alex
alex

Reputation: 4914

How to make a button flash or blink?

I am trying to change a button's color (just a flash/blink) to green when a scan is correct and red when there's a problem. I am able to do this with a view like so

func flashBG(){
    UIView.animateWithDuration(0.7, animations: {
        self.view.backgroundColor = UIColor.greenColor()

    })
}

But with a button it stays green

func flashBtn(){
    UIButton.animateWithDuration(0.5, animations: {
        self.buttonScan.backgroundColor = UIColor.greenColor()
    })
}

I have created the button by code

func setupScanButton() {
    let X_Co = (self.view.frame.size.width - 100)/2
    let Y_Co = (self.viewForLayer.frame.size.height + 36/2)

    buttonScan.frame = CGRectMake(X_Co,Y_Co,100,100)
    buttonScan.layer.borderColor = UIColor.whiteColor().CGColor
    buttonScan.layer.borderWidth = 2
    buttonScan.layer.cornerRadius = 50
    buttonScan.setTitle("Scan", forState: .Normal)
    buttonScan.backgroundColor = UIColor.blueColor()
    buttonScan.addTarget(self, action: "buttonScanAction", forControlEvents: .TouchUpInside)
    buttonScan.setTitleColor(UIColor(red:255/255, green: 255/255, blue:255/255, alpha: 1), forState: UIControlState.Normal)

    self.view.addSubview(buttonScan)
}

Should i call setupScanButton() again?

Upvotes: 20

Views: 41864

Answers (12)

Rashwan L
Rashwan L

Reputation: 38833

This will start and stop a flashing button onClick, if you only want to flash the button immediately just use the first statement.

var flashing = false

@IBAction func btnFlash_Clicked(sender: AnyObject) {
        if !flashing{
            self.buttonScan.alpha = 1.0
            UIView.animateWithDuration(0.5, delay: 0.0, options: [.CurveEaseInOut, .Repeat, .Autoreverse, .AllowUserInteraction], animations: {() -> Void in
                self.buttonScan.alpha = 0.0
                }, completion: {(finished: Bool) -> Void in
            })
            
            flashing = true
        }
    else{
        UIView.animateWithDuration(0.1, delay: 0.0, options: [.CurveEaseInOut, .BeginFromCurrentState], animations: {() -> Void in
            self.buttonScan.alpha = 1.0
            }, completion: {(finished: Bool) -> Void in
        })
    }
}

Swift 5.x version

An updated version with `extension`.
extension UIView {
    func blink(duration: TimeInterval = 0.5, delay: TimeInterval = 0.0, alpha: CGFloat = 0.0) {
        UIView.animate(withDuration: duration, delay: delay, options: [.curveEaseInOut, .repeat, .autoreverse], animations: {
            self.alpha = alpha
        })
    }
}

To call the function:

button.blink() // without parameters
button.blink(duration: 1, delay: 0.1, alpha: 0.2) // with parameters

To stop animation: credit to link

func stopBlinking() {
    self.layer.removeAllAnimations()
    alpha = 1
}

Upvotes: 22

Okhan Okbay
Okhan Okbay

Reputation: 1394

Another smoothly animating version for Swift 5:

 public extension UIView {
  func blink(duration: TimeInterval) {
    let initialAlpha: CGFloat = 1
    let finalAlpha: CGFloat = 0.2
    
    alpha = initialAlpha
    
    UIView.animateKeyframes(withDuration: duration, delay: 0, options: .beginFromCurrentState) {
      UIView.addKeyframe(withRelativeStartTime: 0, relativeDuration: 0.5) {
        self.alpha = finalAlpha
      }
      
      UIView.addKeyframe(withRelativeStartTime: 0.5, relativeDuration: 0.5) {
        self.alpha = initialAlpha
      }
    }
  }
}

Upvotes: 0

black_pearl
black_pearl

Reputation: 2699

with UIViewPropertyAnimator and Swift 5

UIViewPropertyAnimator.runningPropertyAnimator(withDuration: 1, delay: 0, options: [.curveLinear,.repeat], animations: {
       UIView.setAnimationRepeatCount(3000)
       self.buttonScan.alpha = 0.0
 }, completion: {_ in   })

Upvotes: 1

Danial Hussain
Danial Hussain

Reputation: 2530

I hope that will solve your problem.

buttonScan.alpha = 1.0
UIView.animate(withDuration: 1.0, delay: 1.0, options: UIView.AnimationOptions.curveEaseOut, animations: {

    buttonScan.alpha = 0.0

}, completion: nil) 

Upvotes: 12

Diaa SAlAm
Diaa SAlAm

Reputation: 386

//MARK : Usage 

yourButton.flash()

extension UIButton {

    func flash() {

        let flash = CABasicAnimation(keyPath: "opacity")
        flash.duration = 0.5
        flash.fromValue = 1
        flash.toValue = 0.1
        flash.timingFunction = CAMediaTimingFunction(name: CAMediaTimingFunctionName.easeInEaseOut)
        flash.autoreverses = true
        flash.repeatCount = 3

        layer.add(flash, forKey: nil)
    }
}

Upvotes: 4

Vitalii
Vitalii

Reputation: 4437

myButton.alpha = 0.7

UIView.animate(withDuration: 0.3,
                      delay: 1.0,
                    options: [UIView.AnimationOptions.curveLinear, UIView.AnimationOptions.repeat, UIView.AnimationOptions.autoreverse],
                 animations: { myButton.alpha = 1.0 },
                 completion: nil)

Upvotes: 0

ajrlewis
ajrlewis

Reputation: 3058

This UIView extension "blinks" a view and changes the background colour:

/**
 Blinks a view with a given duration and optional color.

