How to animate part of a view transformation - iphone

I recently stumbled upon a problem where I have a view that can be rotated by the user. During the rotation it should, however, be 10% larger (scaled up).
I want that scaling to be animated but the rotation to be be visible immediately since I set it without animation in the gesture recognizer's callback.
Question: Is it possible to update an CGAffineTransform's rotation without intercepting the scale being animated, or is there no way around creating a wrapping view that gets scaled instead?

Edit:
I think a wrapper view for scaling would be the least error prone way.
If you desperately want to avoid that, you could try to create the scaling animation manually with an NSTimer. Maybe if you query the current transform value first and then modify it instead of replacing it by an independently created one (for the rotation and the scale), it could work.
I think an implicit UIView animation calculates all subsequent values in the beginning, so that would mess up your rotation.
Another way to go would be to lock the rotation while the scaling occurs. The downside is, that scaling and rotation wouldn't be simultaneously. Anyway you could create an iVar or property let's say rotationLocked and do sth. like this:
- (void)handlePan:(UIPanGestureRecognizer *)gr
{
if (gr.state == UIGestureRecognizerStateBegan)
{
self.rotationLocked = YES;
[UIView animateWithDuration:.2 animations:^{
[self scaleView];
}completion:^{ self.rotationLocked = NO; };
}
if (gr.state == UIGestureRecognizerStateChanged)
{
if (!self.rotationLocked){
// do the rotation
}
if (gr.state == UIGestureRecognizerStateEnded)
{
// do something else
}

Related

User interaction outside the UIView bounds

What i'm trying to do is "navigating" into a bigger UIView with buttons and controls positioned in different places. I've made the size of the main UIView twice bigger than the usual. It is 640x480 instead of 320x480.
After clicking a button in the first part of the screen i've made a moving translation of -320px in the x-direction to show the second "hidden" part of the screen where other functions will reveals to the user. Everything works perfect apart the fact i can't get the UIView back to the original position. It seems that the button i use to get back to the original position and that is "outside the bounds" of the 320px, doesn't work.
My UIView is referenced as "introScreen", and the following is the function i call to translate the screen through the x direction:
- (void)secondPartOfTheScreen {
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.15];
introScreen.transform = CGAffineTransformMakeTranslation(-320, 0);
[UIView commitAnimations];
}
Calling this function my UIView moves correctly, but when my button appear in this part of the screen, it doesn't get any user interaction. If i move that button in the first part of the screen, it works correctly. It have something to do with the screen bounds? It is possibile to solve it?
Thanks in advance!
You should try to subclass your UIView and override its pointInside:withEvent: method so that also a point outside its bounds is recognized as belonging to the view. Otherwise, there is no chance that user interaction outside of the view bounds are handled as you would like to.
This is what the Event Handling Guide say:
In hit-testing, a window calls hitTest:withEvent: on the top-most view of the view hierarchy; this method proceeds by recursively calling pointInside:withEvent: on each view in the view hierarchy that returns YES, proceeding down the hierarchy until it finds the subview within whose bounds the touch took place. That view becomes the hit-test view.
You could use something like this in your custom UIView:
- (BOOL)pointInside:(CGPoint)point withEvent:(UIEvent *)event {
for (UIView* view in self.subviews) {
if (view.userInteractionEnabled && [view pointInside:[self convertPoint:point toView:view] withEvent:event]) {
return YES;
}
}
return NO;
}
You could do with this:
#interface MyView: UIView
#end
#implementation MyView
- (BOOL)pointInside:(CGPoint)point withEvent:(UIEvent *)event {
for (UIView* view in self.subviews) {
if (view.userInteractionEnabled && [view pointInside:[self convertPoint:point toView:view] withEvent:event]) {
return YES;
}
}
return NO;
}
#end
add this class definition to the beginning of the .m file where you are using the view. (You could also use separate .h/.m files, but for the sake of testing if everything works, it is enough). Then, replace UIView with MyView in the instantiation of your current UIView, and it should work.
You're not using the transform property properly, you should take into account the previous value of the property like this:
introScreen.transform = CGAffineTransformConcat(introScreen.transform, CGAffineTransformMakeTranslation(-320, 0));
Hope this helps, and check Apple's UIView documentation and CGAffineTransform documentation for more details.
2 things.
First why would you use transform when you are merely moving the object. You can set the frame just as easily.
CGRect frame = introScreen.frame;
frame.origin.x -= 320;
introScreen.frame = frame;
(Yes this will work inside an animation)
second, if you translate a view its contents should be within its bounds regardless of the size you want displayed in the first place.
therefore your container view (the one with the buttons) should be a size so that all contained pieces are within its bounds. Anything outside its bounds will not function. Having the main view twice its size is not as useful as having the contained view at twice its size.
Think of it like this.
Your table should be able to hold whatever your looking at. If you have a map you want to display you would slide it around on the table. the table does not need to be as big as the map but the map needs to be big enough to present you with all of its contents. if the map was say too short to display the poles and you would be without the information. No matter how much you transformed the map you would not be able to use the north or south poles..
To ensure the app reflects this you can turn on clip subviews on all the views in question, then if its outside the bounds it will not be visible.

