iOS: is it possible to attechment of MFMailComposeViewController with Animation? - iphone

I am working on attach images into MFMailComposeViewController everything is fine working but i want to know that is it Possible to give animation of Attachment?
For Ex:- When we attach images from Photo Gallery in iPhone Device. and while select mail Button that all selected Images Move's in MailComposeViewcontroller with Nice ANIMATION.
So please can any-buddy guide me this stuff is possible or not.? and if YES then how can i set Animation of Attachment.

There exists some semi-solution. You can in fact add any UIView as subview of you main app's window. It will than sit on top of all apps content. Using this you can simulate animation of attaching image to MailComposeViewcontroller
See my example code. This code slides image view from top of the screen to mail composer so it imitates adding of image as attachment. Everything is commented.
// Get apps main window
UIWindow *window = [[UIApplication sharedApplication] keyWindow];
// Setup frames of animated image view in apps window - adjust to your needs
CGRect finalImageFrame = CGRectMake(30, 220, window.frame.size.width-60, 100);
CGRect initialImageFrame = finalImageFrame;
initialImageFrame.origin.y = -initialImageFrame.size.height;
// Create image view to be animated as attachment
UIImageView *imageView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"myImage"]];
imageView.frame = initialImageFrame;
imageView.backgroundColor = [UIColor redColor];
// Add animated image view to window
[window addSubview:imageView];
// Animate image view with slide in from top
[UIView animateWithDuration:0.4
animations:^{
imageView.frame = finalImageFrame;
}];
// Present mail composer
[self presentViewController:mailComposer animated:YES completion:^{
// Once the controller appears, hide the image view - adjust this animation according to you needs
[UIView animateWithDuration:0.4
animations:^{
imageView.alpha = 0;
} completion:^(BOOL finished) {
[imageView removeFromSuperview];
}];
}];
Of course the code may need some adjustments and polishing, but it shows the concept. You can play with animations to make some better effect. There is a lot of animation tweaks I would add, but I wanted to keep the example code as short at it can be ;-)

That is iOS custom animation effects and is not exposed as iOS API's so no you cannot get this effect out of box. The reason I know that this effect is not exposed to developers is from Apple iOS 6 Docs. There is only one method which deals with animate and its the standard one.
What you can try is this. After the user has selected image(s) from his photo gallery (i.e. from ALAssetsLibrary) you can animate a "image" that looks like a MFMailComposeViewController. The animation would similar to what iOS provides i.e. background fading, MFMailComposeViewController appearing and the images sitting in the "body" section of the mail. Once the animation finishes, remove the "image" of MFMailComposeViewController and show the actual call MFMailComposeViewController invoked with animaiton:FALSE option. Hope I was clear. Essentially what you are providing is an illusion of MFMailComposeViewController and once animation is done, taking away the illusion and showing the reality.
Theoretically this could work but exact animation timing and user perceived feel has to be tested out.

Related

Creating Photo library like iPhone, but UIImage tap event handler not working

Hi i am new to iOS programming.
I need to create an photo library like iPhone native photo app. I have found a library MWPhotoBrowser
that provides nearly same UI for photo browsing and its perfect for my requirement. But now i have 2 problems
First is that i need to create a grid layout with thumbnails. Clicking on an thumbnail should display image in full screen with browsing functionality. I tried to dynamically adding UIImageViews in UIScrollView, but UIScrollView is not scrolling and images are going out of screen.
Second is i could not get any tap handler on UIImageView so that i can open an image in full screen.
Looking for some tips here, i am really stuck here.
You can give a shot to this library, it has both features which you are looking for.
https://github.com/gdavis/FGallery-iPhone
Hope it helps :)
For ScrollView scrolling issue you have to increase scrlViewMain.contentSize dynamically. Create a for loop and put bellow code at the end of loop.
scrlViewMain.contentSize = CGSizeMake(0, incermentAsPerYourNeed);
For the tapping issue you have to add TapGesture. Put bellow code when your ImageView creates.
imgView.tag = giveAsPerYourRecordsID;
UITapGestureRecognizer *tap = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(handleImageTap:)];
tap.cancelsTouchesInView = YES;
tap.numberOfTapsRequired = 1;
tap.delegate = self;
[imgView addGestureRecognizer:tap];
[tap release];
And bellow your catch method for tapping.
- (void) handleImageTap:(UIGestureRecognizer *)gestureRecognizer {
UIImageView *tmpImgView = (UIImageView *)gestureRecognizer.view;
}
I have also developed similar functionality a few days ago for my project.
For tap issue you should use UIButton instead of UIImageView, it gives you tap action event. For Scrollview not scrolling, just make sure you update contentSize property of UIScrollView, otherwise it would not scroll according to your subviews.

