j'essaie de faire trembler UIView lorsqu'un bouton est enfoncé.
J'adapte le code trouvé sur http://www.cimgf.com/2008/02/27/core-animation-tutorial-window-shake-effect/ .
Cependant, en essayant d’adapter le code suivant pour secouer UIView, cela ne fonctionne pas:
- (void)animate {
const int numberOfShakes = 8;
const float durationOfShake = 0.5f;
const float vigourOfShake = 0.1f;
CAKeyframeAnimation *shakeAnimation = [CAKeyframeAnimation animation];
CGRect frame = lockView.frame;
CGMutablePathRef shakePath = CGPathCreateMutable();
CGPathMoveToPoint(shakePath, NULL, CGRectGetMinX(frame), CGRectGetMinY(frame));
for (int index = 0; index < numberOfShakes; ++index) {
CGPathAddLineToPoint(shakePath, NULL, CGRectGetMinX(frame) - frame.size.width * vigourOfShake, CGRectGetMinY(frame));
CGPathAddLineToPoint(shakePath, NULL, CGRectGetMinX(frame) + frame.size.width * vigourOfShake, CGRectGetMinY(frame));
}
CGPathCloseSubpath(shakePath);
shakeAnimation.path = shakePath;
shakeAnimation.duration = durationOfShake;
[lockView.layer addAnimation:shakeAnimation forKey:@"frameOrigin"];
}
J'ai écrit ce post. C'est excessif pour UIView, plus les paramètres sont orientés vers une application OSX. Faites ceci à la place.
CABasicAnimation *animation =
[CABasicAnimation animationWithKeyPath:@"position"];
[animation setDuration:0.05];
[animation setRepeatCount:8];
[animation setAutoreverses:YES];
[animation setFromValue:[NSValue valueWithCGPoint:
CGPointMake([lockView center].x - 20.0f, [lockView center].y)]];
[animation setToValue:[NSValue valueWithCGPoint:
CGPointMake([lockView center].x + 20.0f, [lockView center].y)]];
[[lockView layer] addAnimation:animation forKey:@"position"];
Vous devrez jouer avec les paramètres duration et repeatCount ainsi que la distance x du centre dans les valeurs from et to, mais cela devrait vous donner ce dont vous avez besoin. J'espère que ça aide. Faites moi savoir si vous avez des questions.
Swift 3.0
let midX = lockView.center.x
let midY = lockView.center.y
let animation = CABasicAnimation(keyPath: "position")
animation.duration = 0.06
animation.repeatCount = 4
animation.autoreverses = true
animation.fromValue = CGPoint(x: midX - 10, y: midY)
animation.toValue = CGPoint(x: midX + 10, y: midY)
layer.add(animation, forKey: "position")
Je préfère cette solution qui a un comportement souple et élastique, idéale pour une animation de shake avec mot de passe erroné.
view.transform = CGAffineTransformMakeTranslation(20, 0);
[UIView animateWithDuration:0.4 delay:0.0 usingSpringWithDamping:0.2 initialSpringVelocity:1.0 options:UIViewAnimationOptionCurveEaseInOut animations:^{
view.transform = CGAffineTransformIdentity;
} completion:nil];
extension UIView {
func shake() {
self.transform = CGAffineTransform(translationX: 20, y: 0)
UIView.animate(withDuration: 0.4, delay: 0, usingSpringWithDamping: 0.2, initialSpringVelocity: 1, options: .curveEaseInOut, animations: {
self.transform = CGAffineTransform.identity
}, completion: nil)
}
}
Voici ma version agréable et simple. Elle simule le tremblement que vous obtenez sur Mac OS X lorsque vous vous connectez incorrectement. Vous pouvez ajouter ceci en tant que catégorie sur UIView si vous le souhaitez.
@implementation UIView (DUExtensions)
- (void) shake {
CAKeyframeAnimation *animation = [CAKeyframeAnimation animationWithKeyPath:@"transform.translation.x"];
animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];
animation.duration = 0.6;
animation.values = @[ @(-20), @(20), @(-20), @(20), @(-10), @(10), @(-5), @(5), @(0) ];
[self.layer addAnimation:animation forKey:@"shake"];
}
@end
Les valeurs d'animation sont le décalage x de la position actuelle de la vue. Les valeurs positives déplacent la vue vers la droite et les valeurs négatives vers la gauche. En les abaissant successivement, vous obtenez un shake qui perd naturellement de son élan. Vous pouvez modifier ces chiffres si vous le souhaitez.
Voici la version de Swift comme une extension au cas où quelqu'un en aurait besoin
extension UIImageView{
func vibrate(){
let animation = CABasicAnimation(keyPath: "position")
animation.duration = 0.05
animation.repeatCount = 5
animation.autoreverses = true
animation.fromValue = NSValue(CGPoint: CGPointMake(self.center.x - 2.0, self.center.y))
animation.toValue = NSValue(CGPoint: CGPointMake(self.center.x + 2.0, self.center.y))
self.layer.addAnimation(animation, forKey: "position")
}
}
Cela animera un petit UIImageView (environ 15x15). Si vous avez besoin d'animer quelque chose de plus grand, vous pouvez changer le facteur de mouvement 2.0 en quelque chose de plus grand.
