595 lines
15 KiB
Markdown
595 lines
15 KiB
Markdown
# Polish and UX
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Haptics, animations, gestures, and micro-interactions for premium iOS apps.
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## Haptics
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### Impact Feedback
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```swift
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import UIKit
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struct HapticEngine {
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// Impact - use for UI element hits
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static func impact(_ style: UIImpactFeedbackGenerator.FeedbackStyle) {
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let generator = UIImpactFeedbackGenerator(style: style)
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generator.impactOccurred()
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}
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// Notification - use for outcomes
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static func notification(_ type: UINotificationFeedbackGenerator.FeedbackType) {
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let generator = UINotificationFeedbackGenerator()
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generator.notificationOccurred(type)
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}
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// Selection - use for picker/selection changes
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static func selection() {
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let generator = UISelectionFeedbackGenerator()
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generator.selectionChanged()
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}
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}
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// Convenience methods
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extension HapticEngine {
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static func light() { impact(.light) }
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static func medium() { impact(.medium) }
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static func heavy() { impact(.heavy) }
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static func rigid() { impact(.rigid) }
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static func soft() { impact(.soft) }
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static func success() { notification(.success) }
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static func warning() { notification(.warning) }
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static func error() { notification(.error) }
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}
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```
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### Usage Guidelines
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```swift
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// Button tap
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Button("Add Item") {
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HapticEngine.light()
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addItem()
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}
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// Successful action
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func save() async {
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do {
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try await saveToDisk()
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HapticEngine.success()
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} catch {
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HapticEngine.error()
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}
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}
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// Toggle
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Toggle("Enable", isOn: $isEnabled)
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.onChange(of: isEnabled) { _, _ in
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HapticEngine.selection()
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}
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// Destructive action
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Button("Delete", role: .destructive) {
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HapticEngine.warning()
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delete()
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}
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// Picker change
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Picker("Size", selection: $size) {
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ForEach(sizes, id: \.self) { size in
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Text(size).tag(size)
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}
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}
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.onChange(of: size) { _, _ in
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HapticEngine.selection()
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}
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```
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## Animations
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### Spring Animations
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```swift
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// Standard spring (most natural)
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withAnimation(.spring(duration: 0.3)) {
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isExpanded.toggle()
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}
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// Bouncy spring
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withAnimation(.spring(duration: 0.5, bounce: 0.3)) {
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showCard = true
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}
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// Snappy spring
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withAnimation(.spring(duration: 0.2, bounce: 0.0)) {
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offset = .zero
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}
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// Custom response and damping
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withAnimation(.spring(response: 0.4, dampingFraction: 0.8)) {
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scale = 1.0
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}
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```
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### Transitions
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```swift
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struct ContentView: View {
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@State private var showDetail = false
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var body: some View {
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VStack {
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if showDetail {
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DetailView()
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.transition(.asymmetric(
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insertion: .move(edge: .trailing).combined(with: .opacity),
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removal: .move(edge: .leading).combined(with: .opacity)
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))
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}
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}
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.animation(.spring(duration: 0.3), value: showDetail)
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}
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}
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// Custom transition
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extension AnyTransition {
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static var slideAndFade: AnyTransition {
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.asymmetric(
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insertion: .move(edge: .bottom).combined(with: .opacity),
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removal: .opacity
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)
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}
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}
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```
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### Phase Animations
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```swift
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struct PulsingView: View {
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@State private var isAnimating = false
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var body: some View {
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Circle()
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.fill(.blue)
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.scaleEffect(isAnimating ? 1.1 : 1.0)
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.opacity(isAnimating ? 0.8 : 1.0)
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.animation(.easeInOut(duration: 1).repeatForever(autoreverses: true), value: isAnimating)
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.onAppear {
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isAnimating = true
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}
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}
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}
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```
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### Keyframe Animations
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```swift
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struct ShakeView: View {
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@State private var trigger = false
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var body: some View {
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Text("Shake me")
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.keyframeAnimator(initialValue: 0.0, trigger: trigger) { content, value in
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content.offset(x: value)
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} keyframes: { _ in
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KeyframeTrack {
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SpringKeyframe(15, duration: 0.1)
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SpringKeyframe(-15, duration: 0.1)
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SpringKeyframe(10, duration: 0.1)
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SpringKeyframe(-10, duration: 0.1)
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SpringKeyframe(0, duration: 0.1)
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}
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}
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.onTapGesture {
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trigger.toggle()
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}
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}
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}
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```
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## Gestures
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### Drag Gesture
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```swift
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struct DraggableCard: View {
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@State private var offset = CGSize.zero
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@State private var isDragging = false
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var body: some View {
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RoundedRectangle(cornerRadius: 16)
