class UIView class << self # This is an internal helper method to determine the animation options. def sugarcube_animation_options(options) animation_options = options[:options] animation_options = animation_options.uianimationoption if animation_options.respond_to?(:uianimationoption) unless animation_options curve = options.fetch(:curve, UIViewAnimationOptionCurveEaseInOut) curve = curve.uianimationoption if curve.respond_to?(:uianimationoption) from_current = options.fetch(:from_current, true) ? UIViewAnimationOptionBeginFromCurrentState : 0 allow_interaction = options.fetch(:allow_interaction, false) ? UIViewAnimationOptionAllowUserInteraction : 0 repeat = options.fetch(:repeat, false) ? UIViewAnimationOptionRepeat : 0 animation_options = curve | from_current | allow_interaction | repeat end return animation_options end # If options is a Numeric, it is used as the duration. Otherwise, duration # is an option, and defaults to 0.3. All the transition methods work this # way. # @option options [Float] :duration Animation duration. default: 0.3 # @option options [Float] :delay Delay before animations begin. default: 0 # @option options [Float] :damping Enables the "spring" animation. Value of 1.0 is a stiff spring. # @option options [Float] :velocity Used in a spring animation to set the initial velocity # @option options [Proc] :after A block that is executed when the animation is complete, useful for chaining (though the `animation_chain` method is better!) # @option options [Fixnum,Symbol] :options The options parameter that is passed to the UIView.animateWithDuration(...) method. You can also use the more intuitive options `:curve`, `:from_current`, and `:allow_interaction`. `uianimationcurve` symbols (e.g. :ease_in_out) are converted to Fixnum. # @option options [Fixnum,Symbol] :curve The animation curve option. `uianimationcurve` symbols (e.g. :ease_in_out) are converted to Fixnum. default: UIViewAnimationOptionCurveEaseInOut # @option options [Boolean] :from_current Whether or not to have animations start from their current position. default: true (aka UIViewAnimationOptionBeginFromCurrentState) # @option options [Boolean] :allow_interaction default: false (aka UIViewAnimationOptionAllowUserInteraction) def animate(options={}, more_options={}, &animations) raise "animation block is required" unless animations if options.is_a? Numeric duration = options options = more_options else duration = options[:duration] || 0.3 end delay = options[:delay] || 0 damping_ratio = options[:damping] || nil spring_velocity = options[:velocity] || 0.0 # chain: true is used inside animation_chain blocks to prevent some weird # animation errors (nested animations do not delay/queue as you'd expect) if options[:chain] || Thread.current[:sugarcube_chaining] duration = 0 delay = 0 raise "Completion blocks cannot be used within an animation_chain block" if options[:after] end after_animations = options[:after] if after_animations if after_animations.arity == 0 after_adjusted = ->(finished){ after_animations.call } else after_adjusted = after_animations end else after_adjusted = nil end animation_options = sugarcube_animation_options(options) if duration == 0 && delay == 0 animations.call after_adjusted.call(true) if after_adjusted else prev_value = Thread.current[:sugarcube_chaining] Thread.current[:sugarcube_chaining] = true if damping_ratio UIView.animateWithDuration( duration, delay: delay, usingSpringWithDamping: damping_ratio, initialSpringVelocity: spring_velocity, options: animation_options, animations: animations, completion: after_adjusted ) else UIView.animateWithDuration( duration, delay: delay, options: animation_options, animations: animations, completion: after_adjusted ) end Thread.current[:sugarcube_chaining] = prev_value end nil end # Animation chains are great for consecutive animation blocks. Each chain can # take the same options that UIView##animate take. def animation_chain(options={}, &first) chain = SugarCube::AnimationChain.new if first chain.and_then(options, &first) end return chain end end def show self.hidden = false return self end def hide self.hidden = true return self end # Same as UIView##animate, but acts on self def animate(options={}, more_options={}, &animations) if options.is_a? Numeric options = more_options.merge(duration: options) end UIView.animate(options, &animations) return self end # Just calls layoutIfNeeded before and after constraints are applied def animate_constraints(options={}, &animations) self.layoutIfNeeded animations.call UIView.animate(options) do self.layoutIfNeeded end end # Changes the layer opacity. def fade(options={}, more_options={}, &after) if options.is_a? Numeric options = { opacity: options } end options[:after] = after animate(options) do self.alpha = options[:opacity] end end # Changes the layer opacity to 0. # @see #fade def fade_out(options={}, more_options={}, &after) if options.is_a? Numeric options = more_options.merge(duration: options) end options[:opacity] ||= 0.0 fade(options, &after) end # Changes the layer opacity to 1. # @see #fade def fade_in(options={}, more_options={}, &after) if options.is_a? Numeric options = more_options.merge(duration: options) end options[:opacity] ||= 1.0 fade(options, &after) end # Changes the layer opacity to 0 and then removes the view from its superview # @see #fade_out def fade_out_and_remove(options={}, more_options={}, &after) if options.is_a? Numeric options = more_options.merge(duration: options) end original_opacity = self.alpha after_remove = proc do self.alpha = original_opacity removeFromSuperview after.call if after end fade_out(options, &after_remove) end def scale_to(scale, options={}, more_options={}, &after) if options.is_a? Numeric options = more_options.merge(duration: options) end if scale.is_a?