Scale UIButton Animation- Swift

IosSwiftCgaffinetransformscale

Ios Problem Overview


I'm trying to do scale animation for UIButton when its clicked but what I'm trying to accomplish is when the button clicked I need the UIButton to be smaller to the inside then it comes back to its same size (like a bubble).

I tried the following:

button.transform = CGAffineTransformMakeScale(-1, 1)
    
UIView.animateWithDuration(0.5, animations: { () -> Void in
        
    button.transform = CGAffineTransformMakeScale(1,1)
        
})

Ios Solutions


Solution 1 - Ios

Try this

UIView.animate(withDuration: 0.6,
	animations: {
		self.button.transform = CGAffineTransform(scaleX: 0.6, y: 0.6)
	},
	completion: { _ in
		UIView.animate(withDuration: 0.6) {
			self.button.transform = CGAffineTransform.identity
		}
	})

Solution 2 - Ios

> SWIFT 5 Code Update :I have animated button with a nice bouncing effect , with spring animation.

@IBOutlet weak var button: UIButton!

@IBAction func animateButton(sender: UIButton) {
    
    sender.transform = CGAffineTransform(scaleX: 0.6, y: 0.6)
    
    UIView.animate(withDuration: 2.0,
                               delay: 0,
                               usingSpringWithDamping: CGFloat(0.20),
                               initialSpringVelocity: CGFloat(6.0),
                               options: UIView.AnimationOptions.allowUserInteraction,
                               animations: {
                                sender.transform = CGAffineTransform.identity
        },
                               completion: { Void in()  }
    )
}

Solution 3 - Ios

All of the answers above are valid.
As a plus, with Swift I suggest to create an extension of UIView in order to "scale" any view you want.
You can take inspiration from this piece of code:

SWIFT 5.0

extension UIView {

/**
 Simply zooming in of a view: set view scale to 0 and zoom to Identity on 'duration' time interval.

 - parameter duration: animation duration
 */
func zoomIn(duration: TimeInterval = 0.2) {
    self.transform = CGAffineTransform(scaleX: 0.0, y: 0.0)
    UIView.animate(withDuration: duration, delay: 0.0, options: [.curveLinear], animations: { () -> Void in
        self.transform = .identity
        }) { (animationCompleted: Bool) -> Void in
    }
}

/**
 Simply zooming out of a view: set view scale to Identity and zoom out to 0 on 'duration' time interval.

 - parameter duration: animation duration
 */
func zoomOut(duration : TimeInterval = 0.2) {
    self.transform = .identity
    UIView.animate(withDuration: duration, delay: 0.0, options: [.curveLinear], animations: { () -> Void in
        self.transform = CGAffineTransform(scaleX: 0.0, y: 0.0)
        }) { (animationCompleted: Bool) -> Void in
    }
}

/**
 Zoom in any view with specified offset magnification.

 - parameter duration:     animation duration.
 - parameter easingOffset: easing offset.
 */
func zoomInWithEasing(duration: TimeInterval = 0.2, easingOffset: CGFloat = 0.2) {
    let easeScale = 1.0 + easingOffset
    let easingDuration = TimeInterval(easingOffset) * duration / TimeInterval(easeScale)
    let scalingDuration = duration - easingDuration
    UIView.animate(withDuration: scalingDuration, delay: 0.0, options: .curveEaseIn, animations: { () -> Void in
        self.transform = CGAffineTransform(scaleX: easeScale, y: easeScale)
        }, completion: { (completed: Bool) -> Void in
            UIView.animate(withDuration: easingDuration, delay: 0.0, options: .curveEaseOut, animations: { () -> Void in
                self.transform = .identity
                }, completion: { (completed: Bool) -> Void in
            })
    })
}

/**
 Zoom out any view with specified offset magnification.

 - parameter duration:     animation duration.
 - parameter easingOffset: easing offset.
 */
func zoomOutWithEasing(duration: TimeInterval = 0.2, easingOffset: CGFloat = 0.2) {
    let easeScale = 1.0 + easingOffset
    let easingDuration = TimeInterval(easingOffset) * duration / TimeInterval(easeScale)
    let scalingDuration = duration - easingDuration
    UIView.animate(withDuration: easingDuration, delay: 0.0, options: .curveEaseOut, animations: { () -> Void in
        self.transform = CGAffineTransform(scaleX: easeScale, y: easeScale)
        }, completion: { (completed: Bool) -> Void in
            UIView.animate(withDuration: scalingDuration, delay: 0.0, options: .curveEaseOut, animations: { () -> Void in
                self.transform = CGAffineTransform(scaleX: 0.0, y: 0.0)
                }, completion: { (completed: Bool) -> Void in
            })
    })
}

}

Usage is very simply:

let button = UIButton(frame: frame)
button.zoomIn() // here the magic

Swift 3 Version

extension UIView {

/**
 Simply zooming in of a view: set view scale to 0 and zoom to Identity on 'duration' time interval.
 
