[Lab] ui.animate - sliding in views
I didn't say [share] code because I am just trying, I know what I have done us crappy. I have touched on ui.animate a few times, but never got in to it. But I know it's very powerful. I am surprised I don't see more ui examples here using it. What I have put below is crap. Just to spark some ideas. Should be possible to make a single function with all sort of presentation permutations for a subview.
''' Pythonista Forum - @Phuket2 ''' import ui, editor def slide_up(p, v, reverse = False, delay = 1.0 ): v.y = p.height if not reverse else -p.height def animation(): v.y = 0 ui.animate(animation, delay) def slide_in(p, v, reverse = False, delay = 1.0 ): v.x = p.width if not reverse else -p.width def animation(): v.x = 0 ui.animate(animation, delay) class MyClass2(ui.View): def __init__(self, *args, **kwargs): super().__init__(*args, **kwargs) self.bg_color = 'deeppink' btn = ui.Button(frame=(30, 30, 100, 100)) btn.title = 'hit me' btn.border_width =2 btn.border_color = 'white' btn.corner_radius = btn.width / 2 self.add_subview(btn) def draw(self): # do a draw, just to see how it works r = ui.Rect(*self.bounds).inset(20, 20) s = ui.Path.rect(*r) s.line_width = 10 ui.set_color('blue') s.stroke() class MyClass(ui.View): def __init__(self, *args, **kwargs): super().__init__(*args, **kwargs) def add_view(self, v): self.add_subview(v) # comment out either line below for 1 effect slide_up(self, v, reverse=False, delay = 3) slide_in(self, v, reverse=False, delay=.8) if __name__ == '__main__': _use_theme = True w, h = 540, 540 f = ui.Rect(0, 0, w, h) style='sheet' mc = MyClass(frame=f, bg_color='white') if not _use_theme: mc.present(style = style, animated=False) else: editor.present_themed(mc, theme_name='Oceanic', style=style, animated=False) mc2 = MyClass2(frame = f) mc.add_view(mc2) ```python
For sliding views around, it might be worth considering animating ui.Transforms, instead of frame. The nice thing about transform is that they "remember" where the view belongs, which can simplify the logic of restoring the view. For instance, i think I tried my hand at a splitview a while back, the logic to handle a left split vs right split was annoying when using .x and y, either full of if/else, or filled with equations that combine conditions e.g.
v.x =-(1-righthanded)*v.width+ righthanded*(v.superview.width-v.width)that are hard to test or follow.
With ui.Transform, you set the view's frame once, then just manipulate its transform. You can use ui.Transform() to get back the default. You do have to be a little careful about keeping the difference between frame and bounds straight (use bounds for working in the transformed coordinate system, use frame for working relative to the superview).
It is also easier to create some fun effects:
Really nice, I like it
@JonB , I also like your example. Nice effect. I did know about animating the transforms, but just a little. I thought I would start at the beginning with something simple although very limited. I have tended to copy paste the transforms code without understanding it.
But this post has worked, got a great example an explanation and the small fact I went back to the beginning and thought about what I was doing made it easy to follow your example 😁
I am sure it will help others here also. So thanks once again.
Try this image carousel.
@JonB , sorry I question before I fall into the rabbit hole. Do you think it's possible to get varing speeds for say flying in a view from the left edge. Using your code , I did a fly in just using the translation. Works nice.
Then I modified so it only flew in part the way, then on the completion func, I reset the translation and recalled ui.animate with a different delay. In principle it sort of works but jumps around a bit. So essentially it does not work the way I did it. I just thought you may know off the top of your head if this is a fool errand, or is it plausible?
Anyway, regardless for doing simple fly ins it's very nice and simple, and they look effective. Controlling the acceleration would just be a bonus
Also with your full example, as you say, you can get some nice effects easily just playing with the numbers.
This is a strange one. Maybe it's suppose to work like this. But if you do v.transform=ui.Transform.scale(-0.1, -0.1), passing both negative numbers it also rotates as well as scales. If one number is not negative then only the scale is done. Strange, maybe some shortcut
for whatever reason, ui.animate does not let you control the various curveease functions that ios has has. Simplicity i guess. Technically you might be able to use objc, the block based animations could be wrapped up to look very similar to ui.animate. Didn't @Webmaster4o add something like that to his ui2 project?
there are a few easing types in ui2 which control the start and end decelerations.
You can also (with ui.animate too) run multiple parallel animations, with different durations to get different effects, though not always repeatable.
If you want to delve deeper, at a low level you could define your own timing function (i think that is called keyframe animation, but might require some low level objc)
@Phuket2 I would have expected that scaling one axis negative makes it flip about that axis, while two axes effective rotates 180 degrees... is that what happens?
@JonB 😂😂😂, yes that's what's happening. And different combos produce interesting results. Commercial style animations. I was applying this to a button. But I am still 😂 Because it makes sense to you and not me. Scale, flipping on its axis or rotating depending on combinations of positive and negative numbers is beyond my comprehension. At least for now. I am still trying to get into it. Trying many things
i think you are probably old enough to have used an overhead projector -- scaling negative in one axis flips the sheet over (text reads backwards). Then flipping the other axis (again turn over), you will get text that reads correctly, but is upside down.
so, if you drew some arrows on the sheet
y ^ | +---> x
A scale of -1 in x means the view is flipped like a page in a book, the x axis now points negative relative to the parent)
y ^ | x<---+
note this is now a "left handed" coordinate system. text will be backwards.
Next, keeping x scale negative, make the y scale negative,which flips y
x<---+ | v y
which gets you back to a right handed cordinate system, but which has now been rotated 180 degrees.