(Numeric) scale_x = scale_y = scale else # this could be an array, or CGSize; either way we'll use [] scale_x = scale[0] scale_y = scale[1] end options[:after] = after animate(options) { radians = Math.atan2(self.transform.b, self.transform.a) # radians = self.valueForKeyPath('layer.transform.rotation.z') rotation_t = CGAffineTransformMakeRotation(radians) scale_t = CGAffineTransformMakeScale(scale_x, scale_y) self.transform = CGAffineTransformConcat(rotation_t, scale_t) } end def center_to(center, options={}, more_options={}, &after) if options.is_a? Numeric options = more_options.merge(duration: options) end options[:after] = after animate(options) { self.center = SugarCube::CoreGraphics::Point(center) } end def move_to(position, options={}, more_options={}, &after) if options.is_a? Numeric options = more_options.merge(duration: options) end options[:after] = after animate(options) do f = self.frame f.origin = SugarCube::CoreGraphics::Point(position) self.frame = f end end def delta_to(delta, options={}, more_options={}, &after) f = self.frame delta = SugarCube::CoreGraphics::Point(delta) position = SugarCube::CoreGraphics::Point(f.origin) to_position = CGPoint.new(position.x + delta.x, position.y + delta.y) move_to(to_position, options, more_options, &after) return self end def resize_to(size, options={}, more_options={}, &after) if options.is_a? Numeric options = more_options.merge(duration: options) end options[:after] = after animate(options) do f = self.frame f.size = SugarCube::CoreGraphics::Size(size) self.frame = f end end def reframe_to(frame, options={}, more_options={}, &after) if options.is_a? Numeric options = more_options.merge(duration: options) end options[:after] = after animate(options) do self.frame = frame end end # Changes the current rotation to `new_angle` # (`rotate` rotates relative to the current rotation) def rotate_to(options={}, more_options={}, &after) if options.is_a? Numeric new_angle = options options = more_options else new_angle = options[:angle] end options[:after] = after animate(options) do self.transform = CGAffineTransformMakeRotation(new_angle) end end # Changes the current rotation by `new_angle` # (`rotate` rotates to a specific angle) def rotate(options={}, more_options={}, &after) if options.is_a? Numeric new_angle = options options = more_options else new_angle = options[:angle] end old_angle = valueForKeyPath('layer.transform.rotation.z') options[:angle] = old_angle + new_angle rotate_to(options, &after) end def slide(direction, options={}, more_options={}, &after) if options.is_a? Numeric size = options options = more_options else size = options[:size] end case direction when :left size ||= self.frame.size.width delta_to([-size, 0], options, &after) when :right size ||= self.frame.size.width delta_to([size, 0], options, &after) when :up size ||= self.frame.size.height delta_to([0, -size], options, &after) when :down size ||= self.frame.size.height delta_to([0, size], options, &after) else raise "Unknown direction #{direction.inspect}" end return self end # moves the view off screen, then animates it back on screen. The movement # off screen happens immediately, so if you provide a `delay:` option, it will # only affect the movement back on screen. def slide_from(direction, options={}, more_options={}, &after) if options.is_a? Numeric size = options options = more_options else size = options[:size] end options[:from_current] = false unless options.key?(:from_current) window_size = UIApplication.sharedApplication.windows[0].frame.size case direction when :left size ||= window_size.width self.center = CGPoint.new(self.center.x - size, self.center.y) self.delta_to([size, 0], options, &after) when :right size ||= window_size.width self.center = CGPoint.new(self.center.x + size, self.center.y) self.delta_to([-size, 0], options, &after) when :top, :up size ||= window_size.height self.center = CGPoint.new(self.center.x, self.center.y - size) self.delta_to([0, size], options, &after) when :bottom, :down size ||= window_size.height self.center = CGPoint.new(self.center.x, self.center.y + size) self.delta_to([0, -size], options, &after) else raise "Unknown direction #{direction.inspect}" end return self end # Vibrates the target. You can trick this thing out to do other effects, like: # @example # # wiggle # view.shake(offset: 0.1, repeat: 2, duration: 0.5, keypath: 