UIScrollView zoom issue with UIRotationGestureRecognizer

I have a scroll view which shows a image view. I am trying to handle UIRotationGestureRecognizer on the image view. I get the event for rotation and apply the required transform on the same. The image gets properly rotated in the scroll view. Then when I do any operations in the scroll view like zoom or pan the image rotation and position goes for a toss
_mainView is the subView of UIScrollView which is also used for zooming
UIRotationGestureRecognizer *rotationGesture=[[UIRotationGestureRecognizer alloc] initWithTarget:self action:#selector(rotationGesture:)];
[_mainView addGestureRecognizer:rotationGesture];
[rotationGesture release];
-(void) rotationGesture:(UIRotationGestureRecognizer *) sender {
if(sender.state == UIGestureRecognizerStateBegan ||
sender.state == UIGestureRecognizerStateChanged)
{
sender.view.transform = CGAffineTransformRotate(sender.view.transform,
sender.rotation);
_currRotation = _currRotation + sender.rotation;
[sender setRotation:0];
}
}
I will like to understand what would be the right way to handling rotation with-in the scroll view and it maintains that rotation even after zoom events in Scroll View.
Implement the gestureRecognizer:shouldRecognizeSimultaneouslyWithGestureRecognizer: method in your UIGestureRecognizerDelegate, and return all gestures you want to recognize simultaneously. If you still have trouble with it, check out the answers to UIImageView Gestures (Zoom, Rotate) Question.
Good luck!
EDIT: Your comment has me guessing that the issue is that you can only have one transform on at a time, and the scroll view applies a scale transform, replacing the rotation one. You could remove the native zoom recognizer (see this question), or nest another UIView in the scroll view, and apply the rotation transform to that. I like option two, it seems easier. If you go with option one, use CGAffineTransformConcat to apply both the zoom and rotate transformations independently.

Push a UIImageView with another UIImageView, possible?

Is it possible to pan a UIImageView and when it intersects with the frame of another UIImageView, have that other UIImageView be pushed around by the other UIImageView without just passing over it? I hope that makes sense!
If it is possible, could you give me some ideas on how I'd go about implementing this?
I imagine it would go something like...
If frame intersects frame from left or right on the x/y axis, have the other frame move in that same direction with same distance as the pushing frame. While that logic somewhat makes sense to me, I'm not sure how I'd implement that in code.
I'd really appreciate any advice you can offer.
So, you're only concerned with left / right panning...
Let's assume you have 2 UIImageViews, a & b, as subviews of some other UIView and defined as class members of some class.
You can get help detecting panning gestures (dragging touches) on each of these views by creating instances of UIPanGestureRecognizer and adding them to each UIImageView using method addGestureRecognizer:
When creating each UIPanGestureRecognizer, you need to designate a selector to receive the gesture events. Let say it's called didMove:
Now, some sample code:
- (void) didMove:(UIPanGestureRecognizer*)recognizer {
UIView* view = [recognizer view];
// Remember our UIImageViews are class members called, a & b
//
UIView* otherView = view == a ? b : a;
if (recognizer.state == UIGestureRecognizerStateBegin
|| recognizer.state == UIGestureRecognizerStateChanged) {
// Moving left will have a negative x, moving right positive
//
CGPoint translation = [recognizer translationInView:view.superview];
view.center = CGPointMake(view.center.x + translation.x, view.center.y);
// Reset so we always track the translation from the current view position
//
[recognizer setTranslation:CGPointZero inView:view.superview];
if (CGRectIntersectsRect(view.frame, otherView.frame)) {
// Translate by the same number of points to keep views in sync
//
otherView.center = CGPointMake(otherView.center.x + translation.x, otherView.center.y);
}
}
}
It may not be exactly what you need, but it should give you a good idea how it could be done.
Sounds like you'd better use something like Cocos2D with it's sprites, intersections and some basic physics...
You can do it like this,
First, Create an UIImageView and assign an UIImage to it.
Second, When the user swipes or makes any gesture just change the coordinates of the card by setting its frame again.
Since u want the card to slide away, you have to change the x coordinate to a negative value such that it slides off from the view.
The above said code of reframing the imageview should be given within a UIView setAnimation group of methods...with a required delay.
To achieve the push effect have a method called within the the same animation block of codes which creates a new imageview (having same name as that of first imageview) and keep it out of the view. That is beyond the width of the screen. (dont forget to release the card which was pushes away previously)
Then subsequently again make a new frame for this imageview such that it appears in the centre of the screen....When above three steps of code are put within the animation block of code for UIView or UIImageView with a delay time , u will achieve the required effect.
Hope this helps....
happy coding....

