Cancel a UIView animation?

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Is it possible to cancel a UIView animation while it is in progress? Or would I have to drop to the CA level?

i.e. I've done something like this (maybe setting an end animation action too):

[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:duration];
[UIView setAnimationCurve: UIViewAnimationCurveLinear];
// other animation properties

// set view properties

[UIView commitAnimations];

But before the animation completes and I get the animation ended event, I want to cancel it (cut it short). Is this possible? Googling around finds a few people asking the same question with no answers - and one or two people speculating that it can't be done.

The way I do it is to create a new animation to your end point. Set a very short duration and make sure you use the +setAnimationBeginsFromCurrentState: method to start from the current state. When you set it to YES, the current animation is cut short. Looks something like this:

[UIView beginAnimations:nil context:NULL];
[UIView setAnimationBeginsFromCurrentState:YES];
[UIView setAnimationDuration:0.1];
[UIView setAnimationCurve: UIViewAnimationCurveLinear];
// other animation properties

// set view properties

[UIView commitAnimations];

How to cancel UIView block-based animation?, focusView.transform = CGAffineTransformIdentity }, completion: { (finished) -> Void in UIView.animateWithDuration(0.5, delay: 1.0, options: nil,  There doesn't seem to be any direct way of telling a view to stop animating immediately (either by leaving the view to its current state or moving it immediately to its final state). It also tends to sometimes behave erratically when you try to interrupt an ongoing animation by starting a new one on the same view.

Use:

#import <QuartzCore/QuartzCore.h>

.......

[myView.layer removeAllAnimations];

How to cancel previous animation when a new one is triggered , If I have started an UIView animation using the UIView animation methods, how to cancel the animation while it is being executed? More Less. cancel UIView Animation. Ask Question Asked 9 years, 1 month ago. Active 4 years, 7 months ago. Viewed 5k times 3. I use below code for shake button How can i cancel

Simplest way to stop all animations on a particular view, immediately, is this:

Link the project to QuartzCore.framework. At the start of your code:

#import <QuartzCore/QuartzCore.h>

Now, when you want to stop all animations on a view dead in their tracks, say this:

[CATransaction begin];
[theView.layer removeAllAnimations];
[CATransaction commit];

The middle line would work all by itself, but there's a delay until the runloop finishes (the "redraw moment"). To prevent that delay, wrap the command in an explicit transaction block as shown. This works provided no other changes have been performed on this layer in the current runloop.

How to cancel an UIView animation?, Stops the animations at their current positions. Required. Availability. iOS 10.0+; Mac Catalyst 13.0+; tvOS 10.0+. If I have started an UIView animation using the UIView animation methods, how to cancel the animation while it is being executed? This issue seems to be somewhat complicated. There doesn't seem to be any direct way of telling a view to stop animating immediately (either by leaving the view to its current state or moving it immediately to its

On iOS 4 and greater, use the UIViewAnimationOptionBeginFromCurrentState option on the second animation to cut the first animation short.

As an example, assume you have a view with an activity indicator. You wish to fade in the activity indicator while some potentially time consuming activity begins, and fade it out when the activity is finished. In the code below, the view with the activity indicator on it is called activityView.

- (void)showActivityIndicator {
    activityView.alpha = 0.0;
    activityView.hidden = NO;
    [UIView animateWithDuration:0.5
                 animations:^(void) {
                     activityView.alpha = 1.0;
                 }];

- (void)hideActivityIndicator {
    [UIView animateWithDuration:0.5
                 delay:0 options:UIViewAnimationOptionBeginFromCurrentState
                 animations:^(void) {
                     activityView.alpha = 0.0;
                 }
                 completion:^(BOOL completed) {
                     if (completed) {
                         activityView.hidden = YES;
                     }
                 }];
}

stopAnimation(_:), In this tutorial, you'll learn to chain the basic UIView animations This makes sure that when you squish that bug, it will stop crawling around. If you disable animations, code inside subsequent animation blocks is still executed but no animations actually occur. Thus, any changes you make inside an animation block are reflected immediately instead of being animated. This is true whether you use the block-based animation methods or the begin/commit animation methods.

