how to put shake animation on uiimageview? - uiimageview

I've been trying to implement this but couldn't find any code that could shake it like iPhone app shakes while deleting them!
CABasicAnimation *animation =
[CABasicAnimation animationWithKeyPath:#"position"];
[animation setDuration:0.05];
[animation setRepeatCount:8];
[animation setAutoreverses:YES];
[animation setFromValue:[NSValue valueWithCGPoint:
CGPointMake([lockView center].x - 20.0f, [lockView center].y)]];
[animation setToValue:[NSValue valueWithCGPoint:
CGPointMake([lockView center].x + 20.0f, [lockView center].y)]];
[[lockView layer] addAnimation:animation forKey:#"position"];

you can achieve this by the following code, you have define the rotation angle from and to.
CABasicAnimation* anim = [CABasicAnimation animationWithKeyPath:#"transform.rotation"];
[anim setToValue:[NSNumber numberWithFloat:0.0f]];
[anim setFromValue:[NSNumber numberWithDouble:M_PI/16]]; // rotation angle
[anim setDuration:0.1];
[anim setRepeatCount:NSUIntegerMax];
[anim setAutoreverses:YES];
[[imageView layer] addAnimation:anim forKey:#"iconShake"];

try this:
- (void)animateImage
{
CAKeyframeAnimation* animation = [CAKeyframeAnimation animationWithKeyPath:#"transform"];
CGFloat wobbleAngle = 0.06f;
NSValue* valLeft = [NSValue valueWithCATransform3D:CATransform3DMakeRotation(wobbleAngle, 0.0f, 0.0f, 1.0f)];
NSValue* valRight = [NSValue valueWithCATransform3D:CATransform3DMakeRotation(-wobbleAngle, 0.0f, 0.0f, 1.0f)];
animation.values = [NSArray arrayWithObjects:valLeft, valRight, nil];
animation.autoreverses = YES;
animation.duration = 0.125;
animation.repeatCount = HUGE_VALF;
[[lockView layer] addAnimation:animation forKey:#"shakeAnimation"];
}

Related

CALayer mask Layer animating

I want to mask CALayer with another layer whose frame I want to keep changing in every draw call thereby animating. Is it possible to do change the frame of mask layer in every draw call rather than making a new mask layer?
Try the following code. This code will run on Cocoa App for macOS. Kindly change the classes accordingly if you are going for Cocoa Touch for iOS. I hope this works for you.
// ViewController.h
import
#interface ViewController : NSViewController{
CALayer * maskLayer;
CALayer * Layer;
}
// ViewController.m
#implementation ViewController
-(void)viewDidLoad{
[super viewDidLoad];
maskLayer = [CALayer layer];
Layer = [CALayer layer];
Layer.backgroundColor = [[NSColor blueColor] CGColor];
Layer.frame = CGRectMake(20, 20, 720, 900);
Layer.contents = [NSImage imageNamed:#"bg1"];
maskLayer.frame = CGRectMake(20, 20, 720, 900);
maskLayer.opacity = 0.5;
[maskLayer mask];
maskLayer.contents = [NSImage imageNamed:#"bg"];
[self.view.layer addSublayer:Layer];
[self.view.layer addSublayer:maskLayer];
[self maskLayerAnimation];
}
-(void)maskLayerAnimation{
[CATransaction begin];
CABasicAnimation* fadeAnim = [CABasicAnimation animationWithKeyPath:#"opacity"];
fadeAnim.fromValue = [NSNumber numberWithFloat:1.0];
fadeAnim.toValue = [NSNumber numberWithFloat:0.0];
fadeAnim.duration = 5.0;
[CATransaction setCompletionBlock:^{
NSLog(#"animation completed");
maskLayer.frame = CGRectMake(20, 20, 720, 700);
maskLayer.contents = [NSImage imageNamed:#"bg2"];
}];;
[maskLayer addAnimation:fadeAnim forKey:#"opacity"];
[CATransaction commit];
}

