I'm trying to slide down an image in an UIImageView, but I don't know which combination of UIContentMode and animation property is the right one to make that happen.
The image should always have the same size and should not be streched... all I want is, that nothing is visible first and then the frame extends and reveals the image.
Maybe it's easier if you see what I mean:
So, it sounds rather easy, but what UIContentMode should I use for the UIImageView and what property should I animate? Thank you!
I took your lead and made a screencast as well. Was this what you had in mind?
I put the animation repeating indefinitely so it would be easier to capture with a video, but it can be started at the press of a button, as well as frozen in place, showing the popover and its contents, until reversed to be hidden again.
I used Core Animation for that, instead of animating a UIView, since I wanted to use the mask property of CALayer to hide the popover and reveal it with a sliding animation.
Here is the code I used (same as in the video):
- (void)viewDidLoad
{
// Declaring the popover layer
CALayer *popover = [CALayer layer];
CGFloat popoverHeight = 64.0f;
CGFloat popoverWidth = 200.0f;
popover.frame = CGRectMake(50.0f, 100.0f, popoverWidth, popoverHeight);
popover.contents = (id) [UIImage imageNamed:#"popover.png"].CGImage;
// Declaring the mask layer
CALayer *maskLayer = [CALayer layer];
maskLayer.frame = CGRectMake(0, - popoverHeight, popoverWidth, popoverHeight);
maskLayer.backgroundColor = [UIColor colorWithRed:1.0f green:1.0f blue:1.0f alpha:1.0f].CGColor;
// Setting the animation (animates the mask layer)
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"position.y"];
animation.byValue = [NSNumber numberWithFloat:popoverHeight];
animation.repeatCount = HUGE_VALF;
animation.duration = 2.0f;
[maskLayer addAnimation:animation forKey:#"position.y"];
//Assigning the animated maskLayer to the mask property of your popover
popover.mask = maskLayer;
[self.view.layer addSublayer:popover];
[super viewDidLoad];
}
NOTE: You have to import the QuartzCore framework into your project and write this line in your header file: #import <QuartzCore/QuartzCore.h>.
Tells if this works for you or if you need any more help setting this up.
Try this code.
Consider the UIImageView as imageView.
imageView.contentMode = UIViewContentModeScaleAspectFill;
CGRect imageRect = imageView.frame;
CGRect origImgRect = imageRect;
imageRect.size.height = 5;
imageView.frame = imageRect;
[UIView animateWithDuration:2.0
animations:^{imageView.rect = origImgRect;}
completion:^(BOOL finished){ }];
Related
I have a UIImageView with an array of images it iterates through to form an animation.
[imageView setAnimationImages:arrayOfImages];
I now need to move this image view along a path whilst it is animating. I had a look through the source code of this example. It uses UIBezierPath to create the path and CALayer to represent the object that moves along the path. But how would I do this for a animating UIImageView?
Many thanks for any advice.
[EDIT] Please note I also had to add the UIImageView as a subview to the current view.
Finally figured it out using the example I gave before. Here are my steps:
Create the path. (note P = CGPointMake in the code below)
UIBezierPath *trackPath = [UIBezierPath bezierPath];
[trackPath moveToPoint:P(160, 25)];
[trackPath addCurveToPoint:P(300, 120)
controlPoint1:P(320, 0)
controlPoint2:P(300, 80)];
[trackPath addCurveToPoint:P(80, 380)
controlPoint1:P(300, 200)
controlPoint2:P(200, 480)];
....
Create the UIImageView and give it an array of animation images.
