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@darrarski
Last active November 11, 2024 09:25
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UIVisualEffectView subclass that allows to customise effect intensity
// MIT License
//
// Copyright (c) 2017 Dariusz Rybicki Darrarski
//
// 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 above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// 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.
import UIKit
final class CustomIntensityVisualEffectView: UIVisualEffectView {
/// Create visual effect view with given effect and its intensity
///
/// - Parameters:
/// - effect: visual effect, eg UIBlurEffect(style: .dark)
/// - intensity: custom intensity from 0.0 (no effect) to 1.0 (full effect) using linear scale
init(effect: UIVisualEffect, intensity: CGFloat) {
theEffect = effect
customIntensity = intensity
super.init(effect: nil)
}
required init?(coder aDecoder: NSCoder) { nil }
deinit {
animator?.stopAnimation(true)
}
override func draw(_ rect: CGRect) {
super.draw(rect)
effect = nil
animator?.stopAnimation(true)
animator = UIViewPropertyAnimator(duration: 1, curve: .linear) { [unowned self] in
self.effect = theEffect
}
animator?.fractionComplete = customIntensity
}
private let theEffect: UIVisualEffect
private let customIntensity: CGFloat
private var animator: UIViewPropertyAnimator?
}
@muratyasarr
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Thanks dude.

@Hejianghao
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it doesn't work when use it in a cell of collection view! when you scroll the collection view, it performs like the intensity is useless.

@darrarski
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it doesn't work when use it in a cell of collection view! when you scroll the collection view, it performs like the intensity is useless.

Hey @Hejianghao could you be more specific about the issue? If you share an example of code that does not work like expected, maybe I would be able to help you.

@Hejianghao
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Hejianghao commented Apr 16, 2020

it doesn't work when use it in a cell of collection view! when you scroll the collection view, it performs like the intensity is useless.

Hey @Hejianghao could you be more specific about the issue? If you share an example of code that does not work like expected, maybe I would be able to help you.

import UIKit

class ViewController: UIViewController,UICollectionViewDelegate,UICollectionViewDataSource {

  private let reuseIdentify = "cell"
  override func viewDidLoad() {
    super.viewDidLoad()
    // Do any additional setup after loading the view.
    let itemW = (self.view.frame.size.width - 15) / 2;
    let layout = UICollectionViewFlowLayout.init();
    layout.itemSize = CGSize.init(width: itemW, height: itemW);
    layout.minimumInteritemSpacing = 5;
    layout.sectionInset = UIEdgeInsets.init(top: 0, left: 5, bottom: 0, right: 5)
    layout.minimumLineSpacing = 5;
    let collectionView = UICollectionView.init(frame: self.view.bounds, collectionViewLayout: layout);
    collectionView.delegate = self
    collectionView.dataSource = self
    collectionView.backgroundColor = UIColor.white
    collectionView.register(MyCollectionViewCell.self, forCellWithReuseIdentifier: reuseIdentify)
    
    self.view.addSubview(collectionView);
    
  }
  
  func collectionView(_ collectionView: UICollectionView, numberOfItemsInSection section: Int) -> Int {
    return 100;
  }
  
  func numberOfSections(in collectionView: UICollectionView) -> Int {
    return 1;
  }
  
  func collectionView(_ collectionView: UICollectionView, cellForItemAt indexPath: IndexPath) -> UICollectionViewCell {
    let cell = collectionView.dequeueReusableCell(withReuseIdentifier: reuseIdentify, for: indexPath) as! MyCollectionViewCell;
    
    return cell;
  }


}

class MyCollectionViewCell: UICollectionViewCell {
  
  var imageView: UIImageView!
  var effectView: UIVisualEffectView!
  
  
  override init(frame: CGRect) {
    super.init(frame: frame);
    
    self.imageView = UIImageView.init(frame: self.bounds)
    self.imageView.image = UIImage.init(named: "test")
    self.addSubview(self.imageView)
    
    let effect = UIBlurEffect.init(style: UIBlurEffect.Style.light)
    let effectView = CustomIntensityVisualEffectView.init(effect: effect, intensity: 0.3)
    effectView.frame = self.bounds
    self.imageView.addSubview(effectView)
    
