Blur image in specific area of UIImageView where touch moved - objective-c

I want to blur the part of image where I move the finger on image view similar to "Touch Blur" application. Many thanks in advance.

Use this library ios-realtimeblur by passing the touch location along with the height and width you want for the same; also add that view as a subview of UIImageView. Make sure every time touch changes remove your previous blur view or change the frame of it.
Hope this helps.

Related

Objective C Tap Gesture no working after frame resize

I making an ipad application with screen split in half. Each side contains a container and each container holds UIView.
In the left uiView i have a uiScrollView with multiple elements (customs uiview) inside, like a grid but with scroll, and each element support tap gesture.
When i tap each element they work fine and behave like they are suppose to. lets say they do a NSLog(#"tapped!").
Problem comes when i resize either the entire view that holds the scroll view or the Container like so:
navigationVC.view.frame = CGRectMake(0,0, 338,768);
The tap stops working! But if i resize back to its original frame, tap starts working again.
navigationVC.view.frame = CGRectMake(0,0, originalWidth ,768);
I thought the problem would be the elements re-arrange when i resize the scroll view, but in fact its not.
The frame is being resized when i swipe the entire application either left or right.
EDIT:
Behaviour diagram: http://i.imgur.com/4vKpHLQ.png?1
EDIT2: didnt figure it out yet, but i see now that element bound's are changing when the frame is resized.
Got it!
Problem was that when i resized the scrollView the elements.Bounds where changing too. Then i went digging why... could only be something like a anchor... i then started to change a few properties on my XIB.
Under "Simulated Metrics", changed the "Size" drop-down from "Freeform" (add 150, 45) to "Inferred".
Forced the size on initWithCoder, compiled, and it worked.
Thanks Burhanuddin Sunelwala for trying to debug this with me.

Animating a circle UIImageView to disappear

If I have a UIImageView of a circle, how could Core Animation make it disappear like in this question?
How to use CoreAnimation to animate a circle like a clock countdown
Create a CAShapeLayer. Set its path to your “clock” shape. Set it as the layer mask of your image view (e.g. imageView.layer.mask = shapeLayer).
Then you can try using a CAKeyframeAnimation to animate the shape layer's path, but I suspect the results won't be pleasing. Instead you'll probably want to use a CADisplayLink as a timer and update the shape layer's path every time it fires.
What you are looking for is known as a "clock wipe" transition.
David is pointing you in the right direction. I have a sample project on Github that shows exactly what you are looking for:
iOS Core Animation Demo
When you run the app, click on the "Mask Animation" button. It does what you're talking about. It shows an image view with a clock wipe, and then hides it again. It would be a simple matter to switch it around to have the image fully visible at first and then animate a clock wipe to hide it.

UIImageView overlapping effect inside a UIView

Check this URL http://krystalrae.com/
Scrolling down you will see a girl's cloths are changing on mouse wheel scrolling.
I have to create a iPad application where 3 images will appear likewise. The difference will be that in my case image change will occur horizontally rather than vertically in website. Also, i have to make it inside UIView with events touchesBegan, touchesMoved, touchesEnded and touchesCancelled
Help will be appreciated.
Thanks.
From your comment I gather that the problem is the resizing of the images in UIImageView when changing the bounds of the view.
You can set the contentMode of the image view to something else. The default is UIViewContentModeScaleToFill which is not what you want.
You could, for example, set the lower image view to UIViewContentModeBottom, and the upper image view to UIViewContentModeTop.
Don't forget to make sure your image views have sett the property maskToBounds set as YES.

iOS stretch image to full screen

I have a scroll view with a image view inside. I was wondering whether it's possible to have the image inside the image view be much smaller than the resolution of the screen, and somehow be able to stretch it to fit the screen.
Set contentMode on the UIImageView and change its size.
[UIImageView setContentMode:UIViewContentModeScaleToFill];
Check the docs for more informations regarding UIViewContentMode:
http://developer.apple.com/library/ios/#documentation/uikit/reference/uiview_class/UIView/UIView.html#//apple_ref/doc/uid/TP40006816-CH3-SW69
Sure, just change the bounds of the imageView.
Am I missing something here?
Your UIImageView is within an UIScrollView I understand?
That would work by adjusting the scroll view plus adusting the image view appropriately. However that is not advisable to do. You will get lost in small errors with annoying effects.
I'd suggest to add an additional UIView that can match the bounds of the screen.
Add that view to the underlying "view" object and use the bringSubviewToFront method.
You could as well make sure that this new UIView is the first subview of the most underlying view object. You could achieve that by manipulating the subviews array structure - which I do not recommend in general wihout having fully understood everythng about the view hierarchy.
You can as well achieve that by adding the additional view at first before adding any other view. (Within IB just make sure that the new view is the topmost in the tree, coming next to the view controllers "view".) And then make it hidden until you actually need it. Then you unhide it. When it is not needed anymore then hide it again and neither delete it nor erase it from its superview.

Programmatically resizing and Scrolling NSView after application launch

I want to create a simple application which performs some calculations and then draws some images on view. I use NSBezierPath. Then I must resize the view and allow people scroll the finished picture. But i don't know how.If I also try to draw an image on an invisible part of canvas then it becomes invisible or isn't drawn (I couldn't know the future canvas size).
Check out the Apple sample code called BezierPathLab. I think that will get you started. There's lot of other sample code for Quartz 2D drawing too.
Being able to scroll and resize the view should be as simple as putting the view that you will be using to draw inside an NSScrollView.