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CardAnimation

Design from Dribble. And a blog for this, only chinese. Design from Dribble

API

I rewrite it. Support reuse card view and pan gesture. You just need to provide number of cards and relative image.

protocol CardContainerDataSource {
func numberOfCardsForCardContainerView(cardContainerView: UICardContainerView) -> Int
func cardContainerView(cardContainerView: UICardContainerView, imageForCardAtIndex: Int) -> UIImage?
}
class UICardContainerView : UIView {
var dataSource: CardContainerDataSource?
//If you want to custom these properties, configure them before assign dataSource, and don't change them once you custom them.
//'needsCardCenterVertically' decide card is center vertically in container, or distance of bottom between card and contaienr is the height of card.
var needsCardCenterVertically: Bool = false var enableBrightnessControl: Bool = true
var maxVisibleCardCount: Int = 10
var defaultCardSize: CGSize = CGSize(width: 400, height: 300)
var needsBorder: Bool = true
var headCardBorderWidth: CGFloat = 5
func slideDown()
func slideUp()
func reloadData()
func insertCardAtIndex(toIndex: Int)
func deleteCardAtIndex(toIndex: Int)
//Call this method in viewDidLayoutSubviews()
func respondsToSizeChange()
}

Example:

let cardContainerView = UICardContainerView(frame: aFrame)
aSuperView.addSubview(cardContainerView)
cardContainerView.dataSource = id<CardContainerDataSource>

Done.

@luxorules packaged there code before, support pan gesture, card size and custom card view, not only image view. So there are two solutions for choice now. @luxorules's solution:

Classes:

  • CardAnimationView: UIView, the view to display a list of card view.
  • BasedCardView: UIView, all custom card view must be inherited from this class.
  • ImageCardView: BasedCardView, child class of BasedCardView, if you just want to use image, use this class.

You can custom animation behavior by set the below properties.

//Animation time for a single card animation.
public var animationsSpeed = 0.2
//Defines the card size that will be used. (width, height)
public var cardSize : (width:CGFloat, height:CGFloat)

CardAnimationView needs a data source delegate to display the content, like UICollectionView.

public weak var dataSourceDelegate : CardAnimationViewDataSource?
protocol CardAnimationViewDataSource : class {
func numberOfVisibleCards() -> Int
func numberOfCards() -> Int
/**
Ask the delegate for a new card to display in the container.
- parameter number: number that is needed to be displayed.
- parameter reusedView: the component may provide you with an unused view.
- returns: correctly configured card view.
*/
func cardNumber(number:Int, reusedView:BaseCardView?) -> BaseCardView
}

How to reuse a card view? There is an example in ComponentExampleViewController.swift:

func cardNumber(number: Int, reusedView: BaseCardView?) -> BaseCardView {
var retView : ImageCardView? = reusedView as? ImageCardView
print(" 🃏 Requested card number \(number)")
if retView == nil {
retView = ImageCardView(frame: CGRect(x: 0, y: 0, width: 10, height: 10))
} else {
print(" ✌️ View Cached ✌️ ")
}
retView!.imageView.image = UIImage.init(named: JusticeLeagueLogos.logoArray[number].rawValue)
return retView!
}

How to use?

You can find two solutions in 'Classes' folder. Drag them in your project.

Technical Q&A

Change Anchor Point of CALayer

like: (0.5, 0.5) ->(0.5, 1)

Frame:

There are many ways to do this:

subView.frame = frame
subView.layer.anchorPoint = CGPointMake(0.5, 1)
subView.frame = frame

AutoLayout:

Discussion on stackoverflow, but I find a simple way:

let subViewHeight = let oldConstraintConstant = centerYConstraint.constant
subView.layer.anchorPoint = CGPointMake(0.5, 1)
//Like what you do with frame, you need to compensate for additional translation.
centerYConstraint.constant = subView.bounds.size.height/2 + oldConstraintConstant

Transform and AutoLayout

From iOS 8, transform and autolayout play nice. There is a blog for this: Constraints & Transformations

Transform doesn't affect autolayout, only constraints can affect autolayout.

Transform affects view's frame, but do nothing to view's center and bounds.

Flip animation with non-transparent background

Use a subview, and change the container view's background color to what color you want.

When the container view is vertical to screen, make the subview hidden, and after the container view back, make subview visible.

Rotation Animation Bug in action method

let flipTransform = CATransform3DRotate(CATransform3DIdentity, CGFloat(-M_PI), 1, 0, 0)
UIView.animateWithDuration(0.3, {
view.layer.transform = flipTransform
})

The animation will not execute and the view just change if you execute above code in an action method, like clip a button. UIView keyFrame animation works fine.

About

Card flip animation by pan gesture.

