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This project is inspired by JHChainableAnimations!

Why Choose LSAnimator & CoreAnimator?

You can write complex and easy-to-maintain animations in just a few lines of code by use LSAnimator(Objective-C) or CoreAnimator(Swift).

Objective-C  Swift

What's The Multi-chain Animations?

CAAnimations and UIView animations are extremely powerful, but it is very hard to read when the animation is complicated.

Say I want to move myView 100 pixels to the right with spring and then incre 30 pixels to the width with inward easing when the movement has finished:

The Old Way

[UIView animateWithDuration:2.0
                          delay:0.0
         usingSpringWithDamping:0.8
          initialSpringVelocity:1.0
                        options:0
                     animations:^{
                         CGPoint newPosition = self.myView.frame.origin;
                         newPosition.x += 100;
                         self.myView.frame = CGRectMake(newPosition.x, newPosition.y, self.myView.frame.size.width, self.myView.frame.size.height);
                     } completion:^(BOOL finished) {
                         [UIView animateWithDuration:2.0
                                               delay:0.0
                                             options:UIViewAnimationOptionCurveEaseIn
                                          animations:^{
                                              CGSize newSize = self.myView.frame.size;
                                              newSize.width += 30;
                                              self.myView.frame = CGRectMake(self.myView.frame.origin.x, self.myView.frame.origin.y, newSize.width, newSize.height);
                                          } completion:nil];
                     }];

Thats pretty gross huh... With LSAnimator it is one line of code.

Using LSAnimator

LSAnimator *animator = [LSAnimator animatorWithView:self.myView];
animator.moveX(100).spring.thenAfter(2).increWidth(30).easeIn.animate(2);

Emmmmm...There is an animation library called JHChainableAnimations can also do this.

Whats wrong with JHChainableAnimations?

JHChainableAnimations has powerful chainable animations AND easy to read/write syntax, but it does not support for Multi-chain Animations.

Following the example above, assume now that the whole animation chain above needs to change the transparency of myView to zero at the same time:

Using LSAnimator

LSAnimator

With LSAnimator it is just need to add one line of code.

LSAnimator *animator = [LSAnimator animatorWithView:self.myView];
animator.moveX(100).spring.thenAfter(2).increWidth(30).easeIn.animate(2);
animator.concurrent.makeOpacity(0).animate(4);

Using JHChainableAnimations

JHChainableAnimations

Emmmmm...With JHChainableAnimations it is can not finished task. Trying to add the following code will cause the animation bug or crash.

JHChainableAnimator *animator = [[JHChainableAnimator alloc] initWithView:self.myView];
animator.moveX(100).spring.thenAfter(2).moveWidth(30).easeIn.animate(2);
animator.makeOpacity(0).animate(4);

LSAnimator VS JHChainableAnimations

LSAnimator support parameter auto-completion, including the number of parameters and parameter types:

LSAnimator

JHChainableAnimations is not friendly when actually writing code.

JHChainableAnimations

JHChainableAnimations is still a really good animation library and LSAnimator is standing on the shoulders of it.

Features

Usage

Creating an Animator

// UIView initialization
LSAnimator *viewAnimator = [LSAnimator animatorWithView:self.myView];
LSAnimator *viewAnimator = [[LSAnimator alloc] initWithView:self.myView];

// CALayer initialization
LSAnimator *layerAnimator = [LSAnimator animatorWithLayer:self.myLayer];
LSAnimator *layerAnimator = [[LSAnimator alloc] initWithLayer:self.myLayer];

Animating

Chainable properties like moveX(x) must come between the animator and the animate(t) function.

Below is an example of how to double an objects size over the course of one second.

animator.makeScale(2.0).animate(1.0);

Combining Animations

If you want to move the view while you scale it, add another chainable property. Order is not important.

animator.makeScale(2.0).moveXY(100, 50).animate(1.0);
// the same as animator.moveXY(100, 50).makeScale(2.0).animate(1.0);

Note: Combining Animations works only for the animation that needs to be done in the same step.

If the animations have different durations. When they can not be done in the same animation step, they need to use Multi-chain Animations.

A full list of chainable properties can be found here.

Chaining Animations

To chain animations seperate the chains with the thenAfter(t) function.

Below is an example of how to scale and object for 0.5 seconds, and then move it for 1 second when that is done.

animator.makeScale(2.0).thenAfter(0.5).moveXY(100, 50).animate(1.0);

Animation Effects

Animation Effects To add an animation effect, call the effect method after the chainable property you want it to apply to.

Below is an example of scaling a view with a spring effect.

animator.makeScale(2.0).spring.animate(1.0);

If you add 2 to the same chainable property the second will cancel the first out.

animator.makeScale(2.0).bounce.spring.animate(1.0);
// The same as animator.makeScale(2.0).spring.animate(1.0);

A full list of animation effect properties can be found here.

Anchoring

To anchor your view call an achoring method at some point in an animation chain. Like effects, calling one after another in the same chain will cancel the first out.

