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https://github.com/lkzhao/YetAnotherAnimationLibrary

Designed for gesture-driven animations. Fast, simple, & extensible!
https://github.com/lkzhao/YetAnotherAnimationLibrary

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Designed for gesture-driven animations. Fast, simple, & extensible!

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# Yet Another Animation Library

Designed for gesture-driven animations. Fast, simple, & extensible!

It is written in pure swift 3.1 with protocol oriented design and extensive use of generics.

Consider this as a swift optimized version of facebook's pop. It plays nicer with swift and faster too.

**Fast**:
* Uses SIMD types and instructions for calculation
* Better compiler optimization through swift generics

**Simple**:
* Supports Curve(Basic), Spring, & Decay animations out of the box
* Easy API for animating common animatable properties. (checkout the [Extensions](https://github.com/lkzhao/YetAnotherAnimationLibrary/tree/master/Sources/Extensions) folder for list of included properties)
* Type safety guaranteed when assigning animation values
* Observable, including value, velocity, and target value
* Builtin chaining operator to easily react to changes in value
* Provide velocity interpolation with gestures

**Extensible**:
* Supports custom property
* Supports custom animatable type
* Supports custom animation

## Installation

```ruby
pod "YetAnotherAnimationLibrary"
```

## Usage

### Animation

```swift
// Spring animation
view.yaal.center.animateTo(CGPoint(x:50, y:100))
view.yaal.alpha.animateTo(0.5, stiffness: 300, damping: 20)

// Curve(Basic) animation
view.yaal.frame.animateTo(CGRect(x:0, y:0, width:50, height:50), duration:0.5, curve: .linear)

// Decay Animation
view.yaal.center.decay(initialVelocity:CGPoint(x:100, y:0))
```

### Observe Changes

```swift
// observe value changes
view.yaal.center.value.changes.addListener { oldVelocity, newVelocity in
print(oldVelocity, newVelocity)
}
// observe velocity changes
view.yaal.center.velocity.changes.addListener { oldVelocity, newVelocity in
print(oldVelocity, newVelocity)
}
```

### Chaining Reactions
```swift
// when scale changes, also change its alpha
// for example if view's scale animates from 1 to 0.5. its alpha will animate to 0.5 as well
view.yaal.scale.value => view.yaal.alpha
// equvalent to the following
// view.yaal.scale.value.changes.addListener { _, newScale in
// view.yaal.alpha.animateTo(newScale)
// }

// optionally you can provide a mapping function in between.
// For example, the following code makes the view more transparent the faster it is moving
view.yaal.center.velocity => { 1 - $0.magnitude / 1000 } => view.yaal.alpha
// equvalent to the following
// view.yaal.center.velocity.changes.addListener { _, newVelocity in
// view.yaal.alpha.animateTo(1 - newVelocity.magnitude / 1000)
// }
```

### Set Value (Notify listeners)
```swift
// this sets the value directly (not animate to). Change listeners are called.
// Velocity listeners will receive a series of smoothed velocity values.
view.yaal.center.setTo(gestureRecognizer.location(in:nil))
```

## Advance Usages

### React to changes
Animate is very efficient at observing animated value and react accordingly. Some awesome effects can be achieved through observed values.

For example, here is a simple 2d rotation animation thats made possible through observing the center value's velocity.
```swift
override func viewDidLoad() {
// ...
view.addGestureRecognizer(UITapGestureRecognizer(target: self, action: #selector(tap(gr:))))
squareView.yaal.center.velocity => { $0.x / 1000 } => squareView.yaal.rotation
}
func tap(gr: UITapGestureRecognizer) {
squareView.yaal.center.animateTo(gr.location(in: view))
}
```

----------------------

Animate also provide smooth velocity interpolation when calling `setTo(_:)`. This is especially useful when dealing with user gesture.

For example. the following does a 3d rotate animation when dragged
```swift
override func viewDidLoad() {
// ...
squareView.addGestureRecognizer(UIPanGestureRecognizer(target: self, action: #selector(pan(gr:))))
squareView.yaal.perspective.setTo(-1.0 / 500.0)
squareView.yaal.center.velocity => { $0.x / 1000 } => squareView.yaal.rotationY
squareView.yaal.center.velocity => { -$0.y / 1000 } => squareView.yaal.rotationX
}

func pan(gr: UIPanGestureRecognizer) {
squareView.yaal.center.setTo(gr.location(in: view))
}
```

### Custom property

To animate custom property, just create an animation object by calling `SpringAnimation(getter:setter:)`. Use the animation object to animate and set the values. There are 4 types of animations provided by Animate:

* SpringAnimation
* CurveAnimation
* DecayAnimation
* MixAnimation (does all three types of animation)

```swift
class Foo {
var volumn: Float = 0.0
lazy var volumnAnimation: SpringAnimation
= SpringAnimation(getter: { [weak self] in self?.volumn },
setter: { [weak self] in self?.volumn = $0 })
}

volumnAnimation.animateTo(0.5)
```

If your class inherits from NSObject, then it is even easier by using the built in animation store.

### via extension & `yaal.animationFor`
```swift
extension Foo {
public var volumnAnimation: MixAnimation {
return yaal.animationFor(key: "volumn",
getter: { [weak self] in self?.volumn },
setter: { [weak self] in self?.volumn = $0 })
}
}
```

### via `yaal.register` & `yaal.animationFor`
```swift
// or register ahead of time
yaal.register(key: "volumn",
getter: { [weak self] in self?.volumn },
setter: { [weak self] in self?.volumn = $0 })

// and retrieve the animation object through the same key.
yaal.animationFor(key: "volumn")!.animateTo(0.5)

// NOTE: that this method have limited type safety. You can basically pass any animatable type into `animateTo()`
// There is nothing to stop you from doing the following. but they will crash at run time
yaal.animationFor(key: "volumn")!.animateTo(CGSize.zero)
yaal.animationFor(key: "volumn")!.animateTo(CGRect.zero)
```

### Custom Animatable Type

Custom animatable types are also supported. Just make the type conform to `VectorConvertable`.

```swift
// the following makes IndexPath animatable
extension IndexPath: VectorConvertible {
public typealias Vector = Vector2
public init(vector: Vector) {
self.init(item: Int(vector.x), section: Int(vector.y))
}
public var vector: Vector {
return [Double(item), Double(section)]
}
}
// Can now be used like this
let indexAnimation = SpringAnimation(getter: { self.indexPath },
setter: { self.indexPath = $0 })
indexAnimation.animateTo(IndexPath(item:0, section:0))

// Note that everything is type safe. incorrect type won't be allowed to compile
```

### Custom Animation

Just subclass `Animation` and override `update(dt:TimeInterval)` method.
If your animation need getter & setter support, subclass `ValueAnimation` instead.
Checkout the builtin animations for example.