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1 watching

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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NameName
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CardAnimation

Design from Dribble. And a blog for this, only chinese. Design from Dribble

API

I rewrite it. Support reuse card view and pan gesture. You just need to provide number of cards and relative image.

protocol CardContainerDataSource {
func numberOfCardsForCardContainerView(cardContainerView: UICardContainerView) -> Int
func cardContainerView(cardContainerView: UICardContainerView, imageForCardAtIndex: Int) -> UIImage?
}
class UICardContainerView : UIView {
var dataSource: CardContainerDataSource?
//If you want to custom these properties, configure them before assign dataSource, and don't change them once you custom them.
//'needsCardCenterVertically' decide card is center vertically in container, or distance of bottom between card and contaienr is the height of card.
var needsCardCenterVertically: Bool = false var enableBrightnessControl: Bool = true
var maxVisibleCardCount: Int = 10
var defaultCardSize: CGSize = CGSize(width: 400, height: 300)
var needsBorder: Bool = true
var headCardBorderWidth: CGFloat = 5
func slideDown()
func slideUp()
func reloadData()
func insertCardAtIndex(toIndex: Int)
func deleteCardAtIndex(toIndex: Int)
//Call this method in viewDidLayoutSubviews()
func respondsToSizeChange()
}

Example:

let cardContainerView = UICardContainerView(frame: aFrame)
aSuperView.addSubview(cardContainerView)
cardContainerView.dataSource = id<CardContainerDataSource>

Done.

@luxorules packaged there code before, support pan gesture, card size and custom card view, not only image view. So there are two solutions for choice now. @luxorules's solution:

Classes:

  • CardAnimationView: UIView, the view to display a list of card view.
  • BasedCardView: UIView, all custom card view must be inherited from this class.
  • ImageCardView: BasedCardView, child class of BasedCardView, if you just want to use image, use this class.

You can custom animation behavior by set the below properties.

//Animation time for a single card animation.
public var animationsSpeed = 0.2
//Defines the card size that will be used. (width, height)
public var cardSize : (width:CGFloat, height:CGFloat)

CardAnimationView needs a data source delegate to display the content, like UICollectionView.

public weak var dataSourceDelegate : CardAnimationViewDataSource?
protocol CardAnimationViewDataSource : class {
func numberOfVisibleCards() -> Int
func numberOfCards() -> Int
/**
Ask the delegate for a new card to display in the container.
- parameter number: number that is needed to be displayed.
- parameter reusedView: the component may provide you with an unused view.
- returns: correctly configured card view.
*/
func cardNumber(number:Int, reusedView:BaseCardView?) -> BaseCardView
}

How to reuse a card view? There is an example in ComponentExampleViewController.swift:

func cardNumber(number: Int, reusedView: BaseCardView?) -> BaseCardView {
var retView : ImageCardView? = reusedView as? ImageCardView
print(" 🃏 Requested card number \(number)")
if retView == nil {
retView = ImageCardView(frame: CGRect(x: 0, y: 0, width: 10, height: 10))
} else {
print(" ✌️ View Cached ✌️ ")
}
retView!.imageView.image = UIImage.init(named: JusticeLeagueLogos.logoArray[number].rawValue)
return retView!
}

How to use?

You can find two solutions in 'Classes' folder. Drag them in your project.

Technical Q&A

Change Anchor Point of CALayer

like: (0.5, 0.5) ->(0.5, 1)

Frame:

There are many ways to do this:

subView.frame = frame
subView.layer.anchorPoint = CGPointMake(0.5, 1)
subView.frame = frame

AutoLayout:

Discussion on stackoverflow, but I find a simple way:

let subViewHeight = let oldConstraintConstant = centerYConstraint.constant
subView.layer.anchorPoint = CGPointMake(0.5, 1)
//Like what you do with frame, you need to compensate for additional translation.
centerYConstraint.constant = subView.bounds.size.height/2 + oldConstraintConstant

Transform and AutoLayout

From iOS 8, transform and autolayout play nice. There is a blog for this: Constraints & Transformations

Transform doesn't affect autolayout, only constraints can affect autolayout.

Transform affects view's frame, but do nothing to view's center and bounds.

Flip animation with non-transparent background

Use a subview, and change the container view's background color to what color you want.

When the container view is vertical to screen, make the subview hidden, and after the container view back, make subview visible.

Rotation Animation Bug in action method

let flipTransform = CATransform3DRotate(CATransform3DIdentity, CGFloat(-M_PI), 1, 0, 0)
UIView.animateWithDuration(0.3, {
view.layer.transform = flipTransform
})

The animation will not execute and the view just change if you execute above code in an action method, like clip a button. UIView keyFrame animation works fine.

About

Card flip animation by pan gesture.

