I wanted to know in which scenarios we should use any of them as the best fit?
In the following blog https://www.hackingwithswift.com/ios10, the example written in "Animations revisited" section, can we re-apply the same requirement using "CABasicAnimation", meaning the pause and resume animations?
From what I have gathered, when we use UIView.animate(...) method, it returns a void, so we won't be able to control the animation before its completion, cause we do not get a return value to work upon as we get in UIViewPropertyAnimator(also,here we have "isRunning" to check the progress of animation.) Also in CABasicAnimation, we do not have any progress check for running animation. Please correct me if my assumptions are wrong. Thank you.
All of those APIs are great, and they all have slightly different use cases. Before getting into them, it's good to understand that
With UIKit, animations are performed using UIView
objects. The properties available for animation using UIKit are:
frame
bounds
center
transform
alpha
backgroundColor
contentStretch
While Core Animation gives access to the view's underlying layer, exposing a different set of properties as outlined below (it's worth noting that because views and layers are intricately linked together, changes to a view's layer affect the view itself):
Refer to this Apple Developer document for more reading on this.
These are still the easiest to use in my opinion. Very straightforward API without making too big of a code footprint. I use this either for simple fire-and-forget animations (such as making a button pop when selected), or when I want to make a complex keyframe animation since its keyframe support is great.
Example:
UIView.animate(withDuration: 0.5, delay: 0.0, options: .curveEaseOut, animations: {
button.transform = .init(scaleX: 1.1, y: 1.1)
}
Perhaps a bit less straightforward to use, but you need it whenever you want to animate layer properties instead of view properties, as mentioned above. Examples of these are corner radius, shadow, and border.
Example:
CATransaction.begin()
CATransaction.setAnimationDuration(0.5)
CATransaction.timingFunction = .init(name: .easeOut)
let cornerAnimation = CABasicAnimation(keyPath: #keyPath(CALayer.cornerRadius))
cornerAnimation.fromValue = 0.0
cornerAnimation.toValue = 10.0
button.layer.add(cornerAnimation, forKey: #keyPath(CALayer.cornerRadius))
CATransaction.commit()
For a more detailed take on Core Animation, this is a great article (not written by me).
Added in iOS 10, as the name suggests this is another view-based animation API. There are a few things that make it different from UIView's animation methods, the main ones being that it supports interactive animations and allows modifying animations dynamically. You can pause, rewind, or scrub an animation, as well as add more animation blocks on the go or reverse the animation while it's playing, which makes it quite powerful. I use this when I want an animation to be controlled by the user. The scrubbing works by setting a fractionComplete
property on the animator object, which can easily be hooked up to a pan gesture recognizer or a force touch recognizer (or even a key using KVO).
As mentioned, you can also store a reference to a UIViewPropertyAnimator
and change its animations or completion blocks during the animation.
Example:
// Create an animation object with an initial color change animation
let animator = UIViewPropertyAnimator(duration: duration, curve: .linear) {
button.backgroundColor = .blue
}
// At any point during the runtime, we can amend the list of animations like so
animator.addAnimations {
button.transform = .init(scaleX: 1.1, y: 1.1)
}
animator.startAnimation()
}
Worth noting is that you can actually use UIView.animate
and UIView.animateKeyframes
from within your UIViewPropertyAnimator
animations blocks, should you feel the need to use both.
If you want a more detailed example of UIViewPropertyAnimator
, I wrote a small tutorial on it here.