Problem with collision images, collision before touch

Hi everyone I'm french so scuse me for my english.My problem is the following: I have an image in the center of the screen called viewToRotate, then I have an image called flakeView that is created outside of the screen and then it is moving to the center, and every second a Timer does this(create a flakeView outside the screen and then move it to the center of the screen).
What I wanted to do was : if flakeView and viewToRotate collide reduce the alpha of viewToRotate to 0.5. But when flakeView appears on the screen the action of reducing the alpha is called without the collision of viewToRotate and flakeView, so they collide before they touches. I don't know why. How can I solve this please . Here is the code :
UIImageView* flakeView = [[[UIImageView alloc] initWithImage:flakeImage] autorelease];
// use the random() function to randomize up our flake attributes
int startY = round(random() % 320);
// set the flake start position
flakeView.center = CGPointMake(490, startY);
flakeView.alpha = 1;
// put the flake in our main view
[self.view addSubview:flakeView];
[UIView animateWithDuration:7
animations:^{
// set the postion where flake will move to
flakeView.center = viewToRotate.center;
}];
}
-(void)checkCollision{
if(CGRectIntersectsRect(flakeView.frame, viewToRotate.frame) == 1)
{
viewToRotate.alpha=0.5;
}
}
I would not suggest using a timer on viewDidLoad. I believe that you should set the timer at some other function. Even if you do not use viewDidLoad for anything else.
The other thing is the UIView animations. Even if you have a timer at every 60fps the attributes of the animated objects are not changed by the animation. So before you create the animation you set those properties once. And when you create the animation you set the same properties for the second time. And that's it. From now on while the animation is running if you do checks on the properties you will always get the second values.
To have a working code one option is to create the UIView animations (and perform the property checks) for every step at a certain time interval. Or use OpenGL.
Before getting too deep into this issue, please also make sure that your viewToRotate.frame is actually sized the way you expect it (see my comment).
Once you are certain about those attributes, you might want to check the collision on the current presentationLayer of your animated objects and not on their original state.
UIView.layer.presentationLayer
Returns a copy of
the layer containing all properties as
they were at the start of the current
transaction, with any active
animations applied.
So you might adapt your collision detection like this:
-(void)checkCollision
{
if(CGRectIntersectsRect(flakeView.layer.presentationLayer.frame, viewToRotate.layer.presentationLayer.frame) == 1)
{
viewToRotate.alpha=0.5;
}
}
Also consider using the CoreAnimation Layer method hitTest: instead of your handmade collision detection.
hitTest: Returns the farthest
descendant of the receiver in the
layer hierarchy (including itself)
that contains a specified point.
These are the following things you would want to check.
Dont init with image, use init with frame and then do
flakeView.image = ----; Because your image could be wide enough
initially , and hence colliding from the time you initialize.
Try alternatives to .center, like .frame.size.x , because I have had
problems with .center as well
You could probably NSLog the bounds of both ur imageviews before and
after reducing alpha

Alternative to CGAffineTransformConcat

In the app I'm working on the user taps on a tableview to zoom it up to full view from a "thumbnail" or a miniature view. Everything is working great except for a somewhat annoying animation glitch or whatever. The thing is I'm using the code below:
if ([subview respondsToSelector:#selector (name)] && [subview.name isEqualToString:self.labelListName.text])
{
[self.tabBarController.view addSubview:subview];
CGRect frame = CGRectMake(35, 78, self.scrollView.frame.size.width, self.scrollView.frame.size.height);
subview.frame = frame;
CGAffineTransform scale = CGAffineTransformMakeScale(1.39, 1.39);
CGAffineTransform move = CGAffineTransformMakeTranslation(0,44);
CGAffineTransform transform = CGAffineTransformConcat(scale, move);
[UIView animateWithDuration:0.15
delay:0
options:UIViewAnimationOptionBeginFromCurrentState
animations:^{
subview.transform = transform;
}
completion:^(BOOL finished){ [self goToList],subview.hidden = YES; }];
}
- (void)goToList
{
self.gotoWishList = [[WishList alloc] initWithNibName:#"WishList" bundle:nil];
self.gotoWishList.hidesBottomBarWhenPushed=YES;
self.gotoWishList.name = self.labelListName.text;
[self.navigationController pushViewController:self.gotoWishList animated:NO];
self.gotoWishList.scrollLists = self;
[WishList release];
}
And when doing the animation the transfer between the zoom view and the actual view the user is going to interact with is not completely perfect. The text inside the cell jumps a little when switching between the views. The problem lies in the translation matrix. If I skip that I can get the animation to work perfectly but then of course I need to move the miniature view down in the GUI which is not an option. If I instead do the animations in another order (move, scale) then it works better. I still get a jump at the end but it looks better, as everything jumps...and not just the text.
So...basically my question is how can I make this animation fluent. I read that the CGAffineTransformConcat still does each animation separately, and I really need both animations (scaling and moving the list) to be ONE fluent animation.
Thanks for any tips!
I think you will have to nest views/graphic-context to get what you want. The animation system doesn't support simultaneous animations because the mathematics of doing so requires an exponential amount of computational power. You might be able to trick it by sliding one view while enlarging the other.
I'm not sure about that as I have never had need to try it.
You might also be getting a jerk or skip from the tableview itself. The bounce at the top and end of scrolls can produce effects if you radically resize the table on the fly. I would turn all that off and see if you still have the problem. You might also want to test on the view independent of the tableview to make sure the problem is with the animations and not the tableview moving itself.