Resources

Stars

0 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Latest commit

History

37 Commits

Folders and files

NameName
Last commit message
Last commit date

Repository files navigation

CardAnimation

Design from Dribble. And a blog for this, only chinese. Design from Dribble

API

I rewrite it. Support reuse card view and pan gesture. You just need to provide number of cards and relative image.

protocol CardContainerDataSource {
func numberOfCardsForCardContainerView(cardContainerView: UICardContainerView) -> Int
func cardContainerView(cardContainerView: UICardContainerView, imageForCardAtIndex: Int) -> UIImage?
}
class UICardContainerView : UIView {
var dataSource: CardContainerDataSource?
//If you want to custom these properties, configure them before assign dataSource, and don't change them once you custom them.
//'needsCardCenterVertically' decide card is center vertically in container, or distance of bottom between card and contaienr is the height of card.
var needsCardCenterVertically: Bool = false var enableBrightnessControl: Bool = true
var maxVisibleCardCount: Int = 10
var defaultCardSize: CGSize = CGSize(width: 400, height: 300)
var needsBorder: Bool = true
var headCardBorderWidth: CGFloat = 5
func slideDown()
func slideUp()
func reloadData()
func insertCardAtIndex(toIndex: Int)
func deleteCardAtIndex(toIndex: Int)
//Call this method in viewDidLayoutSubviews()
func respondsToSizeChange()
}

Example:

let cardContainerView = UICardContainerView(frame: aFrame)
aSuperView.addSubview(cardContainerView)
cardContainerView.dataSource = id<CardContainerDataSource>

Done.

@luxorules packaged there code before, support pan gesture, card size and custom card view, not only image view. So there are two solutions for choice now. @luxorules's solution:

Classes:

  • CardAnimationView: UIView, the view to display a list of card view.
  • BasedCardView: UIView, all custom card view must be inherited from this class.
  • ImageCardView: BasedCardView, child class of BasedCardView, if you just want to use image, use this class.

You can custom animation behavior by set the below properties.

//Animation time for a single card animation.
public var animationsSpeed = 0.2
//Defines the card size that will be used. (width, height)
public var cardSize : (width:CGFloat, height:CGFloat)

CardAnimationView needs a data source delegate to display the content, like UICollectionView.

public weak var dataSourceDelegate : CardAnimationViewDataSource?
protocol CardAnimationViewDataSource : class {
func numberOfVisibleCards() -> Int
func numberOfCards() -> Int
/**
Ask the delegate for a new card to display in the container.
- parameter number: number that is needed to be displayed.
- parameter reusedView: the component may provide you with an unused view.
- returns: correctly configured card view.
*/
func cardNumber(number:Int, reusedView:BaseCardView?) -> BaseCardView
}

How to reuse a card view? There is an example in ComponentExampleViewController.swift:

func cardNumber(number: Int, reusedView: BaseCardView?) -> BaseCardView {
var retView : ImageCardView? = reusedView as? ImageCardView
print(" 🃏 Requested card number \(number)")
if retView == nil {
retView = ImageCardView(frame: CGRect(x: 0, y: 0, width: 10, height: 10))
} else {
print(" ✌️ View Cached ✌️ ")
}
retView!.imageView.image = UIImage.init(named: JusticeLeagueLogos.logoArray[number].rawValue)
return retView!
}

How to use?

You can find two solutions in 'Classes' folder. Drag them in your project.

Technical Q&A

Change Anchor Point of CALayer

like: (0.5, 0.5) ->(0.5, 1)

Frame:

There are many ways to do this:

subView.frame = frame
subView.layer.anchorPoint = CGPointMake(0.5, 1)
subView.frame = frame

AutoLayout:

Discussion on stackoverflow, but I find a simple way:

let subViewHeight = let oldConstraintConstant = centerYConstraint.constant
subView.layer.anchorPoint = CGPointMake(0.5, 1)
//Like what you do with frame, you need to compensate for additional translation.
centerYConstraint.constant = subView.bounds.size.height/2 + oldConstraintConstant

Transform and AutoLayout

From iOS 8, transform and autolayout play nice. There is a blog for this: Constraints & Transformations

Transform doesn't affect autolayout, only constraints can affect autolayout.

Transform affects view's frame, but do nothing to view's center and bounds.

Flip animation with non-transparent background

Use a subview, and change the container view's background color to what color you want.

When the container view is vertical to screen, make the subview hidden, and after the container view back, make subview visible.

Rotation Animation Bug in action method

let flipTransform = CATransform3DRotate(CATransform3DIdentity, CGFloat(-M_PI), 1, 0, 0)
UIView.animateWithDuration(0.3, {
view.layer.transform = flipTransform
})

The animation will not execute and the view just change if you execute above code in an action method, like clip a button. UIView keyFrame animation works fine.

About

Card flip animation by pan gesture.

