SwiftUI withAnimation completion callback
Asked Answered
M

9

57

I have a swiftUI animation based on some state:

withAnimation(.linear(duration: 0.1)) {
    self.someState = newState
}

Is there any callback which is triggered when the above animation completes?

If there are any suggestions on how to accomplish an animation with a completion block in SwiftUI which are not withAnimation, I'm open to those as well.

I would like to know when the animation completes so I can do something else, for the purpose of this example, I just want to print to console when the animation completes.

Motet answered 3/9, 2019 at 0:20 Comment(4)
Unfortunately at the moment SwiftUI doesn't provide you with a callback on the animation end, neither for the implicit animations nor for the explicit ones (as in your example).Dactylology
mind boggling SwiftUI does not have this yet. Such an important part of an animation lifecycle. Anybody knows if there is anything new on this?Ice
this tutorial works : avanderlee.com/swiftui/withanimation-completion-callbackHostess
Completion has been added in iOS 17 ;-)Malawi
N
34

iOS 17+

Starting from iOS 17 we can use the completion parameter:

withAnimation(.linear(duration: 0.1)) {
    self.someState = newState
} completion: {
    print("Animation finished")
}

iOS 13+

In earlier iOS versions there's no good solution to this problem.

However, if you can specify the duration of an Animation, you can use DispatchQueue.main.asyncAfter to trigger an action exactly when the animation finishes:

withAnimation(.linear(duration: 0.1)) {
    self.someState = newState
}

DispatchQueue.main.asyncAfter(deadline: .now() + 0.1) {
    print("Animation finished")
}
Niacin answered 18/1, 2021 at 19:4 Comment(0)
E
15

Now starting from Xcode 15.0 beta we have a completion callback

struct MainView: View {
    @State private var animate = false
    
    var body: some View {
        Text("Hello with xcode 15")
            .scaleEffect(value ? 2 : 1)
            .onTapGesture {
                withAnimation {
                    value.toggle()
                } completion: {
                    // To do
                    print("Animation have finished")
                }
            }
    }
}
Era answered 6/6, 2023 at 17:12 Comment(2)
will this only work on iOS 17 or it will support 16Boylan
@Boylan only in iOS 17.0+ and macOS 14.0+, see: withAnimation(:completionCriteria::completion:)Eaglet
D
14

Here's a bit simplified and generalized version that could be used for any single value animations. This is based on some other examples I was able to find on the internet while waiting for Apple to provide a more convenient way:

struct AnimatableModifierDouble: AnimatableModifier {

    var targetValue: Double

    // SwiftUI gradually varies it from old value to the new value
    var animatableData: Double {
        didSet {
            checkIfFinished()
        }
    }

    var completion: () -> ()

    // Re-created every time the control argument changes
    init(bindedValue: Double, completion: @escaping () -> ()) {
        self.completion = completion

        // Set animatableData to the new value. But SwiftUI again directly
        // and gradually varies the value while the body
        // is being called to animate. Following line serves the purpose of
        // associating the extenal argument with the animatableData.
        self.animatableData = bindedValue
        targetValue = bindedValue
    }

    func checkIfFinished() -> () {
        //print("Current value: \(animatableData)")
        if (animatableData == targetValue) {
            //if animatableData.isEqual(to: targetValue) {
            DispatchQueue.main.async {
                self.completion()
            }
        }
    }

    // Called after each gradual change in animatableData to allow the
    // modifier to animate
    func body(content: Content) -> some View {
        // content is the view on which .modifier is applied
        content
        // We don't want the system also to
        // implicitly animate default system animatons it each time we set it. It will also cancel
        // out other implicit animations now present on the content.
            .animation(nil)
    }
}

And here's an example on how to use it with text opacity animation:

import SwiftUI

struct ContentView: View {

    // Need to create state property
    @State var textOpacity: Double = 0.0

    var body: some View {
        VStack {
            Text("Hello world!")
                .font(.largeTitle)

                 // Pass generic animatable modifier for animating double values
                .modifier(AnimatableModifierDouble(bindedValue: textOpacity) {

                    // Finished, hurray!
                    print("finished")

