Multimedia animation loading table

I need to animate the loading of rows as a table. When the table reloads the data I need, the rows fall to the left one after another. How can I achieve this?

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7 answers

There is a delegate in your table,

- (void)tableView:(UITableView *)tableView willDisplayCell:(UITableViewCell *)cell forRowAtIndexPath:(NSIndexPath *)indexPath

Put this animated translation animation from bottom to top (simplified by Anbu.Karthik's answer),

    //1. Define the initial state (Before the animation)
    cell.transform = CGAffineTransformMakeTranslation(0.f, CELL_HEIGHT);
    cell.layer.shadowColor = [[UIColor blackColor]CGColor];
    cell.layer.shadowOffset = CGSizeMake(10, 10);
    cell.alpha = 0;

    //2. Define the final state (After the animation) and commit the animation
    [UIView beginAnimations:@"rotation" context:NULL];
    [UIView setAnimationDuration:0.5];
    cell.transform = CGAffineTransformMakeTranslation(0.f, 0);
    cell.alpha = 1;
    cell.layer.shadowOffset = CGSizeMake(0, 0);
    [UIView commitAnimations];

For a better UX, it is recommended that the animation only play once for each row until the table view is freed.

Put the above code in

if (![self.shownIndexes containsObject:indexPath]) {
    [self.shownIndexes addObject:indexPath];

    // Your animation code here.
}

------- Swift 3/4.2 -------------------------------------- -------------------------------------------------- ------

var shownIndexes : [IndexPath] = []
let CELL_HEIGHT : CGFloat = 40

func tableView(_ tableView: UITableView, willDisplay cell: UITableViewCell, forRowAt indexPath: IndexPath) {
    if (shownIndexes.contains(indexPath) == false) {
        shownIndexes.append(indexPath)

        cell.transform = CGAffineTransform(translationX: 0, y: CELL_HEIGHT)
        cell.layer.shadowColor = UIColor.black.cgColor
        cell.layer.shadowOffset = CGSize(width: 10, height: 10)
        cell.alpha = 0

        UIView.beginAnimations("rotation", context: nil)
        UIView.setAnimationDuration(0.5)
        cell.transform = CGAffineTransform(translationX: 0, y: 0)
        cell.alpha = 1
        cell.layer.shadowOffset = CGSize(width: 0, height: 0)
        UIView.commitAnimations()
    }
}
+25

Swift 4

extension UITableView {
func reloadWithAnimation() {
    self.reloadData()
    let tableViewHeight = self.bounds.size.height
    let cells = self.visibleCells
    var delayCounter = 0
    for cell in cells {
        cell.transform = CGAffineTransform(translationX: 0, y: tableViewHeight)
    }
    for cell in cells {
        UIView.animate(withDuration: 1.6, delay: 0.08 * Double(delayCounter),usingSpringWithDamping: 0.6, initialSpringVelocity: 0, options: .curveEaseInOut, animations: {
            cell.transform = CGAffineTransform.identity
        }, completion: nil)
        delayCounter += 1
    }
}
}

"tableView.reloadData()" "tableView.reloadWithAnimation()"

+26

Swift 3 . , ( ).

:)

private var finishedLoadingInitialTableCells = false

func tableView(_ tableView: UITableView, willDisplay cell: UITableViewCell, forRowAt indexPath: IndexPath) {

    var lastInitialDisplayableCell = false

    //change flag as soon as last displayable cell is being loaded (which will mean table has initially loaded)
    if yourTableData.count > 0 && !finishedLoadingInitialTableCells {
        if let indexPathsForVisibleRows = tableView.indexPathsForVisibleRows,
            let lastIndexPath = indexPathsForVisibleRows.last, lastIndexPath.row == indexPath.row {
            lastInitialDisplayableCell = true
        }
    }

    if !finishedLoadingInitialTableCells {

        if lastInitialDisplayableCell {
            finishedLoadingInitialTableCells = true
        }

        //animates the cell as it is being displayed for the first time
        cell.transform = CGAffineTransform(translationX: 0, y: self.rowHeight/2)
        cell.alpha = 0

        UIView.animate(withDuration: 0.5, delay: 0.05*Double(indexPath.row), options: [.curveEaseInOut], animations: {
            cell.transform = CGAffineTransform(translationX: 0, y: 0)
            cell.alpha = 1
        }, completion: nil)
    }
}
+22

, . , . UIView.animate() , :

