Skip to content

A iOS tweak that easy to use animation in Swift.

Notifications You must be signed in to change notification settings

nutc-imac-team/DWAnimation

 
 

Repository files navigation

DWAnimation

DWAnimation is a easy to use animation written in Swift.

build from.

  • Swift 4.1
  • Xcode 9.3

Installation

add following file to your project.

Pulsing.swift
CirclePulsing.swift

Usage

Simple Animation

you can creat a pulsing animation like this.

let pulsing = Pulsing(position: self.view.center, toRadius: 50, color: UIColor.blue.cgColor)

you can change the animation duration use this property animationDuration default value is 1.

pulsing.animationDuration = 2

creat a circlePulsing animation like this.

let circlePulsing = CirclePulsing(position: self.view.center, toRadius: 300, color: UIColor.blue.cgColor)
circlePulsing.animationDuration = 2

change the animation where radius start use this property fromRadius default value is 0.1.

circlePulsing.fromRadius = 50

add the animation to view.

self.view.layer.addSublayer(pulsing)
self.view.layer.addSublayer(circlePulsing)

you will get a result like this.

Constant Animation

also you can creat a constant animation.

first creat two property.

var pulsing: Pulsing!
var circlePulsing: CirclePulsing!

you can change the animation repeat times use this property repeatTimes default value is 1.

creat a function like this.

func pulsingAnimation(repeatTimes: Float, duration: TimeInterval) {
self.pulsing = Pulsing(position: self.view.center, toRadius: 50, color: UIColor.blue.cgColor)
self.pulsing.animationDuration = duration
self.pulsing.repeatTimes = repeatTimes
self.view.layer.addSublayer(self.pulsing)

self.circlePulsing = CirclePulsing(position: self.view.center, toRadius: 300, color: UIColor.blue.cgColor)
self.circlePulsing.animationDuration = duration
self.circlePulsing.repeatTimes = repeatTimes
self.circlePulsing.fromRadius = 50
self.view.layer.addSublayer(self.circlePulsing)
}

run this function.

self.pulsingAnimation(repeatTimes: Float.infinity, duration: 1)

creat stop animation function like this.

func stopAnimation() {
self.pulsing.removeAllAnimations()
self.circlePulsing.removeAllAnimations()
}

run this function to stop.

self.stopAnimation()

you will get a result like this.

Example

following is my example

//ExampleVC.swift
import UIKit

class ExampleVC: UIViewController {

@IBOutlet var exampleView: ExampleView!

let layer = CAShapeLayer()

override func viewDidLoad() {
super.viewDidLoad()

}

override func viewDidLayoutSubviews() {

self.pulsingAnimation(repeatTimes: Float.infinity, duration: 3)

let path = UIBezierPath(arcCenter: self.exampleView.imageView.center, radius: 40, startAngle: 0, endAngle: CGFloat.pi * 2, clockwise: true)

self.layer.path = path.cgPath
self.layer.fillColor = #colorLiteral(red: 1.0, green: 1.0, blue: 1.0, alpha: 1.0)

self.view.layer.insertSublayer(layer, below: self.exampleView.imageView.layer)
}

func pulsingAnimation(repeatTimes: Float, duration: TimeInterval) {
let pulsing = Pulsing(position: self.exampleView.imageView.center, toRadius: 40, color: #colorLiteral(red: 1, green: 1, blue: 1, alpha: 1))
pulsing.animationDuration = duration
pulsing.repeatTimes = repeatTimes
pulsing.opacityFromRadius = 0
pulsing.opacityToRadius = 1
self.view.layer.insertSublayer(pulsing, below: self.exampleView.imageView.layer)

let circlePulsing = CirclePulsing(position: self.exampleView.imageView.center, toRadius: 300, color: #colorLiteral(red: 1, green: 1, blue: 1, alpha: 1))
circlePulsing.animationDuration = duration
circlePulsing.repeatTimes = repeatTimes
circlePulsing.fromRadius = 40
self.view.layer.insertSublayer(circlePulsing, below: self.exampleView.imageView.layer)

//opacity
let opacityAnimation = CABasicAnimation(keyPath: "opacity")
opacityAnimation.fromValue = 1
opacityAnimation.toValue = 0
opacityAnimation.duration = duration
opacityAnimation.repeatCount = repeatTimes
self.layer.add(opacityAnimation, forKey: "opacityPulsing")
}
}
//ExampleView.swift
import UIKit

class ExampleView: UIView {

@IBOutlet weak var imageView: UIImageView!

override func draw(_ rect: CGRect) {
guard let context = UIGraphicsGetCurrentContext() else {
return
}
let colorSpace = CGColorSpaceCreateDeviceRGB()
let colors:[CGColor] = [#colorLiteral(red: 1, green: 1, blue: 1, alpha: 0).cgColor,#colorLiteral(red: 0.4235294118, green: 0.8117647059, blue: 0.8901960784, alpha: 0.3022285265).cgColor,#colorLiteral(red: 1, green: 1, blue: 1, alpha: 0).cgColor]
let locations:[CGFloat] = [0.57, 0.57, 1.0]
guard let gradient = CGGradient(colorsSpace: colorSpace, colors: colors as CFArray, locations: locations) else {
return
}
context.drawRadialGradient(gradient, startCenter: self.imageView.center, startRadius: 0, endCenter: self.imageView.center, endRadius: 70, options: .drawsBeforeStartLocation)
}
}

result like this.

Author

Dion Wu, [email protected]

About

A iOS tweak that easy to use animation in Swift.

Topics

Resources

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published

Languages

  • Swift 100.0%