                    // Reset opacity so that you could tap the button and animate again
                    self.textOpacity = 0.0

                }).opacity(textOpacity) // bind text opacity to your state property

            Button(action: {
                withAnimation(.easeInOut(duration: 1.0)) {
                    self.textOpacity = 1.0 // Change your state property and trigger animation to start
                }
            }) {
                Text("Animate")
            }
        }
    }
}

struct HomeView_Previews: PreviewProvider {
    static var previews: some View {
        ContentView()
    }
}
Desiccant answered 11/7, 2020 at 22:6 Comment(1)
Beautiful solution! Thank you! I had to make one change because .animation is deprecated so I was able to make it work by changing it to: content.animation(nil, value: targetValue)Santee
S
8

On this blog this Guy Javier describes how to use GeometryEffect in order to have animation feedback, in his example he detects when the animation is at 50% so he can flip the view and make it looks like the view has 2 sides

here is the link to the full article with a lot of explanations: https://swiftui-lab.com/swiftui-animations-part2/

I will copy the relevant snippets here so the answer can still be relevant even if the link is not valid no more:

In this example @Binding var flipped: Bool becomes true when the angle is between 90 and 270 and then false.

struct FlipEffect: GeometryEffect {

    var animatableData: Double {
        get { angle }
        set { angle = newValue }
    }

    @Binding var flipped: Bool
    var angle: Double
    let axis: (x: CGFloat, y: CGFloat)

    func effectValue(size: CGSize) -> ProjectionTransform {

        // We schedule the change to be done after the view has finished drawing,
        // otherwise, we would receive a runtime error, indicating we are changing
        // the state while the view is being drawn.
        DispatchQueue.main.async {
            self.flipped = self.angle >= 90 && self.angle < 270
        }

        let a = CGFloat(Angle(degrees: angle).radians)

        var transform3d = CATransform3DIdentity;
        transform3d.m34 = -1/max(size.width, size.height)

        transform3d = CATransform3DRotate(transform3d, a, axis.x, axis.y, 0)
        transform3d = CATransform3DTranslate(transform3d, -size.width/2.0, -size.height/2.0, 0)

        let affineTransform = ProjectionTransform(CGAffineTransform(translationX: size.width/2.0, y: size.height / 2.0))

        return ProjectionTransform(transform3d).concatenating(affineTransform)
    }
}

You should be able to change the animation to whatever you want to achieve and then get the binding to change the state of the parent once it is done.

Scrummage answered 3/9, 2019 at 16:28 Comment(0)
T
7

You need to use a custom modifier.

I have done an example to animate the offset in the X-axis with a completion block.

struct OffsetXEffectModifier: AnimatableModifier {

    var initialOffsetX: CGFloat
    var offsetX: CGFloat
    var onCompletion: (() -> Void)?

    init(offsetX: CGFloat, onCompletion: (() -> Void)? = nil) {
        self.initialOffsetX = offsetX
        self.offsetX = offsetX
        self.onCompletion = onCompletion
    }

    var animatableData: CGFloat {
        get { offsetX }
        set {
            offsetX = newValue
            checkIfFinished()
        }
    }

    func checkIfFinished() -> () {
        if let onCompletion = onCompletion, offsetX == initialOffsetX {
            DispatchQueue.main.async {
                onCompletion()
            }
        }
    }

    func body(content: Content) -> some View {
        content.offset(x: offsetX)
    }
}

struct OffsetXEffectModifier_Previews: PreviewProvider {
  static var previews: some View {
    ZStack {
      Text("Hello")
      .modifier(
        OffsetXEffectModifier(offsetX: 10, onCompletion: {
            print("Completed")
        })
      )
    }
    .frame(width: 100, height: 100, alignment: .bottomLeading)
    .previewLayout(.sizeThatFits)
  }
}

Tab answered 13/6, 2020 at 18:24 Comment(2)
This is a clever solution. It could run into trouble with a spring animation though.Erubescence
Sure it is not perfect, but I did it in the first versions of SwiftUI, it is possible that now it exists other better way.Tab
C
1