Below is an example of rotating a view around different anchor points.

animator.rotateZ(180).anchorTopLeft.thenAfter(1.0).rotateZ(90).anchorCenter.animate(1.0);
// animator.rotateZ(90).anchorTopLeft.anchorCenter == animator.rotateZ(90).anchorCenter

A full list of anchor properties can be found here.

Delays

To delay an animation call the wait(t) or delay(t) chainable property.

Below is an example of moving a view after a delay of 0.5 seconds.

animator.moveXY(100, 50).wait(0.5).animate(1.0);
// The same as animator.moveXY(100, 50).delay(0.5).animate(1.0);

Completion

To run code after an animation finishes call the animateWithCompletion(t, completion)* function.

animator.makeX(0).animateWithCompletion(1.0, ^{
	NSLog(@"Animation Done");
});

Repeating Animations

You can repeat an animation by replacing the thenAfter(time) method with the repeat(time, count) method. This will repeat the previously defined animations.

animator.increWidth(30).spring.repeat(0.5, 3).moveXY(100, 50).animate(1.0);

You can repeat the last part of an animation by calling animateWithRepeat(time, count).

animator.increWidth(30).spring.animateWithRepeat(0.5, 3);

Callbacks

You can hook into the different steps of the animation process by calling the preAnimationBlock(block) and postAnimationBlock(block) methods. All take a simple block void(^block)(void) as an argument. Order of calling these in the animation chain does not matter.

animator.moveX(10).preAnimationBlock(^{
    NSLog(@"before the first animation");
}).thenAfter(1.0).postAnimationBlock(^{
    NSLog(@"After the second animation");
}).moveY(10).animate(1.0);

Bezier Paths

You can also animate a view along a UIBezierPath. Create a UIBezierPath * instance, then add points or curves or lines to it and use it in a chainable property.

UIBezierPath *path = [UIBezierPath bezierPath];
[path moveToPoint:self.myView.center];
[path addLineToPoint:CGPointMake(25, 400)];
[path addLineToPoint:CGPointMake(300, 500)];
animator.moveOnPath(path).animate(1.0);

Using with Auto Layout

Transforms

Use the transform chainable properties. These are better for views constrained with Autolayout. You should not mix these with other chainable properties.

animatorForViewWithConstraints.transformX(50).transformScale(2).animate(1.0);

Using with Swift

Using LSAnimator with Swift is now a little more readable in version 2.x. I created a separate framework for swift that provides a class called CoreAnimator. This is a thin wrapper over LSAnimator that has a slightly more readable syntax.

let animator = CoreAnimator(view: myView)
animator.move(x: 60).thenAfter(t: 1.0).rotate(angle: 360).bounce.animate(t: 1.0)

Chainable Properties

#pragma mark - Animations
// Makes
// Affects views position and bounds
@property (nonatomic, copy, readonly) LSAnimatorRect makeFrame;
@property (nonatomic, copy, readonly) LSAnimatorRect makeBounds;
@property (nonatomic, copy, readonly) LSAnimatorSize makeSize;
@property (nonatomic, copy, readonly) LSAnimatorPoint makeOrigin;
@property (nonatomic, copy, readonly) LSAnimatorPoint makePosition;
@property (nonatomic, copy, readonly) LSAnimatorFloat makeX;
@property (nonatomic, copy, readonly) LSAnimatorFloat makeY;
@property (nonatomic, copy, readonly) LSAnimatorFloat makeWidth;
@property (nonatomic, copy, readonly) LSAnimatorFloat makeHeight;
@property (nonatomic, copy, readonly) LSAnimatorFloat makeOpacity;
@property (nonatomic, copy, readonly) LSAnimatorColor makeBackground;
@property (nonatomic, copy, readonly) LSAnimatorColor makeBorderColor;
@property (nonatomic, copy, readonly) LSAnimatorFloat makeBorderWidth;
@property (nonatomic, copy, readonly) LSAnimatorFloat makeCornerRadius;
@property (nonatomic, copy, readonly) LSAnimatorFloat makeScale;
@property (nonatomic, copy, readonly) LSAnimatorFloat makeScaleX;
@property (nonatomic, copy, readonly) LSAnimatorFloat makeScaleY;
@property (nonatomic, copy, readonly) LSAnimatorPoint makeAnchor;

// Moves
// Affects views position and bounds
@property (nonatomic, copy, readonly) LSAnimatorFloat moveX;
@property (nonatomic, copy, readonly) LSAnimatorFloat moveY;
@property (nonatomic, copy, readonly) LSAnimatorPoint moveXY;
@property (nonatomic, copy, readonly) LSAnimatorPolarCoordinate movePolar;

// Increments
// Affects views position and bounds
@property (nonatomic, copy, readonly) LSAnimatorFloat increWidth;
@property (nonatomic, copy, readonly) LSAnimatorFloat increHeight;
@property (nonatomic, copy, readonly) LSAnimatorSize increSize;

