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//--------------------------------------------------
// The SwiftUI Lab: Advanced SwiftUI Animations
// https://swiftui-lab.com/swiftui-animations-part1
//--------------------------------------------------
import SwiftUI
struct ContentView: View {
var body: some View {
NavigationView {
List {
Section(header: Text("Part 1: Path Animations")) {
NavigationLink(destination: Example1(), label: {
Text("Example 1 (sides: Double)")
})
NavigationLink(destination: Example2(), label: {
Text("Example 2 (sides: Int)")
})
NavigationLink(destination: Example3(), label: {
Text("Example 3 (sides & scale)")
})
NavigationLink(destination: Example4(), label: {
Text("Example 4 (vertex to vertex)")
})
NavigationLink(destination: Example5(), label: {
Text("Example 5 (clock)")
})
NavigationLink(destination: Example6(), label: {
Text("Example 6 (metal)")
})
}
Section(header: Text("Part 2: Geometry Effect (coming soon)")) {
NavigationLink(destination: Text("COMING SOON"), label: {
Text("Example 7 (skew)")
})
NavigationLink(destination: Text("COMING SOON"), label: {
Text("Example 8 (follow path)")
})
}
Section(header: Text("Part 3: Animatable Modifier (coming soon)")) {
NavigationLink(destination: Text("COMING SOON"), label: {
Text("Example 9 (wave text)")
})
NavigationLink(destination: Text("COMING SOON"), label: {
Text("Example 10 (counter)")
})
NavigationLink(destination: Text("COMING SOON"), label: {
Text("Example 11 (gradient)")
})
NavigationLink(destination: Text("COMING SOON"), label: {
Text("Example 12 (progress circle)")
})
}
}.navigationBarTitle("SwiftUI Lab")
}
}
}
struct MyButton: View {
let label: String
var font: Font = .title
var textColor: Color = .white
let action: () -> ()
var body: some View {
Button(action: {
self.action()
}, label: {
Text(label)
.font(font)
.padding(10)
.frame(width: 70)
.background(RoundedRectangle(cornerRadius: 10).foregroundColor(Color.green).shadow(radius: 2))
.foregroundColor(textColor)
})
}
}
// MARK: - Part 1: Path Animations
// MARK: Example 1: Polygon animatable
struct Example1: View {
@State private var sides: Double = 4
@State private var duration: Double = 1.0
var body: some View {
VStack {
Example1PolygonShape(sides: sides)
.stroke(Color.blue, lineWidth: 3)
.padding(20)
.animation(.easeInOut(duration: duration))
.layoutPriority(1)
Text("\(Int(sides)) sides").font(.headline)
HStack(spacing: 20) {
MyButton(label: "1") {
self.duration = self.animationTime(before: self.sides, after: 1)
self.sides = 1.0
}
MyButton(label: "3") {
self.duration = self.animationTime(before: self.sides, after: 3)
self.sides = 3.0
}
MyButton(label: "7") {
self.duration = self.animationTime(before: self.sides, after: 7)
self.sides = 7.0
}
MyButton(label: "30") {
self.duration = self.animationTime(before: self.sides, after: 30)
self.sides = 30.0
}
}.navigationBarTitle("Example 1").padding(.bottom, 50)
}
}
func animationTime(before: Double, after: Double) -> Double {
// Calculate an animation time that is
// adequate to the number of sides to add/remove.
