Time Machine style Navigation - xcode

I've been doing some programming for iPhone lately and now I'm venturing into the iPad domain. The concept I want to realise relies on a navigation that is similar to time machine in osx. In short I have a number of views that can be panned and zoomed, as any normal view. However, the views are stacked upon each other using a third dimension (in this case depth). the user will the navigate to any view by, in this case, picking a letter, whereupon the app will fly through the views until it reaches the view of the selected letter.
My question is: can somebody give the complete final code for how to do this? Just kidding. :) What I need is a push in the right direction, since I'm unsure how to even start doing this, and whether it is at all possible using the frameworks available. Any tips are appreciated
Thanks!

Core Animation—or more specifically, the UIView animation model that's built on Core Animation—is your friend. You can make a Time Machine-like interface with your views by positioning them in a vertical line within their parent view (using their center properties), having the ones farther up that line be scaled slightly smaller than the ones below (“in front of”) them (using their transform properties, with the CGAffineTransformMakeScale function), and setting their layers’ z-index (get the layer using the view’s layer property, then set its zPosition) so that the ones farther up the line appear behind the others. Here's some sample code.
// animate an array of views into a stack at an offset position (0 has the first view in the stack at the front; higher values move "into" the stack)
// took the shortcut here of not setting the views' layers' z-indices; this will work if the backmost views are added first, but otherwise you'll need to set the zPosition values before doing this
int offset = 0;
[UIView animateWithDuration:0.3 animations:^{
CGFloat maxScale = 0.8; // frontmost visible view will be at 80% scale
CGFloat minScale = 0.2; // farthest-back view will be at 40% scale
CGFloat centerX = 160; // horizontal center
CGFloat frontCenterY = 280; // vertical center of frontmost visible view
CGFloat backCenterY = 80; // vertical center of farthest-back view
for(int i = 0; i < [viewStack count]; i++)
{
float distance = (float)(i - offset) / [viewStack count];
UIView *v = [viewStack objectAtIndex:i];
v.transform = CGAffineTransformMakeScale(maxScale + (minScale - maxScale) * distance, maxScale + (minScale - maxScale) * distance);
v.alpha = (i - offset > 0) ? (1 - distance) : 0; // views that have disappeared behind the screen get no opacity; views still visible fade as their distance increases
v.center = CGPointMake(centerX, frontCenterY + (backCenterY - frontCenterY) * distance);
}
}];
And here's what it looks like, with a couple of randomly-colored views:

do you mean something like this on the right?
If yes, it should be possible. You would have to arrange the Views like on the image and animate them going forwards and backwards. As far as I know aren't there any frameworks for this.

It's called Cover Flow and is also used in iTunes to view the artwork/albums. Apple appear to have bought the technology from a third party and also to have patented it. However if you google for ios cover flow you will get plenty of hits and code to point you in the right direction.
I have not looked but would think that it was maybe in the iOS library but i do not know for sure.

Related

Opposite of glscissor in Cocos2D?

