I want to flip a view like the Mac OS X user switch,i have used this code
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.75];
[UIView setAnimationDelegate:self];
[UIView setAnimationTransition:UIViewAnimationTransitionFlipFromRight forView:myview cache:YES];
[myview removeFromSuperview];
[UIView commitAnimations];
But this flipping is different from mac os user switch, help me if you can..This code provides different flip.
There is no built-in "cube rotate" in iOS. You'd need to create it yourself. There are several ways to do this. One way to approach it is to put both views into a single superview, and apply a CATransform3D transform to the "target" view to create the box. Then animate a CATransform3D for the entire superview to rotate it. When you're done, remove the old "source" view.
See the Core Animation Programming Guide, particularly Transforming a Layer's Geometry, for more information.
Related
I have several UI elements in a nib that are positioned using autolayout and constraints. When the view loads i move the elements off screen using
[self.button setTransform:CGAffineTransformMakeTranslation(-self.button.frame.origin.x * 2 + self.button.frame.size.width, 0)];
then when the view appears i use the following to ease the button into the correct position on the page. However it seems to move too far across.
[UIView beginAnimations:nil context:nil];
[UIView setAnimationCurve:UIViewAnimationCurveEaseIn];
[UIView setAnimationDuration:2];
[self.button setTransform:CGAffineTransformIdentity];
[UIView commitAnimations];
Am i doing something wrong? Is there a better way to move the button off the screen with CGAffineTransform?
Any help would be great
The issue was caused by autolayout and the best way to animate UI elements when using autolayout is to change the constraints
- (void)viewDidLoad
{
[super viewDidLoad];
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:4];
[UIView setAnimationRepeatCount:50];
[UIView setAnimationRepeatAutoreverses:NO];
CGPoint abc =chem1.center;
abc.y= 480;
chem1.center=abc;
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:4];
[UIView setAnimationRepeatCount:50];
[UIView setAnimationRepeatAutoreverses:NO];
CGPoint def =chem2.center;
def.y= 480 ;
chem2.center=def;
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:4];
[UIView setAnimationRepeatCount:50];
[UIView setAnimationRepeatAutoreverses:NO];
CGPoint hij =nat1.center;
hij.y= 480;
nat1.center=hij;
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:4];
[UIView setAnimationRepeatCount:50];
[UIView setAnimationRepeatAutoreverses:NO];
CGPoint klm =nat2.center;
klm.y= 480;
nat2.center=klm;
}
I'd really appreciate the help
There are two parts to your question: how to tap an animated image and how to drag an image.
How to tap an animated image.
Background
When you are animating a view (or more accurately its layer) the property that you change (in your case the position (by setting center)) is changed to its final value right away. If you only animate (like with a CABasicAnimation, then the properly might not change at all.
This means that if you try to tap the view (or layer) it will be at the position that you moved it to (its final position (despite any duration or repeat count of the animation).
Hit test a moving layer
To be able to hit test something that is moving you need to hit test against the presentationLayer of the layer of the view that you are trying to tap.
CGPoint touchPoint = [gestureRecognizer locationInView:[self view]];
if ([[[[self movingView] layer] presentationLayer] hitTest:touchPoint]) {
// Yeah, you hit the moving (animating) layer!
}
Now that the user has tapped a moving view (image in your case) you can begin to handle the drag.
How to drag an image
When you are dragging an image you move the layer to wherever the users finger is dragging the image.
Remove to animation that moves the view
First you should cancel the ongoing animation for that view (having a name for the animation enables you to cancel only one animation.
[[[self movingView] layer] removeAllAnimations];
Or if you have set a name to the movement animation.
[[[self movingView] layer] removeAnimationForKey:#"nameOfMovingAnimation"];
Move the view to the location of the users finger
Next you should (continuously) update the position of the view as the user moves its finger. You should not animate this since it will increase the time between the movement of the finger and the view and will make it seem like your application is lagging. Animating while dragging does not make it look smooth.
Note: since your question doesn't say what you want to do once the user are dragging the images or what happens when they drop them. I can't go much further in the explanation.
Need more help?
Search the web (or StackOverflow) for something like: "iOS drag view" and you will probably find more information about how to drag your imageViews.
Otherwise ask another question on StackOverflow once you have gotten this far (i.e. you can tap on the moving images and they stop moving).
Two views need to be resized when a button is clicked in iPad .
I Tried it with following code
[UIView animateWithDuration:1.0 animations:^{
//Target Rect of the View will be given here
}];
It works fine with iPad4.2 ,but Crashes with 3.2 version(Incompatible).
On Googling found that 3.2 version supports only Animating Views (W/O Blocks)
Source:
http://developer.apple.com/library/iOS/#documentation/UIKit/Reference/UIView_Class/UIView/UIView.html#//apple_ref/occ/clm/UIView/beginAnimations:context:
They have mentioned its not advisable to use it for 4.0 and later
How can I achieve animating the views for both 3.2 and 4.2.
I you really need to support versions below 4.0, you can use this:
[UIView beginAnimations:#"animation" context:nil];
[UIView setAnimationCurve:UIViewAnimationCurveLinear];
[UIView setAnimationDuration:1.0]; //In seconds
//Here do your stuff
int newPosY = myImage.frame.origin.y - 10;
[myImage setFrame:CGRectMake(self.frame.origin.x, newPosY, myImage.frame.size.width, myImage.frame.size.height)];
[UIView commitAnimations];
That moves an UIImageView 10 pixels up.
Also check UIView reference to see all the possibilities.
I have an uiview which i add a transition that removes it from an uiwindow using curlup animation. When the animation occurs the backside of the view is white...i would like to change the color of it or even put some of my own texture. Any help appreciated.
[UIView beginAnimations: #"Curl up" context:nil];
// wait for time before begin
[UIView setAnimationDelay:wait];
[UIView setAnimationCurve:UIViewAnimationCurveEaseOut];
[UIView setAnimationTransition:UIViewAnimationTransitionCurlUp forView:viewToCurlUp cache:YES];
// druation of animation
[UIView setAnimationDuration:duration];
[UIView commitAnimations];
As far as I know, it is not possible to create a texture (ie: your own image) on a UIView. The color of 'back of the curl' should correspond to the background color you have set for your UIView. You can do this in the inspector in Interface Builder, or programmatically like so:
[view setBackgroundColor:[UIColor greenColor]];
where view is the UIView of interest. Use the appropriate color, of course.
Hope that helps.
Apple engineers responded that this is not possible in my case. I have asked them a few days ago.
When I start a movie in a MPMoviePlayerController, controls stay at the top for few seconds. After that, they fade out.
I want simulate this effect when I use MPMovieControlStyleNone in controlStyle property, but controls disappear abruptly. I tried to use animations without success with the following code:
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.50f];
self.myMoviePlayer.controlStyle = MPMovieControlStyleNone;
[UIView commitAnimations];
Someone have any idea how I can make that?
Any help will be appreciated.
Thanks.
If I understand you correctly, you are planning to hide custom controls in a similar fashion to the original controls.
You will need hide your custom controls using something like
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.50];
self.customControlsView.alpha = 0.0f;
[UIView commitAnimations];
to achieve that effect. controlStyle is not an animatable property.
On tops, you will need to stick to controlStyle = MPMovieControlStyleNone anyways throughout the lifetime of your MPMoviePlayerController as that is the only way to prevent the original controls from appearing.