// Transforms
// Affects views transform property NOT position and bounds
// These should be used for AutoLayout
// These should NOT be mixed with properties that affect position and bounds
- (LSAnimator *)transformIdentity;
@property (nonatomic, copy, readonly) LSAnimatorDegrees rotate; // Same as rotateZ
@property (nonatomic, copy, readonly) LSAnimatorDegrees rotateX;
@property (nonatomic, copy, readonly) LSAnimatorDegrees rotateY;
@property (nonatomic, copy, readonly) LSAnimatorDegrees rotateZ;
@property (nonatomic, copy, readonly) LSAnimatorFloat transformX;
@property (nonatomic, copy, readonly) LSAnimatorFloat transformY;
@property (nonatomic, copy, readonly) LSAnimatorFloat transformZ;
@property (nonatomic, copy, readonly) LSAnimatorPoint transformXY;
@property (nonatomic, copy, readonly) LSAnimatorFloat transformScale; // x and y equal
@property (nonatomic, copy, readonly) LSAnimatorFloat transformScaleX;
@property (nonatomic, copy, readonly) LSAnimatorFloat transformScaleY;


#pragma mark - Bezier Paths
// Animation effects dont apply
@property (nonatomic, copy, readonly) LSAnimatorBezierPath moveOnPath;
@property (nonatomic, copy, readonly) LSAnimatorBezierPath moveAndRotateOnPath;
@property (nonatomic, copy, readonly) LSAnimatorBezierPath moveAndReverseRotateOnPath;

Animation Effects

- (LSAnimator *)easeIn;
- (LSAnimator *)easeOut;
- (LSAnimator *)easeInOut;
- (LSAnimator *)easeBack;
- (LSAnimator *)spring;
- (LSAnimator *)bounce;
- (LSAnimator *)easeInQuad;
- (LSAnimator *)easeOutQuad;
- (LSAnimator *)easeInOutQuad;
- (LSAnimator *)easeInCubic;
- (LSAnimator *)easeOutCubic;
- (LSAnimator *)easeInOutCubic;
- (LSAnimator *)easeInQuart;
- (LSAnimator *)easeOutQuart;
- (LSAnimator *)easeInOutQuart;
- (LSAnimator *)easeInQuint;
- (LSAnimator *)easeOutQuint;
- (LSAnimator *)easeInOutQuint;
- (LSAnimator *)easeInSine;
- (LSAnimator *)easeOutSine;
- (LSAnimator *)easeInOutSine;
- (LSAnimator *)easeInExpo;
- (LSAnimator *)easeOutExpo;
- (LSAnimator *)easeInOutExpo;
- (LSAnimator *)easeInCirc;
- (LSAnimator *)easeOutCirc;
- (LSAnimator *)easeInOutCirc;
- (LSAnimator *)easeInElastic;
- (LSAnimator *)easeOutElastic;
- (LSAnimator *)easeInOutElastic;
- (LSAnimator *)easeInBack;
- (LSAnimator *)easeOutBack;
- (LSAnimator *)easeInOutBack;
- (LSAnimator *)easeInBounce;
- (LSAnimator *)easeOutBounce;
- (LSAnimator *)easeInOutBounce;

A quick look at these funcs can be found here

These animation functions were taken from a cool keyframe animation library that can be found here

They are based off of JQuery easing functions that can be found here

Anchoring

- (LSAnimator *)anchorDefault;
- (LSAnimator *)anchorCenter;
- (LSAnimator *)anchorTop;
- (LSAnimator *)anchorBottom;
- (LSAnimator *)anchorLeft;
- (LSAnimator *)anchorRight;
- (LSAnimator *)anchorTopLeft;
- (LSAnimator *)anchorTopRight;
- (LSAnimator *)anchorBottomLeft;
- (LSAnimator *)anchorBottomRight;

Multi-chain Animations

You can add a new animation chain by calling the concurrency method. It does not affect the previous animation chains.

animator.increWidth(20).spring.animateWithRepeat(0.5, 3);
animator.concurrent.makeBackground([UIColor orangeColor]).animate(1);

Do not change the properties of the animation chain before the new animation chain operates at the same time.

// Do not do this
animator.moveX(20).animate(1.0);
animator.concurrent.moveX(-20).animate(1.0);

To Do

Installation

Cocoapods

Objective-C

  1. Add pod 'LSAnimator', '~> 2.1.5' to your Podfile.
  2. Run pod install or pod update.
  3. Add #import <LSAnimator/LSAnimator.h>.

Swift

  1. Add pod 'CoreAnimator', '~> 2.1.5' to your Podfile.
  2. Run pod install or pod update.
  3. Add import CoreAnimator.

Carthage

  1. Add github "Lision/LSAnimator" ~> 2.1.5 to your Cartfile.
  2. Run carthage update --platform ios.

Objective-C

Add the LSAnimator framework to your project.

Swift

Add the CoreAnimator framework to your project.

Manually

Either clone the repo and manually add the Files in LSAnimator

Requirements

Contact

License

LSAnimator is provided under the MIT license. See LICENSE file for details.