I would like to animate an UIImageView. I declared a NSLayoutConstraint
in viewDidLoad
and used this code:
UIView.animate(withDuration: 1) {
myConstraint.constant = 100
self.view.layoutIfNeeded()
}
Why doesn't my image move?
Please set your constraint in viewDidAppear and try below correction
myConstant = 100
myConstraint.constant = myConstant
UIView.animateWithDuration(1, animations: {
self.view.layoutIfNeeded()
}, completion: {finished in })
By the time you hit viewDidLoad
, the constraints engine has not yet been applied and the starting location of the views has not yet been established. So, feel free to add the original constraints in viewDidLoad
, but you will want to defer the animateWithDuration
until later in the process (e.g. viewDidAppear
).
For example, let's assume you have some constraint that you added in Interface Builder (IB). You can add an@IBOutlet
reference to it by control-dragging from the constraint in the document outline in the left panel in Interface Builder down to the assistant editor:
Now that you have a reference to that constraint, you can now programmatically alter the constant
value for that constraint (but, again, do this in viewDidAppear
, not viewDidLoad
, if you want to see this animated when the view is presented):
@IBOutlet weak var topConstraint: NSLayoutConstraint!
override func viewDidAppear(animated: Bool) {
super.viewDidAppear(animated)
topConstraint.constant = 100
UIView.animate(withDuration: 2) {
self.view.layoutIfNeeded()
}
}
The process is the same for programmatically created constraints. Just save a reference to the constraint and then in viewDidAppear
update the constant
and then animate the call to layoutIfNeeded()
.
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