 - Parameter duration: The duration of the blink.
 - Parameter color: The color of the blink.
 */
public func blink(withDuration duration: Double = 0.25, color: UIColor? = nil) {

    alpha = 0.2
    UIView.animate(withDuration: duration, delay: 0.0, options: [.curveEaseInOut], animations: {
        self.alpha = 1.0
    })

    guard let newBackgroundColor = color else { return }
    let oldBackgroundColor = backgroundColor

    UIView.animate(withDuration: duration, delay: 0.0, options: [.curveEaseInOut], animations: {
        self.backgroundColor = newBackgroundColor
        self.backgroundColor = oldBackgroundColor
    })

}

You would then use as follows:

buttonScan.blink(color: .green)

Upvotes: 0

Erik Peruzzi
Erik Peruzzi

Reputation: 535

This should work in Swift 4

extension UIView{
     func blink() {
         self.alpha = 0.2
         UIView.animate(withDuration: 1, delay: 0.0, options: [.curveLinear, .repeat, .autoreverse], animations: {self.alpha = 1.0}, completion: nil)
     }
}

Upvotes: 35

Alessandro Ornano
Alessandro Ornano

Reputation: 35392

Swift 4:

I've maked an extension with some useful options:

extension UIButton {
    open override func hitTest(_ point: CGPoint, with event: UIEvent?) -> UIView? {
        return self.bounds.contains(point) ? self : nil
    }
    func blink(enabled: Bool = true, duration: CFTimeInterval = 1.0, stopAfter: CFTimeInterval = 0.0 ) {
        enabled ? (UIView.animate(withDuration: duration, //Time duration you want,
            delay: 0.0,
            options: [.curveEaseInOut, .autoreverse, .repeat],
            animations: { [weak self] in self?.alpha = 0.0 },
            completion: { [weak self] _ in self?.alpha = 1.0 })) : self.layer.removeAllAnimations()
        if !stopAfter.isEqual(to: 0.0) && enabled {
            DispatchQueue.main.asyncAfter(deadline: .now() + stopAfter) { [weak self] in
                self?.layer.removeAllAnimations()
            }
        }
    }
}

First of all, I've overrided the hittest function to enabling the touch also when the button have the alpha equals to 0.0 (transparent) during the animation.

Then , all input vars have a default value so you can launch the blink() method without parameters

I've introduced also the enabled parameter to start or stop the animations on your button.

Finally, if you want you can stop animation after a specific time with the stopAfter parameter.

Usage:

yourButton.blink() // infinite blink effect with the default duration of 1 second

yourButton.blink(enabled:false) // stop the animation

yourButton.blink(duration: 2.0) // slowly the animation to 2 seconds

yourButton.blink(stopAfter:5.0) // the animation stops after 5 seconds.

Typical uses:

yourButton.blink(duration: 1.5, stopAfter:10.0)
// your code..
yourButton.blink()
// other code..
yourButton.blink(enabled:false)

Upvotes: 11

Sanf0rd
Sanf0rd

Reputation: 3664

Swift 3.0

func animateFlash() {        
    flashView.alpha = 0
    flashView.isHidden = false
    UIView.animate(withDuration: 0.3, animations: { flashView.alpha = 1.0 }) { finished in flashView.isHidden = true }
}

Upvotes: 0

krish
krish

Reputation: 4112

Swift 3.0

func btnFlash_Clicked(sender: AnyObject) {

    if !flashing{
        callButton.alpha = 1.0
        UIView.animate(withDuration: 0.5, delay: 0.0, options: [.allowUserInteraction], animations: {() -> Void in
            callButton.alpha = 0.5
        }, completion: {(finished: Bool) -> Void in
        })

        flashing = true
    }
    else{
        flashing = false
        callButton.alpha = 0.5
        UIView.animate(withDuration: 0.5, delay: 0.0, options: [.allowUserInteraction], animations: {() -> Void in
            callButton.alpha = 1.0
        }, completion: {(finished: Bool) -> Void in
        })
    }
}

Upvotes: 1

dungi
dungi

Reputation: 312

You can try something like this:

extension UIView {
    func blink() {
        UIView.animateWithDuration(0.5, //Time duration you want,
            delay: 0.0,
            options: [.CurveEaseInOut, .Autoreverse, .Repeat],
            animations: { [weak self] in self?.alpha = 0.0 },
            completion: { [weak self] _ in self?.alpha = 1.0 })
        dispatch_after(dispatch_time(DISPATCH_TIME_NOW,Int64(2 * NSEC_PER_SEC)),dispatch_get_main_queue()){
            [weak self] in
            self?.layer.removeAllAnimations()
        }
    }
}

Upvotes: 8

Related Questions