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MoveableClasses.md

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Overview

All standard motion classes in MotionMachine conform to the Moveable protocol. This protocol defines the minimum ways that a motion class should operate within the MotionMachine ecosystem. For instance, each class has start, stop, pause, and resume methods, and each one must support the ability to reverse the direction of the value's movement. This enables them to work seamlessly together without knowing or caring about their specific class types. If you want to use your own custom motion classes within the MotionMachine ecosystem, simply have them adopt the Moveable protocol. However, the base Motion class offers such modularity that in most cases you can just add to or replace the components you need with your own implementation.

Motion and PhysicsMotion are the base motion classes; they take in PropertyData structs and use these as instructions for how to modify object values. Each instance of PropertyData provides movement data that is specific to one property or discrete object. These property values are accessed and set by ValueAssistant objects. MotionMachine has assistants for several standard Core Graphics and UIKit value types, but you can add your own value assistants to a Motion to increase the types it can use.

These value updates are made as the motion moves through time. This movement is done via the TempoDriven protocol, which specifies how Tempo classes send update "beats" to motion classes. MotionMachine comes with two such Tempo classes – CATempo, which is driven by a CADisplayLink object and provides display-refresh syncing as Core Animation does, and TimerTempo, which provides tempo updates via an internal NSTimer object. The default TempoDriven object assigned to all MotionMachine classes is CATempo.

MotionMachine chart

Motion

Motion uses a keyPath (i.e. "frame.origin.x") in conjunction with NSObject's KVC to target specific properties of an object and transform their values over a period of time via an easing equation. The keyPath is relative to the parent object passed in, and normally you'd want to pass in the parent object of the object you actually want to modify (i.e. passing in a UIView object if you wish to modify its frame). This is necessary for MotionMachine to be able to modify the original object. However, you may pass in a target object directly for MotionMachine to modify, but that object will only be modified internally. In such cases you may access the object through the Motion's PropertyData objects, which are accessible from the properties property.

Here's a basic example using this workhorse of MotionMachine. We've supplied the Motion with a single PropertyData object which defines a property keyPath and an ending value, along with a duration of 1 second and a Quadratic easing equation. This easing parameter defines the easing equation assigned to the easing property. If your Motion is reversing, you can also specify a separate easing equation for the reverse movement via the reverseEasing property. If that property is undefined, the Motion will use the easing property for both motion directions.

Notice that we're directly modifying the x value of the CGPoint inside the UIView's frame. MotionMachine handles these struct modifications transparently for you. Also of note is that the start() method can be chained to the constructor, as can afterDelay(amount:) which sets a delay before the start of the motion.

let motion = Motion(target: view,
                properties: [PropertyData(path: "frame.origin.x", start: 20.0, end: 200.0)],
                  duration: 1.0,
                    easing: EasingQuadratic.easeInOut()
                   ).start()

Here's a really convenient way to animate complex objects. With the statesForProperties convenience initializer we can add PropertyStates objects to easily animate multiple properties by passing in representations of their start and end states for each animation. MotionMachine will take care of the rest. In the case of the frame being animated, the Motion initializer will setup animations for the x, width, and height properties because those values change between the two state presentations we've passed in with the PropertyStates object.

Notice that we're setting the UIView's backgroundColor and the end of the keypath is blue. But UIColor doesn't have an accessible blue property, you say? True, but Motion has a UIColorAssistant which understands this syntactic shorthand and knows to update the blue component of the UIColor. You can use this path structure for any of UIColor's value components. MotionMachine comes with many value assistants by default which provide similar shortcuts to Foundation objects, and you can extend this functionality with your own assistants.

Also notice that we only have an ending value for the UIView's PropertyStates object for its backgroundColor. If you don't provide a start parameter for a PropertyStaes or a PropertyData object, Motion will use the target object's current value of the property specified in the keyPath as a starting value.

let motion = Motion(target: view,
       statesForProperties: [PropertyStates(path: "frame", start: CGRect(x: 20.0, y: 50.0, width: 50.0, height: 50.0), end: CGRect(x: 50.0, y: 50.0, width: 200.0, height: 200.0)), PropertyStates(path: "backgroundColor.blue", end: 0.5)],
                  duration: 1.0,
                    easing: EasingQuadratic.easeInOut()
                   ).start()

