Rotate UIView on a Pivot - iphone

Please could you tell me how to rotate a UIView (with a pie chart on) as if its on a pivot. It will only rotate once the user has flicked the view.

You'd use something like this:
- (void)spin
{
CABasicAnimation *fullRotation;
fullRotation = [CABasicAnimation animationWithKeyPath:#"transform.rotation"];
fullRotation.fromValue = [NSNumber numberWithFloat:0];
fullRotation.toValue = [NSNumber numberWithFloat:M_PI * 360 / 180.0];
fullRotation.duration = 0.25;
fullRotation.repeatCount = 1;
[self.view.layer addAnimation:fullRotation forKey:#"360"];
}
Merely call the spin method when you want to spin 360ยบ. Adjust as needed to spin more, less, faster, slower, etc.
EDIT: Should note, that in the above code, the view property is the one we're rotating, in case it wasn't obvious. So change self.view to whatever view you want to rotate.

Related

Stop CABasicAnimation at specific point

I'm using a rotation animation created with CABasicAnimation. It rotates a UIView over 2 seconds. But I need to be able to stop it when the UIView is touched. If I remove the animation the view is in the same position as before the animation started.
Here's my animation code:
float duration = 2.0;
float rotationAngle = rotationDirection * ang * speed * duration;
//rotationAngle = 3*(2*M_PI);//(double)rotationAngle % (double)(2*M_PI) ;
CABasicAnimation* rotationAnimation;
rotationAnimation = [CABasicAnimation animationWithKeyPath:#"transform.rotation.z"];
rotationAnimation.toValue = [NSNumber numberWithFloat: rotationAngle ];
rotationAnimation.duration = duration;
rotationAnimation.cumulative = YES;
rotationAnimation.removedOnCompletion = NO;
rotationAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseOut];
rotationAnimation.fillMode = kCAFillModeForwards;
rotationAnimation.delegate = self;
[self.view.layer addAnimation:rotationAnimation forKey:#"rotationAnimation"];
How can I stop the UIView's rotation right where it is, when it's touched? I know how to manage the touch part, but I can't figure out how to stop the view at the animation's current angle.
Solution:
I solved the problem by getting the angle of the presentation layer, removing the animation and setting the view's transform. Here's the code:
[self.view.layer removeAllAnimations];
CALayer* presentLayer = self.view.layer.presentationLayer;
float currentAngle = [(NSNumber *)[presentLayer valueForKeyPath:#"transform.rotation.z"] floatValue];
self.view.transform = CGAffineTransformMakeRotation(currentAngle);
Good question! For this, it's helpful to know the Core Animation architecture.
If you check out the diagram in the Core Animation Programming Guide that describes the Core Animation Rendering Architecture, you can see that there's three trees.
You have the model tree. That's where you set the values of what you want to happen. Then there's the presentation tree. That's what is pretty much happening as far as the runtime is concerned. Then, finally is the render tree. That's what the user sees.
In your case, you want to query the values of the presentation tree.
It's easy to do. For the view that you have attached the animation, get the layer and for that layer, query the presentationLayer's values. For example:
CATransform3D myTransform = [(CALayer*)[self.view.layer presentationLayer] transform];
There's no way to "pause" an animation mid flow. All you can do is query the values, remove it, and then re-create it again from where you left off.
It's a bit of a pain!
Have a look at some of my other posts where I go into this in a bit more detail, e.g.
Restoring animation where it left off when app resumes from background
Don't forget also that when you add an animation to a view's layer, you aren't actually changing the underlying view's properties. So what happens? We'll you get weird effects where the animation stops and you see the view in it's original position.
That's where you need to use the CAAnimation delegates. Have a look at my answer to this post where I cover this:
CABasicAnimation rotate returns to original position
You need to set the rotation to the rotation of the presentationLayer and then remove the animation from the layer. You can read about the presentation layer in my blog post about Hit testing animating layers.
The code to set the final rotation would be something like:
self.view.layer.transform = [(CALayer*)[self.view.layer presentationLayer] transform];
[self.view.layer removeAnimationForKey:#"rotationAnimation"];

How do I animate CATransform3Ds with a CAKeyframeAnimation?