 - parameter duration: animation duration
 */
func zoomIn(duration: TimeInterval = 0.2) {
    self.transform = CGAffineTransform(scaleX: 0.0, y: 0.0)
    UIView.animate(withDuration: duration, delay: 0.0, options: [.curveLinear], animations: { () -> Void in
        self.transform = CGAffineTransform.identity
    }) { (animationCompleted: Bool) -> Void in
    }
}

/**
 Simply zooming out of a view: set view scale to Identity and zoom out to 0 on 'duration' time interval.
 
 - parameter duration: animation duration
 */
func zoomOut(duration: TimeInterval = 0.2) {
    self.transform = CGAffineTransform.identity
    UIView.animate(withDuration: duration, delay: 0.0, options: [.curveLinear], animations: { () -> Void in
        self.transform = CGAffineTransform(scaleX: 0.0, y: 0.0)
    }) { (animationCompleted: Bool) -> Void in
    }
}

/**
 Zoom in any view with specified offset magnification.
 
 - parameter duration:     animation duration.
 - parameter easingOffset: easing offset.
 */
func zoomInWithEasing(duration: TimeInterval = 0.2, easingOffset: CGFloat = 0.2) {
    let easeScale = 1.0 + easingOffset
    let easingDuration = TimeInterval(easingOffset) * duration / TimeInterval(easeScale)
    let scalingDuration = duration - easingDuration
    UIView.animate(withDuration: scalingDuration, delay: 0.0, options: .curveEaseIn, animations: { () -> Void in
        self.transform = CGAffineTransform(scaleX: easeScale, y: easeScale)
    }, completion: { (completed: Bool) -> Void in
        UIView.animate(withDuration: easingDuration, delay: 0.0, options: .curveEaseOut, animations: { () -> Void in
            self.transform = CGAffineTransform.identity
        }, completion: { (completed: Bool) -> Void in
        })
    })
}

/**
 Zoom out any view with specified offset magnification.
 
 - parameter duration:     animation duration.
 - parameter easingOffset: easing offset.
 */
func zoomOutWithEasing(duration: TimeInterval = 0.2, easingOffset: CGFloat = 0.2) {
    let easeScale = 1.0 + easingOffset
    let easingDuration = TimeInterval(easingOffset) * duration / TimeInterval(easeScale)
    let scalingDuration = duration - easingDuration
    UIView.animate(withDuration: easingDuration, delay: 0.0, options: .curveEaseOut, animations: { () -> Void in
        self.transform = CGAffineTransform(scaleX: easeScale, y: easeScale)
    }, completion: { (completed: Bool) -> Void in
        UIView.animate(withDuration: scalingDuration, delay: 0.0, options: .curveEaseOut, animations: { () -> Void in
            self.transform = CGAffineTransform(scaleX: 0.0, y: 0.0)
        }, completion: { (completed: Bool) -> Void in
        })
    })
}

}

Solution 4 - Ios

Swift 3.x+

extension UIButton {
        
        func pulsate() {
            
            let pulse = CASpringAnimation(keyPath: "transform.scale")
            pulse.duration = 0.2
            pulse.fromValue = 0.95
            pulse.toValue = 1.0
            pulse.autoreverses = true
            pulse.repeatCount = 2
            pulse.initialVelocity = 0.5
            pulse.damping = 1.0
            
            layer.add(pulse, forKey: "pulse")
        }
        
        func flash() {
            
            let flash = CABasicAnimation(keyPath: "opacity")
            flash.duration = 0.2
            flash.fromValue = 1
            flash.toValue = 0.1
            flash.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
            flash.autoreverses = true
            flash.repeatCount = 3
            
            layer.add(flash, forKey: nil)
        }
        
        
        func shake() {
            
            let shake = CABasicAnimation(keyPath: "position")
            shake.duration = 0.05
            shake.repeatCount = 2
            shake.autoreverses = true
            
            let fromPoint = CGPoint(x: center.x - 5, y: center.y)
            let fromValue = NSValue(cgPoint: fromPoint)
            
            let toPoint = CGPoint(x: center.x + 5, y: center.y)
            let toValue = NSValue(cgPoint: toPoint)
            
            shake.fromValue = fromValue
            shake.toValue = toValue
            
            layer.add(shake, forKey: "position")
        }
    }

Usage:

myButton.flash()
// myButton.pulsate()
// myButton.shake()

