Load an animation image while running a function in Iphone SDK - iphone

I want to load an animation image while running a function (like: loading....).
How can I do in iphone SDK?

Use CoreAmination.
self.layer.transform = CATransform3DRotate(self.layer.transform, M_PI, 0.f, 0.f, 1.f);
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"transform"];
animation.toValue = [NSValue valueWithCATransform3D:CATransform3DIdentity];
animation.autoreverses = NO;
animation.duration = 1.00;
//animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
animation.repeatCount = HUGE_VALF;
[self.layer addAnimation:animation forKey:#"spinner"];

Related

Nice zoom-fade transition between controllers like in new Facebook, Gmail apps

Recently more and more apps are using new type of transition between views.
It's hard to define it but the transition looks like the preview view is fading out, going lower (downward translation) and scale down a little - all simultanously.
It's really subtle and elegant.
You can observe this transition in slow motion in Facebook app - find somebody's picture on the wall, tap to view it and then drag the fullscreen image down slowly and you will notice that the wall is rising from the back - fading and scaling a little bit. That's the transition.
Transition also envolves statusbar fading.
This transition is also present in Gmail 2.0 when you open settings from the left pane.
I think there is a certain framework or prepared method for this because more and more apps have this implemented.
But maybe I'm also wrong because I see some minor differences in some apps in the transition's trajectory - eg. Gmail uses a little carousel effect, but facebook just scales down to the middle.
Anyway it appears to be a new trend.
I'm looking for some reference or framework or know-how about implementing that sort of transitions.
Thanks for any useful stuff.
Try this link.I think this is the thing you are exactly looking for https://github.com/kentnguyen/KNSemiModalViewController
I first saw it used in the National Geographic apps... have a try with these two methods, the first 'drops it back' the second 'brings it back'. It's worked well for me in the past, just make a few adjustments to suit your needs.
- (void)dropItBack:(id)sender
{
// Position
CABasicAnimation *posAnimation = [CABasicAnimation animationWithKeyPath:#"position"];
posAnimation.toValue = [NSValue valueWithCGPoint:CGPointMake(160, 284)];//center point
// Opacity
CABasicAnimation *opacityAnimation = [CABasicAnimation animationWithKeyPath:#"opacity"];
opacityAnimation.toValue = [NSNumber numberWithFloat:0.5f];
CABasicAnimation *scaleAnimation = [CABasicAnimation animationWithKeyPath:#"transform.scale"];
scaleAnimation.toValue = [NSNumber numberWithDouble:0.8];
// Dramaticism of the Z rotation
// A lower number is more dramatic
float distance = 1000;
CATransform3D trans = CATransform3DIdentity;
trans.m34 = 1.f / -distance;
// Rotate Back
CABasicAnimation *rockBack = [CABasicAnimation animationWithKeyPath:#"transform"];
rockBack.toValue = [NSValue valueWithCATransform3D:CATransform3DRotate(trans, M_PI_4, 1.f, 0.f, 0.f)];
rockBack.beginTime = 0.f;
// Rotate forward
trans.m34 = 0.f;
CABasicAnimation *rockForward = [CABasicAnimation animationWithKeyPath:#"transform"];
rockForward.toValue = [NSValue valueWithCATransform3D:CATransform3DRotate(trans, M_PI_4, -1.f, 0.f, 0.f)];
rockForward.beginTime = 0.25f;
CAAnimationGroup *animationGroup = [CAAnimationGroup animation];
animationGroup.duration = 0.5f;
animationGroup.repeatCount = 0.f;
animationGroup.removedOnCompletion = NO;
animationGroup.autoreverses = NO;
animationGroup.fillMode = kCAFillModeForwards;
animationGroup.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
[animationGroup setAnimations:[NSArray arrayWithObjects:rockBack, rockForward, scaleAnimation, posAnimation, opacityAnimation, nil]];
[self.navigationController.view.layer addAnimation:animationGroup forKey:nil];
popsheet = [UIButton buttonWithType:UIButtonTypeCustom];
[popsheet setBackgroundColor:[UIColor blueColor]];
[popsheet setFrame:CGRectMake(0, 580, 320, 400)];
[popsheet addTarget:self action:#selector(bringItForward:) forControlEvents:UIControlEventTouchUpInside];
[self.tabBarController.view addSubview:popsheet];
[UIView animateWithDuration:0.3 animations:^{
[popsheet setFrame: CGRectMake(0, 180, 320, 400)];
}];
}
- (void)bringItForward:(id)sender
{
// Position
CABasicAnimation *posAnimation = [CABasicAnimation animationWithKeyPath:#"position"];
posAnimation.toValue = [NSValue valueWithCGPoint:CGPointMake(160, 284)];
// Opacity
CABasicAnimation *opacityAnimation = [CABasicAnimation animationWithKeyPath:#"opacity"];
opacityAnimation.toValue = [NSNumber numberWithFloat:1.f];
// Scale
CABasicAnimation *scaleAnimation = [CABasicAnimation animationWithKeyPath:#"transform.scale"];
scaleAnimation.toValue = [NSNumber numberWithDouble:1.f];
// Dramaticism of the Z rotation
// A lower number is more dramatic
float distance = 1000;
CATransform3D trans = CATransform3DIdentity;
trans.m34 = 1.f / distance;
// Rotate back
CABasicAnimation *rockBack = [CABasicAnimation animationWithKeyPath:#"transform"];
rockBack.toValue = [NSValue valueWithCATransform3D:CATransform3DRotate(trans, M_PI_4, 1.f, 0.f, 0.f)];
rockBack.beginTime = 0.f;
// Rotate forward
trans.m34 = 0.f;
CABasicAnimation *rockForward = [CABasicAnimation animationWithKeyPath:#"transform"];
rockForward.toValue = [NSValue valueWithCATransform3D:CATransform3DRotate(trans, M_PI_4, -1.f, 0.f, 0.f)];
rockForward.beginTime = 0.25f;
CAAnimationGroup *animationGroup = [CAAnimationGroup animation];
animationGroup.duration = 0.5f;
animationGroup.repeatCount = 0.f;
animationGroup.removedOnCompletion = NO;
animationGroup.autoreverses = NO;
animationGroup.fillMode = kCAFillModeForwards;
animationGroup.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
[animationGroup setAnimations:[NSArray arrayWithObjects:posAnimation, rockBack, rockForward, opacityAnimation, nil]];
[self.navigationController.view.layer addAnimation:animationGroup forKey:nil];
[UIView animateWithDuration:0.3 animations:^{
[popsheet setFrame: CGRectMake(0, 580, 320, 400)];
}];
}
I think you should try this library:
https://github.com/michaelhenry/MHFacebookImageViewer

