How to Generate a Shockwave Effect - objective-c

I would like to generate a shockwave effect when I tap on a circular UIView. The effect I'm looking for is very similar to 'Circadia' on the App Store.
(source: mzstatic.com)
Note the circular line that is expanding from the centre view. I couldn't find any kind of tutorial, so I tried the effect using a cheat:
-(void)startShockwave:(UIView *)target
{
// Replace the view tapped with one that will expand
UIView *wave = [[UIView alloc]initWithFrame:target.frame];
wave.backgroundColor = target.backgroundColor;
wave.alpha = 0.5;
wave.layer.masksToBounds = YES;
wave.layer.cornerRadius = wave.frame.size.width / 2;
// Hide it below the original view
[self.view insertSubview:wave belowSubview:target];
CGRect frame = wave.frame;
// Create a view that is the same colour as self.view to make it look like a hole
UIView *center = [[UIView alloc]initWithFrame:CGRectMake(frame.origin.x + 10, frame.origin.y + 10, frame.size.width - 20, frame.size.height - 20)];
center.backgroundColor = self.view.backgroundColor;
center.layer.masksToBounds = YES;
center.layer.cornerRadius = center.frame.size.width / 2;
[self.view insertSubview:center aboveSubview:wave];
// Hide the original view
target.alpha = 0;
// IMPORTANT: I send these views behind the others so that center does not overlap them
[self.view sendSubviewToBack:center];
[self.view sendSubviewToBack:wave];
[UIView animateWithDuration:0.4 delay:0 options:UIViewAnimationOptionCurveLinear animations:^{
CGAffineTransform waveTransform = wave.transform;
CGAffineTransform centerTransform = center.transform;
// Expand the views to look like a shockwave
wave.transform = CGAffineTransformScale(waveTransform, 4, 4);
center.transform = CGAffineTransformScale(centerTransform, 5.75, 5.75);
// Fade the wave out to nothing
wave.alpha = 0;
} completion:^(BOOL finished) {
// Remove the shockwave
[wave removeFromSuperview];
[center removeFromSuperview];
}];
}
This works quite well...
...With only one shockwave. However, when they intersect, one center overlaps the other due to the most recent shockwave being sent to the back.
I would prefer intersecting shockwaves to be more like this:
I'm not sure how to create this type of effect, however, so any help is much appreciated!

Use [UIColor clearColor] to make the center of your circle transparent (so you can see interface elements residing beneath it).
center.backgroundColor = [UIColor clearColor];

It's a quick fix! You already did most of it. Just change this line:
center.backgroundColor = self.view.backgroundColor;
to
center.backgroundColor = [UIColor clearColor];

Related

how to animate both the frame of an UIView and the frame of one of its sublayers?