Credits: Sean Allen

Solution 5 - Ios

Swift 3 Version:

    UIView.animate(withDuration: 0.6, animations: {
        button.transform = CGAffineTransform.identity.scaledBy(x: 0.6, y: 0.6)
        }, completion: { (finish) in
            UIView.animate(withDuration: 0.6, animations: {
                button.transform = CGAffineTransform.identity
            })
    })

Solution 6 - Ios

Using Swift 4 Xcode 9, This will animate the button down when initially pressed and then back up when released.

extension UIView {

func animateButtonDown() {

    UIView.animate(withDuration: 0.1, delay: 0.0, options: [.allowUserInteraction, .curveEaseIn], animations: {
        self.transform = CGAffineTransform(scaleX: 0.9, y: 0.9)
    }, completion: nil)
}

func animateButtonUp() {
    
    UIView.animate(withDuration: 0.1, delay: 0.0, options: [.allowUserInteraction, .curveEaseOut], animations: {
        self.transform = CGAffineTransform.identity
    }, completion: nil)
}

Implementation:

@IBAction func buttonTouchDown(_ sender: UIButton) {
    //Connected with Touch Down Action
    sender.animateButtonDown()
}

@IBAction func buttonTouchUpOutside(_ sender: UIButton) {
    //Connected with Touch Up Outside Action
    //if touch moved away from button
    sender.animateButtonUp()
}

@IBAction func buttonTouchUpInside(_ sender: UIButton) {
    //Connected with Touch Up Inside Action
    sender.animateButtonUp()
    //code to execute when button pressed
}

Solution 7 - Ios

It works with me as following, the animation is set to be small then when it start animation it get back to its original size:

Swift 2

button.transform = CGAffineTransformMakeScale(0.6, 0.6)

UIView.animateWithDuration(0.3, animations: { () -> Void in
    
    button.transform = CGAffineTransformMakeScale(1,1)
    
})

Swift 3, 4, 5

button.transform = CGAffineTransform.init(scaleX: 0.6, y: 0.6)

UIView.animate(withDuration: 0.3, animations: { () -> Void in

    button.transform = CGAffineTransform.init(scaleX: 1, y: 1)

})

Solution 8 - Ios

I prefer to have the press animation and set it more fast than the other examples, with the completion control for waiting until the animation is ended:

Swift 3:

extension UIButton {
   func press(completion:@escaping ((Bool) -> Void)) {
            UIView.animate(withDuration: 0.05, animations: {
                self.transform = CGAffineTransform(scaleX: 0.8, y: 0.8) }, completion: { (finish: Bool) in
                    UIView.animate(withDuration: 0.1, animations: {
                        self.transform = CGAffineTransform.identity
                        completion(finish)
                    })
            })
    }
}

Usage:

@IBAction func playPauseBtnTap(_ sender: Any) {
     let playPauseBtn = sender as! UIButton
     playPauseBtn.press(completion:{ finish in
         if finish {
             print("animation ended")
         }
     }
}

Solution 9 - Ios

Using the following animation the button will start from its full size, decrease to 0.6 with a spring animation to bounce back to it's full size.

[UIView animateWithDuration:0.5 delay:0 usingSpringWithDamping:0.4 initialSpringVelocity:0.3 options:0 animations:^{
                //Animations
                button.transform = CGAffineTransformIdentity;
                CGAffineTransformMakeScale(0.6, 0.6)
            } completion:^(BOOL finished) {
                //Completion Block
            [UIView.animateWithDuration(0.5){
            button.transform = CGAffineTransformIdentity
             }];
            }];

Solution 10 - Ios

You can try this if you want a Autoreverse effect with a completion handler.

viewToAnimate.transform = CGAffineTransform(scaleX: 0.1, y: 0.1)
        UIView.animate(withDuration: 0.7, // your duration
                       delay: 0,
                       usingSpringWithDamping: 0.2,
                       initialSpringVelocity: 6.0,
                       animations: { _ in
                       viewToAnimate.transform = .identity
            },
                       completion: { _ in
                        // Implement your awesome logic here.
        })

Solution 11 - Ios

iOS 9 and xCode 7

//for zoom in
    [UIView animateWithDuration:0.5f animations:^{
        
        self.sendButton.transform = CGAffineTransformMakeScale(1.5, 1.5);
    } completion:^(BOOL finished){}];
// for zoom out
        [UIView animateWithDuration:0.5f animations:^{
            
            self.sendButton.transform = CGAffineTransformMakeScale(1, 1);
        }completion:^(BOOL finished){}];

Solution 12 - Ios

This will give a wonderful bouncing effect:

@IBAction func TouchUpInsideEvent(sender: UIButton) {
    UIView.animateWithDuration(2.0,
                               delay: 0,
                               usingSpringWithDamping: CGFloat(0.20),
                               initialSpringVelocity: CGFloat(6.0),
                               options: UIViewAnimationOptions.AllowUserInteraction,
                               animations: {
                                sender.transform = CGAffineTransformIdentity
        },
                               completion: { Void in()  }
    )
}


@IBAction func touchDownEvent(sender: UIButton) {
    UIView.animateWithDuration(0.15, animations: {
        sender.transform = CGAffineTransformMakeScale(0.6, 0.6)
    })

}

Solution 13 - Ios

Scaling Button or any view about three times or more use following code. swift 3 or swift 4 with xcode 9.

