Easy to read and write chainable animations in Objective-C and Swift
CAAnimations and UIView animations are extremely powerful, but it is difficult to chain multiple animations together, especially while changing anchor points.
Furthermore, complicated animations are difficult to read.
Say I want to move myView 50 pixels to the right with spring and then change the background color with inward easing when the movement has finished:
[UIView animateWithDuration:1.0
delay:0.0
usingSpringWithDamping:0.8
initialSpringVelocity:1.0
options:0 animations:^{
CGPoint newPosition = self.myView.frame.origin;
newPosition.x += 50;
self.myView.frame.origin = newPosition;
} completion:^(BOOL finished) {
[UIView animateWithDuration:0.5
delay:0.0
options:UIViewAnimationOptionCurveEaseIn
animations:^{
self.myView.backgroundColor = [UIColor purpleColor];
} completion:nil];
}];
Thats pretty gross huh… With JHChainableAnimations it is one line of code.
JHChainableAnimator *animator = [[JHChainableAnimator alloc] initWithView:self.myView];
animator.moveX(50).spring.thenAfter(1.0).makeBackground([UIColor purpleColor]).easeIn.animate(0.5);
There are also a lot of really good animation libraries out there such as RBBAnimation, DCAnimationKit, and PMTween, but they still fall short of having powerful chainable animations AND easy to read/write syntax.
There are a few ways you can add this framework to your project. The Objective-C framework is called JHChainableAnimations
and the Swift framework is called ChainableAnimations
. More notes on Swift usage can be found here
pod 'JHChainableAnimations', '~> 3.0.1'
Then add the following:
#import <JHChainableAnimations/JHChainableAnimations.h>
pod 'ChainableAnimations', '~> 3.0.1'
Then add the following:
import ChainableAnimations
Add the following to your Cartfile
github "jhurray/JHChainableAnimations" ~> 3.0.1
Add the JHChainableAnimations
framework to your project.
Add the ChainableAnimations
framework to your project.
Either clone the repo and manually add the Files in JHChainableAnimations
To create an instance of JHChainableAnimator
you must call the initWithView:
method.
JHChainableAnimator *animator = [[JHChainableAnimator alloc] initWithView:self.myView];
Chainable properties like moveX(x)
must come between the view and the animate(t)
function
Below is an example of how to double an objects size over the course of one second.
animator.makeScale(2.0).animate(1.0);
If you want to move the view while you scale it, add another chainable property. Order is not important
animator.makeScale(2.0).moveXY(100, 50).animate(1.0);
// the same as animator.moveXY(100, 50).makeScale(2.0).animate(1.0);
A full list of chainable properties can be found here
To chain animations seperate the chains with the thenAfter(t)
function.
Below is an example of how to scale and object for 0.5 seconds, and then move it for 1 second when that is done.
animator.makeScale(2.0).thenAfter(0.5).moveXY(100, 50).animate(1.0);
To add an animation effect, call the effect method after the chainable property you want it to apply to.
Below is an example of scaling a view with a spring effect.
animator.makeScale(2.0).spring.animate(1.0);
If you add 2 to the same chainable property the second will cancel the first out.
animator.makeScale(2.0).bounce.spring.animate(1.0);
// The same as animator.makeScale(2.0).spring.animate(1.0);
A full list of animation effect properties can be found here
To anchor your view call an achoring method at some point in an animation chain. Like effects, calling one after another in the same chain will cancel the first out.
Below is an example of rotating a view around different anchor points
animator.rotateZ(180).anchorTopLeft.thenAfter(1.0).rotateZ(90).anchorCenter.animate(1.0);
// animator.rotateZ(90).anchorTopLeft.anchorCenter == animator.rotateZ(90).anchorCenter
A full list of anchor properties can be found here
To delay an animation call the wait(t)
or delay(t)
chainable property.
Below is an example of moving a view after a delay of 0.5 seconds
animator.moveXY(100, 50).wait(0.5).animate(1.0);
// The same as animator.moveXY(100, 50).delay(0.5).animate(1.0);
To run code after an animation finishes set the completionBlock
property of your animator or call the animateWithCompletion(t, completion)*
function.
animator.makeX(0).animateWithCompletion(1.0, ^{
NSLog(@"Animation Done");
});
Is the same as:
animator.completionBlock = ^{
NSLog(@"Animation Done");
};
animator.makeX(0).animate(1.0);
You can repeat an animation by replacing the thenAfter(time)
method with the repeat(time, count)
method. This will repeat the previously defined animations.