return abs(before - after) * (1 / abs(before - after))
}
}
struct Example1PolygonShape: Shape {
var sides: Double
var animatableData: Double {
get { return sides }
set { sides = newValue }
}
func path(in rect: CGRect) -> Path {
// hypotenuse
let h = Double(min(rect.size.width, rect.size.height)) / 2.0
// center
let c = CGPoint(x: rect.size.width / 2.0, y: rect.size.height / 2.0)
var path = Path()
let extra: Int = Double(sides) != Double(Int(sides)) ? 1 : 0
for i in 0..<Int(sides) + extra {
let angle = (Double(i) * (360.0 / Double(sides))) * Double.pi / 180
// Calculate vertex
let pt = CGPoint(x: c.x + CGFloat(cos(angle) * h), y: c.y + CGFloat(sin(angle) * h))
if i == 0 {
path.move(to: pt) // move to first vertex
} else {
path.addLine(to: pt) // draw line to next vertex
}
}
path.closeSubpath()
return path
}
}
// MARK: - Example 2: Polygon with sides as Integer
struct Example2: View {
@State private var sides: Int = 4
@State private var duration: Double = 1.0
var body: some View {
VStack {
Example2PolygonShape(sides: sides)
.stroke(Color.red, lineWidth: 3)
.padding(20)
.animation(.easeInOut(duration: duration))
.layoutPriority(1)
Text("\(Int(sides)) sides").font(.headline)
HStack(spacing: 20) {
MyButton(label: "1") {
self.duration = self.animationTime(before: self.sides, after: 1)
self.sides = 1
}
MyButton(label: "3") {
self.duration = self.animationTime(before: self.sides, after: 3)
self.sides = 3
}
MyButton(label: "7") {
self.duration = self.animationTime(before: self.sides, after: 7)
self.sides = 7
}
MyButton(label: "30") {
self.duration = self.animationTime(before: self.sides, after: 30)
self.sides = 30
}
}.navigationBarTitle("Example 2").padding(.bottom, 50)
}
}
func animationTime(before: Int, after: Int) -> Double {
// Calculate an animation time that is
// adequate to the number of sides to add/remove.
return Double(abs(before - after)) * (1 / Double(abs(before - after)))
}
}
struct Example2PolygonShape: Shape {
var sides: Int
private var sidesAsDouble: Double
var animatableData: Double {
get { return sidesAsDouble }
set { sidesAsDouble = newValue }
}
init(sides: Int) {
self.sides = sides
self.sidesAsDouble = Double(sides)
}
func path(in rect: CGRect) -> Path {
// hypotenuse
let h = Double(min(rect.size.width, rect.size.height)) / 2.0
// center
let c = CGPoint(x: rect.size.width / 2.0, y: rect.size.height / 2.0)
var path = Path()
let extra: Int = sidesAsDouble != Double(Int(sidesAsDouble)) ? 1 : 0
for i in 0..<Int(sidesAsDouble) + extra {
let angle = (Double(i) * (360.0 / sidesAsDouble)) * Double.pi / 180
// Calculate vertex
let pt = CGPoint(x: c.x + CGFloat(cos(angle) * h), y: c.y + CGFloat(sin(angle) * h))
if i == 0 {
path.move(to: pt) // move to first vertex
} else {
path.addLine(to: pt) // draw line to next vertex
}
}
path.closeSubpath()
return path
}
}
// MARK: - Example 3: Polygon with multiple animatable paramters
struct Example3: View {
@State private var sides: Double = 4
@State private var duration: Double = 1.0
@State private var scale: Double = 1.0
var body: some View {
VStack {
Example3PolygonShape(sides: sides, scale: scale)
.stroke(Color.purple, lineWidth: 5)
.padding(20)
.animation(.easeInOut(duration: duration))
.layoutPriority(1)
Text("\(Int(sides)) sides, \(String(format: "%.2f", scale as Double)) scale")
HStack(spacing: 20) {
MyButton(label: "1") {
self.duration = self.animationTime(before: self.sides, after: 1)
self.sides = 1.0
self.scale = 1.0
}
MyButton(label: "3") {
self.duration = self.animationTime(before: self.sides, after: 3)
self.sides = 3.0
self.scale = 0.7
}
MyButton(label: "7") {
self.duration = self.animationTime(before: self.sides, after: 7)
self.sides = 7.0
self.scale = 0.4
}
MyButton(label: "30") {
self.duration = self.animationTime(before: self.sides, after: 30)
self.sides = 30.0
self.scale = 1.0
}
}
}.navigationBarTitle("Example 3").padding(.bottom, 50)
}
func animationTime(before: Double, after: Double) -> Double {
// Calculate an animation time that is
// adequate to the number of sides to add/remove.
