iOS: Increase animation by click a button
up vote
1
down vote
favorite
I have the following animation, I need to implement a code, by clicking on a button the animation increased by one until a value that I want to reach it.
I try the following code:
let strokeIt = CABasicAnimation(keyPath: "strokeEnd")
let timeLeftShapeLayer = CAShapeLayer()
let bgShapeLayer = CAShapeLayer()
override func viewDidLoad() {
drawBgShape()
drawTimeLeftShape()
}
func drawBgShape() {
bgShapeLayer.path = UIBezierPath(arcCenter: CGPoint(x: view.frame.midX , y: view.frame.midY), radius:
100, startAngle: -90.degreesToRadians, endAngle: 270.degreesToRadians, clockwise: true).cgPath
bgShapeLayer.strokeColor = UIColor.white.cgColor
bgShapeLayer.fillColor = UIColor.clear.cgColor
bgShapeLayer.lineWidth = 15
view.layer.addSublayer(bgShapeLayer)
}
func drawTimeLeftShape() {
timeLeftShapeLayer.path = UIBezierPath(arcCenter: CGPoint(x: view.frame.midX , y: view.frame.midY), radius:
100, startAngle: -90.degreesToRadians, endAngle: 270.degreesToRadians, clockwise: true).cgPath
timeLeftShapeLayer.strokeColor = UIColor.red.cgColor
timeLeftShapeLayer.fillColor = UIColor.clear.cgColor
timeLeftShapeLayer.lineWidth = 15
view.layer.addSublayer(timeLeftShapeLayer)
}
and when click a button :
var x = 0.0
@IBAction func click(_ sender: Any) {
strokeIt.fromValue = x
strokeIt.toValue = x + 0.1
strokeIt.duration = 0.25
timeLeftShapeLayer.add(strokeIt, forKey: nil)
x = x + 0.1
}
How can I achieve that?

ios animation swift4 cabasicanimation
add a comment |
up vote
1
down vote
favorite
I have the following animation, I need to implement a code, by clicking on a button the animation increased by one until a value that I want to reach it.
I try the following code:
let strokeIt = CABasicAnimation(keyPath: "strokeEnd")
let timeLeftShapeLayer = CAShapeLayer()
let bgShapeLayer = CAShapeLayer()
override func viewDidLoad() {
drawBgShape()
drawTimeLeftShape()
}
func drawBgShape() {
bgShapeLayer.path = UIBezierPath(arcCenter: CGPoint(x: view.frame.midX , y: view.frame.midY), radius:
100, startAngle: -90.degreesToRadians, endAngle: 270.degreesToRadians, clockwise: true).cgPath
bgShapeLayer.strokeColor = UIColor.white.cgColor
bgShapeLayer.fillColor = UIColor.clear.cgColor
bgShapeLayer.lineWidth = 15
view.layer.addSublayer(bgShapeLayer)
}
func drawTimeLeftShape() {
timeLeftShapeLayer.path = UIBezierPath(arcCenter: CGPoint(x: view.frame.midX , y: view.frame.midY), radius:
100, startAngle: -90.degreesToRadians, endAngle: 270.degreesToRadians, clockwise: true).cgPath
timeLeftShapeLayer.strokeColor = UIColor.red.cgColor
timeLeftShapeLayer.fillColor = UIColor.clear.cgColor
timeLeftShapeLayer.lineWidth = 15
view.layer.addSublayer(timeLeftShapeLayer)
}
and when click a button :
var x = 0.0
@IBAction func click(_ sender: Any) {
strokeIt.fromValue = x
strokeIt.toValue = x + 0.1
strokeIt.duration = 0.25
timeLeftShapeLayer.add(strokeIt, forKey: nil)
x = x + 0.1
}
How can I achieve that?

ios animation swift4 cabasicanimation
add a comment |
up vote
1
down vote
favorite
up vote
1
down vote
favorite
I have the following animation, I need to implement a code, by clicking on a button the animation increased by one until a value that I want to reach it.
