iPhone animation that grows from corner - objective-c

I'd like to create an animation that when I tap on a GMSmarker, a uiview will appear with growing effect from the left or right corner of the given control/ image and include the marker in it's corner (image shows final result)
I know how to create the XIB and the related UIView, as well as adding them to the ViewController, how can I do the animation part?

You know the start frame of the view...
CGRect startFrame = CGRectMake(pin.x, pin.y, 0, 0);
You know the end frame of the view...
CGFloat height = 100;
CGFloat width = 100;
CGRect endFrame = CGRectMake(pin.x, pin.y - height, width, height);
So you can animate it...
theView.frame = startFrame;
[UIView animateWithDuration:1.0 animations:^(){
theView.frame = endFrame;
}];
This will animate out from the bottom left corner.

Related

Xcode: Set UIView Height and Width to Half of the SuperView's (Master View) Height and Width

I have a UIView named CalendarUIView. I placed it inside of a view controller called MainHubViewController. I want to make it so that the CalendarUIView's height and width are half of the parent's (MainHubViewController) height and width. So for example, MainHubViewController's dimensions are 400 by 500. Then I want CalendarUIVIew's dimensions to be 200 by 250.
I put this into my viewdidload method and it didn't work :(
self.CalendarUIView.bounds.size.height = self.view.bounds.size.height / 2.0f;
Any solutions?
Thanks
To change the frame you can do this,
view.frame.size = CGSize(width: someW, height: someH)
However, you will keep the same origin point so with will be off centre.
So either change the centre point, using .center for the view to match your superview. Or set the frame from the beginning, with takes a CGRect
PS sorry its in Swift the the idea is the same
You should use CGSizeMake
self.CalendarUIView.frame.size = CGSizeMake(your width, your height);
This should give you the idea
//Get the parent size
CGRect *containerFrame = self.MainHubViewController.frame;
float height = containerFrame.size.height;
float width = containerFrame.size.width;
CGRect newFrame = self.CalendarUIView.frame;
newFrame.size = CGSizeMake(width / 2, height / 2);
self.CalendarUIView.frame = newFrame;

Autolayout during animation

I put a button in the corner of a sub view in the UIViewController. Now what I want is when the sub view increase its height, the button should be still at the corner. In the design I use autolayout as follow:
sub view (left, top, width, height)
button of the subview (left, bottom, right)
[UIView animateWithDuration:0.3 animations:^{
//- Increase the subview's height
CGRect frame = _subview.frame;
frame.size.height = frame.size.height + 100;
_subview.frame = frame;
//- Update constraints
[_subview layoutIfNeeded];
}];
But the button is still the same position.

setting view boundaries

I have a scrollview with an image as a subview. I would like to set the boundaries of the scrollview to be the size of the image view, so that you wouldn't be able to see any of the background.
I don't want this happening anymore.
The weird part is, that after you zoom in or out on the image, then the boundaries seem to fix themselves, and you can no longer move the image out of the way and see the background.
This is what I have going for code:
-(UIView *) viewForZoomingInScrollView:(UIScrollView *)scrollView
{
// return which subview we want to zoom
return self.imageView;
}
-(void)viewDidLoad{
[super viewDidLoad];
[self sendLogMessage:#"Second View Controller Loaded"];
//sets the initial view to scale to fit the screen
self.imageView.frame = CGRectMake(0, 0, CGRectGetWidth(self.view.bounds), CGRectGetHeight(self.view.bounds));
//sets the content size to be the size our our whole frame
self.scrollView.contentSize = self.imageView.image.size;
//setes the scrollview's delegate to itself
self.scrollView.delegate = self;
//sets the maximum zoom to 2.0, meaning that the picture can only become a maximum of twice as big
[self.scrollView setMaximumZoomScale : 2.5];
//sets the minimum zoom to 1.0 so that the scrollview can never be smaller than the image (no matter how far in/out we're zoomed)
[self.scrollView setMinimumZoomScale : 1.0];
[imageView addSubview:button];
}
I thought that this line would solve my problem
//sets the content size to be the size our our whole frame
self.scrollView.contentSize = self.imageView.image.size;
But like I said, it only works after I zoom in or out.
EDIT: When I switch
self.scrollView.contentSize = self.imageView.image.size;
to
self.scrollView.frame = self.imageView.frame;
It works like I want it to (you can't see the background), except the toolbar on the top is covered by the image.
imageView.image.size isn't necessarily the frame of the imageView itself, try setting the
scrollview.frame = imageView.frame
and then
scrollView.contentSize = imageView.image.size
Then you won't see any border. If you want the image to be the maximum size to start with,
do
imageView.frame = image.size;
[imageView setImage:image];
scrollView.frame = self.view.frame; //or desired size
[scrollView addSubView:imageView];
[scrollView setContentSize:image.size]; //or imageView.frame.size
To fix this, I ended up declaring a new CGRect , setting its origin to my scrollView's origin, setting its size with the bounds of my view, and then assigning this CGRect back to my scrollview frame
CGRect scrollFrame;
scrollFrame.origin = self.scrollView.frame.origin;
scrollFrame.size = CGSizeMake(CGRectGetWidth(self.view.bounds), CGRectGetHeight(self.view.bounds));
self.scrollView.frame = scrollFrame;