Resources

Stars

0 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Latest commit

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37 Commits

Folders and files

NameName
Last commit message
Last commit date

Repository files navigation

CardAnimation

Design from Dribble. And a blog for this, only chinese. Design from Dribble

API

I rewrite it. Support reuse card view and pan gesture. You just need to provide number of cards and relative image.

protocol CardContainerDataSource {
func numberOfCardsForCardContainerView(cardContainerView: UICardContainerView) -> Int
func cardContainerView(cardContainerView: UICardContainerView, imageForCardAtIndex: Int) -> UIImage?
}
class UICardContainerView : UIView {
var dataSource: CardContainerDataSource?
//If you want to custom these properties, configure them before assign dataSource, and don't change them once you custom them.
//'needsCardCenterVertically' decide card is center vertically in container, or distance of bottom between card and contaienr is the height of card.
var needsCardCenterVertically: Bool = false var enableBrightnessControl: Bool = true
var maxVisibleCardCount: Int = 10
var defaultCardSize: CGSize = CGSize(width: 400, height: 300)
var needsBorder: Bool = true
var headCardBorderWidth: CGFloat = 5
func slideDown()
func slideUp()
func reloadData()
func insertCardAtIndex(toIndex: Int)
func deleteCardAtIndex(toIndex: Int)
//Call this method in viewDidLayoutSubviews()
func respondsToSizeChange()
}

Example:

let cardContainerView = UICardContainerView(frame: aFrame)
aSuperView.addSubview(cardContainerView)
cardContainerView.dataSource = id<CardContainerDataSource>

Done.

@luxorules packaged there code before, support pan gesture, card size and custom card view, not only image view. So there are two solutions for choice now. @luxorules's solution:

Classes:

  • CardAnimationView: UIView, the view to display a list of card view.
  • BasedCardView: UIView, all custom card view must be inherited from this class.
  • ImageCardView: BasedCardView, child class of BasedCardView, if you just want to use image, use this class.

You can custom animation behavior by set the below properties.

//Animation time for a single card animation.
public var animationsSpeed = 0.2
//Defines the card size that will be used. (width, height)
public var cardSize : (width:CGFloat, height:CGFloat)

CardAnimationView needs a data source delegate to display the content, like UICollectionView.

public weak var dataSourceDelegate : CardAnimationViewDataSource?
protocol CardAnimationViewDataSource : class {
func numberOfVisibleCards() -> Int
func numberOfCards() -> Int
/**
Ask the delegate for a new card to display in the container.
- parameter number: number that is needed to be displayed.
- parameter reusedView: the component may provide you with an unused view.
- returns: correctly configured card view.
*/
func cardNumber(number:Int, reusedView:BaseCardView?) -> BaseCardView
}

How to reuse a card view? There is an example in ComponentExampleViewController.swift:

func cardNumber(number: Int, reusedView: BaseCardView?) -> BaseCardView {
var retView : ImageCardView? = reusedView as? ImageCardView
print(" 🃏 Requested card number \(number)")
if retView == nil {
retView = ImageCardView(frame: CGRect(x: 0, y: 0, width: 10, height: 10))
} else {
print(" ✌️ View Cached ✌️ ")
}
retView!.imageView.image = UIImage.init(named: JusticeLeagueLogos.logoArray[number].rawValue)
return retView!
}

How to use?

You can find two solutions in 'Classes' folder. Drag them in your project.

Technical Q&A

Change Anchor Point of CALayer

like: (0.5, 0.5) ->(0.5, 1)

Frame:

There are many ways to do this:

subView.frame = frame
subView.layer.anchorPoint = CGPointMake(0.5, 1)
subView.frame = frame

AutoLayout:

Discussion on stackoverflow, but I find a simple way:

let subViewHeight = let oldConstraintConstant = centerYConstraint.constant
subView.layer.anchorPoint = CGPointMake(0.5, 1)
//Like what you do with frame, you need to compensate for additional translation.
centerYConstraint.constant = subView.bounds.size.height/2 + oldConstraintConstant

Transform and AutoLayout

From iOS 8, transform and autolayout play nice. There is a blog for this: Constraints & Transformations

Transform doesn't affect autolayout, only constraints can affect autolayout.

Transform affects view's frame, but do nothing to view's center and bounds.

Flip animation with non-transparent background

Use a subview, and change the container view's background color to what color you want.

When the container view is vertical to screen, make the subview hidden, and after the container view back, make subview visible.

Rotation Animation Bug in action method

let flipTransform = CATransform3DRotate(CATransform3DIdentity, CGFloat(-M_PI), 1, 0, 0)
UIView.animateWithDuration(0.3, {
view.layer.transform = flipTransform
})

The animation will not execute and the view just change if you execute above code in an action method, like clip a button. UIView keyFrame animation works fine.

About

Card flip animation by pan gesture.

