animate and resize UIImageView - iphone

How do I animate and resize a UIImageView? I tried doing this and it didn't work out for me:
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:1.0];
imgView.frame = CGRectMake(0, 0, 320, 480);
[UIView commitAnimations];

Try using a block animation:
[UIView animateWithDuration:1.0f // This can be changed.
animations:^{
CGRect frame = imageView.frame;
frame.size.width += 100.0f; // This is just for the width, but you can change the origin and the height as well.
imageView.frame = frame;
}
completion:^(BOOL finished){
}];
Hope that Helps!

Try this code. This works fine for me,
CGPoint newLogoutCenter = CGPointMake(160, 364);
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:1.0f];
twitterBarVIew.center = newLogoutCenter;
[UIView commitAnimations];

If we assume that you have correct reference to the imgView, then it seems that starting frame of the imgView is the same before and after animation.
Try to set imgView.frame to:
imgView.frame = CGRectMake(100,100,100,100);

//Set up the UIImageView. the Frame determines the position and size of the image.
UIImageView *i = [[UIImageView alloc] initWithFrame:[CGRectMake(50.0,50.0,50.0,50.0)]];
//Add images to UIImageView
i.images = [[NSArray alloc] initWithObjects:[UIImage imageNamed:#"1.png"],
[UIImage imageNamed:#"2.png"], nil];
//Set the amount of time for the animation to run
i.animationDuration = 1.0f;
//start the animations
[i startAnimating];
You can resize the image by changing the frame of the image
i.frame = CGRectMake(x, y, width, height);

