Not only Uber-like animated loading screen background.
RippleEffectView inspired by RayWenderlich.com article How To Create an Uber Splash Screen
rippleEffectView.tileImageRandomizationClosure = { rows, columns, row, column, image in
let newImage = image.imageWithRenderingMode(UIImageRenderingMode.AlwaysTemplate)
UIGraphicsBeginImageContextWithOptions(image.size, false, newImage.scale)
UIColor.random.set()
newImage.drawInRect(CGRectMake(0, 0, image.size.width, newImage.size.height));
if let titledImage = UIGraphicsGetImageFromCurrentImageContext() {
UIGraphicsEndImageContext()
return titledImage
}
UIGraphicsEndImageContext()
return image
}
rippleEffectView.magnitude = -0.6
rippleEffectView.magnitude = 0.2
rippleEffectView.tileImageCustomizationClosure = { rows, columns, row, column, image in
let newImage = image.imageWithRenderingMode(UIImageRenderingMode.AlwaysTemplate)
UIGraphicsBeginImageContextWithOptions(image.size, false, newImage.scale)
let xmiddle = (columns % 2 != 0) ? columns/2 : columns/2 + 1
let ymiddle = (rows % 2 != 0) ? rows/2 : rows/2 + 1
let xoffset = abs(xmiddle - column)
let yoffset = abs(ymiddle - row)
UIColor(hue: 206/360.0, saturation: 1, brightness: 0.95, alpha: 1).colorWithAlphaComponent(1.0 - CGFloat((xoffset + yoffset)) * 0.1).set()
newImage.drawInRect(CGRectMake(0, 0, image.size.width, newImage.size.height));
if let titledImage = UIGraphicsGetImageFromCurrentImageContext() {
UIGraphicsEndImageContext()
return titledImage
}
UIGraphicsEndImageContext()
return image
}
rippleEffectView.rippleType = .Heartbeat
rippleEffectView.magnitude = 0.2
- Swift 2.3
- iOS 9.3+
- Xcode 7.3+
#Installation
Copy RippleEffectView.swift
to your project. Copy file if needed.
#Usage
Add new RippleEffectView, assign tileImage
and call startAnimating()
.
let rippleEffectView = RippleEffectView()
rippleEffectView.image = UIImage(imageNamed: "someImage")
rippleEffectView.animationDuration = 4
rippleEffectView.magnitude = 0.3
view.addSubview(rippleEffectView)
rippleEffectView.startAnimating()
NB! startAnimating doesn't work if called in viewDidLoad and viewWillAppear. Working on fix. Place startAnimating()
in viewDidAppear()
NB! RippleEffectView initialize itself with parent view bounds automatically, so you do not need to set it manually. If you need to use it in limited view, then use auxiliary view, e.g.
Animation uses transform
, scale
and opacity
.
TopView
+- ContainerView
+- RippleEffectView
+- CALayer with animation
All regular UIView and layer properties.
tileImage
UIImage that will displayed in every title. RippleEffectView uses size of image to calculate grid size. No default value.animationDuraton
. Default3.5
magnitude
force that will be applied to every circle to create ripple effect. Uber-like effect is about0.1
-0.2
. GIF example-0.8
cellSize
size of tile. Could be helpful if vector image used. Property is optional, if not set then tileImage size will be used.rippleType
Type of ripple effect..OneWave
and.Heartbeat
. Default.OneWave
##Read-only properties
rows
rows countcolumns
columns count
stopAnimating
Start ripple animation
startAnimating
Stop all animations
You need this if you change tileImageRandomizationClosure
when animation did start. When you call renderGrid
to recreate all items.
If you want just remove all items (e.g. memory warning) then call removeGrid
You may setup image for each grid view individually, or customize one that assigned in tileImage
. (See example for full code)
var tileImageRandomizationClosure: RandomizationClosure? = (Int, Int, UIImage)->(UIImage)
Main purpose of this component is to create animated screen background. You may stop animation and hide a screen as soon as data available, or wait for the animation end and the show the data.
rippleEffectView.animationDidStop = { _ in
// do something
}