Animate the drawing of lines in UIView - iphone

Can anybody please help me with this problem? I have the nsarray of lines and I need to write them one after the other within some UIView (I want to animate the hand drawing).

Here is the answer (found here : http://soulwithmobiletechnology.blogspot.fr/2012/07/how-to-animate-line-draw.html)
UIBezierPath *path = [UIBezierPath bezierPath];
[path moveToPoint:CGPointMake(50.0,0.0)];
[path addLineToPoint:CGPointMake(120.0, 600.0)];
CAShapeLayer *pathLayer = [CAShapeLayer layer];
pathLayer.frame = self.view.bounds;
pathLayer.path = path.CGPath;
pathLayer.strokeColor = [[UIColor redColor] CGColor];
pathLayer.fillColor = nil;
pathLayer.lineWidth = 2.0f;
pathLayer.lineJoin = kCALineJoinBevel;
[self.view.layer addSublayer:pathLayer];
CABasicAnimation *pathAnimation = [CABasicAnimation animationWithKeyPath:#"strokeEnd"];
pathAnimation.duration = 2.0;
pathAnimation.fromValue = [NSNumber numberWithFloat:0.0f];
pathAnimation.toValue = [NSNumber numberWithFloat:1.0f];
[pathLayer addAnimation:pathAnimation forKey:#"strokeEnd"];
Do not forget to #import <QuartzCore/QuartzCore.h>.

Some entry points that might help :
Apple documentations: Core Animation, Quartz 2D and Quartz Demo Sample code
Some Core Animation samples

this code animates an object over a set of points. can use same idea for your lines, which i assume are CGPath?
//
// animate along a set of points
//
// NSLog(#"The content of movement1PointsArray is%#",movement1PointsArray);
CGMutablePathRef touchPath1 = CGPathCreateMutable();
CGPoint touchPath1StartPoint = [[movement1PointsArray objectAtIndex:0] CGPointValue];
CGPathMoveToPoint(touchPath1,NULL,touchPath1StartPoint.x, touchPath1StartPoint.y);
for (NSInteger p = 0; p < [movement1PointsArray count]; ++p)
{
CGPoint touchesPointOnPath = [[movement1PointsArray objectAtIndex:p] CGPointValue];
CGPathAddLineToPoint(touchPath1, NULL,touchesPointOnPath.x,touchesPointOnPath.y);
}
CAKeyframeAnimation* touchPathAnimation1 = [CAKeyframeAnimation animationWithKeyPath:#"position"];
[touchPathAnimation1 setDuration: 1.0];
[touchPathAnimation1 setAutoreverses: NO];
touchPathAnimation1.removedOnCompletion = NO;
touchPathAnimation1.fillMode = kCAFillModeForwards;
[touchPathAnimation1 setPath: touchPath1];
CFRelease(touchPath1);
[animationsArray addObject:touchPathAnimation1];
[ball.layer addAnimation: touchPathAnimation1 forKey: #"position"];
i am having trouble getting a second path to animate...regardless of what i try, it only animates the last path.

You probably end up implementing the views drawRect method.
This http://howtomakeiphoneapps.com/2009/08/how-to-draw-shapes-with-core-graphics/
Should get you started