// The animator will double its scale 3 times for 0.5 seconds each before it calls `moveXY` and finishes the animation
animator.makeScale(2.0).repeat(0.5, 3).moveXY(100, 50).animate(1.0);
You can repeat the last part of an animation by calling animateWithRepeat(time, count)
.
// The animator will double its scale then rotate by 90 degrees 3 times for 1 second each.
animator.makeScale(2.0).thenAfter(0.5).rotate(90). animateWithRepeat(1.0, 3);
To Pause the animation, call the pause
method on the animator. When you call pause, the current animation in the chain will complete but nothing beyod that will be executed. You can use the isPaused
and isAnimating
readonly properties to inspect state. If an animation is paused but not stopped, it will still evaluate as animating
.
To resume in a paused state, call the resume
method on the animator.
To stop animation and clear state, call the stop
method on the animator.
// In this case the `moveX` animation will execute but the `moveY` will not
// If `resume` is called `moveY` will be executed
// If `stop` is called, nothing will be executed and the animator will get a fresh state
animator.moveX(10).thenAfter(0.5).moveY(10).animate(0.5);
[animator pause];
You can hook into the different steps of the animation process by calling the preAnimationBlock(block)
, animationBlock(block)
, and postAnimationBlock(block)
methods. All take a simple block void(^)()
as an argument. Order of calling these in the animation chain does not matter.
animator.moveX(10).preAnimationBlock(^{
NSLog(@"before the first animation");
}).thenAfter(1.0).postAnimationBlock(^{
NSLog(@"After the second animation");
}).moveY(10).animate(1.0);
You can also animate a view along a UIBezierPath. Create a UIBezierPath *
instance, then add points or curves or lines to it and use it in a chainable property.
UIBezierPath *path = [UIBezierPath bezierPath];
[path moveToPoint:self.myView.center];
[path addLineToPoint:CGPointMake(25, 400)];
[path addLineToPoint:CGPointMake(300, 500)];
animator.moveOnPath(path).animate(1.0);
Animation effects do not work on path movements.
Use the transform chainable properties. These are better for views constrained with Autolayout. You should not mix these with other chainable properties
animatorForViewWithConstraints.transformX(50).transformScale(2).animate(1.0);
Using JHChainableAnimations with Swift is now a little more readable in version 2.x
. I created a separate framework for swift that provides a class called ChainableAnimator
. This is a thin wrapper over JHChainableAnimator
that has a slightly more readable syntax.
let animator = ChainableAniamtor(view: myView)
animator.moveX(x: 50).thenAfter(t: 1.0).rotate(angle: 360).bounce.animate(t:1.0)
All Objective-C methods map to a swift method.