What I have:
I have a UIView (named pView) which has as sublayer a CAGradientLayer. Practically is this:
ViewController -> View ->pView -> CAGradientLayer
This is the code that creates all this:
#implementation ViewController
- (void)viewDidLoad {
[super viewDidLoad];
UITestView * pView = nil;
UIColor * scolor = nil, *ecolor = nil;
self.view.backgroundColor = [UIColor yellowColor];
pView = [[UITestView alloc] initWithFrame: CGRectMake(self.view.frame.origin.x, 100.0, self.view.frame.size.width, 100.0)];
scolor = [UIColor colorWithRed:(14/255.0) green: (238/255.0) blue:(123/255.0) alpha:1];
ecolor = [UIColor colorWithRed:(6/255.0) green: (216/255.0) blue:(69/255.0) alpha:1];
// creating the gradient layer
CAGradientLayer * layer = [[CAGradientLayer alloc] init];
layer.frame = self.bounds;
layer.colors = #[(id)scolor.CGColor,(id)ecolor.CGColor];
[pView.layer insertSublayer:layer atIndex:0];
// creating a tapGestureRecognizer
[pView addGestureRecognizer:[[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(handleTapInViews:)]];
[self.view addSubview:pView];
touched = NO;
}
....
#end
What I'm trying to do
Once a tap gesture is detected over pView I want to increase the height of pView by 100.0 but animatedly. If pView was previously touched (that is, its height was already increased by 100.0) I want to decrease the height of pView by 100.0 (that is, returning it to its original size);
What I already know
I know that since I want to change the frame of pView I must change also the frame (or bounds) of the CAGradientLayer attached to pView. Since I want to animate these changes, I want these animations occurs at the same time and have the same duration.
I know that the frame (or bounds) of a layer is only animatable inside an animation block.
What I do:
This is the option I've test:
- (void) handleTapInViews: (nonnull UITapGestureRecognizer *) sender {
pView = sender.view;
if (touched) {
[UIView animateWithDuration:0.4 animations:^{
pView.frame = CGRectMake(pView.frame.origin.x, pView.frame.origin.y, pView.frame.size.width, pView.frame.size.height - 100.0);
pView.layer.sublayers[0].frame = pView.bounds;
[self.view setNeedsLayout];
} completion:^(BOOL finished) {
touched = NO;
}];
}
else {
[UIView animateWithDuration:0.4 animations:^{
pView.frame = CGRectMake(pView.frame.origin.x, pView.frame.origin.y, pView.frame.size.width, pView.frame.size.height + 100.0);
pView.layer.sublayers[0].frame = pView.bounds;
[self.view setNeedsLayout];
} completion:^(BOOL finished) {
touched = YES;
}];
}
}
This option actually works (that is, both the frame of pView and the frame of the layer change animatedly) but they are not synchronised; that is, the changes in the frame of the layer are slightly (but perceptible) more faster than the changes in the frame of pView. This effect is more evident when the height of pView is decreased.
I 've also read about CABasicAnimation and CAAnimationGroup, in order to animate both the bounds and position of the layer. In this case also the animation of the layer is bit faster than the animation of the view (it is perceptible and it is not a matter of seconds in case anyone ask about setting duration or whatever) and also in this case, after the animation the bound of the layer return to its original size which is not the desired effect. I already know this last matter can be fixed assigned the new values to the layer at the end of the animation but I certainty do not know where in my code put that.
Most of what i've read regarding this other option is from these links:
link1
link2
link3
link4
In any case, does anybody please knows how can I fix this?? thanks in advance.
Well I ended setting the backgroundColor of Pview as ecolor = [UIColor colorWithRed:(6/255.0) green: (216/255.0) blue:(69/255.0) alpha:1. This way, the effect I commented about the animation of the layer been faster than the animation of the view is not noticeable now. I think maybe this is not the proper answer but it suit me.

Pop up tutorial page like Photosynth's

I want to create something that is basically a clone of what photosynth does for their tutorial page. A small "?" button pops up what looks like a new view in a frame that is slightly smaller than the first view, so that you can still see the first view around the edges.
It's a little tough to see from the pic above, but the part around the edges is the old view that the tutorial display popped up over.
My first guess is that I need to use a container view somehow, but I can't find anything on the web about exactly how to do this. I can currently create a container view, hook it up to a new view controller via a segue, and do whatever I want in that new view controller, but the container view is always visible on the view it is contained within. Any help?
BTW, I'm using storyboarding with ARC.
You can add a transparent view to the key window, add a tap gesture recognizer that would dismiss it and the subviews to show the content:
#define OVERLAY_TAG 997
-(void)showTutorial
{
UIWindow *keyWindow = [[UIApplication sharedApplication] keyWindow];
UIView *overlay = [[UIView alloc] initWithFrame:[UIScreen mainScreen].bounds];
overlay.backgroundColor = [UIColor clearColor];
overlay.userInteractionEnabled = YES;
[keyWindow addSubview:overlay];
UITapGestureRecognizer * tapRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self
action:#selector(dismissTutorial)];
CGFloat border = 10;
CGRect frame = overlay.bounds;
// 20 is the status bar height (sorry for using the number)
frame = CGRectMake(border, border + 20, frame.size.width - border * 2, frame.size.height - border * 2 - 20);
// the black view in the example is probably a scroll view
UIView *blackView = [[UIView alloc] initWithFrame:frame];
blackView.backgroundColor = [UIColor blackColor];
blackView.alpha = 0.0;
[overlay addSubview:dimView];
// add all the subviews for your tutorial
// make it appear with an animation
[UIView animateWithDuration:0.3
animations:^{dimView.alpha = 1;}
completion:^(BOOL finished){[overlay addGestureRecognizer:tapRecognizer];}];
}
-(void)dismissTutorial
{
UIWindow *keyWindow = [[UIApplication sharedApplication] keyWindow];
UIView *overlay = [keyWindow viewWithTag:OVERLAY_TAG];
[UIView animateWithDuration:0.3
animations:^{
overlay.alpha = 0.0;
}
completion:^(BOOL finished){
[overlay removeFromSuperview];
}];
}
This way you would remove the tutorial with a simple tap but you can use a button for instance.