Related

CAShapeLayer LineCap not proper at end of CABasic Animation

I have implemented a basic line drawing animation for a progress bar.The line has a round cap edge.When I animated the line drawing the beginning of line is having a rounded cap but in the end its a square. below is the code I am using am i missing anything??
CAShape Layer Code :
CAShapeLayer *lineLayer = [[CAShapeLayer alloc] init];
[lineLayer setFrame: CGRectMake(0,
0,
wifisyncView.popUpView.frame.size.width,
wifisyncView.popUpView.frame.size.height)];
[lineLayer setPath: [linePath CGPath]];
lineLayer.lineWidth = 9.0f;
lineLayer.strokeEnd = 9.0f;
lineLayer.fillColor = [[UIColor orangeColor] CGColor];
lineLayer.lineCap = kCALineCapRound;
[lineLayer setStrokeColor:[[UIColor orangeColor] CGColor]];
[lineLayer setMasksToBounds:YES];
lineLayer.cornerRadius = 30.0f;
CABASIC Animation code :
CABasicAnimation *drawAnimation = [CABasicAnimation animationWithKeyPath:#"strokeEnd"];
drawAnimation.duration = 5.0; // "animate over 5 seconds "
drawAnimation.repeatCount = 1.0; // Animate only once..
drawAnimation.removedOnCompletion = NO;// Remain stroked after the animation..
drawAnimation.fillMode = kCAFillModeForwards;
// Animate from no part of the stroke being drawn to the entire stroke being drawn
drawAnimation.fromValue = [NSNumber numberWithFloat:0.0f];
drawAnimation.toValue = [NSNumber numberWithFloat:1.0f];
// Experiment with timing to get the appearence to look the way you want
drawAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseOut];
drawAnimation.delegate = self;
// Add the animation to the circle
[lineLayer addAnimation:drawAnimation forKey:#"drawLineAnimation"];
Image Attached :
I dont find any mistakes in your code. I created a new project and pasted your code to viewDidLoad and is working fine. Code for your reference.
UIBezierPath *linePath = [UIBezierPath bezierPath];
[linePath moveToPoint:CGPointMake(100, 100)];
[linePath addLineToPoint:CGPointMake(500, 100)];
CAShapeLayer *lineLayer = [[CAShapeLayer alloc] init];
[lineLayer setFrame:self.view.bounds];
[lineLayer setPath: [linePath CGPath]];
lineLayer.lineWidth = 9.0f;
lineLayer.strokeEnd = 9.0f;
lineLayer.fillColor = [[UIColor orangeColor] CGColor];
lineLayer.lineCap = kCALineCapRound;
[lineLayer setStrokeColor:[[UIColor orangeColor] CGColor]];
[lineLayer setMasksToBounds:YES];
lineLayer.cornerRadius = 30.0f;
[self.view.layer addSublayer:lineLayer];
CABasicAnimation *drawAnimation = [CABasicAnimation animationWithKeyPath:#"strokeEnd"];
drawAnimation.duration = 5.0; // "animate over 5 seconds "
drawAnimation.repeatCount = 1.0; // Animate only once..
drawAnimation.removedOnCompletion = NO;// Remain stroked after the animation..
drawAnimation.fillMode = kCAFillModeForwards;
// Animate from no part of the stroke being drawn to the entire stroke being drawn
drawAnimation.fromValue = [NSNumber numberWithFloat:0.0f];
drawAnimation.toValue = [NSNumber numberWithFloat:1.0f];
// Experiment with timing to get the appearence to look the way you want
drawAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseOut];
drawAnimation.delegate = self;
// Add the animation to the circle
[lineLayer addAnimation:drawAnimation forKey:#"drawLineAnimation"];
I think you should try changing
[lineLayer setFrame: CGRectMake(0,
0,
wifisyncView.popUpView.frame.size.width,
wifisyncView.popUpView.frame.size.height)];
to
[lineLayer setFrame: CGRectMake(0,
0,
wifisyncView.popUpView.bounds.size.width,
wifisyncView.popUpView.bounds.size.height)];