I've used CAKeyframeAnimations to animate a layer's transform.rotation and transform.translation.x properties, but I'm having trouble animating the transform property implicitly. I have a layer that must animate between two states and CABasicAnimation's default interpolation is totally incorrect and doesn't follow the path I want. CAKeyframeAnimation to the rescue, or so I thought. Any attempt to animate transform using a CAKeyframeAnimation results in the view immediately snapping to the final transform while the other animations run. If I remove the first half of the following function and let my "transform" events use the CABasicAnimation on the bottom, it animates just fine - albeit with incorrectly interpolated transforms along the way.
My layer delegate has implemented the following:
- (id <CAAction>) actionForLayer:(CALayer *)layer forKey:(NSString *)event
{
if ([event isEqualToString:#"transform"])
{
CGSize startSize = ((CALayer *)self.layer.presentationLayer).bounds.size;
CGSize endSize = self.layer.bounds.size;
CAKeyframeAnimation *animation = [CAKeyframeAnimation animationWithKeyPath:event];
animation.duration = 0.25;
NSMutableArray *values = [NSMutableArray array];
int stepCount = 10;
for (int i = 0; i < stepCount; i++)
{
CGFloat p = i / (float)(stepCount - 1);
CGSize size = [self interpolateBetweenSize:startSize andSize:endSize percentage:p];
CATransform3D transform = [self transformForSize:size];
[values addObject:[NSValue valueWithCATransform3D:transform]];
}
animation.values = values;
return animation;
}
// All other animations use this basic animation
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:event];
animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
animation.removedOnCompletion = YES;
animation.fillMode = kCAFillModeForwards;
animation.duration = 0.25;
return animation;
}
My transform is a translation followed by a rotate, but I think a group animation with separate keyframe animations animating through a translation AND a rotate would result in crazy town. I've confirmed that size & transform are correct for all values of p that I pass though, and p strictly ranges from 0 to 1.
I've tried setting a non-default timing function, I've tried setting an array of timing functions, I've omitted the keyTImes, I've set a repeatCount of 0, removedOnCompletion=YES, and a fillMode of forwards and that had no effect. Am I not creating the transform keyframe animation correctly?
This technique worked back in iOS 3 but seemed to be broken in iOS 5.0.
5.1 'magically' fixed this, it seemed to be a bug in iOS 5.0. I'd file a radar, but it is now working in 5.1.
#Gsnyder: Some background: I am experimenting with Clear-like UI (for something completely unrelated to Clear) and came up with this: http://blog.massivehealth.com/post/18563684407/clear. That should explain the need for a rotate & translate.
I've since created a shutter transition that subdivides a view into N layers (instead of just 2) that looks like this when viewed from the side: /////.
My code is not animating the bounds, it is using the size at each step to determine the necessary transform.
#Paul.s: Implicit allows me to keep this abstraction within the layer class itself without polluting the view controller that owns it. The view controller should just be changing the bounds around and the layer should move appropriately. I'm not a fan of view controllers having dozens of custom animations when the views themselves can handle it.
