I want to add a heartbeat effect to my view , one way to do is use UIView's animation method as follow :
- (void)heartBeating
{
UIView *panel;
NSTimeInterval during = 0.8;
[UIView animateKeyframesWithDuration:during delay:0.0
options:UIViewKeyframeAnimationOptionCalculationModeLinear|UIViewKeyframeAnimationOptionRepeat
animations:^{
[UIView addKeyframeWithRelativeStartTime:0.0 relativeDuration:0.4 animations:^{
panel.transform = CGAffineTransformMakeScale(1.2, 1.2);
}];
[UIView addKeyframeWithRelativeStartTime:0.4 relativeDuration:0.6 animations:^{
panel.transform =CGAffineTransformIdentity ;
}];
} completion:^(BOOL finished) {
}];
}
the problem is : if i want to stop the animation in an action , for example , a Stop butotn tapped , how I can do .
I know I can realize the same effect by create CAKeyFrameAnimation and add it to the view' CALayer .But I want to know how to do with the UIView's animation method. Thanks.
Try
[panel1.layer removeAllAnimations];
Hope this will help you.
Related
i read alot about faking the animation of pushViewController, but I'm wondering if there is a way to change the actually animation, because I would like to use the navBar and the BackButton of the navigationController.
Currently I'm using this to animate:
- (void)viewWillDisappear:(BOOL)animated {
[super viewWillDisappear:YES];
[views setContentSize:CGSizeMake(self.view.bounds.size.width, self.view.bounds.size.height -40)];
CGRect frame = views.frame;
frame.origin.y = - self.view.bounds.size.height;
[UIView beginAnimations:#"viewSlideUp" context:nil];
[UIView setAnimationCurve: UIViewAnimationCurveEaseInOut];
[UIView setAnimationDuration:0.75];
[UIView setAnimationDelegate:self];
views.frame = frame;
[UIView commitAnimations];
}
but I get an overlapping effect, so my view isn't sliding up, the view is sliding away to the top left side.
Has anyone dealed with that problem? Thx for any kinda help!
Hello I am able to fade an image out automatically. How would I manage to fade the image IN automatically.
Here is my code.
.h
#property (assign) IBOutlet UIImageView *cbizFadeImage;
.m
- (void)viewDidLoad {
//Fade Image Out
CGRect aboutNicheImageFrame = cbizFadeImage.frame;
aboutNicheImageFrame.origin.y = self.view.bounds.size.height;
// iOS4+
[UIView animateWithDuration:0.5
delay:2.0
options: UIViewAnimationCurveEaseOut
animations:^{
cbizFadeImage.alpha = 0;
}
completion:^(BOOL finished){
NSLog(#"Done!");
}];
}
Ok I was able to fade an image in by changing the CurveEaseOut to CurveEaseIn. However now I would like to fade the image out. So the image would first ease in then It would then ease out. Would I use an if statement?
I was able to use the UIViewAnimationCurveEaseInOut.
Instead of UIViewAnimationCurveEaseInOut, use this for options:
options:UIViewAnimationOptionCurveEaseOut
I think what your really asking for is UIViewKeyframeAnimationOptionAutoreverse Used like this...
Image.alpha = 0;
[UIView animateKeyframesWithDuration:5.0 delay:0.0 options:UIViewKeyframeAnimationOptionAutoreverse | UIViewKeyframeAnimationOptionRepeat animations:^{
[UIView addKeyframeWithRelativeStartTime:0.9 relativeDuration:0.0 animations:^{
Image.alpha = 1;
}];
[UIView addKeyframeWithRelativeStartTime:0.0 relativeDuration:0.0 animations:^{
Image.alpha = 0;
}];
} completion:nil];
I'm trying to loop over multiple UIViews and perform animation on each, but I'd like to know when all of the animations have finished. What is the best way to call a function when the loop of animations has finished? Alternately, is there a way to wait until all have finished?
I tried using setAnimationDidStopSelector, but it doesn't fire. In this case, I'm clearing some "chips" off a game board by having them fade out then get removed (NumberedChipView is a subclass of UIView). Play cannot continue until the chips are off the board.
