I'm working on creating a ripple effect in SwiftUI similar to the one here.
Here is what I have so far:
import SwiftUI
// MARK: - Ripple
struct Ripple: ViewModifier {
// MARK: Lifecycle
init(rippleColor: Color) {
self.rippleColor = rippleColor
}
// MARK: Internal
let rippleColor: Color
func body(content: Content) -> some View {
ZStack {
content
if let location = touchPoint {
Circle()
.fill(rippleColor)
.frame(width: 16.0, height: 16.0)
.position(location)
.clipped()
.opacity(opacity)
}
}
.fixedSize()
.gesture(
DragGesture(minimumDistance: 0.0)
.onChanged { gesture in
guard touchPoint != gesture.startLocation else {
return
}
timer?.invalidate()
opacity = 1.0
touchPoint = gesture.startLocation
}
.onEnded { _ in
timer = Timer.scheduledTimer(withTimeInterval: 2.0, repeats: false) { _ in
withAnimation {
opacity = 0.0
}
}
}
)
}
// MARK: Private
@State private var opacity: CGFloat = 0.0
@State private var touchPoint: CGPoint?
@State private var timer: Timer?
}
extension View {
func rippleEffect(rippleColor: Color = .accentColor.opacity(0.5)) -> some View {
modifier(Ripple(rippleColor: rippleColor))
}
}
The next step is to do the scaling animation, but I'm having trouble figuring out how. I've tried applying scale effects and transitions with the scale modifier, but nothing seems to work correctly.
Can someone assist me in achieving the ripple effect I'm looking for?
Additionally, if something like this already exists, I'd be happy to just use it, but I haven't been able to find anything.
Thanks,
RPK
CodePudding user response:
You are probably looking for something like this...
struct ContentView: View {
var body: some View {
VStack {
Image(systemName: "globe")
.imageScale(.large)
.foregroundColor(.accentColor)
Text("Hello, world!")
}
.rippleEffect(rippleColor: .gray)
.frame(width: 400, height: 200)
.padding()
}
}
struct Ripple: ViewModifier {
// MARK: Lifecycle
init(rippleColor: Color) {
self.color = rippleColor
}
// MARK: Internal
let color: Color
@State private var scale: CGFloat = 0.5
@State private var animationPosition: CGFloat = 0.0
@State private var x: CGFloat = 0.0
@State private var y: CGFloat = 0.0
@State private var opacityFraction: CGFloat = 0.0
let timeInterval: TimeInterval = 0.5
func body(content: Content) -> some View {
GeometryReader { geometry in
ZStack {
Rectangle()
.foregroundColor(.gray.opacity(0.05))
Circle()
.foregroundColor(color)
.opacity(0.2*opacityFraction)
.scaleEffect(scale)
.offset(x: x, y: y)
content
}
.onTapGesture(perform: { location in
x = location.x-geometry.size.width/2
y = location.y-geometry.size.height/2
opacityFraction = 1.0
withAnimation(.linear(duration: timeInterval)) {
scale = 3.0*(max(geometry.size.height, geometry.size.width)/min(geometry.size.height, geometry.size.width))
opacityFraction = 0.0
DispatchQueue.main.asyncAfter(deadline: .now() timeInterval) {
scale = 1.0
opacityFraction = 0.0
}
}
})
.clipped()
}
}
}
extension View {
func rippleEffect(rippleColor: Color = .accentColor.opacity(0.5)) -> some View {
modifier(Ripple(rippleColor: rippleColor))
}
}
CodePudding user response:
Using Frederik's answer from above, I modified it slightly to achieve the desired result I was looking for.
import SwiftUI
// MARK: - ContentView
struct ContentView: View {
var body: some View {
VStack {
Image(systemName: "globe")
.imageScale(.large)
.foregroundColor(.accentColor)
Text("Hello, world!")
}
.rippleEffect(rippleColor: .gray)
.frame(width: 400, height: 200)
.padding()
}
}
// MARK: - Ripple
struct Ripple: ViewModifier {
// MARK: Lifecycle
init(rippleColor: Color) {
color = rippleColor
}
// MARK: Internal
let color: Color
let timeInterval: TimeInterval = 0.5
func body(content: Content) -> some View {
GeometryReader { geometry in
ZStack {
Rectangle()
.foregroundColor(.gray.opacity(0.05))
Circle()
.foregroundColor(color)
.opacity(0.2 * opacityFraction)
.scaleEffect(scale)
.offset(x: x, y: y)
content
}
.gesture(
DragGesture(minimumDistance: 0.0)
.onChanged { gesture in
let location = gesture.startLocation
x = location.x - geometry.size.width / 2
y = location.y - geometry.size.height / 2
opacityFraction = 1.0
withAnimation(.linear(duration: timeInterval / 2.0)) {
scale = 3.0 *
(
max(geometry.size.height, geometry.size.width) /
min(geometry.size.height, geometry.size.width)
)
}
}
.onEnded { _ in
withAnimation(.linear(duration: timeInterval / 2.0)) {
opacityFraction = 0.0
scale = 1.0
}
}
)
.clipped()
}
}
// MARK: Private
@State private var scale: CGFloat = 0.5
@State private var animationPosition: CGFloat = 0.0
@State private var x: CGFloat = 0.0
@State private var y: CGFloat = 0.0
@State private var opacityFraction: CGFloat = 0.0
}
extension View {
func rippleEffect(rippleColor: Color = .accentColor.opacity(0.5)) -> some View {
modifier(Ripple(rippleColor: rippleColor))
}
}
// MARK: - ContentView_Previews
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
Thanks Frederik, for the nudge in the right direction.