I am trying to animate a UIImageView and then hide the image view after animation is complete. However the imageview gets hidden before the animation is completed. I looked at similar questions and they recommend implementing an animation listener or executing the. You can use a CATransaction to call a completion block after the animation completes.
As Paulw11 alluded to in his comment, you can use the animationDidStop: method mentioned in the docs. So in your shake method add a value-key pair to identify the animation and set the delegate to self, ex:. Then add the animationDidStop: delegate method to alert you as to when the animation is complete so you can start executing your code:.
Learn more. Wait for Swift animation to complete before executing code Ask Question. Asked 5 years, 3 months ago. Active 5 years, 3 months ago. Viewed 26k times. How do I show the shake animation and hide the image view only after the animation is complete? Animation is called using the following code: shakeView image1! See "detecting the end of an animation" in developer. Active Oldest Votes.
16 Onboarding Open Source UI Animation Components Libraries [Swift & Java]
The first implementation worked perfectly. Then add the animationDidStop: delegate method to alert you as to when the animation is complete so you can start executing your code: override func animationDidStop anim: CAAnimation!
Lyndsey Scott Lyndsey Scott Good to know, will consider adding to the implementation, thanks. Was searching for this exact example. Sign up or log in Sign up using Google. Sign up using Facebook. Sign up using Email and Password. Post as a guest Name. Email Required, but never shown. The Overflow Blog.
The Overflow How many jobs can be done at home? Featured on Meta. Community and Moderator guidelines for escalating issues via new response….In a previous post about fade animations in Swift, I demonstrated how to use a class extension to add the ability for any UIView instance to easily call fadeIn or fadeOut on itself.
This strategy was nice — the animations, while simple, would have cluttered my code each time I used them, had I not encapsulated them somewhere. Employing class extensions in Swift seemed a natural way to provide this functionality to UIViews. For you, it may be something different that triggers the animation to begin. The real work all happens inside the UIViewExtensions. Next, I create a CATransition instance, and set its delegate property if a completionDelegate is passed when the function is called:.
Other properties that I set are durationtimingFunctionand fillMode :. This is probably the more challenging piece, just because it takes some tweaking to get the auto layout constraints just right. Next, I made sure that my label that will be sliding is inside the wrapper view. I set its constraints to.
Animations in Swift (pt 2)
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The problem is that you're trying start the animation too early in the view controller's lifecycle. In viewDidLoadthe view has just been created, and hasn't yet been added to the view hierarchy, so attempting to animate one of its subviews at this point produces bad results. What you really should be doing is continuing to set the alpha of the view in viewDidLoad or where you create your viewsand then waiting for the viewDidAppear : method to be called.
At this point, you can start your animations without any issue. Compared to his solution I use DispatchQueue.
If you want repeatable fade animation you can do that by using CABasicAnimation like below :. Other answers are correct, but in my case I need to handle other properties also alphaanimatecompletion. Because of this, I modified a bit to expose these parameters as below:.
Learn more. Make a simple fade in animation in Swift? Ask Question. Asked 5 years, 10 months ago. Active 1 month ago. Viewed 89k times. I am trying to make a simple animation in Swift. It is a fade in. I attempted: self. How do I make this work? Benr Benr 2, 4 4 gold badges 15 15 silver badges 26 26 bronze badges.
I don't need the entire popup dialog - just the spinning part. It changes colors and spins indefinitly until I choose to dismiss it. I'm kind of new to swift and I've never been the kind to do animations. Here's what I have so far found code in similar project for iOS :. What I'm doing is changing a value and running seeing how it affects but I feel like I'm lost here. Now run the code to check the Animation Loader. Learn more. Create spinning circle loading animation Ask Question.
Asked 4 years, 5 months ago. Active 1 year, 8 months ago. Viewed 22k times. CGColor; outlineLayer. CGColor; circleLayer. How can I achieve such animation like in the example?
Eric Aya I see two projects on CocoaControls.
Active Oldest Votes. Looks great! I ran the code in the simulator and used LICEcap to record it. For Swift 3 : layerClass is now imported as a computed class property in Swift. How can I add it in my view controller? UIKit stops ongoing animations if the app goes into inactive state. This could be fixed by observing application state and reactive animation if needed. Try out my three custom Loader screen very simple : Write below code in Viewcontoller.GitHub is home to over 40 million developers working together to host and review code, manage projects, and build software together.
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. This is a simple iOS login screen written in Swift 5. In order to compile your code, you need to install the dependencies first in our case, the frameworks from Twitter and Facebook.