CAShapeLayer and animation position issue

I am making an iPhone app that draws a circle on the screen. I use a timer (every 5 second), so that I can 'grow' the circle, then wait 5 seconds then grow again. Now I am having trouble when animating the increase in size of the circle (I use paths and a CAShapeLayer layer). The size (from and to) are fine with the animation, its just when it starts the circle moves to the upper left hand side and grows from there. Any help or suggestions would be great. Thanks
The class where this is implemented is a UIControl, which is added to a UIView.
//Called in init method
(void) initalPop {
//Circle
self.bubble = [CAShapeLayer layer];
self.bubble.bounds = self.bounds;
self.bubble.position = CGPointMake(CGRectGetMidX(self.bounds), CGRectGetMidY(self.bounds));
self.bubble.fillColor = [
[UIColor greenColor] CGColor
];
self.bubble.strokeColor = [
[UIColor greenColor] CGColor
];
self.bubble.lineWidth = 4.0;
CGMutablePathRef path = CGPathCreateMutable();
CGPathAddEllipseInRect(path, nil, self.bounds);
self.bubble.path = path;
[self.layer addSublayer: self.bubble];
}
//Called when timer goes off
- (void) StageGrow {
CGFloat growSize = 50.0;
//Change the size of us and center the circle (but dont want to animate this
[CATransaction begin];
[CATransaction setValue: (id) kCFBooleanTrue forKey: kCATransactionDisableActions];
self.bounds = CGRectMake(0, 0, self.bounds.size.width + growSize, self.bounds.size.height + growSize);
self.bubble.position = CGPointMake(CGRectGetMidX(self.bounds), CGRectGetMidY(self.bounds));
[CATransaction commit];
[self ActualGrowCircle];
} - (void) ActualGrowCircle {
CGMutablePathRef oldPath = CGPathCreateMutable();
CGPathAddEllipseInRect(oldPath, nil, self.bubble.bounds);
CGMutablePathRef path = CGPathCreateMutable();
CGPathAddEllipseInRect(path, nil, self.bounds);
CABasicAnimation * animation = [CABasicAnimation animationWithKeyPath: #"path"];
animation.duration = 2.0;
animation.timingFunction = [CAMediaTimingFunction functionWithName: kCAMediaTimingFunctionEaseInEaseOut];
animation.repeatCount = 1;
animation.delegate = self;
animation.autoreverses = NO;
animation.fromValue = (__bridge id) oldPath;
animation.toValue = (__bridge id) path;
self.bubble.bounds = self.bounds;
self.bubble.path = path;
[self.bubble addAnimation: animation forKey: #"animatePath"];
}
Let's say you're growing the bubble from size (100, 100) to size (150, 150).
You create oldPath as an ellipse in the rectangle (0, 0, 100, 100).
You create path as an ellipse in the rectangle (0, 0, 150, 150).
You set the bounds of the bubble layer to (0, 0, 150, 150), and you don't animate this change.
That means that oldPath will appear aligned to the top and left edges of the bubble layer.
One way to fix this is to create oldPath in a rectangle that is centered in the bubble's new bounds:
CGRect oldBubbleRect = CGRectInset(self.bounds, growSize / 2, growSize / 2);
CGPathRef oldPath = CGPathCreateWithEllipseInRect(oldBubbleRect, NULL);
By the way, you are leaking the paths you're creating. You need to call CGPathRelease on them after you're done with them.
Worked it out. In the long run I grouped the animations together and all became good (see code below). Thanks for your help Rob.
-(void)ActualGrowCircle {
CGMutablePathRef newPath = CGPathCreateMutable();
CGPathAddEllipseInRect(newPath, nil, self.bounds);
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"path"];
animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
animation.repeatCount = 1;
animation.autoreverses = NO;
animation.fromValue = (__bridge id)self.bubble.path;
animation.toValue = (__bridge id)newPath;
CABasicAnimation *animation2 = [CABasicAnimation animationWithKeyPath:#"bounds"];
animation2.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
animation2.repeatCount = 1;
animation2.autoreverses = NO;
animation2.fromValue = [NSValue valueWithCGRect:self.bubble.bounds];
animation2.toValue = [NSValue valueWithCGRect:self.bounds];
CAAnimationGroup *group = [CAAnimationGroup animation];
[group setAnimations:[NSArray arrayWithObjects: animation2, animation, nil]];
group.duration = 0.5;
group.delegate = self;
self.bubble.bounds = self.bounds;
self.bubble.path = newPath;
[self.bubble addAnimation:group forKey:#"animateGroup"];
CGPathRelease(newPath);
}