Change speed of "marching ants" effect after every 10 seconds

I'd like to change the Speed of my "Marching ants" effect after it has looped every 10 times. So it's looping the animation with a duration of 1, after the 10 loops it should change the duration to 0.95, after 10 more seconds to 0.9 and so on....
Do you have an idea how I could do this?
Here's the code for my current animation:
CAShapeLayer *lineLayer = [CAShapeLayer layer];
lineLayer.bounds = CGRectMake(0, 0, self.view.bounds.size.width, 20);
lineLayer.position = self.view.center;
lineLayer.strokeColor = [UIColor whiteColor].CGColor;
lineLayer.lineDashPattern = #[#100];
lineLayer.lineWidth = CGRectGetHeight(lineLayer.bounds);
UIBezierPath *linePath = [UIBezierPath bezierPath];
[linePath moveToPoint:CGPointMake(0, CGRectGetMidY(lineLayer.bounds))];
[linePath addLineToPoint:CGPointMake(CGRectGetMaxX(lineLayer.bounds), CGRectGetMidY(lineLayer.bounds))];
lineLayer.path = linePath.CGPath;
// [self.view.layer addSublayer:lineLayer];
NSNumber *totalDashLenght = [lineLayer.lineDashPattern valueForKeyPath:#"#sum.self"]; // KVC is awesome :)
CABasicAnimation *animatePhase = [CABasicAnimation animationWithKeyPath:#"lineDashPhase"];
animatePhase.byValue = totalDashLenght; // using byValue means that even if the layer has a shifted phase, it will shift on top of that.
animatePhase.duration = 0.5;
animatePhase.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];
animatePhase.repeatCount = 10;
// [lineLayer addAnimation:animatePhase forKey:#"marching ants"];
// Create the shape layer
shapeLayer = [CAShapeLayer layer];
CGRect shapeRect = CGRectMake(0.0f, 0.0f, 2200.0f, 2000.0f);
[shapeLayer setBounds:shapeRect];
[shapeLayer setPosition:CGPointMake(160.0f, 1350.0f)];
[shapeLayer setFillColor:[[UIColor clearColor] CGColor]];
[shapeLayer setStrokeColor:[[UIColor whiteColor] CGColor]];
[shapeLayer setLineWidth:20.0f];
[shapeLayer setLineJoin:kCALineJoinRound];
[shapeLayer setLineDashPattern:
[NSArray arrayWithObjects:[NSNumber numberWithInt:200],
[NSNumber numberWithInt:100],
nil]];
// Setup the path
CGMutablePathRef path = CGPathCreateMutable();
CGPathAddRect(path, NULL, shapeRect);
[shapeLayer setPath:path];
CGPathRelease(path);
// Set the layer's contents
//[shapeLayer setContents:(id)[[UIImage imageNamed:#"GEIST.jpg"] CGImage]];
[[[self view] layer] addSublayer:shapeLayer];
if ([shapeLayer animationForKey:#"linePhase"])
[shapeLayer removeAnimationForKey:#"linePhase"];
else {
CABasicAnimation *dashAnimation;
dashAnimation = [CABasicAnimation
animationWithKeyPath:#"lineDashPhase"];
[dashAnimation setFromValue:[NSNumber numberWithFloat:0.0f]];
[dashAnimation setToValue:[NSNumber numberWithFloat:300.0f]];
[dashAnimation setDuration:1];
[dashAnimation setRepeatCount:10];
[shapeLayer addAnimation:dashAnimation forKey:#"linePhase"];
Just set yourself up to detect the end of your animation, either with a delegate method or with a completion block on the transaction. When your animation completes its ten repetitions, you can schedule a new animation with a shorter duration.
(And remember being small, playing under the table and dreaming...)

UIBezierPath pulse animation

I'm drawing a UIBezierPath on a UIScrollView I have made an animation that draws the path from start to end point but this is not the animation that I want.
UIBezierPath *linePath = [UIBezierPath bezierPath];
[linePath moveToPoint:startPoints];
[linePath addLineToPoint:endPoints;
//shape layer for the line
CAShapeLayer *line = [CAShapeLayer layer];
line.path = [linePath CGPath];
// line.fillColor = [[UIColor blackColor] CGColor];
line.strokeColor = [[colors objectAtIndex:i] CGColor];
line.lineWidth = 5;
// line.contents = (id)[[UIImage imageNamed:#"Mask.png"] CGImage];
// line.contentsGravity = kCAGravityCenter;
CABasicAnimation *pathAnimation = [CABasicAnimation animationWithKeyPath:#"strokeEnd"];
pathAnimation.duration = 3.0;
pathAnimation.fromValue = #(0.0f);
pathAnimation.toValue = #(1.0f);
pathAnimation.repeatCount = HUGE_VAL;
[line addAnimation:pathAnimation forKey:#"strokeEnd"];
I have tried adding a contents to the shape layer but I'm bad at animations. The effect I want to achieve is the same animation as "slide to unlock" has, or a path that pulses.
I've tried to do the same thing as the answer from slide-to-unlock but can't seem to manage
I ended up dooing this:
UIBezierPath *linePath = [UIBezierPath bezierPath];
[linePath moveToPoint:startPoints];
[linePath addLineToPoint:endPoints];
//gradient layer for the line
CAGradientLayer *gradient = [CAGradientLayer layer];
gradient.frame = CGRectMake(0, 0, 150.0, 1.0);
gradient.cornerRadius = 5.0f;
gradient.startPoint = CGPointMake(0.0, 0.5);
gradient.endPoint = CGPointMake(1.0, 0.5);
gradient.colors = [NSArray arrayWithObjects:(id)[[UIColor clearColor] CGColor],(id)[[UIColor whiteColor] CGColor],(id)[[UIColor blueColor] CGColor],(id)[[UIColor clearColor] CGColor], nil];
[scrollViewContent.layer addSublayer:gradient];
CAKeyframeAnimation *anim = [CAKeyframeAnimation animationWithKeyPath:#"position"];
anim.path = [linePath CGPath];
anim.rotationMode = kCAAnimationRotateAuto;
anim.repeatCount = 0;
anim.duration = 1;
[gradient addAnimation:anim forKey:#"gradient"];