Resources

Stars

0 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

Latest commit

History

37 Commits

Folders and files

NameName
Last commit message
Last commit date

Repository files navigation

CardAnimation

Design from Dribble. And a blog for this, only chinese. Design from Dribble

API

I rewrite it. Support reuse card view and pan gesture. You just need to provide number of cards and relative image.

protocol CardContainerDataSource {
func numberOfCardsForCardContainerView(cardContainerView: UICardContainerView) -> Int
func cardContainerView(cardContainerView: UICardContainerView, imageForCardAtIndex: Int) -> UIImage?
}
class UICardContainerView : UIView {
var dataSource: CardContainerDataSource?
//If you want to custom these properties, configure them before assign dataSource, and don't change them once you custom them.
//'needsCardCenterVertically' decide card is center vertically in container, or distance of bottom between card and contaienr is the height of card.
var needsCardCenterVertically: Bool = false var enableBrightnessControl: Bool = true
var maxVisibleCardCount: Int = 10
var defaultCardSize: CGSize = CGSize(width: 400, height: 300)
var needsBorder: Bool = true
var headCardBorderWidth: CGFloat = 5
func slideDown()
func slideUp()
func reloadData()
func insertCardAtIndex(toIndex: Int)
func deleteCardAtIndex(toIndex: Int)
//Call this method in viewDidLayoutSubviews()
func respondsToSizeChange()
}

Example:

let cardContainerView = UICardContainerView(frame: aFrame)
aSuperView.addSubview(cardContainerView)
cardContainerView.dataSource = id<CardContainerDataSource>

Done.

@luxorules packaged there code before, support pan gesture, card size and custom card view, not only image view. So there are two solutions for choice now. @luxorules's solution:

Classes:

  • CardAnimationView: UIView, the view to display a list of card view.
  • BasedCardView: UIView, all custom card view must be inherited from this class.
  • ImageCardView: BasedCardView, child class of BasedCardView, if you just want to use image, use this class.

You can custom animation behavior by set the below properties.

//Animation time for a single card animation.
public var animationsSpeed = 0.2
//Defines the card size that will be used. (width, height)
public var cardSize : (width:CGFloat, height:CGFloat)

CardAnimationView needs a data source delegate to display the content, like UICollectionView.

public weak var dataSourceDelegate : CardAnimationViewDataSource?
protocol CardAnimationViewDataSource : class {
func numberOfVisibleCards() -> Int
func numberOfCards() -> Int
/**
Ask the delegate for a new card to display in the container.
- parameter number: number that is needed to be displayed.
- parameter reusedView: the component may provide you with an unused view.
- returns: correctly configured card view.
*/
func cardNumber(number:Int, reusedView:BaseCardView?) -> BaseCardView
}

How to reuse a card view? There is an example in ComponentExampleViewController.swift:

func cardNumber(number: Int, reusedView: BaseCardView?) -> BaseCardView {
var retView : ImageCardView? = reusedView as? ImageCardView
print(" 🃏 Requested card number \(number)")
if retView == nil {
retView = ImageCardView(frame: CGRect(x: 0, y: 0, width: 10, height: 10))
} else {
print(" ✌️ View Cached ✌️ ")
}
retView!.imageView.image = UIImage.init(named: JusticeLeagueLogos.logoArray[number].rawValue)
return retView!
}

How to use?

You can find two solutions in 'Classes' folder. Drag them in your project.

Technical Q&A

Change Anchor Point of CALayer

like: (0.5, 0.5) ->(0.5, 1)

Frame:

There are many ways to do this:

subView.frame = frame
subView.layer.anchorPoint = CGPointMake(0.5, 1)
subView.frame = frame

AutoLayout:

Discussion on stackoverflow, but I find a simple way:

let subViewHeight = let oldConstraintConstant = centerYConstraint.constant
subView.layer.anchorPoint = CGPointMake(0.5, 1)
//Like what you do with frame, you need to compensate for additional translation.
centerYConstraint.constant = subView.bounds.size.height/2 + oldConstraintConstant

Transform and AutoLayout

From iOS 8, transform and autolayout play nice. There is a blog for this: Constraints & Transformations

Transform doesn't affect autolayout, only constraints can affect autolayout.

Transform affects view's frame, but do nothing to view's center and bounds.

Flip animation with non-transparent background

Use a subview, and change the container view's background color to what color you want.

When the container view is vertical to screen, make the subview hidden, and after the container view back, make subview visible.

Rotation Animation Bug in action method

let flipTransform = CATransform3DRotate(CATransform3DIdentity, CGFloat(-M_PI), 1, 0, 0)
UIView.animateWithDuration(0.3, {
view.layer.transform = flipTransform
})

The animation will not execute and the view just change if you execute above code in an action method, like clip a button. UIView keyFrame animation works fine.

About

Card flip animation by pan gesture.