Basé sur la réponse @bandejapaisa, extension UIView pour Swift 3
extension UIView {
func shake() {
let animation = CAKeyframeAnimation(keyPath: "transform.translation.x")
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionLinear)
animation.duration = 0.6
animation.values = [-20, 20, -20, 20, -10, 10, -5, 5, 0]
layer.addAnimation(animation, forKey: "shake")
}
}
Vous pouvez appeler cette méthode sur l'événement de clic UIButton.
-(void)shakescreen
{
//Shake screen
CGFloat t = 5.0;
CGAffineTransform translateRight = CGAffineTransformTranslate(CGAffineTransformIdentity, t, t);
CGAffineTransform translateLeft = CGAffineTransformTranslate(CGAffineTransformIdentity, -t, -t);
self.view.transform = translateLeft;
[UIView animateWithDuration:0.05 delay:0.0 options:UIViewAnimationOptionAutoreverse|UIViewAnimationOptionRepeat animations:^
{
[UIView setAnimationRepeatCount:2.0];
self.view.transform = translateRight;
} completion:^(BOOL finished)
{
if (finished)
{
[UIView animateWithDuration:0.05 delay:0.0 options:UIViewAnimationOptionBeginFromCurrentState animations:^
{
self.view.transform = CGAffineTransformIdentity;
}
completion:NULL];
}
}];
}
J'espère que ceci vous aidera :-)
Vous pouvez essayer ce morceau de code:
pour appeler le code ci-dessous, utilisez: [self earthquake:myObject];
#pragma mark EarthQuake Methods
- (void)earthquake:(UIView*)itemView
{
AudioServicesPlaySystemSound(kSystemSoundID_Vibrate);
CGFloat t = 2.0;
CGAffineTransform leftQuake = CGAffineTransformTranslate(CGAffineTransformIdentity, t, -t);
CGAffineTransform rightQuake = CGAffineTransformTranslate(CGAffineTransformIdentity, -t, t);
itemView.transform = leftQuake; // starting point
[UIView beginAnimations:@"earthquake" context:itemView];
[UIView setAnimationRepeatAutoreverses:YES]; // important
[UIView setAnimationRepeatCount:3];
[UIView setAnimationDuration:0.05];
[UIView setAnimationDelegate:self];
[UIView setAnimationDidStopSelector:@selector(earthquakeEnded:finished:context:)];
itemView.transform = rightQuake; // end here & auto-reverse
[UIView commitAnimations];
}
- (void)earthquakeEnded:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context
{
if ([finished boolValue])
{
UIView* item = (UIView *)context;
item.transform = CGAffineTransformIdentity;
}
}
Version C # Xamarin.iOS de explique comment créer une animation de tremblement de UIView dans iOS est ci-dessous
CAKeyFrameAnimation keyframeAnimation = CAKeyFrameAnimation.GetFromKeyPath(new NSString("transform.translation.x"));
keyframeAnimation.TimingFunction = CAMediaTimingFunction.FromName(CAMediaTimingFunction.EaseInEaseOut);
keyframeAnimation.Duration = 0.6f;
keyframeAnimation.Values = new NSObject[]{ new NSNumber(-20f), new NSNumber(20f), new NSNumber(-20f), new NSNumber(20f), new NSNumber(-10f), new NSNumber(10f), new NSNumber(-5f), new NSNumber(5f), new NSNumber(0f) };
shakyView.Layer.AddAnimation(keyframeAnimation, "shake");
Mise en œuvre de Swift 3 basée sur la réponse @ Mihael-Isaev
private enum Axis: StringLiteralType {
case x = "x"
case y = "y"
}
extension UIView {
private func shake(on axis: Axis) {
let animation = CAKeyframeAnimation(keyPath: "transform.translation.\(axis.rawValue)")
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionLinear)
animation.duration = 0.6
animation.values = [-20, 20, -20, 20, -10, 10, -5, 5, 0]
layer.add(animation, forKey: "shake")
}
func shakeOnXAxis() {
self.shake(on: .x)
}
func shakeOnYAxis() {
self.shake(on: .y)
}
}
En voici un qui utilise une fonction d’amortisseur pour atténuer le tremblement:
- (void)shake
{
CAKeyframeAnimation* animation = [CAKeyframeAnimation animationWithKeyPath:@"position"];
animation.duration = 0.5;
animation.delegate = self;
animation.fillMode = kCAFillModeForwards;
animation.removedOnCompletion = YES;
animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];
NSMutableArray* values = [[NSMutableArray alloc] init];
int steps = 100;
double position = 0;
float e = 2.71;
for (int t = 0; t < steps; t++)
{
position = 10 * pow(e, -0.022 * t) * sin(0.12 * t);
NSValue* value = [NSValue valueWithCGPoint:CGPointMake([self center].x - position, [self center].y)];
DDLogInfo(@"Value: %@", value);
[values addObject:value];
}
animation.values = values;
[[self layer] addAnimation:animation forKey:@"position"];
}
Vous pouvez essayer le code suivant:
+ (void)vibrateView:(UIView*)view
{
CABasicAnimation *shiverAnimationR;
shiverAnimationR = [CABasicAnimation animationWithKeyPath:@"transform.rotation.z"];
shiverAnimationR.toValue = [NSNumber numberWithFloat:DEGREES_TO_RADIANS(1)];
//shiverAnimationR.toValue = [NSNumber numberWithFloat:DEGREES_TO_RADIANS(-10)];
shiverAnimationR.duration = 0.1;
shiverAnimationR.repeatCount = 1000000.0; // Use A high Value
shiverAnimationR.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseIn];
[view.layer addAnimation: shiverAnimationR forKey:@"shiverAnimationR"];
CABasicAnimation * shiverAnimationL;
shiverAnimationL = [CABasicAnimation animationWithKeyPath:@"transform.rotation.z"];
//shiverAnimationL 2.toValue = [NSNumber numberWithFloat:DEGREES_TO_RADIANS(10)];
shiverAnimationL.toValue = [NSNumber numberWithFloat:DEGREES_TO_RADIANS(-1)];
shiverAnimationL.duration = 0.1;
shiverAnimationL.repeatCount = 1000000.0;
shiverAnimationL.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseIn];
[view.layer addAnimation: shiverAnimationL forKey:@"shiverAnimationL"];
}
J'ai refactored @Matt Long code et créé une catégorie à UIView
. Maintenant, il est beaucoup plus réutilisable et facile à utiliser.
