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];
}
Related
I'm trying to add an animation to a UIImageView when a button is tapped. When the button is tapped I want the imageView to move to the right at the same time as it is increasing in size. I have tried this code, but the imageView aren't animation correct.
- (IBAction)bA:(id)sender {
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationCurve:UIViewAnimationCurveLinear];
[UIView setAnimationDuration:0.5];
CGRect frame = imageView.frame;
frame.origin.x = frame.origin.x + 30;
frame.size.hight = frame.size.hight + 20;
frame.size.width = frame.size.width + 20;
imageView.frame = frame;
[UIView commitAnimations];
}
This code makes the imageView move little to the right, then back again. Wierd behavior, what should I do to animate both size and origin at the same time?
The problem is that you've got Autolayout turned on. With Autolayout, you cannot change the frame of something, because layout comes along and changes it back again.
Either turn Autolayout off, or else animate by changing the constraints of this view instead of its frame.
Hi Guys I am trying to rotate a UIImageview from the Black dot on this image.
what is happening now is that the center is not changing
I have tried like this.
Image.Center = CGPointmake(37.3,150);
when I am calling this set the image just moves across the screen.
thanks!
You need to add this code:-
imageView.layer.anchorPoint = CGPointMake(0.5,0.5);
[UIView beginAnimations:#"rotate" context:nil];
imageView.transform = CGAffineTransformMakeRotation(angle);
[UIView commitAnimations];
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.
I'm trying to make a scaling ring, which scales in the center of a UIView.
Setup is the following:
In IB, I have a view and my ImageView attached to it (just a transparent PNG with a ring).
Setup an IBOutlet to the ImageView (theRing) and a button to trigger the action.
ImageView is set to «scaleToFill» in IB.
The code for the action is:
-(IBAction)buttonPressed:(id)sender{
CGRect theFrame = theRing.frame;
theFrame.size.width = 16;
theFrame.size.height = 16;
[theRing setFrame:theFrame]; //Scale down the ring first
theRing.center = [self.view center]; // Center the ring in the center of the view
theFrame.size.width = 300;
theFrame.size.height = 300;
[theRing setAlpha:1.0];
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:1.0];
[theRing setFrame: theFrame];
[theRing setAlpha:0.0];
theRing.center = [self.view center];
[UIView setAnimationDelegate:self];
[UIView setAnimationDidStopSelector: #selector(animEnd:finished:context:)];
[UIView commitAnimations];
}
Now - when I hit the button the first time, the image is scaled with the reference point being the upper left corner of the ImageView (means, it scales, but the ring expands to the lower right of the screen).
BUT: When I hit the button again, the whole thing works as expected (means, the ring stays in the middle of the screen and is scaled).
Any ideas?
try to use ImageView mode Aspect Fill
So there seems to be an issue with animating size transformations for UIButtons. Specifically, if you have a button of type UIButtonTypeCustom, any frame size transformations happen instantly. Movement and other animations happen as normal.
Does anyone have a good fix for this? I'm guessing that it's because the custom buttons contain images, and something is going wrong when UIView calculates its transformations.
This guy seems to have found the same problem, but no workaround.
Here's an example. The image origin will move smoothly from 0.0,0.0 to 100.0,100.0 over two seconds, but the size instantly jumps to 200x200.
UIButton *tButton = [UIButton buttonWithType:UIButtonTypeCustom];
[tButton setBackgroundImage:tImage forState:UIControlStateNormal];
tButton.frame = CGRectMake(0.0, 0.0, 10.0, 10.0);
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationBeginsFromCurrentState:YES];
[UIView setAnimationDuration:2.0];
tButton.frame = CGRectMake(100.0, 100.0, 200.0, 200.0);
[UIView commitAnimations];
Credit goes to davbryn for this answer but instead of redefining the frame you use:
button.transform = CGAffineTransformMakeScale(1.5,1.5);
Its not as easy as just using a new frame so you will have to play around with the it but it should get you pointed in the right direction.