Reputation: 1009
Being unfamiliar with SwiftUI and the fact that there is not much documentation on this new framework yet. I was wondering if anyone was familiar with how it would be possible to animate a Path
in SwiftUI.
For example given a view, lets say this simple RingView
:
struct RingView : View {
var body: some View {
GeometryReader { geometry in
Group {
// create outer ring path
Path { path in
path.addArc(center: center,
radius: outerRadius,
startAngle: Angle(degrees: 0),
endAngle: Angle(degrees: 360),
clockwise: true)
}
.stroke(Color.blue)
// create inner ring
Path { path in
path.addArc(center: center,
radius: outerRadius,
startAngle: Angle(degrees: 0),
endAngle: Angle(degrees: 180),
clockwise: true)
}
.stroke(Color.red)
.animation(.basic(duration: 2, curve: .linear))
}
}
.aspectRatio(1, contentMode: .fit)
}
}
What is displayed is:
Now I was wondering how we could go about animating the inner ring, that is the red line inside the blue line. The animation I'm looking to do would be a simple animation where the path appears from the start and traverses to the end.
This is rather simple using CoreGraphics and the old UIKit framework but it doesn't seem like adding a simple .animation(.basic(duration: 2, curve: .linear))
to the inner path and displaying the view with a withAnimation
block does anything.
I've looked at the provided Apple tutorials on SwiftUI but they really only cover move/scale animations on more in-depth views such as Image
.
Any guidance on how to animate a Path
or Shape
in SwiftUI?
Upvotes: 9
Views: 15299
Reputation: 119420
You can achieve the same using simpler Shape
and View
APIs. The only important point is to:
@State
for what you are trying to animateHere I made a simple rotation animation on a trimmed circle:
struct LoadingSpinner: View {
@State private var degree = 0.0
var body: some View {
Circle()
.stroke(lineWidth: 40)
.overlay {
Circle()
.trim(from: 0, to: 0.3)
.stroke(style: .init(lineWidth: 20, lineCap: .round))
.foregroundStyle(.blue.gradient)
.rotationEffect(.degrees(degree)) // 👈 Animating this
}
.onAppear {
withAnimation(.linear(duration: 1).repeatForever(autoreverses: false)) {
degree = 360 // 👈 Trigger the change in a "withAnimation" block
}
}
}
}
You can find so many custom spinners in this answer if you wish
Upvotes: 1
Reputation: 40549
Animation of paths is showcased in the WWDC session 237 (Building Custom Views with SwiftUI). The key is using AnimatableData. You can jump ahead to 31:23, but I recommend you start at least at minute 27:47.
You will also need to download the sample code, because conveniently, the interesting bits are not shown (nor explained) in the presentation: https://developer.apple.com/documentation/swiftui/drawing_and_animation/building_custom_views_in_swiftui
More documentation: Since I originally posted the answer, I continued to investigate how to animate Paths and posted an article with an extensive explanation of the Animatable protocol and how to use it with Paths: https://swiftui-lab.com/swiftui-animations-part1/
Update:
I have been working with shape path animations. Here's a GIF.
And here's the code:
IMPORTANT: The code does not animate on Xcode Live Previews. It needs to run either on the simulator or on a real device.
import SwiftUI
struct ContentView : View {
var body: some View {
RingSpinner().padding(20)
}
}
struct RingSpinner : View {
@State var pct: Double = 0.0
var animation: Animation {
Animation.basic(duration: 1.5).repeatForever(autoreverses: false)
}
var body: some View {
GeometryReader { geometry in
ZStack {
Path { path in
path.addArc(center: CGPoint(x: geometry.size.width/2, y: geometry.size.width/2),
radius: geometry.size.width/2,
startAngle: Angle(degrees: 0),
endAngle: Angle(degrees: 360),
clockwise: true)
}
.stroke(Color.green, lineWidth: 40)
InnerRing(pct: self.pct).stroke(Color.yellow, lineWidth: 20)
}
}
.aspectRatio(1, contentMode: .fit)
.padding(20)
.onAppear() {
withAnimation(self.animation) {
self.pct = 1.0
}
}
}
}
struct InnerRing : Shape {
var lagAmmount = 0.35
var pct: Double
func path(in rect: CGRect) -> Path {
let end = pct * 360
var start: Double
if pct > (1 - lagAmmount) {
start = 360 * (2 * pct - 1.0)
} else if pct > lagAmmount {
start = 360 * (pct - lagAmmount)
} else {
start = 0
}
var p = Path()
p.addArc(center: CGPoint(x: rect.size.width/2, y: rect.size.width/2),
radius: rect.size.width/2,
startAngle: Angle(degrees: start),
endAngle: Angle(degrees: end),
clockwise: false)
return p
}
var animatableData: Double {
get { return pct }
set { pct = newValue }
}
}
Upvotes: 31