Iphone 3d rotation for 2 buttons - iphone

In my IPhone application, I have two buttons with background image set.
At any time one button is active an the other one is inactive.
I want to display the two buttons in 3d style such that the active image is in front and the other on is at the back but visible.
When the user clicks the inactive button, it should come to the front and the the other one should go back, with both the buttons rotating like 3d effect.
Can anyone suggest an idea?

Start by studying the Core Animation Programming Guide, with particular interest in the example code given for an animated menu.

Related

How to Fade In and Fade Out animation based on user sliding or user dragging in Flutter?

How to Fade In and Fade Out animation based on user sliding or user dragging ?
For example, this app called Quizlet. User can drag card and the further the card is the more clearer the changes of color of the card's border
*Of course at this Quizlet app it can differentiate the color based on the direction of the drag, but thats for another question. Well I appreciate it if someone want to explain it here.
*sorry for the low quality, imgur restriction
Thanks for the help.

Dealing with Popup in Corona game engine

I have a screen in Corona to display a puzzle, and once user guess the correct answer, I'm going to display a simple pop up on the screen to do the congratulation a long with close button to dismiss the popup, now I need for a simple work around to disable any control or behaviour on the original screen while displaying the popup, how can I do that?
I think you need to do this by stop or pause transitions, timers and animations etc. before you go to scene with pop up.
You can add transparent rectangle from transparent image file (not just rectangle, as it will not be touchable).
Size of this rectangle must be the size of all screen.
Position of rectangle - under your popup (or better make it as part of your popup).
Add listeners to this rectangle on touch and tap that will just return false - so it will prevent any clicks under it.
That will save you from pausing / disabling buttons, that you don't want to disable/pause.

Looking to mimic the iPhone lock screen camera drag

I've been searching and searching on how apple makes the dragging motion on the lock screen to open the camera so clean. I'm trying to do a similar thing with an app where you drag from the bottom up to reveal a menu, but i cant quite get it right. Anyone know how to, or of any tutorials that show how to do this? Thanks in advance!
To follow up what's been mentioned by Hejazi I believe you can achieve this in 3 steps:
create a background rectangle with some corner radius (this is a property of CGRect).
create a top view, corresponding to the part you want to be able to slide. Attach a pan gesture to this view so you will be able to handle the animation for this view.
for the text part being highlighted I think you need another two views: I will apply a mask corresponding to the text to a view so you get some transparency only for the letters of your text and animate a white round view behind it.

rotating buttons

In my IPhone application, I have five buttons with background image set.
At any time one button is active an the other one is inactive.
I want to display the five buttons in 3d style such that the active image is in front and the others are at the back but visible.
When the user clicks the inactive button, it should come to the front and the the other one should go back, with all the buttons rotating like 3d effect.
Can anyone suggest an idea?
Cocos2d might be worth a look, it is very good (and not to hard) to make fancy things like this. http://www.cocos2d-iphone.org/
Hope this helps.

openGL and buttons on iPhone

I'd like to make a "video wall" type application, where multiple images are mapped onto a cylinder, I'd like to then enable each of these images as buttons.
Is this possible? I'm not sure if objects in an openGL space can act as buttons.
sure, it's possible. When the user clicks the opengl context you should be able to get back a x, y location where they clicked. It's then a matter of just doing your projection math backwards to find out what part of the scene they clicked.
You can also render the entire scene to a back buffer with each button set as a different color, then do a glReadPixels from this back buffer at the location of the click. The color value returned is the button they clicked.
And here's an example with a even faster method: http://www.lighthouse3d.com/opengl/picking/
There you only draw the picking buffer when the user clicks the mouse, and only for the single pixel they clicked.
Note: not all of these methods may work with OpenGL ES....so you'll have to pick the one that's right for you.
As a side note, this is also how many FPS games accomplish hit detection.