Is there a way to animate a change in the font size of some text. I was thinking to call drawRect from a subclass of UIView and draw the text at different sizes.
You can animate the transform on any UIView including labels.
[UIView beginAnimations:nil context:nil];
label.transform = CGAffineTransformMakeScale(1.5,1.5);
[UIView commitAnimations];
That will scale the text up to 150%. It may become blocky if you make it too big.
Have you tried this?
[UIView beginAnimations:nil context:self.view];
[UIView setAnimationDuration:0.5];
label.font = [UIFont font...]; //try setting the font and the size you want
[UIView commitAnimations];
Related
I have a UIView subclass which I am able to successfully use UIView animations on.
This UIView also has subviews, which I also want to be able to UIView animate.
However, it seems that whenever I create an animation and apply it to the parent view it works fine, but if I apply the animation to the child view it animates backwards.
For example, if I scale my UIView parent(self) by a factor of 2 (to double the width and height):
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDelegate: self];
[UIView setAnimationDuration:2];
[UIView setAnimationDelay:2];
CGAffineTransform scaleTransform = CGAffineTransformScale( self.transform, 2, 2 );
self.transform = scaleTransform;
[UIView commitAnimations];
then this works fine.
But if I do the same on the child:
UIView *myObj = [[self subviews] objectAtIndex:0];
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDelegate: self];
[UIView setAnimationDuration:2];
[UIView setAnimationDelay:2];
CGAffineTransform scaleTransform = CGAffineTransformScale( myObj.transform, 2, 2 );
myObj.transform = scaleTransform;
[UIView commitAnimations];
It doesn't work. What happens visually is that the child view immediately shrinks down and then after the delay scales back up to it's original size.
If I log the transform parameters it looks the same for both parent and child and I have tried setting CGAffineTransformIdentity.
Any ideas what might be the problem?
I was overriding layoutSubviews and in there I was assigning sizes/positions of the views based upon device orientation which was conflicting.doh!
I am new to iphone development. Can someone help me with animating characters from an NSArray? I would like to animate and display the characteers in a UIView.
Please help me. Thanks in advance.
add them to a UILabel and use an animation block like:
[UIView beginAnimations:#"animations" context:NULL];
[UIView setAnimationCurve:UIViewAnimationCurveLinear];
[UIView setAnimationDelay:.3f];
[UIView setAnimationDuration:2.34f];
label.frame = CGRectMake(label.frame.origin.x, label.frame.origin.y - 20.f, label.frame.size.width, label.frame.size.height);
[UIView commitAnimations];
I would like to ask is it possible to translate the UIButton position?
How? Anyone?
You can get the frame of the button using "frame" property. This returns a CGRect object which basically has your buttons x-coord, y-coord, width and height.
Based on where you want to translate your button, calculate the new x-coord and y-coord.
Then do the following:
btnMyButton.frame = CGRectMake(oldx,oldy,width,height);
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationTransition:UIViewAnimationTransitionNone forView:btnMyButton];
[UIView setAnimationDuration:0.3];
btnMyButton.frame = CGRectMake(newx, newy, width, height);
[UIView commitAnimations];
I created a UIImageView that has a custom shadowPath. This view will be moved left and right across the screen, but I need the shadowPath to have a different transformation than the image layer itself. Is this possible? Moving the image itself works, and the shadow moves as well when I do the following:
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.3];
[UIView setAnimationCurve:UIViewAnimationCurveEaseOut];
im.center = location;
[UIView commitAnimations];
But if I try to add a layer transformation before "commitAnimations", the shadow will simply take on that property right away, for example:
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:5];
[UIView setAnimationCurve:UIViewAnimationCurveEaseOut];
im.center = location;
im.layer.shadowPath = [self createPerspectiveShadow:im]; //this will not animate
[UIView commitAnimations];
So, my question is, is there a way to recalculate a shadow during the animation?
Thanks
The UIView animations don’t always allow you to animate CALayer attributes; try using a CABasicAnimation instead.
You can pass a CGPathREf to the toValue
theAnimation.toValue = (id)[UIBezierPath bezierPathWithRect:newRect].CGPath;
see this post
how can I implement the animation we see in the iPhone Music app's coverflow screen? when you click on a small view, it flips and scales up to another view? how can I do this? I can use core animation to flip and scale a view, but how can I do the transition to another view? thanks
You need an UIView as Container for the two UIViews (frontside/backside) and then remove/add these from/to the container as subviews while doing the animations in between:
UIView *flipContainer;
UIView *frontSide;
UIView *backSide;
//...
-(void)turnUp
{
[backSide removeFromSuperview];
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:1.0];
[UIView setAnimationTransition:UIViewAnimationTransitionFlipFromLeft forView:flipContainer cache:YES];
[UIView setAnimationDuration:1.0];
CGAffineTransform transform = CGAffineTransformMakeScale(1.2, 1.2);
flipContainer.transform = transform;
[UIView commitAnimations];
[flipContainer addSubview:frontSide];
}
-(void)turnDown
{
[frontSide removeFromSuperview];
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:1.0];
[UIView setAnimationTransition:UIViewAnimationTransitionFlipFromRight forView:flipContainer cache:YES];
[UIView setAnimationDuration:1.0];
CGAffineTransform transform = CGAffineTransformMakeScale(1, 1);
flipContainer.transform = transform;
[UIView commitAnimations];
[flipContainer addSubview:backSide];
}
I'm trying the exact code you are doing - I get a zoom effect but no turn over. The only difference is that right before the turnUp code I add the flipContainer (with back showing) so then it can be flipped over.
// construct animation container
self.flipContainer = [[FlipContainer alloc] init];
[self.flipContainer.view setFrame:CGRectMake(clickedSquareX, clickedSquareY, 200, 200)];
[self.flipContainer.view addSubview:self.backside.view];
// add animation container
[self.myParentView.view addSubview:self.flipContainer.view];
// PROCEED to your turnUp code
The reason I'm doing this is I have a bunch of images in a horizontal UIScrollView and so to 'simulate' a 200x200 image flipping over and zooming to show detail I add my flipContainer with the backside showing the exact image over the exact spot of the pressed image. It should work shouldn't it? A bit confusing to me is the first line of your turnUp code you do:
[backSide removeFromSuperview];
..which would remove the view I just added.
I'm not sure if this is the right spot to put this question in - sorry if it isn't!