UIImageView *test = [[UIImageView alloc] initWithFrame:CGRectMake(0, 0, 30, 30)];
[test setAnimationImages:[NSArray arrayWithObjects:[UIImage imageNamed:#"bee-1"],
[UIImage imageNamed:#"bee-2"], nil]];
[test startAnimating];
Set the UIImageView's layer position and add the layer to the view's layer:
[test.layer setPosition:P(160,25)];
[self.view.layer addSublayer:test.layer];
Create the CAKeyframeAnimation:
CAKeyframeAnimation *anim = [CAKeyframeAnimation animationWithKeyPath:#"position"];
anim.path = trackPath.CGPath;
anim.rotationMode = kCAAnimationRotateAuto;
anim.repeatCount = HUGE_VALF;
anim.duration = 8.0;
[test.layer addAnimation:anim forKey:#"race"];
well I know that every imageViews have a layer (we can access it with :imageView.layer).I would like to use the layer of my imageView and add a subLayer to it's layer:shapeLayer(that is a CAShapeLayer) My code doesn't work, it doesn't show the shape layer!
- (void)viewDidLoad
{
imageView = [[UIImageView alloc] initWithFrame:CGRectMake(100, 100, 100, 100)];
[self.view addSubview:imageView];
}
- (void)anotherMethod
{
[imageView.layer addSublayer:shapeLayer];
}
How can I solve this please ?
Try this:
[outputImage.layer insertSublayer:shapeLayer atIndex:0];
I solved similar problem by using UIView below UIImageView and setting a layer to UIView. When you add a layer to UIImageView at index 0, your image will not be visible.
I have a UIView called photoView. It has a subview of class UIImageView, that has same bounds and has a clear background color. And I add a gradientLayer to photoView.
- (void)viewDidLoad
{
[super viewDidLoad];
// Adding gradient background to UIImageView
CAGradientLayer *gradientLayer = [CAGradientLayer layer];
gradientLayer.frame = self.photoImageView.bounds;
gradientLayer.colors = #[(id)[UIColor customUltraLightGrayColor].CGColor, (id)[UIColor customUltraLightGrayColor].CGColor, (id)[UIColor customDarkGrayColor].CGColor];
gradientLayer.locations = #[#(0.0), #(0.6)];
[self.photoView.layer insertSublayer:gradientLayer atIndex:0];
}
As a result I get this:
This could have several reasons, for example:
Did you #import <QuartzCore/QuartzCore.h> (and / or CoreGraphics/CoreGraphics.h> depending on what you are doing in the rest of your code)?
You could have set a wrong CGRectMake when initializing the CALayer which is not inside your visible frame (Like CGRectMake(5000,5000,...,...)) or one of the size properties is 0?
Try setting the frame for layer:
Follow the three steps
CALayer layerToBeAdded = [[CALayer alloc] init];
[layerToBeAdded setFrame:imgView.frame];
[imgView.layer addSublayer:layerToBeAdded];
Instead of allocating CALayer, you can use [imgView layer]
And to add image to layer do it like this
layerToBeAdded.contents = (id)imgXYZ.CGImage;
Assuming that you are talking about just one UIImageView (imageView == outputImage ???)
//in another method:
{
[imageView.layer addSublayer:shapeLayer]; //Where is outputImage initialized?
}
Here is a solution:
CALayer *pulseLayer_ = [[CALayer layer] retain];
pulseLayer_.backgroundColor = [[UIColor whiteColor] CGColor];
pulseLayer_.bounds = CGRectMake(0., 0., 80., 80.);
pulseLayer_.cornerRadius = 12.;
pulseLayer_.position = self.view.center;
[self.view.layer addSublayer:pulseLayer_];
CALayer *imageLayer = [CALayer layer];
imageLayer.frame = pulseLayer_.bounds;
imageLayer.cornerRadius = 10.0;
imageLayer.contents = (id) [UIImage imageNamed:#"jacklogo.png"].CGImage;
imageLayer.masksToBounds = YES;
[pulseLayer_ addSublayer:imageLayer];
[pulseLayer_ setNeedsDisplay];
I want to crossfade between two different UIImages but for a reason i cannot figure out my first UIImage stays when the second one fades in.
Here is the sourcecode of my animation (it does a lot more than just crossfading, but the crossfading is my only problem right now).
I need all of the three animations listed below to be executed at the same time.
