Post not yet marked as solved
Hi,
When defining a KeyFrameAnimation with spring tracks, the animation do not complete until the very end , but, as default when using withAnimation with a spring animation, it will start the next animation
For example if a complete spring animation is 600ms, the next animation may start only after 300ms
My designer has given me the mass, stiffness, and dumping values for the animation, and expects that the animation will perform for X time, and after that a new animation will start, as it occurs on figma
Using withAnimation with completition callback i can replicate the behaviour, using the ".removed" CompletitionCriteria, but i'd rather use the new KeyFrame phase animator, because i'm not very confident having 5-6 animations started recursively with "withAnimation"
Post not yet marked as solved
what we must to use we need to take the user show on map to take the location and get some data or what we must to do with map is it become only to show our data and the user just move around and see data with MapCameraPosition that heavy work i wish there is another way ? i need to take the cunterly location on map
Post not yet marked as solved
I've tried to animate custom UIViewRepresentable with SwitfUI animations, but it doesn't work. It just sets value without interpolation. What should i do to use interpolation values in UIKit views?
My example shows two "progress bars" red one is UIKit view, blue one is SwiftUI version. Sliders controls value directly, randomize button changes value to random with 5s animation.
When I press button SwiftUI progress bar animates exactly as it should, but UIKit's one just jumps to final position.
Set block of animatableData inside Animatable extension not called.
How can I use SwiftUI animation value interpolations for UIKit?
import SwiftUI
import UIKit
class UIAnimationView: UIView {
var progress: CGFloat = 0.5 {
didSet {
if self.progressConstraint != nil, self.innerView != nil {
self.removeConstraint(self.progressConstraint!)
}
let progressConstraint = NSLayoutConstraint(
item: innerView!,
attribute: .trailing,
relatedBy: .equal,
toItem: self,
attribute: .trailing,
multiplier: min(1.0, max(0.0001, progress)),
constant: 0
)
self.addConstraint(progressConstraint)
self.progressConstraint = progressConstraint
self.layoutIfNeeded()
}
}
var innerView: UIView?
private var progressConstraint: NSLayoutConstraint?
public override init(frame: CGRect) {
super.init(frame: frame)
self.performInit()
}
public required init?(coder: NSCoder) {
super.init(coder: coder)
self.performInit()
}
private func performInit() {
let innerView = UIView()
innerView.translatesAutoresizingMaskIntoConstraints = false
self.addSubview(innerView)
self.leadingAnchor.constraint(equalTo: innerView.leadingAnchor).isActive = true
self.topAnchor.constraint(equalTo: innerView.topAnchor).isActive = true
self.bottomAnchor.constraint(equalTo: innerView.bottomAnchor).isActive = true
let progressConstraint = NSLayoutConstraint(
item: innerView,
attribute: .trailing,
relatedBy: .equal,
toItem: self,
attribute: .trailing,
multiplier: progress,
constant: 0
)
self.progressConstraint = progressConstraint
self.addConstraint(progressConstraint)
self.innerView = innerView
self.innerView!.backgroundColor = UIColor.red
self.backgroundColor = UIColor.black
}
}
struct AnimationTest: UIViewRepresentable {
var progress: CGFloat
typealias UIViewType = UIAnimationView
func updateUIView(_ uiView: UIAnimationView, context: Context) {
print("progress: \(progress) \(context.transaction.isContinuous)")
uiView.progress = progress
}
func makeUIView(context: Context) -> UIAnimationView {
let view = UIAnimationView()
view.progress = progress
return view
}
}
extension AnimationTest: Animatable {
var animatableData: CGFloat {
get {
return progress
}
set {
print("Animation \(newValue)")
progress = newValue
}
}
}
struct AnimationDebug: View {
@State var progress: CGFloat = 0.75
var body: some View {
VStack {
AnimationTest(progress: progress)
Spacer()
VStack {
Slider(value: $progress, in: 0...1) {
Text("Progress")
}
}
GeometryReader { gr in
Color.blue
.frame(
width: gr.size.width * progress,
height: 48)
}
.frame(height: 48)
Button("Randomize") {
withAnimation(Animation.easeInOut(duration: 5)) {
progress = CGFloat.random(in: 0...1)
}
}
}
}
}
struct AnimationTest_Previews: PreviewProvider {
static var previews: some View {
AnimationDebug()
}
}