Update Blur and Tranition

This commit is contained in:
Ivan Vorobei
2019-06-07 19:49:25 +03:00
parent e5234f5c9d
commit 6a685468fa
26 changed files with 1473 additions and 0 deletions

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//
// AppDelegate.swift
// SwiftUI-BasicAnimation
//
// Created by Meng To on 2019-06-06.
// Copyright © 2019 Meng To. All rights reserved.
//
import UIKit
@UIApplicationMain
class AppDelegate: UIResponder, UIApplicationDelegate {
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool {
// Override point for customization after application launch.
return true
}
func applicationWillTerminate(_ application: UIApplication) {
// Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
}
// MARK: UISceneSession Lifecycle
func application(_ application: UIApplication, configurationForConnecting connectingSceneSession: UISceneSession, options: UIScene.ConnectionOptions) -> UISceneConfiguration {
// Called when a new scene session is being created.
// Use this method to select a configuration to create the new scene with.
return UISceneConfiguration(name: "Default Configuration", sessionRole: connectingSceneSession.role)
}
func application(_ application: UIApplication, didDiscardSceneSessions sceneSessions: Set<UISceneSession>) {
// Called when the user discards a scene session.
// If any sessions were discarded while the application was not running, this will be called shortly after application:didFinishLaunchingWithOptions.
// Use this method to release any resources that were specific to the discarded scenes, as they will not return.
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//
// ContentView.swift
// SwiftUI-BasicAnimation
//
// Created by Meng To on 2019-06-06.
// Copyright © 2019 Meng To. All rights reserved.
//
import SwiftUI
struct ContentView: View {
@State var show = false
var body: some View {
VStack {
Text("Learning SwiftUI")
.font(.largeTitle)
.fontWeight(.semibold)
.color(.black)
.padding(4)
.animation(.basic(duration: 0.3, curve: .easeOut))
Image("ui")
.frame(width: show ? 414 : 300, height: show ? 600 : 300)
.clipped()
.cornerRadius(show ? 0 : 30)
.shadow(radius: 30)
.blur(radius: show ? 0 : 30)
.animation(.spring())
.aspectRatio(contentMode: .fill)
Text("A course focused on UI")
.font(.subheadline)
.fontWeight(.regular)
.color(.gray)
.padding(4)
.animation(.basic(duration: 0.4, curve: .easeIn))
Button(action: {
withAnimation {
self.show.toggle()
}
}) {
Text("Animate")
}
}
}
}
#if DEBUG
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static var previews: some View {
ContentView()
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<key>UISupportedInterfaceOrientations</key>
<array>
<string>UIInterfaceOrientationPortrait</string>
<string>UIInterfaceOrientationLandscapeLeft</string>
<string>UIInterfaceOrientationLandscapeRight</string>
</array>
<key>UISupportedInterfaceOrientations~ipad</key>
<array>
<string>UIInterfaceOrientationPortrait</string>
<string>UIInterfaceOrientationPortraitUpsideDown</string>
<string>UIInterfaceOrientationLandscapeLeft</string>
<string>UIInterfaceOrientationLandscapeRight</string>
</array>
</dict>
</plist>

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{
"info" : {
"version" : 1,
"author" : "xcode"
}
}

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//
// SceneDelegate.swift
// SwiftUI-BasicAnimation
//
// Created by Meng To on 2019-06-06.
// Copyright © 2019 Meng To. All rights reserved.
//
import UIKit
import SwiftUI
class SceneDelegate: UIResponder, UIWindowSceneDelegate {
var window: UIWindow?
func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {
// Use this method to optionally configure and attach the UIWindow `window` to the provided UIWindowScene `scene`.
// If using a storyboard, the `window` property will automatically be initialized and attached to the scene.
// This delegate does not imply the connecting scene or session are new (see `application:configurationForConnectingSceneSession` instead).
// Use a UIHostingController as window root view controller
let window = UIWindow(frame: UIScreen.main.bounds)
window.rootViewController = UIHostingController(rootView: ContentView())
self.window = window
window.makeKeyAndVisible()
}
func sceneDidDisconnect(_ scene: UIScene) {
// Called as the scene is being released by the system.
// This occurs shortly after the scene enters the background, or when its session is discarded.
// Release any resources associated with this scene that can be re-created the next time the scene connects.
// The scene may re-connect later, as its session was not neccessarily discarded (see `application:didDiscardSceneSessions` instead).
}
func sceneDidBecomeActive(_ scene: UIScene) {
// Called when the scene has moved from an inactive state to an active state.
// Use this method to restart any tasks that were paused (or not yet started) when the scene was inactive.
}
func sceneWillResignActive(_ scene: UIScene) {
// Called when the scene will move from an active state to an inactive state.
// This may occur due to temporary interruptions (ex. an incoming phone call).
}
func sceneWillEnterForeground(_ scene: UIScene) {
// Called as the scene transitions from the background to the foreground.
// Use this method to undo the changes made on entering the background.
}
func sceneDidEnterBackground(_ scene: UIScene) {
// Called as the scene transitions from the foreground to the background.
// Use this method to save data, release shared resources, and store enough scene-specific state information
// to restore the scene back to its current state.
}
}