return abs(before - after) * (1 / abs(before - after))
}
}
struct Example3PolygonShape: Shape {
var sides: Double
var scale: Double
var animatableData: AnimatablePair<Double, Double> {
get { AnimatablePair(sides, scale) }
set {
sides = newValue.first
scale = newValue.second
}
}
func path(in rect: CGRect) -> Path {
// hypotenuse
let h = Double(min(rect.size.width, rect.size.height)) / 2.0 * scale
// center
let c = CGPoint(x: rect.size.width / 2.0, y: rect.size.height / 2.0)
var path = Path()
let extra: Int = sides != Double(Int(sides)) ? 1 : 0
for i in 0..<Int(sides) + extra {
let angle = (Double(i) * (360.0 / sides)) * (Double.pi / 180)
// Calculate vertex
let pt = CGPoint(x: c.x + CGFloat(cos(angle) * h), y: c.y + CGFloat(sin(angle) * h))
if i == 0 {
path.move(to: pt) // move to first vertex
} else {
path.addLine(to: pt) // draw line to next vertex
}
}
path.closeSubpath()
return path
}
}
// MARK: - Example 4: Polygon with lines vertex-to-vertex
struct Example4: View {
@State private var sides: Double = 4
@State private var duration: Double = 1.0
@State private var scale: Double = 1.0
var body: some View {
VStack {
Example4PolygonShape(sides: sides, scale: scale)
.stroke(Color.pink, lineWidth: (sides < 3) ? 10 : ( sides < 7 ? 5 : 2))
.padding(20)
.animation(.easeInOut(duration: duration))
.layoutPriority(1)
Text("\(Int(sides)) sides, \(String(format: "%.2f", scale as Double)) scale")
Slider(value: $sides, in: 0...30)
HStack(spacing: 20) {
MyButton(label: "1") {
self.duration = self.animationTime(before: self.sides, after: 1)
self.sides = 1.0
self.scale = 1.0
}
MyButton(label: "3") {
self.duration = self.animationTime(before: self.sides, after: 3)
self.sides = 3.0
self.scale = 1.0
}
MyButton(label: "7") {
self.duration = self.animationTime(before: self.sides, after: 7)
self.sides = 7.0
self.scale = 1.0
}
MyButton(label: "30") {
self.duration = self.animationTime(before: self.sides, after: 30)
self.sides = 30.0
self.scale = 1.0
}
}
}.navigationBarTitle("Example 4").padding(.bottom, 50)
}
func animationTime(before: Double, after: Double) -> Double {
// Calculate an animation time that is
// adequate to the number of sides to add/remove.
return abs(before - after) * (1 / abs(before - after)) + 3
}
}
struct Example4PolygonShape: Shape {
var sides: Double
var scale: Double
var animatableData: AnimatablePair<Double, Double> {
get { AnimatablePair(sides, scale) }
set {
sides = newValue.first
scale = newValue.second
}
}
func path(in rect: CGRect) -> Path {
// hypotenuse
let h = Double(min(rect.size.width, rect.size.height)) / 2.0 * scale
// center
let c = CGPoint(x: rect.size.width / 2.0, y: rect.size.height / 2.0)
var path = Path()
let extra: Int = sides != Double(Int(sides)) ? 1 : 0
var vertex: [CGPoint] = []
for i in 0..<Int(sides) + extra {
let angle = (Double(i) * (360.0 / sides)) * (Double.pi / 180)
// Calculate vertex
let pt = CGPoint(x: c.x + CGFloat(cos(angle) * h), y: c.y + CGFloat(sin(angle) * h))
vertex.append(pt)
if i == 0 {
path.move(to: pt) // move to first vertex
} else {
path.addLine(to: pt) // draw line to next vertex
}
}
path.closeSubpath()
// Draw vertex-to-vertex lines
drawVertexLines(path: &path, vertex: vertex, n: 0)
return path
}
func drawVertexLines(path: inout Path, vertex: [CGPoint], n: Int) {
if (vertex.count - n) < 3 { return }
for i in (n+2)..<min(n + (vertex.count-1), vertex.count) {
path.move(to: vertex[n])