UIScrollView metro theme

I am attempting to create a "metro" styled UIScrollView. It is similar to how iTunes app handles panels in the new ios version which wont be named.
I can't figure out how to have my views layout/scroll so that the next view in the sequence shows up. I've tried all sorts of things like keeping the contentSize the screen width but moving each view over -10ish so it will show up like above. I've tried making scrollView whose bounds were smaller than the screen so it would show the part of the next view. Nothing works.
Here is diagram of what I'm trying to do:
It seems extremely trivial on paper but I can't seem to get it work.
I'm not sure if I'm misinterpreting your requirements - but this might be a starting point to see how you could set it up:
- (void)viewDidLoad
{
[super viewDidLoad];
CGRect viewBounds = self.view.bounds;
CGRect scrollViewFrame = CGRectMake(0, 0, floorf(CGRectGetWidth(viewBounds) / 2.2), CGRectGetHeight(viewBounds));
UIScrollView *scrollView = [[UIScrollView alloc] initWithFrame:scrollViewFrame];
scrollView.center = self.view.center;
scrollView.contentSize = CGSizeMake(CGRectGetWidth(viewBounds) * 3, CGRectGetHeight(viewBounds) * 3);
scrollView.pagingEnabled = YES;
scrollView.clipsToBounds = NO;
UIPanGestureRecognizer *gestureRecognizer = scrollView.panGestureRecognizer;
[self.view addGestureRecognizer:gestureRecognizer];
for (int i = 0; i < 3; i++) {
CGRect frame = CGRectMake(10.f + (i * CGRectGetWidth(scrollView.bounds)), 10.f, CGRectGetWidth(scrollView.bounds) - 20.f, (CGRectGetHeight(scrollViewFrame) * 3) - 20.f);
UIView *view = [[UIView alloc] initWithFrame:frame];
view.backgroundColor = [UIColor redColor];
[scrollView addSubview:view];
}
[self.view addSubview:scrollView];
}
Literally just put this in an empty viewController's viewDidLoad:
The key things to note are
contentSize needs to be wide enough for all the panels
clipsToBounds should be NO so you can see the additional views
The bounds of the scrollview is essentially the main view port
pagingEnabled should be set
I've grabbed the panGestureRecognizer from the scrollview and attached it to the containing view instead so that panning is detected in the bounds of the containing view (which is larger) otherwise you are restricted to only detecting scrolls within the scrollviews bounds