That's fairly compact, but by using the finalState: init parameter we can supply objects that represent the final state. Motion will use these state objects to create PropertyData objects for values that are different than the object's current state. This example provides the final state of a UIView's frame. You could also for instance provide a UIColor object for the UIView's backgroundColor, or both the CGRect and the UIColor! For complex animations this can be a timesaver and a bit more compact.

let motion = Motion(target: view,
                finalState: ["frame" : CGRectMake(50.0, 0.0, 200.0, 100.0)],
                  duration: 1.0,
                    easing: EasingQuadratic.easeInOut()
                   ).start()

To create more complex movements you can set other behaviors in the options: init parameter by using one or more MotionOptions value. For example, you can set a Motion to repeat its motion cycle, to reverse the direction of the value's movement, or both at the same time. A motion cycle is one cycle of a Motion's specified value movements. For a normal motion, that will be a movement from the starting values to the ending values. For a reversing motion, a motion cycle comprises both the forward movement and the reverse movement. Thus, a Motion that is both reversing and repeating will repeat its motion after moving forwards and then returning back to its starting values.

Note that if you don't set a value to repeatCycles, the Motion will repeat infinitely.

let motion = Motion(target: view,
                properties: [PropertyData("frame.origin.x", 200.0)],
                  duration: 1.0,
                    easing: EasingQuadratic.easeInOut(),
                   options: [.reverses, .repeats])
motion.repeatCycles = 1
motion.start()

An alternate and more succinct way to set up a repeating Motion is to use the chained method repeats(numberOfCycles:). We'll also add the chained method .reverses(withEasing:) to tell the Motion to reverse and give it a separate easing equation when reversing. Note that you don't need to pass in the repeats and reverses init options when using these methods, so we omitted that parameter.

let motion = Motion(target: view,
                properties: [PropertyData("frame.origin.x", 200.0)],
                  duration: 1.0,
                    easing: EasingQuadratic.easeInOut())
.repeats(1)
.reverses(withEasing: EasingCubic.easeIn())
.start()

Easing Equations

MotionMachine includes all the standard Robert Penner easing equations, which are available to Motion. All of the easing types have easeIn(), easeOut(), and easeInOut() methods, except for EasingLinear which only has easeNone(). Of course you can also use your own custom easing equations with Motion by conforming to the EasingUpdateClosure type.

  • EasingLinear (the default equation used if none is specified)
  • EasingCubic
  • EasingQuadratic
  • EasingQuartic
  • EasingQuintic
  • EasingCubic
  • EasingExpo
  • EasingSine
  • EasingCircular
  • EasingElastic
  • EasingBounce
  • EasingBack

PhysicsMotion

PhysicsMotion uses a keyPath (i.e. "frame.origin.x") to target specific properties of an object and transform their values, using a physics system to update values with decaying velocity. The physics system conforms to the PhysicsSolving protocol, and though PhysicsMotion uses the (very basic) PhysicsSystem class by default you can replace it with your own custom PhysicsSolving system.

Here's a simple example. We pass in an initial velocity, along with a friction value which reduces the velocity over time. The friction value should be within a range of 0.0 to 1.0, but there is no limitation on the velocity value due to the differing magnitudes of property values you may want to alter. Note that the only necessary PropertyData parameter is path:; we can't guarantee a certain ending value, so the physics system will determine the value's resting place. (You can still specify a start: value though!) Likewise, there is also no duration property because the total movement time is determined by the velocity and friction interaction.

let motion = PhysicsMotion(target: view,
                       properties: [PropertyData("frame.origin.y")],
                         velocity: 600.0,
                         friction: 0.8
                          ).start()

PhysicsMotion also supports simple collision handling. In this example we're going to turn on collision detection and add a restitution value. This value enables the object to collide and "bounce" off a PropertyData's start and end values. The restitution value determines the elasticity of a colliding object, which in effect determines how much velocity the property values retain after colliding with an edge. A restitution value of 0.0 results in no bouncing at all, while a value of 1.0 results in no energy being lost in the collision.

let config = PhysicsConfiguration(velocity: 300, friction: 0.72, restitution: 0.5, useCollisionDetection: true)
motion = PhysicsMotion(target: view,
                   properties: [PropertyData("frame.origin.x", end: 300)],
                configuration: config)
.start()

