Animating resizing and moving UIView at the same time - iphone

I'd like to "Stretch" a UIView to the right side, meaning increase it's frame.size.width by foo pixels and at the same time decreasing it's frame.origin.x by foo pixels, using [UIView beginAnimations] syntax.
However, if I do that, when the animation begins the view immediately resizes, and then starts the animation for the origin.
CGRect currFrame = someView.frame;
currFrame.size.width += 100;
currFrame.origin.x -= 100;
[UIView beginAnimations:#"Anim1" context:nil];
someView.frame = currFrame;
[UIView setAnimationDuration:0.7];
[UIView commitAnimations];
I've also tried breaking the animation down to 2 parts but then I can't keep the right position in place.
Any help is much appreciated!

You might need to drop down to Core Animation and break this into two explicit animations:
CABasicAnimation *stetchAnimation = [CABasicAnimation animationWithKeyPath:#"transform.scale.x"];
stetchAnimation.toValue = [NSNumber numberWithDouble:(someView.frame.size.width+100)/someView.frame.size.width];
CABasicAnimation *slideAnimation = [CABasicAnimation animationWithKeyPath:#"transform.translation.x"];
slideAnimation.toValue = [NSNumber numberWithDouble:-100];
CAAnimationGroup *animationGroup = [CAAnimationGroup animation];
animationGroup.animations = [NSArray arrayWithObjects:stetchAnimation,slideAnimation,nil];
animationGroup.removedOnCompletion = NO;
animationGroup.fillMode = kCAFillModeForwards;
animationGroup.duration = 0.7;
[someView.layer addAnimation:animationGroup forKey:#"animations"];

Related

how to increase and decrease the image alpha value with animation in ios sdk?

In this code i am using animation.But at a time i need to change the image alpha value also.
-(void)animation
{
CGPoint point = CGPointMake(imgView.frame.origin.x, imgView.frame.origin.y);
imgView.layer.position = point;
CABasicAnimation *anim = [CABasicAnimation animationWithKeyPath:#"position.x"];
anim.fromValue = [NSValue valueWithCGPoint:point];
anim.toValue = [NSValue valueWithCGPoint:CGPointMake(point.x + 50, point.y)];
anim.duration = 10.0f;
anim.repeatCount =1;
anim.removedOnCompletion = YES;
anim.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseIn];
[imgView.layer addAnimation:anim forKey:#"position.x"];
imgView.layer.position = point;
}
You can use the opacity key of CABasicAnimation for doing this:
CABasicAnimation *alphaAnimation = [CABasicAnimation animationWithKeyPath:#"opacity"];
alphaAnimation.fromValue = [NSNumber numberWithFloat:1.0];
alphaAnimation.toValue = [NSNumber numberWithFloat:0.0];
[imgView.layer addAnimation:alphaAnimation forKey:#"opacity"];
Edit:
For animating through specified values you can use CAKeyframeAnimation:
CAKeyframeAnimation *animation = [CAKeyframeAnimation animationWithKeyPath:#"opacity"];
animation.duration = 10.0f;
animation.repeatCount = 1;
animation.values = [NSArray arrayWithObjects:
[NSNumber numberWithFloat:1.0,
[NSNumber numberWithFloat:0.5],
[NSNumber numberWithFloat:1.0],nil];
animation.keyTimes = [NSArray arrayWithObjects:
[NSNumber numberWithFloat:0.0],
[NSNumber numberWithFloat:5.0],
[NSNumber numberWithFloat:10.0], nil];
[imgView.layer addAnimation:animation forKey:#"opacity"];
In order to decrease the alpha as the same time/rate the x position of your view is moving, just put the position setting code together with the alpha setting code in the same block of animation, like below:
CGPoint finalPoint = CGPointMake(500, imgView.center.y); //change for any final point you want
CGFloat finalAlpha = 0.0; //change the final alpha as you want
UIView animateWithDuration:1.0 animations:^{ //change the duration as you want
imgView.alpha = finalAlpha;
imgView.center = finalPoint;
}];
This "fades to invisible" self.view in 500ms.
Anything you do prior to invoking it will be set "immediately", everything you set within the `animation' block (like setting new frame coordinates) will be interpolated over the specified duration.
[UIView animateWithDuration:0.50
delay:0.0
options:( UIViewAnimationOptionAllowUserInteraction
| UIViewAnimationOptionBeginFromCurrentState
| UIViewAnimationOptionCurveEaseInOut)
animations:^ {
self.view.alpha = 0.0f ;
}
completion: ^(BOOL){
[self.view removeFromSuperview] ;
self.view = nil ;
}
] ;
You may use a CABasicAnimation object (a different one because you will animate a different KeyPath, namely alpha, for this) and use NSNumbers for fromValue and toValue.
Another (and easiest) way is to use the UIView helper methods dedicated to animation ( animateWithDuration:… and all), especially if you have to animate multiple properties at the same time (you may animate both the frame and the alpha with the same animation block if it fits your needs and simplify your code).
You can also mix CABasicAnimation for the frame and [UIView animateWithDuration:…] for the alpha, whatever combination you need depending on if your animations are complex and need to be customized (custom timing function, non-linear animation, …) or not.
//your code of changing x position will be here
now implement my code which is written below.
UIView animateWithDuration:1.0 animations:^{
imgView.alpha = 0.5;//must be in between 0 to 1
}];
now when your imageview move to next position as you are saying, write below code
//your code for imageview for next position..
now implement below code...
UIView animateWithDuration:0.5 animations:^{
imgView.alpha = 1.0;//must be in between 0 to 1
}];
let me know it is working or not!!!! Hope it helps...
Happy Coding!!!