I found a class called ClippingNode that I can use on sprites to only display a specified rectangular area: https://github.com/njt1982/ClippingNode
One problem is that I need to do exactly the opposite, meaning I want the inverse of that. I want everything outside of the specified rectangle to be displayed, and everything inside to be taken out.
In my test I'm using a position of a sprite, which will update frame, so that will need to happen to meaning that new clipping rect will be defined.
CGRect menuBoundaryRect = CGRectMake(lightPuffClass.sprite.position.x, lightPuffClass.sprite.position.y, 100, 100);
ClippingNode *clipNode = [ClippingNode clippingNodeWithRect:menuBoundaryRect];
[clipNode addChild:darkMapSprite];
[self addChild:clipNode z:100];
I noticed the ClippingNode class allocs inside but I'm not using ARC (project too big and complex to update to ARC) so I'm wondering what and where I'll need to release too.
I've tried a couple of masking classes but whatever I mask fits over the entire sprite (my sprite covers the entire screen. Additionally the mask will need to move, so I thought glscissor would be a good alternative if I can get it to do the inverse.
You don't need anything out of the box.
You have to define a CCClippingNode with a stencil, and then set it to be inverted, and you're done. I added a carrot sprite to show how to add sprites in the clipping node in order for it to be taken into account.
#implementation ClippingTestScene
{
CCClippingNode *_clip;
}
And the implementation part
_clip = [[CCClippingNode alloc] initWithStencil:[CCSprite spriteWithImageNamed:#"white_board.png"]];
_clip.alphaThreshold = 1.0f;
_clip.inverted = YES;
_clip.position = ccp(self.boundingBox.size.width/2 , self.boundingBox.size.height/2);
[self addChild:_clip];
_img = [CCSprite spriteWithImageNamed:#"carrot.png"];
_img.position = ccp(-10.0f, 0.0f);
[_clip addChild:_img];
You have to set an extra flag for this to work though, but Cocos will spit out what you need to do in the console.
I once used CCScissorNode.m from https://codeload.github.com/NoodlFroot/ClippingNode/zip/master
The implementation (not what you are looking for the inverse) was something :
CGRect innerClippedLayer = CGRectMake(SCREENWIDTH/14, SCREENHEIGHT/6, 275, 325);
CCScissorNode *tmpLayer = [CCScissorNode scissorNodeWithRect:innerClippedLayer];
[self addChild:tmpLayer];
So for you it may be like if you know the area (rectangle area that you dont want to show i.e. inverse off) and you know the screen area then you can deduct the rectangle are from screen area. This would give you the inverse area. I have not did this. May be tomorrow i can post some code.

SCNView Re-sizing Issue

I am trying to render 3D bar chart in SCNView using ScreenKit framework.
My rendering code is,
int height=10,y=0,x=0;
for (int i=0; i<10; i++) {
SCNBox *box1 = [SCNBox boxWithWidth:4 height:height length:2 chamferRadius:0];
boxNode1 = [SCNNode nodeWithGeometry:box1];
boxNode1.position = SCNVector3Make(x, y, 0);
SCNMaterial *material = [SCNMaterial material];
material.diffuse.contents = (NSColor *)[self.colorArray objectAtIndex:i%6];
material.specular.contents = [NSColor whiteColor];
material.shininess = 1.0;
box1.materials = #[material];
//boxNode1.transform = rot;
[scene.rootNode addChildNode:boxNode1];
x+=6;
height+=10;
y += 5 ;
}
I can render but while re-sizing the view the chart bars goes to the center of the view.
I need to render the chart, which cover the margins of the view and when Re-size it have to change accordingly. The image(s) below shows my problem.
Original Image:
Image where less stretching of both windows:
Can anyone please help me to fix the issue.
The the windows in the image that you had linked to in your original question was very stretched and that made it very hard to see what was going on. When I took that image and made the windows less stretched it was easier to have some idea of what is going on.
I think that you are seeing a general resizing issue. Either you are using springs and struts and have configured flexible margins on the left and right or you are using auto layout with a centered view with fixed width.
I assume that the red boxes that I have drawn in the image below is the bounds of your scene view in both these cases. You can easily see if this is the case by giving the scene view a different background color and resize it again.
My solution to your problem would be to change how your view resizes as the window resizes, to better meet your expectations.

Zoom toward mouse (eg. Google maps)

I've written a home-brew view_port class for a 2D strategy game. The panning (with arrow keys) and zooming (with mouse wheel) work fine, but I'd like the view to also home towards wherever the cursor is placed, as in Google Maps or Supreme Commander
I'll spare you the specifics of how the zoom is implemented and even what language I'm using: this is all irrelevant. What's important is the zoom function, which modifies the rectangle structure (x,y,w,h) that represents the view. So far the code looks like this:
void zoom(float delta, float mouse_x, float mouse_y)
{
zoom += delta;
view.w = window.w/zoom;
view.h = window.h/zoom;
// view.x = ???
// view.y = ???
}
Before somebody suggests it, the following will not work:
view.x = mouse_x - view.w/2;
view.y = mouse_y - view.h/2;
This picture illustrates why, as I attempt to zoom towards the smiley face:
As you can see when the object underneath the mouse is placed in the centre of the screen it stops being under the mouse, so we stop zooming towards it!
If you've got a head for maths (you'll need one) any help on this would be most appreciated!
I managed to figure out the solution, thanks to a lot of head-scratching a lot of little picture: I'll post the algorithm here in case anybody else needs it.
Vect2f mouse_true(mouse_position.x/zoom + view.x, mouse_position.y/zoom + view.y);
Vect2f mouse_relative(window_size.x/mouse_pos.x, window_size.y/mouse_pos.y);
view.x = mouse_true.x - view.w/mouse_relative.x;
view.y = mouse_true.y - view.h/mouse_relative.y;
This ensures that objects placed under the mouse stay under the mouse. You can check out the code over on github, and I also made a showcase demo for youtube.
In my concept there is a camera and a screen.
The camera is the moving part. The screen is the scalable part.
I made an example script including a live demo.
The problem is reduced to only one dimension in order to keep it simple.
https://www.khanacademy.org/cs/cam-positioning/4772921545326592
var a = (mouse.x + camera.x) / zoom;
// now increase the zoom e.g.: like that:
zoom = zoom + 1;
var newPosition = a * zoom - mouse.x;
camera.setX(newPosition);
screen.setWidth(originalWidth * zoom);
For a 2D example you can simply add the same code for the height and y positions.