Although PhysicsMotion uses a physics simulation instead of specifying discrete ending values, we can still apply repeats and reverses options, and PhysicsMotion has the same chainable repeats() method. Repeating and reversing act in the same way as Motion and interacts with MoveableCollection classes as you would expect.

let motion = PhysicsMotion(target: view,
                       properties: [PropertyData("frame.origin.x")],
                         velocity: 150.0,
                         friction: 0.75,
                          options: [.reverses])
.repeats(1).start()

PathMotion

PathMotion transforms a CGPoint along a CGPath object over a period of time via an easing equation. Unlike a normal Motion class it does not accept PropertyData objects; due to the complex nature of paths, PathMotion only accepts a PathState object, an easing equation, and optional starting and end points to determine what area of the path to animate along. The resulting transformed CGPoint value is provided via its status closure methods. Thus a typical use would be to listen to the updated({ (motion, currentPoint) closure and use the provided currentPoint parameter to update your UIView's center property. Though it is more limited in what values it transforms and it does not support additive motion at this time, in all other respects PathMotion integrates with the Moveable ecosystem just like the other motion types, greatly expanding the types of complex animations MotionMachine can create.

PathMotion spiral animation

Here's a basic example. We've supplied the PathMotion with a basic CGPath via a PathState object, an easing equation, and we've told it to reverse back to the beginning once it travels to the end. Notice though how we've defined a startPosition and endPosition. This tells the PathMotion it should start the animation at a point 10% from the beginning of the path and end the animation at a point 80% along the path's length. If you leave these parameters out it will travel the full distance.

let path = UIBezierPath(rect: CGRect(x: 0, y: 0, width: 100, height: 100))
motion = PathMotion(path: path.cgPath,
                duration: 1.0,
           startPosition: 0.1,
             endPosition: 0.8,
                  easing: EasingQuadratic.easeInOut(),
                 options: [.reverses])
motion.start()

In this example note that we've added an edgeBehavior parameter to the PathMotion initializer. There are two types of edge behaviors – stopAtEdges (the default), which simply stops motion once the animated point gets to either specified edge point, and contiguousEdges, which tells the PathMotion that the path's starting and ending edges should be treated as connected, contiguous points. If the animated point travels beyond the path's edge, as can happen with some easing equation classes like EasingElastic and EasingBack, the motion will continue in the current direction at the beginning of the other edge. This behavior type is useful with closed paths like polygonal shapes to create a seamless animation.

let path = UIBezierPath(rect: CGRect(x: 0, y: 0, width: 100, height: 100))
motion = PathMotion(path: path.cgPath,
                duration: 1.0,
                  easing: EasingElastic.easeInOut(),
            edgeBehavior: .contiguousEdges)
.repeats()  
.start()

The startPosition and endPosition values can also be flipped. Doing so will make the point travel along the path from the end of the path towards the beginning in its forward motion. In this example, the motion point will start at 80% along the path and travel "backwards" to 20%. If you added a reverses option, then at the end of the motion it would reverse along the path back to 80%.

let path = UIBezierPath(rect: CGRect(x: 0, y: 0, width: 100, height: 100))
motion = PathMotion(path: path.cgPath,
                duration: 1.0,
           startPosition: 0.8,
             endPosition: 0.2,
                  easing: EasingQuadratic.easeInOut())
motion.start()

Important

Note that because it is mathematically complex to find all points on a CGPath, large, complex paths can present performance challenges for PathMotion to animate along. Fortunately, PathMotion comes with a performance mode. When this mode is activated, PathState generates a lookup table which it uses to find points on the path in O(n) time. While this increases setup time, it significantly improves performance while the motion is running, for instance from 10% down to 1% CPU usage. To use performance mode, call the async method setupPerformanceMode() before starting the PathMotion, as shown in the below example. This method will run the lookup table generation code on a background queue and return when complete. For most reasonably large paths this should take under a second.

Task {
    await motion?.setupPerformanceMode()
    motion?.start()
}

PathPhysicsMotion

PathPhysicsMotion transforms a CGPoint along a CGPath object using a physics system to update the point's position with decaying velocity. Like PathMotion it does not accept PropertyData objects; due to the complex nature of paths, PathPhysicsMotion only accepts a PathState object and optional starting and end points to determine what area of the path to animate along. The resulting transformed CGPoint value is provided via its status closure methods. Thus a typical use would be to listen to the updated({ (motion, currentPoint) closure and use the provided currentPoint parameter to update your UIView's center property. Though it is more limited in what values it transforms and it does not support additive motion at this time, in all other respects PathPhysicsMotion integrates with the Moveable ecosystem just like the other motion types, greatly expanding the types of complex animations MotionMachine can create.

