- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
CGFloat coef = tempCount / 20;
while(tempCount >= 0)
{
[imgView setTransform: CGAffineTransformRotate([imgView transform], -1*coef)];
tempCount -=coef;
[NSThread sleepForTimeInterval: 0.09];
}
}
And the problem is in than, that my image on the image view updates only after cycle. I want it to update every 0.09 seconds. What can you propose? Thanx!
If you want to rotate a view with animation use animation facilities SDK provides for you. To rotate your view on full 360 degrees you will need to use core animation.
The following code will rotate your view during 3 sec:
#import <QuartzCore/QuartzCore.h>
...
CABasicAnimation* animation = [CABasicAnimation animationWithKeyPath:#"transform.rotation.z"];
animation.fromValue = [NSNumber numberWithFloat:0.0f];
animation.toValue = [NSNumber numberWithFloat: 2*M_PI];
animation.duration = 3.0f;
animation.repeatCount = 1.0f;
[imgView.layer addAnimation:animation forKey:#"MyAnimation"];
Or try the following - I have not tested the code, but it should reset view's transform to identity with animation:
[UIView beginAnimations:#"Reset dial" context: nil];
[UIView setAnimationDuration: 1.0f];
[UIView setAnimationCurve: UIViewAnimationCurveEaseOut];
[imgView setTransform:CGAffineTransformIdentity];
[UIView commitAnimations];
Related
how the button can be rotated by 360 degree for duration of time 30 sec and after that the button stop rotation.
A 360 rotation animation is only a few lines of code with Core Animation.
CABasicAnimation *rotate =
[CABasicAnimation animationWithKeyPath:#"transform.rotation"];
rotate.byValue = #(M_PI*2); // Change to - angle for counter clockwise rotation
rotate.duration = 30.0;
[yourButton.layer addAnimation:rotate
forKey:#"myRotationAnimation"];
By using the byValue property you are doing a relative rotation of 360 degrees to whatever rotation was there before (compared to explicitly specifying the from and to values). This means that the above code will rotate the button 360 degrees even if it is already rotated. All the answers that explicitly specify an end transform are assuming that the button isn't already rotated.
The above example is as small as possible to do just what you asked for ("be rotated by 360 degree for duration of time 30 sec"). If you want to have more control you can optionally make the animation start and/or stop slowly by specifying a timing function
rotate.timingFunction =
[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
If you haven't already added QuarzCore.framework to your project you will need to do so. Also #import <QuartzCore/QuartzCore.h> in the top of your source file.
CATransform3D myRotationTransform = CATransform3DRotate(Yourbutton.layer.transform, -1, 0.0, 0.0, 1.0);
Yourbutton.layer.transform = myRotationTransform;
CABasicAnimation* animation = [CABasicAnimation animationWithKeyPath:#"transform.rotation.z"];
animation.fromValue = [NSNumber numberWithFloat:0.0f];
animation.toValue = [NSNumber numberWithFloat: -1];
animation.duration = 30;
animation.repeatCount = 1;
animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
[Yourbutton.layer addAnimation:animation forKey:#"MyAnimation"];
Should work as needed! don't forget to include quartz.framework!
Well I just used
Being self.buttonImageView the ImageView you need to rotate.