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDelegate: self];
[UIView setAnimationDidStopSelector:#selector(animationDidStop)];
// clear chips
for (HexagonalTile *aTile in tilesToClear) {
NumberedChipView *chipView = [self chipViewForColumn:aTile.column andRow:aTile.row];
[UIView animateWithDuration:0.5 delay:0.3 options:UIViewAnimationCurveLinear animations:^{
chipView.alpha = 0.0;
}
completion:^(BOOL finished){
if (finished) {
[chipView removeFromSuperview];
[self.chipViews removeObject:chipView];
}
}];
}
[UIView commitAnimations];
I also tried CATransaction to no avail:
[CATransaction begin];
[CATransaction setCompletionBlock:^{
[self animationFinished];
}];
// clear chips
for (HexagonalTile *aTile in tilesToClear) {
NumberedChipView *chipView = [self chipViewForColumn:aTile.column andRow:aTile.row];
[UIView animateWithDuration:0.5 delay:0.3 options:UIViewAnimationCurveLinear animations:^{
chipView.alpha = 0.0;
}
completion:^(BOOL finished){
if (finished) {
[chipView removeFromSuperview];
[self.chipViews removeObject:chipView];
//NSLog(#"clearing finished");
}
}];
}
[CATransaction commit];
Update:
I now can get the selector to fire, however it doesn't wait for the loop of animations to finish.
[UIView setAnimationDidStopSelector:#selector(animationDidStop:finished:)];
Your for loop is firing off all the animations with the same delay and same duration, so they will all start and finish at the same time.
Your completion method is going to be called once for each of your animations.
You could rewrite your code slightly to set a counter to zero before entering the loop, and increment it after each step. When the index is less than the array count, pass a nil completion block. Once the index == the array count, you're on the last item, so pass in a completion block with the code that you want to invoke once the last animation completes.
Note that you can use this index approach to make each animation start at a different time, by increasing the delay amount based on the index value:
delay = .3 + (0.5 * index);
Here's what ended up working for me. I realized that the UIView animateWithDuration methods weren't being associated to the begin/commit section. Rather, the begin/commit sections mark a region of "implicit" animation operations, so I could just set the properties within the animation and it would be implicitly animated.
For example, within the animation below, I simply set the alpha property of the chipView to "0.0" and the chipView (a UIView) is implicitly animated to disappear.
[UIView beginAnimations:#"tilescleared" context:nil];
[UIView setAnimationDelegate: self];
[UIView setAnimationDelay:0.3];
[UIView setAnimationDuration:0.5];
[UIView setAnimationDidStopSelector:#selector(animationDidStop:finished:context:)];
for (HexagonalTile *aTile in tilesToClear) {
NumberedChipView *chipView = [self chipViewForColumn:aTile.column andRow:aTile.row];
chipView.alpha = 0.0;
}
[UIView commitAnimations];
Then, in my animationDidStop method, I do the "cleanup" and remove and chips from the superview. This animationDidStop method only gets fired when all chipView animations from the loop have finished, which is the tricky thing I was trying to figure out.
- (void)animationDidStop:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context
{
if ([animationID isEqualToString:#"tilescleared"]
&& [finished boolValue]) {
for (HexagonalTile *aTile in self.animationInfo.tilesToClear) {
NumberedChipView *chipView = [self chipViewForColumn:aTile.column andRow:aTile.row];
[chipView removeFromSuperview];
[self.chipViews removeObject:chipView];
}
}
}
I want to create circle uiimageview animation. When uiimage finished at self.left immediately calls again from after uiimageview.right. I want to call animation looks like but my animation was bad. Because when it finished self.left, it started self.right. :( But I want to look like image:
[ ----(end of image)--------- --------(start of image)]
Me. I did it.
[ -----(end of image)---------- ]
When finished end of image, it coming after.
My code looks like:
//for start
[UIView beginAnimations:nil context:nil];
imageView.left = - imageView.width;
// imageView2.left = - imageView.width;
[UIView setAnimationDuration:140.0];
[UIView setAnimationDelegate:self];
[UIView setAnimationDidStopSelector:#selector(moveToLeft:finished:context:)];
[UIView commitAnimations];
-(void)moveToLeft:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context
{
imageView.left = self.right;
imageView2.left = self.right + 3600;
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:140.0];
[UIView setAnimationDelegate:self];
imageView.left = -imageView.right;
imageView2.left = -imageView2.right;
// imageView.left = - imageView.width;
[UIView setAnimationDidStopSelector:#selector(moveToLeft:finished:context:)];
[UIView commitAnimations];
// imageView.frame.origin.x = imageView.left - self.right
}
How can i do this. Thanks
Rather than using beginAnimations, it's now recommended to use the block based approach (available on iOS4 and higher).