CABasicAnimation for shapes in cocos2D?

so here is my code :
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"path"];
animation.duration = 2.0;
animation.repeatCount = HUGE_VALF;
animation.autoreverses = YES;
animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
animation.fromValue = (id)boxPath;
animation.toValue = (id)roundPath;
[shapeLayer addAnimation:animation forKey:#"animatePath"];
`
I use this code in a UIKIT app but now I would like to use it on cocos2D, is there a way to do it ? please :) sorry for my english I'm french :/
Do you want to move one sprite to one location and back to place where you start???
If you want to do that this is some code :
id move = [CCMoveTo actionWithDuration:time position:ccp(x,y)];
[sprite runAction:[CCRepeatForever actionWithAction:[CCSequence actions:move, [move reverse], nil]]];

Moving an image using Core Animation

Any idea why the small image that I move across the screen gets blurry?
While being in motion, the small details in the image become unclear and I think that it is a problem.
CABasicAnimation *anim = [CABasicAnimation animationWithKeyPath:#"position"];
anim.fromValue = [NSValue valueWithCGPoint:CGPointMake(px2.x, px2.y)];
anim.toValue = [NSValue valueWithCGPoint:CGPointMake(P3x, P3y)];
anim.duration = 1.5f;
anim.repeatCount =1;
anim.removedOnCompletion = YES;
anim.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseIn];
[LA addAnimation:anim forKey:#"position"];
Eventually this was identified as LCD panel lag.