@implementation UIView (Animation)
- (void)shakeViewWithOffest:(CGFloat)offset {
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:@"position.x"];
[animation setDuration:0.05];
[animation setRepeatCount:6];
[animation setAutoreverses:YES];
[animation setFromValue:@([self center].x-offset)];
[animation setToValue:@([self center].x+offset)];
[self.layer addAnimation:animation forKey:@"position.x"];
}
- (void)shake {
[self shakeViewWithOffest:7.0f];
}
@end
Voici une version utilisant,
+ (void)animateKeyframesWithDuration:(NSTimeInterval)duration delay:(NSTimeInterval)delay options:(UIViewKeyframeAnimationOptions)options animations:(void (^)(void))animations completion:(void (^)(BOOL finished))completion
Introduit dans iOS 7.
const CGFloat xDelta = 16.0f;
[UIView animateKeyframesWithDuration:0.50f
delay:0.0f
options:UIViewKeyframeAnimationOptionCalculationModeLinear
animations:^{
[UIView addKeyframeWithRelativeStartTime:0.0
relativeDuration:(1.0/6.0)
animations:^{
self.passwordTextField.transform = self.usernameTextField.transform = CGAffineTransformMakeTranslation(xDelta, 0.0);
}];
[UIView addKeyframeWithRelativeStartTime:(1.0/6.0)
relativeDuration:(1.0/6.0)
animations:^{
self.passwordTextField.transform = self.usernameTextField.transform = CGAffineTransformMakeTranslation(-xDelta, 0.0);
}];
[UIView addKeyframeWithRelativeStartTime:(1.0/3.0)
relativeDuration:(1.0/3.0)
animations:^{
self.passwordTextField.transform = self.usernameTextField.transform = CGAffineTransformMakeTranslation(xDelta/2.0, 0.0);
}];
[UIView addKeyframeWithRelativeStartTime:(2.0/3.0)
relativeDuration:(1.0/3.0)
animations:^{
self.passwordTextField.transform = self.usernameTextField.transform = CGAffineTransformIdentity;
}];
}
completion:NULL];
@imike answer dans Swift 4.2
extension UIView {
func shake() {
let animation = CAKeyframeAnimation(keyPath: "transform.translation.x")
animation.timingFunction = CAMediaTimingFunction(name: CAMediaTimingFunctionName.linear)
animation.duration = 0.6
animation.values = [-20, 20, -20, 20, -10, 10, -5, 5, 0]
view.layer.add(animation, forKey: "shake")
}}
Swift 4.0:
Basé sur la réponse du haut mais un raffinement de l'animation: Cela n'a pas les sauts au début et à la fin de l'animation.
let midX = center.x
let midY = center.y
let rightAnim = CABasicAnimation(keyPath: #keyPath(CALayer.position))
rightAnim.duration = 0.07
rightAnim.autoreverses = true
rightAnim.fromValue = CGPoint(x: midX, y: midY)
rightAnim.toValue = CGPoint(x: midX + 9, y: midY)
let leftAnim = CABasicAnimation(keyPath: #keyPath(CALayer.position))
leftAnim.duration = 0.07
leftAnim.autoreverses = true
leftAnim.fromValue = CGPoint(x: midX, y: midY)
leftAnim.toValue = CGPoint(x: midX - 9, y: midY)
let group = CAAnimationGroup()
group.duration = leftAnim.duration + rightAnim.duration
group.animations = [rightAnim, leftAnim]
group.repeatCount = 3
layer.add(group, forKey: #keyPath(CALayer.position))
Voici une extension UIView fournissant une superbe animation shake: https://Gist.github.com/mourad-brahim/cf0bfe9bec5f33a6ea66
Une mise à jour de Swift5 est fournie sur les commentaires.