스케일 UIButton 애니메이션 - Swift
을 하려고 합니다.UIButton
클릭했을 때 그러나 내가 이루려고 하는 것은 버튼이 클릭되었을 때 나는 필요합니다.UIButton
안쪽으로 작아지면 다시 같은 크기로 돌아갑니다(거품처럼).
다음을 시도했습니다.
button.transform = CGAffineTransformMakeScale(-1, 1)
UIView.animateWithDuration(0.5, animations: { () -> Void in
button.transform = CGAffineTransformMakeScale(1,1)
})
사용해 보세요.
UIView.animate(withDuration: 0.6,
animations: {
self.button.transform = CGAffineTransform(scaleX: 0.6, y: 0.6)
},
completion: { _ in
UIView.animate(withDuration: 0.6) {
self.button.transform = CGAffineTransform.identity
}
})
SWIFT 5 코드 업데이트 : 멋진 튕김 효과와 스프링 애니메이션이 있는 애니메이션 버튼이 있습니다.
@IBOutlet weak var button: UIButton!
@IBAction func animateButton(sender: UIButton) {
sender.transform = CGAffineTransform(scaleX: 0.6, y: 0.6)
UIView.animate(withDuration: 2.0,
delay: 0,
usingSpringWithDamping: CGFloat(0.20),
initialSpringVelocity: CGFloat(6.0),
options: UIView.AnimationOptions.allowUserInteraction,
animations: {
sender.transform = CGAffineTransform.identity
},
completion: { Void in() }
)
}
위의 모든 답변은 유효합니다.
또한 Swift를 사용하여 원하는 보기를 "스케일링"할 수 있도록 UIView 확장 기능을 만들 것을 제안합니다.
다음 코드에서 영감을 얻을 수 있습니다.
SWIFT 5.0
extension UIView {
/**
Simply zooming in of a view: set view scale to 0 and zoom to Identity on 'duration' time interval.
- parameter duration: animation duration
*/
func zoomIn(duration: TimeInterval = 0.2) {
self.transform = CGAffineTransform(scaleX: 0.0, y: 0.0)
UIView.animate(withDuration: duration, delay: 0.0, options: [.curveLinear], animations: { () -> Void in
self.transform = .identity
}) { (animationCompleted: Bool) -> Void in
}
}
/**
Simply zooming out of a view: set view scale to Identity and zoom out to 0 on 'duration' time interval.
- parameter duration: animation duration
*/
func zoomOut(duration : TimeInterval = 0.2) {
self.transform = .identity
UIView.animate(withDuration: duration, delay: 0.0, options: [.curveLinear], animations: { () -> Void in
self.transform = CGAffineTransform(scaleX: 0.0, y: 0.0)
}) { (animationCompleted: Bool) -> Void in
}
}
/**
Zoom in any view with specified offset magnification.
- parameter duration: animation duration.
- parameter easingOffset: easing offset.
*/
func zoomInWithEasing(duration: TimeInterval = 0.2, easingOffset: CGFloat = 0.2) {
let easeScale = 1.0 + easingOffset
let easingDuration = TimeInterval(easingOffset) * duration / TimeInterval(easeScale)
let scalingDuration = duration - easingDuration
UIView.animate(withDuration: scalingDuration, delay: 0.0, options: .curveEaseIn, animations: { () -> Void in
self.transform = CGAffineTransform(scaleX: easeScale, y: easeScale)
}, completion: { (completed: Bool) -> Void in
UIView.animate(withDuration: easingDuration, delay: 0.0, options: .curveEaseOut, animations: { () -> Void in
self.transform = .identity
}, completion: { (completed: Bool) -> Void in
})
})
}
/**
Zoom out any view with specified offset magnification.
- parameter duration: animation duration.
- parameter easingOffset: easing offset.
