I am trying to figure out how to make the text Field shake on button press when the user leaves the text field blank.
I currently have the following code working:
if self.subTotalAmountData.text == "" {
let alertController = UIAlertController(title: "Title", message:
"What is the Sub-Total!", preferredStyle: UIAlertControllerStyle.Alert)
alertController.addAction(UIAlertAction(title: "Okay", style: UIAlertActionStyle.Default,handler: nil))
self.presentViewController(alertController, animated: true, completion: nil)
} else {
}
But i think it would be much more appealing to just have the text field shake as an alert.
I can't find anything to animate the text field.
Any ideas?
Thanks!
You can change the duration
and repeatCount
and tweak it. This is what I use in my code. Varying the fromValue
and toValue
will vary the distance moved in the shake.
let animation = CABasicAnimation(keyPath: "position")
animation.duration = 0.07
animation.repeatCount = 4
animation.autoreverses = true
animation.fromValue = NSValue(cgPoint: CGPoint(x: viewToShake.center.x - 10, y: viewToShake.center.y))
animation.toValue = NSValue(cgPoint: CGPoint(x: viewToShake.center.x + 10, y: viewToShake.center.y))
viewToShake.layer.add(animation, forKey: "position")
The following function is used in any view.
extension UIView {
func shake() {
let animation = CAKeyframeAnimation(keyPath: "transform.translation.x")
animation.timingFunction = CAMediaTimingFunction(name: CAMediaTimingFunctionName.linear)
animation.duration = 0.6
animation.values = [-20.0, 20.0, -20.0, 20.0, -10.0, 10.0, -5.0, 5.0, 0.0 ]
layer.add(animation, forKey: "shake")
}
}
EDIT: using CABasicAnimation
cause the app to crash if you ever trigger the animation twice in a row. So be sure to use CAKeyframeAnimation
. Bug has been fixed, thanks to the comments :)
Or you can use this if you want more parameters ( in swift 5 ) :
public extension UIView {
func shake(count : Float = 4,for duration : TimeInterval = 0.5,withTranslation translation : Float = 5) {
let animation = CAKeyframeAnimation(keyPath: "transform.translation.x")
animation.timingFunction = CAMediaTimingFunction(name: CAMediaTimingFunctionName.linear)
animation.repeatCount = count
animation.duration = duration/TimeInterval(animation.repeatCount)
animation.autoreverses = true
animation.values = [translation, -translation]
layer.add(animation, forKey: "shake")
}
}
You can call this function on any UIView, UIButton, UILabel, UITextView etc. This way
yourView.shake()
Or this way if you want to add some custom parameters to the animation:
yourView.shake(count: 5, for: 1.5, withTranslation: 10)
I think all of these are dangerous.
If your shake animation is based on a user action and that user action is triggered while animating.
CRAAAAAASH
Here is my way in Swift 4 :
static func shake(view: UIView, for duration: TimeInterval = 0.5, withTranslation translation: CGFloat = 10) {
let propertyAnimator = UIViewPropertyAnimator(duration: duration, dampingRatio: 0.3) {
view.transform = CGAffineTransform(translationX: translation, y: 0)
}
propertyAnimator.addAnimations({
view.transform = CGAffineTransform(translationX: 0, y: 0)
}, delayFactor: 0.2)
propertyAnimator.startAnimation()
}
Maybe not the cleanest, but this method can be triggered repeatedly and is easily understood
Edit:
I am a huge proponent for usage of UIViewPropertyAnimator. So many cool features that allow you to make dynamic modifications to basic animations.
Here is another example to add a red border while the view is shaking, then removing it when the shake finishes.
