UIView.animate – Swift 3 – completion

You add it like this: UIView.animate(withDuration: 0.25, delay: 0.0, options: [], animations: { self.drawerView?.frame = CGRect(x: 0, y: 0, width: (self.drawerView?.frame.size.width)!, height: (self.drawerView?.frame.size.height)!) self.contentView?.frame = CGRect(x: 200, y: 0, width: (self.contentView?.frame.size.width)!, height: (self.contentView?.frame.size.height)!) }, completion: { (finished: Bool) in self.isOpen = true })

How to make UIView animation sequence repeat and autoreverse

To animation from point 1 to 2 to 3 to 2 to 1 and repeat, you can do use animateKeyframesWithDuration in iOS 7 and later: someView.frame = frame1; [UIView animateKeyframesWithDuration:2.0 delay:0.0 options:UIViewKeyframeAnimationOptionAutoreverse | UIViewKeyframeAnimationOptionRepeat animations:^{ [UIView addKeyframeWithRelativeStartTime:0.0 relativeDuration:0.5 animations:^{ someView.frame = frame2; }]; [UIView addKeyframeWithRelativeStartTime:0.5 relativeDuration:0.5 animations:^{ someView.frame = frame3; }]; } completion:nil]; If using … Read more

UIView animation based on UIPanGestureRecognizer velocity

The docs say The velocity of the pan gesture, which is expressed in points per second. The velocity is broken into horizontal and vertical components. So I’d say, given you want to move your view xPoints (measured in pt) to let it go off-screen, you could calculate the duration for that movement like so: CGFloat … Read more

UIView animation options using Swift

Swift 3 Pretty much the same as before: UIView.animate(withDuration: 0.2, delay: 0.2, options: UIViewAnimationOptions.repeat, animations: {}, completion: nil) except that you can leave out the full type: UIView.animate(withDuration: 0.2, delay: 0.2, options: .repeat, animations: {}, completion: nil) and you can still combine options: UIView.animate(withDuration: 0.2, delay: 0.2, options: [.repeat, .curveEaseInOut], animations: {}, completion: nil) Swift … Read more

UIView.animateWithDuration swift loop animation

No need to do the completion block approach, just use the animation options argument: updated for Swift 3.0 UIView.animate(withDuration: 2.0, delay: 0, options: [.repeat, .autoreverse], animations: { coloredSquare.frame = CGRect(x: 120, y: 220, width: 100, height: 100) }, completion: nil) If for any reason you want to stop the animation later, just use: coloredSquare.layer.removeAllAnimations()

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