Is it possible to animate the screen brightness change on iOS 5.1+? I am using [UIScreen mainScreen] setBrightness:(float)]
but I think that the abrupt change is ugly.
I don't know if this is "animatable" in some other way, but you could do it yourself. For instance the following example code was hooked up to "Full Bright" and "Half Bright" buttons in the UI. It uses performSelector...afterDelay to change the brightness by 1% every 10ms till the target brightness is reached. You would pick an appropriate change rate based on some experimenting. Actually the refresh rate is, I think, 60 hz so there is probably no point in doing a change at an interval smaller than 1/60th of a second (My example rate was chosen to have nice math). Although you might want to do this on a non-UI thread, it doesn't block the UI.
- (IBAction)fullBright:(id)sender {
CGFloat brightness = [UIScreen mainScreen].brightness;
if (brightness < 1) {
[UIScreen mainScreen].brightness += 0.01;
[self performSelector:@selector(fullBright:) withObject:nil afterDelay:.01];
}
}
- (IBAction)halfBright:(id)sender {
CGFloat brightness = [UIScreen mainScreen].brightness;
if (brightness > 0.5) {
[UIScreen mainScreen].brightness -= 0.01;
[self performSelector:@selector(halfBright:) withObject:nil afterDelay:.01];
}
}
Swift 5
import UIKit
extension UIScreen {
public func setBrightness(to value: CGFloat, duration: TimeInterval = 0.3, ticksPerSecond: Double = 120) {
let startingBrightness = UIScreen.main.brightness
let delta = value - startingBrightness
let totalTicks = Int(ticksPerSecond * duration)
let changePerTick = delta / CGFloat(totalTicks)
let delayBetweenTicks = 1 / ticksPerSecond
let time = DispatchTime.now()
for i in 1...totalTicks {
DispatchQueue.main.asyncAfter(deadline: time + delayBetweenTicks * Double(i)) {
UIScreen.main.brightness = max(min(startingBrightness + (changePerTick * CGFloat(i)),1),0)
}
}
}
}
I ran into issues with the accepted answer when attempting to animate to another value with a previous animation in progress. This solution cancels an in-progress animation and animates to the new value:
extension UIScreen {
func setBrightness(_ value: CGFloat, animated: Bool) {
if animated {
_brightnessQueue.cancelAllOperations()
let step: CGFloat = 0.04 * ((value > brightness) ? 1 : -1)
_brightnessQueue.add(operations: stride(from: brightness, through: value, by: step).map({ [weak self] value -> Operation in
let blockOperation = BlockOperation()
unowned let _unownedOperation = blockOperation
blockOperation.addExecutionBlock({
if !_unownedOperation.isCancelled {
Thread.sleep(forTimeInterval: 1 / 60.0)
self?.brightness = value
}
})
return blockOperation
}))
} else {
brightness = value
}
}
}
private let _brightnessQueue: OperationQueue = {
let queue = OperationQueue()
queue.maxConcurrentOperationCount = 1
return queue
}()
I don't know if this is "animatable" in some other way, but you could do it yourself. For instance the following example code was hooked up to "Full Bright" and "Half Bright" buttons in the UI. It uses performSelector...afterDelay to change the brightness by 1% every 10ms till the target brightness is reached. You would pick an appropriate change rate based on some experimenting. Actually the refresh rate is, I think, 60 hz so there is probably no point in doing a change at an interval smaller than 1/60th of a second (My example rate was chosen to have nice math). Although you might want to do this on a non-UI thread, it doesn't block the UI.