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.fill(.blue)
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.frame(width: 200, height: 300)
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.offset(offset)
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.scaleEffect(isDragging ? 1.05 : 1.0)
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.gesture(
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DragGesture()
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.onChanged { value in
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withAnimation(.interactiveSpring()) {
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offset = value.translation
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isDragging = true
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}
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}
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.onEnded { value in
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withAnimation(.spring(duration: 0.3)) {
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// Snap back or dismiss based on threshold
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if abs(value.translation.width) > 150 {
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// Dismiss
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offset = CGSize(width: value.translation.width > 0 ? 500 : -500, height: 0)
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} else {
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offset = .zero
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}
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isDragging = false
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}
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}
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)
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}
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}
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```
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### Long Press with Preview
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```swift
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struct ItemRow: View {
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let item: Item
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@State private var isPressed = false
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var body: some View {
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Text(item.name)
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.scaleEffect(isPressed ? 0.95 : 1.0)
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.gesture(
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LongPressGesture(minimumDuration: 0.5)
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.onChanged { _ in
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withAnimation(.easeInOut(duration: 0.1)) {
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isPressed = true
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}
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HapticEngine.medium()
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}
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.onEnded { _ in
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withAnimation(.spring(duration: 0.2)) {
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isPressed = false
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}
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showContextMenu()
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}
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)
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}
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}
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```
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### Gesture Priority
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```swift
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struct ZoomableImage: View {
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@State private var scale: CGFloat = 1.0
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@State private var offset = CGSize.zero
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var body: some View {
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Image("photo")
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.resizable()
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.scaledToFit()
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.scaleEffect(scale)
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.offset(offset)
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.gesture(
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// Magnification takes priority
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MagnificationGesture()
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.onChanged { value in
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scale = value
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}
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.onEnded { _ in
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withAnimation {
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scale = max(1, scale)
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}
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}
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.simultaneously(with:
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DragGesture()
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.onChanged { value in
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offset = value.translation
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}
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.onEnded { _ in
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withAnimation {
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offset = .zero
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}
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}
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)
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)
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}
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}
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```
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## Loading States
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### Skeleton Loading
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```swift
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struct SkeletonView: View {
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@State private var isAnimating = false
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var body: some View {
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RoundedRectangle(cornerRadius: 8)
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.fill(
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LinearGradient(
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colors: [.gray.opacity(0.3), .gray.opacity(0.1), .gray.opacity(0.3)],
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startPoint: .leading,
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endPoint: .trailing
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)
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)
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.frame(height: 20)
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.mask(
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Rectangle()
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.offset(x: isAnimating ? 300 : -300)
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)
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.animation(.linear(duration: 1.5).repeatForever(autoreverses: false), value: isAnimating)
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.onAppear {
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isAnimating = true
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}
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}
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}
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struct LoadingListView: View {
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var body: some View {
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VStack(alignment: .leading, spacing: 16) {
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ForEach(0..<5) { _ in
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HStack {
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SkeletonView()
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.frame(width: 50, height: 50)
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VStack(alignment: .leading, spacing: 8) {
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SkeletonView()
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.frame(width: 150)
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SkeletonView()
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.frame(width: 100)
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}
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}
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}
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}
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.padding()
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}
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}
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```
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### Progress Indicators
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```swift
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struct ContentLoadingView: View {
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let progress: Double
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var body: some View {
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VStack(spacing: 16) {
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// Circular progress
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ProgressView(value: progress)
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.progressViewStyle(.circular)
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// Linear progress with percentage
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VStack {
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ProgressView(value: progress)
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Text("\(Int(progress * 100))%")
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.font(.caption)
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.foregroundStyle(.secondary)
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}
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// Custom circular
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ZStack {
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Circle()
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.stroke(.gray.opacity(0.2), lineWidth: 8)
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Circle()
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.trim(from: 0, to: progress)
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.stroke(.blue, style: StrokeStyle(lineWidth: 8, lineCap: .round))
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.rotationEffect(.degrees(-90))
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.animation(.easeInOut, value: progress)
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}
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.frame(width: 60, height: 60)
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}
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}
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}
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```
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## Micro-interactions
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### Button Press Effect
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```swift
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struct PressableButton: View {
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let title: String
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let action: () -> Void
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@State private var isPressed = false
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var body: some View {
