Sending a UIAnimation from Phone to Watch Swift WatchKit









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Today I have a question regarding sending an animated image (UIAnimation) made up of an image array of pngs, to an Apple Watch, after it is generated on the companion iOS app.



I am building the app with Swift, and am successfully able to generate the animation in an image view outlet on the phone screen. Now I am trying to have that created animation display on the Apple Watch.



import UIKit

class ViewController: UIViewController {

var images: [UIImage]!
var progressionAnimation: [UIImage]!

var loading_1: UIImage!
var loading_2: UIImage!
var loading_3: UIImage!

@IBOutlet weak var progressionAnimation: UIImageView!


override func viewDidLoad()

loading_1 = UIImage(named: "B")
loading_2 = UIImage(named: "C")
loading_3 = UIImage(named: "D")


images = [loading_1, loading_2, loading_3]


super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.



override func didReceiveMemoryWarning()
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.



@IBAction func animationSelectionPressed(_ sender: Any)
progressionAnimation.animationImages = images
progressionAnimation.startAnimating()




@IBAction func startStopButtonPressed(_ sender: UIButton)

if progressionAnimation.isAnimating
progressionAnimation.stopAnimating()


else
progressionAnimation.startAnimating()




@IBAction func animationSpeedSlow(_ sender: Any)

progressionAnimation.animationDuration = 1.0
progressionAnimation.startAnimating()



@IBAction func animationSpeedFast(_ sender: Any)

progressionAnimation.animationDuration = 5.0
progressionAnimation.startAnimating()




I have added the WatchConnectivity framework to the iOS app, set the bundle identifiers to match, and am able to run the app successfully on the emulator. However my problem now is when trying to display the animation on the watch, instead of repeating this code and having the animation created with images created that are stored on the watch, I would basically like the watch to simply display the live animation that is playing on the phone as its playing, so the phone acts as mostly a controller.



Any insight would be greatly appreciated and helpful.










share|improve this question



























    up vote
    0
    down vote

    favorite












    Today I have a question regarding sending an animated image (UIAnimation) made up of an image array of pngs, to an Apple Watch, after it is generated on the companion iOS app.



    I am building the app with Swift, and am successfully able to generate the animation in an image view outlet on the phone screen. Now I am trying to have that created animation display on the Apple Watch.



    import UIKit

    class ViewController: UIViewController {

    var images: [UIImage]!
    var progressionAnimation: [UIImage]!

    var loading_1: UIImage!
    var loading_2: UIImage!
    var loading_3: UIImage!

    @IBOutlet weak var progressionAnimation: UIImageView!


    override func viewDidLoad()

    loading_1 = UIImage(named: "B")
    loading_2 = UIImage(named: "C")
    loading_3 = UIImage(named: "D")


    images = [loading_1, loading_2, loading_3]


    super.viewDidLoad()
    // Do any additional setup after loading the view, typically from a nib.



    override func didReceiveMemoryWarning()
    super.didReceiveMemoryWarning()
    // Dispose of any resources that can be recreated.



    @IBAction func animationSelectionPressed(_ sender: Any)
    progressionAnimation.animationImages = images
    progressionAnimation.startAnimating()




    @IBAction func startStopButtonPressed(_ sender: UIButton)

    if progressionAnimation.isAnimating
    progressionAnimation.stopAnimating()


    else
    progressionAnimation.startAnimating()




    @IBAction func animationSpeedSlow(_ sender: Any)

    progressionAnimation.animationDuration = 1.0
    progressionAnimation.startAnimating()



    @IBAction func animationSpeedFast(_ sender: Any)

    progressionAnimation.animationDuration = 5.0
    progressionAnimation.startAnimating()




    I have added the WatchConnectivity framework to the iOS app, set the bundle identifiers to match, and am able to run the app successfully on the emulator. However my problem now is when trying to display the animation on the watch, instead of repeating this code and having the animation created with images created that are stored on the watch, I would basically like the watch to simply display the live animation that is playing on the phone as its playing, so the phone acts as mostly a controller.



    Any insight would be greatly appreciated and helpful.










    share|improve this question

























      up vote
      0
      down vote

      favorite









      up vote
      0
      down vote

      favorite











      Today I have a question regarding sending an animated image (UIAnimation) made up of an image array of pngs, to an Apple Watch, after it is generated on the companion iOS app.