 UIView.animate(withDuration: 0.2, animations: {
        self.cartShowHideBtnView.transform = CGAffineTransform(scaleX: 1.3, y: 1.3)
        
    }, completion: { (finish: Bool) in
            UIView.animate(withDuration: 0.2, animations: {
                self.cartShowHideBtnView.transform = CGAffineTransform.identity
                
            }, completion:{(finish: Bool) in
                UIView.animate(withDuration: 0.2, animations: {
                    self.cartShowHideBtnView.transform = CGAffineTransform(scaleX: 1.3, y: 1.3)
                    
                }, completion: { (finish: Bool) in
                    UIView.animate(withDuration: 0.2, animations: {
                        self.cartShowHideBtnView.transform = CGAffineTransform.identity
                        
                    }, completion:{(finish: Bool) in
                        UIView.animate(withDuration: 0.2, animations: {
                            self.cartShowHideBtnView.transform = CGAffineTransform(scaleX: 1.3, y: 1.3)
                            
                        }, completion: { (finish: Bool) in
                            UIView.animate(withDuration: 0.2, animations: {
                                self.cartShowHideBtnView.transform = CGAffineTransform.identity
                        })
                    })
                })
            })
        })
    })

Solution 14 - Ios

I did a protocol using Swift 4, that you can use at some specifics UIViews that you want to animate... You can try some animations over here or change time and delay.

This way is recommended because you can use this protocol and others at one view and this view can use this functions, doing a lot os extensions from UIView create code smell.

import Foundation
import UIKit

protocol Showable where Self: UIView {}

extension Showable {

    func show(_ view: UIView? = nil) {
    
        if let view = view {
            self.animate(view)
        } else {
            self.animate(self)
        }
    }

    private func animate(_ view: UIView) {
        view.transform = CGAffineTransform(scaleX: 0.0, y: 0.0)
    
        UIView.animate(withDuration: 2.0,
                       delay: 0,
                       usingSpringWithDamping: CGFloat(0.20),
                       initialSpringVelocity: CGFloat(6.0),
                       options: [.allowUserInteraction],
                       animations: {
                        view.transform = CGAffineTransform.identity
        })
    }
}

Solution 15 - Ios

Here is a working example :

extension  UIButton{
  func flash() {
    let flash = CABasicAnimation(keyPath: "opacity")
    flash.duration = 0.5
    flash.fromValue = 1
    flash.toValue = 0.1
    flash.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
    flash.autoreverses = true
    flash.repeatCount = 3
    layer.add(flash, forKey: nil)
  }
}

@IBAction func taptosave(_ sender: UIButton) {
  sender.flash()
}

Attributions

All content for this solution is sourced from the original question on Stackoverflow.

The content on this page is licensed under the Attribution-ShareAlike 4.0 International (CC BY-SA 4.0) license.

Content TypeOriginal AuthorOriginal Content on Stackoverflow
QuestionAaoIiView Question on Stackoverflow
Solution 1 - IosnRewikView Answer on Stackoverflow
Solution 2 - IosViJay AvhadView Answer on Stackoverflow
Solution 3 - IosLuca DavanzoView Answer on Stackoverflow
Solution 4 - IosHemangView Answer on Stackoverflow
Solution 5 - IosfunkenstrahlenView Answer on Stackoverflow
Solution 6 - IosrbaldwinView Answer on Stackoverflow
Solution 7 - IosAaoIiView Answer on Stackoverflow
Solution 8 - IosAlessandro OrnanoView Answer on Stackoverflow
Solution 9 - IosKhaled ZayedView Answer on Stackoverflow
Solution 10 - IosKunal VermaView Answer on Stackoverflow
Solution 11 - IosAhmed AbdallahView Answer on Stackoverflow
Solution 12 - IosDanielZanchiView Answer on Stackoverflow
Solution 13 - IosMRizwan33View Answer on Stackoverflow
Solution 14 - IosGabriel CavalcanteView Answer on Stackoverflow
Solution 15 - IosanandView Answer on Stackoverflow