[UIView animateKeyframesWithDuration:0.5 delay:0 options:UIViewKeyframeAnimationOptionCalculationModeLinear animations:^{
[UIView addKeyframeWithRelativeStartTime:0.0 relativeDuration:0.25 animations:^{
self.buttonImageView.transform= CGAffineTransformMakeRotation(M_PI);
}];
[UIView addKeyframeWithRelativeStartTime:0.5 relativeDuration:0.25 animations:^{
self.buttonImageView.transform= CGAffineTransformMakeRotation(-2* M_PI);
}];
} completion:^(BOOL finished) {
[self.map setCenterCoordinate:self.map.userLocation.location.coordinate animated:YES];
self.buttonImageView.transform= CGAffineTransformMakeRotation(2* M_PI);
}];
[UIView animateWithDuration:.30f animations:^{
btnGallery.transform = CGAffineTransformRotate(CGAffineTransformIdentity, -M_PI);
}];
I'm animating a clock arm from pointing towards 12 o'clock to the current time. If it is say, 11 o'clock, I want the arm to rotate clockwise to the 11 o'clock position. But of course if I use:
CGAffineTransform rotation = CGAffineTransformMakeRotation(2*M_PI*11/12);
[UIView animateWithDuration:3.0
animations:^{
clockArm.transform = rotation;
}];
the rotation goes counterclockwise. I tried:
CGFloat angle = 2*M_PI*11/12;
CGAffineTransform firstRotation = CGAffineTransformMakeRotation(M_PI-0.001);
CGFloat firstRotationTime = 3.0*(M_PI/angle);
CGAffineTransform secondRotation = CGAffineTransformMakeRotation(angle);
CGFloat secondRotationTime = 3.0 - firstRotationTime;
[UIView animateWithDuration:firstRotationTime
delay:0.0
options:UIViewAnimationCurveLinear
animations:^{
self.clockArm1.transform = firstRotation;
}
completion:^(BOOL finished) {
[UIView animateWithDuration:secondRotationTime
delay:0.0
options:UIViewAnimationCurveLinear
animations:^{
self.clockArm1.transform = secondRotation;
}
completion:^(BOOL finished){
}];
}];
The animation does go clockwise, but it is choppy - the animation still seems to be doing a UIViewAnimationEaseInOut for the first animation. What am I doing wrong, or is there another way to accomplish what I want?
You can use the completion block of CATransaction to set the rotation property of the view when the animation has finished. The following function worked in my test case:
- (void) rotateViewAnimated:(UIView*)view
withDuration:(CFTimeInterval)duration
byAngle:(CGFloat)angle
{
[CATransaction begin];
CABasicAnimation *rotationAnimation;
rotationAnimation = [CABasicAnimation animationWithKeyPath:#"transform.rotation.z"];
rotationAnimation.byValue = [NSNumber numberWithFloat:angle];
rotationAnimation.duration = duration;
rotationAnimation.removedOnCompletion = YES;
[CATransaction setCompletionBlock:^{
view.transform = CGAffineTransformRotate(view.transform, angle);
}];
[view.layer addAnimation:rotationAnimation forKey:#"rotationAnimation"];
[CATransaction commit];
}
You use it like
[self rotateViewAnimated:self.clockArm1 withDuration:3.0 byAngle:2*M_PI*11./12.];
Thanks for #Martin R 's accepted answer. I edited a bit:
I replaced this line
rotationAnimation.removedOnCompletion = YES;
with these two lines:
rotationAnimation.removedOnCompletion = NO;
rotationAnimation.fillMode = kCAFillModeForwards;
Then, in the CompletionBlock, I added one more line:
[view.layer removeAllAnimations];
So, the code finally becomes:
- (void) rotateViewAnimated:(UIView*)view
withDuration:(CFTimeInterval)duration
byAngle:(CGFloat)angle
{
[CATransaction begin];
CABasicAnimation *rotationAnimation;
rotationAnimation = [CABasicAnimation animationWithKeyPath:#"transform.rotation.z"];
rotationAnimation.byValue = [NSNumber numberWithFloat:angle];
rotationAnimation.duration = duration;
// changed by me
rotationAnimation.removedOnCompletion = NO;
rotationAnimation.fillMode = kCAFillModeForwards;
[CATransaction setCompletionBlock:^{
view.transform = CGAffineTransformRotate(view.transform, angle);
// added by me
[view.layer removeAllAnimations]; // this is important
}];
[view.layer addAnimation:rotationAnimation forKey:#"rotationAnimation"];
[CATransaction commit];
}
My references are from:
1, https://stackoverflow.com/a/3586433/2481444
2, After rotating a CALayer using CABasicAnimation the layer jumps back to it's unrotated position
As mentioned in comments, try this iphone UIImageView rotation
or UIView Infinite 360 degree rotation animation?
#import <QuartzCore/QuartzCore.h>
- (void) runSpinAnimationWithDuration:(CGFloat) duration;
{
CABasicAnimation* rotationAnimation;
rotationAnimation = [CABasicAnimation animationWithKeyPath:#"transform.rotation.z"];
rotationAnimation.toValue = [NSNumber numberWithFloat: M_PI * 2.0 /* full rotation*/ * rotations * duration ];
rotationAnimation.duration = duration;
rotationAnimation.cumulative = YES;
rotationAnimation.repeatCount = 1.0;
rotationAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseOut];
[myView.layer addAnimation:rotationAnimation forKey:#"rotationAnimation"];
}
I try to implement the animation:
when you enter iPhone Gallery, press the image, you see full-screen image. Below you can see toolbar with trash button. When you press this button, the image is being deleted with animation.