I try the following code:
let strokeIt = CABasicAnimation(keyPath: "strokeEnd")
let timeLeftShapeLayer = CAShapeLayer()
let bgShapeLayer = CAShapeLayer()
override func viewDidLoad() {
drawBgShape()
drawTimeLeftShape()
}
func drawBgShape() {
bgShapeLayer.path = UIBezierPath(arcCenter: CGPoint(x: view.frame.midX , y: view.frame.midY), radius:
100, startAngle: -90.degreesToRadians, endAngle: 270.degreesToRadians, clockwise: true).cgPath
bgShapeLayer.strokeColor = UIColor.white.cgColor
bgShapeLayer.fillColor = UIColor.clear.cgColor
bgShapeLayer.lineWidth = 15
view.layer.addSublayer(bgShapeLayer)
}
func drawTimeLeftShape() {
timeLeftShapeLayer.path = UIBezierPath(arcCenter: CGPoint(x: view.frame.midX , y: view.frame.midY), radius:
100, startAngle: -90.degreesToRadians, endAngle: 270.degreesToRadians, clockwise: true).cgPath
timeLeftShapeLayer.strokeColor = UIColor.red.cgColor
timeLeftShapeLayer.fillColor = UIColor.clear.cgColor
timeLeftShapeLayer.lineWidth = 15
view.layer.addSublayer(timeLeftShapeLayer)
}
and when click a button :
var x = 0.0
@IBAction func click(_ sender: Any) {
strokeIt.fromValue = x
strokeIt.toValue = x + 0.1
strokeIt.duration = 0.25
timeLeftShapeLayer.add(strokeIt, forKey: nil)
x = x + 0.1
}
How can I achieve that?

ios animation swift4 cabasicanimation
I have the following animation, I need to implement a code, by clicking on a button the animation increased by one until a value that I want to reach it.
I try the following code:
let strokeIt = CABasicAnimation(keyPath: "strokeEnd")
let timeLeftShapeLayer = CAShapeLayer()
let bgShapeLayer = CAShapeLayer()
override func viewDidLoad() {
drawBgShape()
drawTimeLeftShape()
}
func drawBgShape() {
bgShapeLayer.path = UIBezierPath(arcCenter: CGPoint(x: view.frame.midX , y: view.frame.midY), radius:
100, startAngle: -90.degreesToRadians, endAngle: 270.degreesToRadians, clockwise: true).cgPath
bgShapeLayer.strokeColor = UIColor.white.cgColor
bgShapeLayer.fillColor = UIColor.clear.cgColor
bgShapeLayer.lineWidth = 15
view.layer.addSublayer(bgShapeLayer)
}
func drawTimeLeftShape() {
timeLeftShapeLayer.path = UIBezierPath(arcCenter: CGPoint(x: view.frame.midX , y: view.frame.midY), radius:
100, startAngle: -90.degreesToRadians, endAngle: 270.degreesToRadians, clockwise: true).cgPath
timeLeftShapeLayer.strokeColor = UIColor.red.cgColor
timeLeftShapeLayer.fillColor = UIColor.clear.cgColor
timeLeftShapeLayer.lineWidth = 15
view.layer.addSublayer(timeLeftShapeLayer)
}
and when click a button :
var x = 0.0
@IBAction func click(_ sender: Any) {
strokeIt.fromValue = x
strokeIt.toValue = x + 0.1
strokeIt.duration = 0.25
timeLeftShapeLayer.add(strokeIt, forKey: nil)
x = x + 0.1
}
How can I achieve that?

ios animation swift4 cabasicanimation
ios animation swift4 cabasicanimation
asked Nov 9 at 11:11
Ali A. Jalil
998
998
add a comment |
add a comment |
1 Answer
1
active
oldest
votes
up vote
1
down vote
accepted
You don't need to use an explicit animation to achieve this.
For some properties of CALayer, Core Animation will add an implicit animation for you. The strokeEnd property is one of these.
This means that Core Animation will automatically animate any changes to a layer's strokeEnd property. You don't need to create an animation object and add it yourself.
There are a few things you'll need to amend with your implementation to get it working.
1) The background circle, to look like the image you've posted, should have a grey strokeColor within your drawBgShape function:
bgShapeLayer.strokeColor = UIColor.lightGray.cgColor
2) The strokeEnd for timeLeftShapeLayer should be set to 0.0 as its starting value within your drawTimeLeftShape function.
timeLeftShapeLayer.strokeEnd = 0.0
3) Remove the strokeIt animation property from your class, you don't need it.