*/
func zoomOutWithEasing(duration: TimeInterval = 0.2, easingOffset: CGFloat = 0.2) {
let easeScale = 1.0 + easingOffset
let easingDuration = TimeInterval(easingOffset) * duration / TimeInterval(easeScale)
let scalingDuration = duration - easingDuration
UIView.animate(withDuration: easingDuration, delay: 0.0, options: .curveEaseOut, animations: { () -> Void in
self.transform = CGAffineTransform(scaleX: easeScale, y: easeScale)
}, completion: { (completed: Bool) -> Void in
UIView.animate(withDuration: scalingDuration, delay: 0.0, options: .curveEaseOut, animations: { () -> Void in
self.transform = CGAffineTransform(scaleX: 0.0, y: 0.0)
}, completion: { (completed: Bool) -> Void in
})
})
}
}
사용 방법은 매우 간단합니다.
let button = UIButton(frame: frame)
button.zoomIn() // here the magic
스위프트 3 버전
extension UIView {
/**
Simply zooming in of a view: set view scale to 0 and zoom to Identity on 'duration' time interval.
- parameter duration: animation duration
*/
func zoomIn(duration: TimeInterval = 0.2) {
self.transform = CGAffineTransform(scaleX: 0.0, y: 0.0)
UIView.animate(withDuration: duration, delay: 0.0, options: [.curveLinear], animations: { () -> Void in
self.transform = CGAffineTransform.identity
}) { (animationCompleted: Bool) -> Void in
}
}
/**
Simply zooming out of a view: set view scale to Identity and zoom out to 0 on 'duration' time interval.
- parameter duration: animation duration
*/
func zoomOut(duration: TimeInterval = 0.2) {
self.transform = CGAffineTransform.identity
UIView.animate(withDuration: duration, delay: 0.0, options: [.curveLinear], animations: { () -> Void in
self.transform = CGAffineTransform(scaleX: 0.0, y: 0.0)
}) { (animationCompleted: Bool) -> Void in
}
}
/**
Zoom in any view with specified offset magnification.
- parameter duration: animation duration.
- parameter easingOffset: easing offset.
*/
func zoomInWithEasing(duration: TimeInterval = 0.2, easingOffset: CGFloat = 0.2) {
let easeScale = 1.0 + easingOffset
let easingDuration = TimeInterval(easingOffset) * duration / TimeInterval(easeScale)
let scalingDuration = duration - easingDuration
UIView.animate(withDuration: scalingDuration, delay: 0.0, options: .curveEaseIn, animations: { () -> Void in
self.transform = CGAffineTransform(scaleX: easeScale, y: easeScale)
}, completion: { (completed: Bool) -> Void in
UIView.animate(withDuration: easingDuration, delay: 0.0, options: .curveEaseOut, animations: { () -> Void in
self.transform = CGAffineTransform.identity
}, completion: { (completed: Bool) -> Void in
})
})
}
/**
Zoom out any view with specified offset magnification.
- parameter duration: animation duration.
- parameter easingOffset: easing offset.
*/
func zoomOutWithEasing(duration: TimeInterval = 0.2, easingOffset: CGFloat = 0.2) {
let easeScale = 1.0 + easingOffset
let easingDuration = TimeInterval(easingOffset) * duration / TimeInterval(easeScale)
let scalingDuration = duration - easingDuration
UIView.animate(withDuration: easingDuration, delay: 0.0, options: .curveEaseOut, animations: { () -> Void in
self.transform = CGAffineTransform(scaleX: easeScale, y: easeScale)
}, completion: { (completed: Bool) -> Void in
UIView.animate(withDuration: scalingDuration, delay: 0.0, options: .curveEaseOut, animations: { () -> Void in
self.transform = CGAffineTransform(scaleX: 0.0, y: 0.0)
}, completion: { (completed: Bool) -> Void in
})
})
}
}
스위프트 3.x+
extension UIButton {
func pulsate() {
let pulse = CASpringAnimation(keyPath: "transform.scale")
pulse.duration = 0.2
pulse.fromValue = 0.95
pulse.toValue = 1.0
pulse.autoreverses = true
pulse.repeatCount = 2
pulse.initialVelocity = 0.5
pulse.damping = 1.0
layer.add(pulse, forKey: "pulse")
}
func flash() {
let flash = CABasicAnimation(keyPath: "opacity")
flash.duration = 0.2
flash.fromValue = 1
flash.toValue = 0.1
flash.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
flash.autoreverses = true
flash.repeatCount = 3
layer.add(flash, forKey: nil)
}
func shake() {
let shake = CABasicAnimation(keyPath: "position")
shake.duration = 0.05
shake.repeatCount = 2
shake.autoreverses = true
let fromPoint = CGPoint(x: center.x - 5, y: center.y)
let fromValue = NSValue(cgPoint: fromPoint)
let toPoint = CGPoint(x: center.x + 5, y: center.y)
let toValue = NSValue(cgPoint: toPoint)
shake.fromValue = fromValue
shake.toValue = toValue
layer.add(shake, forKey: "position")
}
}
용도:
myButton.flash()
// myButton.pulsate()
// myButton.shake()
학점:숀 앨런
Swift 3 버전:
UIView.animate(withDuration: 0.6, animations: {
button.transform = CGAffineTransform.identity.scaledBy(x: 0.6, y: 0.6)
}, completion: { (finish) in
UIView.animate(withDuration: 0.6, animations: {
button.transform = CGAffineTransform.identity
})
})
Swift 4 Xcode 9를 사용하면 처음 누르면 버튼이 아래로 애니메이션 처리되고 해제되면 다시 백업됩니다.
