Reputation: 9687
I have a swiftUI animation based on some state:
withAnimation(.linear(duration: 0.1)) {
self.someState = newState
}
Is there any callback which is triggered when the above animation completes?
If there are any suggestions on how to accomplish an animation with a completion block in SwiftUI which are not withAnimation
, I'm open to those as well.
I would like to know when the animation completes so I can do something else, for the purpose of this example, I just want to print to console when the animation completes.
Upvotes: 59
Views: 37384
Reputation: 54516
Starting from iOS 17 we can use the completion parameter:
withAnimation(.linear(duration: 0.1)) {
self.someState = newState
} completion: {
print("Animation finished")
}
In earlier iOS versions there's no good solution to this problem.
However, if you can specify the duration of an Animation
, you can use DispatchQueue.main.asyncAfter
to trigger an action exactly when the animation finishes:
withAnimation(.linear(duration: 0.1)) {
self.someState = newState
}
DispatchQueue.main.asyncAfter(deadline: .now() + 0.1) {
print("Animation finished")
}
Upvotes: 43
Reputation: 181
This version of the modifier worked better for me than the one based on the didSet
of animatableData
.
My use case is animating a progress bar while the user keeps pressing a button and I want to know when the bar is full. For some reason the didSet
block gets called more times than the onChange
and the onFinish
was being called again when the user released the button after the bar is full.
struct AnimationFinishedModifier: AnimatableModifier {
private let targetValue: Double
private let onFinish: @MainActor () -> Void
// SwiftUI gradually changes this value as the animation happens
var animatableData: Double
init(
animatedValue: Double,
targetValue: Double,
onFinish: @escaping @MainActor () -> Void
) {
self.onFinish = onFinish
self.animatableData = animatedValue
self.targetValue = targetValue
}
func body(content: Content) -> some View {
content
.onChange(of: animatableData) { newValue in
if newValue == targetValue {
onFinish()
}
}
}
}
// Helper View extension
extension View {
func onAnimationFinished(
animatedValue: Double,
targetValue: Double,
onFinish: @escaping @MainActor () -> Void
) -> some View {
return self.modifier(
AnimationFinishedModifier(
animatedValue: animatedValue,
targetValue: targetValue,
onFinish: { onFinish() }
)
)
}
}
EDIT: One important remark for this modifier to work is that it needs to be placed before the animation modifier:
SomeView()
// First add the animation finished listener
.onAnimationFinished(
animatedValue: animatedProgress,
targetValue: 1.0
) { print("Finished!") }
// Then add the animation
.animation(
.linear(duration: 1),
value: animatedProgress
)
Upvotes: 0
Reputation: 16549
Starting from iOS 17 completion block was added.
withAnimation(.easeInOut(duration: 3)) {
presentation = .showing
} completion: {
presentation = .showed
}
@available(iOS 17.0, macOS 14.0, tvOS 17.0, watchOS 10.0, *)
public func withAnimation<Result>(_ animation: Animation? = .default, completionCriteria: AnimationCompletionCriteria = .logicallyComplete, _ body: () throws -> Result, completion: @escaping () -> Void) rethrows -> Result
Upvotes: 0
Reputation: 11646
just my two cents to show an iOS15 logic (hone can help others)
struct ContentView: View {
private let ofsY = CGFloat(0)
private let ofsX = CGFloat(0)
@State private var isVertical = true
@State private var animatableDeltaY: Double = 0
@State private var animatableDeltaX: Double = 0
var body: some View {
VStack {
Image(systemName: "globe")
.font(.system(size: 100))
.offset(x: ofsX+animatableDeltaX)
.offset(y: ofsY+animatableDeltaY)
.animation(.interpolatingSpring(mass: 1, stiffness: 350, damping: 5, initialVelocity: 10),
value: isVertical ? animatableDeltaY: animatableDeltaX)
Spacer()
Button("Vertical Bounce") {
isVertical = true
animatableDeltaY = 60
DispatchQueue.main.asyncAfter(deadline: .now() + 0.1) {
animatableDeltaY = 0
}
}
Spacer()
Button("Horizontal Bounce") {
isVertical = false
animatableDeltaX = 30
DispatchQueue.main.asyncAfter(deadline: .now() + 0.1) {
animatableDeltaX = 0
}
}
}
}
}
I do reset value with a "DispatchQueue.main.asyncAfter" (I have added two offset vars, can be removed, too)
Upvotes: 0
Reputation: 100523
Now starting from Xcode 15.0 beta we have a completion
callback
struct MainView: View {
@State private var animate = false
var body: some View {
Text("Hello with xcode 15")
.scaleEffect(value ? 2 : 1)
.onTapGesture {
withAnimation {
value.toggle()
} completion: {
// To do
print("Animation have finished")
}
}
}
}
Upvotes: 15
Reputation: 165
You can try VDAnimation library
Animate(animationStore) {
self.someState =~ newState
}
.duration(0.1)
.curve(.linear)
.start {
...