CABasicAnimation Problem

So, I have read in the docs, that use of blocks like
beginAnimation
commitAnimation
is discouraged from os4.0.
So I have tried to get my code to work by using CABasicAnimation. I want to achieve, that an image's frame is resized from its thumbnail size, somewhere within my view, to a full width position e.g. (0, 120, 320, 240) - on my iPhone.
What I have so far:
[CATransaction begin];
[CATransaction setValue:[NSNumber numberWithFloat:1.0] forKey:kCATransactionAnimationDuration];
CABasicAnimation *scalingAnimation;
scalingAnimation = [CABasicAnimation animationWithKeyPath:#"transform"];
scalingAnimation.duration=1.0/2;
scalingAnimation.autoreverses=YES;
scalingAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseOut];
scalingAnimation.fromValue=[NSValue valueWithCATransform3D:CATransform3DMakeScale(1.0, 1.0, 1.0)];
scalingAnimation.toValue=[NSValue valueWithCATransform3D:CATransform3DMakeScale(4, 4, 1)];
[b.layer addAnimation:scalingAnimation forKey:#"scaling"];
[CATransaction commit];
My nextstep would be to first try to move the image to a centered position then scale it to the correct size. However, I doubt I'm doin it the right way. Can anyone comment on my code/approach.... is there a better way?
Am pretty sure you have solved this by now, but in any case.
You shouldn't need the [CATransaction begin]; and [CATransaction commit];
The simplest way that I have found to do this kind of thing is to use CAAnimationGroup and and add the animations one by one.
An example would be
CABasicAnimation *scaleX = [CABasicAnimation animationWithKeyPath:#"transform.scale.x"];
//this is not used, as the group provides the duration
scaleX.duration = duration;
scaleX.autoreverses = NO;
scaleX.toValue = [NSNumber numberWithFloat:1.0];
scaleX.fromValue = [NSNumber numberWithFloat:scaleFrom];
scaleX.fillMode = kCAFillModeForwards;
scaleX.removedOnCompletion = NO;
CABasicAnimation *scaleY = [CABasicAnimation animationWithKeyPath:#"transform.scale.y"];
//this is not used, as the group provides the duration
scaleY.duration = duration;
scaleY.autoreverses = NO;
scaleY.toValue = [NSNumber numberWithFloat:1.0];
scaleY.fromValue = [NSNumber numberWithFloat:scaleFrom];
scaleY.fillMode = kCAFillModeForwards;
scaleY.removedOnCompletion = NO;
//add in the translation animations
NSMutableArray* animationsArray = [NSMutableArray arrayWithObjects:scaleX,
scaleY,
//and any other animations you want in the group
nil];
CAAnimationGroup *animationGroup = [CAAnimationGroup animation];
animationGroup.duration = 1.0/2;
animationGroup.timingFunction = [CAMediaTimingFunctionfunctionWithName:kCAMediaTimingFunctionEaseIn];
animationGroup.animations = animationsArray;
animationGroup.delegate = self;
animationGroup.removedOnCompletion = YES;
animationGroup.fillMode = kCAFillModeForwards;
[animationGroup setValue:#"imageTransform" forKey:#"AnimationName"];
[b.layer addAnimation:animationGroup forKey:#"imageTransform"];
There are a few gotchas though. Animations are purely visual, so before running the animations, set your eventual view frame.
You will notice that the scales end at 1, this is to ensure that you dont end up with a scaled image layer. Instead we start it scaled and bring it back to normal.
Translations should be done in the same way.
Hope this helps
//in Event Method Copy Below code to place the image to the center
CABasicAnimation* positionAnimation;
positionAnimation = [CABasicAnimation animationWithKeyPath:#"position"];
positionAnimation.fromValue = [NSValue valueWithCGPoint:imageView.layer.position];
positionAnimation.toValue = [NSValue valueWithCGPoint:centerPointofView];
positionAnimation.duration = 2.0;
positionAnimation.fillMode = kCAFillModeForwards;
positionAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseIn];
positionAnimation.removedOnCompletion = NO;
positionAnimation.delegate = self;
[imageView.layer addAnimation:positionAnimation forKey:#"positionAnimation"];
// For Scale After image is in center copy below code
- (void)animationDidStop:(CAAnimation *)theAnimation finished:(BOOL)flag{
CAAnimation *animation = [imageView.layer animationForKey:#"positionAnimation"];
if (animation == theAnimation)
{
CABasicAnimation* scaleAnimation;
scaleAnimation = [CABasicAnimation animationWithKeyPath:#"transform.scale"];
scaleAnimation.fromValue = [NSNumber numberWithFloat:1];
scaleAnimation.toValue = [NSNumber numberWithFloat:4.0];
scaleAnimation.duration = 2.2;
scaleAnimation.fillMode = kCAFillModeForwards;
scaleAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseIn];
scaleAnimation.removedOnCompletion = NO;
scaleAnimation.delegate = self;
[imageView.layer addAnimation:scaleAnimation forKey:#"scaleAnimation"];
}
else
{
//if you want changes to image should remain forever
//place your code for scale & transform here
....................
//now simple remove animation from layer
[imageView.layer removeAllAnimations];
}
}
Cant you use
[UIView animateWithDuration:2.0
animations:^{
//animations
}
completion:^(BOOL finished){
// completion methods
}];

Rotating a CALayer from a start angle

I want to rotate a layer continuously using byValue, but I can't make it work correctly.
I want to rotate by 6 degrees every second, to have a full rotation in 60 seconds.
If the initial rotation of the layer is 0, everything is OK.
The problem is when I try to set an initial fromValue. If I set the fromValue to 90 degrees, the animation will rotate from 90 to 90+6, then jump to 90+(90+6), animate, and jump again.
Any idea?
CABasicAnimation* animation = [CABasicAnimation animationWithKeyPath:#"transform.rotation.z"];
animation.fromValue = [NSNumber numberWithDouble:M_PI_2];
animation.byValue = [NSNumber numberWithDouble:6.0f*M_PI/180.0f];
animation.toValue = nil;
animation.fillMode = kCAFillModeForwards;
animation.cumulative = YES;
animation.additive = NO;
animation.repeatCount = 10000;
animation.removedOnCompletion = YES;
animation.duration = 1.0;
[myLayer addAnimation:animation forKey:#"transform"];
This works for me:
CABasicAnimation* animation = [CABasicAnimation animationWithKeyPath: #"transform"];
CATransform3D transform = CATransform3DMakeRotation (DegreesToRadians (90), 0, 0, 1);
animation.toValue = [NSValue valueWithCATransform3D: transform];
animation.duration = 60;
animation.cumulative = NO;
animation.repeatCount = 10000;
animation.removedOnCompletion = YES;