Related

iOS translation and scale animation

I'm working on UIButton animation where:
The UIButton is set in the bottom center of the screen and scaled to a small size
_menuBtn.transform = CGAffineTransformMakeScale(0.1f, 0.1f);
When the app starts it should be moving to the bottom left side of the screen as it scales or grow to its original size.
- (void)viewDidLoad
{
[super viewDidLoad];
_menuBtn.frame = CGRectMake(160, 513, 30, 30);
_menuBtn.superview.frame = CGRectMake(160, 513, 30, 30);
_menuBtn.transform = CGAffineTransformMakeScale(0.1f, 0.1f);
NSLog(#"_menuBtn: %# ; _menuBtn.superview: %#", _menuBtn, _menuBtn.superview);
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDelegate:self];
[UIView setAnimationDuration:5];
[UIView setAnimationCurve:UIViewAnimationCurveEaseOut];
CGAffineTransform scaleTrans = CGAffineTransformMakeScale(1.0f, 1.0f);
CGAffineTransform lefttorightTrans = CGAffineTransformMakeTranslation(-200.0f,0.0f);
_menuBtn.transform = CGAffineTransformConcat(scaleTrans, lefttorightTrans);
[UIView commitAnimations];
}
problem
When the animation starts the button starts moving from the bottom right side of the screen and not in the bottom center where it is and should be. Any help ?
Log Result
NSLog(#"%#", _myBtn);
2013-08-14 09:22:38.913 GJCoolNavi[339:c07] <UIButton: 0x813ea30; frame = (0 0; 0 0); opaque = NO; autoresize = TM+BM; layer = <CALayer: 0x813eaf0>>
thats before doing the animation...and the result after the animation is:
2013-08-14 09:30:25.719 GJCoolNavi[612:c07] <UIButton: 0x71206d0; frame = (160 294; 0 0); opaque = NO; autoresize = TM+BM; animations = { transform=<CABasicAnimation: 0x7536a80>; position=<CABasicAnimation: 0x7537dd0>; }; layer = <CALayer: 0x7120790>>
Why don't you do this...
_menuBtn.transform = CGAffineTransformMakeScale(0.1, 0.1);
[UIView animateWithDuration:5.0
options:UIViewAnimationOptionCurveEaseOut
animations:^(){
_menuBtn.transform = CGAffineTransformMakeScale(1.0, 1.0);
_menuBtn.center = self.view.center;
}
completion:nil];
I'd avoid moving stuff using a transform. Change the frame instead.
EDIT
- (void)viewDidLoad
{
[super viewDidLoad];
}
- (void)viewDidAppear:(BOOL)animated
{
[super viewDidAppear:animated];
// for convenience I'm pulling these values out in to variables.
float buttonWidth = _menuBtn.frame.size.width;
float buttonHeight = _menuBtn.frame.size.height;
float viewWidth = self.view.frame.size.width;
float viewHeight = self.view.frame.size.height;
// set the button frame to be the bottom center
// note you shouldn't have to do this as Interface Builder should already place it there.
// place the button in the horizontal center and 20 points from the bottom of the view.
_menuBtn.frame = CGRectMake((viewWidth - buttonWidth) * 0.5, viewHeight - buttonHeight - 20, buttonWidth, buttonHeight);
// scale the button down before the animation...
_menuBtn.transform = CGAffineTransformMakeScale(0.1, 0.1);
// now animate the view...
[UIView animateWithDuration:5.0
delay:0.0
options:UIViewAnimationOptionCurveEaseOut
animations:^{
_menuBtn.transform = CGAffineTransformIdentity;
_menuBtn.frame = CGRectMake(viewWidth - buttonWidth - 20, viewHeight - buttonHeight - 20, buttonWidth, buttonHeight);
}
completion:nil];
}
Try this and let me know what happens.
This has solved a similar problem.
Apply a (UIButton).imageView Animation.
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDelegate:self];
[UIView setAnimationDuration:5];
[UIView setAnimationCurve:UIViewAnimationCurveEaseOut];
CGAffineTransform scaleTrans = CGAffineTransformMakeScale(1.0f, 1.0f);
CGAffineTransform lefttorightTrans = CGAffineTransformMakeTranslation(-200.0f,0.0f);
_menuBtn.imageView.transform = CGAffineTransformConcat(scaleTrans, lefttorightTrans);
[UIView commitAnimations];
This phenomenon indicates that your button's original frame is wrong, probably because of its auto-resizing. Try setting its frame to the bottom center before you start the animation.
- (void)viewWillAppear:(BOOL)animated
{
[super viewWillAppear:animated];
_menuBtn.superview.frame = CGRectMake(0, 513, 320, 30); // This is a quick and dirty solution to make sure your button's superview is in the right place. You probably don't want to do this and are more likely to review your view hierarchy.
_menuBtn.frame = CGRectMake(145, 0, 30, 30); // Set the frame to the bottom center, please ensure that _menuBtn's transform hasn't been changed before this step
_menuBtn.transform = CGAffineTransformMakeScale(0.1f, 0.1f);
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDelegate:self];
[UIView setAnimationDuration:5];
[UIView setAnimationCurve:UIViewAnimationCurveEaseOut];
CGAffineTransform scaleTrans = CGAffineTransformMakeScale(1.0f, 1.0f);
CGAffineTransform lefttorightTrans = CGAffineTransformMakeTranslation(-200.0f,0.0f);
_menuBtn.transform = CGAffineTransformConcat(scaleTrans, lefttorightTrans);
[UIView commitAnimations];
}
I have used your code and its moving from bottom center to to bottom left perfectly. Might be your superview isn't in proper rect. Please check.