UIImage from MASKED CALayer

I'm in need of an UIImage from a Masked CALayer. This is the function I use:
- (UIImage *)imageFromLayer:(CALayer *)layer
{
UIGraphicsBeginImageContext([layer frame].size);
[layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *outputImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return outputImage;
}
The problem is that the mask isn't maintained.
This is the completed code:
CAShapeLayer * layerRight= [CAShapeLayer layer];
layerRight.path = elasticoRight;
im2.layer.mask = layerRight;
CAShapeLayer * layerLeft= [CAShapeLayer layer];
layerLeft.path = elasticoLeft;
im3.layer.mask = layerLeft;
[viewImage.layer addSublayer:im2.layer];
[viewImage.layer addSublayer:im3.layer];
UIImage *image_result = [self imageFromLayer:viewImage.layer];
If I visualize the viewImage, the result is correct, but if I try to obtain the image relative to the layer, the masks are lost.
I've solved.
Now i obtaining the image mask and use CGContextClipToMask.
CGRect rect = CGRectMake(0, 0, 1024, 768);
UIGraphicsBeginImageContextWithOptions(rect.size, YES, 0.0);
{
[[UIColor blackColor] setFill];
UIRectFill(rect);
[[UIColor whiteColor] setFill];
UIBezierPath *leftPath = [UIBezierPath bezierPath];
// Set the starting point of the shape.
CGPoint p1 = [(NSValue *)[leftPoints objectAtIndex:0] CGPointValue];
[leftPath moveToPoint:CGPointMake(p1.x, p1.y)];
for (uint i=1; i<leftPoints.count; i++)
{
CGPoint p = [(NSValue *)[leftPoints objectAtIndex:i] CGPointValue];
[leftPath addLineToPoint:CGPointMake(p.x, p.y)];
}
[leftPath closePath];
[leftPath fill];
}
UIImage *mask = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
UIGraphicsBeginImageContextWithOptions(rect.size, NO, 0.0);
{
CGContextClipToMask(UIGraphicsGetCurrentContext(), rect, mask.CGImage);
[im_senza drawAtPoint:CGPointZero];
}
UIImage *maskedImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();

Inaccurate rotation with CABasicAnimation... doesn't match the correct angle

I am developing a maps application. I draw an animated line in the map and then use an image (a ruler image) which should be draw just over the line. To draw the line I use a CABasicAnimation with path:
-(void)lineaAnimation {
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"path"];
animation.duration = animDuration;
animation.delegate=self;
animation.repeatCount = 0;
animation.autoreverses = NO;
animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
animation.fromValue = (id)inip;
animation.toValue = (id)finp;
animation.fillMode=kCAFillModeForwards;
animation.removedOnCompletion=NO;
[shapeLayer addAnimation:animation forKey:#"animatePath"];
}
-(void)linea:(CGPoint)origen to:(CGPoint)destino animado:(BOOL)anim duracion:(float)durac inicio:(float)delay {
inip = CGPathCreateMutable();
finp = CGPathCreateMutable();
CGPathMoveToPoint(inip, nil, origen.x, origen.y);
CGPathAddLineToPoint(inip, nil, origen.x, origen.y);
CGPathCloseSubpath(inip);
CGPathMoveToPoint(finp, nil, origen.x, origen.y);
CGPathAddLineToPoint(finp, nil, destino.x, destino.y);
CGPathCloseSubpath(finp);
rootLayer = [CALayer layer];
rootLayer.frame = fondo.bounds;
[fondo.layer addSublayer:rootLayer];
shapeLayer = [CAShapeLayer layer];
shapeLayer.path = inip;
UIColor *fillColor = [UIColor colorWithRed:0.0 green:0.0 blue:0.0 alpha:0.7];
shapeLayer.fillColor = fillColor.CGColor;
UIColor *strokeColor = [UIColor colorWithRed:0.0 green:0.0 blue:0.0 alpha:0.7];
shapeLayer.strokeColor = strokeColor.CGColor;
shapeLayer.lineWidth = 5.0;
shapeLayer.fillRule = kCAFillRuleEvenOdd;
[morrallaLayer addObject:shapeLayer];
[rootLayer addSublayer:shapeLayer];
animDuration=durac;
[self performSelector:#selector(lineaAnimation) withObject:nil afterDelay:delay];
}
Then I try to move the center of the rule to the point and rotate the ruler image using this code:
delta=acos((destino.y-origen.y)/(destino.x-origen.x));
giroIni=0.0;
giroFin=delta;
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"transform.rotation"];
animation.fromValue= [NSNumber numberWithFloat:giroIni];
animation.toValue= [NSNumber numberWithFloat:giroFin];
animation.delegate = self;
animation.repeatCount = 0;
animation.autoreverses = NO;
animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
animation.duration = animDuration;
animation.fillMode=kCAFillModeForwards;
animation.removedOnCompletion=NO;
[ruleL addAnimation:animation forKey:#"giroAngulo"];
The problem is that the ruler borderline doesn't match the line draw, there are around a degree of difference depending on the final orientation... why?
Thanks a lot!
Ooooops... sorry for your time :(
I found the problem and.. as usual the error is not in the stars but in ourselves
I use the acos function when OBVIOUSLY I should use atan

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