I need to use a keyframe animation because the default animation between layer transforms / and _ animate through incorrect angles so the ///\ layers do not line up throughout the transform. The keyframe animations ensure the edges all line up correctly while they all animate.
I'm considering this closed, this seems to be a bug in iOS 5.0 and has since been fixed. Thanks everyone.
(void)animateViewWith3DCurrentView:(UIView *)currentView withPoing:(CGPoint)movePoint
{
//flip the view by 180 degrees in its place first.
currentView.layer.transform = CATransform3DRotate(currentView.layer.transform,myRotationAngle(180), 0, 1, 0);
//set the anchor point so that the view rotates on one of its sides.
currentView.layer.anchorPoint = CGPointMake(0.5, 0.5);
//Set up scaling
CABasicAnimation *resizeAnimation = [CABasicAnimation animationWithKeyPath:kResizeKey];
//we are going to fill the screen here. So 423,337
[resizeAnimation setToValue:[NSValue valueWithCGSize:CGSizeMake(423, 337)]];
resizeAnimation.fillMode = kCAFillModeForwards;
resizeAnimation.removedOnCompletion = NO;
// Set up path movement
UIBezierPath *movePath = [UIBezierPath bezierPath];
//the control point is now set to centre of the filled screen. Change this to make the path different.
// CGPoint ctlPoint = CGPointMake(0.0, 0.5);
CGPoint ctlPoint = CGPointMake(1024/2, 768/2);
//This is the starting point of the animation. This should ideally be a function of the frame of the view to be animated. Hardcoded here.
// Set here to get the accurate point..
[movePath moveToPoint:movePoint];
//The anchor point is going to end up here at the end of the animation.
[movePath addQuadCurveToPoint:CGPointMake(1024/2, 768/2) controlPoint:ctlPoint];
CAKeyframeAnimation *moveAnim = [CAKeyframeAnimation animationWithKeyPath:kPathMovement];
moveAnim.path = movePath.CGPath;
moveAnim.removedOnCompletion = YES;
// Setup rotation animation
CABasicAnimation* rotateAnimation = [CABasicAnimation animationWithKeyPath:kRotation];
//start from 180 degrees (done in 1st line)
CATransform3D fromTransform = CATransform3DMakeRotation(myRotationAngle(180), 0, 1, 0);
//come back to 0 degrees
CATransform3D toTransform = CATransform3DMakeRotation(myRotationAngle(0), 0, 1, 0);
//This is done to get some perspective.
CATransform3D persp1 = CATransform3DIdentity;
persp1.m34 = 1.0 / -3000;
fromTransform = CATransform3DConcat(fromTransform, persp1);
toTransform = CATransform3DConcat(toTransform,persp1);
rotateAnimation.toValue = [NSValue valueWithCATransform3D:toTransform];
rotateAnimation.fromValue = [NSValue valueWithCATransform3D:fromTransform];
//rotateAnimation.duration = 2;
rotateAnimation.fillMode = kCAFillModeForwards;
rotateAnimation.removedOnCompletion = NO;
// Setup and add all animations to the group
CAAnimationGroup *group = [CAAnimationGroup animation];
[group setAnimations:[NSArray arrayWithObjects:moveAnim,rotateAnimation, resizeAnimation, nil]];
group.fillMode = kCAFillModeForwards;
group.removedOnCompletion = NO;
group.duration = 0.7f;
group.delegate = self;
[group setValue:currentView forKey:kGroupAnimation];
[currentView.layer addAnimation:group forKey:kLayerAnimation];
}