extension UIView {
func animateButtonDown() {
UIView.animate(withDuration: 0.1, delay: 0.0, options: [.allowUserInteraction, .curveEaseIn], animations: {
self.transform = CGAffineTransform(scaleX: 0.9, y: 0.9)
}, completion: nil)
}
func animateButtonUp() {
UIView.animate(withDuration: 0.1, delay: 0.0, options: [.allowUserInteraction, .curveEaseOut], animations: {
self.transform = CGAffineTransform.identity
}, completion: nil)
}
구현:
@IBAction func buttonTouchDown(_ sender: UIButton) {
//Connected with Touch Down Action
sender.animateButtonDown()
}
@IBAction func buttonTouchUpOutside(_ sender: UIButton) {
//Connected with Touch Up Outside Action
//if touch moved away from button
sender.animateButtonUp()
}
@IBAction func buttonTouchUpInside(_ sender: UIButton) {
//Connected with Touch Up Inside Action
sender.animateButtonUp()
//code to execute when button pressed
}
다음과 같이 작동합니다. 애니메이션이 작게 설정된 후 애니메이션을 시작하면 원래 크기로 돌아갑니다.
스위프트 2
button.transform = CGAffineTransformMakeScale(0.6, 0.6)
UIView.animateWithDuration(0.3, animations: { () -> Void in
button.transform = CGAffineTransformMakeScale(1,1)
})
스위프트 3, 4, 5
button.transform = CGAffineTransform.init(scaleX: 0.6, y: 0.6)
UIView.animate(withDuration: 0.3, animations: { () -> Void in
button.transform = CGAffineTransform.init(scaleX: 1, y: 1)
})
애니메이션이 끝날 때까지 기다리는 완료 제어를 사용하여 프레스 애니메이션을 다른 예보다 빠르게 설정하는 것을 선호합니다.
스위프트 3:
extension UIButton {
func press(completion:@escaping ((Bool) -> Void)) {
UIView.animate(withDuration: 0.05, animations: {
self.transform = CGAffineTransform(scaleX: 0.8, y: 0.8) }, completion: { (finish: Bool) in
UIView.animate(withDuration: 0.1, animations: {
self.transform = CGAffineTransform.identity
completion(finish)
})
})
}
}
용도:
@IBAction func playPauseBtnTap(_ sender: Any) {
let playPauseBtn = sender as! UIButton
playPauseBtn.press(completion:{ finish in
if finish {
print("animation ended")
}
}
}
다음 애니메이션을 사용하면 버튼이 전체 크기에서 시작하여 스프링 애니메이션으로 0.6으로 감소하여 전체 크기로 되돌아갑니다.
[UIView animateWithDuration:0.5 delay:0 usingSpringWithDamping:0.4 initialSpringVelocity:0.3 options:0 animations:^{
//Animations
button.transform = CGAffineTransformIdentity;
CGAffineTransformMakeScale(0.6, 0.6)
} completion:^(BOOL finished) {
//Completion Block
[UIView.animateWithDuration(0.5){
button.transform = CGAffineTransformIdentity
}];
}];
완료 핸들러를 사용하여 자동 역효과를 수행하려는 경우 이를 시도할 수 있습니다.
viewToAnimate.transform = CGAffineTransform(scaleX: 0.1, y: 0.1)
UIView.animate(withDuration: 0.7, // your duration
delay: 0,
usingSpringWithDamping: 0.2,
initialSpringVelocity: 6.0,
animations: { _ in
viewToAnimate.transform = .identity
},
completion: { _ in
// Implement your awesome logic here.