Animate a UIImageView from center of the UIImageView

I have a UIImageView that should animate from size (0,0) --> (93,75)
I have the following
[UIView animateWithDuration:0.5 delay:0 options:UIViewAnimationOptionTransitionNone
animations:^{
imgButton.layer.anchorPoint = CGPointMake(imgButton.bounds.size.width/2, imgButton.bounds.size.height/2);
CGRect btnFrame = imgButton.frame;
btnFrame.size.width = 105;
btnFrame.size.height = 85;
imgButton.frame = btnFrame;
}
completion:^(BOOL finished) {
[self animageButton2:imgButton];
}];
This is working but the only problem I have is that it is not animating from the center of the UIImageView but from the top left corner.
Anybody got a clue?
I've solved it with the help of Borrden. This is what my solution was.
First create an imageview
UIImageView *imgLineup = [[UIImageView alloc]initWithFrame:CGRectMake(10, y, 93, 75)];
imgLineup.transform = CGAffineTransformScale(CGAffineTransformIdentity, 0.0, 0.0);
And then to the following.
[UIView animateWithDuration:0.5 delay:0 options:UIViewAnimationOptionCurveEaseInOut
animations:^{
imgButton.layer.anchorPoint = CGPointMake(0.5, 0.5);
imgButton.transform = CGAffineTransformScale(CGAffineTransformIdentity, 1.0, 1.0);
}
completion:^(BOOL finished) {
NSLog(#"done");
}];
just try with this. import #import <QuartzCore/QuartzCore.h> then put below code while adding the uimageView into subView of self.view
CABasicAnimation *zoomAnimation = [CABasicAnimation animationWithKeyPath:#"transform.scale"];
[zoomAnimation setDuration:0.8];
[zoomAnimation setRepeatCount:1];
[zoomAnimation setFromValue:[NSNumber numberWithFloat:0.1]];
[zoomAnimation setToValue:[NSNumber numberWithFloat:1.0]];
[zoomAnimation setTimingFunction:[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]];
[[imageView layer] addAnimation:zoomAnimation forKey:#"zoom"];
What i suggest may be kind of hack but it will be an easier way to achieve what you want:
You set the initial frame of imageView as:
CGRectMake(center, center, 0, 0);
So in your case it will be something closer to :
CGRectMake(46, 37, 0, 0);
Then animate it with new rect of something like this:
CGRectMake(0, 0,93,75);
You can use simple UIViewAnimation for this;
[UIView beginAnimations:#"zoom" context:NULL];
[UIView setAnimationDuration:0.3];
imageView.frame = CGRectMake(0, 0, 93, 75); ;
[UIView commitAnimations];
Hope It works
What you are trying to achieve is a scale transform i.e. animating UIView size from size(0,0) to size(w,h). Same effect can be achieved by CGAffineTransformMakeScale.
Initially when you create the view apply CGAffineTransformMakeScale(0.0,0.0) then animate size scale up to CGAffineTransformMakeScale(1.0,1.0).
Code:
// Create the view and apply correct frame
UIView *tagView = [[UIView alloc] initWithFrame:CGRectMake(50, 100, 100, 100)];
tagView.tag = kTag;
//Apply scale transform, to make size(0,0)
tagView.transform = CGAffineTransformMakeScale(0,0);
[self.view addSubview:tagView];
/// ............
UIView *tagView = [self.view viewWithTag:kTag];
//Now animate the view size scale up
[UIView animateWithDuration:0.5
delay:0
options:UIViewAnimationOptionCurveEaseOut
animations:^{
tagView.transform = CGAffineTransformMakeScale(1.0,1.0);
}
completion:NULL
];
This animation will happen about the center point of the view as you want, thus avoiding the need to play with anchorPoint and frame, which can be tricky. Read more about the relation between frame and anchorPoint from this answer.

How to add an animation in adding a view?

I have an application in which I had a button on the navigationbar.
When clicking on that I need to add a subview to the self.view.
DemoViewController *demoViewController1 = [[DemoViewController alloc] initWithNibName:#"DemoViewController" bundle:nil];
CGRect frame=demoViewController1.view.frame;
frame.origin.y = -300;
[self.view addSubview:demoViewController1.view];
[UIView animateWithDuration:0.5
animations:^{
CGRect frame1 = frame;
frame1.origin.y = 0;
demoViewController1.view.frame = frame1;
}];
I was tried by setting the frame origin y of the adding view(it is of another view controller).to some negetive value and by clicking bring it to 0.but it doesnt have that drop down effect.
I need to add the view with an animation like drop down view. and when pressed again on the button need to remove also like this.
Can anybody help me on this?
You add the view as subview with a frame that is not on the screen (e.g. negative y coordinate) and modify the frame animated:
MyView *myView = [[MyView alloc] initWithFrame:CGRectMake(50, -200, 200, 200)];
[self.view addSubview:myView];
[UIView animateWithDuration:0.3
animations:^{
CGRect frame = myView.frame;
frame.origin.y = 0;
myView.frame = frame;
}];
And the code for removal:
[UIView animateWithDuration:0.3
animations:^{
CGRect frame = myView.frame;
frame.origin.y = -1 * frame.size.height;
myView.frame = frame;
}
completion:^(BOOL finished) {
[myView removeFromSuperview];
}];
Edit:
Replace your code with this:
DemoViewController *demoViewController1 = [[DemoViewController alloc] initWithNibName:#"DemoViewController" bundle:nil];
CGRect frame=demoViewController1.view.frame;
frame.origin.y = -300;
demoViewController1.view.frame = frame; // You forgot this line
[self.view addSubview:demoViewController1.view];
[UIView animateWithDuration:0.5
animations:^{
CGRect frame1 = demoViewController1.view.frame;
frame1.origin.y = 0;
demoViewController1.view.frame = frame1;
}];
First keep ur view at bottom.
when it's clicked first time
do this
[UIView animateWithDuration:0.3 animations:^{
//keep points that's in a screen
self.view.center = CGPointMake(x,y,width,height);
}];
when it's clicked second time
give points below the visible screen
[UIView animateWithDuration:0.3 animations:^{
//keep points that's in a screen
self.view.center = CGPointMake(x,y,width,height);
}];
Let me know if you find a better way than this.
[self.yourView setFrame:setYourInitialFrame];
[UIView animateWithDuration: 1.00 animations:^{
[self.yourView setFrame:setYourFinalFrame];
}];