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Text(title)
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.padding()
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.background(.blue)
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.foregroundStyle(.white)
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.clipShape(RoundedRectangle(cornerRadius: 12))
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.scaleEffect(isPressed ? 0.95 : 1.0)
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.brightness(isPressed ? -0.1 : 0)
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.gesture(
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DragGesture(minimumDistance: 0)
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.onChanged { _ in
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withAnimation(.easeInOut(duration: 0.1)) {
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isPressed = true
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}
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}
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.onEnded { _ in
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withAnimation(.spring(duration: 0.2)) {
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isPressed = false
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}
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action()
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}
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)
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}
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}
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```
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### Success Checkmark
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```swift
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struct SuccessCheckmark: View {
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@State private var isComplete = false
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var body: some View {
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ZStack {
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Circle()
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.fill(.green)
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.frame(width: 80, height: 80)
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.scaleEffect(isComplete ? 1 : 0)
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Image(systemName: "checkmark")
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.font(.system(size: 40, weight: .bold))
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.foregroundStyle(.white)
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.scaleEffect(isComplete ? 1 : 0)
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.rotationEffect(.degrees(isComplete ? 0 : -90))
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}
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.onAppear {
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withAnimation(.spring(duration: 0.5, bounce: 0.4).delay(0.1)) {
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isComplete = true
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}
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HapticEngine.success()
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}
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}
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}
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```
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### Pull to Refresh Indicator
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```swift
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struct CustomRefreshView: View {
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@Binding var isRefreshing: Bool
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var body: some View {
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if isRefreshing {
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HStack(spacing: 8) {
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ProgressView()
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Text("Updating...")
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.font(.caption)
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.foregroundStyle(.secondary)
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}
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.padding()
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}
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}
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}
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```
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## Scroll Effects
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### Parallax Header
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```swift
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struct ParallaxHeader: View {
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let minHeight: CGFloat = 200
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let maxHeight: CGFloat = 350
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var body: some View {
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GeometryReader { geometry in
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let offset = geometry.frame(in: .global).minY
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let height = max(minHeight, maxHeight + offset)
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Image("header")
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.resizable()
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.scaledToFill()
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.frame(width: geometry.size.width, height: height)
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.clipped()
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.offset(y: offset > 0 ? -offset : 0)
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}
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.frame(height: maxHeight)
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}
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}
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```
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### Scroll Position Effects
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```swift
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struct FadeOnScrollView: View {
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var body: some View {
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ScrollView {
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LazyVStack {
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ForEach(0..<50) { index in
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Text("Item \(index)")
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.padding()
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.frame(maxWidth: .infinity)
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.background(.background.secondary)
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.clipShape(RoundedRectangle(cornerRadius: 8))
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.scrollTransition { content, phase in
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content
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.opacity(phase.isIdentity ? 1 : 0.3)
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.scaleEffect(phase.isIdentity ? 1 : 0.9)
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}
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}
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}
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.padding()
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}
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}
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}
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```
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## Empty States
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```swift
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struct EmptyStateView: View {
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let icon: String
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let title: String
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let message: String
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let actionTitle: String?
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let action: (() -> Void)?
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var body: some View {
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VStack(spacing: 16) {
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Image(systemName: icon)
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.font(.system(size: 60))
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.foregroundStyle(.secondary)
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Text(title)
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.font(.title2.bold())
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Text(message)
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.font(.body)
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.foregroundStyle(.secondary)
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.multilineTextAlignment(.center)
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if let actionTitle, let action {
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Button(actionTitle, action: action)
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.buttonStyle(.borderedProminent)
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.padding(.top)
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}
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}
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.padding(40)
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}
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}
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// Usage
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if items.isEmpty {
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EmptyStateView(
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icon: "tray",
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title: "No Items",
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message: "Add your first item to get started",
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actionTitle: "Add Item",
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action: { showNewItem = true }
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)
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}
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```
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## Best Practices
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### Respect Reduce Motion
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```swift
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@Environment(\.accessibilityReduceMotion) private var reduceMotion
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var body: some View {
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Button("Action") { }
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.scaleEffect(isPressed ? 0.95 : 1.0)
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.animation(reduceMotion ? .none : .spring(), value: isPressed)
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}
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```
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### Consistent Timing
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Use consistent animation durations:
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- Quick feedback: 0.1-0.2s
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- Standard transitions: 0.3s
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- Prominent animations: 0.5s
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### Haptic Pairing
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Always pair animations with appropriate haptics:
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- Success animation → success haptic
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- Error shake → error haptic
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- Selection change → selection haptic
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