UILabel animation in reference to another UIView object - iphone

So I have a UIView object (called gauge) on the right hand side that is a vertical bar. I have another label to the left of that bar that I want to display different text at different levels of the vertical bar (navLabel). I want this label to look like it is pinned to some distance (like 10 px) to my vertical bar. My label is left justified. I do this in the different methods where I need to update the label:
CGSize labelSize = [navLabel.text sizeWithFont:[UIFont fontWithName:#"Arial" size:17.0]];
CGRect newFrame = CGRectMake(gauge.frame.origin.x - 10 - labelSize.width, FIRST_HEIGHT, navLabel.frame.size.width, navLabel.frame.size.height);
[UIView animateWithDuration:0.5 animations:^{
self.navLabel.frame = newFrame;
}];
In my different methods, I just change to the appropriate height (i.e. #define FIRST_HEIGHT).
My label ends up in the places I want, but the animation looks funny. For example, if my first label was #"label 1", and my second label was #"my much much much longer label", what happens is the label goes to the correct height, but because the labels are different sizes, you see the x-animation as well which makes it look funny. I only want animation in the y-direction. How can I accomplish that?
I also tried right justified, but then my label does not end up the correct distance to my gauge object. It ends up crossing it many times and I'm not sure why that happens.

It's not clear that this is the behavior you want, but why not just set navLabel.frame to have the correct (new) x-coordinate as its origin before animating, then animate to the new frame that has the correct origin with the new height offset?
Or, set up two animations using these two frames, one that animates the y-direction first and the second that animates the x-direction to the new x-coordinate of the frame origin. Or vice versa.
// This version simply sets the correct origin (and the correct new width), then animates the y-direction
CGSize labelSize = [navLabel.text sizeWithFont:[UIFont fontWithName:#"Arial" size:17.0]];
self.navLabel.frame = CGRectMake(gauge.frame.origin.x-10-labelSize.width, self.navLabel.frame.origin.y,labelSize.width,navLabel.frame.size.height);
// now navLabel's frame has the correct new width (and origin x-coord)
CGRect newFrame = CGRectMake(self.navLabel.origin.x, FIRST_HEIGHT, navLabel.frame.size.width, navLabel.frame.size.height);
// now this animation will cause movement only in the y-direction
[UIView animateWithDuration:0.5 animations:^{
self.navLabel.frame = newFrame;
}];
// This version animates the change in the frame in the x-direction first, then does what it did before
CGSize labelSize = [navLabel.text sizeWithFont:[UIFont fontWithName:#"Arial" size:17.0]];
CGRect newFrame = CGRectMake(gauge.frame.origin.x-10-labelSize.width, self.navLabel.frame.origin.y,labelSize.width,navLabel.frame.size.height);
// this animation will cause movement in the x-direction
[UIView animateWithDuration:0.5 animations:^{
self.navLabel.frame = newFrame;
}];
// now navLabel's frame has the correct new width (and origin x-coord), so set the new y-coord
CGRect newFrame = CGRectMake(self.navLabel.origin.x, FIRST_HEIGHT, navLabel.frame.size.width, navLabel.frame.size.height);
// now this animation will cause movement only in the y-direction
[UIView animateWithDuration:0.5 animations:^{
self.navLabel.frame = newFrame;
}];

Related

change uiview frame from both sides

Hello i want to make animation of a frame change. But i don't find nothing similar on the internet. I know how to animate the frame change, but the tricky part is that for example i have a square and i want it to shrink to the center. So how do i change frame to achieve that?
Do i have to change the frame width and height and also the origin of the frame, or maybe there is some simpler solution?
Any help or references on how to do it would be very appreciated!
Thanks in advance!
CGRect previousRect = view.layer.bounds;
CGRect newRect = previousRect;
newRect.size = size; // In your case define the new size (CGSize size)
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"bounds"];
animation.fromValue = [NSValue valueWithCGRect:previousRect];
animation.toValue = [NSValue valueWithCGRect:newRect];
[view.layer addAnimation:animation forKey:#"bounds"];
If you need the View Shrinking Code, here it is.
myView.transform=CGAffineTransformMakeScale(0.1, 0.1);
[UIView beginAnimations:#"animationExpand" context:NULL];
[UIView setAnimationDuration:0.4];
myView.transform=CGAffineTransformMakeScale(1, 1);
[UIView setAnimationDelegate:self];
[UIView commitAnimations];
This is for making the View larger. If you want to make view shrink smaller then just replace the transform lines with each other.
Hope it helps! :)
Set the frame before beginning the animation and inside the animation block change the frame to point to center of the actual frame. You need to set height/width as well as origin for that. That's how it is normally done.
You need use a center of view:
CGPoint *center = view.center;
view.frame = CRectMake (0,0,100,200); //set new frame;
view.center = center;
// here you should start animation

