UIButton GIF Background Image - objective-c

How can I use a GIF image as UIButton Image Background?
UIImage *img1 = [UIImage imageNamed:#"btn_img1"];
UIImage *img2 = [UIImage imageNamed:#"btn_img2"];
UIImage *img3 = [UIImage imageNamed:#"btn_img3"];
// GIF ImageView
_btnGIF.imageView.animationImages = [[NSArray alloc] initWithObjects:img1, img2, img3, nil];
_btnGIF.imageView.animationDuration = 0;
[_btnGIF.imageView startAnimating];
//[_btnGIF setBackgroundImage:GIF forState:UIControlStateNormal];

You need to start your button with an image, so it can create it properly.
For example:
UIImage *img1 = [UIImage imageNamed:#"btn_img1"];
UIImage *img2 = [UIImage imageNamed:#"btn_img2"];
UIImage *img3 = [UIImage imageNamed:#"btn_img3"];
[_btnGIF setImage:img1 forState:UIControlStateNormal];
// GIF ImageView
_btnGIF.imageView.animationImages = [[NSArray alloc] initWithObjects:img1, img2, img3, nil];
_btnGIF.imageView.animationDuration = 0;
[_btnGIF.imageView startAnimating];

Related

How to use animated Navigation bar button in Objective c

I want to add this Image on my Navigation Bar button, How can I use this image on my navigation Right Bar button or Left bar button?
Please check below code those I am using to View same like work code on Navigation bar button:-
- (void)viewDidLoad
{
[super viewDidLoad];
// Animation
UIImageView*animationView = [[UIImageView alloc] initWithFrame:self.view.frame];
animationView.animationImages = [NSArray arrayWithObjects:
[UIImage imageNamed:#"1.gif"],
[UIImage imageNamed:#"2.gif"],
[UIImage imageNamed:#"3.gif"],
[UIImage imageNamed:#"4.gif"],
[UIImage imageNamed:#"5.gif"],
[UIImage imageNamed:#"6.gif"],nil];
animationView.animationDuration = 1.25;
animationView.animationRepeatCount = 0;
[animationView startAnimating];
[self.view addSubview:animationView];
}
Let me know How
to use this code on navigation bar button.
Thank You!
I have tried your code, with a little trick of mine and it work like magic.
NSArray *imageArray = [NSArray arrayWithObjects:
[UIImage imageNamed:#"tmp-0"],
[UIImage imageNamed:#"tmp-1"],
[UIImage imageNamed:#"tmp-2"],
[UIImage imageNamed:#"tmp-3"],
[UIImage imageNamed:#"tmp-4"],
[UIImage imageNamed:#"tmp-5"],
[UIImage imageNamed:#"tmp-6"],
[UIImage imageNamed:#"tmp-7"],nil];
UIButton *barButton = [UIButton buttonWithType:UIButtonTypeCustom];
[barButton setImage:[UIImage imageNamed:#"tmp-0"] forState:UIControlStateNormal]; // mine trick
[barButton.imageView setAnimationImages:imageArray];
[barButton.imageView setAnimationDuration:1.0f];
[barButton.imageView startAnimating];
[barButton sizeToFit];
self.navigationItem.rightBarButtonItem = [[UIBarButtonItem alloc] initWithCustomView:barButton];
You need to give a image to barButton at first, so your button can make its frame

images from an array

i create an nsmutableArray and i add for it an images. also i create an imageView that i want to show the images from the array, i tried to use animationImages but i nothing is happened, how can i fix it?
here is my code:
//Numbers images
UIImage *numberZero = [UIImage imageNamed:#"numberZero.png"];
UIImage *numberOne = [UIImage imageNamed:#"numberOne.png"];
UIImage *numberTwo = [UIImage imageNamed:#"numberTwo.png"];
UIImage *numberThree = [UIImage imageNamed:#"numberThree.png"];
UIImage *numberFour = [UIImage imageNamed:#"numberFour.png"];
UIImage *numberFive = [UIImage imageNamed:#"numberFive.png"];
UIImage *numberSix = [UIImage imageNamed:#"numberSix.png"];
UIImage *numberSeven = [UIImage imageNamed:#"numberSeven.png"];
UIImage *numberEight = [UIImage imageNamed:#"numberEight.png"];
UIImage *numberNine = [UIImage imageNamed:#"numberNine.png"];
//add numbers uiimage to numbersArray
numbersArray = [NSMutableArray arrayWithObjects:numberZero, numberOne, numberTwo, numberThree, numberFour, numberFive, numberSix, numberSeven, numberEight, numberNine, nil];
imgview1 = [[UIImageView alloc] init];
imgview1.animationImages = numbersArray;
imgview1.animationDuration = 2;
imgview1.animationRepeatCount=0;
[imgview1 startAnimating];
[imgview1 stopAnimating];
thanks!
You need to actually add imgview1 to something so that it displays. If imgview1 was created in Interface Builder then there is no need to assign. Also you stop your animation immediately after starting it.
//If created in IB comment out the next line
imgview1 = [[UIImageView alloc] init];
imgview1.animationImages = numbersArray;
imgview1.animationDuration = 2;
imgview1.animationRepeatCount=0;
//If not created in IB then add this to a view e.g:
[self.view addSubview:imgview1];
[imgview1 startAnimating];
//[imgview1 stopAnimating]; this is too soon to stop animating
I assume that by "nothing happened" you mean that you see the first image, but the sequence does not move beyond that.
This is probably because you stopAnimating too soon: it does not even get a chance to start!
i solve the problem, i guess the problem were because i didn't use init with frame to my imgview.
here is the final code:
UIImageView *imgview1 = [[UIImageView alloc] initWithFrame:CGRectMake(40, 90, 240, 240)];
imgview1.animationImages = numbersArray;
imgview1.animationDuration = 2;
imgview1.animationRepeatCount=1;
[imgview1 startAnimating];
[self.view addSubview:imgview1];
hope u understand...