4) Update your click function to slowly increment the strokeEnd property of timeLeftShapeLayer directly. This is one simple line of code:
timeLeftShapeLayer.strokeEnd += 0.1
Here's an example implementation:
class ViewController: UIViewController {
let timeLeftShapeLayer = CAShapeLayer()
let bgShapeLayer = CAShapeLayer()
override func viewDidLoad() {
super.viewDidLoad()
drawBgShape()
drawTimeLeftShape()
}
func drawBgShape() {
bgShapeLayer.path = UIBezierPath(
arcCenter: CGPoint(x: view.frame.midX , y: view.frame.midY),
radius: 100,
startAngle: -90.degreesToRadians,
endAngle: 270.degreesToRadians,
clockwise: true
).cgPath
bgShapeLayer.strokeColor = UIColor.lightGray.cgColor
bgShapeLayer.fillColor = UIColor.clear.cgColor
bgShapeLayer.lineWidth = 15
view.layer.addSublayer(bgShapeLayer)
}
func drawTimeLeftShape() {
timeLeftShapeLayer.path = UIBezierPath(
arcCenter: CGPoint(x: view.frame.midX , y: view.frame.midY),
radius: 100,
startAngle: -90.degreesToRadians,
endAngle: 270.degreesToRadians,
clockwise: true
).cgPath
timeLeftShapeLayer.strokeColor = UIColor.red.cgColor
timeLeftShapeLayer.fillColor = UIColor.clear.cgColor
timeLeftShapeLayer.lineWidth = 15
timeLeftShapeLayer.strokeEnd = 0.0
view.layer.addSublayer(timeLeftShapeLayer)
}
@IBAction func click(_ sender: Any) {
timeLeftShapeLayer.strokeEnd += 0.1
}
}
Thanks a lot, it's worked, but how to set max and min value of animation?
– Ali A. Jalil
Nov 10 at 13:09
You’re welcome. Not sure what you mean - are you talking about from and to values? If you could amend your question to explain the functionality you’re looking for it would help understand.
– Pete Morris
Nov 10 at 13:17
1
Thanks, I reached what I need. I want to set the stop value (max numbers of clicking) @IBAction func click(_ sender: Any) { timeLeftShapeLayer.strokeEnd += 1/34 if timeLeftShapeLayer.strokeEnd == 1 { timeLeftShapeLayer.strokeEnd = 0.0 } }
– Ali A. Jalil
Nov 10 at 13:23
add a comment |
1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
up vote
1
down vote
accepted
You don't need to use an explicit animation to achieve this.
For some properties of CALayer, Core Animation will add an implicit animation for you. The strokeEnd property is one of these.
This means that Core Animation will automatically animate any changes to a layer's strokeEnd property. You don't need to create an animation object and add it yourself.
There are a few things you'll need to amend with your implementation to get it working.
1) The background circle, to look like the image you've posted, should have a grey strokeColor within your drawBgShape function:
bgShapeLayer.strokeColor = UIColor.lightGray.cgColor
2) The strokeEnd for timeLeftShapeLayer should be set to 0.0 as its starting value within your drawTimeLeftShape function.
timeLeftShapeLayer.strokeEnd = 0.0
3) Remove the strokeIt animation property from your class, you don't need it.
