In the Path iphone application, on the bottom left corner, there is a + sign button. When pressing it, it performs an animation (the + rotates and a bunch of other buttons emerge outwards).
For those that have seen these types of animations, how is this accomplished? Is this done via CAAnimations?
Thank you!
You would definitely want to use either Core Animation, or UIView's animation methods (which use Core Animation under the hood).
Check out https://github.com/levey/QuadCurveMenu to see one attempt to reimplement it.
Related
I got an app that allows users to add content to a canvas. I would like to be able to offer the user an ability to move, rotate, resize, reflect this content. Currently I'm doing this with gestures, but would like to know if there is some sort of open-source widget that draws a box around the view and adds 4 buttons to do these functions:
rotate 90 degrees
rotate freely
resize
delete
Can anyone think of an open source framework that I can add to my project to create controls like the ones displayed?
I can probably build this by hand, but debugging gesture recognizers and view rotation is not the most fun thing, so I'm looking for something more polished.
Thank you!
Here's a link to an open source control on cocoa controls that looks like something you could use: TDResizerView.
"TDResizerView is used to resize and rotate an imageview with single finger"
Sounds like a good place to start from, even if you need to modify it.
I've never used this particular control though, so take my word for what it's worth.
edit: Also keep in mind that on iOS, users generally expect gestures. Forcing them to use the handles instead of pinching or rotating may be bad for your user experience, depending on why you want the handles instead.
I want to make an endless vertical scrolling layer that gives the impression that the main character is moving upwards. I have been brainstorming on how to achieve this.
My issue is that I want objects to appear as if they are coming from above and below the screen at the same time. Secondly, I want to be able to move the main character to create and destroy box2d joints between it and some of the objects appearing on the screen. What is the best way to achieve this with consuming too much memory? I would appreciate any help on this.
Apple did a wonderful tutorial of this in a WWDC 2011 video session. It was "UITableView Changes, Tips & Tricks" and it's about 35m40sec into the video.
Since the use of the UITableView is really just a UIScrollView for the purposes of the background, you could just use a UIScrollView and you can either have it move on timer or events as needed.
Think of your player as moving within a stationary bounding box. The background can scroll using the aforementioned pooling method (as the background tile scrolls off the screen it is placed into a pool, and before a new tile is instantiated the pool is checked for available reusable tiles). Thirdly, your enemy objects will simply approach from either the bottom of the screen or the top.
Imagine your idea without the scrolling background (flying effect) and you should find that the problem is relatively straightforward.
I also needed and endless scrolling background layer. This can do exactly that, and it is super simple to set up and use. Just copy the four files in to the cocos2d folder in your project, then follow the quick tutorial seen on the github. Make sure the image you use is seamless (when you line them up vertically you can't tell where one ends.
This UIElement appears when a user presses one of the hardware volume controls...the UI element is a black translucent square with rounded corners. In legacy versions of the Twitter app for iPhone, this element used to appear when a user would Follow, Unfollow, Retweet, etc. I would really love to use this element in my apps, can anyone let me know which element it is?
Best...SL
It is a popup. There are a few open source projects that will make implementing easier:
https://github.com/samvermette/SVProgressHUD
https://github.com/matej/MBProgressHUD
That UIElement is a simple transparent UIViewwith a animation in it. The animation is like "fade in, show for a given time, fade out".
I have a graphic that is 3 times the width of an iphone landscape view.
I am trying to auto scroll it so that it appears that it is moving sideways, without using the touchscreen scrolling method.
My aim is to maybe have a button you can press and it moves it left or right across the screen like an animation.
I can deal with everything else but am having trouble finding a solution.
Any example code would be appreciated or even any info on whether it is possible or not.
Thanks. Dave
You can wrap a UIView in an animation block. The animation sweeps the origin value in its frame property from one point to another, over a set period of time.
I've thought that a great addition to an iphone app would be the ability to have the OS X Dock implemented in the iphone. My idea is to have like 5 regular menu that can be chosen in my app and when you swipe your finger across the menu the individual icons would magnify and when you chose an option the icon would bounce while you waited.
I personally would love this in my apps, but I'm wondering if it could be done. Be it be too cpu intensive? Any idea if this could be done in Core Graphics or would you need OpenGL ES?
Thanks to all that respond.
5 is the exact number of icons that fit perfectly into a UITabBarController, providing an easy way to switch between views that conforms to the Apple iPhone Human Interface Guidelines, and will be very familiar to iPhone users.
Here's a video showing how to create an App with a UITabBarController:
http://www.screentoaster.com/watch/stVUpUQEVLQVteRl1eXFxf/iphonedev_101_uitabbarcontroller
If you still feel you really need to have something that looks like the OS X Dock, I'd recommend using Core Animation.
Create a custom view, and in the init code, add a CALayer for each dock icon. Implement the touchesMoved event to detect finger position, and modify the bounds and position properties for your icon layers to move/resize them. You'll have to fine tune your algorithm for adjusting icon sizes and the animation mode you use to try and match the behavior in OS X, but I believe it's just a linear distortion based on the distance from the cursor (or finger in this case).
Implement code to reset the icons to their default position, and launch whatever action you want for your icons in touchesEnded.
To bounce the icons, you could try animating the position using a CABasicAnimation with the kCAMediaTimingFunctionEaseInEaseOut timing function, and repeating and autoreverse enabled.
The Core Animation framework should work fine for the sorts of animations you're discussing (bouncing, scaling). I think it'll be a lot easier than OpenGL.
Here is a code snippet which should animate moving an icon to the y coordinate 148 over a 0.2 second duration:
[UIView beginAnimations: #"iconBounce" context: NULL];
[UIView setAnimationDelegate:self];
[UIView setAnimationDidStopSelector:#selector(iconBounceAnimationDidStop:finished:context:)];
CGRect iconPosition = iconImageView.frame;
iconPosition.origin.y = 148; //bounce up
iconImageView.frame = iconPosition;
[UIView setAnimationDuration: 0.2];
[UIView commitAnimations];
The selector iconBounceAnimationDidStop:finished:context: represents a method which will be called when the animation completes. You can write that method so that it will move the icon back down to a starting position to complete the bounce.
I would probably use OpenGL for that kind of graphic processing. Texture mapping/scaling is done very efficiently in OpenGL.
That said, the problem with your idea is that this is going to be "an app to open other apps".
It's entirely doable with Core Animation, but you're going to get into a user interaction issue. On the Mac, there's a distinction between mouse drag and a click. But on the iPhone we only have the finger and we're used to direct interaction, meaning we tap up and down and it's selected. In this other mode, you're saying tap-drag-lift (to enlarge icon) may do something different than tap-lift (select). Also, when you drag your finger across the icon strip, the current (enlarged) icon is always the one directly under your finger and not visible, so you'll have to adjust for that.
Even though it's doable, you may want to think through the user experience. Even though it sounds sort of cool, my guess is that it'll take a lot of tweaking to get it to look and feel just right in a mouseless direct-interaction environment. I'd be surprised if Apple didn't already try it out and decide against it.