SwiftyAnimate
Blog
Composable animations in Swift.Installation
Cocoapods
The easiest way to get started is to use CocoaPods. Just add the following line to your Podfile:
pod 'SwiftyAnimate', '~> 1.0.1'
Carthage
github "rchatham/SwiftyAnimate"
Swift Package Manager
Add the following line
.Package(url: "https://github.com/rchatham/SwiftyAnimate.git", majorVersion: 0)
to your Package.swift file as illustrated below.
import PackageDescription
let package = Package(
name: "YourAppName",
targets: [],
dependencies: [
.Package(url: "https://github.com/rchatham/SwiftyAnimate.git", majorVersion: 0),
]
)
This!
// Escape the Pyramid of DOOM!
Animate(duration: time) { [unowned self] in
// animation
self.animationFunction()
}.do { [unowned self] in
// non-animation function
self.nonAnimationFunction()
}.then(duration: time) { [unowned self] in
// animation
self.animationFunction()
}.wait { [unowned self] resume in
// function that takes time
self.functionThatTakesTime {
resume()
}
}.then(duration: time) { [unowned self] in
// animation
self.animationFunction()
}.then(duration: time) { [unowned self] in
// animation
self.animationFunction()
}.perform()
Not this!
// Or... the Pyramid of DOOM!!!!
UIView.animate(withDuration: time, animations: { [unowned self] in
// animation
self.animationFunction()
}) { [unowned self] success in
// non-animation function
self.nonAnimationFunction()
UIView.animate(withDuration: time, animations: {
// animation
self.animationFunction()
}) { success in
// function that takes time
self.functionThatTakesTime {
UIView.animate(withDuration: time, animations: {
// animation
self.animationFunction()
}) { success in
UIView.animate(withDuration: time, animations: {
// animation
self.animationFunction()
})
}
}
}
}
Usage
This library can be used to design simple to complex animations and keeps animation code readable and maintainable.
Composing Animations
Compose animations and insert logic to the flow of animations using the then
, do
, and wait
functions.
Then blocks
Add animations to the current instance using one of the implementations for this function. There are implemetations for both standard and spring animations as well as chaining animation instances.
Animate(duration: 1.0) {
// animation code goes here
}
.then(duration: 0.5) {
// more animation code
}
.perform()
Do blocks
Add code that you don't intend on animating but would like to perform between animations here. Any code you put here will NOT be animated.
Animate(duration: 1.0) {
// animation code goes here
}
.do {
// logic you don't want to animate
}
.then(duration: 0.5) {
// more animation code
}
.perform()
Wait blocks
Add code that you may want to pause an ongoing chain of animations for. Any code you put here will NOT be animated. You can pass in a timeout if you want to wait for a specific amount of time or if you don't want to wait longer to execute the code in the wait block.
Animate(duration: 1.0) {
// animation code goes here
}
.wait(timeout: 5.0) { resume in
// logic you don't want to pause an animation to complete
resume()
}
.then(duration: 0.5) {
// more animation code
}
.perform()
Performing Animations
There are two ways to perform animations finish
and perform
. Important: You must either call one of these two functions or decay
on an animation instance or this will result in a memory leak!
Perform
This one is easy. Call this on an animation instance to perform it. Perform takes an optional closure which gets excecuted on completing the last animation block.
let animation = Animate(duration: 1.0) {
// animations
}
animation.perform()
Finish
If you don't need to pass in a completion closure try calling finish on your animation instance. The animation passed in is enqueue'd and then perform is called on the instance. Finish has all of the same variations as the then function.
Animate(duration: 1.0) {
// animations
}
.finish(duration: 1.0) {
// animations
}
Decay
If you would like to deallocate an animation instance without performing it call decay on it.
let animation = Animate(duration: 1.0) {
// animations
}
animation.decay()
Best Practices
The best way to take advantage of this library is define extensions for the views that you would like to animate. This compartmentailizes your code and keep all the animation logic tucked up within the view and out of your view controllers.
extension AnimatingView {
func bounceAnimation() -> Animate {
return Animate(duration: 0.3) { [unowned self] in
self.transform = CGAffineTransform(scaleX: 1.3, y: 1.3)
}
.then(duration: 0.3) { [unowned self] in
self.transform = CGAffineTransform(scaleX: 0.8, y: 0.8)
}
.then(duration: 0.3) { [unowned self] in
self.transform = CGAffineTransform(scaleX: 1.1, y: 1.1)
}
.then(duration: 0.3) { [unowned self] in
self.transform = CGAffineTransform(scaleX: 1.0, y: 1.0)
}
}
}
Then when you go to perform an animation you just have to call perform()
on the returned animation.
let animatingView = AnimatingView()
animatingView.bounceAnimation().perform()
And string them together with other animations for building up complex animation logic easily.
Animate()
.then(animation: animatingView.bounceAnimation())
.then(animation: animatingView.tiltAnimation())
.then(animation: animatingView.bounceAnimation())
.perform()
Contributing
I would love to see your ideas for improving this library! The best way to contribute is by submitting a pull request. I'll do my best to respond to your patch as soon as possible. You can also submit a new GitHub issue if you find bugs or have questions. ๐
Please make sure to follow our general coding style and add test coverage for new features!