Bring life to CALayers with SpriteKit-like animation builders.
Because declaring CAAnimations (especially with CAAnimationGroups) is very verbose and tedious.
Animo turns this:
letpositionAnimation=CABasicAnimation(keyPath:"position")
positionAnimation.fromValue =NSValue(CGPoint: fromPoint)
positionAnimation.toValue =NSValue(CGPoint: toPoint)letcolorAnimation=CABasicAnimation(keyPath:"backgroundColor")
colorAnimation.fromValue = fromColor.CGColor
colorAnimation.toValue = toColor.CGColor
letanimationGroup=CAAnimationGroup()
animationGroup.animations =[positionAnimation, colorAnimation]
animationGroup.fillMode = kCAFillModeForwards
animationGroup.removedOnCompletion =false
animationGroup.timingFunction =CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
someView.layer.addAnimation(animationGroup, forKey:"animationGroup")to this:
someView.layer.runAnimation(
Animo.group(
Animo.move(from: fromPoint, to: toPoint, duration: 1),
Animo.keyPath("backgroundColor", from: fromColor, to: toColor, duration: 1),
timingMode: .EaseInOut,
options: Options(fillMode: .Forwards)
)
)
- All timing modes from http://easings.net/ are implemented.
- Choose how to mix your animations with grouping utilities:
group(...)sequence(...)autoreverse(...)wait(...)replay(...)andreplayForever(...)
- No need to box native types and struct types in
NSValues! Animo will do that for you for:Int8Int16Int32Int64UInt8UInt16UInt32UInt64IntUIntCGFloatDoubleFloatCGPointCGSizeCGRectCGAffineTransformCGVectorCATransform3DUIEdgeInsetsUIOffsetNSRange
- No need to bother between
CGColorandUIColor! Animo automatically converts the following types for you so you can just use UIKit objects all the time:UIColor→CGColorUIImage→UIImageUIBezierPath→CGPath
- Don't bother type-casting
M_PIanymore and just use Degrees-to-Radians (and vice-versa) extensions forCGFloat,Double, andFloat!
Here's a slightly complex animation that showcases what else you can do with Animo:
someView.layer.runAnimation(Animo.sequence( // Runs a list of animations in sequence
Animo.wait(1), // Waits for a certain interval before running the next animation
Animo.replayForever( // Replays the animation endlessly
Animo.sequence(Animo.move( // Moves the layer's position
by:CGPoint(x:100, y:200), // "by", "from", and "to" arguments are supported
duration:2,
timingMode:.Spring(damping:1) // simplistic spring function that doesn't rely on physics
),Animo.rotateDegrees( // Rotates the layer (degrees and radians variants are supported)
by:-180,
duration:1,
timingMode:.EaseInOutBack
),Animo.autoreverse( // Auto-reverses the animation
Animo.keyPath("cornerRadius", // Any custom KVC key is supported as well!
to:10,
duration:1,
timingMode:.EaseInOutBack
)),Animo.group( // Runs multiple animations together
Animo.scaleX(
by:2,
duration:1,
timingMode:.EaseInOutBack
),Animo.scaleY(
by:0.5,
duration:1,
timingMode:.EaseInOutBack
)),Animo.wait(1),Animo.move(
by:CGPoint(x:-100, y:-200),
duration:2,
timingMode:.EaseInOutBack
),Animo.rotateDegrees(
by:180,
duration:1,
timingMode:.EaseInOutBack
),Animo.group(Animo.scaleX(
to:1,
duration:1,
timingMode:.EaseInOutBack
),Animo.scaleY(
to:1,
duration:1,
timingMode:.EaseInOutBack
))))))Add
pod 'Animo'
to your Podfile and run pod install
Add
github "eure/Animo" >= 1.2.0
to your Cartfile and run carthage update
Run
git submodule add https://github.com/eure/Animo.git <destination directory>
Drag and drop Animo.xcodeproj to your project.
Add all .swift files to your project.
Animo is released under an MIT license. See the LICENSE file for more information.