Animating the drawing of a line

I'm trying to animate the drawing of a line by the following way:
.h
CAShapeLayer *rootLayer;
CAShapeLayer *lineLayer;
CGMutablePathRef path;
.m
path = CGPathCreateMutable();
CGPathMoveToPoint(path, nil, self.frame.size.width/2-100, 260);
CGPathAddLineToPoint(path, nil, self.frame.size.width/2+100.0, 260);
CGPathCloseSubpath(path);
self.rootLayer = [CALayer layer];
rootLayer.frame = self.bounds;
[self.layer addSublayer:rootLayer];
self.lineLayer = [CAShapeLayer layer];
[lineLayer setPath:path];
[lineLayer setFillColor:[UIColor redColor].CGColor];
[lineLayer setStrokeColor:[UIColor blueColor].CGColor];
[lineLayer setLineWidth:1.5];
[lineLayer setFillRule:kCAFillRuleNonZero];
[rootLayer addSublayer:lineLayer];
[self performSelector:#selector(startTotalLine) withObject:nil afterDelay:1.5];
- (void)startTotalLine
{
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"animatePath"];
[animation setDuration:3.5];
animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
[animation setAutoreverses:NO];
[animation setFromValue:(id)path];
[animation setToValue:(id)path];
[lineLayer addAnimation:animation forKey:#"animatePath"];
}
The line had drawn before the startTotalLine method is invoked.
Also, the startTotalLine method doesn't affect the line.
I want it to animate the the line drawing from right to left.
I would do it with an animated property.
To achieve this I would create a custom CALayer class - let's call it LineLayer. Define a startPoint property, and a length property. I'd then configure the length property to be "animatable".
The code for that would look something like the following:
// LineLayer.h
#interface LineLayer: CALayer
#property (nonatomic, assign) int length;
// This was omitted from the SO code snippet.
#property (nonatomic, assign) CGPoint startPoint;
#end
// LineLayer.m
#implementation LineLayer
#synthesize length = _length;
// This was omitted from the SO code snippet.
#synthesize startPoint= _startPoint;
- (id) initWithLayer:(id)layer
{
if(self = [super initWithLayer:layer])
{
if([layer isKindOfClass:[LineLayer class]])
{
// This bit is required for when we CA is interpolating the values.
LineLayer *other = (LineLayer*)layer;
self.length = other.length;
self.startPoint = other.startPoint; // This was omitted.
}
}
return self;
}
+ (BOOL)needsDisplayForKey:(NSString *)key
{
if ([key isEqualToString:#"length"]) {
return YES;
}
return [super needsDisplayForKey:key];
}
- (void) setLength:(int)newLength
{
if (newLength < 0) {
return; // Fail early.
}
_length = newLength;
[self setNeedsDisplay];
}
/*
This should have been drawInContext:(CGContextRef)context
- (void) drawRect:(CGRect) rect
*/
- (void) drawInContext:(CGContextRef)context
{
//...Do your regular drawing here.
// This was omitted from the SO code snippet.
CGContextSetStrokeColorWithColor(context, [UIColor redColor].CGColor);
CGContextSetLineWidth(context, 2);
CGContextMoveToPoint(context, _startPoint.x, _startPoint.y);
CGContextAddLineToPoint(context, _startPoint.x + _length, _startPoint.y);
CGContextStrokePath(context);
}
#end
Then in your view controller you could use LineLayer like this:
- (void)viewDidLoad
{
[super viewDidLoad];
LineLayer *lineLayer = [LineLayer new];
// This was omitted from the SO code snippet.
lineLayer.frame = CGRectMake(0, 0, 320, 480);
[lineLayer setNeedsDisplay];
// ---
lineLayer.startPoint = CGPointMake(0, 100);
lineLayer.length = 0;
[self.view.layer addSublayer:lineLayer];
// Now animate the changes to the length property
CABasicAnimation *anim = [CABasicAnimation animationWithKeyPath:#"length"];
anim.duration = 5; // Change should table about 5 mins.
anim.fromValue = [NSNumber numberWithInt:0];
anim.toValue = [NSNumber numberWithInt:200];
[lineLayer addAnimation:anim forKey:#"animateLength"];
lineLayer.length = 200;
//Do clean up below...
}
Happy Coding :)
I think the easiest way to do what you want, is to present some UIView that is 1.5 pixel height and animate it's width. Ask me if I'm not clear.
I think your code doesn't work because your variable path is not a layer property. Read manuals:
CABasicAnimation provides basic, single-keyframe animation
capabilities for a layer property.
And you do something strange here:
[animation setFromValue:(id)path];
[animation setToValue:(id)path];
EDIT:
I stumbled upon an article, and understood what you were try to achieve! Now I think the reason you failed is that you can animate path that doesn't change number of points. And now I thought you can create a path-line with two points. At first they are at same place and another path is the line you want to end up with. Now animate from first path to the second. I think it should work, but I'm not sure.
EDIT:
Definitely! You need this guy's code. Git link.
Here is my solution for your case using "UIBezierPath", "CAShapeLayer" and the property "strokeEnd":
.m file
#synthesize shapeLayer;
[self drawLine];
-(void)drawLine {
CGFloat X1 = self.frame.size.width/2-100;
CGFloat Y1 = 260;
CGFloat X2 = self.frame.size.width/2+100.0;
CGFloat Y2 = 260;
UIBezierPath *path = [UIBezierPath bezierPath];
[path moveToPoint:CGPointMake(X1, Y1)];
[path addLineToPoint:CGPointMake(X2, Y2)];
CAShapeLayer *shapeLayer = [CAShapeLayer layer];
shapeLayer.path = [path CGPath];
shapeLayer.strokeColor = [[UIColor blueColor] CGColor];
shapeLayer.lineWidth = 1.5;
shapeLayer.fillColor = [[UIColor redColor] CGColor];
shapeLayer.strokeEnd =0;
[self.layer addSublayer:shapeLayer];
[self performSelector:#selector(startTotalLine) withObject:nil afterDelay:1.5];
}
- (void)startTotalLine {
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"strokeEnd"];
animation.duration = 3.5f;
animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
[animation setAutoreverses:NO];
[animation setFromValue:[NSNumber numberWithInt:0]];
[animation setToValue:[NSNumber numberWithInt:1]];
[shapeLayer addAnimation:animation forKey:#"animatePath"];
}
The default "strokeEnd" value is 1, so, make it 0 at the beginning (no line will appear). Btw, here is useful examples provided: http://jamesonquave.com/blog/fun-with-cashapelayer/