4) Update your click function to slowly increment the strokeEnd property of timeLeftShapeLayer directly. This is one simple line of code:
timeLeftShapeLayer.strokeEnd += 0.1
Here's an example implementation:
class ViewController: UIViewController {
let timeLeftShapeLayer = CAShapeLayer()
let bgShapeLayer = CAShapeLayer()
override func viewDidLoad() {
super.viewDidLoad()
drawBgShape()
drawTimeLeftShape()
}
func drawBgShape() {
bgShapeLayer.path = UIBezierPath(
arcCenter: CGPoint(x: view.frame.midX , y: view.frame.midY),
radius: 100,
startAngle: -90.degreesToRadians,
endAngle: 270.degreesToRadians,
clockwise: true
).cgPath
bgShapeLayer.strokeColor = UIColor.lightGray.cgColor
bgShapeLayer.fillColor = UIColor.clear.cgColor
bgShapeLayer.lineWidth = 15
view.layer.addSublayer(bgShapeLayer)
}
func drawTimeLeftShape() {
timeLeftShapeLayer.path = UIBezierPath(
arcCenter: CGPoint(x: view.frame.midX , y: view.frame.midY),
radius: 100,
startAngle: -90.degreesToRadians,
endAngle: 270.degreesToRadians,
clockwise: true
).cgPath
timeLeftShapeLayer.strokeColor = UIColor.red.cgColor
timeLeftShapeLayer.fillColor = UIColor.clear.cgColor
timeLeftShapeLayer.lineWidth = 15
timeLeftShapeLayer.strokeEnd = 0.0
view.layer.addSublayer(timeLeftShapeLayer)
}
@IBAction func click(_ sender: Any) {
timeLeftShapeLayer.strokeEnd += 0.1
}
}
Thanks a lot, it's worked, but how to set max and min value of animation?
– Ali A. Jalil
Nov 10 at 13:09
You’re welcome. Not sure what you mean - are you talking about from and to values? If you could amend your question to explain the functionality you’re looking for it would help understand.
– Pete Morris
Nov 10 at 13:17
1
Thanks, I reached what I need. I want to set the stop value (max numbers of clicking) @IBAction func click(_ sender: Any) { timeLeftShapeLayer.strokeEnd += 1/34 if timeLeftShapeLayer.strokeEnd == 1 { timeLeftShapeLayer.strokeEnd = 0.0 } }
– Ali A. Jalil
Nov 10 at 13:23
add a comment |
up vote
1
down vote
accepted
You don't need to use an explicit animation to achieve this.
For some properties of CALayer, Core Animation will add an implicit animation for you. The strokeEnd property is one of these.
This means that Core Animation will automatically animate any changes to a layer's strokeEnd property. You don't need to create an animation object and add it yourself.
There are a few things you'll need to amend with your implementation to get it working.
1) The background circle, to look like the image you've posted, should have a grey strokeColor within your drawBgShape function:
bgShapeLayer.strokeColor = UIColor.lightGray.cgColor
2) The strokeEnd for timeLeftShapeLayer should be set to 0.0 as its starting value within your drawTimeLeftShape function.
timeLeftShapeLayer.strokeEnd = 0.0
3) Remove the strokeIt animation property from your class, you don't need it.
4) Update your click function to slowly increment the strokeEnd property of timeLeftShapeLayer directly. This is one simple line of code:
timeLeftShapeLayer.strokeEnd += 0.1
Here's an example implementation:
class ViewController: UIViewController {
let timeLeftShapeLayer = CAShapeLayer()
let bgShapeLayer = CAShapeLayer()
override func viewDidLoad() {
super.viewDidLoad()
drawBgShape()
drawTimeLeftShape()
}
func drawBgShape() {
bgShapeLayer.path = UIBezierPath(
arcCenter: CGPoint(x: view.frame.midX , y: view.frame.midY),
radius: 100,
startAngle: -90.degreesToRadians,
endAngle: 270.degreesToRadians,
clockwise: true
).cgPath
bgShapeLayer.strokeColor = UIColor.lightGray.cgColor
bgShapeLayer.fillColor = UIColor.clear.cgColor
bgShapeLayer.lineWidth = 15
view.layer.addSublayer(bgShapeLayer)
}
func drawTimeLeftShape() {
timeLeftShapeLayer.path = UIBezierPath(
arcCenter: CGPoint(x: view.frame.midX , y: view.frame.midY),
radius: 100,
startAngle: -90.degreesToRadians,
endAngle: 270.degreesToRadians,
clockwise: true
).cgPath
timeLeftShapeLayer.strokeColor = UIColor.red.cgColor
timeLeftShapeLayer.fillColor = UIColor.clear.cgColor
timeLeftShapeLayer.lineWidth = 15
timeLeftShapeLayer.strokeEnd = 0.0
view.layer.addSublayer(timeLeftShapeLayer)
}
@IBAction func click(_ sender: Any) {
timeLeftShapeLayer.strokeEnd += 0.1
}
}
Thanks a lot, it's worked, but how to set max and min value of animation?