CGMutablePathRef thePath = CGPathCreateMutable();
CGPathMoveToPoint(thePath,NULL,startPoint.x, startPoint.y);
CGPathAddLineToPoint(thePath, NULL, endPoint.x, endPoint.y);
CAKeyframeAnimation *positionAnimation =[CAKeyframeAnimation animationWithKeyPath:#"position"];
positionAnimation.path=thePath;
positionAnimation.duration=ti_duration;
positionAnimation.repeatCount=0;
positionAnimation.delegate = self;
positionAnimation.autoreverses=NO;
positionAnimation.fillMode=kCAFillModeForwards;
positionAnimation.removedOnCompletion = NO;
[self.layer addAnimation:positionAnimation forKey:s_direction];
CABasicAnimation *crossFade = [CABasicAnimation animationWithKeyPath:#"contents"];
crossFade.duration = ti_duration;
crossFade.fromValue = (id)img_startImage.CGImage;
crossFade.toValue = (id)img_transferImage.CGImage;
[self.iv_image.layer addAnimation:crossFade forKey:#"animateContentsToTransferState"];
[self.iv_image setImage:img_transferImage];
CAAnimationGroup *theGroup = [CAAnimationGroup animation];
theGroup.duration = ti_duration;
theGroup.repeatCount = 0;
theGroup.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];
theGroup.animations = [NSArray arrayWithObjects:/*positionAnimation,*/ crossFade, nil]; // you can add more
[self.layer addAnimation:theGroup forKey:#"move"];
[UIView beginAnimations:#"changeSize" context:nil];
[UIView setAnimationDuration:duration];
self.bounds = CGRectMake(self.bounds.origin.x, self.bounds.origin.y, self.transferSize.width, self.transferSize.height);
[UIView commitAnimations];
The animation method containing this sourcecode is in a subclass of UIView. This subclass contains several UIImages and one UIImageView where the image to be displayed is contained in.
Have i forgotten some essential thing or why is my first image not fading away?
Can it be because it is animated from some other animation at the same time?
I hope someone can help me with this.
Greets
Maverick
Think of CAAnimations as operations applied to the CALayer. The animations current state do not change the layers original contents.
When the original state seems to snap back at the end of the animation it is actually just the animations operation being removed, and the real layers state is being revealed again.
What you need to do is to register a delegate for your animation, and change the actual self.layer.contents when the animation ends.
First:
crossFade.delegate = self;
Then implement:
- (void)animationDidStop:(CABasicAnimation *)animation finished:(BOOL)flag {
self.layer.contents = animation.toValue;
}
Try this code...It worked for me.
-(void)crossFadeImage{
CABasicAnimation *crossFade = [CABasicAnimation animationWithKeyPath:#"contents"];
crossFade.duration = 2.0;
crossFade.fromValue = img1.CGImage;
crossFade.toValue = img2.CGImage;
[self.background.layer addAnimation:crossFade forKey:#"animateContents"];
self.background.image = img2;
}
Maybe it's because it's late. Whatever the reason I can't figure out why I'm having trouble with a simple CSScrollLayer example I'm trying. I add a 50 pixel Eclipse icon to a view based project and in my initialize method (called from initWithNibName:bundle:) I have this:
-(void) initialize
{
CAScrollLayer *scrollLayer = [CAScrollLayer layer];
scrollLayer.backgroundColor = [[UIColor blackColor] CGColor];
CGRect bounds = self.view.bounds;
scrollLayer.bounds = CGRectMake(0, 0, bounds.size.width, bounds.size.height);
scrollLayer.contentsRect = CGRectMake(0, 0, bounds.size.width + 800, bounds.size.height + 800);
scrollLayer.borderWidth = 2.5;
scrollLayer.borderColor = [[UIColor redColor] CGColor];
scrollLayer.position = CGPointMake(self.view.center.x, self.view.center.y - 20);
scrollLayer.scrollMode = kCAScrollBoth;
[self.view.layer addSublayer:scrollLayer];
UIImage *image = [UIImage imageNamed:#"eclipse32.gif"];
for(int i=0; i<6; i++) {
layer = [CALayer layer];
layer.backgroundColor = [[UIColor blackColor] CGColor];
layer.bounds = CGRectMake(0, 0, 100, 100);
layer.contents = (id)[image CGImage];
layer.position = CGPointMake(layer.bounds.size.width * i, self.view.center.y);
[scrollLayer addSublayer:layer];
}
// [button removeFromSuperview];
// [self.view addSubview:button];
// self.view.userInteractionEnabled = YES;
[image release];
}
The scroll layer shows, the icon is repeated on the layer I have a border around the edge of the screen. Everything is lovely except I can't scroll the icons. I've tried with/without setting scroll mode. I've tried with a single stretched icon that falls off screen. I've tried everything. What am I doing wrong?