Animation to and from value

I am trying to animate a label across the screen however I cannot seem to get it work properly. Currently it animates off the view into the other views.
Also I cannot "stop" the animation when needed. I am using it in a music player to scroll the track name across the UIView and when I tap Next or Prev it must stop mid-animation and start again.
- (void)startAnimation {
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:10];
[UIView setAnimationDelegate:self];
[UIView setAnimationDidStopSelector:#selector(animationDidStop:)];
CGRect frame = trackName.frame;
frame.origin.x = -50;
trackName.frame = frame;
[UIView commitAnimations];
}
- (void)animationDidStop:(id)sender {
NSLog(#"animationDidStop");
CGRect frame = trackName.frame;
frame.origin.x = 194;
trackName.frame = frame;
[self startAnimation];
}
I assume what you are trying to do is animate the label so that it moves 50 pixels to the left. If so, you need to change the line:
frame.origin.x = -50
to
frame.origin.x -= 50;
The problem is that you are setting the new origin of the frame to -50, which is 50 pixels off the left side of the view. Instead you need to just subtract 50 pixels from it's current position so that it moves 50 pixels relative to where it was.

iPhone - is it possible to create an animation displaying an image from the centre outwards?

I have seen quite a few tutorials on how to fade images in and out on the iPhone simply by changing their alpha values (for example here).
Thats ok, however I am trying to achieve something slightly different; instead of the whole image fading in/out, I would the image to be animated so that over time it is displayed from the centre of the image to the edge (and vice versa).
So at the start of the animation I would like the image to not be displayed on the screen and then over the duration of the animation starting from the centre bit by bit the image is displayed until we reach the end and the whole image is displayed on screen.
I cant find anything along those lines, does anyone know if that would be possible on the iPhone? Any ideas/links that might be useful?
It should be easy enough to achieve — create a UIImageView holding the thing, set contentMode to UIViewContentModeCenter, then use a CoreAnimation block to animate a change in the frame from being of zero width/height and centred to being the full area you want to cover.
E.g.
/* coming into here, imageView is a suitable UIImageView,
frameToFill is a CGRect describing the area the image
view should cover when fully unfurled */
// set up image view: content mode is centre so that the current
// frame doesn't affect image sizing, and we'll be keeping the same
// centre throughout so it won't move. The initial frame is on the
// centre and of zero size. The view contents are clipped to the view's
// bounds so that the changing frame does actually cut off the image
imageView.contentMode = UIViewContentModeCenter;
imageView.frame = CGRectMake(frameToFill.origin.x + frameToFill.size.width*0.5f,
frameToFill.origin.y + frameToFill.size.height*0.5f,
0.0f, 0.0f);
imageView.clipsToBounds = YES;
// set up an animation block, lasting 3 seconds, in which the
// only thing animated is the view's frame, expanding back out
// to the original
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:3.0f];
imageView.frame = frameToFill;
[UIView commitAnimations];
The edge of your view will be hard and rectangular. If you want anything more subtle, you're probably not going to be able to achieve it with CoreAnimation; dropping down to the CoreGraphics level is probably the order of the day.
A simple (and possibly not the best) thing to try (no guarantees it works) is to create an imageView and round the corners until it's circular, something like this:
[imageView.layer setCornerRadius:60.0f];
[imageView.layer setMasksToBounds:YES];
[imageView.layer setBorderWidth:0.0f];
Set the initial imageView small (1px by 1px). Then use some simple animation code:
[UIView beginAnimations:nil context:NULL]; {
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
[UIView setAnimationDelay:2.0];
[UIView setAnimationDuration:1.0];
[UIView setAnimationDelegate:self];
// set the imageView to the size you want here
} [UIView commitAnimations];
Try this code.
Create an imageView.
UIImageView *imgv = [[UIImageView alloc]initWithFrame:
CGRectMake(0, 0, 0, 0)];
imgv.image = [UIImage imageNamed:#"black.png"];
//position the imageview to the center of the screen.
imgv.center = self.view.center;
[self.view addSubview:imgv];
[imgv release];
//now give the imageview a new frame of full size with an animation
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:1.0];
//i am assuming that your full frame is 320x480
imgv.frame = CGRectMake(0, 0, 320, 480);
[UIView commitAnimations];
Now the imageview will appear to be scaling from the center of the screen to fill it.

