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Shake Animation for UITextField/UIView in Swift

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()
}

Final result:

摇动动画结果

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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