– Ali A. Jalil
Nov 10 at 13:09
You’re welcome. Not sure what you mean - are you talking about from and to values? If you could amend your question to explain the functionality you’re looking for it would help understand.
– Pete Morris
Nov 10 at 13:17
1
Thanks, I reached what I need. I want to set the stop value (max numbers of clicking) @IBAction func click(_ sender: Any) { timeLeftShapeLayer.strokeEnd += 1/34 if timeLeftShapeLayer.strokeEnd == 1 { timeLeftShapeLayer.strokeEnd = 0.0 } }
– Ali A. Jalil
Nov 10 at 13:23
add a comment |
up vote
1
down vote
accepted
up vote
1
down vote
accepted
You don't need to use an explicit animation to achieve this.
For some properties of CALayer, Core Animation will add an implicit animation for you. The strokeEnd property is one of these.
This means that Core Animation will automatically animate any changes to a layer's strokeEnd property. You don't need to create an animation object and add it yourself.
There are a few things you'll need to amend with your implementation to get it working.
1) The background circle, to look like the image you've posted, should have a grey strokeColor within your drawBgShape function:
bgShapeLayer.strokeColor = UIColor.lightGray.cgColor
2) The strokeEnd for timeLeftShapeLayer should be set to 0.0 as its starting value within your drawTimeLeftShape function.
timeLeftShapeLayer.strokeEnd = 0.0
3) Remove the strokeIt animation property from your class, you don't need it.
4) Update your click function to slowly increment the strokeEnd property of timeLeftShapeLayer directly. This is one simple line of code:
timeLeftShapeLayer.strokeEnd += 0.1
Here's an example implementation:
class ViewController: UIViewController {
let timeLeftShapeLayer = CAShapeLayer()
let bgShapeLayer = CAShapeLayer()
override func viewDidLoad() {
super.viewDidLoad()
drawBgShape()
drawTimeLeftShape()
}
func drawBgShape() {
bgShapeLayer.path = UIBezierPath(
arcCenter: CGPoint(x: view.frame.midX , y: view.frame.midY),
radius: 100,
startAngle: -90.degreesToRadians,
endAngle: 270.degreesToRadians,
clockwise: true
).cgPath
bgShapeLayer.strokeColor = UIColor.lightGray.cgColor
bgShapeLayer.fillColor = UIColor.clear.cgColor
bgShapeLayer.lineWidth = 15
view.layer.addSublayer(bgShapeLayer)
}
func drawTimeLeftShape() {
timeLeftShapeLayer.path = UIBezierPath(
arcCenter: CGPoint(x: view.frame.midX , y: view.frame.midY),
radius: 100,
startAngle: -90.degreesToRadians,
endAngle: 270.degreesToRadians,
clockwise: true
).cgPath
timeLeftShapeLayer.strokeColor = UIColor.red.cgColor
timeLeftShapeLayer.fillColor = UIColor.clear.cgColor
timeLeftShapeLayer.lineWidth = 15
timeLeftShapeLayer.strokeEnd = 0.0
view.layer.addSublayer(timeLeftShapeLayer)
}
@IBAction func click(_ sender: Any) {
timeLeftShapeLayer.strokeEnd += 0.1
}
}
You don't need to use an explicit animation to achieve this.
For some properties of CALayer, Core Animation will add an implicit animation for you. The strokeEnd property is one of these.
This means that Core Animation will automatically animate any changes to a layer's strokeEnd property. You don't need to create an animation object and add it yourself.
There are a few things you'll need to amend with your implementation to get it working.
1) The background circle, to look like the image you've posted, should have a grey strokeColor within your drawBgShape function:
bgShapeLayer.strokeColor = UIColor.lightGray.cgColor
2) The strokeEnd for timeLeftShapeLayer should be set to 0.0 as its starting value within your drawTimeLeftShape function.
timeLeftShapeLayer.strokeEnd = 0.0
3) Remove the strokeIt animation property from your class, you don't need it.