'transform.rotation') # # slow nodding # view.shake(offset: 20, repeat: 10, duration: 5, keypath: 'transform.translation.y') def shake(options={}, more_options={}) if options.is_a? Numeric duration = options options = more_options else duration = options[:duration] || 0.3 end offset = options[:offset] || 8 repeat = options[:repeat] || 3 if repeat == Float::INFINITY duration = 0.1 else duration /= repeat end keypath = options[:keypath] || 'transform.translation.x' if keypath == 'transform.rotation' value_keypath = 'layer.transform.rotation.z' else value_keypath = keypath end if options[:from_current] origin = options[:origin] || valueForKeyPath(value_keypath) else origin = options[:origin] || 0 end left = origin - offset right = origin + offset animation = CAKeyframeAnimation.animationWithKeyPath(keypath) # sometimes, because of conflicts with CATiming (or something to that # effect), calling 'duration=' results in a compiler or runtime error. animation.send(:'setDuration:', duration) animation.repeatCount = repeat animation.values = [origin, left, right, origin] animation.keyTimes = [0, 0.25, 0.75, 1.0] self.layer.addAnimation(animation, forKey:'shake') return self end # this dummy method is needed to define the setDuration method def dummy self.setDuration(nil) end private :dummy # Moves the view off screen while slowly rotating it. # # Based on https://github.com/warrenm/AHAlertView/blob/master/AHAlertView/AHAlertView.m def tumble(options={}, more_options={}, &after) if options.is_a? Numeric default_duration = options options = more_options side = options[:side] || :left elsif options.is_a? Symbol side = options options = more_options default_duration = 0.3 else default_duration = 0.3 side = options[:side] || :left end case side when :left angle = -Math::PI/4 when :right angle = Math::PI/4 else raise "Unknown direction #{side.inspect}" end options[:duration] ||= default_duration unless options.key?(:options) || options.key?(:curve) options[:options] = UIView.sugarcube_animation_options(curve: UIViewAnimationOptionCurveEaseIn) end reset_transform = self.transform reset_after = ->(finished) do self.transform = reset_transform end if after options[:after] = ->(finished) do reset_after.call(finished) if after.arity == 0 after.call else after.call(finished) end end else options[:after] = reset_after end self.animate(options) do window = UIApplication.sharedApplication.windows[0] top = self.convertPoint([0, 0], toView:nil).y height = window.frame.size.height - top offset = CGPoint.new(0, height * 1.5) offset = CGPointApplyAffineTransform(offset, self.transform) self.transform = CGAffineTransformConcat(self.transform, CGAffineTransformMakeRotation(angle)) self.center = CGPointMake(self.center.x + offset.x, self.center.y + offset.y) end end # Moves the view on screen while slowly rotating it. # # Based on https://github.com/warrenm/AHAlertView/blob/master/AHAlertView/AHAlertView.m def tumble_in(options={}, more_options={}, &after) if options.is_a? Numeric default_duration = options options = more_options side = options[:side] || :left elsif options.is_a? Symbol side = options options = more_options default_duration = 0.3 else default_duration = 0.3 side = options[:side] || :left end case side when :left angle = -Math::PI/4 when :right angle = Math::PI/4 else raise "Unknown direction #{side.inspect}" end reset_transform = self.transform reset_center = self.center options[:duration] ||= default_duration unless options.key?(:options) || options.key?(:curve) options[:options] = UIView.sugarcube_animation_options(curve: UIViewAnimationOptionCurveEaseOut) end options[:after] = after window = UIApplication.sharedApplication.windows[0] top = self.convertPoint([0, 0], toView:nil).y height = window.frame.size.height - top offset = CGPoint.new(0, height * -1.5) offset = CGPointApplyAffineTransform(offset, self.transform) self.transform = CGAffineTransformConcat(self.transform, CGAffineTransformMakeRotation(angle)) self.center = CGPointMake(self.center.x + offset.x, self.center.y + offset.y) self.animate(options) do self.transform = reset_transform self.center = reset_center end end # Moves the view backwards, similar to what Google has been doing a lot # recently def back_fiend!(options={}, &after) scale = options[:scale] || 0.5 perspective = options[:perspective] || -0.0005 size = options[:size] || -140 options[:duration] ||= 200.millisecs options[:curve] ||= UIViewAnimationOptionCurveLinear UIView.animation_chain(options) do self.layer.transform = CATransform3DTranslate(CATransform3DScale(CATransform3D.new(1,0,0,0, 0,1,0,perspective, 0,0,1,0, 0,0,0,1), scale, scale, scale), 0, size, 0) end.and_then(duration:300.millisecs, options:UIViewAnimationOptionCurveLinear) do self.layer.transform = CATransform3DTranslate(CATransform3DScale(CATransform3DIdentity, scale, scale, scale), 0, size, 0) end.and_then(&after).start end # restores the layer after a call to 'back_fiend!' def forward_fiend!(options={}, &after) options[:after] ||= after UIView.animate(options) do self.layer.transform = CATransform3DIdentity end end end