Grid like arrangements in UIScrollView(PhotoScroller)

I was using apple's scrollview sample code PhotoScroller for my app using numerous images (and by recycling logic)
in UIScrollView. I implemented that in my app and it works fine.
Now Im working in an app similar to the above, but with the
difference, loading images in grid like view. When I happen to use the
same sample code, every thing works fine except the recycling logic.
I think there is some problem with my frame set which don't tell the
xcode, the visible region.
Please some one temme how to set the visible set for the grid View
structure for scrollview? The code I use is,
CGRect visibleBounds = _scrollView.bounds;
// CGRect gridElementvisibleBounds = CGRectMake(0, 0, 212, 200);
int firstNeededPageIndex = floorf(CGRectGetMinX(visibleBounds) -
CGRectGetWidth(visibleBounds));
int lastNeededPageIndex = floorf((CGRectGetMaxX(visibleBounds)-1) -
CGRectGetWidth(visibleBounds));
firstNeededPageIndex = MAX(firstNeededPageIndex, 0);
lastNeededPageIndex = MIN(lastNeededPageIndex, [self imageCount] - 1);
where _scrollView is the UIScrollView instance that I use and the
gridElement that I use is of frame size (0, 0, 212, 200). The number
of grid elements that occupy the scrollView bounds is
3 x 3 (9).
I don't want to use grid like tableViews(AQGridView, etc,.) since Im gonna load more than 500 images.
Please some one help me finding out the thing that I should correct in
the above code.
I nearly fixed the issue by making use of contentOffset to get the visible area.
Here is the piece of code illustrating what I did to make it working.
int firstNeededPageIndex = ((int)_scrollView.contentOffset.y / 960) * 9;
int lastNeededPageIndex = ((int)_scrollView.contentOffset.y / 960) * 9 + 17;
where I found the visible area by getting the contentOffset.y/960 and got the firstNeededPageIndex as given above.
When the scrollview scrolls, the components of the page that is getting to hide contains 9 elements and the successive page(got by lastNeededPageIndex) that is getting to be visible contains no components.
Hence I made it visible by making 18 objects to the visible area while scrolling.
Hence the objects to be visible while scrolling became 0th object to 17th object.
And the result is whenever the scrollview scrolls, 18 components(0 to 17) in the visible area(got through contentOffSet ) are recycled.