Almost no time to reply today. It was raining friends. I am not sure when ui.animate got a new param, delay. I know has not always been there. But it's a game changer. Easy to present multiple views in a staggered fashion with transform. Also , very useful for controlling subview transformations. Below is crap, but still illustrates the meaning or possibilitys.
''' Pythonista Forum - @Phuket2 ''' import ui, editor from random import choice, randint _colors=['rosybrown', 'antiquewhite', 'lightsteelblue', 'white', 'darkblue', 'darkviolet', 'plum', 'darkcyan', 'blanchedalmond', 'chocolate', 'sienna', 'tomato', 'peachpuff', 'lightyellow', 'bisque', 'aqua', 'oldlace', 'maroon', 'palegreen', 'chartreuse', 'darkturquoise', 'linen', 'magenta', 'lemonchiffon', 'powderblue', 'papayawhip', 'gold', 'khaki', 'lightseagreen', 'darkred', 'floralwhite', 'turquoise', 'mediumspringgreen', 'indianred', 'lightgreen', 'crimson', 'mintcream', 'lavender', 'purple', 'orchid', 'darkslateblue', 'whitesmoke', 'moccasin', 'beige', 'mistyrose', 'dodgerblue', 'hotpink', 'lightcoral', 'goldenrod', 'coral', 'cadetblue', 'black', 'mediumseagreen', 'gainsboro', 'paleturquoise', 'darkgreen', 'darkkhaki'] class Panel(ui.View): def __init__(self, text, *args, **kwargs): self.bg_color = 'cornflowerblue' super().__init__(*args, **kwargs) self.corner_radius = 6 self.make_view(text) def make_view(self, text): lb = ui.Label(name = 'lb', frame = self.frame) lb.text = text lb.font=('Arial Rounded MT Bold', 24) lb.size_to_fit() lb.center = self.bounds.center() self.add_subview(lb) def e(v, t, d, x, y): ''' v = the view to animate t = duration d = delay x = x y = y ''' def a(): v.transform=ui.Transform() def complete(): pass v.transform=ui.Transform.translation(x, y) ui.animate(a, duration = t, delay = d, completion = complete) class MyClass(ui.View): def __init__(self, *args, **kwargs): super().__init__(*args, **kwargs) if __name__ == '__main__': _use_theme = True animated = False w, h = 600, 800 f = (0, 0, w, h) mc = MyClass(frame=f, bg_color='white') if not _use_theme: mc.present('sheet', animated=animated) else: editor.present_themed(mc, theme_name='Cool Glow', style='sheet', animated=False) r = ui.Rect(*mc.bounds).inset(20, 20) r.height = 100 delay = .3 x = choice([-1, 1, 0]) * mc.width y = choice([-1, 1, 0]) * mc.height for i in range(6): p = Panel(str(i),frame = r, bg_color=choice(_colors)) mc.add_subview(p) e(p,.5, delay * (i*(i * .3)), x, y) r.y = r.max_y + 20
You ought to talk to @Webmaster4o, since he's the author of ui2.. even better, post an issue over in github, with specifics of your issue (traceback, and code to reproduce). Since luke is big into unittest, and published a demo using all of the functionality of ui2, I am guessing this is a problem with your code.
@tileyon I get error in completion parameter of animate.py. The completion parameter in "animate.py" seems to expect function with one parameter but the same in ui.animate expects function with no parameters. I do not know whether you get the same error. Anyway here is the modified code of JonB's example that runs either with animate.py or with ui.animate based on USE_ANIMATE variable. This may help to fix your problem.
import ui import animate USE_ANIMATE = True #USE_ANIMATE = False def shrink(sender): def a(): v.transform=ui.Transform.rotation(-30).concat( ui.Transform.scale(0.1,0.1)).concat(ui.Transform.translation(300,300)) v.alpha=0 def compl(dummy=1): v.hidden=True b2.hidden=False if USE_ANIMATE: animate.animate(a,.5, completion=lambda dummy:compl(dummy)) else: ui.animate(a,.5,completion=compl) def expand(sender): v.transform=ui.Transform.rotation(-30).concat( ui.Transform.scale(0.1,0.1)).concat(ui.Transform.translation(300,300)) v.alpha=0.1 v.hidden=False b2.hidden=True def a(): v.transform=ui.Transform() #default v.alpha=1 def compl(dummy=1): pass if USE_ANIMATE: animate.animate(a,.3 ,completion=lambda dummy:compl(dummy)) else: ui.animate(a,.3,completion=compl) v=ui.View(bg_color='#ffc280',frame=(0,0,200,200)) v.add_subview(ui.TextView(name='text',frame=(20,40,60,40))) v['text'].text='Click above' root=ui.View(frame=(0,0,560,560),bg_color='white') v.center=root.bounds.center() b=ui.Button(frame=(0,0,50,50)) v.add_subview(b) b.title='Shrink' b.action=shrink b2=ui.Button(title='expand',frame=(root.width,root.height,-100,-100)) b2.hidden=True b2.action=expand root.add_subview(b2) root.present('sheet') root.add_subview(v)
def init(self, *animations, completion=None):
JonB's code works perfectly if USE_ANIMATE is false. Otherwise, I get the same "line 77 error". Thank you for the code sample, its views are very nice indeed.
ok. My code works in python 3.5. I have modified the code to work in python 2.7 and it is available in the following gist.
Python 2.7 does not allow keyword initialization after *args. Here is the modified portion the code.
class ChainedAnimation(object): """Represents a series of several animations to be played in sequence.""" def __init__(self, *animations, **kwargs): if hasattr(kwargs, 'completion'): self.completion = kwargs['completion'] else: self.completion = None
class ChainedAnimation(object): """Represents a series of several animations to be played in sequence.""" def __init__(self, *animations, **kwargs): self.completion = kwargs.get('completion', None)
Thanks. Corrected in gist.