how change the alpha value of half of UIImage or UIImageView

I am trying to create an animation effect where an image who's alpha value is 0.5 (approximately) at start changes to 1 gradually, but not like the conventional effect. Here is what I am looking for.
original Image.
after some time
after some more time
and at the end
So basically if the alpha value of part of the image can be reduced than I can show the animation of filling up a glass or something close to it.
I don't know if this can be done at all or if it's possible with core graphics or core animation.
P.S. They are made in photoshop.
Does anyone have any thoughts about what should be done to achieve this kind of animation?
I'd suggest the following:
Create the UIImageView that shows the image in the view.
Create a new UIView with a background color and transparency:
UIView *transpView = [UIView new];
tranpsView.alpha = 0.4;
transpView.frame = self.view.frame;
[self.view addSubview:transpView];
Animate the transparent view to slide upwards:
[UIView animateWithDuration:1.0 animations:^{
transpView.frame = CGRectOffset(transpView.frame, 0, -tranpsView.frame.size.height);
}];
Don't forget to release the tranpsView after you are done. Possibly with the completed block.
To get the "glass filling up" type of animation, just change the frame of of the tranpsView accordingly. The tranpsView can be any UIView subclass (like a texture of liquid or something).
Hope that helps.!
You can add view above and change it's frame. The best way.
If you're using images, then sunclass UIView and implement
-(void) drawRect:(CGRect) rect {
//if you want to clip the image, the frame for the view must be smaller then rect
[image drawInRect: rect];
}
Here's yet another idea.
Set the background of your UIView *view to the image.png you want with alpha = 0.5. Let
w = view.bounds.size.width;
h = view.bounds.size.height;
Create another UIView *glassView also with alpha = 0.5, and add it as a subview:
[view addSubview:glassView];
glassView.frame = CGRectMake(0.0, h, w, 0.0);
Create a UIImageView *glassImageView and set its image to image.png as well, and add it as a subview of glassView:
[glassView addSubview:glassImageView];
glassImageView.frame = CGRectMake(0.0, -h, w, h);
Now set up the animation to increase the height and alpha of glassView while maintaining the size of imageGlassView, something like this:
[UIView beginAnimations:nil context:NULL]; {
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
[UIView setAnimationDuration:1.0];
[UIView setAnimationDelegate:self];
glassView.alpha = 1.0;
glassView.frame = CGRectMake(0.0, 0.0, w, h);
glassImageView.frame = CGRectMake(0.0, 0.0, w, h);
} [UIView commitAnimations];
To be fair, I haven't tested this out, but something along these lines seems like it may work. Then again, maybe not. If you found a perfect solution, please post it back. I'd love to know how to do this!
See if this helps
http://www.iphonedevsdk.com/forum/iphone-sdk-development-advanced-discussion/32481-animating-uiimage-mask-fill.html
Well I know this question is quite old and I am the one who asked it, but today I was experimenting with something similar and found this simple solution to my own question which was asked 10 months ago.
I was working on a project which requires a image to look like its loading from completely white which is 0% progress to completely red image which is 100% progress.
I thought of adding 2 imageViews containing the images on top of each other and set the content mode of the top imageview containing image with red color to bottom so that when you reduce the size of imageview the image appears to be loading and it worked. With some animation blocks the image appears to be loading. Then I thought of this question that I had asked so long and then came up with the solution to my own problem.
So the solution to this question will be that if you add 2 imageViews on top of each other and then reduce the alpha value one that is behind and reduce the height to zero and then gradually increase the height and change the y coordinate of the image view that has alpha value 1 then It will appear to be loading as asked in this question.
I have used these two functions to get the illusion of loading image.
- (void)startAnimation
{
CGRect rect = loadedImageView.frame;
rect.origin.y = unloadedImageView.frame.origin.y;
rect.size.height = unloadedImageView.frame.size.height;
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDelegate:self];
[UIView setAnimationDuration:2.0f];
[UIView setAnimationDidStopSelector:#selector(stopAnimation)];
loadedImageView.frame = rect;
[UIView commitAnimations];
}
- (void)stopAnimation
{
CGRect rect = loadedImageView.frame;
rect.origin.y = unloadedImageView.frame.size.height + unloadedImageView.frame.origin.y;
rect.size.height = 0;
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDelegate:self];
[UIView setAnimationDuration:2.0f];
[UIView setAnimationDidStopSelector:#selector(startAnimation)];
loadedImageView.frame = rect;
[UIView commitAnimations];
}

iphone reposition UITableView when hidding element above it

I would like to make this:
So... when a user clicks on the search icon (top-left) the searchBar is set to hidden and UITableView is resized to top. How can I resize a table? Is it possible to achieve this not usign dimensions (like just set table's top to the navigation's bottom or smth)?
Thx.
You have to modify the table view's frame inside an animation block. It is up to you to calculate the correct dimensions of the frame rectangle.
CGRect newFrame = self.tableView.frame;
newFrame.origin.x -= self.navigationBar.frame.size.height;
newFrame.size.height += self.navigationBar.frame.size.height;
[UIView animateWithDuration:0.25 animations:^{
self.tableView.frame = newFrame;
}];