Swift 4.1

ChainedAnimationsQueue.swift

import UIKit
import Foundation

class ChainedAnimationsQueue {

  private var playing = false
  private var animations = [(TimeInterval, () -> Void, () -> Void)]()

  init() {
  }

  /// Queue the animated changes to one or more views using the specified duration and an initialization block.
  ///
  /// - Parameters:
  ///   - duration: The total duration of the animations, measured in seconds. If you specify a negative value or 0, the changes are made without animating them.
  ///   - initializations: A block object containing the changes to commit to the views to set their initial state. This block takes no parameters and has no return value. This parameter must not be NULL.
  ///   - animations: A block object containing the changes to commit to the views. This is where you programmatically change any animatable properties of the views in your view hierarchy. This block takes no parameters and has no return value. This parameter must not be NULL.
  func queue(withDuration duration: TimeInterval, initializations: @escaping () -> Void, animations: @escaping () -> Void) {
    self.animations.append((duration, initializations, animations))
    if !playing {
      playing = true
      DispatchQueue.main.async {
        self.next()
      }
    }
  }

  private func next() {
    if animations.count > 0 {
      let animation = animations.removeFirst()
      animation.1()
      UIView.animate(withDuration: animation.0, animations: animation.2, completion: { finished in
        self.next()
      })
    } else {
      playing = false
    }
  }
}

:

var animationsQueue = ChainedAnimationsQueue()

func tableView(_ tableView: UITableView, willDisplay cell: UITableViewCell, forRowAt indexPath: IndexPath) {
  cell.alpha = 0.0
  animationsQueue.queue(withDuration: 0.2, initializations: {
    cell.layer.transform = CATransform3DTranslate(CATransform3DIdentity, cell.frame.size.width, 0, 0)
  }, animations: {
    cell.alpha = 1.0
    cell.layer.transform = CATransform3DIdentity
  })
}
+2

tableView:willDisplayCell:forRowAtIndexPath , , , , , , SDK iOS . , , , - , .

-(void)tableView:(UITableView *)tableView willDisplayCell:(UITableViewCell*)cell forRowAtIndexPath:(NSIndexPath *)indexPath{
    CGFloat delay = indexPath.row * yourSupposedAnimationDuration;
    [UIView animateWithDuration:yourSupposedAnimationDuration delay:delay options:UIViewAnimationOptionCurveEaseIn animations:^{  
        //Your animation code
    }completion:^(BOOL finished) {  
        //Your completion Code
    }];
}
0

Swift 4

UITableView :

tableView.reloadData() // To make sure tableView.visibleCells is not empty

tableView.animateCells(
      cells: tableView.visibleCells,
      duration: 0.3,
      delay: 0.5,
      dampingRatio: 0.8,
      configure: { cell -> (prepare: () -> Void, animate: () -> Void)? in
        guard let customCell = cell as? CustomCell else { return nil }
        let preparations = {
          customCell.iconImageView.alpha = 0
        }
        let animations = {
          customCell.iconImageView.alpha = 1
        }
        return (preparations, animations)
    }, completion: {
      print("Cell animations are completed")
    })

:

extension UITableView {
  func animateCells<Cell: UITableViewCell>(cells: [Cell],
                                           duration: TimeInterval,
                                           delay: TimeInterval = 0,
                                           dampingRatio: CGFloat = 0,
                                           configure: @escaping (Cell) -> (prepare: () -> Void, animate: () -> Void)?,
                                           completion: @escaping () -> Void) {
    var cellDelay: TimeInterval = 0
    var completionCount: Int = 0

    for cell in cells {
      if let callbacks = configure(cell) {
        callbacks.prepare()

        let animator = UIViewPropertyAnimator(duration: duration, dampingRatio: dampingRatio)

        animator.addAnimations(callbacks.animate)

        let completionTime = cellDelay + (duration * TimeInterval(dampingRatio))

        DispatchQueue.main.asyncAfter(deadline: DispatchTime.now() + completionTime) {
          completionCount += 1
          if completionCount == cells.count {
            completion()
          }
        }

        animator.startAnimation(afterDelay: cellDelay)

        cellDelay += delay
      } else {
        completionCount += 1
      }
    }
  }
}
0

,

func tableView(_ tableView: UITableView, willDisplay cell: UITableViewCell, forRowAt indexPath: IndexPath) {
        cell.alpha = 0
        UIView.animate(withDuration: 1) {
            cell.alpha = 1.0
        }
    }
0

Source: https://habr.com/ru/post/1613619/


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