You can try VDAnimation library

Animate(animationStore) {
    self.someState =~ newState
}
.duration(0.1)
.curve(.linear)
.start {
    ...
}
Consecutive answered 20/4, 2021 at 13:55 Comment(1)
That's interesting but the documentation is really bad! And half of the thing mentioned there, like Animate, result in Cannot find 'Animate' in scope and alike. Same for AnimationStore. What is an AnimationStore?Pirn
U
0

just my two cents to show an iOS15 logic (hone can help others)

struct ContentView: View {
    private let ofsY = CGFloat(0)
    private let ofsX = CGFloat(0)
    @State private var isVertical = true
    @State private var animatableDeltaY: Double = 0
    @State private var animatableDeltaX: Double = 0

    var body: some View {
        VStack {
            Image(systemName: "globe")
                .font(.system(size: 100))
                .offset(x: ofsX+animatableDeltaX)
                .offset(y: ofsY+animatableDeltaY)
                .animation(.interpolatingSpring(mass: 1, stiffness: 350, damping: 5, initialVelocity: 10),
                           value: isVertical ? animatableDeltaY: animatableDeltaX)
            
            Spacer()
            
            Button("Vertical Bounce") {
                isVertical = true
                animatableDeltaY = 60
                DispatchQueue.main.asyncAfter(deadline: .now() + 0.1) {
                    animatableDeltaY = 0
                }
            }
            
            Spacer()

            Button("Horizontal Bounce") {
                isVertical = false
                animatableDeltaX = 30
                DispatchQueue.main.asyncAfter(deadline: .now() + 0.1) {
                    animatableDeltaX = 0
                }
            }
        }
    }
}

I do reset value with a "DispatchQueue.main.asyncAfter" (I have added two offset vars, can be removed, too)

Unfamiliar answered 17/6, 2023 at 9:12 Comment(0)
C
0

Starting from iOS 17 completion block was added.

Usage

withAnimation(.easeInOut(duration: 3)) {
    presentation = .showing
} completion: {
    presentation = .showed
}

Full function signature

@available(iOS 17.0, macOS 14.0, tvOS 17.0, watchOS 10.0, *)
public func withAnimation<Result>(_ animation: Animation? = .default, completionCriteria: AnimationCompletionCriteria = .logicallyComplete, _ body: () throws -> Result, completion: @escaping () -> Void) rethrows -> Result
Condensed answered 29/9, 2023 at 5:55 Comment(0)
F
0

This version of the modifier worked better for me than the one based on the didSet of animatableData.

My use case is animating a progress bar while the user keeps pressing a button and I want to know when the bar is full. For some reason the didSet block gets called more times than the onChange and the onFinish was being called again when the user released the button after the bar is full.

struct AnimationFinishedModifier: AnimatableModifier {
    private let targetValue: Double
    private let onFinish: @MainActor () -> Void

    // SwiftUI gradually changes this value as the animation happens
    var animatableData: Double

    init(
        animatedValue: Double, 
        targetValue: Double, 
        onFinish: @escaping @MainActor () -> Void
    ) {
        self.onFinish = onFinish
        self.animatableData = animatedValue
        self.targetValue = targetValue
    }


    func body(content: Content) -> some View {
        content
            .onChange(of: animatableData) { newValue in
                if newValue == targetValue {
                    onFinish()
                }
            }
    }
}

// Helper View extension
extension View {
    func onAnimationFinished(
        animatedValue: Double,
        targetValue: Double,
        onFinish: @escaping @MainActor () -> Void
    ) -> some View {
        return self.modifier(
            AnimationFinishedModifier(
                animatedValue: animatedValue,
                targetValue: targetValue,
                onFinish: { onFinish() }
            )
        )
    }
}

EDIT: One important remark for this modifier to work is that it needs to be placed before the animation modifier:

SomeView()
    // First add the animation finished listener
    .onAnimationFinished(
        animatedValue: animatedProgress,
        targetValue: 1.0
    ) { print("Finished!") }
    // Then add the animation
    .animation(
        .linear(duration: 1),
        value: animatedProgress
    )
Firebrick answered 13/4, 2024 at 9:57 Comment(0)

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