Delightful SwiftUI effects for your app.
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To add a package dependency to your Xcode project, select File > Add Package and enter this repository's URL (https://github.com/EmergeTools/Pow).
To add a package dependency to Swift Package, add this repository to your list of dependencies.
.package(url: "https://github.com/EmergeTools/Pow", from: Version(1, 0, 0))And to your target as a product:
.product(name: "Pow", package: "Pow")If you are moving from the previously closed source Pow framework to the new open source package, please refer to our Transition Guide. If you have any problems please file an issue.
Pow features a selection of SwiftUI transitions as well as Change Effects that trigger every time a value is updated.
You can find previews of all effects on the Pow website. If you have an iOS Developer Environment, you can check out the Pow Example App.
This project provides multiple forms of delivering feedback to maintainers.
If you are figuring out how to use about Pow or one of it's effects we ask that you first consult the effects examples page.
If you still have a question, enhancement, or a way to improve Pow, this project leverages GitHub's Issues to manage your requests. If you find a bug and wish to report it, an issue would be greatly appreciated.
- iOS 15.0+
- macOS 12.0
- Mac Catalyst 15.0+
- visionOS beta 6 (requires Xcode 15.1 beta 3)
Change Effects are effects that will trigger a visual or haptic every time a value changes.
Use the changeEffect modifier and pass in an AnyChangeEffect as well as a value to watch for changes.
Button {
post.toggleLike()
} label: {
Label(post.likes.formatted(), systemName: "heart.fill")
}
.changeEffect(.spray { heart }, value: post.likes, isEnabled: post.isLiked)
.tint(post.isLiked ? .red : .gray)You can choose from the following Change Effects: Spray, Haptic Feedback, Jump, Ping, Rise, Shake, Shine, and Spin.
An effect that emits multiple particles in different shades and sizes moving up from the origin point.
likeButton
.changeEffect(
.spray(origin: .center) { Image(systemName: "heart.fill") },
value: likes
)- Parameters:
origin: The origin of the particles.layer: TheParticleLayeron which to render the effect, default islocal.particles: The particles to emit.
static func spray(origin: UnitPoint = .center, layer: ParticleLayer = .local, @ViewBuilder _ particles: () -> some View) -> AnyChangeEffectTriggers haptic feedback to communicate successes, failures, and warnings whenever a value changes.
notification: The feedback type to trigger.
static func feedback(hapticNotification type: UINotificationFeedbackGenerator.FeedbackType) -> AnyChangeEffectTriggers haptic feedback to simulate physical impacts whenever a value changes.
impact: The feedback style to trigger.
static func feedback(hapticImpact style: UIImpactFeedbackGenerator.FeedbackStyle) -> AnyChangeEffectTriggers haptic feedback to indicate a change in selection whenever a value changes.
static var feedbackHapticSelection: AnyChangeEffectMakes the view jump the given height and then bounces a few times before settling.
height: The height of the jump.
static func jump(height: CGFloat) -> AnyChangeEffectAdds one or more shapes that slowly grow and fade-out behind the view.
The shape will be colored by the current tint style.
- Parameters:
shape: The shape to use for the effect.count: The number of shapes to emit.
static func ping(shape: some InsettableShape, count: Int) -> AnyChangeEffectAn effect that adds one or more shapes that slowly grow and fade-out behind the view.
- Parameters:
shape: The shape to use for the effect.style: The style to use for the effect.count: The number of shapes to emit.
static func ping(shape: some InsettableShape, style: some ShapeStyle, count: Int) -> AnyChangeEffectAn effect that emits the provided particles from the origin point and slowly float up while moving side to side.
- Parameters:
origin: The origin of the particle.layer: TheParticleLayeron which to render the effect, default islocal.particles: The particles to emit.
static func rise(origin: UnitPoint = .center, layer: ParticleLayer = .local, @ViewBuilder _ particles: () -> some View) -> AnyChangeEffectShakes the view when a change happens.
static var shake: AnyChangeEffectAn effect that shakes the view when a change happens.
rate: The rate of the shake.
static func shake(rate: ShakeRate) -> AnyChangeEffectHighlights the view with a shine moving over the view.
The shine moves from the top leading edge to bottom trailing edge.
static var shine: AnyChangeEffectHighlights the view with a shine moving over the view.
The shine moves from the top leading edge to bottom trailing edge.
static func shine(duration: Double) -> AnyChangeEffectHighlights the view with a shine moving over the view.
The angle is relative to the current layoutDirection, such that 0° represents sweeping towards the trailing edge and 90° represents sweeping towards the bottom edge.
- Parameters:
angle: The angle of the animation.duration: The duration of the animation.
static func shine(angle: Angle, duration: Double = 1.0) -> AnyChangeEffectTriggers a sound effect as feedback whenever a value changes.
This effect will not interrupt or duck any other audio that may be currently playing. This effect is not guaranteed to be triggered; the effect running depends on the user's silent switch position and the current playback device.
