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Unleash the power of SwiftUI 4 by building dynamic, cross-platform projects with iOS 16 that will amaze your users
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Create visually stunning and engaging animations for iOS with SwiftUI
Stephen DeStefano
BIRMINGHAM—MUMBAI
Copyright © 2023 Packt Publishing
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To my family, who have always been my source of love, support, and encouragement. Your unwavering belief in me has been my foundation, and I am eternally grateful for everything you have done for me. This book is dedicated to each and every one of you with heartfelt love and gratitude.
And to my best friend, Akiko, who has been my faithful companion on our life journey together. Thank you for your love, support, and endless laughter.
With love and admiration,
Stephen DeStefano
SwiftUI has come a long way since it was first introduced in 2019. At first, the framework was nothing more than a novelty, but it has grown significantly over the past few years. The tools have been improved and all the bugs have been fixed, but perhaps the most important aspect of this evolution is that the framework is now forging its own path, introducing tools that didn’t exist before, such as widgets and charts, and integrating old technologies in a way that makes it easy for developers to build professional applications. Performing complex tasks such as file and database management, or adding personal touches that set your application apart, is now easier than ever.
However, nothing represents these innovations better than animation, giving the user interface a professional look that cannot be achieved with static elements. Creating an animation with previous frameworks required dozens of lines of code and setting multiple parameters. SwiftUI has always included built-in support for animation, but the feature has now been enhanced and extended to allow developers to create stunning user interfaces with ease.
In this book, Stephen DeStefano shows you how to create SwiftUI animations and how to implement them to achieve the look and feel you have always wanted for your application. With clear and easy-to-follow examples, Stephen explains all the aspects of the technology, from animating simple views to creating complex animations for custom graphics, allowing you to focus on your project and get results fast.
J.D. Gauchat
Author of SwiftUI for Masterminds
Stephen DeStefano is a seasoned SwiftUI programmer with over a decade of experience in teaching beginners the fundamentals of Apple’s Swift language. His passion for programming, specifically SwiftUI and animations, is evident in his work, including several in-depth and comprehensive courses featured on Udemy and other platforms.
Throughout his career, he’s had the privilege of working with some of the leading Swift and SwiftUI programmers in the field, including Paul Hudson and J.D. Gauchat, but his own unique approach of blending best practices and industry standards with hands-on tutorials and exercises has attracted over 30,000 students, solidifying him as a sought-after SwiftUI educator.
Nimesh Neema is a passionate programmer who loves well-designed software. He is proficient with Apple developer technologies and has written apps for iPhone, iPad, Mac, Apple Watch, and Apple TV. He has an excellent understanding of shell scripting, version control, and software engineering principles.
In his career spanning over 15 years, he has worked with teams of diverse sizes and backgrounds and has experience writing utility, payment, gaming, hospitality, and low-level system apps.
He runs a software engineering consultancy, Perspicacious Solutions Private Limited, with clients from around the world. He takes up corporate training and speaking gigs and is one of the highly rated Apple development experts on Codementor.io.
Scotti Dscyre is a highly accomplished and dedicated iOS developer with strong experience in developing and maintaining large-scale applications at the production level. He possesses in-depth knowledge of the iOS ecosystem and his expertise embraces a wide range of technologies and tools, including Swift, Objective-C, UIKit, SwiftUI, Swift Concurrency, Combine, RxSwift, CoreData, CoreAnimation, XCTest, MVVM, clean architecture, composable architecture, the Swift Package Manager, CocoaPods, fastlane, Git, and Bitrise.
He is also devoted to open source contributions and has distributed a number of open source packages, including ShuffleIt and SwiftTheming on GitHub.
Welcome to Animating SwiftUI Applications, a book designed to help you create engaging and interactive user experiences using SwiftUI animations.
SwiftUI is a modern, declarative, and intuitive framework for building user interfaces on Apple platforms, and it comes with a powerful and easy-to-use animation system that lets you add motion and life to your apps effortlessly.
With SwiftUI animations, you can add dynamic transitions, smooth movements, and delightful effects to your app’s UI elements, making them more engaging and intuitive for users. You can animate anything from simple buttons and text fields to complex layouts and custom shapes, all with just a few lines of code.
In this book, you will learn how to use SwiftUI animations to create various types of effects, including transitions, gestures, and even SpriteKit animations. You’ll explore different animation techniques, such as implicit, explicit, and combined animations, and learn how to apply them to create stunning and responsive user interfaces. By the end of the book, you’ll be able to create beautiful and engaging animations and apps that really stand out from the crowd.
This book is aimed at those who have a basic working knowledge of Swift but are a beginner when it comes to SwiftUI. The book starts with some basics of the SwiftUI framework, and then proceeds with simple animation examples, before moving on to more advanced topics.
In Chapter 1, Exploring the Fundamentals of SwiftUI, you will receive a comprehensive overview of the two distinct programming styles: imperative and declarative. Then, we will delve into the Xcode interface, the free application provided by Apple, where all our development work will take place. Finally, we will examine the fundamental SwiftUI structures required for creating applications, laying the groundwork for advancing with animations.
In Chapter 2, Understanding Animation in SwiftUI, we will examine the mechanics of animations, covering essential topics such as timing curves and animatable properties. This will establish a solid foundation for the projects we will construct.