Property | Takes a... | Usage |
---|---|---|
- (JHChainableRect) makeFrame; | CGRect | animator.makeFrame(rect).animate(1.0); |
- (JHChainableRect) makeBounds; | CGRect | animator.makeBounds(rect).animate(1.0); |
- (JHChainableSize) makeSize; | (CGFloat: width, CGFloat: height) | animator.makeSize(10, 20).animate(1.0); |
- (JHChainablePoint) makeOrigin; | (CGFloat: x, CGFloat: y) | animator.makeOrigin(10, 20).animate(1.0); |
- (JHChainablePoint) makeCenter; | (CGFloat: x, CGFloat: y) | animator.makeCenter(10, 20).animate(1.0); |
- (JHChainableFloat) makeX; | (CGFloat: f) | animator.makeX(10).animate(1.0); |
- (JHChainableFloat) makeY; | (CGFloat: f) | animator.makeY(10).animate(1.0); |
- (JHChainableFloat) makeWidth; | (CGFloat: f) | animator.makeWidth(10).animate(1.0); |
- (JHChainableFloat) makeHeight; | (CGFloat: f) | animator.makeHeight(10).animate(1.0); |
- (JHChainableFloat) makeOpacity; | (CGFloat: f) | animator.makeOpacity(10).animate(1.0); |
- (JHChainableColor) makeBackground; | (UIColor: color) | animator.makeBackground(color).animate(1.0); |
- (JHChainableColor) makeBorderColor; | (UIColor: color) | animator.makeBorderColor(color).animate(1.0); |
- (JHChainableFloat) makeBorderWidth; | (CGFloat: f) | animator.makeBorderWidth(3.0).animate(1.0); |
- (JHChainableFloat) makeCornerRadius; | (CGFloat: f) | animator.makeCornerRadius(3.0).animate(1.0); |
- (JHChainableFloat) makeScale; | (CGFloat: f) | animator.makeScale(2.0).animate(1.0); |
- (JHChainableFloat) makeScaleX; | (CGFloat: f) | animator.makeScaleX(2.0).animate(1.0); |
- (JHChainableFloat) makeScaleY; | (CGFloat: f) | animator.makeScaleY(2.0).animate(1.0); |
- (JHChainablePoint) makeAnchor; | (CGFloat: x, CGFloat: y) | animator.makeAnchor(0.5, 0.5).animate(1.0); |
- (JHChainableFloat) moveX; | (CGFloat: f) | animator.moveX(50).animate(1.0) |
- (JHChainableFloat) moveY; | (CGFloat: f) | animator.moveY(50).animate(1.0) |
- (JHChainablePoint) moveXY; | (CGFloat: x, CGFloat: y) | animator.moveXY(100, 50).animate(1.0) |
- (JHChainableFloat) moveHeight; | (CGFloat: f) | animator.moveHeight(50).animate(1.0) |
- (JHChainableFloat) moveWidth; | (CGFloat: f) | animator.moveWidth(50).animate(1.0) |
- (JHChainableDegrees) rotateX; | (CGFloat: angle) #not radians! | animator.rotateX(360).animate(1.0); |
- (JHChainableDegrees) rotateY; | (CGFloat: angle) #not radians! | animator.rotateY(360).animate(1.0); |
- (JHChainableDegrees) rotateZ; | (CGFloat: angle) #not radians! | animator.rotateZ(360).animate(1.0); |
- (JHChainablePolarCoordinate) movePolar; | (CGFloat: radius, CGFloat: angle) | animator.movePolar(30, 90).animate(1.0); |
- (JHChainableBezierPath) moveOnPath; | (UIBezierPath *path) | animator.moveOnPath(path).animate(1.0); |
- (JHChainableBezierPath) moveAndRotateOnPath; | (UIBezierPath *path) | animator.moveAndRotateOnPath(path).animate(1.0); |
- (JHChainableBezierPath) moveAndReverseRotateOnPath; | (UIBezierPath *path) | animator.moveAndReverseRotateOnPath(path).animate(1.0); |
- (JHChainableFloat) transformX; | (CGFloat f) | animator.transformX(50).animate(1.0); |
- (JHChainableFloat) transformX; | (CGFloat f) | animator.transformX(50).animate(1.0); |
- (JHChainableFloat) transformY; | (CGFloat f) | animator.transformY(50).animate(1.0); |
- (JHChainableFloat) transformZ; | (CGFloat f) | animator.transformZ(50).animate(1.0); |
- (JHChainablePoint) transformXY; | (CGFloat x, CGFloat y) | animator.transformXY(50, 100).animate(1.0); |
- (JHChainableFloat) transformScale; | (CGFloat f) | animator.transformScale(50).animate(1.0); |
- (JHChainableFloat) transformScaleX; | (CGFloat f) | animator.transformScaleX(50).animate(1.0); |
- (JHChainableFloat) transformScaleY; | (CGFloat f) | animator.transformScaleY(50).animate(1.0); |
- (JHChainableAnimator *) transformIdentity; | Nothing | animator.transformIdentity.animate(1.0); |
A quick look at these funcs can be found here
These animation functions were taken from a cool keyframe animation library that can be found here
They are based off of JQuery easing functions that can be found here
Info on anchoring can be found here
I have gotten a ton of great suggestions of what to do next. If you think this is missing anything please let me know! The following is what I plan on working on in no particular order.
Feel free to email me at [email protected]. I’d love to hear your thoughts on this, or see examples where this has been used.