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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CardAnimation

Design from Dribble. And a blog for this, only chinese. Design from Dribble

API

I rewrite it. Support reuse card view and pan gesture. You just need to provide number of cards and relative image.

protocol CardContainerDataSource {
func numberOfCardsForCardContainerView(cardContainerView: UICardContainerView) -> Int
func cardContainerView(cardContainerView: UICardContainerView, imageForCardAtIndex: Int) -> UIImage?
}
class UICardContainerView : UIView {
var dataSource: CardContainerDataSource?
//If you want to custom these properties, configure them before assign dataSource, and don't change them once you custom them.
//'needsCardCenterVertically' decide card is center vertically in container, or distance of bottom between card and contaienr is the height of card.
var needsCardCenterVertically: Bool = false var enableBrightnessControl: Bool = true
var maxVisibleCardCount: Int = 10
var defaultCardSize: CGSize = CGSize(width: 400, height: 300)
var needsBorder: Bool = true
var headCardBorderWidth: CGFloat = 5
func slideDown()
func slideUp()
func reloadData()
func insertCardAtIndex(toIndex: Int)
func deleteCardAtIndex(toIndex: Int)
//Call this method in viewDidLayoutSubviews()
func respondsToSizeChange()
}

Example:

let cardContainerView = UICardContainerView(frame: aFrame)
aSuperView.addSubview(cardContainerView)
cardContainerView.dataSource = id<CardContainerDataSource>

Done.

@luxorules packaged there code before, support pan gesture, card size and custom card view, not only image view. So there are two solutions for choice now. @luxorules's solution:

Classes:

  • CardAnimationView: UIView, the view to display a list of card view.
  • BasedCardView: UIView, all custom card view must be inherited from this class.
  • ImageCardView: BasedCardView, child class of BasedCardView, if you just want to use image, use this class.

You can custom animation behavior by set the below properties.

//Animation time for a single card animation.
public var animationsSpeed = 0.2
//Defines the card size that will be used. (width, height)
public var cardSize : (width:CGFloat, height:CGFloat)

CardAnimationView needs a data source delegate to display the content, like UICollectionView.

public weak var dataSourceDelegate : CardAnimationViewDataSource?
protocol CardAnimationViewDataSource : class {
func numberOfVisibleCards() -> Int
func numberOfCards() -> Int
/**
Ask the delegate for a new card to display in the container.
- parameter number: number that is needed to be displayed.
- parameter reusedView: the component may provide you with an unused view.
- returns: correctly configured card view.
*/
func cardNumber(number:Int, reusedView:BaseCardView?) -> BaseCardView
}

How to reuse a card view? There is an example in ComponentExampleViewController.swift:

func cardNumber(number: Int, reusedView: BaseCardView?) -> BaseCardView {
var retView : ImageCardView? = reusedView as? ImageCardView
print(" 🃏 Requested card number \(number)")
if retView == nil {
retView = ImageCardView(frame: CGRect(x: 0, y: 0, width: 10, height: 10))
} else {
print(" ✌️ View Cached ✌️ ")
}
retView!.imageView.image = UIImage.init(named: JusticeLeagueLogos.logoArray[number].rawValue)
return retView!
}

How to use?

You can find two solutions in 'Classes' folder. Drag them in your project.

Technical Q&A

Change Anchor Point of CALayer

like: (0.5, 0.5) ->(0.5, 1)

Frame:

There are many ways to do this:

subView.frame = frame
subView.layer.anchorPoint = CGPointMake(0.5, 1)
subView.frame = frame

AutoLayout:

Discussion on stackoverflow, but I find a simple way:

let subViewHeight = let oldConstraintConstant = centerYConstraint.constant
subView.layer.anchorPoint = CGPointMake(0.5, 1)
//Like what you do with frame, you need to compensate for additional translation.
centerYConstraint.constant = subView.bounds.size.height/2 + oldConstraintConstant

Transform and AutoLayout

From iOS 8, transform and autolayout play nice. There is a blog for this: Constraints & Transformations

Transform doesn't affect autolayout, only constraints can affect autolayout.

Transform affects view's frame, but do nothing to view's center and bounds.

Flip animation with non-transparent background

Use a subview, and change the container view's background color to what color you want.

When the container view is vertical to screen, make the subview hidden, and after the container view back, make subview visible.

Rotation Animation Bug in action method

let flipTransform = CATransform3DRotate(CATransform3DIdentity, CGFloat(-M_PI), 1, 0, 0)
UIView.animateWithDuration(0.3, {
view.layer.transform = flipTransform
})

The animation will not execute and the view just change if you execute above code in an action method, like clip a button. UIView keyFrame animation works fine.

About

Card flip animation by pan gesture.