You can simply do this by running the following command in the root folder of the project where the Pods file lives :. If you're not familiar with Cocoapods, checkout their websiteto see how you can install it.
Once the pods were installed properly, open LoginScreen. Everything should be working fine. You need to update the code so that it uses your apps. Open the Info.
For Sign in with apple, you need to configure something on Certificates, Identifiers and Profiles. The template uses auto layout contraints, to display the UI elements. The core class is LoginViewController, which contains all the logic for the three different types of authentication. The code is pretty short and easy to understand. If you want even more details on the project, please visit iOS App Templates. Skip to content. Dismiss Join GitHub today GitHub is home to over 40 million developers working together to host and review code, manage projects, and build software together.
Sign up. Swift Ruby. Swift Branch: master.Beautiful Login Screen Tutorial w/ Firebase (SWIFT 4.2) - Part 8: Adding Views To Animation
Find file. Sign in Sign up. Go back. Launching Xcode If nothing happens, download Xcode and try again. Latest commit. Latest commit bfe8 Nov 21, This project has been updated to Swift 5 and Xcode You signed in with another tab or window.
Reload to refresh your session. You signed out in another tab or window. Refactored some empty lines.With more than 1. You have a very small window of opportunity to capture the attention of your users before your app ends up in the big black hole of obscurity. In this tutorial you will learn how to make such an animation.
Download the starter project for this tutorial heresave it to a convenient location and open it in Xcode. Open HolderView. In this UIView subclass, you will add and animate the following sublayers found in the Layers subgroup as shown in the animation above:. Open OvalLayer. Finally, open ViewController. This view will house all the animations. The view controller just needs to put it on the screen, and the view will take care of the actual animation code.
The animateLabel function is a delegate callback provided by the HolderView class that you will fill in as you complete the animation sequence. Build and run your app; you should see an empty white screen. An empty canvas — the perfect thing on which to start creating your new animations!
The animation starts with a red oval that expands into view from the centre of the screen and then wobbles around a bit. The starter project provides both of these Bezier paths for you. With your oval now expanding into view, the next step is to put some bounce in its step and make it wobble.
The beginTime of each subsequent animation is the sum of the beginTime of the previous animation and its duration. You repeat the animation group twice to give the wobble a slightly elongated feel. Go back to HolderView. Here you create a timer that calls wobbleOval right after the OvalLayer has finished expanding.
This declares a constant instance of TriangleLayerjust like you did for OvalLayer. Note: Finding the right duration or delay for animations takes some trial and error, and can mean the difference between a good animation and a fantastic one. I encourage you to tinker with your animations to get them looking perfect.
This method is called from the timer that you just added to wobbleOval. It calls the currently stubbed out method in triangleLayer which causes the triangle to animate. This code animates the corners of TriangleLayer to pop out one-by-one as the OvalLayer wobbles; the Bezier paths are already defined for each corner as part of the starter project.
The left corner goes first, followed by the right and then the top. Build and run the app to see the current state of the animation; as the oval wobbles, each corner of the triangle begins to appear until all three corners are visible, like so:.
This sets up a timer to fire after the triangle animation has finished. The 0. The timer you created just before adding this code calls this function once the the oval stops wobbling and all corners of the triangle appear.Open Xcode and create a new project by choosing the Single View Application template. Choose Swift as main language. Product Name is pretty self-explanatory. The organization name can be whatever you want, but it probably should the the company or name you are releasing your apps under.
The Organization Identifier is part of how your app will be referred to a bit more internally. This is part of how your iOS device determines whether an update to your app is the same app or a new one, by checking this Bundle Identifier.
The Language box gives you the choice of Objective-C or Swift. The next box has you select what devices this app should run on. You have the choice of iPhone, iPad, or Universal. Finally you can click that checkbox if you want Xcode to get some Core Data code ready for you. It would probably be best in the beginning at least not to, if only to let you see all of the moving parts of Core Data by having to set them up yourself.
When you click next, you will be presented with a save dialog, asking where you want to save your project. You also have the option to create a Git repository for your project either locally or on a server. You can download the class files from here.
Download Link. So for the rest of items we will just use a background image for visual appearance along with a custom button. So the storyboard will need only a UIButton at the moment. Then we set the frame of the UIImageView to the frame of the view itself so as to make the image fill the total screen size. We then add the subView bg to the main view. Add the delegate as follows:. The code above uses the inbuilt animate function for the object button and a completion block which presents the SecondViewController as well as sets the transition delegate to self.
Now move on to the SecondViewController which will be presented on login button press.