executing code (selector) while animating CABasicAnimation

CABasicAnimation *rotationAnimation = [CABasicAnimation animationWithKeyPath:#"transform.rotation.y"];
rotationAnimation.toValue = [NSNumber numberWithFloat: 2*M_PI];
rotationAnimation.duration = 1.0;
[self.layer addAnimation:rotationAnimation forKey:#"rotationAnimation1"];
I would like to execute code when the degree is M_PI, in other words I have two buttons on the UIView and I want to change the labels of them while rotating the UIView and I don't want the user to feel the the buttons are changing in front of him so , best way is to execute the label changing while the UIView is rotating to half of the way.
Help me
Split your rotationAnimation in two steps, each of M_PI radians rotation.
When the first animation is done (i.e., from the animation's delegate animationDidStop:finished: function) start the second while also changing the label.
Or you could simply start the second animation after 0.5 sec.

CABasicAnimation disabling any touch activity within animated layer

- (void)fadeOutStuff
{
CABasicAnimation *anim = [CABasicAnimation animationWithKeyPath:#"opacity"];
anim.delegate = self;
anim.duration = 0.25f;
anim.removedOnCompletion = NO;
anim.fillMode = kCAFillModeForwards;
anim.fromValue = [NSNumber numberWithFloat:1.0f];
anim.fromValue = [NSNumber numberWithFloat:0.0f];
[self.searchList.layer addAnimation:anim forKey:#"animationOpacity"];
}
I have this code to simply animate an object in and out, and after the animation is complete, the layer is not touchable. Is the animation process setting the layer down a level/index? I can still touch elements behind the animated layer, but not the animated layer itself. Am I missing a setting? Am I going about animation the wrong way, based on this code?
I figure this out, and the property fillMode is mainly responsible for disabling touch events in animated objects. Do not use it if whatever you're animating needs to handle touch events. Basically, the workaround I used was removed the fillMode property, and set the final stage of the animation manually after adding the animation to the layer
[self.searchList.layer addAnimation:anim forKey:#"animationOpacity"];
[self.searchList.layer setValue:[NSNumber numberWithFloat:endingOpacityValue forKey:#"opacity"]];
If I remember correctly, hidden objects won't receive touches. I don't know if the applies if it's just opacity set to zero, but try seeing what happens if you do it to just 0.01f instead of all the way to 0.
By the way, I don't know if it's a typo or not, but you set anim.fromValue twice, and you don't set anim.toValue.

After rotating a CALayer using CABasicAnimation the layer jumps back to it's unrotated position

I am trying to create a falling coin. The coin image is a CALayer with 2 CABasicAnimations on it - a falling down and a rotation one. When the falling down animation gets to its end, it stays there. The rotation animation though, which is supposed to be random and end up in a different angle every time, just pops back to the original CALAyer image.
I want it to stay in the angle it finished the animation on. Is it possible? How do I do it?
Code:
//Moving down animation:
CABasicAnimation *anim = [CABasicAnimation animationWithKeyPath:#"transform.translation.y"];
anim.duration = 1;
anim.autoreverses = NO;
anim.removedOnCompletion = YES;
anim.fromValue = [NSNumber numberWithInt: -80 - row_height * (8 - _col)];
anim.toValue = [NSNumber numberWithInt: 0];
//Rotation Animation:
CABasicAnimation *rota = [CABasicAnimation animationWithKeyPath:#"transform.rotation"];
rota.duration = 4;
rota.autoreverses = NO;
rota.removedOnCompletion = NO;
rota.fromValue = [NSNumber numberWithFloat: 0];
rota.toValue = [NSNumber numberWithFloat: 2.5 * 3.15 ];
[cl addAnimation: rota forKey: #"rotation"];
[cl addAnimation: anim forKey: #"animateFalling"];
Have you set the removedOnCompletion property of the rotation animation to NO, e.g.,
rota.removedOnCompletion = NO;
That should leave the presentation layer where it was when the animation finished. The default is YES, which will snap back to the model value, i.e., the behavior you describe.
The fillMode should also be set, i.e.,
rota.fillMode = kCAFillModeForwards;
I was trying to rotate an arrow back and forth, like the Twitter/Facebook "Pull to Refresh" effect.
The problem is, I was doing the rotation back and forth on the same UIView, so after adding
rotation.removedOnCompletion = NO;
rotation.fillMode = kCAFillModeForwards;
The forward animation war working OK but the backwards animation was not working at all.
So I added the last line suggested by yeahdixon, and in addition set the view's transform to the animation's completed state: (rotation by 180 degrees)
[myview.layer removeAllAnimations];
myView.transform = CGAffineTransformMakeRotation(M_PI);
For the 'restore' animation (backwards) I do this on completion:
myView.transform = CGAffineTransformMakeRotation(0);
...and it works fine. Somehow it doesn't need the removeAllAnimations call.
I found that by setting : removedOnCompletion = NO;
did not produce a visible leak in instruments, but did not get deallocated and was accumulating a small amount of memory. IDK if its my implementation or what, but by adding removeAllAnimations at the end of the animation seemed to clear out this tiny bit of residual memory.
[myview.layer removeAllAnimations];