ConvertRect accounting for UIScrollView zoom and contentOffset

I've been trying to get the converted CGRect of a UIView within a UIScrollView. It works fine if I'm not zoomed, but once I zoom, the new CGRect shifts. Here is the code that's gotten me close:
CGFloat zoomScale = (scrollView.zoomScale);
CGRect newRect = [self.view convertRect:widgetView.frame fromView:scrollView];
CGPoint newPoint = [self.view convertPoint:widgetView.center fromView:scrollView];
// Increase the size of the CGRect by multiplying by the zoomScale
CGSize newSize = CGSizeMake(newRect.size.width * zoomScale, newRect.size.height * zoomScale);
// Subtract the offset of the UIScrollView for proper positioning
CGPoint newCenter = CGPointMake(newPoint.x - scrollView.contentOffset.x, newPoint.y - scrollView.contentOffset.y);
// Create rect with the proper width/height (x and y set by center)
newRect = CGRectMake(0, 0, newSize.width, newSize.height);
[self.view addSubview:widgetView];
widgetView.frame = newRect;
widgetView.center = newCenter;
I'm fairly certain that my issue lies in the zoomScale - I should probably be modifying the x and y coordinates based on the zoomScale value. Everything I have tried thus far has been unsuccessful, though.
I received the following answer from user Brian2012 on the iOS dev forums:
What I did:
Created a UIScrollView that covers the view controller's main view.
Put a desktop view (a standard UIView) in the scroll view. The origin of the desktop is at 0,0 and the size is bigger than the scroll view so I could scroll around without having to zoom first.
Put some widget views (UIImageView) into the desktop view at various locations.
Set the contentSize of the scroll view to the size of the desktop view.
Implemented viewForZoomingInScrollView to return the desktop view as the view to scroll.
Put NSLogs in scrollViewDidZoom to print out the frame of the desktop view and one of the widget views.
What I found out:
The widget frame never changes from the initial value that I set. So for example, if a widget started at position 108, 108 with a size of 64x64, then the frame is always reported as 108,108,64,64 regardless of zooming or scrolling.
The desktop frame origin never changes. I put the origin of the desktop at 0,0 in the scroll view, and the origin is always reported as 0,0 regardless of zooming or scrolling.
The only thing that changes is the desktop view's frame size, and the size is just the original size multiplied by the scroll view's zoomScale.
Conclusion:
To figure out the location of a widget relative to the coordinate system of the view controller's main view, you need to do the math yourself. The convertRect method doesn't do anything useful in this case. Here's some code to try
- (CGRect)computePositionForWidget:(UIView *)widgetView fromView:(UIScrollView *)scrollView
{
CGRect frame;
float scale;
scale = scrollView.zoomScale;
// compute the widget size based on the zoom scale
frame.size.width = widgetView.frame.size.width * scale;
frame.size.height = widgetView.frame.size.height * scale;
// compute the widget position based on the zoom scale and contentOffset
frame.origin.x = widgetView.frame.origin.x * scale - scrollView.contentOffset.x + scrollView.frame.origin.x;
frame.origin.y = widgetView.frame.origin.y * scale - scrollView.contentOffset.y + scrollView.frame.origin.y;
// return the widget coordinates in the coordinate system of the view that contains the scroll view
return( frame );
}
I have also similar kind of issue, i fixed it by a different trick. i catch the zoom scale in a temporary variable, and set scrollView's zoom scale to minimum(1.0) and then calculate my frame using convertRect() and set the original zoom scale again
CGFloat actualZoomScal = self.baseVideoView.zoomScale;
CGPoint actualOffset = self.baseVideoView.contentOffset;
self.baseVideoView.zoomScale = 1.0;
CGRect iFrame = [[RGLayout layout] rectToPixels:[self recordingIndicatorFrame]];
self.recordIndicator = [[RiscoRecordingIndicatorView alloc] initWithFrame:[self convertRect:iFrame fromView:self.previewView]];
[self addSubview:self.recordIndicator] ;
[self bringSubviewToFront:self.recordIndicator] ;
self.baseVideoView.zoomScale = actualZoomScal;
self.baseVideoView.contentOffset = actualOffset;

NSAffineTransforms not being used?