how to set up multiple expandable sections in a scrollview

I need a layout similar to IB’s Inspectors, where there are multiple expandable sections, expanded by disclosure triangles, all of which are contained within a scrollview.
If only one expandable section were needed, I’d be there already: I put the expandable section in an NSBox, give the box and everything above it a top strut but no bottom strut, and give everything below it a bottom strut but no top strut. Then I set up the disclosure triangle’s action to show/hide the box and to adjust the frame size of the scrollview’s document view.
But there doesn’t seem to be a way to set the struts for multiple boxes. Either closing the disclosure triangles leaves gaps, or the boxes slide on top of each other.
I did take a look at NSOutlineView, but that’s a table; it can’t have subviews like comboboxes and buttons. (Or maybe it can, if I make custom cells, something I haven’t done yet — but I suspect those are not suited for full-featured layout.)
Can somebody point me in the right direction?
In case anybody else runs into this design challenge, I’ll post the IBAction I came up with.
This scheme uses regular, unflipped views. That is, the origin is at the lower left-hand corner. When the docSize is changed, space is added or removed from the top.
While for a single disclosure triangle, some controls need top struts and some need bottom struts, for this scheme, all controls must have both top and bottom struts. Otherwise they adjust themselves automatically, throwing everything off.
As noted at the end, there’s a considerable challenge involved when fully scrolled to the bottom. But that’s another chapter…
/**
Action called upon clicking a disclosure triangle.
Hides or discloses the box associated with the disclosure triangle.
*/
- (IBAction) discloseBox:(id)sender {
// Determine which box is governed by this disclosure triangle.
NSBox *boxTarget;
switch ([sender tag]) {
case kDT_Source:
boxTarget = self.boxSourceInfo;
break;
case kDT_Tweak:
boxTarget = self.boxTweak;
break;
case kDT_Series:
boxTarget = self.boxSeries;
break;
case kDT_Abbrevs:
boxTarget = self.boxAbbreviations;
break;
case kDT_Flag:
boxTarget = self.boxFlaggingAndComments;
break;
default:
break;
}
// Get size info on the content with and without the box.
NSView *docView = [self.svEditorMain documentView];
NSSize docSize = [docView frame].size;
CGFloat fHeightChange = [boxTarget frame].size.height;
// Before actually changing the content size, record what point is currently at the top of the window.
CGFloat dropFromTop_preChange = [self getCurrentDropFromTop];
// If the state is now on, make the box visible.
// If the state is now off, hide the box and make the height change negative.
switch ([sender state]) {
case NSOnState:
[boxTarget setHidden:NO];
break;
case NSOffState:
[boxTarget setHidden:YES];
fHeightChange *= -1;
break;
default:
break;
}
// Use the height change to prepare the adjusted docSize, but don't apply it yet.
NSSize adjustedDocSize = NSMakeSize(docSize.width, (docSize.height + fHeightChange));
// Make sure the adjustees array is populated.
[self populateVerticalAdjusteesArray];
// If the height change is positive, expand the content size before adjusting the origins, so that the origins will have space to move up into. (Space will be added at top.)
if (fHeightChange > 0)
[docView setFrameSize:adjustedDocSize];
// Get the current, pre-change Y origin of the target box.
CGFloat boxOriginY_preChange = [boxTarget frame].origin.y;
// Loop through the adjustees, adjusting their height.
NSControl *control;
CGFloat originX;
CGFloat originY;
for (NSUInteger ui = 0; ui < [self.carrVerticalAdjustees count]; ++ui) {
control = [self.carrVerticalAdjustees objectAtIndex:ui];
originY = [control frame].origin.y;
// Adjust all controls that are above the origin Y of the target box (but do nothing to the target box itself).
// Since coordinate system places origin at lower left corner, higher numbers are higher controls.
if (originY > boxOriginY_preChange) {
originX = [control frame].origin.x; // get originX just so you can assemble a new NSPoint
originY += fHeightChange;
[control setFrameOrigin:NSMakePoint(originX, originY)];
}
// Since the array was assembled in order from top down, once a member is encountered whose origin is below the target's, we're done.
else
break;
}
// If the height change is negative, contract the content size only now, after the origins have all been safely adjusted downwards. (Space will be removed at top.)
if (fHeightChange < 0)
[docView setFrameSize:adjustedDocSize];
// Left to its own devices, the scroller will maintain the old distance from the bottom, so whatever is under the cursor will jump up or down. To prevent this, scroll the content to maintain the old distance from the TOP, as recorded above.
// (This won't work if user is already scrolled to the bottom and then collapses a box. The only way to maintain the scroll position then would be to add blank space at the bottom, which would require moving the origin of all the content up. And then you would want to reverse those changes as soon as the blank space scrolled back out of view, which would require adding some trackers and monitoring NSViewBoundsDidChangeNotification.)
[self scrollMainTo:dropFromTop_preChange];
}
Check out InspectorKit. If you're using Xcode 4, however, keep in mind it no longer supports IBPlugins, so you'd have to use InspectorKit in code (and do without the drag-and-drop convenience of the Interface Builder plug-in).

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