iPhone core animation - animate a NSBezierPath

I want to animate the drawing of a path as it is being drawn on the screen I am assuming Core Animation is the best way with a NSBezierPath however I am not sure on how to implement this.
Basically the idea is to have a path from point A to point B slowly being animated from A to B until the path reaches B. A good tutorial on how to do this would be great.
You can create CAShapeLayer with your CGPath (can be created from UIBezierPath for example).
Then path property of CAShapeLayer is animatable itself and you can also create more advanced animations using animatable strokeStart and strokeEnd properties (available starting iOS 4.2)
Simple example of how to add layer with random line that appears with animation:
CAShapeLayer *l = [CAShapeLayer layer];
l.frame = self.view.bounds;
l.strokeColor = [UIColor redColor].CGColor;
CGPoint start = CGPointMake(arc4random()%300+10, arc4random()%400+40);
CGPoint end = CGPointMake(arc4random()%300+10, arc4random()%400+40);
UIBezierPath *path = [[UIBezierPath alloc] init];
[path moveToPoint:start];
[path addLineToPoint:end];
l.path = path.CGPath;
[path release];
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"strokeEnd"];
animation.fromValue = [NSNumber numberWithFloat:0.0f];
animation.toValue = [NSNumber numberWithFloat:1.0f];
animation.duration = 3.0f;
[l addAnimation:animation forKey:#"myStroke"];
[self.view.layer addSublayer:l];

Creating itunes store style "jump" animation

I am creating a bookmarking feature for my app, I'd like to show the user what happens in a way similar to itunes store, when you buy something it jumps to tabBar. I once watched some WWDC video that explained this, but can't remember how to do it. Any idea where I should start looking for?
You can take a snapshot of the view you want to animate, then create an image layer, then use Core Animation to animate that to the tab bar. Here's the code I use to do that:
- (void)animateSnapshotOfView:(UIView *)view toTab:(UINavigationController *)navController
{
NSUInteger targetTabIndex = [self.tabBarController.viewControllers indexOfObject:navController];
NSUInteger tabCount = [self.tabBarController.tabBar.items count];
// AFAIK there's no API (as of iOS 4) to get the frame of a tab bar item, so guesstimate using the index and the tab bar frame.
CGRect tabBarFrame = self.tabBarController.tabBar.frame;
CGPoint targetPoint = CGPointMake((targetTabIndex + 0.5) * tabBarFrame.size.width / tabCount, CGRectGetMidY(tabBarFrame));
targetPoint = [self.window convertPoint:targetPoint fromView:self.tabBarController.tabBar.superview];
UIGraphicsBeginImageContext(view.frame.size);
[view.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
CGRect frame = [self.window convertRect:view.frame fromView:view.superview];
CALayer *imageLayer = [CALayer layer];
imageLayer.contents = (id)image.CGImage;
imageLayer.opaque = NO;
imageLayer.opacity = 0;
imageLayer.frame = frame;
[self.window.layer insertSublayer:imageLayer above:self.tabBarController.view.layer];
CGMutablePathRef path = CGPathCreateMutable();
CGPoint startPoint = imageLayer.position;
CGPathMoveToPoint(path, NULL, startPoint.x, startPoint.y);
CGPathAddCurveToPoint(path,NULL,
startPoint.x + 100, startPoint.y,
targetPoint.x, targetPoint.y - 100,
targetPoint.x, targetPoint.y);
CAKeyframeAnimation *positionAnimation = [CAKeyframeAnimation animationWithKeyPath:#"position"];
positionAnimation.path = path;
CGPathRelease(path);
CABasicAnimation *sizeAnimation = [CABasicAnimation animationWithKeyPath:#"bounds.size"];
sizeAnimation.fromValue = [NSValue valueWithCGSize:imageLayer.frame.size];
sizeAnimation.toValue = [NSValue valueWithCGSize:CGSizeMake(50, 50)];
CABasicAnimation *opacityAnimation = [CABasicAnimation animationWithKeyPath:#"opacity"];
opacityAnimation.fromValue = [NSNumber numberWithFloat:0.75];
opacityAnimation.toValue = [NSNumber numberWithFloat:0];
CAAnimationGroup *animationGroup = [CAAnimationGroup animation];
animationGroup.animations = [NSArray arrayWithObjects:positionAnimation, sizeAnimation, opacityAnimation, nil];
animationGroup.duration = 1.0;
animationGroup.timingFunction=[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseIn];
animationGroup.delegate = self;
[animationGroup setValue:imageLayer forKey:#"animatedImageLayer"];
[imageLayer addAnimation:animationGroup forKey:#"animateToTab"];
}