Circle
Simplifies UIImageView
animations via set of classes and extensions.
How To Get Started
- Copy content of
Source
folder to your project.
or
- Use
CirclePlayer
cocoapod
Requirements
- iOS 9 and later
- Xcode 9 and later
- Swift 4
Usage
Let's assume, you have set of images in your Xcode project and you'd like to use them for playing animation within UIImageView
instance. How this could be done with normal UIKit
approach:
imageView.animationImages = [
UIImage(named: "image_1")!,
UIImage(named: "image_2")!,
UIImage(named: "image_3")!,
UIImage(named: "image_4")!,
UIImage(named: "image_5")!,
UIImage(named: "image_6")!,
UIImage(named: "image_7")!,
UIImage(named: "image_8")!,
// etc.
]
imageView.animationDuration = 1
imageView.animatedImageView.animationRepeatCount = 1000
imageView.animatedImageView.startAnimating()
With Circle
library you can implement the same behavior by using these lines:
imageView.crl
.prefix("image_")
.from(1)
.to(8)
.duration(1)
.repeatCount(1000)
.start()
If images are stored in another bundle, simply mention it by using bundle
method:
imageView.crl
.bundle(Bundle(identifier: "com.test.SomeBundle"))
.prefix("image_")
.from(1)
.to(180)
.duration(1)
.repeatCount(3)
.start()
All methods support call chains, so you can save reference to AnimationManager
object and use it to stop animation later:
let animationManager = imageView.crl
.prefix("image_")
.from(1)
.to(240)
.duration(4)
.repeatCount(1000)
.start()
animationManager.stop()
License
Circle
is available under the MIT license. See the LICENSE file for more info.