I try to implement this, but I don't know, how to implement the transform of image, apple use.
This is the best, I could do:
[UIView transitionWithView:self.view duration:0.1 options:UIViewAnimationOptionTransitionCrossDissolve animations:^{
[self.view addSubview:scrollImageView];
} completion:^(BOOL finished) {
[UIView animateWithDuration:0.3 delay:0 options:UIViewAnimationOptionAllowUserInteraction animations:^{
CGRect frame = scrollImageView.frame;
frame.size = CGSizeMake(frame.size.width * 0.75, frame.size.height * 0.75);
frame.origin = CGPointMake((size.width - frame.size.width) / 2, (size.height - frame.size.height) / 2);
scrollImageView.frame = frame;
} completion:^(BOOL finished) {
[UIView animateWithDuration:0.3 delay:0 options:UIViewAnimationOptionAllowUserInteraction animations:^{
CGRect frame = scrollImageView.frame;
frame.size = CGSizeMake(frame.size.width * 0.05, frame.size.height * 0.05);
frame.origin = CGPointMake(size.width, size.height);
scrollImageView.frame = frame;
CGAffineTransform transform = scrollImageView.transform;
CGAffineTransform rotatedTransform = CGAffineTransformRotate(transform, 45 * 3.14 / 180);
scrollImageView.transform = rotatedTransform;
} completion:^(BOOL finished) {
[scrollImageView removeFromSuperview];
}];
}];
}];
Thank you in advance.
Update
As I understand, I can't do this animation with Core-Animation, but may anyone can advice me the animation the most simular to iPhone Gallery animation, but without using OpenGL?
You can use following example for this animation:
UIView *senderView = (UIView*)sender;
CABasicAnimation *anim = [CABasicAnimation animationWithKeyPath:#"transform"];
anim.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
anim.duration = 0.125;
anim.repeatCount = 1;
anim.autoreverses = YES;
anim.removedOnCompletion = YES;
anim.toValue = [NSValue valueWithCATransform3D:CATransform3DMakeScale(1.2, 1.2, 1.0)];
//[senderView.layer addAnimation:anim forKey:nil];
UIBezierPath *movePath = [UIBezierPath bezierPath];
[movePath moveToPoint:icon.center];
[movePath addQuadCurveToPoint:senderView.center
controlPoint:CGPointMake(senderView.center.x, icon.center.y)];
CAKeyframeAnimation *moveAnim = [CAKeyframeAnimation animationWithKeyPath:#"position"];
moveAnim.path = movePath.CGPath;
moveAnim.removedOnCompletion = YES;
CABasicAnimation *scaleAnim = [CABasicAnimation animationWithKeyPath:#"transform"];
scaleAnim.fromValue = [NSValue valueWithCATransform3D:CATransform3DIdentity];
scaleAnim.toValue = [NSValue valueWithCATransform3D:CATransform3DMakeScale(0.1, 0.1, 1.0)];
scaleAnim.removedOnCompletion = YES;
CABasicAnimation *opacityAnim = [CABasicAnimation animationWithKeyPath:#"alpha"];
opacityAnim.fromValue = [NSNumber numberWithFloat:1.0];
opacityAnim.toValue = [NSNumber numberWithFloat:0.1];
opacityAnim.removedOnCompletion = YES;
CAAnimationGroup *animGroup = [CAAnimationGroup animation];
animGroup.animations = [NSArray arrayWithObjects:moveAnim, scaleAnim, opacityAnim, nil];
animGroup.duration = 0.5;
[icon.layer addAnimation:animGroup forKey:nil];
I have modified the code, you have to perform following changes in it, set the sender view as self.view, and change the ending point of animation (which is currently senderView.center) according to your requirement
I know its a bit late. But, you should check Ciechan's solution named BCGenieEffect. Can be found here. Its pure Core Animation and very easy to understand. I think that's what you are looking for.
Good luck
At this point the exact animation you are talking about cannot be done using Core Animation or UIKit. You would need to use OpenGL and apply the image as a texture and do your animation in there.
I think you are talking about the "suck" transition animation.
It is possible to trigger it, but it is a private transition, and Apple may reject your app if you use it.
