Hi, I'm Alex Pretzlav

I write apps for humans, love to cook, and tinker with electronics. I live in Oakland, CA.

Let's Build UIView.​animate​With​Duration in Swift

01 March 2015

One of the features of Swift 1.2 I find most exciting is the addition of the @noescape attribute for block parameters:1

A new “@noescape” attribute may be used on closure parameters to functions. This indicates that the parameter is only ever called (or passed as an @noescape parameter in a call), which means that it cannot outlive the lifetime of the call. This enables some minor performance optimizations, but more importantly disables the “self.” requirement in closure arguments.

One of the places where the self. block requirement most frequently bothers me is in calls to UIView.animateWithDuration:

UIView.animateWithDuration(0.5, animations: {
    self.view1.frame.size.width += 200
    self.view2.frame.origin.x = self.view1.frame.maxX + 20
})

You can see in the debugger that the animations block passed to animateWithDuration is always executed synchronously, so it should be compatible with @noescape, but I’m not holding my breath waiting for Apple to add it.

I decided that instead, I would take a look at what it would take to implement my own animateWithDuration, method, using default parameters instead of the three method variations defined on UIView), and making the animations block noescape. completion can’t be noescape as it is called asynchronously when the animation completes.

Target Function

Let’s start with how I think my method definition should look:

public func animateViews(
    duration duration: NSTimeInterval,
    delay: NSTimeInterval = 0,
    options: UIViewAnimationOptions = .allZeros,
    @noescape animations: () -> Void,
    completion: (Bool -> Void)? = nil) {

A call to this looks a lot like the built-in methods, but the optional parameters allow some flexibility:

animateViews(duration: 1.2, delay: 0.2,
    animations: { view1.frame.origin.x += 50 },
    completion: { self.animationDidComplete($0) }
)

I’m going to build my version on top of the old-style UIView beginAnimations and commitAnimations class methods. These were the standard way to do UIView animations in the days before blocks. They provide almost the same functionality as the block-based methods but with more verbose syntax.

The normal way they are used is like so:

UIView.beginAnimations(nil, context: nil)
UIView.setAnimationDuration(1.2)

view1.frame.origin.x += 50

UIView.commitAnimations()

Our goal is to write a method that calls the right set-up functions for the animation parameters, calls the animations() block, then commits the animations. Additionally, we will ensure the completion block gets called when the animation completes.

Let’s ignore the completion block for now and focus on setting up the basic animation:

public func animateViews(
    duration duration: NSTimeInterval,
    delay: NSTimeInterval = 0,
    curve: UIViewAnimationCurve? = nil,
    @noescape animations: () -> Void {

    UIView.beginAnimations(nil, context: nil)

    UIView.setAnimationDuration(duration)
    UIView.setAnimationDelay(delay)
    if let curve = curve {
        UIView.setAnimationCurve(curve)
    }
    
    animations()
    
    UIView.commitAnimations()
}

I decided to only support animation curves rather than all of UIViewAnimationOptions. Most UIViewAnimationOptions can be implemented via UIView calls, but I find I very rarely use them.

The Completion Block

The old animation methods only support delegates, as they predate blocks completely. Not just that, but they support delegates in a very weird way: rather than defining a protocol, you provide a reference to any object, and then declare what selector on that object to call when the animation starts or ends. I need a small wrapper class to act as the delegate and call through to the provided completion block. I’ll call it AnimationDelegate, and to begin with, I need a static Set<AnimationDelegate>, as the animation does not retain its delegate. I’ll insert a delegate in the set when beginning an animation, and remove it when the animation completes and completion has been called:

private var delegates = Set<AnimationDelegate>()
final class AnimationDelegate: NSObject {
    let callback: Bool -> Void
    init(callback: Bool -> Void) {
        self.callback = callback
    }

then implement the standard signature for the animation completion delegate callback:

    func animationDidStop(
        animationId: String?, 
        finished: NSNumber, 
        context: UnsafeMutablePointer<Void>) {

        self.callback(finished.boolValue)
        delegates.remove(self)
    }
}

Finally, I need to instantiate an AnimationDelegate whenever a completion block is provided to animateViews, and add it to the delegates Set:

public func animateViews(
    duration duration: NSTimeInterval,
    delay: NSTimeInterval = 0,
    curve: UIViewAnimationCurve? = nil,
    @noescape animations: () -> Void,
    completion: (Bool -> Void)? = nil) {
        
        UIView.beginAnimations(nil, context: nil)
        
        if let completion = completion {
            let wrapper = AnimationDelegate(callback: completion)
            delegates.insert(wrapper)
            UIView.setAnimationDelegate(wrapper)
            UIView.setAnimationDidStopSelector("animationDidStop:finished:context:")
        }
        ...

I originally tried to use the context parameter to reference the block itself and avoid a wrapper class, but I couldn’t figure out how to get an UnsafeMutablePointer<Void> from a Swift block, and wasn’t sure I could trust the memory semantics with block copying even if I could.

So there you have it, UIView animation with default parameters and a @noescape animations block!

You can see the full example project on github.

  1. Requires apple developer account login.