INTUAnimationEngine makes it easy to build advanced custom animations on iOS.
INTUAnimationEngine provides a friendly interface to drive custom animations using a CADisplayLink, inspired by the UIView block-based animation API. It enables interactive animations (normally driven by user input, such as a pan or pinch gesture) to run automatically over a given duration. It can also be used to get a callback every frame of an animation.
INTUAnimationEngine includes an extensive library of easing functions that can be used to customize animation timing. A complete library of interpolation functions is also included to animate any type of value or property, including those that are not animatable by Core Animation.
INTUAnimationEngine requires iOS 5.0 or later.
Using CocoaPods
-
Add the pod
INTUAnimationEngine
to your Podfile.pod 'INTUAnimationEngine'
-
Run
pod install
from Terminal, then open your app's.xcworkspace
file to launch Xcode. -
#import "INTUAnimationEngine.h"
wherever you want to use it.
Manually from GitHub
- Download all the files in the Source directory.
- Add all the files to your Xcode project (drag and drop is easiest).
#import "INTUAnimationEngine.h"
wherever you want to use it.
The major difference between INTUAnimationEngine and the UIView animation methods is how the animations
block works. With the UIView methods, the animations
block is only executed once, and the changes made to views within this block represent the new state at the end of the animation.
With INTUAnimationEngine, the animations
block is called many times during the animation (once per frame), and each time it is called, your code should update the state of views based upon the current value of the percentage
or progress
passed into the block. Typically, you'll want to use one of the interpolation functions included in this library to help generate all the intermediate values between the start and end states for a given property.
INTUAnimationEngine has a few API methods that can be used to start an animation.
+ (INTUAnimationID)animateWithDuration:(NSTimeInterval)duration
delay:(NSTimeInterval)delay
animations:(void (^)(CGFloat percentage))animations
completion:(void (^)(BOOL finished))completion;
This method will start an animation that calls the animations
block each frame of the animation, passing in a percentage
value that represents the current percentage complete. The completion
block will be executed when the animation completes, with the finished
parameter indicating whether the animation was cancelled.
+ (INTUAnimationID)animateWithDuration:(NSTimeInterval)duration
delay:(NSTimeInterval)delay
easing:(INTUEasingFunction)easingFunction
animations:(void (^)(CGFloat progress))animations
completion:(void (^)(BOOL finished))completion;
This method will start an animation that calls the animations
block each frame of the animation, passing in a progress
value that represents the current progress of the animation (taking into account the easing function). The easingFunction
can be any of the easing functions in INTUEasingFunctions.h
, or a custom function. The completion
block will be executed when the animation completes, with the finished
parameter indicating whether the animation was cancelled.
There is also another variant of the above method that takes an options:
parameter, which is a mask of INTUAnimationOptions
. This can be used to repeat or autoreverse animations.
+ (void)cancelAnimationWithID:(INTUAnimationID)animationID;
When starting an animation, you can store the returned animation ID, and pass it to the above method to cancel the animation before it completes. If the animation is cancelled, the completion block will execute with finished
parameter equal to NO.
INTUEasingFunctions.h
is a C library of standard easing functions. Here's a handy cheat sheet that includes visualizations and animation demos for these functions.
INTUInterpolationFunctions.h
is a C library of interpolation functions.
For discrete values (where linear interpolation does not make sense), there are two proxmial interpolation functions. For example:
INTUInterpolateDiscrete(NSTextAlignmentLeft, NSTextAlignmentRight, progress)
// Returns NSTextAlignmentLeft when progress is < 0.5, NSTextAlignmentRight otherwise
[INTUInterpolateDiscreteValues(@[@(NSTextAlignmentLeft), @(NSTextAlignmentCenter), @(NSTextAlignmentRight)], progress) integerValue]
// Returns NSTextAlignmentLeft, then NSTextAlignmentCenter, and finally NSTextAlignmentRight as progress increases from 0.0 to 1.0
For continuous values, there are a variety of linear interpolation functions. The following types are supported:
CGFloat
CGPoint
CGSize
CGRect
CGVector
UIOffset
UIEdgeInsets
UIColor
/CGColor
There is also an untyped function INTUInterpolate()
that takes values of type id
and returns an interpolated value by automatically determining the type of the values. Proximal interpolation is used if the value types do not match, or if linear interpolation isn't supported for their type.
There are no functions that directly interpolate transforms. This is by design: linear interpolation of raw matrices often yields unexpected or invalid results. To interpolate between two transforms, decompose them into their translation, rotation, and scale components:
CGFloat rotation = INTUInterpolateCGFloat(0.0, M_PI, progress);
view.transform = CGAffineTransformMakeRotation(rotation);
// view will rotate from upright (progress = 0.0) to upside down (progress = 1.0)
You can concatenate transforms to combine them:
CGFloat rotation = INTUInterpolateCGFloat(0.0, M_PI, progress);
CGFloat scale = INTUInterpolateCGFloat(1.0, 0.5, progress);
view.transform = CGAffineTransformConcat(CGAffineTransformMakeScale(scale, scale), CGAffineTransformMakeRotation(rotation));
// view will rotate from upright and full size (progress = 0.0), to upside down and half size (progress = 1.0)
When interpolating between two colors, both colors must be in the same color space (grayscale, RGB, or HSB). Interpolating between colors in the HSB color space will generally yield better visual results than the RGB color space.
[UIColor colorWithWhite:1.0 alpha:1.0] // grayscale color space; white
[UIColor colorWithRed:1.0 green:1.0 blue:1.0 alpha:1.0] // RGB color space, white
[UIColor colorWithHue:0.0 saturation:0.0 brightness:1.0 alpha:1.0] // HSB color space; white
An example project is provided. It requires Xcode 6 and iOS 6.0 or later.
Please open an issue here on GitHub if you have a problem, suggestion, or other comment.
Pull requests are welcome and encouraged! There are no official guidelines, but please try to be consistent with the existing code style.
INTUAnimationEngine is provided under the MIT license.