Bring life to CALayers with SpriteKit-like animation builders.
Why use Animo?
CAAnimations (especially with
CAAnimationGroups) is very verbose and tedious.
Animo turns this:
let positionAnimation = CABasicAnimation(keyPath: "position") positionAnimation.fromValue = NSValue(CGPoint: fromPoint) positionAnimation.toValue = NSValue(CGPoint: toPoint) let colorAnimation = CABasicAnimation(keyPath: "backgroundColor") colorAnimation.fromValue = fromColor.CGColor colorAnimation.toValue = toColor.CGColor let animationGroup = CAAnimationGroup() animationGroup.animations = [positionAnimation, colorAnimation] animationGroup.fillMode = kCAFillModeForwards animationGroup.removedOnCompletion = false animationGroup.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut) someView.layer.addAnimation(animationGroup, forKey: "animationGroup")
someView.layer.runAnimation( Animo.group( Animo.move(from: fromPoint, to: toPoint, duration: 1), Animo.keyPath("backgroundColor", from: fromColor, to: toColor, duration: 1), timingMode: .EaseInOut, options: Options(fillMode: .Forwards) ) )
- All timing modes from http://easings.net/ are implemented.
- Choose how to mix your animations with grouping utilities:
- No need to box native types and struct types in
NSValues! Animo will do that for you for:
- No need to bother between
UIColor! Animo automatically converts the following types for you so you can just use UIKit objects all the time:
- Don't bother type-casting
M_PIanymore and just use Degrees-to-Radians (and vice-versa) extensions for
Here's a slightly complex animation that showcases what else you can do with Animo:
someView.layer.runAnimation( Animo.sequence( // Runs a list of animations in sequence Animo.wait(1), // Waits for a certain interval before running the next animation Animo.replayForever( // Replays the animation endlessly Animo.sequence( Animo.move( // Moves the layer's position by: CGPoint(x: 100, y: 200), // "by", "from", and "to" arguments are supported duration: 2, timingMode: .Spring(damping: 1) // simplistic spring function that doesn't rely on physics ), Animo.rotateDegrees( // Rotates the layer (degrees and radians variants are supported) by: -180, duration: 1, timingMode: .EaseInOutBack ), Animo.autoreverse( // Auto-reverses the animation Animo.keyPath( "cornerRadius", // Any custom KVC key is supported as well! to: 10, duration: 1, timingMode: .EaseInOutBack ) ), Animo.group( // Runs multiple animations together Animo.scaleX( by: 2, duration: 1, timingMode: .EaseInOutBack ), Animo.scaleY( by: 0.5, duration: 1, timingMode: .EaseInOutBack ) ), Animo.wait(1), Animo.move( by: CGPoint(x: -100, y: -200), duration: 2, timingMode: .EaseInOutBack ), Animo.rotateDegrees( by: 180, duration: 1, timingMode: .EaseInOutBack ), Animo.group( Animo.scaleX( to: 1, duration: 1, timingMode: .EaseInOutBack ), Animo.scaleY( to: 1, duration: 1, timingMode: .EaseInOutBack ) ) ) ) ) )
Install with CocoaPods
Podfile and run
Install with Carthage
github "eure/Animo" >= 1.2.0
Cartfile and run
Install as Git Submodule
git submodule add https://github.com/eure/Animo.git <destination directory>
To install as a framework:
Drag and drop Animo.xcodeproj to your project.
To include directly in your app module:
Add all .swift files to your project.
Animo is released under an MIT license. See the LICENSE file for more information.