To cancel an animation you simply need to set the property that is currently being animated, outside of the UIView animation. That will stop the animation wherever it is, and the UIView will jump to the setting you just defined.

Basic UIView Animation Tutorial: Getting Started, This is my animation code:UIView.animate(withDuration: 1, delay: 1, options: [.​repeat], animations: { self.micButtonOuterRing?.frame  iOS UIView, iOS Animation, iOS Animate color, movement, size, transform animations, Spring Animations, Translate, Scale, Rotate, transition effects example

ios: Can't stop UIView animation in swift, It's a class introduced in iOS 10 which offers more capabilities than traditional UIView.animate() functions: Programmatically start, stop, pause,  This value must be in the range 0 to 1, where 0 represents the start of the overall animation and 1 represents the end of the overall animation. For example, for an animation that is two seconds in duration, specifying a start time of 0.5 causes the animations to begin executing one second after the start of the overall animation.

ios Cancel a UIView animation?, How to stop it!? Just call removeAllAnimations() func in view.layer. Add that code in else condition, before UIView.animate:  This method does nothing if called from outside of an animation block. It must be called between calls to the begin Animations(_: context:) and commit Animations() methods. This selector is set to NULL by default. Note. Your stop selector is still called even if animations are disabled. Use of this method is discouraged in iOS 4.0 and later.

How to implement interactive animations with Swift's , For smooth start to the animation, match this value to the view’s velocity as it was prior to attachment. A value of 1 corresponds to the total animation distance traversed in one second. For example, if the total animation distance is 200 points and you want the start of the animation to match a view velocity of 100 pt/s, use a value of 0.5.

Comments
  • Do you mean pausing the animation in the middle and leaving it there? Or going back to where it was at the start?
  • Either leaving it exactly where it is, mid-animation (in practice I'll be starting another animation straight after anyway), or jump straight to the end point. I'd imagine the first is more natural, but either works for me in this case.
  • @Chris Hanson: I appreciate your edits but wonder what your rationale is for removing the iPhone tag. It may be implied by cocoa-touch, but I for one have a tag filter on iPhone and would miss this in that case.
  • @Boot To The Head (again): your question, and my own response to it, prompted me to test in isolation a bit more and I discovered if you start a new animation before the first one has finished it does jump to the end point before starting the new one.
  • - this meets my immediate needs (and suggests I have some other bug in my real code), but I'm going to leave this question open as I know others have been asking for the same.
  • Thanks Stephen. Actually if you read the comments under my question this is exactly what I did do in the end - but since you've given a good, clear, account of it here I'm marking it as accepted
  • @Vojto How so? The docs say that the use of setAnimationBeginsFromCurrentState: is discouraged from iOS 4 but it's still there and should still function.
  • in iOS4+, use the UIViewAnimationOptionBeginFromCurrentState option on animateWithDuration:delay:options:animations:completion:
  • Will UIViewAnimationOptionBeginFromCurrentState cancel any animation in progress or just an animation that targets the same property? If it's any animation, how can you make it continue a new animation at the same point WITHOUT stopping the same animation in progress?
  • @yourfriendzak, based on a brief test, it looks like it only cancels an animation targeting the same property. I tried changing the alpha of a scrollView whose contentOffset was animated and the contentOffset animation continued.
  • I found that I had to add #import <QuartzCore/QuartzCore.h> to remove a compiler warning ;)
  • So simple, and yet so hard to find. Thank you for this, I've just spent an hour trying to figure this out.
  • Possible problem with this solution is that (in iOS 5 at least) there's a delay before it takes effect - it doesn't work soon enough if what you mean is "stop the animation right now, before I go on to the next line of code".