Paul Popiel gave an excellent answer to this above and I am forever indebted to him for it. There is one small problem I found with his code and that's that it doesn't work well if that routine is called multiple times - the layer animations appear to sometimes get lost or deactivated.
Why call it more than once? I'm implementing it via a UICollectionView, and as the cells are dequeued or moved, I need to reestablish the wiggle. With Paul's original code, my cells would often stop wiggling if they scrolled off screen despite my trying to reestablish the wiggle within the dequeue and the willDisplay callback. However, by giving the two animations named keys, it always works reliably even if called twice on a cell.
This is almost all Paul's code with the above small fix, plus I've created it as an extension to UIView and added a Swift 4 compatible stopWiggle.
private func degreesToRadians(_ x: CGFloat) -> CGFloat {
return .pi * x / 180.0
}
extension UIView {
func startWiggle() {
let duration: Double = 0.25
let displacement: CGFloat = 1.0
let degreesRotation: CGFloat = 2.0
let negativeDisplacement = -1.0 * displacement
let position = CAKeyframeAnimation.init(keyPath: "position")
position.beginTime = 0.8
position.duration = duration
position.values = [
NSValue(cgPoint: CGPoint(x: negativeDisplacement, y: negativeDisplacement)),
NSValue(cgPoint: CGPoint(x: 0, y: 0)),
NSValue(cgPoint: CGPoint(x: negativeDisplacement, y: 0)),
NSValue(cgPoint: CGPoint(x: 0, y: negativeDisplacement)),
NSValue(cgPoint: CGPoint(x: negativeDisplacement, y: negativeDisplacement))
]
position.calculationMode = "linear"
position.isRemovedOnCompletion = false
position.repeatCount = Float.greatestFiniteMagnitude
position.beginTime = CFTimeInterval(Float(arc4random()).truncatingRemainder(dividingBy: Float(25)) / Float(100))
position.isAdditive = true
let transform = CAKeyframeAnimation.init(keyPath: "transform")
transform.beginTime = 2.6
transform.duration = duration
transform.valueFunction = CAValueFunction(name: kCAValueFunctionRotateZ)
transform.values = [
degreesToRadians(-1.0 * degreesRotation),
degreesToRadians(degreesRotation),
degreesToRadians(-1.0 * degreesRotation)
]
transform.calculationMode = "linear"
transform.isRemovedOnCompletion = false
transform.repeatCount = Float.greatestFiniteMagnitude
transform.isAdditive = true
transform.beginTime = CFTimeInterval(Float(arc4random()).truncatingRemainder(dividingBy: Float(25)) / Float(100))
self.layer.add(position, forKey: "bounce")
self.layer.add(transform, forKey: "wiggle")
}
func stopWiggle() {
self.layer.removeAllAnimations()
self.transform = .identity
}
}
In case it saves anyone else time implementing this in a UICollectionView, you'll need a few other places to make sure the wiggle stays during moves and scrolls. First, a routine that begins wiggling all the cells that's called at the outset:
func wiggleAllVisibleCells() {
if let visible = collectionView?.indexPathsForVisibleItems {
for ip in visible {
if let cell = collectionView!.cellForItem(at: ip) {
cell.startWiggle()
}
}
}
}
And as new cells are displayed (from a move or scroll), I reestablish the wiggle:
override func collectionView(_ collectionView: UICollectionView, willDisplay cell: UICollectionViewCell, forItemAt indexPath: IndexPath) {
// Make sure cells are all still wiggling
if isReordering {
cell.startWiggle()
}
}