static func shake(view: UIView, for duration: TimeInterval = 0.5, withTranslation translation: CGFloat = 10) {
let propertyAnimator = UIViewPropertyAnimator(duration: duration, dampingRatio: 0.3) {
view.layer.borderColor = UIColor.red.cgColor
view.layer.borderWidth = 1
view.transform = CGAffineTransform(translationX: translation, y: 0)
}
propertyAnimator.addAnimations({
view.transform = CGAffineTransform(translationX: 0, y: 0)
}, delayFactor: 0.2)
propertyAnimator.addCompletion { (_) in
view.layer.borderWidth = 0
}
propertyAnimator.startAnimation()
}
Swift 5.0
extension UIView {
func shake(){
let animation = CABasicAnimation(keyPath: "position")
animation.duration = 0.07
animation.repeatCount = 3
animation.autoreverses = true
animation.fromValue = NSValue(cgPoint: CGPoint(x: self.center.x - 10, y: self.center.y))
animation.toValue = NSValue(cgPoint: CGPoint(x: self.center.x + 10, y: self.center.y))
self.layer.add(animation, forKey: "position")
}
}
To use
self.vwOffer.shake()
extension CALayer {
func shake(duration: NSTimeInterval = NSTimeInterval(0.5)) {
let animationKey = "shake"
removeAnimationForKey(animationKey)
let kAnimation = CAKeyframeAnimation(keyPath: "transform.translation.x")
kAnimation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionLinear)
kAnimation.duration = duration
var needOffset = CGRectGetWidth(frame) * 0.15,
values = [CGFloat]()
let minOffset = needOffset * 0.1
repeat {
values.append(-needOffset)
values.append(needOffset)
needOffset *= 0.5
} while needOffset > minOffset
values.append(0)
kAnimation.values = values
addAnimation(kAnimation, forKey: animationKey)
}
}
How to use:
[UIView, UILabel, UITextField, UIButton & etc].layer.shake(NSTimeInterval(0.7))
Swift 5
Safe (non crash) shake extension for Corey Pett
answer:
extension UIView {
func shake(for duration: TimeInterval = 0.5, withTranslation translation: CGFloat = 10) {
let propertyAnimator = UIViewPropertyAnimator(duration: duration, dampingRatio: 0.3) {
self.transform = CGAffineTransform(translationX: translation, y: 0)
}
propertyAnimator.addAnimations({
self.transform = CGAffineTransform(translationX: 0, y: 0)
}, delayFactor: 0.2)
propertyAnimator.startAnimation()
}
}
I tried some of the available solutions but none of them were handling the full shake animation: moving from left to right and get back to the original position.
So, after some investigation I found the right solution that I consider to be a successful shake using UIViewPropertyAnimator
.
func shake(completion: (() -> Void)? = nil) {
let speed = 0.75
let time = 1.0 * speed - 0.15
let timeFactor = CGFloat(time / 4)
let animationDelays = [timeFactor, timeFactor * 2, timeFactor * 3]
let shakeAnimator = UIViewPropertyAnimator(duration: time, dampingRatio: 0.3)
// left, right, left, center
shakeAnimator.addAnimations({
self.transform = CGAffineTransform(translationX: 20, y: 0)
})
shakeAnimator.addAnimations({
self.transform = CGAffineTransform(translationX: -20, y: 0)
}, delayFactor: animationDelays[0])
shakeAnimator.addAnimations({
self.transform = CGAffineTransform(translationX: 20, y: 0)
}, delayFactor: animationDelays[1])
shakeAnimator.addAnimations({
self.transform = CGAffineTransform(translationX: 0, y: 0)
}, delayFactor: animationDelays[2])
shakeAnimator.startAnimation()
shakeAnimator.addCompletion { _ in
completion?()
}
shakeAnimator.startAnimation()
}
func shakeTextField(textField: UITextField)
{
let animation = CABasicAnimation(keyPath: "position")
animation.duration = 0.07
animation.repeatCount = 3
animation.autoreverses = true
animation.fromValue = NSValue(cgPoint: CGPoint(x: textField.center.x - 10, y: textField.center.y))
animation.toValue = NSValue(cgPoint: CGPoint(x: textField.center.x + 10, y: textField.center.y))
textField.layer.add(animation, forKey: "position")
textField.attributedPlaceholder = NSAttributedString(string: textField.placeholder ?? "",
attributes: [NSAttributedStringKey.foregroundColor: UIColor.red])
}
//write in base class or any view controller and use it
This is based on CABasicAnimation, it contain also an audio effect :
extension UIView{
var audioPlayer = AVAudioPlayer()
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 - 5.0, self.center.y))
animation.toValue = NSValue(CGPoint: CGPointMake(self.center.x + 5.0, self.center.y))
self.layer.addAnimation(animation, forKey: "position")
// audio part
do {
audioPlayer = try AVAudioPlayer(contentsOfURL: NSURL(fileURLWithPath: NSBundle.mainBundle().pathForResource(mySoundFileName, ofType: "mp3")!))
audioPlayer.prepareToPlay()
audioPlayer.play()
} catch {
print("∙ Error playing vibrate sound..")
}
}
}
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