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@darrarski
Last active June 5, 2024 07:00
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UIVisualEffectView subclass that allows to customise effect intensity
import UIKit
final class CustomIntensityVisualEffectView: UIVisualEffectView {
/// Create visual effect view with given effect and its intensity
///
/// - Parameters:
/// - effect: visual effect, eg UIBlurEffect(style: .dark)
/// - intensity: custom intensity from 0.0 (no effect) to 1.0 (full effect) using linear scale
init(effect: UIVisualEffect, intensity: CGFloat) {
theEffect = effect
customIntensity = intensity
super.init(effect: nil)
}
required init?(coder aDecoder: NSCoder) { nil }
deinit {
animator?.stopAnimation(true)
}
override func draw(_ rect: CGRect) {
super.draw(rect)
effect = nil
animator?.stopAnimation(true)
animator = UIViewPropertyAnimator(duration: 1, curve: .linear) { [unowned self] in
self.effect = theEffect
}
animator?.fractionComplete = customIntensity
}
private let theEffect: UIVisualEffect
private let customIntensity: CGFloat
private var animator: UIViewPropertyAnimator?
}
@darrarski
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@mmdock I didn't check it on iOS 14 yet. Could you provide more details?

@orakay
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orakay commented Dec 9, 2020

On IOS 14.2 this works on initial load of the app. Whenever you switch to another app or home screen and come back, the effect disappears.

@darrarski
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@orakay thanks for reporting. I have updated the gist, and it should now work correctly on iOS 14.2. I am not sure about the performance, though, as it recreates the UIViewPropertyAnimator every time the view is drawn. However, I used this approach in SwiftUI and didn't notice any performance issues.

@orakay
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orakay commented Dec 9, 2020

@orakay thanks for reporting. I have updated the gist, and it should now work correctly on iOS 14.2. I am not sure about the performance, though, as it recreates the UIViewPropertyAnimator every time the view is drawn. However, I used this approach in SwiftUI and didn't notice any performance issues.

Thanks for such a quick solution. It works without any performance issue.

@mokai
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mokai commented Dec 28, 2020

cool

@MonteMango
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great

@tallot13
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ios 14.5 from background - effect reset

@billidani7
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In order to solve the foreground/background issues try setting animator?.pausesOnCompletion = true inside func draw(_ rect: CGRect) after animator = UIViewPropertyAnimator(.....

@dafurman
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dafurman commented Jun 28, 2022

Just as a heads up, this code has trouble with UITests.

Setting fractionComplete on an animator and not stopping the animation essentially indicates to the test runner that animations haven't settled, which results in tests hanging for long periods of time, showing the following message in the console:
Wait for <myAppIdentifier> to idle

From the docs on fractionComplete:

Changing the value of this property on an inactive animator moves it to the active state.

There's a bit more info on this here that I found helpful in solving this code's behavior with UITests:
https://diggingdeveloper.blog/2022/01/21/xcode-ui-tests-infinite-wait-for-app-to-idle/

As a workaround, you could choose to disable this code with a custom environment variable like isUITesting.

@tiskender2
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tiskender2 commented Jan 19, 2024

override func draw(_ rect: CGRect) {
    super.draw(rect)
    effect = nil
    animator?.stopAnimation(true)
    animator = UIViewPropertyAnimator(duration: 1, curve: .linear) { [unowned self] in
      self.effect = theEffect
    }
    animator?.fractionComplete = customIntensity
    DispatchQueue.main.async { [weak self] in
            self?.animator.stopAnimation(true)
            self?.animator.finishAnimation(at: .current)
        }
  }

for cells and view states, you can finish animation

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