- (IBAction)fullBright:(id)sender {
CGFloat brightness = [UIScreen mainScreen].brightness;
if (brightness < 1) {
[UIScreen mainScreen].brightness += 0.01;
[self performSelector:@selector(fullBright:) withObject:nil afterDelay:.01];
}
}
- (IBAction)halfBright:(id)sender {
CGFloat brightness = [UIScreen mainScreen].brightness;
if (brightness > 0.5) {
[UIScreen mainScreen].brightness -= 0.01;
[self performSelector:@selector(halfBright:) withObject:nil afterDelay:.01];
}
}
A Swift extension:
extension UIScreen {
private static let step: CGFloat = 0.1
static func animateBrightness(to value: CGFloat) {
guard fabs(UIScreen.main.brightness - value) > step else { return }
let delta = UIScreen.main.brightness > value ? -step : step
DispatchQueue.main.asyncAfter(deadline: .now() + 0.01) {
UIScreen.main.brightness += delta
animateBrightness(to: value)
}
}
}
Based on Charlie Price's great answer, here's a method for "animating" a change in screen brightness to any value desired.
- (void)graduallyAdjustBrightnessToValue:(CGFloat)endValue
{
CGFloat startValue = [[UIScreen mainScreen] brightness];
CGFloat fadeInterval = 0.01;
double delayInSeconds = 0.01;
if (endValue < startValue)
fadeInterval = -fadeInterval;
CGFloat brightness = startValue;
while (fabsf(brightness-endValue)>0) {
brightness += fadeInterval;
if (fabsf(brightness-endValue) < fabsf(fadeInterval))
brightness = endValue;
dispatch_time_t dispatchTime = dispatch_time(DISPATCH_TIME_NOW, (int64_t)(delayInSeconds * NSEC_PER_SEC));
dispatch_after(dispatchTime, dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
[[UIScreen mainScreen] setBrightness:brightness];
});
}
}
Or you can use NSTimer instead of while loops and performSelector.
finalValue - is value you want to achieve.
Timer fires 30 times with duration 0.02 second for each (you can choose something different but smoothly) and changes brightness value.
weak var timer: NSTimer?
var count = 1
let maxCount = 30
let interval = 0.02
timer = NSTimer
.scheduledTimerWithTimeInterval(interval,
target: self,
selector: #selector(changeBrightness),
userInfo: nil,
repeats: true)
func changeBrightness()
{
guard count < maxCount else { return }
let currentValue = UIScreen.mainScreen().brightness
let restCount = maxCount - count
let diff = (finalValue - currentValue) / CGFloat(restCount)
let newValue = currentValue + diff
UIScreen.mainScreen().brightness = newValue
count += 1
}
You can use this helper if you need to change brightness of your specific ViewController
import Foundation
import UIKit
final class ScreenBrightness {
private var timer: Timer?
private var brightness: CGFloat?
private var isBrighteningScreen = false
private var isDarkeningScreen = false
private init() { }
static let shared = ScreenBrightnessHelper()
//Увеличение яркости экрана до максимального уровня
func brightenDisplay() {
resetTimer()
isBrighteningScreen = true
if #available(iOS 10.0, *), timer == nil {
brightness = UIScreen.main.brightness
timer = Timer.scheduledTimer(withTimeInterval: 0.01, repeats: true) { (timer) in
UIScreen.main.brightness = UIScreen.main.brightness + 0.01
if UIScreen.main.brightness > 0.99 || !self.isBrighteningScreen {
self.resetTimer()
}
}
}
timer?.fire()
}
//Затемнение экрана до предыдущего уровня
func darkenDisplay() {
resetTimer()
isDarkeningScreen = true
guard let brightness = brightness else {
return
}
if #available(iOS 10.0, *), timer == nil {
timer = Timer.scheduledTimer(withTimeInterval: 0.01, repeats: true) { (timer) in
UIScreen.main.brightness = UIScreen.main.brightness - 0.01
if UIScreen.main.brightness <= brightness || !self.isDarkeningScreen {
self.resetTimer()
self.brightness = nil
}
}
timer?.fire()
}
}
private func resetTimer() {
timer?.invalidate()
timer = nil
isBrighteningScreen = false
isDarkeningScreen = false
}
}
Call ScreenBrightness.shared.brightenDisplay() in viewWillAppear and if you wanna change it back call method ScreenBrightness.shared.darkenDisplay() that will change brightness back
© 2022 - 2024 — McMap. All rights reserved.
self?.brightness = value
inside ofDispatchQueue.main.async
- iOS13 Beta 5 – Rowenarowland