How to show an iPhone message (alert?) that looks like the one is shown when you toggle silent mode

When you toggle an iPhone to/from silent mode, or when you adjust the volume by pressing the side buttons, there is an icon that appears in the middle of the screen. Does Cocoa Touch allow developers to use this style of alert? If so, what's it called?
You should check out MBProgressHUD
It's actually a replica of undocumented, private iOS code called UIProgressHUD.
You don't need a progressHUD, but more of a StatusHUD. see here for a good one: https://github.com/samvermette/SVStatusHUD
Like sam (the creator of StatusHUD) says:
SVStatusHUD mimics the HUD shown on orientation lock, mute and volume change on iOS. It should only be used in response to hardware or other important notifications (for instance when an accessory is detected by your app). If you’re just looking to show the progress or success of an operation, you should have a look at SVProgressHUD.
Please note that you should not use private API like the UIProgressHUD or Apple will reject your app when you submit it. I recommend that you build your own design by manipulating a view and adding it as a subview, or use a free library that does so. If you do your own view (as I do in my apps) you can easily show it and hide it by playing with the alpha property. Here is an example:
First create a NIB file and design it as you like. Remember to re-size it (say to 260*200 or anything you like) so it looks like a notification. Add the components you want to it and give them Tags so you can access them later. Assume in my example that I only added a UILabel.
In the view that you would like to use your custom notification, create a UIView object in the .h file (here I call it pleaseWait) and in the .m file (usually in the viewDidLoad) load it as follows:
NSArray *nibMyNiceAlert = [[NSBundle mainBundle] loadNibNamed:#"myNiceAlertNibName" owner:self options:nil];
((UILabel*)[[nibMyNiceAlert objectAtIndex:0] viewWithTag:1]).text = NSLocalizedString(#"The text the user will see", #"my explanation of this text!");
pleaseWait = [nibConnecting objectAtIndex:0];
pleaseWait.frame = CGRectMake(30, 70, 260, 200);
pleaseWait.alpha = 0;
pleaseWait.clipsToBounds = YES;
pleaseWait.layer.cornerRadius = 20;
[self.view addSubview:pleaseWait];
Note that clipsToBounds and cornerRadius need the library QuartzCore/QuartzCore.h and are used to make the edges of your view rounded. Notice that the alpha starts 0 because I don't want to see my alert on load.
Now every time you would like to show this notification:
[UIView beginAnimations:#"FadeIn" context:nil];
[UIView setAnimationDuration:0.2];
pleaseWait.alpha = 0.65;
[UIView commitAnimations];
And to remove it:
[UIView beginAnimations:#"FadeOut" context:nil];
[UIView setAnimationDuration:0.2];
pleaseWait.alpha = 0;
[UIView commitAnimations];
Remember that you can change the text in the notification label anytime before you view it by acceding the object at Tag 1 as I did in the loading stage.
I hope this helps yo in a way.

Photos App Animation Advice

I have scoured the net for this question and have came up empty handed. I have an app that I'm making which I want the user to be able to view an image i have hooked up to the UIImageView to show fullscreen. Basically by tapping the UIImageView it would make the buttons and status bar disappear until image is tapped again. I know this is probably a simple animations block that i would throw in my viewdidload or where I call my image from. I'm just unsure where it goes.
here is where my image comes from if the helps.this is in my .m file
-(void)viewDidLoad {////Loads UIImageView from URL
todaysWallpaper.image = [UIImage imageWithData:[NSData dataWithContentsOfURL:[NSURL URLWithString:#"http://www.inkdryercreative.com/daily/archive/mondays/images/062-mondays-960x640-A.jpg"]]];
I have four buttons that appear on screen. i want it to resemble the feel you get in the native photos app when you look and a picture and everything else on screen dissolves. Any help or guidance would be great. I can send additional code if needed
CGRect *oldFrame = todaysWallpaper.frame; // store this somewhere for when you go back
CGRect *newFrame = [[UIScreen mainScreen] bounds];
[UIView animateWithDuration:0.5 animations:^{
todaysWallPaper.frame = newFrame;
}];