This code should do it, using a transition code of 103:
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:1.0];
[UIView setAnimationTransition: transtionIndex forView:containerView cache:NO];
[containerView addSubview: newView];
[oldView removeFromSuperview];
[UIView commitAnimations];
Or search the net for a Core Image transition called "suckEffect"
I am using the code below to try and get my recognizer to continue spinning after the state has ended. It only seems to get one rotation no matter how high I set the value in the CGAffineTransformRotate.
Any insight or suggestions would be appreciated.
Thanks.
if([(UIRotationGestureRecognizer*)recognizer state] == UIGestureRecognizerStateEnded)
{
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:6.55];
[UIView setAnimationCurve:UIViewAnimationCurveEaseOut];
recognizer.view.transform = CGAffineTransformRotate(recognizer.view.transform, 1000000000);
[UIView commitAnimations];
}
You might want to try to use a CABasicAnimation
- (void)rotate {
[CATransaction begin];
[CATransaction setValue:[NSNumber numberWithFloat:2.0] forKey:kCATransactionAnimationDuration];
CABasicAnimation *animation;
animation = [CABasicAnimation animationWithKeyPath:#"transform.rotation.z"];
animation.fromValue = [NSNumber numberWithFloat:0.0];
animation.toValue = [NSNumber numberWithFloat:2 * M_PI];
animation.timingFunction = [CAMediaTimingFunction functionWithName: kCAMediaTimingFunctionLinear];
animation.delegate = self;
[recognizer.layer addAnimation:animation forKey:#"rotationAnimation"];
[CATransaction commit];
}
- (void)animationDidStop:(CAAnimation *)theAnimation finished:(BOOL)finished {
if (finished)
[self rotate];
}
This will cause the rotation to continue until you specify to remove the animation.
There's more infomation and options in the CABasicAnimation Class Reference
Is there a way to let a view rotate forever, with an specified speed? I need that for an indicator kind of thing. I know there is this weird Lxxxxx00ff constant (don't remember it exactly) that stands for "forever".
You can use HUGE_VAL for floating value (if I remember correctly, repeatCount property for animation is a float).
To setup animation you can create CAAnimation object using +animationWithKeyPath: method:
CABasicAnimation* animation = [CABasicAnimation animationWithKeyPath:#"transform.rotation.z"];
animation.fromValue = [NSNumber numberWithFloat:0.0f];
animation.toValue = [NSNumber numberWithFloat: 2*M_PI];
animation.duration = 3.0f;
animation.repeatCount = HUGE_VAL;
[rotView.layer addAnimation:animation forKey:#"MyAnimation"];
If I remember correctly creating this kind of rotation using just UIView animations is impossible because rotations on 360 degrees (2*M_PI radians) are optimized to no rotation at all.
Edit: Added a Swift version.
let animation = CABasicAnimation(keyPath: "transform.rotation.z")
animation.fromValue = NSNumber(value: 0.0)
animation.toValue = NSNumber(value: 2*Double.pi)
animation.duration = 3.0
animation.repeatCount = Float.greatestFiniteMagnitude
rotView.layer.add(animation, forKey: "MyAnimation")
my solution for this is a bit hacky since it doesn't use core animation but at least it works truly forever and doesn't require you to setup multiple animation steps.
...
// runs at 25 fps
NSTimer* timer = [NSTimer scheduledTimerWithTimeInterval:1.0/25
target:self
selector:#selector(rotate)
userInfo:nil
repeats:YES];
[timer fire];
...
- (void)rotate {
static int rotation = 0;
// assuming one whole rotation per second
rotation += 360.0 / 25.0;
if (rotation > 360.0) {
rotation -= 360.0;
}
animatedView.transform = CGAffineTransformMakeRotation(rotation * M_PI / 180.0);
}
my bet is:
-(void)animationDidStopSelector:... {
[UIView beginAnimations:nil context:NULL];
// you can change next 2 settings to setAnimationRepeatCount and set it to CGFLOAT_MAX
[UIView setAnimationDelegate:self];
[UIView setAnimationDidStopSelector:#selector(animationDidStopSelector:...)];
[UIView setAnimationDuration:...
[view setTransform: CGAffineTransformRotate(CGAffineTransformIdentity, 6.28318531)];
[UIView commitAnimations];
}
//start rotation
[self animationDidStopSelector:...];
ok better bet:
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationRepeatCount: CGFLOAT_MAX];
[UIView setAnimationDuration:2.0f];
[view setTransform: CGAffineTransformMakeRotation(6.28318531)];
[UIView commitAnimations];