I have a subclass of NSView, and in that I'm drawing an NSImage. I'm unsing NSAffineTransforms to rotate, translate and scale the image.
Most of it works fine. However, sometimes, the transforms just don't seem to get activated.
For example, when I resize the window, the rotate transform doesn't happen.
When I zoom in on the image, it puts the lower left of the image in the correct place, but doesn't zoom it, but it does zoom the part of the image that would be to the right of the original sized image. If I rotate this, it zooms correctly, but translates wrong. (The transation may be a calculation error on my part)
Here is the code of my drawRect: (sorry for the long code chunk)
- (void)drawRect:(NSRect)rect
{
// Drawing code here.
double rotateDeg = -90* rotation;
NSAffineTransform *afTrans = [[NSAffineTransform alloc] init];
NSGraphicsContext *context = [NSGraphicsContext currentContext];
NSSize sz;
NSRect windowFrame = [[self window] frame];
float deltaX, deltaY;
NSSize superSize = [[self superview] frame].size;
float height, width, sHeight, sWidth;
NSRect imageRect;
if(image)
{
sz = [ image size];
imageRect.size = sz;
imageRect.origin = NSZeroPoint;
imageRect.size.width *= zoom;
imageRect.size.height *= zoom;
height = sz.height * zoom ;
width = sz.width *zoom ;
sHeight = superSize.height;
sWidth = superSize.width;
}
I need to grab the sizes of everything early so that I can use them later when I rotate. I am not sure that I need to protect any of that, but I'm paranoid from years of C...
[context saveGraphicsState];
// rotate
[afTrans rotateByDegrees:rotateDeg];
// translate to account for window size;
deltaX = 0;
deltaY = 0;
// translate to account for rotation
// in 1 and 3, X and Y are reversed because the entire FRAME
// (inculding axes) is rotated!
switch (rotation)
{
case 0:
// NSLog(#"No rotation ");
break;
case 1:
deltaY -= (sHeight - height);
deltaX -= sHeight ;
break;
case 2:
deltaX -= width;
deltaY -= ( 2*sHeight - height);
// it's rotating around the lower left of the FRAME, so,
// we need to move it up two frame hights, and then down
// the hieght of the image
break;
case 3:
deltaX += (sHeight - width);
deltaY -= sHeight;
break;
}
Since I'm rotating around the lower left corner, and I want the image to be locked to the upper left corner, I need to move the image around. When I rotate once, the image is in the +- quadrant, so I need to shift it up one view-height, and to the left a view-height minus an image height. etc.
[afTrans translateXBy:deltaX yBy:deltaY];
// for putting image in upper left
// zoom
[afTrans scaleBy: zoom];
printMatrix([afTrans transformStruct]);
NSLog(#"zoom %f", zoom);
[afTrans concat];
if(image)
{
NSRect drawingRect = imageRect;
NSRect frame = imageRect;
frame.size.height = MAX(superSize.height, imageRect.size.height) ;
[self setFrame:frame];
deltaY = superSize.height - imageRect.size.height;
drawingRect.origin.y += deltaY;
This makes the frame the correct size so that the image is in the upper left of the frame.
If the image is bigger than the window, I want the frame to be big enough so scroll bars appear. If it isn't I want the frame to be big enough that it reaches the top of the window.
[image drawInRect:drawingRect
fromRect:imageRect
operation:NSCompositeSourceOver
fraction:1];
if((rotation %2) )
{
float tmp;
tmp = drawingRect.size.width;
drawingRect.size.width = drawingRect.size.height;
drawingRect.size.height = tmp;
}
This code may be entirely historical, now that I look at it... the idea was to swap height andwidth if I rotated 90 or 270 degs.
}
else
NSLog(#"no image");
[afTrans release];
[context restoreGraphicsState];
}
Why do you use the superview's size? That's something you should almost never need to worry about. You should make the view work on its own without dependencies on being embedded in any specific view.
Scaling the size of imageRect is probably not the right way to go. Generally when calling -drawImage you want the source rect to be the bounds of the image, and scale the destination rect to zoom it.
The problems you're reporting kind of sound like you're not redrawing the entire view after changing the transformation. Are you calling -setNeedsDisplay: YES?
How is this view embedded in the window? Is it inside an NSScrollView? Have you made sure the scroll view resizes along with the window?