4) Update your click function to slowly increment the strokeEnd property of timeLeftShapeLayer directly. This is one simple line of code:
timeLeftShapeLayer.strokeEnd += 0.1
Here's an example implementation:
class ViewController: UIViewController {
let timeLeftShapeLayer = CAShapeLayer()
let bgShapeLayer = CAShapeLayer()
override func viewDidLoad() {
super.viewDidLoad()
drawBgShape()
drawTimeLeftShape()
}
func drawBgShape() {
bgShapeLayer.path = UIBezierPath(
arcCenter: CGPoint(x: view.frame.midX , y: view.frame.midY),
radius: 100,
startAngle: -90.degreesToRadians,
endAngle: 270.degreesToRadians,
clockwise: true
).cgPath
bgShapeLayer.strokeColor = UIColor.lightGray.cgColor
bgShapeLayer.fillColor = UIColor.clear.cgColor
bgShapeLayer.lineWidth = 15
view.layer.addSublayer(bgShapeLayer)
}
func drawTimeLeftShape() {
timeLeftShapeLayer.path = UIBezierPath(
arcCenter: CGPoint(x: view.frame.midX , y: view.frame.midY),
radius: 100,
startAngle: -90.degreesToRadians,
endAngle: 270.degreesToRadians,
clockwise: true
).cgPath
timeLeftShapeLayer.strokeColor = UIColor.red.cgColor
timeLeftShapeLayer.fillColor = UIColor.clear.cgColor
timeLeftShapeLayer.lineWidth = 15
timeLeftShapeLayer.strokeEnd = 0.0
view.layer.addSublayer(timeLeftShapeLayer)
}
@IBAction func click(_ sender: Any) {
timeLeftShapeLayer.strokeEnd += 0.1
}
}
answered Nov 9 at 12:29
Pete Morris
748111
748111
Thanks a lot, it's worked, but how to set max and min value of animation?
– Ali A. Jalil
Nov 10 at 13:09
You’re welcome. Not sure what you mean - are you talking about from and to values? If you could amend your question to explain the functionality you’re looking for it would help understand.
– Pete Morris
Nov 10 at 13:17
1
Thanks, I reached what I need. I want to set the stop value (max numbers of clicking) @IBAction func click(_ sender: Any) { timeLeftShapeLayer.strokeEnd += 1/34 if timeLeftShapeLayer.strokeEnd == 1 { timeLeftShapeLayer.strokeEnd = 0.0 } }
– Ali A. Jalil
Nov 10 at 13:23
add a comment |
Thanks a lot, it's worked, but how to set max and min value of animation?
– Ali A. Jalil
Nov 10 at 13:09
You’re welcome. Not sure what you mean - are you talking about from and to values? If you could amend your question to explain the functionality you’re looking for it would help understand.
– Pete Morris
Nov 10 at 13:17
1
Thanks, I reached what I need. I want to set the stop value (max numbers of clicking) @IBAction func click(_ sender: Any) { timeLeftShapeLayer.strokeEnd += 1/34 if timeLeftShapeLayer.strokeEnd == 1 { timeLeftShapeLayer.strokeEnd = 0.0 } }
– Ali A. Jalil
Nov 10 at 13:23
Thanks a lot, it's worked, but how to set max and min value of animation?
– Ali A. Jalil
Nov 10 at 13:09
Thanks a lot, it's worked, but how to set max and min value of animation?
– Ali A. Jalil
Nov 10 at 13:09
You’re welcome. Not sure what you mean - are you talking about from and to values? If you could amend your question to explain the functionality you’re looking for it would help understand.
– Pete Morris
Nov 10 at 13:17
You’re welcome. Not sure what you mean - are you talking about from and to values? If you could amend your question to explain the functionality you’re looking for it would help understand.
– Pete Morris
Nov 10 at 13:17
1
1
Thanks, I reached what I need. I want to set the stop value (max numbers of clicking) @IBAction func click(_ sender: Any) { timeLeftShapeLayer.strokeEnd += 1/34 if timeLeftShapeLayer.strokeEnd == 1 { timeLeftShapeLayer.strokeEnd = 0.0 } }
– Ali A. Jalil
Nov 10 at 13:23
Thanks, I reached what I need. I want to set the stop value (max numbers of clicking) @IBAction func click(_ sender: Any) { timeLeftShapeLayer.strokeEnd += 1/34 if timeLeftShapeLayer.strokeEnd == 1 { timeLeftShapeLayer.strokeEnd = 0.0 } }
– Ali A. Jalil
Nov 10 at 13:23
add a comment |
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