How did they realize vertical transition's animation in IPhone app? - iphone

There is an app with awesome vertical transition - Haze. How did they realize this animation between home screen and settings? Did they use some framweork or something else?
Thank you!

Willi Wu, one of the app's creators, tweeted this:
it’s OpenGL, CAShapeLayer and OpenAL as well.
Franz Bruckhoff, another of the creators, tweeted this in response to the question “Is Haze primarily built with OpenGL?”
Yep, mostly. Some CA too.

They are not seperate screens
Use layers and drawing techniques
They use core animation and core graphics
Use touch event to detect gestures.
Some mathemetical calculation
some color sense ofcourse

Related

creating a flashy intro to an iPhone app

How would I go about creating the introduction that AirBnB uses in their app? The functionality that they've created can be found here http://www.youtube.com/watch?v=E_RlPZYIpIY
Are they using OpenGL, or just some fancy manipulation of the uiview? Any and all help would be most appreciated! Thanks
It's most definitely not OpenGL. It's probably just a bunch of UIView animation blocks or Core Animation.
They are basically CGAffineTransformation effects: Translation, scaling, rotation...
OpenGL is expensive though. If you only wants some 2D effect, Core Graphics Framework is enough.

drawing popOver using core graphics

For an iPhone app, I'd like to use popOvers (which are not available for the iPhone) like UIVIews.
Since I started a bit using core graphics (thanks to the wonderful tutorials on ray wenderlich's website), I would love to try to draw them using Core Graphics.
My question is pretty simple : should I just create a class and draw everything inside drawRect, to should I use instances of CALAyers each one dedicated to a particular area of the popOver (one for the arrow, one for the borders, and so on...)? What would be your way of doing it?
Thanks a lot.
https://github.com/werner77/WEPopover
Check the above git..
Easy way
edit : posted wrong link first..my bad

What to use for animation for iPad? SVG? GIF? Other?

I am making an app for the iPad/iphone and I want to have a star that tinkles every now and then and/or a rocket that shoots up randomly . What would be the best way to do that? Someone told me to use SVG and another told me that GIFs would be just fine.
SVG isn't going to work unless you are displaying the content in a UIWebView, you can either build the views using drawing code and perform the animations with core animation or use images, the first being far more efficient. Check out Apple's Core Animation Guide for more information.
UIImageView has a property animationImages which can be an array of UIImages. That'll certainly be lighter than a web view!
UIView animations are pretty elegant, though if you're code-phobic they're probably not for you. Don't let the affine transformation stuff scare you, it's simpler than it looks.

iPad SDK for 2D graphics and gui elements?

Im looking for some sort of SDK or library on top of iOS, which might help me produce iPad/IPHONE games.
The sort of functionality Im looking for is..
GUI elements, skinnable buttons, lists, dialog boxes etc
Any routines to help with tile based games
Functions to paint and move sprites
Any vector libs to help with rotation, skew etc
Im confident I could write all this from scratch, but Im guessing theres some libraries already out there. Im not afraid of getting my hands dirty in code, so please dont slate me for asking for prebuilt stuff :)
Thanks
The defacto answer is cocos2d. Open source, MIT licensed, sprite library (including tiling map support baked in).
As for UI - Cocos has some helper utilities for dealing with UI elements, however its not very hard to skin UIKit (though the more customization you do the more drawing code you end up with).
most of the bits are already available in UIKit, but http://www.cocos2d-iphone.org/ is a framework worth looking at for game dev.
Two notes about cocos-2d:
- cocos has its own implementation of UI control called MenuItem. It can be used to easily emulate the behaviors of Buttons. There is also a simple layout algorithm to dispose this items in columns, rows, grids. There are also other controls that allow you to display text on the screen (labels). No text editors though, AFAIK.
- cocos can be easily integrated with the rest of UIKit, so it is simple to show standard "message boxes", some UIKit elements on top or behind it. I was able to use the cocos view as the child view of a UIImagePicker, for example.

Need some guidelines on iPad animation programming

I'm creating an interactive e-book for the iPad. This book will contain multiple pages that will consist of a lot of animations (frame and motion animations), transitions,... I was wondering what my development options are, should I use OpenGL, Quartz,...?
I've use UIImageView.animationImages before and found that it had really bad performance. What's the best way to draw frame based animations?
Does anybody have some good pointers to resources on this?
thanks in advance,
Thomas
I guess that depends a bit on what you'll be drawing. If you have a need for 3D, then OpenGL is the way to go, but it doesn't sound like it. I have a feeling Quartz2D is going to be just fine for your 2D drawing needs. I've done drawing with both and they have a very similar API. I think the downside of using all the raw power of OpenGL is that you have then signed up for doing most of the work yourself. I don't recommend attempting to using Core Animation high level APIs to manipulate OpenGL views.
If you do use Quartz2D and "normal" UIViews instead of OpenGL/EAGLView, then you can take advantage the many pre-canned animations Apple already build with Core Animation. This include the card flip left/right, resizing, moving (x/y translation), rotation and the ever popular e-book page curl.
The best example of iBook like custom page curl functionality I could find is this example code from High Caffeine Content. However, you don't have to bring that much math to the table if you just want to use the out of the box Core Animation stuff. The bad performance you may have encountered could have been due to anything, including older/slower hardware. They have revved the graphics chips on the new devices.