    
  }
  
  required init?(coder aDecoder: NSCoder) {
      fatalError("init(coder:) has not been implemented")
  }
}

image

@darrarski
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@Hejianghao It looks like when UICollectionViewCell is reused, something strange is going on with UIVisualEffect. Thie quick fix would be to reconfigure the cell every time it's reused:

class MyCollectionViewCell: UICollectionViewCell {

  var imageView: UIImageView!
  var effectView: UIVisualEffectView!

  override init(frame: CGRect) {
    super.init(frame: frame)

    self.imageView = UIImageView.init(frame: self.bounds)
    self.imageView.image = UIImage.init(named: "test")
    self.contentView.addSubview(self.imageView)

    setupBlurEffect()
  }

  required init?(coder aDecoder: NSCoder) {
    fatalError("init(coder:) has not been implemented")
  }

  override func prepareForReuse() {
    super.prepareForReuse()
    setupBlurEffect()
  }

  private func setupBlurEffect() {
    effectView.removeFromSuperview()
    let effect = UIBlurEffect(style: .light)
    let effectView = CustomIntensityVisualEffectView(effect: effect, intensity: 0.3)
    effectView.frame = imageView.bounds
    imageView.addSubview(effectView)
    self.effectView = effectView
  }
}

While it's not an ideal solution, it works perfectly in your case. I checked it with the code you provided and it behaves correctly, without any issues.

@Hejianghao
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Thanks, it works. I think the strange thing is the animator.fractionComplete became 1 automatically, when the cell reused.

@mmdock
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mmdock commented Aug 26, 2020

Doesn't seem to work on iOS 14 :(

@darrarski
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@mmdock I didn't check it on iOS 14 yet. Could you provide more details?

@orakay
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orakay commented Dec 9, 2020

On IOS 14.2 this works on initial load of the app. Whenever you switch to another app or home screen and come back, the effect disappears.

@darrarski
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@orakay thanks for reporting. I have updated the gist, and it should now work correctly on iOS 14.2. I am not sure about the performance, though, as it recreates the UIViewPropertyAnimator every time the view is drawn. However, I used this approach in SwiftUI and didn't notice any performance issues.

@orakay
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orakay commented Dec 9, 2020

@orakay thanks for reporting. I have updated the gist, and it should now work correctly on iOS 14.2. I am not sure about the performance, though, as it recreates the UIViewPropertyAnimator every time the view is drawn. However, I used this approach in SwiftUI and didn't notice any performance issues.

Thanks for such a quick solution. It works without any performance issue.

@mokai
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mokai commented Dec 28, 2020

cool

@MonteMango
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great

@tallot13
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ios 14.5 from background - effect reset

@billidani7
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In order to solve the foreground/background issues try setting animator?.pausesOnCompletion = true inside func draw(_ rect: CGRect) after animator = UIViewPropertyAnimator(.....

@dafurman
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dafurman commented Jun 28, 2022

Just as a heads up, this code has trouble with UITests.

Setting fractionComplete on an animator and not stopping the animation essentially indicates to the test runner that animations haven't settled, which results in tests hanging for long periods of time, showing the following message in the console:
Wait for <myAppIdentifier> to idle

From the docs on fractionComplete:

Changing the value of this property on an inactive animator moves it to the active state.

There's a bit more info on this here that I found helpful in solving this code's behavior with UITests:
https://diggingdeveloper.blog/2022/01/21/xcode-ui-tests-infinite-wait-for-app-to-idle/

As a workaround, you could choose to disable this code with a custom environment variable like isUITesting.

@tiskender2
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tiskender2 commented Jan 19, 2024

override func draw(_ rect: CGRect) {
    super.draw(rect)
    effect = nil
    animator?.stopAnimation(true)
    animator = UIViewPropertyAnimator(duration: 1, curve: .linear) { [unowned self] in
      self.effect = theEffect
    }
    animator?.fractionComplete = customIntensity
    DispatchQueue.main.async { [weak self] in
            self?.animator.stopAnimation(true)
            self?.animator.finishAnimation(at: .current)
        }
  }

for cells and view states, you can finish animation

@seyoung-hyun
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Thanks your code :)
Can I use your code in my commercial app?
Please let me know how I can use the code for commercial distribution.

@darrarski
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Thanks your code :) Can I use your code in my commercial app? Please let me know how I can use the code for commercial distribution.

@seyoung-hyun you are welcome!

Feel free to use the code in your commercial projects. To avoid confusion, I've added standard MIT licence. It shall be included in all copies or substantial portions of the gist. Cheers!

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