Resources

Stars

0 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Latest commit

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37 Commits

Folders and files

NameName
Last commit message
Last commit date

Repository files navigation

CardAnimation

Design from Dribble. And a blog for this, only chinese. Design from Dribble

API

I rewrite it. Support reuse card view and pan gesture. You just need to provide number of cards and relative image.

protocol CardContainerDataSource {
func numberOfCardsForCardContainerView(cardContainerView: UICardContainerView) -> Int
func cardContainerView(cardContainerView: UICardContainerView, imageForCardAtIndex: Int) -> UIImage?
}
class UICardContainerView : UIView {
var dataSource: CardContainerDataSource?
//If you want to custom these properties, configure them before assign dataSource, and don't change them once you custom them.
//'needsCardCenterVertically' decide card is center vertically in container, or distance of bottom between card and contaienr is the height of card.
var needsCardCenterVertically: Bool = false var enableBrightnessControl: Bool = true
var maxVisibleCardCount: Int = 10
var defaultCardSize: CGSize = CGSize(width: 400, height: 300)
var needsBorder: Bool = true
var headCardBorderWidth: CGFloat = 5
func slideDown()
func slideUp()
func reloadData()
func insertCardAtIndex(toIndex: Int)
func deleteCardAtIndex(toIndex: Int)
//Call this method in viewDidLayoutSubviews()
func respondsToSizeChange()
}

Example:

let cardContainerView = UICardContainerView(frame: aFrame)
aSuperView.addSubview(cardContainerView)
cardContainerView.dataSource = id<CardContainerDataSource>

Done.

@luxorules packaged there code before, support pan gesture, card size and custom card view, not only image view. So there are two solutions for choice now. @luxorules's solution:

Classes:

  • CardAnimationView: UIView, the view to display a list of card view.
  • BasedCardView: UIView, all custom card view must be inherited from this class.
  • ImageCardView: BasedCardView, child class of BasedCardView, if you just want to use image, use this class.

You can custom animation behavior by set the below properties.

//Animation time for a single card animation.
public var animationsSpeed = 0.2
//Defines the card size that will be used. (width, height)
public var cardSize : (width:CGFloat, height:CGFloat)

CardAnimationView needs a data source delegate to display the content, like UICollectionView.

public weak var dataSourceDelegate : CardAnimationViewDataSource?
protocol CardAnimationViewDataSource : class {
func numberOfVisibleCards() -> Int
func numberOfCards() -> Int
/**
Ask the delegate for a new card to display in the container.
- parameter number: number that is needed to be displayed.
- parameter reusedView: the component may provide you with an unused view.
- returns: correctly configured card view.
*/
func cardNumber(number:Int, reusedView:BaseCardView?) -> BaseCardView
}

How to reuse a card view? There is an example in ComponentExampleViewController.swift:

func cardNumber(number: Int, reusedView: BaseCardView?) -> BaseCardView {
var retView : ImageCardView? = reusedView as? ImageCardView
print(" 🃏 Requested card number \(number)")
if retView == nil {
retView = ImageCardView(frame: CGRect(x: 0, y: 0, width: 10, height: 10))
} else {
print(" ✌️ View Cached ✌️ ")
}
retView!.imageView.image = UIImage.init(named: JusticeLeagueLogos.logoArray[number].rawValue)
return retView!
}

How to use?

You can find two solutions in 'Classes' folder. Drag them in your project.

Technical Q&A

Change Anchor Point of CALayer

like: (0.5, 0.5) ->(0.5, 1)

Frame:

There are many ways to do this:

subView.frame = frame
subView.layer.anchorPoint = CGPointMake(0.5, 1)
subView.frame = frame

AutoLayout:

Discussion on stackoverflow, but I find a simple way:

let subViewHeight = let oldConstraintConstant = centerYConstraint.constant
subView.layer.anchorPoint = CGPointMake(0.5, 1)
//Like what you do with frame, you need to compensate for additional translation.
centerYConstraint.constant = subView.bounds.size.height/2 + oldConstraintConstant

Transform and AutoLayout

From iOS 8, transform and autolayout play nice. There is a blog for this: Constraints & Transformations

Transform doesn't affect autolayout, only constraints can affect autolayout.

Transform affects view's frame, but do nothing to view's center and bounds.

Flip animation with non-transparent background

Use a subview, and change the container view's background color to what color you want.

When the container view is vertical to screen, make the subview hidden, and after the container view back, make subview visible.

Rotation Animation Bug in action method

let flipTransform = CATransform3DRotate(CATransform3DIdentity, CGFloat(-M_PI), 1, 0, 0)
UIView.animateWithDuration(0.3, {
view.layer.transform = flipTransform
})

The animation will not execute and the view just change if you execute above code in an action method, like clip a button. UIView keyFrame animation works fine.

About

Card flip animation by pan gesture.