      I am building the app with Swift, and am successfully able to generate the animation in an image view outlet on the phone screen. Now I am trying to have that created animation display on the Apple Watch.



      import UIKit

      class ViewController: UIViewController {

      var images: [UIImage]!
      var progressionAnimation: [UIImage]!

      var loading_1: UIImage!
      var loading_2: UIImage!
      var loading_3: UIImage!

      @IBOutlet weak var progressionAnimation: UIImageView!


      override func viewDidLoad()

      loading_1 = UIImage(named: "B")
      loading_2 = UIImage(named: "C")
      loading_3 = UIImage(named: "D")


      images = [loading_1, loading_2, loading_3]


      super.viewDidLoad()
      // Do any additional setup after loading the view, typically from a nib.



      override func didReceiveMemoryWarning()
      super.didReceiveMemoryWarning()
      // Dispose of any resources that can be recreated.



      @IBAction func animationSelectionPressed(_ sender: Any)
      progressionAnimation.animationImages = images
      progressionAnimation.startAnimating()




      @IBAction func startStopButtonPressed(_ sender: UIButton)

      if progressionAnimation.isAnimating
      progressionAnimation.stopAnimating()


      else
      progressionAnimation.startAnimating()




      @IBAction func animationSpeedSlow(_ sender: Any)

      progressionAnimation.animationDuration = 1.0
      progressionAnimation.startAnimating()



      @IBAction func animationSpeedFast(_ sender: Any)

      progressionAnimation.animationDuration = 5.0
      progressionAnimation.startAnimating()




      I have added the WatchConnectivity framework to the iOS app, set the bundle identifiers to match, and am able to run the app successfully on the emulator. However my problem now is when trying to display the animation on the watch, instead of repeating this code and having the animation created with images created that are stored on the watch, I would basically like the watch to simply display the live animation that is playing on the phone as its playing, so the phone acts as mostly a controller.



      Any insight would be greatly appreciated and helpful.










      share|improve this question















      Today I have a question regarding sending an animated image (UIAnimation) made up of an image array of pngs, to an Apple Watch, after it is generated on the companion iOS app.



      I am building the app with Swift, and am successfully able to generate the animation in an image view outlet on the phone screen. Now I am trying to have that created animation display on the Apple Watch.



      import UIKit

      class ViewController: UIViewController {

      var images: [UIImage]!
      var progressionAnimation: [UIImage]!

      var loading_1: UIImage!
      var loading_2: UIImage!
      var loading_3: UIImage!

      @IBOutlet weak var progressionAnimation: UIImageView!


      override func viewDidLoad()

      loading_1 = UIImage(named: "B")
      loading_2 = UIImage(named: "C")
      loading_3 = UIImage(named: "D")


      images = [loading_1, loading_2, loading_3]


      super.viewDidLoad()
      // Do any additional setup after loading the view, typically from a nib.



      override func didReceiveMemoryWarning()
      super.didReceiveMemoryWarning()
      // Dispose of any resources that can be recreated.



      @IBAction func animationSelectionPressed(_ sender: Any)
      progressionAnimation.animationImages = images
      progressionAnimation.startAnimating()




      @IBAction func startStopButtonPressed(_ sender: UIButton)

      if progressionAnimation.isAnimating
      progressionAnimation.stopAnimating()


      else
      progressionAnimation.startAnimating()




      @IBAction func animationSpeedSlow(_ sender: Any)

      progressionAnimation.animationDuration = 1.0
      progressionAnimation.startAnimating()



      @IBAction func animationSpeedFast(_ sender: Any)

      progressionAnimation.animationDuration = 5.0
      progressionAnimation.startAnimating()




      I have added the WatchConnectivity framework to the iOS app, set the bundle identifiers to match, and am able to run the app successfully on the emulator. However my problem now is when trying to display the animation on the watch, instead of repeating this code and having the animation created with images created that are stored on the watch, I would basically like the watch to simply display the live animation that is playing on the phone as its playing, so the phone acts as mostly a controller.



      Any insight would be greatly appreciated and helpful.







      ios swift animation watchkit






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      edited Nov 10 at 11:45









      Austin Conlon

      36213




      36213










      asked Nov 10 at 0:32









      Joe Corcoran

      84




      84



























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