UIAnimation - Show UIView from button.frame.origin.y

I have a UIButton somewhere on my view. On touch event of button I making a UIView appear. The UIAnimation I have used make the view appear from top of window. But I want it to appear from button.frame.origin.y . Before touching the button the view is not visible. On touching the button view should start appearing from above position.
Here is the code :
-(IBAction) ShowInfowView:(id)sender{
CGRect rect = viewInfo.frame;
rect.origin.y = rect.size.height - rect.size.height+58.0;
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.70];
[UIView setAnimationDelay:0.0];
[UIView setAnimationCurve:UIViewAnimationCurveEaseOut];
viewInfo.frame = rect;
[UIView commitAnimations];
}
This is how I am hiding the view again :
-(IBAction) HideInfoView:(id)sender{
CGRect rect = viewInfo.frame;
rect.origin.y = -rect.size.height;
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.70];
[UIView setAnimationDelay:0.0];
[UIView setAnimationCurve:UIViewAnimationCurveEaseOut];
viewInfo.frame = rect;
[UIView commitAnimations];
}
In viewDidLoad I am doing the following :
CGRect rect = viewInfo.frame;
rect.origin.y = -rect.size.height;
viewInfo.frame = rect;
UPDATE:
Please see this example. Here view is appearing from top of screen. I want it to appear from button y axis. For that matter please consider button y position a bit upwards.
So you want a slide-in effect, but not from the top of the screen, just some arbitrary value?
One way to do it:
1) You should create a view that has the dimensions and position of your desired view AFTER animation finishes, we'll call it baseview.
2) Set this baseview property clipsToBounds to YES. This will make all subviews that are outside of the baseview's frame invisible.
3) Add your animating view as a subview of the baseview, but set the frame so it is invisible (by plcacing it above the baseview):
frame = CGRectMake(0, -AnimViewHeight, AnimViewWidth, AnimViewHeight);
4) Animate the animview frame:
//put this inside of an animation block
AnimView.frame = CGRectMake(0, 0, AnimViewWidth, AnimViewHeight);
EDIT:
Example:
//define the tags so we can easily access the views later
#define BASEVIEW_TAG 100
#define INFOVIEW_TAG 101
- (void) showInfo
{
//replace the following lines with preparing your real info view
UIView * infoView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 100, 100)];
[infoView setBackgroundColor: [UIColor yellowColor]];
[infoView setTag: INFOVIEW_TAG];
//this is the frame of the info view AFTER the animation finishes (again, replace with real values)
CGRect targetframe = CGRectMake(100, 100, 100, 100);
//create an invisible baseview
UIView * baseview = [[UIView alloc] initWithFrame:targetframe];
[baseview setBackgroundColor: [UIColor clearColor]];
[baseview setClipsToBounds: YES]; //so it cuts everything outside of its bounds
[baseview setTag: BASEVIEW_TAG];
//add the nfoview to the baseview, and set it above the bounds frame
[baseview addSubview: infoView];
[infoView setFrame:CGRectMake(0, -infoView.bounds.size.height,
infoView.bounds.size.width, infoView.bounds.size.height)];
//add the baseview to the main view
[self.view addSubview: baseview];
//slide the view in
[UIView animateWithDuration: 1.0 animations:^{
[infoView setFrame: baseview.bounds];
}];
//if not using ARC, release the views
[infoview release];
[baseview release];
}
- (void) hideinfo
{
//get the views
UIView * baseView = [self.view viewWithTag: BASEVIEW_TAG];
UIView * infoView = [baseView viewWithTag: INFOVIEW_TAG];
//target frame for infoview - slide up