Adding a splash screen to my project

I have created a project which consist of a tabbarcontroller and a navigationcontroller.
The first view or the first tab is a tableview controller. Now i need to add a splashscreen to my application, so when the app loads it will show a welcome screen and then land on the tableviewcontroller.
My workings so far;
This is added in my viewDidLoad method.
myImageView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"splash.jpg"]];
myImageView.frame = [[self view] frame];
[self.view addSubview:myImageView];
[self.view bringSubviewToFront:self.myImageView];
The problem is that the splash screen or the UIImageView loads inside the tabbarController/NavigationController, and it does not take the full width and length of the screen. What should i do to fix this programatically ?
In application bundle you need to copy the splash screen images with the name "Default.png" and "Default#2x.png" for Retina. The app will load this automatically, you don't need to do more work.
Here you have a link for this: http://iosdevelopertips.com/cocoa/defaultpng-the-secret-of-the-load-screen.html
Add the images that you want to use to the resources of your project and name them Default.png and Default#2x.png (if you are providing it for a retina screen). Be sure no name them exactly. If you get the capitalisation wrong, it will work in the Simulator (which is not case-sensitive), but not on the device (which is case-sensitive).
Be aware that a "splash screen" is discouraged by the Apple Human Interface Guidelines:
Have you given the Launch Images a look in your target settings?
You would probably want to add the splash screen in the app delegate's didFinishLaunchingWithOptions method. Then start an animation of fade out (or whatever animation you need). Finally removing the splash screen view when the animation is complete.
You have to add the UIImageView to the root's view:
UIView *rootView = [[[[UIApplication sharedApplication] delegate] viewController] view];
[myImageView setFrame:rootView.bounds];
[rootView addSubview:myImageView];
you can use the uiimage view to add an array of images to play an animation, try the following
code in
-(void)viewDidAppear:(BOOL)animated {
animationSplashImageView.animationImages = imageArray;
animationSplashImageView.animationDuration = 5;
animationSplashImageView.animationRepeatCount = 1;
[animationSplashImageView startAnimating];
}
IBOutlet UIImageView* animationSplashImageView;
was defined in the main view of your app.
also you could test your splash using tool Splashx Free, which is on Apple App Store: http://itunes.apple.com/cn/app/splashx-free/id500137095?mt=8

iPhone CATransition adds a fade to the start and end of any animation?

So I am just beginning recently developing some simple apps for the iphone. I will say that I am fairly sure I don't have a strong understanding of programming for multiple views yet, but I am trying to learn as I go.
I have a program that started as a plain window based application so i could hand write everything in hopes of learning more about what i am doing. I have a single view controller that acts to load and release views as requested from each of the other view controllers. No elements persist from one view to the other.
I have that working fine currently, but I wanted to add animations to the view changing. A simple push animation was my goal. One view pushes out as the new view pushes in.
Looking into CATransitions and trying that, I have a working version (currently for pushing top/bottom)
[thisView.view removeFromSuperview];
[thisView release];
thisView = [[MenuViewController alloc] initWithNibName:#"MenuView" bundle:nil];
[self.view addSubview:thisView.view];
CATransition *animation = [CATransition animation];
[animation setDuration:6.3];
[animation setType:kCATransitionPush];
[animation setSubtype:kCATransitionFromTop];
[animation setRemovedOnCompletion:YES];
[animation setTimingFunction:[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear]];
[[self.view layer] addAnimation:animation forKey:nil];
as far as I can tell this is pretty standard code for using CATransition and it works to do what I need, one view gets pushed up as the other view comes in. However my problem is that there seems to be a fade that happens to each view as they come in or go out respectively.
As such - in this example; as the menu pushes up from the bottom, it will very slowly fade in from white, and as the previous view leaves the screen it will slowly fade to white.
Note that the duration is set to 6 so that the fading is dramatic.
Is there a way to remove the fading here so that each view remains solid on the way in and the way out? Or have I missed the mark completely in this route that I am taking?
I appreciate any help. Apologies I have been long winded.
I have never been able to find a solution to this problem, but I can offer a reasonable workaround. What's happening is it isn't fading to white, but fading to transparent, and the window background (or whatever view is behind) is white. There are a couple ways to get around this:
Change the window background color. If both views you're fading between have the same solid background color, then this will look pretty good.
Don't render a background in each view ("MenuView," for example), but rather have a shared background view that's under those views at all times.
Note that this will not work in all circumstances -- grouped UITableViews, for example, are always completely opaque.
(As I side note, I assume that you aren't build a navigation-based application, in which case all the animation should be handled automatically.)
You also might want to consider the looking into the UIView method setAnimationTransition:forView:cache: if you haven't already as another way to transition between views (although it cannot do a sliding animation, if you are set on that).
I solved this by enclosing the view to which I have applied the effect into a superview and by setting the superview property "clip subviews". now the fade is "clipped" by the superview.
I was able to get the views to transition without fading at the beginning and end by using UIView animation. NOTE: In the code below, I have a UINavigationController and a UITabBarController inside a main UIView. The main UIVIew (containerView) is what I added as a subView to the Application window. The other two are subviews of the containerView.
UITabBarController *tabBarController = [(AppDelegate_iPhone *)[[UIApplication sharedApplication] delegate] tabBarController];
UIView *containerView = [(AppDelegate_iPhone *)[[UIApplication sharedApplication] delegate] containerView];
UINavigationController *accountsNavigationController = [(AppDelegate_iPhone *)[[UIApplication sharedApplication] delegate] accountsNavigationController];
CGRect accountsNavigationControllerEndFrame = containerView.frame;
CGRect tabBarControllerEndFrame = CGRectMake(containerView.frame.size.width, containerView.frame.origin.y, containerView.frame.size.width, containerView.frame.size.height);
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.4];
tabBarController.view.frame = tabBarControllerEndFrame;
accountsNavigationController.view.frame = accountsNavigationControllerEndFrame;
[UIView commitAnimations];