Here's a basic example. We've supplied the PathPhysicsMotion with a basic CGPath via a PathState object, an easing equation, and we've told it to reverse back to the beginning once it travels to the end. Notice though how we've defined a startPosition and endPosition. This tells the PathPhysicsMotion it should start the animation at a point 10% from the beginning of the path and end the animation at a point 80% along the path's length. If you leave these parameters out it will have the full length of the path to travel along.

let path = UIBezierPath(arcCenter: CGPoint(x: 20, y: 20), radius: 100, startAngle: 0.087, endAngle: 1.66, clockwise: true)
let config = PhysicsConfiguration(velocity: 500, friction: 0.4)
motion = PathPhysicsMotion(path: path.cgPath, 
                  configuration: config,
                  startPosition: 0.1, 
                    endPosition: 0.8)
motion.start()

In this second example we're going to turn on collision detection and add a restitution value. Technically, collisions are turned on any time the stopAtEdges edge behavior is chosen, but adding a restitution value will cause a change in the motion. This value enables the object to collide and "bounce" off the starting and ending points when a point reaches them. The restitution value determines the elasticity of the object, which in effect determines how much velocity the object retains after colliding with an edge. A restitution value of 0.0 (the default if no value is provided) results in no bouncing at all, while a value of 1.0 results in no energy being lost in the collision. By default the collision points are at the start and end of the path, but if you specify your own start and end points those will be used instead.

let path = UIBezierPath(arcCenter: CGPoint(x: 20, y: 20), radius: 100, startAngle: 0.087, endAngle: 1.66, clockwise: true)
let config = PhysicsConfiguration(velocity: 600, friction: 0.4, restitution: 0.8)
motion = PathPhysicsMotion(path: path.cgPath, 
                  configuration: config)
motion.start()

Although PathPhysicsMotion uses a physics simulation instead of specifying discrete ending values, we can still apply repeats and reverses options. Repeating and reversing act in the same way as Motion and interacts with MoveableCollection classes as you would expect.

let path = UIBezierPath(arcCenter: CGPoint(x: 20, y: 20), radius: 100, startAngle: 0.087, endAngle: 1.66, clockwise: true)
let config = PhysicsConfiguration(velocity: 500, friction: 0.4)
motion = PathPhysicsMotion(path: path.cgPath, 
                  configuration: config)
.reverses()
.repeats(1)
.start()

The startPosition and endPosition values can also be flipped. Doing so will make the point travel along the path from the end of the path towards the beginning in its forward motion. Be aware that if you do this, the velocity should also be a negative value in order for the point to travel in the correct direction. In this example, the motion point will start at 80% along the path and travel "backwards" to 20%.

let path = UIBezierPath(arcCenter: CGPoint(x: 20, y: 20), radius: 100, startAngle: 0.087, endAngle: 1.66, clockwise: true)
let config = PhysicsConfiguration(velocity: -600, friction: 0.4, restitution: 0.8)
motion = PathPhysicsMotion(path: path.cgPath, 
                  configuration: config,
                  startPosition: 0.8, 
                    endPosition: 0.2)
motion.start()

Important

Note that because it is mathematically complex to find all points on a CGPath, large, complex paths can present performance challenges for PathPhysicsMotion to animate along. Fortunately, PathPhysicsMotion comes with a performance mode. When this mode is activated, the PathState object generates a lookup table which it uses to find points on the path in O(n) time. While this increases setup time, it significantly improves performance while the motion is running, for instance from 10% down to 1% CPU usage. To use performance mode, call the async method setupPerformanceMode() before starting the PathPhysicsMotion, as shown in the below example. This method will run the lookup table generation code on a background queue and return when complete. For most reasonably large paths this should take under a second.

Task {
    await motion?.setupPerformanceMode()
    motion?.start()
}

MotionGroup

MotionGroup is a MoveableCollection class that manages a group of Moveable objects, controlling their movements in parallel. It's handy for controlling and synchronizing multiple Moveable objects. MotionGroup can hold Motion objects and even other MoveableCollection objects. As with all Moveable classes, you can pause() and resume() a MotionGroup, which pauses and resumes all of its child motions simultaneously.

