GitHub extension for Visual Studio and try again.

Motion allows for easily creating physically-modeled, interruptible animations i. Creating animations in Motion is relatively simple. Simply allocate the animation type that you want with the type that conforms to SIMDRepresentableconfigure it, and call start to start it.

core animation swift example

For each frame the animation executes, its onValueChanged block will be called, and you'll be given the opportunity to assign that newly animated value to something. Calling stop will freeze it in place, without the need to query the presentationLayer on CALayer and set values, or worry about fillModeor worry about anything really.

The animations need to be held somewhere as they will stop running if they're deallocated. Also, due to the nature of how they execute blocks, be careful not to introduce retain cycles by not using a weak self or unowned animation inside the animation onValueChanged or completion block.

Note : Some of you may be wondering if it's a mistake that the stiffnessdampingresponseor dampingRatio setters are private, however this is intentional. It's incredibly easy to mixup damping and dampingRatioand using one over the other will lead to dramatically different results.

In addition, you should only be configuring either stiffness and damping or response and dampingRatio as they're both two separate ways of configuring spring constants. Note : All of these animations are to run and be interfaced with on the main thread only. There is no support for threading of any kind.

Motion is not designed to be a general-purpose replacement for Core Animation. Core Animation animations are run in a special way, in another process, outside of your app and are designed to be smooth even when the main thread is being heavily used.

Motion on the other head is all run in-process like a game engineand using it liberally without considering heavy stack traces, will result in poor performance and dropped frames. Motion itself is not slow in fact it's really fast! If you have too much going on in your UIScrollView it'll lag when it scrolls; the same applies to Motion.

Motion is designed out of the box to make interruptible animations much easier. Interruptibility is when you have the ability to interrupt an animation in flight so you can stop, change, or restart it. Normally, with UIView block-based animations, or Core Animation based animations, this is really difficult to do need to cancel the animation, figure out its current state on screen, apply that, etc.

UIViewPropertyAnimator works okay for this, but it relies heavily on "scrubbing" animations, which when working with physically-based animations i. Motion makes things like this easy, so you have to worry less about syncing up animation state with gestures, and focus more about the interactions themselves. Here's an example of how a drag to a spring animation and then catching and redirecting that animation could look like:.

This means you can do neat things like animate a CGRect to another CGRect in a single super fast operation rather than 4 separate operations: xy,widthheight.Learn more The majority of the visual effects used throughout the iOS 8 user interface are performed using Core Animation.

Swift Introduction Core Graphics for Beginners

Core Animation provides a simple mechanism for implementing basic animation within an iOS application. In this chapter we will provide an overview of the basics of Core Animation and work through a simple example. While much can be achieved with Core Animation, however, it should be noted that if you plan to develop a graphics intensive 3D style application then it is more likely that OpenGL ES or SceneKit will need to be used, a subject area to which numerous books are dedicated.

The concept of Core Animation involves the use of so-called animation block methods. Animation block methods are used to mark the beginning and end of a sequence of changes to the appearance of a UIView and its corresponding subviews. Once the end of the block is reached, the animation is performed over a specified duration. The application requires that the button gradually fade from view over a period of 3 seconds.

This can be achieved by making the button transparent through the use of the alpha property:. Simply setting the alpha property to 0, however, causes the button to immediately become transparent.

In order to make it fade out of sight gradually we need to place this line of code in a call to the animateWithDuration: animation block method as follows:. A variety of properties may also be defined within the animation block. The following example delays the start of the 3 second fade out animation sequence by 5 seconds:.

In addition to specifying the duration of an animation sequence, the linearity of the animation timeline may also be defined by specifying an animation curve setting for the options argument of the animateWithDuration class method.

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This setting controls whether the animation is performed at a constant speed, whether it starts out slow and speeds up and so on. There are currently four possible animation curve settings:. Once an animation sequence has been committed and is underway it may be necessary to receive notification when the animation is completed so that the application code can, for example, trigger another animation sequence.

This can be achieved by adding a code block to the completion: argument of the animateWithDuration class method call. The following code, for example, implements a completion handler to fade the button back into view after the fade out animation finishes:. Transformations allow changes to be made to the coordinate system of a screen area. This essentially allows the programmer to rotate, resize and translate a UIView object.

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A call is made to one of a number of transformation functions and the result assigned to the transform property of the UIView object. For example, to change the scale of a UIView object named myView by a factor of 2 in both height and width:.

core animation swift example

Similarly, the UIView object may be rotated using the CGAffineTransformMakeRotation function which takes as an argument the angle in radians by which the view is to be rotated. The following code, for example, rotates a view by 90 degrees:. The key point to keep in mind with transformations is that they become animated effects when performed within an animation block. The transformations evolve over the duration of the animation and follow the specified animation curve in terms of timing.

Two transformations may be combined to create a single transformation effect via a call to the CGAffineTransformConcat function. This function takes as arguments the two transformation objects that are to be combined. The result may then be assigned to the transform property of the UIView object to be transformed. The following code fragment, for example, both scales and rotates a UIView object named myView:.How well do you think the performance maps within the two?

How do they perform compared to their equivalent in UIKit? Janina Kutyn: I really think that for most of the functionality they're a little bit faster, but I think from most of the function, it's not that much faster.

I think most of the functions that performance boost is negligible, but ultimately I guess if you think about it, CALayer lives below your UIKit. If there were things also happening in UIView equivalent methods, then you will get rid of that overhead. But if it's just a direct call straight through to CALayerthen you're not going to see much of a performance boost. Janina Kutyn: I think some of those layers, they do have a performance increase.

Like if you measure drawing a UILabel versus a text layer, like you will see the text layer is faster to draw. But you are missing on a lot of sort of features of UIKit. And wouldn't over optimize yet.

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Animating Auto Layout Constraints - Core Animation with Swift 4.2, Xcode 10, iOS 12

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