Resources

Stars

0 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content

Latest commit

History

37 Commits

Folders and files

NameName
Last commit message
Last commit date

Repository files navigation

CardAnimation

Design from Dribble. And a blog for this, only chinese. Design from Dribble

API

I rewrite it. Support reuse card view and pan gesture. You just need to provide number of cards and relative image.

protocol CardContainerDataSource {
func numberOfCardsForCardContainerView(cardContainerView: UICardContainerView) -> Int
func cardContainerView(cardContainerView: UICardContainerView, imageForCardAtIndex: Int) -> UIImage?
}
class UICardContainerView : UIView {
var dataSource: CardContainerDataSource?
//If you want to custom these properties, configure them before assign dataSource, and don't change them once you custom them.
//'needsCardCenterVertically' decide card is center vertically in container, or distance of bottom between card and contaienr is the height of card.
var needsCardCenterVertically: Bool = false var enableBrightnessControl: Bool = true
var maxVisibleCardCount: Int = 10
var defaultCardSize: CGSize = CGSize(width: 400, height: 300)
var needsBorder: Bool = true
var headCardBorderWidth: CGFloat = 5
func slideDown()
func slideUp()
func reloadData()
func insertCardAtIndex(toIndex: Int)
func deleteCardAtIndex(toIndex: Int)
//Call this method in viewDidLayoutSubviews()
func respondsToSizeChange()
}

Example:

let cardContainerView = UICardContainerView(frame: aFrame)
aSuperView.addSubview(cardContainerView)
cardContainerView.dataSource = id<CardContainerDataSource>

Done.

@luxorules packaged there code before, support pan gesture, card size and custom card view, not only image view. So there are two solutions for choice now. @luxorules's solution:

Classes:

  • CardAnimationView: UIView, the view to display a list of card view.
  • BasedCardView: UIView, all custom card view must be inherited from this class.
  • ImageCardView: BasedCardView, child class of BasedCardView, if you just want to use image, use this class.

You can custom animation behavior by set the below properties.

//Animation time for a single card animation.
public var animationsSpeed = 0.2
//Defines the card size that will be used. (width, height)
public var cardSize : (width:CGFloat, height:CGFloat)

CardAnimationView needs a data source delegate to display the content, like UICollectionView.

public weak var dataSourceDelegate : CardAnimationViewDataSource?
protocol CardAnimationViewDataSource : class {
func numberOfVisibleCards() -> Int
func numberOfCards() -> Int
/**
Ask the delegate for a new card to display in the container.
- parameter number: number that is needed to be displayed.
- parameter reusedView: the component may provide you with an unused view.
- returns: correctly configured card view.
*/
func cardNumber(number:Int, reusedView:BaseCardView?) -> BaseCardView
}

How to reuse a card view? There is an example in ComponentExampleViewController.swift:

func cardNumber(number: Int, reusedView: BaseCardView?) -> BaseCardView {
var retView : ImageCardView? = reusedView as? ImageCardView
print(" 🃏 Requested card number \(number)")
if retView == nil {
retView = ImageCardView(frame: CGRect(x: 0, y: 0, width: 10, height: 10))
} else {
print(" ✌️ View Cached ✌️ ")
}
retView!.imageView.image = UIImage.init(named: JusticeLeagueLogos.logoArray[number].rawValue)
return retView!
}

How to use?

You can find two solutions in 'Classes' folder. Drag them in your project.

Technical Q&A

Change Anchor Point of CALayer

like: (0.5, 0.5) ->(0.5, 1)

Frame:

There are many ways to do this:

subView.frame = frame
subView.layer.anchorPoint = CGPointMake(0.5, 1)
subView.frame = frame

AutoLayout:

Discussion on stackoverflow, but I find a simple way:

let subViewHeight = let oldConstraintConstant = centerYConstraint.constant
subView.layer.anchorPoint = CGPointMake(0.5, 1)
//Like what you do with frame, you need to compensate for additional translation.
centerYConstraint.constant = subView.bounds.size.height/2 + oldConstraintConstant

Transform and AutoLayout

From iOS 8, transform and autolayout play nice. There is a blog for this: Constraints & Transformations

Transform doesn't affect autolayout, only constraints can affect autolayout.

Transform affects view's frame, but do nothing to view's center and bounds.

Flip animation with non-transparent background

Use a subview, and change the container view's background color to what color you want.

When the container view is vertical to screen, make the subview hidden, and after the container view back, make subview visible.

Rotation Animation Bug in action method

let flipTransform = CATransform3DRotate(CATransform3DIdentity, CGFloat(-M_PI), 1, 0, 0)
UIView.animateWithDuration(0.3, {
view.layer.transform = flipTransform
})

The animation will not execute and the view just change if you execute above code in an action method, like clip a button. UIView keyFrame animation works fine.

About

Card flip animation by pan gesture.

Resources

Stars

0 stars

Watchers

1 watching

Forks

Releases

Packages

Contributors

Languages