I'm having trouble animating a layer on one of my views. I have googled the issue, but only find answers using CATransaction
which assumes that I know the fromValue
and toValue
of its bounds. I have a view in a tableHeader
that resizes itself when clicked. This view is an ordinary UIView
and animates just as expected in an UIView.animate()
-block. This view has a CAGradientLayer
as a sublayer, to give it a gradient backgroundcolor. When the view animates its height, the layer does not animate with it. The layer changes its bounds immediately when the animation starts.
To make sure the layer gets the right size overall (during init/loading/screen rotation etc.) I have been told to do this:
override func layoutSubviews() {
super.layoutSubviews()
gradientLayer.frame = backgroundView.bounds
}
It gets the right size every time, but it never animates to it.
To do my view-animation, I do this:
self.someLabelHeightConstraint.constant = someHeight
UIView.animate(withDuration: 0.3, animations: { [weak self] in
self?.layoutIfNeeded()
})
which works perfectly, but I assume layoutIfNeeded()
calls layoutSubviews
at some point, which I assume will ruin any CALayer-animations I add into the block.
As you can see, I only change the constant of a constraint set on a view inside my view, so I actually don't know what the size of the actual header-view will be when the animation is completed. I could probably do some math to figure out what it'll be, but that seems unnecessary..
Are there no better ways to do this?
There are kludgy ways to update a sublayer's frame
during an animation, but the most elegant solution is to let UIKit
take care of this for you. Create a subclass UIView
whose layerClass
is a CAGradientLayer
. When the view is created, the CAGradientLayer
will be created for you. And when you animate the view's frame, the gradient layer is animated gracefully for you.
@IBDesignable
public class GradientView: UIView {
@IBInspectable public var startColor: UIColor = .white { didSet { updateColors() } }
@IBInspectable public var endColor: UIColor = .black { didSet { updateColors() } }
override open class var layerClass: AnyClass { return CAGradientLayer.self }
override public init(frame: CGRect = .zero) {
super.init(frame: frame)
config()
}
required public init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
config()
}
private func config() {
updateColors()
}
private func updateColors() {
let gradientLayer = layer as! CAGradientLayer
gradientLayer.colors = [startColor.cgColor, endColor.cgColor]
}
}
Note, I've made this @IBDesignable
so you can put it in a framework target and then use it in IB, but that's up to you. That's not required. The main issue is the overriding of layerClass
so that UIKit takes care of the animation of the layer as it animates the view.
You need to remove the actions of the CALayer
Add this code
gradientLayer.actions = ["position": NSNull(),"frame":NSNull(),"bounds":NSNull()]
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