CAScrollLayer does not plug into the UIEvent chain so you need to manually add code to modify the scroll offsets on touch events. It is also very tricky to get the scrolling momentum like UIScrollView does. I would strongly recommend re-implementing with UIScrollView -- it will be remarkably simpler. The only other option is to do manual touch event handling, which is painful! I tried to get a nice scroller with CAScrollLayer and gave up after implementing a few awkward scrolling behaviors manually.
The general rule I follow with using CALayer or UIView's is to use CALayer objects when I don't need any user interaction. If the user is going to touch it, use the UIView, it's a very lightweight object so the overhead is negligible.
That said, I've found CAScrollLayer remarkably useless! Why not just use a CALayer and modify the bounds? There's probably some use to it, but it is no replacement for UIScrollView.
Try adding this to your example to scroll the layer programmatically:
- (void)scroll {
[scrollLayer scrollToPoint:scrollPoint];
scrollPoint.x += 10;
[self performSelector:_cmd withObject:nil afterDelay:0.1];
}
and add this at the end of the initialize method:
scrollPoint = CGPointMake(0, 0);
[self scroll];
According to the Mac Dev Center docs, you should be able to set the contents property of a CALayer and have that render automatically. However, I still can't get a simple image to show up by adding a sublayer to the UIView's root later. I've tried multiple different variations; here's what I have so far:
(Note: I know there are other ways of rendering images; for my purposes I'd like to use CALayer's for some of the more complicated stuff I'm going to get into).
(in viewDidDisplay() of the ViewController):
CALayer *theLayer = [CALayer layer];
[[[self view] layer] addSublayer:theLayer];
theLayer.contents = (id)[[UIImage imageNamed:#"mypic.png"] CGImage];
theLayer.contentsRect = CGRectMake(0.0f, 0.0f, 300.0f, 300.0f);
theLayer.bounds = CGRectMake(0.0f, 0.0f, 300.0f, 400.0f);
Anyone know what I'm doing wrong?
Thanks!
You could load the image into a UIImageView, which is decended from UIView and therefore has it's own layer property.
UIImageView *imgView = [[UIImageView alloc] initWithFrame:frame];
imgView.image = [UIImage imageNamed:#"mypic.png"];
[[[self view] layer] addSublayer:[imgView layer]];
[imgView release];
You don't need to set the contentsRect (and if you do, it should be in the unit coordinate space, probably just CGRectMake(0, 0, 1.0, 1.0).
You might want to set the layer's position property.
You need to create two CALayer . This is perfect way to display the image within the CALayer.
CALayer *pulseLayer_ = [[CALayer layer] retain];
pulseLayer_.backgroundColor = [[UIColor whiteColor] CGColor];
pulseLayer_.bounds = CGRectMake(0., 0., 80., 80.);
pulseLayer_.cornerRadius = 12.;
pulseLayer_.position = self.view.center;
[self.view.layer addSublayer:pulseLayer_];
CALayer *imageLayer = [CALayer layer];
imageLayer.frame = pulseLayer_.bounds;
imageLayer.cornerRadius = 10.0;
imageLayer.contents = (id) [UIImage imageNamed:#"jacklogo.png"].CGImage;
imageLayer.masksToBounds = YES;
[pulseLayer_ addSublayer:imageLayer];
[pulseLayer_ setNeedsDisplay];
I think its make solution to your problem.