Hide and show scrollview with animation

In my app I have a scrollview and when I press a button it is hidden when I press again it shows up.
I use scrollview.hidden = YES (or NO) to do it.
But I want to do it with an animation. For example, it may disappear from the bottom of the screen by moving and shows up with the same way. How can I do that?
edit:
[UIView beginAnimations:#"myAnimation" context:nil];
CGRect Frame = bottomScroller.frame;
if(Frame.origin.y == 380){
Frame.origin.y = 460;
}else{
Frame.origin.y = 380;
}
bottomScroller.frame = Frame;
[UIView commitAnimations];
This solved my problem...
You may check UIView animations. It's pretty easy. For example to animate translation you may use something like:
[UIView beginAnimations:#"myAnimation" context:nil];
CGRect Frame = yourView.frame;
Frame.origin.y = 0;
yourView.frame = Frame;
[UIView commitAnimations];
Then to move it back:
[UIView beginAnimations:#"myAnimation" context:nil];
CGRect Frame = yourView.frame;
Frame.origin.y = 100;
yourView.frame = Frame;
[UIView commitAnimations];
Changes in frame, alpha and some other parameters will be automatically animated.
You can use animations like so:-
[UIView animateWithDuration:2.0 animations:^{
[scrollview setframe:CGRectMake(xpos, ypos, width, height)];
}];
If you want to slide the scrollview on or off the screen set its y position - the bottom of the view is you want to hide it, the normal y position if you want to show it.
The 2.0 is an animation length, this can be changed to whatever you need it to be!
You can do this by using simple view animations. Here's an example of how you might do this:
// myScrollView is your scroll view
-(void)toggleShow{
CGFloat targetAlpha = myScrollView.alpha == 1 ? 0 : 1;
CGFloat yPosition = targetAlpha == 1 ? 0 : self.view.frame.size.height;
[UIView animateWithDuration:1.0 animations:^{
myScrollView.frame = CGRectMake(myScrollView.frame.origin.x, yPosition, myScrollView.frame.size.width, myScrollView.frame.size.height);
myScrollView.alpha = targetAlpha;
}];
}
targetAlpha will always be the opposite of the current state (1 or 0), and if it's 0 then the y position will be set to the bottom of the parent view. Using the new-school UIView animations API with blocks we can execute these changes to the scroll view over 1 second (in my example).
ScrollView appers from down side of screen with animation. I think this up-animation is what you want.
// ScrollView appearing animation
- (void)ScrollViewUpAnimation
{
// put the scroll view out of screen
CGRect frame = ScrollView.frame;
[self.view addSubview:ScrollView];
ScrollView.frame = CGRectMake(0, 460, frame.size.width, frame.size.height);
// setting for animation
CGPoint fromPt = ScrollView.layer.position;
CGPoint toPt = CGPointMake(fromPt.x, fromPt.y - frame.size.height - 44);
CABasicAnimation* anime =
[CABasicAnimation animationWithKeyPath:#"position"];
anime.duration = 0.2;
anime.fromValue = [NSValue valueWithCGPoint:fromPt];
anime.toValue = [NSValue valueWithCGPoint:toPt];
// change the position of Scroll View when animation start
[ScrollView.layer addAnimation:anime forKey:#"animatePosition"];
ScrollView.layer.position = toPt;
}

ios simple bar graph with animation

I need to show 2 bar graphs in my app, I dont want to use core-plot as is overkill to show just 2 bars with variant height, [UIimageView with box.png]
i have done some tests just using UIView animations, wich seem to be enough to make the bar grow or shrink, [the problem is that the height is dependant on the starting point, so my bar doesnt have a point 0 for Y, wich changes with the height for the bar]
so how could i set a point 0 for my Y axis?, so I just have to think of heigh, and not the starting point as well?
or shall i go with some bar generator framework that is not so over kill as core-plot,,
what is the simplest, lightest weight?
power-plot
ecgraph, Other?
PS. the other point is that i need to have a custom background for the chart, and custom bars thats why im using box.png for the bars]
the code...
viewDidLoad { ***
CGRect chartbackGroundImageRect = CGRectMake(150, 20, 632, 653);
UIImageView *chartbackGroundImage = [[UIImageView alloc] initWithFrame:chartbackGroundImageRect];
[chartbackGroundImage setImage:[UIImage imageNamed:#"chartArtBgnd.png"]];
chartbackGroundImage.opaque = YES; // explicitly opaque for performance
[self.view addSubview:chartbackGroundImage];
[chartbackGroundImage release];
CGRect leftBarImageRect = CGRectMake(550, 550, 81, 40);
leftBarImage = [[UIImageView alloc] initWithFrame:leftBarImageRect];
[leftBarImage setImage:[UIImage imageNamed:#"leftBar.png"]];
leftBarImage.opaque = YES; // explicitly opaque for performance
[self.view addSubview:leftBarImage];
[leftBarImage release];
***}
testBarAnimation {***
// Setup the animation
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.2]; //animation for arrow
[UIView setAnimationCurve:UIViewAnimationCurveEaseIn];
[UIView setAnimationBeginsFromCurrentState:YES];
CGRect newFrame = CGRectMake(550, 300, 81, 290);
leftBarImage.frame = newFrame;
[UIView commitAnimations];
***}
thanks a lot!
Define a utility function:
CGRect modifyRectByHeight(CGRect originalRect, CGFloat newHeight)
{
CGRect result = originalRect;
result.origin.y += height;
result.size.height += height;
return result;
}
Then use as follows:
leftBarImage.frame = modifyRectByHeight( leftBarImage.frame, 150);
I dont know, it's applicable to your project. But I used different approach, as iOS doesn't have good libraries for Chart.
I used UIWebview with HTML5 /CSS based free chart engines available on Web. For me its working fine, Bit slow than native charts would be but enough for my project