[UIVIew animateWithDuration:140.0 delay:0.0
options:UIViewAnimationOptionAutoreverse | UIViewAnimationOptionRepeat
animations:^(void) {
imageView.frame = CGRectMake( *Add Final position here* );
}
completion:^(BOOL finished) {}];
The options:UIViewAnimationOptionAutoreverse option will ensure that the animation goes backwards and forwards. The UIViewAnimationOptionRepeat option will keep the animation going.
Inside the block add your animation code to where the view should move. It'll then move back and forwards to that point.
I would like to rotate an UIImageView clockwise around his center after pressing a button (360 degrees)... It should be an animation... So its getting a steering wheel, and it should rotate by itself visible for the user...
I saw there are many ways to do that, but nothing worked for me... :-)
The CABasicAnimation, do I have to add a framework for this?
Could someone give me a sample code, for rotating an UIImageView around its center for (360 degrees) that works?!?
thank you in advance
Hear given below i do same thing ...... but my requirement is when touchBegin that View will be rotate 360 degree ... it may help to you.....
- (void) touchesBegan:(NSSet*)touches withEvent:(UIEvent*)event {
self.userInteractionEnabled=YES;
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.5];
[UIView setAnimationBeginsFromCurrentState:NO];
[UIView setAnimationTransition:UIViewAnimationTransitionFlipFromRight forView:self cache:YES];
[UIView commitAnimations];
[delegate changeImage:self];
}
-(void)changeImage:(DraggableImages *)selectedView
{
count++;
clickCounter++;
counterLable.text=[NSString stringWithFormat:#"%i",clickCounter];
selectedView.image=[images objectAtIndex:selectedView.tag];
if (count==1) {
firstSelectedView=selectedView;
}
if (count==2) {
self.view.userInteractionEnabled=NO;
secondSelectedView=selectedView;
count=0;
[self performSelector:#selector(compareImages) withObject:nil afterDelay:0.7];
}
}
-(void)compareImages
{
if (firstSelectedView.tag==secondSelectedView.tag)
{
matches++;
//NSLog(#"%#",matches);
Score=Score+10;
scoreLable.text=[NSString stringWithFormat:#"%d",Score];
firstSelectedView.alpha=0.5;
secondSelectedView.alpha=0.5;
self.view.userInteractionEnabled=YES;
if(matches==[images count])
{
[timer invalidate];
UIAlertView *alertView = [[UIAlertView alloc]initWithTitle:nil message:[NSString stringWithFormat:#"Do you want to countinue?"] delegate:self cancelButtonTitle:nil otherButtonTitles:#"YES",#"NO", nil];
[alertView show];
[alertView release];
}
}
else {
Score=Score-1;
scoreLable.text=[NSString stringWithFormat:#"%d",Score];
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.5];
[UIView setAnimationBeginsFromCurrentState:NO];
[UIView setAnimationTransition:UIViewAnimationTransitionFlipFromRight forView:firstSelectedView cache:YES];
firstSelectedView.image=[UIImage imageNamed:#"box.jpg"];
[UIView commitAnimations];
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.5];
[UIView setAnimationBeginsFromCurrentState:NO];
[UIView setAnimationTransition:UIViewAnimationTransitionFlipFromRight forView:secondSelectedView cache:YES];
secondSelectedView.image=[UIImage imageNamed:#"box.jpg"];
[UIView commitAnimations];
firstSelectedView.userInteractionEnabled=YES;
secondSelectedView.userInteractionEnabled=YES;
self.view.userInteractionEnabled=YES;
}
}
You need to add the QuartzCore framework, and you can read more about CABasicAnimation.
Some Tutorials
Interrupting Animation Progress
Slider Based Layer Rotation
CABasicAnimation basics
Core Animation Paths
Upon button press invoke this method:
- (void) animate{
CABasicAnimation *imageRotation = [CABasicAnimation animationWithKeyPath:#"transform.rotation"];
imageRotation.removedOnCompletion = NO; // Do not turn back after anim. is finished
imageRotation.fillMode = kCAFillModeForwards;
imageRotation.toValue = [NSNumber numberWithFloat:((360*M_PI)/180)];
imageRotation.duration = 1.5;
imageRotation.repeatCount = 1;
[yourImageView.layer setValue:imageRotation.toValue forKey:imageRotation.keyPath];
[yourImageView.layer addAnimation:imageRotation forKey:#"imageRotation"];
}
and yes as WrightsCS has stated, you will need QuartzCore framework included in your project. Dont forget the import statement:
#import <QuartzCore/QuartzCore.h>