CGRect out_frame = CGRectMake(0, -infoView.bounds.size.height,
infoView.bounds.size.width, infoView.bounds.size.height);
//animate slide out
[UIView animateWithDuration:1.0
animations:^{
[infoView setFrame: out_frame];
} completion:^(BOOL finished) {
[baseView removeFromSuperview];
}];
}
I have done exactly what you're trying in my recent project.
The following steps should make this work:
1. In your viewDidLoad: you init your viewToFadeIn like this:
viewToFadeIn = [[UIView alloc] initWithFrame:CGRectMake(20,self.view.frame.size.height+10, self.view.frame.size.widh-40, 200)];
//its important to initalize it outside your view
//your customization of this view
[self.view addSubview:viewToFadeIn];
2.your ShowInfowView: Method should look like this:
` -(IBAction) ShowInfowView:(id)sender{
[UIView beginAnimations:#"fadeIn" context:NULL];
[UIView setAnimationDuration:0.25];
[UIView setAnimationDelegate:self];
[UIView setAnimationDidStopSelector:#selector(animationFinished:finished:context:)];
viewToFadeIn.transform = CGAffineTransformMakeTranslation(0, -290);
//290 is in my case, try a little for your correct value
[UIView commitAnimations];
}
3.yourHideInfoView:` Method looks like this
-(IBAction) HideInfoView:(id)sender{
[UIView beginAnimations:#"fadeOut" context:NULL];
[UIView setAnimationDuration:0.25];
[UIView setAnimationDelegate:self];
viewToFadeIn.transform = CGAffineTransformMakeTranslation(0, 0);
[UIView commitAnimations];
}
EDIT:
4. animationFinishedMethod:
- (void)animationFinished:(NSString *)animationID finished:(BOOL)finished context:(void *)context{
if ([animationID isEqual:#"fadeIn"]) {
//Do stuff
}
if ([animationID isEqual:#"fadeOut"]) {
//Do stuff
}
}
SEE THIS
This should do the trick. Good luck
Your problem is not clear (for me).
What is this?
rect.origin.y = rect.size.height - rect.size.height+58.0;
Is 58 origin of your UIButton?
You should use sender.frame etc
Use blocks to animate like this
[UIView animateWithDuration:0.5f animations:^{
// Animation here
} completion:^(BOOL finished) {
// onComplete
}];
- (void) slideIn{
//This assumes the view and the button are in the same superview, if they're not, you'll need to convert the rects
//I'm calling the animated view: view, and the button: button...easy enough
view.clipToBounds = YES;
CGRect buttonRect = button.frame;
CGRect viewRect = CGRectMake(buttonRect.origin.x, buttonRect.origin.y + buttonRect.size.height, view.bounds.size.width, 0);
CGFloat intendedViewHeight = view.height;
view.frame = viewRect;
viewRect.size.height = intendedViewHeight;
[UIView animateWithDuration:.75 delay:0.0f options:UIViewAnimationOptionCurveEaseOut animations:^{
view.frame = viewRect;
}completion:nil];
}
This will cause the the view to appear to slide out from under the button. To slide the view back in, you just reverse the animations. If you wish to slide it up from the button, you'll need to make sure your starting 'y' is the 'y' value of the button (rather than the 'y' + 'height') and animate both the height and y values of the view that needs animating.

"reveal" an image on iphone

i would like to reveal an image on an UIView:
showing an empty screen
slowly reveal the image from to to bottom
Any ideas ?
Something like this:
UIImageView *img = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"someImage.png"]];
CGRect endFrame = img.frame;
CGRect startFrame = img.frame;
startFrame.size.height = 0;
img.frame = startFrame;
[view addSubview:img];
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration: 0.5];
img.frame = endFrame;
[UIView commitAnimations];