}
Upvotes: 2
Reputation: 14304
Here's a bit simplified and generalized version that could be used for any single value animations. This is based on some other examples I was able to find on the internet while waiting for Apple to provide a more convenient way:
struct AnimatableModifierDouble: AnimatableModifier {
var targetValue: Double
// SwiftUI gradually varies it from old value to the new value
var animatableData: Double {
didSet {
checkIfFinished()
}
}
var completion: () -> ()
// Re-created every time the control argument changes
init(bindedValue: Double, completion: @escaping () -> ()) {
self.completion = completion
// Set animatableData to the new value. But SwiftUI again directly
// and gradually varies the value while the body
// is being called to animate. Following line serves the purpose of
// associating the extenal argument with the animatableData.
self.animatableData = bindedValue
targetValue = bindedValue
}
func checkIfFinished() -> () {
//print("Current value: \(animatableData)")
if (animatableData == targetValue) {
//if animatableData.isEqual(to: targetValue) {
DispatchQueue.main.async {
self.completion()
}
}
}
// Called after each gradual change in animatableData to allow the
// modifier to animate
func body(content: Content) -> some View {
// content is the view on which .modifier is applied
content
// We don't want the system also to
// implicitly animate default system animatons it each time we set it. It will also cancel
// out other implicit animations now present on the content.
.animation(nil)
}
}
And here's an example on how to use it with text opacity animation:
import SwiftUI
struct ContentView: View {
// Need to create state property
@State var textOpacity: Double = 0.0
var body: some View {
VStack {
Text("Hello world!")
.font(.largeTitle)
// Pass generic animatable modifier for animating double values
.modifier(AnimatableModifierDouble(bindedValue: textOpacity) {
// Finished, hurray!
print("finished")
// Reset opacity so that you could tap the button and animate again
self.textOpacity = 0.0
}).opacity(textOpacity) // bind text opacity to your state property
Button(action: {
withAnimation(.easeInOut(duration: 1.0)) {
self.textOpacity = 1.0 // Change your state property and trigger animation to start
}
}) {
Text("Animate")
}
}
}
}
struct HomeView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
Upvotes: 14
Reputation: 4107
You need to use a custom modifier.
I have done an example to animate the offset in the X-axis with a completion block.
struct OffsetXEffectModifier: AnimatableModifier {
var initialOffsetX: CGFloat
var offsetX: CGFloat
var onCompletion: (() -> Void)?
init(offsetX: CGFloat, onCompletion: (() -> Void)? = nil) {
self.initialOffsetX = offsetX
self.offsetX = offsetX
self.onCompletion = onCompletion
}
var animatableData: CGFloat {
get { offsetX }
set {
offsetX = newValue
checkIfFinished()
}
}
func checkIfFinished() -> () {
if let onCompletion = onCompletion, offsetX == initialOffsetX {
DispatchQueue.main.async {
onCompletion()
}
}
}
func body(content: Content) -> some View {
content.offset(x: offsetX)
}
}
struct OffsetXEffectModifier_Previews: PreviewProvider {
static var previews: some View {
ZStack {
Text("Hello")
.modifier(
OffsetXEffectModifier(offsetX: 10, onCompletion: {
print("Completed")
})
)
}
.frame(width: 100, height: 100, alignment: .bottomLeading)
.previewLayout(.sizeThatFits)
}
}
Upvotes: 7
Reputation: 865
On this blog this Guy Javier describes how to use GeometryEffect in order to have animation feedback, in his example he detects when the animation is at 50% so he can flip the view and make it looks like the view has 2 sides
here is the link to the full article with a lot of explanations: https://swiftui-lab.com/swiftui-animations-part2/
I will copy the relevant snippets here so the answer can still be relevant even if the link is not valid no more:
In this example @Binding var flipped: Bool
becomes true when the angle is between 90 and 270 and then false.
struct FlipEffect: GeometryEffect {
var animatableData: Double {
get { angle }
set { angle = newValue }
}
@Binding var flipped: Bool
var angle: Double
let axis: (x: CGFloat, y: CGFloat)
func effectValue(size: CGSize) -> ProjectionTransform {
// We schedule the change to be done after the view has finished drawing,
// otherwise, we would receive a runtime error, indicating we are changing
// the state while the view is being drawn.
DispatchQueue.main.async {
self.flipped = self.angle >= 90 && self.angle < 270
}
let a = CGFloat(Angle(degrees: angle).radians)
var transform3d = CATransform3DIdentity;
transform3d.m34 = -1/max(size.width, size.height)
transform3d = CATransform3DRotate(transform3d, a, axis.x, axis.y, 0)
transform3d = CATransform3DTranslate(transform3d, -size.width/2.0, -size.height/2.0, 0)
let affineTransform = ProjectionTransform(CGAffineTransform(translationX: size.width/2.0, y: size.height / 2.0))
return ProjectionTransform(transform3d).concatenating(affineTransform)
}
}
You should be able to change the animation to whatever you want to achieve and then get the binding to change the state of the parent once it is done.
Upvotes: 8