In Chapter 3, Creating a Breathing App, we will harness the power of SwiftUI’s user-friendly modifiers and design tools to effortlessly rotate, scale, and move views. Moreover, we will utilize the animation modifier to smoothly interpolate between start and end values, producing a seamless animation.
In Chapter 4, Building a Record Player, we will incorporate images from the Asset Catalog into our code. Then, we will create standalone files for creating various views that can be seamlessly integrated into the main view for display. Furthermore, we will add a button to trigger the animation and incorporate sound into the project.
In Chapter 5, Animating Colorful Kaleidoscope Effects, we will explore the animation of colors using the hueRotation modifier, where hue pertains to the colors of the object and rotation signifies the rotation or animation of these colors. We will construct a straightforward project that showcases various images, and then utilize hueRotation to alter the color of the images, producing a kaleidoscope-like effect.
In Chapter 6, Animating a Girl on a Swing, we will investigate the process of cutting up images into separate parts, and then using code to animate these separate parts together in creative and unique ways. Additionally, we will utilize a new modifier, mask, to help disguise and hide specific areas of our animation that we don’t want to see.
In Chapter 7, Building a Series of Belts and Gears, we will generate a “marching ants” effect by employing the stroke modifier, and then examine how to neatly organize code using Pragma Marks and Groups. We will also animate objects along all three axes, x, y, and z, by utilizing the rotation3Deffect modifier.
In Chapter 8, Animating a Flower, we will construct the illusion of a bouquet of flowers breathing through the use of modifiers such as blur, scale, and rotationEffect. Additionally, we will examine the UIViewRepresentable protocol and the CAEmitter class to incorporate falling snow into the scene.
In Chapter 9, Animating Strokes around Shapes, we will delve into the process of converting bitmap images into vector files, and then transform these vector files into code that we can utilize in a SwiftUI project. Furthermore, we will animate a stroke around various shapes through the use of the stroke modifier and timers.
In Chapter 10, Creating an Ocean Scene, we will utilize the Shape protocol to craft an oceanic scene featuring undulating waves, a buoy that bobs in the water, a flashing light, and accompanying sounds.
In Chapter 11, Animating an Elevator, we will employ GeometryReader and the proxy constant to insert images into the project and position them appropriately. This will enable the images to be dynamically resized based on the device in use. Furthermore, we will create a DataModel to store the app’s data and functions and make use of timers to activate doors and light animations at various points in the scene.
In Chapter 12, Creating a Word Game – Part 1, we will commence with the construction of a word-based game that allows players to input words to play using three different languages, with validations in place to verify their choices.
In Chapter 13, Creating a Word Game – Part 2, we will add the finishing touches to our word game by organizing its properties and functions within DataModel and creating distinct header and footer views to display information to the user. Additionally, we will incorporate user feedback in three different forms: pop-up alerts, haptic feedback, and audio.
In Chapter 14, Creating a Color Game, we will develop an RGB color-matching game that keeps track of the score and displays a celebratory confetti animation upon the player achieving a perfect score. We will also examine the integration of Swift packages into the project.
In Chapter 15, Integrating SpriteKit into your SwiftUI Projects, we will create six separate projects that showcase SpriteKit and a variety of particle systems. We will learn how to blend realistic and fluid animations seamlessly with your SwiftUI code.
To get the most out of this book, a working knowledge of the Swift programming language is required. Knowledge of the fundamentals of SwiftUI is helpful, but not required.
You will also need a Mac computer and have downloaded the free software, Xcode (Xcode runs well on most versions of macOS, so it should work with the version you have).
We will build our projects for iOS devices.
If you are using the digital version of this book, we advise you to type the code yourself or access the code from the book’s GitHub repository (a link is available in the next section). Doing so will help you avoid any potential errors related to the copying and pasting of code.
If you prefer to learn through video tutorials, I recommend my Swift and SwiftUI courses over at udemy.com. Other highly recommended resources that can help to build your coding skills fast are Paul Hudson’s works at hackingwithswift.com, and J.D. Gauchat’s SwiftUI for Masterminds book.
You can download the example code files for this book from GitHub at https://github.com/PacktPublishing/Animating-SwiftUI-Applications. If there’s an update to the code, it will be updated in the GitHub repository.
We also have other code bundles from our rich catalog of books and videos available at https://github.com/PacktPublishing/. Check them out!
We also provide a PDF file that has color images of the screenshots and diagrams used in this book. You can download it here: https://packt.link/O1ZYe.
There are a number of text conventions used throughout this book.
Code in text: Indicates code words in text, database table names, folder names, filenames, file extensions, pathnames, dummy URLs, user input, and Twitter handles. Here is an example: “He is very thorough as well, and you can find his work at jdgauchat.com.”
A block of code is set as follows:
struct ContentView: View { var body: some View { HStack { Text(“Hello”) Spacer()When we wish to draw your attention to a particular part of a code block, the relevant lines or items are set in bold:
struct ContentView: View { var body: some View { VStack(alignment: .leading) { Text(“Hi, I’m child one in this vertical stack”) Text(“Hi, I’m child two in this vertical stack”)Bold: Indicates a new term, an important word, or words that you see onscreen. For instance, words in menus or dialog boxes appear in bold. Here is an example: “We will be using the first option, which is Create a new Xcode project, for all of our projects, so select that.”
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