This example adds two Motion objects and starts them.

let motion1 = Motion(view1, property: PropertyData("frame.origin.y", 200.0), duration: 1.0, easing: EasingQuadratic.easeInOut())
let motion2 = Motion(view2, property: PropertyData("frame.origin.y", 200.0), duration: 1.0, easing: EasingQuadratic.easeInOut())

let group = MotionGroup(motions: [motion1, motion2]).start()

If you don't need to do anything individually with the child objects of a MotionGroup, you can just instantiate them directly; the MotionGroup will keep a reference to all objects it manages. In this example we're creating Motion objects within the add(motion:) method, which is chainable with the constructor.

Note that we've added a reverses(syncsChildMotions:) method to the init chain, which tells the MotionGroup to set all of its child motions to reverse. Passing true to the syncsChildMotions: parameter specifies that the MotionGroup should synchronize its child motions before reversing their movement direction. That is, the Motion with the duration of 1.0 will wait until the Motion with a 1.2 second duration has finished its forward movement. Only then will both reverse directions and move back to their starting values.

let group = MotionGroup()
.add(Motion(target: square1,
        properties: [PropertyData("frame.origin.x", 200.0)],
          duration: 1.0,
            easing: EasingQuadratic.easeInOut()))
.add(Motion(target: square2,
        properties: [PropertyData("frame.size.width", 60.0)],
          duration: 1.2,
            easing: EasingQuadratic.easeInOut()))
.reverses(syncsChildMotions: true)
.start()

Motion objects have just been used so far to populate each MotionGroup, but any Moveable class can be added. In this example we're adding a Motion and another MotionGroup to a different MotionGroup which is set to reverse. Reversing and repeating options work as expected with child groups. You can build up very complex motions by nesting groups like this, as many levels deep as you need.

let subgroup = MotionGroup()
.add(Motion(target: square1,
        properties: [PropertyData("frame.origin.x", 200.0)],
          duration: 1.0,
            easing: EasingQuadratic.easeInOut()))
.add(Motion(target: square2,
        properties: [PropertyData("frame.origin.y", 60.0)],
          duration: 1.2,
            easing: EasingQuadratic.easeInOut()))

let group2 = MotionGroup(options: [.reverses])
.add(subgroup)
.add(Motion(target: square2,
        properties: [PropertyData("frame.size.width", 150.0)],
          duration: 2.0,
            easing: EasingSine.easeInOut()))
.start()

MotionSequence

MotionSequence is a MoveableCollection class which moves a collection of Moveable objects in sequential order. MotionSequence provides a powerful and easy way of chaining together individual motions to create complex animations. MotionSequence can hold Motion objects and even other MoveableCollection objects. The order of its steps Array property is the order in which the sequence steps are triggered.

A simple example that adds two Motion objects. The start() method chained to the MotionSequence constructor will start the sequence, with motion1 starting its movement first, and then motion2 starting after the first Motion completes.

let motion1 = Motion(view, property: PropertyData("frame.origin.x", 200.0), duration: 1.0, easing: EasingQuadratic.easeInOut())
let motion2 = Motion(view, property: PropertyData("frame.origin.y", 300.0), duration: 1.0, easing: EasingQuadratic.easeInOut())

let sequence = MotionSequence(steps: [motion1, motion2]).start()

As with MotionGroup, if you don't need to do anything individually the child objects of a MotionSequence, you can instantiate them directly; the MotionSequence will keep a reference to all objects it manages. In this example we're creating Motion objects with the add(motion:) method, which is chainable with the constructor. These motions will be triggered in the order they are added.

let sequence = MotionSequence(options: [.reverses])
.add(Motion(target: square,
        properties: [PropertyData("frame.origin.x", 200.0)],
          duration: 1.0,
            easing: EasingQuadratic.easeInOut()))
.add(Motion(target: square,
        properties: [PropertyData("frame.size.width", 60.0)],
          duration: 1.2,
            easing: EasingQuadratic.easeInOut()))
.start()

