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Last active May 8, 2021 08:26
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Native Source code for CodeSlicing episode on Animated Weather Icons Part 3 - Making it Rain
//
// WeatherIconRainDemoNative.swift
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
// of the Software, and to permit persons to whom the Software is furnished to do so,
// subject to the following conditions:
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
// INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
// PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
// COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
// AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
// WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//
// Created by Adam Fordyce on 28/04/2021.
// Copyright © 2021 Adam Fordyce. All rights reserved.
//
import SwiftUI
private struct RainElement: View {
var body: some View {
RainView()
}
}
private struct RainView: View {
@State private var animating = false
var body: some View {
GeometryReader { (geo: GeometryProxy) in
RainShape(animatableData: animating ? 1 : 0)
.stroke(Color.blue, style: .init(lineWidth: geo.size.width * 0.07, lineCap: .round))
}
.onAppear {
withAnimation(Animation.linear(duration: 1).repeatForever(autoreverses: false)) {
animating = true
}
}
}
}
private struct RainShape: Shape {
var animatableData: CGFloat
func path(in rect: CGRect) -> Path {
var path = Path()
let yOffset = rect.height * 0.35
let animationOffset = yOffset * animatableData
let col1X = rect.minX + rect.width * 0.3
let col2X = rect.minX + rect.width * 0.5
let col3X = rect.minX + rect.width * 0.7
for row in 0...2 {
let rowYOffset = CGFloat(row) * yOffset + animationOffset
let drop1Start = CGPoint(x: col1X, y: rect.minY + rect.height * 0.12 + rowYOffset)
let drop1End = CGPoint(x: col1X, y: rect.minY + rect.height * 0.29 + rowYOffset)
path.move(to: drop1Start)
path.addLine(to: drop1End)
let drop2Start = CGPoint(x: col2X, y: rect.minY + rect.height * 0 + rowYOffset)
let drop2End = CGPoint(x: col2X, y: rect.minY + rect.height * 0.15 + rowYOffset)
path.move(to: drop2Start)
path.addLine(to: drop2End)
let drop3Start = CGPoint(x: col3X, y: rect.minY + rect.height * 0.05 + rowYOffset)
let drop3End = CGPoint(x: col3X, y: rect.minY + rect.height * 0.2 + rowYOffset)
path.move(to: drop3Start)
path.addLine(to: drop3End)
}
return path
}
}
struct Rain_Previews: PreviewProvider {
struct Rain_Harness: View {
var body: some View {
RainElement()
.frame(width: 400, height: 400)
}
}
static var previews: some View {
Rain_Harness()
.padding(50)
.previewLayout(.sizeThatFits)
.previewDevice("iPhone 12 Pro Max")
.previewDisplayName("iPhone 12 Pro Max")
}
}
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