To relay important information to the user, you should always accompany audio effects with visual cues.
soundEffect: The sound effect to trigger.
static func feedback(_ soundEffect: SoundEffect) -> AnyChangeEffectSpins the view around the given axis when a change happens.
static var spin: AnyChangeEffectSpins the view around the given axis when a change happens.
- Parameters:
- axis: The x, y and z elements that specify the axis of rotation.
- anchor: The location with a default of center that defines a point in 3D space about which the rotation is anchored.
- anchorZ: The location with a default of 0 that defines a point in 3D space about which the rotation is anchored.
- perspective: The relative vanishing point with a default of 1 / 6 for this rotation.
static func spin(axis: (x: CGFloat, y: CGFloat, z: CGFloat), anchor: UnitPoint = .center, anchorZ: CGFloat = 0, perspective: CGFloat = 1 / 6) -> AnyChangeEffectEvery change effect can be delayed to trigger the effect after some time.
Button("Submit") {
<#code#>
}
.buttonStyle(.borderedProminent)
.disabled(name.isEmpty)
.changeEffect(.shine.delay(1), value: name.isEmpty, isEnabled: !name.isEmpty)- Parameters:
delay: The delay in seconds.
func delay(_ delay: Double) -> AnyChangeEffectA particle layer is a context in which particle effects draw their particles.
The particleLayer(name:) view modifier wraps the view in a particle layer with the given name.
Particle effects such as AnyChangeEffect.spray can render their particles on this position in the view tree to avoid being clipped by their immediate ancestor.
For example, certain List styles may clip their rows. Use particleLayer(_:) to render particles on top of the entire List or even its enclosing NavigationStack.
func particleLayer(name: AnyHashable) -> some ViewAll transitions are namespaced under the movingParts static variable, e.g.
myView.transition(.movingParts.anvil)A transition that drops the view down from the top with matching haptic feedback.
The transition is only performed on insertion and takes 1.4 seconds.
static var anvil: AnyTransitionA transition that reveals the view as if it was behind window blinds.
static var blinds: AnyTransitionA transition that reveals the view as if it was behind window blinds.
Parameters:
slatWidth: The width of each slat.style: The style of blinds, either.venetianor.vertical.isStaggered: Whether all slats opens at the same time or in sequence.
static func blinds(slatWidth: CGFloat, style: BlindsStyle = .venetian, isStaggered: Bool = false) -> AnyTransitionA transition from blurry to sharp on insertion, and from sharp to blurry on removal.
static var blur: AnyTransitionA transition that moves the view down with any overshoot resulting in an elastic deformation of the view.
static var boing: AnyTransitionA transition that moves the view from the specified edge on insertion,
and towards it on removal, with any overshoot resulting in an elastic
deformation of the view.
static func boing(edge: Edge) -> AnyTransitionA transition using a clockwise sweep around the centerpoint of the view.
static var clock: AnyTransitionA transition using a clockwise sweep around the centerpoint of the view.
- Parameter
blurRadius: The radius of the blur applied to the mask.
static func clock(blurRadius: CGFloat) -> AnyTransitionA transition that toggles the visibility of the view multiple times before settling.
static var flicker: AnyTransitionA transition that toggles the visibility of the view multiple times before settling.
- Parameter
count: The number of times the visibility is toggled.
static func flicker(count: Int) -> AnyTransitionA transition from completely dark to fully visible on insertion, and from fully visible to completely dark on removal.
static var filmExposure: AnyTransitionA transition that inserts by rotating the view towards the viewer, and removes by rotating the view away from the viewer.
Note: Any overshoot of the animation will result in the view continuing the rotation past the view's normal state before eventually settling.
static var flip: AnyTransitionA transitions that shows the view by combining a diagonal wipe with a white streak.
static var glare: AnyTransitionA transitions that shows the view by combining a wipe with a colored streak.
The angle is relative to the current layoutDirection, such that 0°
represents sweeping towards the trailing edge on insertion and 90°
represents sweeping towards the bottom edge.
In this example, the removal of the view is using a glare with an exponential ease-in curve, combined with a anticipating scale animation, making for a more dramatic exit.
infoBox
.transition(
.asymmetric(
insertion: .movingParts.glare(angle: .degrees(225)),
removal: .movingParts.glare(angle: .degrees(45)
)
.animation(.movingParts.easeInExponential(duration: 0.9))
.combined(with:
.scale(scale: 1.4)
.animation(.movingParts.anticipate(duration: 0.9).delay(0.1)
)
)
)
)- Parameters:
direction: The angle of the wipe.color: The color of the glare effect.
static func glare(angle: Angle, color: Color = .white) -> AnyTransitionA transition that takes the shape of a growing circle when inserting, and a shrinking circle when removing.
- Parameters:
origin: The center point of the circle as it grows or shrinks.blurRadius: The radius of the blur applied to the mask.
static func iris(origin: UnitPoint = .center, blurRadius: CGFloat = 0) -> AnyTransitionA transition that moves the view from the specified edge of the on insertion and towards it on removal.
static func move(edge: Edge) -> AnyTransitionA transition that moves the view at the specified angle.