One of the most powerful aspects of MotionSequence is the ability for it to coordinate the movements of its child motions when it is reversing. This is set with the reversingMode property, or by passing a CollectionReversingMode value into the chainable .reverses(_:) method as shown in the example below. When in sequential mode, all of its sequence steps will move in a forward direction when the MotionSequence is reversing direction. That is, when reversing the MotionSequence will signal each of its Moveable steps to move normally, just in a reversed order. This mode is useful if for example you have a series of lights that should blink on and off in sequential order, and the only thing that should change is the order in which they blink. But the contiguous mode is where things get interesting. When in this mode and the MotionSequence is moving in the reverse direction, the values of each sequence step will move in reverse, and in reverse order, thus giving the effect that the whole sequence is fluidly moving in reverse. This is a really powerful way of making many separate animations appear to be a single animation when reversing.

In the below example, four circles are set up to animate their topAnchor constraints and then reverse. Each of these MotionGroup objects is then added to a MotionSequence which also reverses, with its reversingMode set to sequential in order to have each circle motion play and reverse independently and serially.

// create a reversing MotionSequence with its reversingMode set to sequential to have each child motion play independently.
sequence = MotionSequence().reverses(.sequential)

// set up motions for each circle and add them to the MotionSequence
for x in 0..<4 {
    // motion to animate a topAnchor constraint down
    let down = Motion(target: constraints["y\(x)"]!,
                      properties: [PropertyData("constant", 60.0)],
                      duration: 0.4,
                      easing: EasingQuartic.easeInOut())

    // motion to change background color of circle
    let color = Motion(target: circles[x],
                       statesForProperties: [PropertyStates(path: "backgroundColor", end: UIColor.init(red: 91.0/255.0, green:189.0/255.0, blue:231.0/255.0, alpha:1.0))],
                       duration: 0.3,
                       easing: EasingQuadratic.easeInOut())

    // wrap the Motions in a MotionGroup and set it to reverse
    let group = MotionGroup(motions: [down, color]).reverses(syncsChildMotions: true)

    // add group to the MotionSequence
    sequence.add(group)
}
sequence.start()

MotionSequence non-contiguous reversing animation

Here is the same MotionSequence with its reversingMode set to contiguous. You can see how each child motion waits after its forward motion, and then plays their reverse motion in reverse sequence.

// create a reversing MotionSequence with its reversingMode set to contiguous to create a single fluid motion from its child motions
sequence = MotionSequence().reverses(.contiguous)

MotionSequence contiguous reversing animation

Status Updates

MotionMachine has a full compliment of status callback closures. They are chainable with the constructor. All of the following closures are available with the standard Moveable classes.

let motion = Motion(square, duration: 2.0, property: PropertyData("frame.origin.x", 200.0))
.started({ (motion) in
    // Called when a motion starts.
})
.stopped({ (motion) in
    // Called when the stop() method is called on a Moveable object.
})
.updated({ (motion) in
    // Called when the update(withTimeInterval:) method is called while a Moveable object is currently moving.
})
.reversed({ (motion) in
    // Called when the Moveable object reverses its movement direction.
})
.repeated({ (motion) in
    // Called when the Moveable object repeats its motion cycle.
})
.paused({ (motion) in
    // Called when the pause() method is called on a Moveable object.
})
.resumed({ (motion) in
    // Called when the resume() method is called on a Moveable object.
})
.completed({ (motion) in
    // Called when a Moveable object's motion operation has fully completed.
})

Supported Value Types

Motion and PhysicsMotion use classes that conform to the ValueAssistant protocol to retrieve and update property values. Several assistants for common Quartz and UIKit framework value types are included in MotionMachine. These assistants provide direct keypath access to struct properties that wouldn't be directly accessible, such as the width property of a CGSize struct. You can also add your own custom assistants to extend the types that Motion and PhysicsMotion can work with.

The following ValueAssistant classes are included in MotionMachine:

CGStructAssistant

  • CGPoint
  • CGSize
  • CGRect
  • CGVector
  • CGAffineTransform
  • CATransform3D

UIColorAssistant

  • UIColor (individual color properties can be accessed using these shortcuts)
    • red, green, blue, hue, saturation, brightness, alpha, white

CIColorAssistant

  • CIColor (individual color properties can be accessed using these shortcuts)
    • red, green, blue, alpha

UIKitStructAssistant

  • UIEdgeInsets
  • UIOffset