Pendulum animation on UIImageView

i face trouble to apply pendulum animation base gravity effect on my UIImageView. can any buddy help me to come out from this trouble??
i have tried below source code. but in that gravitational force is not apply.
- (void)swingPendulum {
pendulum.layer.anchorPoint = CGPointMake(0.5,0);
[pendulum.layer setTransform:CATransform3DMakeRotation(-M_PI*3/4, 0, 0, 1)];
CABasicAnimation *needleAnim = [CABasicAnimation animationWithKeyPath:#"transform.rotation.z"];
needleAnim.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
needleAnim.duration = 1;
needleAnim.repeatCount = 5;
needleAnim.autoreverses = YES;
// Setting fillMode means that, once the animation finishes, the needle stays in its end position.
needleAnim.fillMode = kCAFillModeForwards;
needleAnim.removedOnCompletion = YES;
needleAnim.toValue = [NSNumber numberWithFloat:M_PI*3/4];
[pendulum.layer addAnimation:needleAnim forKey:nil];
}
actually we need animation like...
check out this : http://blog.ruben-martins.co.uk/2010/02/maya-tutorials-pendulum-animation.html
Thanks in Advance.
If you've got an image with a blank top section and starts in the middle and just want to rotate it (haven't tried it tho):
-(void) doAnimation {
imgView.transform = CGAffineTransformMakeRotation(-0.7);
[UIView animateWithDuration:4 delay:0 options:UIViewAnimationOptionCurveEaseInOut | UIViewAnimationOptionAutoreverse animations:^{
imgView.transform = CGAffineTransformMakeRotation(0.7);
} completion:^{
[self doAnimation];
}]

Flash/flicker UIView

I need to give some stretch & skew animation to a UIView upon pressing a button or completion of a task.
Most of the animation applied to UIView are usually applied when they are added to or removed from a UIView but how can I accomplish that with a view already added to view.
Animation could be anything as long as it catches users attention (to indicate that the task was completed).
EDIT How to scale and rotate a view in a single animation
You might need use Core Animation and add both animations in a group:
CABasicAnimation *stetchAnimation = [CABasicAnimation animationWithKeyPath:#"transform.scale.x"];
stetchAnimation.toValue = [NSNumber numberWithDouble:(someView.frame.size.width+100)/someView.frame.size.width];
CABasicAnimation *skewAnimation = CABasicAnimation animationWithKeyPath:#"transform.rotation.x"];
stetchAnimation.toValue:[NSNumber numberWithInt:180];
//Add both animation at time when task is completed
CAAnimationGroup *animationGroup = [CAAnimationGroup animation];
animationGroup.animations = [NSArray arrayWithObjects:stetchAnimation,skewAnimation,nil];
animationGroup.removedOnCompletion = YES;
animationGroup.fillMode = kCAFillModeForwards;
animationGroup.duration = 0.7; // increase duration if needed
[someView.layer addAnimation:animationGroup forKey:#"animations"];
Simple UIView animation; temporarily grows the view:
[UIView animateWithDuration:0.3 animations:^{
CGRect frm = view.frame;
frm.size.width += 20;
frm.size.height += 20;
frm.origin.x -= 10;
frm.origin.y -= 10;
view.frame = frm;
} completion:^{
[UIView animateWithDuration:0.3 animations:^{
CGRect frm = view.frame;
frm.size.width -= 20;
frm.size.height -= 20;
frm.origin.x += 10;
frm.origin.y += 10;
view.frame = frm;
}];
}];

Display the Image like Fade In using CABasicAnimation

I am rotating the Image 360 clockwise using the CABasicAnimation, and the code which I am using is
CALayer* _caLayer = [CALayer layer];
_caLayer.contents = (id)_logo.CGImage;
_caLayer.frame = CGRectMake(65,158, 180,55);
[self.view.layer addSublayer:_caLayer];
CABasicAnimation* rotation;
rotation = [CABasicAnimation animationWithKeyPath:#"transform.rotation"];
rotation.fromValue = [NSNumber numberWithFloat:0];
rotation.toValue = [NSNumber numberWithFloat:((360*M_PI)/180)];
rotation.duration = 1.4f;
//rotation.beginTime = CACurrentMediaTime() +1;
rotation.repeatCount = 2.0;
rotation.fillMode = kCAFillModeForwards;
[_caLayer addAnimation:rotation forKey:#"360"];
The animation is working fine.. But I cant figure out one thing. I want to start animate the image from smaller size and ends with the normal size. You have seen in movies like some newspapers will rotate fast and they fade in and finally we will see the paper in the screen fully. I am trying to do that way. I dont know how to do it, please !
You can use the following also, will works like a charm
[UIView beginAnimations:#"fade in" context:nil];
[UIView setAnimationDuration:1.0];
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
_imageView.alpha = 0.0;
_newImageView.alpha = 1.0;
[UIView commitAnimations];
Set the imageView frame before animation: [imageView setFrame: CGRectMake(your Frame)];
then keep on increasing the frame in the animation using a loop or something..

Animation, like when you delete from iPhone Photo Gallery

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"