CABasicAnimation with 5 images

how to change this code to make the animation like this:
image1 --> image2 ---> image3 --->image4 --->image 5 .. then return back to image1 and so on ...
the code:
UIImage *image1 = [UIImage imageNamed:#"1.jpg"];
UIImage *image2 = [UIImage imageNamed:#"2.jpg"];
UIImage *image3 = [UIImage imageNamed:#"3.jpg"];
UIImage *image4 = [UIImage imageNamed:#"4.jpg"];
UIImage *image5 = [UIImage imageNamed:#"5.jpg"];
NSArray *imageArray = [NSArray arrayWithObjects:image1.CGImage, image2.CGImage, image3.CGImage, nil];
//self.introImages.image = image1;
[self.view addSubview:self.introImages];
CABasicAnimation *crossFade = [CABasicAnimation animationWithKeyPath:#"contents"];
crossFade.autoreverses = YES;
crossFade.repeatCount = HUGE_VALF;
crossFade.duration = 1.0;
//self.introImages.layer.contents = image2.CGImage;
crossFade.fromValue = (id)image1.CGImage;
crossFade.toValue = (id)image5.CGImage;
[self.introImages.layer addAnimation:crossFade forKey:#"animateContents"];
Better a late answer then no one i think. :)
There are several mistakes in your code.
First of all if you want to use crossfade of images you should add the animation to the imageView containing the images and just switch between the UIImages.
Second: If you want to cycle through more images than two, you should either use a queue of animations with the help of animationDidFinish callback methods, or you should use the animationImages field of the UIImageView class to let the UIImageView do all the work.
Third: If you are changing the layer of the image from image1 to image5 how could you expect the compiler to know that it should put all the other pics in between?
Try this code:
UIImage *image1 = [UIImage imageNamed:#"1.jpg"];
UIImage *image2 = [UIImage imageNamed:#"2.jpg"];
UIImage *image3 = [UIImage imageNamed:#"3.jpg"];
UIImage *image4 = [UIImage imageNamed:#"4.jpg"];
UIImage *image5 = [UIImage imageNamed:#"5.jpg"];
NSArray *imageArray = [NSArray arrayWithObjects:image1.CGImage, image2.CGImage, image3.CGImage, nil];
//imageView to add the array of images you want to cycle through
iv_introImages.animationImages = imageArray;
//duration of the animation-cycle
iv_introImages.animationDuration = 1.0;
//how often you want the animation to repeat. 0 stands for endless repetition
iv_introImages.animationRepeatCount = 0;
//starts the animation
[iv_introImages startAnimating];
hope this helps.
Mav

layer of animation images in iphone

How I can animate two sets of images one on the other on xcode? I mean that one set is background or landscape and the other set is a figure in the background
Here's a basic approach you might try:
UIImageView* backdropScene = [[UIImageView alloc] initWithFrame:self.view.frame];
backdropScene.animationImages = [NSArray arrayWithObjects:
[UIImage imageNamed:#"rainy_background01.png"],
[UIImage imageNamed:#"rainy_background02.png"],
[UIImage imageNamed:#"rainy_background03.png"],
[UIImage imageNamed:#"rainy_background04.png"], nil];
backdropScene.animationDuration = .2f; // image change rate, .2 seconds
backdropScene.animationRepeatCount = 0; // repeat infinitely
[self.view addSubview:backdropScene];
[backdropScene startAnimation];
UIImageView* foregroundAnimation = [[UIImageView alloc] initWithFrame:self.view.frame];
foregroundAnimation.animationImages = [NSArray arrayWithObjects:
[UIImage imageNamed:#"man_walk01.png"],
[UIImage imageNamed:#"man_walk02.png"],
[UIImage imageNamed:#"man_walk03.png"],
[UIImage imageNamed:#"man_walk04.png"], nil];
foregroundAnimation.animationDuration = .5f; // image change rate, .2 seconds
foregroundAnimation.animationRepeatCount = 0; // repeat infinitely
[self.view addSubview:foregroundAnimation];
[foregroundAnimation startAnimation];

Cocoa Touch - Play an Animation Once

I have this code but it plays an animation on a loop and I only want it to play once.
Any help?
-(void)gameOver{ //blow up ship
//animate explostion
UIImage *firstBoom = [UIImage imageNamed:#"Explo_0.png"];
UIImageView *bigBoom = [[UIImageView alloc] initWithImage:firstBoom];
bigBoom.animationImages = [NSArray arrayWithObjects:
[UIImage imageNamed:#"Explo_1.png"],
[UIImage imageNamed:#"Explo_1.png"],
[UIImage imageNamed:#"Explo_1.png"],
[UIImage imageNamed:#"Explo_2.png"],
[UIImage imageNamed:#"Explo_2.png"],
[UIImage imageNamed:#"Explo_2.png"],
[UIImage imageNamed:#"Explo_3.png"],
[UIImage imageNamed:#"Explo_3.png"],
[UIImage imageNamed:#"Explo_3.png"],
[UIImage imageNamed:#"Explo_4.png"],
[UIImage imageNamed:#"Explo_4.png"],
[UIImage imageNamed:#"Explo_4.png"],
[UIImage imageNamed:#"Explo_4.png"],
[UIImage imageNamed:#"Explo_4.png"],
nil];
bigBoom.center = CGPointMake(xCoordinate, yCoordinate); //so it explodes ontop of the ship
[bigBoom startAnimating];
[self.view addSubview:bigBoom];
[shipImageView setHidden:YES];
}
Add the line:
bigBoom.animationRepeatCount = 1;