The angle is relative to the current layoutDirection, such that 0° represents animating towards the trailing edge on insertion and 90° represents inserting towards the bottom edge.
In this example, the view insertion is animated by moving it towards the top trailing corner and the removal is animated by moving it towards the bottom edge.
Text("Hello")
.transition(
.asymmetric(
insertion: .movingParts.move(angle: .degrees(45)),
removal: .movingParts.move(angle: .degrees(90))
)
)- Parameter
angle: The direction of the animation.
static func move(angle: Angle) -> AnyTransitionA transition that shows a view with a ripple effect and a flurry of tint-colored particles.
The transition is only performed on insertion and takes 1.2 seconds.
static var pop: AnyTransitionA transition that shows a view with a ripple effect and a flurry of colored particles.
In this example, the star uses the pop effect only when transitioning
from starred == false to starred == true:
Button {
starred.toggle()
} label: {
if starred {
Image(systemName: "star.fill")
.foregroundStyle(.orange)
.transition(.movingParts.pop(.orange))
} else {
Image(systemName: "star")
.foregroundStyle(.gray)
.transition(.identity)
}
}The transition is only performed on insertion.
- Parameter
style: The style to use for the effect.
static func pop<S: ShapeStyle>(_ style: S) -> AnyTransitionA transition that removes the view in a dissolving cartoon style cloud.
The transition is only performed on removal and takes 0.4 seconds.
static var poof: AnyTransitionA transition that inserts by rotating from the specified rotation, and removes by rotating to the specified rotation in three dimensions.
In this example, the view is rotated 90˚ about the y axis around its bottom edge as if it was rising from lying on its back face:
Text("Hello")
.transition(.movingParts.rotate3D(
.degrees(90),
axis: (1, 0, 0),
anchor: .bottom,
perspective: 1.0 / 6.0)
)Note: Any overshoot of the animation will result in the view continuing the rotation past the view's normal state before eventually settling.
- Parameters:
angle: The angle from which to rotate the view.axis: The x, y and z elements that specify the axis of rotation.anchor: The location with a default of center that defines a point in 3D space about which the rotation is anchored.anchorZ: The location with a default of 0 that defines a point in 3D space about which the rotation is anchored.perspective: The relative vanishing point with a default of 1 for this rotation.
static func rotate3D(_ angle: Angle, axis: (x: CGFloat, y: CGFloat, z: CGFloat), anchor: UnitPoint = .center, anchorZ: CGFloat = 0, perspective: CGFloat = 1) -> AnyTransitionA transition from completely bright to fully visible on insertion, and from fully visible to completely bright on removal.
static var snapshot: AnyTransitionA transition that moves the view in from its leading edge with any overshoot resulting in an elastic deformation of the view.
static var skid: AnyTransitionA transition that moves the view in from the specified edge during insertion and towards it during removal with any overshoot resulting in an elastic deformation of the view.
- Parameter
direction: The direction of the transition.
static func skid(direction: SkidDirection) -> AnyTransitionA three-dimensional transition from the back of the towards the front during insertion and from the front towards the back during removal.
static var swoosh: AnyTransitionA transition that dissolves the view into many small particles.
The transition is only performed on removal.
Note: This transition will use an ease-out animation with a duration of 900ms if the current
Animationis.default.
static var vanish: AnyTransitionA transition that dissolves the view into many small particles.
The transition is only performed on removal.
Note: This transition will use an ease-out animation with a duration of 900ms if the current
Animationis.default.
- Parameter
style: The style to use for the particles.
static func vanish<S: ShapeStyle>(_ style: S) -> AnyTransitionA transition that dissolves the view into many small particles following a given shape.
The transition is only performed on removal.
Note: This transition will use an ease-out animation with a duration of 900ms if the current
Animationis.default.
- Parameter
style: The style to use for the particles. - Parameter
mask: The mask that determines where particles should be placed. - Parameter
eoFill: A Boolean that indicates whether the shape is interpreted with the even-odd winding number rule.
static func vanish<T: ShapeStyle, S: Shape>(_ style: T, mask: S, eoFill: Bool = false) -> AnyTransitionA transition using a sweep from the specified edge on insertion, and towards it on removal.
- Parameters:
edge: The edge at which the sweep starts or ends.blurRadius: The radius of the blur applied to the mask.
static func wipe(edge: Edge, blurRadius: CGFloat = 0) -> AnyTransitionA transition using a sweep at the specified angle.
The angle is relative to the current layoutDirection, such that 0°
represents sweeping towards the trailing edge on insertion and 90°
represents sweeping towards the bottom edge.
- Parameters:
angle: The angle of the animation.blurRadius: The radius of the blur applied to the mask.
static func wipe(angle: Angle, blurRadius: CGFloat = 0) -> AnyTransition