})
iOS 9 및 xCode 7
//for zoom in
[UIView animateWithDuration:0.5f animations:^{
self.sendButton.transform = CGAffineTransformMakeScale(1.5, 1.5);
} completion:^(BOOL finished){}];
// for zoom out
[UIView animateWithDuration:0.5f animations:^{
self.sendButton.transform = CGAffineTransformMakeScale(1, 1);
}completion:^(BOOL finished){}];
이렇게 하면 놀라운 튕김 효과를 얻을 수 있습니다.
@IBAction func TouchUpInsideEvent(sender: UIButton) {
UIView.animateWithDuration(2.0,
delay: 0,
usingSpringWithDamping: CGFloat(0.20),
initialSpringVelocity: CGFloat(6.0),
options: UIViewAnimationOptions.AllowUserInteraction,
animations: {
sender.transform = CGAffineTransformIdentity
},
completion: { Void in() }
)
}
@IBAction func touchDownEvent(sender: UIButton) {
UIView.animateWithDuration(0.15, animations: {
sender.transform = CGAffineTransformMakeScale(0.6, 0.6)
})
}
Scaling Button(스케일링 버튼) 또는 보기를 약 3회 이상 사용하면 다음 코드를 사용할 수 있습니다.xcode 9에서 swift 3 또는 swift 4.
UIView.animate(withDuration: 0.2, animations: {
self.cartShowHideBtnView.transform = CGAffineTransform(scaleX: 1.3, y: 1.3)
}, completion: { (finish: Bool) in
UIView.animate(withDuration: 0.2, animations: {
self.cartShowHideBtnView.transform = CGAffineTransform.identity
}, completion:{(finish: Bool) in
UIView.animate(withDuration: 0.2, animations: {
self.cartShowHideBtnView.transform = CGAffineTransform(scaleX: 1.3, y: 1.3)
}, completion: { (finish: Bool) in
UIView.animate(withDuration: 0.2, animations: {
self.cartShowHideBtnView.transform = CGAffineTransform.identity
}, completion:{(finish: Bool) in
UIView.animate(withDuration: 0.2, animations: {
self.cartShowHideBtnView.transform = CGAffineTransform(scaleX: 1.3, y: 1.3)
}, completion: { (finish: Bool) in
UIView.animate(withDuration: 0.2, animations: {
self.cartShowHideBtnView.transform = CGAffineTransform.identity
})
})
})
})
})
})
Swift 4를 사용하여 프로토콜을 만들었습니다. 당신이 애니메이션화하고 싶은 특정 UIView에서 사용할 수 있습니다.여기서 애니메이션을 시도하거나 시간과 지연을 변경할 수 있습니다.
이 방법은 이 프로토콜과 다른 프로토콜을 한 뷰에서 사용할 수 있고 이 뷰에서 이 기능을 사용하여 UIView에서 많은 OS 확장을 수행하여 코드 냄새를 생성할 수 있기 때문에 권장됩니다.
import Foundation
import UIKit
protocol Showable where Self: UIView {}
extension Showable {
func show(_ view: UIView? = nil) {
if let view = view {
self.animate(view)
} else {
self.animate(self)
}
}
private func animate(_ view: UIView) {
view.transform = CGAffineTransform(scaleX: 0.0, y: 0.0)
UIView.animate(withDuration: 2.0,
delay: 0,
usingSpringWithDamping: CGFloat(0.20),
initialSpringVelocity: CGFloat(6.0),
options: [.allowUserInteraction],
animations: {
view.transform = CGAffineTransform.identity
})
}
}
다음은 작동 예입니다.
extension UIButton{
func flash() {
let flash = CABasicAnimation(keyPath: "opacity")
flash.duration = 0.5
flash.fromValue = 1
flash.toValue = 0.1
flash.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
flash.autoreverses = true
flash.repeatCount = 3
layer.add(flash, forKey: nil)
}
}
@IBAction func taptosave(_ sender: UIButton) {
sender.flash()
}
언급URL : https://stackoverflow.com/questions/31320819/scale-uibutton-animation-swift
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