path.addLine(to: vertex[i])
}
drawVertexLines(path: &path, vertex: vertex, n: n+1)
}
}
// MARK: - Example 5: Clock Shape
struct Example5: View {
@State private var time: ClockTime = ClockTime(9, 50, 5)
@State private var duration: Double = 1.0
var body: some View {
VStack {
ClockShape(clockTime: time)
.stroke(Color.blue, lineWidth: 3)
.padding(20)
.animation(.easeInOut(duration: duration))
.layoutPriority(1)
Text("\(time.asString())")
HStack(spacing: 20) {
MyButton(label: "9:51:45", font: .footnote, textColor: .black) {
self.duration = 2.0
self.time = ClockTime(9, 51, 45)
}
MyButton(label: "9:51:15", font: .footnote, textColor: .black) {
self.duration = 2.0
self.time = ClockTime(9, 51, 15)
}
MyButton(label: "9:52:15", font: .footnote, textColor: .black) {
self.duration = 2.0
self.time = ClockTime(9, 52, 15)
}
MyButton(label: "10:01:45", font: .caption, textColor: .black) {
self.duration = 10.0
self.time = ClockTime(10, 01, 45)
}
}
}.navigationBarTitle("Example 5").padding(.bottom, 50)
}
}
struct ClockShape: Shape {
var clockTime: ClockTime
var animatableData: ClockTime {
get { clockTime }
set { clockTime = newValue }
}
func path(in rect: CGRect) -> Path {
var path = Path()
let radius = min(rect.size.width / 2.0, rect.size.height / 2.0)
let center = CGPoint(x: rect.size.width / 2.0, y: rect.size.height / 2.0)
let hHypotenuse = Double(radius) * 0.5 // hour needle length
let mHypotenuse = Double(radius) * 0.7 // minute needle length
let sHypotenuse = Double(radius) * 0.9 // second needle length
let hAngle: Angle = .degrees(Double(clockTime.hours) / 12 * 360 - 90)
let mAngle: Angle = .degrees(Double(clockTime.minutes) / 60 * 360 - 90)
let sAngle: Angle = .degrees(Double(clockTime.seconds) / 60 * 360 - 90)
let hourNeedle = CGPoint(x: center.x + CGFloat(cos(hAngle.radians) * hHypotenuse), y: center.y + CGFloat(sin(hAngle.radians) * hHypotenuse))
let minuteNeedle = CGPoint(x: center.x + CGFloat(cos(mAngle.radians) * mHypotenuse), y: center.y + CGFloat(sin(mAngle.radians) * mHypotenuse))
let secondNeedle = CGPoint(x: center.x + CGFloat(cos(sAngle.radians) * sHypotenuse), y: center.y + CGFloat(sin(sAngle.radians) * sHypotenuse))
path.addArc(center: center, radius: radius, startAngle: .degrees(0), endAngle: .degrees(360), clockwise: true)
path.move(to: center)
path.addLine(to: hourNeedle)
path = path.strokedPath(StrokeStyle(lineWidth: 3.0))
path.move(to: center)
path.addLine(to: minuteNeedle)
path = path.strokedPath(StrokeStyle(lineWidth: 3.0))
path.move(to: center)
path.addLine(to: secondNeedle)
path = path.strokedPath(StrokeStyle(lineWidth: 1.0))
return path
}
}
struct ClockTime {
var hours: Int // Hour needle should jump by integer numbers
var minutes: Int // Minute needle should jump by integer numbers
var seconds: Double // Second needle should move smoothly
// Initializer with hour, minute and seconds
init(_ h: Int, _ m: Int, _ s: Double) {
self.hours = h
self.minutes = m
self.seconds = s
}
// Initializer with total of seconds
init(_ seconds: Double) {
let h = Int(seconds) / 3600
let m = (Int(seconds) - (h * 3600)) / 60
let s = seconds - Double((h * 3600) + (m * 60))
self.hours = h
self.minutes = m
self.seconds = s
}
// compute number of seconds
var asSeconds: Double {
return Double(self.hours * 3600 + self.minutes * 60) + self.seconds
}
// show as string
func asString() -> String {
return String(format: "%2i", self.hours) + ":" + String(format: "%02i", self.minutes) + ":" + String(format: "%02.0f", self.seconds)
}
}
extension ClockTime: VectorArithmetic {
static func -= (lhs: inout ClockTime, rhs: ClockTime) {
lhs = lhs - rhs
}
static func - (lhs: ClockTime, rhs: ClockTime) -> ClockTime {
return ClockTime(lhs.asSeconds - rhs.asSeconds)
}
static func += (lhs: inout ClockTime, rhs: ClockTime) {
lhs = lhs + rhs
}
static func + (lhs: ClockTime, rhs: ClockTime) -> ClockTime {
return ClockTime(lhs.asSeconds + rhs.asSeconds)
}
mutating func scale(by rhs: Double) {
var s = Double(self.asSeconds)
s.scale(by: rhs)
let ct = ClockTime(s)
self.hours = ct.hours
self.minutes = ct.minutes
self.seconds = ct.seconds
}
var magnitudeSquared: Double {
1
}
static var zero: ClockTime {
return ClockTime(0, 0, 0)
}
}
// MARK: - Example 6: Clock Shape
struct Example6: View {
var body: some View {
VStack {
FlowerView().drawingGroup()
}.padding(20)
}
}
struct FlowerView: View {
@State private var animate = false
let colors: [Color] = [.red, .orange, .yellow, .green, .blue, .purple, .pink]
var body: some View {
ZStack {
ForEach(0..<7) { i in
FlowerColor(petals: self.getPetals(i), length: self.getLength(i), color: self.colors[i])
}
.rotationEffect(Angle(degrees: animate ? 360 : 0))
.onAppear {
withAnimation(Animation.easeInOut(duration: 25.0).repeatForever()) {
self.animate = true
}
}
}
}
func getLength(_ i: Int) -> Double {
return 1 - (Double(i) * 1 / 7)
}
func getPetals(_ i: Int) -> Int {
return i * 2 + 15
}
}
struct FlowerColor: View {
let petals: Int
let length: Double
let color: Color
@State private var animate = false
var body: some View {
let petalWidth1 = Angle(degrees: 2)
let petalWidth2 = Angle(degrees: 360 / Double(self.petals)) * 2
return GeometryReader { proxy in
ForEach(0..<self.petals) { i in
PetalShape(angle: Angle(degrees: Double(i) * 360 / Double(self.petals)), arc: self.animate ? petalWidth1 : petalWidth2, length: self.animate ? self.length : self.length * 0.9)
.fill(RadialGradient(gradient: Gradient(colors: [self.color.opacity(0.2), self.color]), center: UnitPoint(x: 0.5, y: 0.5), startRadius: 0.1 * min(proxy.size.width, proxy.size.height) / 2.0, endRadius: min(proxy.size.width, proxy.size.height) / 2.0))
}
}.onAppear {
withAnimation(Animation.easeInOut(duration: 1.5).repeatForever()) {
self.animate = true
}
}
}
}
struct PetalShape: Shape {
let angle: Angle
var arc: Angle
var length: Double
var animatableData: AnimatablePair<Double, Double> {
get { AnimatablePair(arc.degrees, length) }
set {
arc = Angle(degrees: newValue.first)
length = newValue.second
}
}
func path(in rect: CGRect) -> Path {
let center = CGPoint(x: rect.midX, y: rect.midY)
let hypotenuse = Double(min(rect.width, rect.height)) / 2.0 * length
let sep = arc / 2
let to = CGPoint(x: CGFloat(cos(angle.radians) * Double(hypotenuse)) + center.x,
y: CGFloat(sin(angle.radians) * Double(hypotenuse)) + center.y)
let ctrl1 = CGPoint(x: CGFloat(cos((angle + sep).radians) * Double(hypotenuse)) + center.x,
y: CGFloat(sin((angle + sep).radians) * Double(hypotenuse)) + center.y)
let ctrl2 = CGPoint(x: CGFloat(cos((angle - sep).radians) * Double(hypotenuse)) + center.x,
y: CGFloat(sin((angle - sep).radians) * Double(hypotenuse)) + center.y)
var path = Path()
path.move(to: center)
path.addQuadCurve(to: to, control: ctrl1)
path.addQuadCurve(to: center, control: ctrl2)
return path
}
}
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