CGAffineTransformMakeRotation before a CABasicAnimation - objective-c

I'm performing a rotation of an UIImageView in place first before performing a rotation animation:
// rotate to the left by 90 degrees
someView.transform = CGAffineTransformMakeRotation((-0.5)*M_PI);
Then calling a rotation on the view by 180 degrees... but it seems like it is rotating the image starting from the original position as if it was not initially rotated.
- (void)rotateIndicatorToAngle: (UIView *)view angle: (NSNumber *)angleInDegrees
{
CALayer *layer = view.layer;
CGFloat duration = 5.0;
CGFloat radians = [self ConvertDegreesToRadians: [angleInDegrees floatValue]];
CABasicAnimation* rotationAnimation;
rotationAnimation = [CABasicAnimation animationWithKeyPath:#"transform.rotation.z"];
rotationAnimation.toValue = [NSNumber numberWithFloat: radians];
rotationAnimation.duration = duration;
rotationAnimation.cumulative = YES;
rotationAnimation.repeatCount = 1.0;
rotationAnimation.removedOnCompletion = NO;
rotationAnimation.fillMode = kCAFillModeForwards;
rotationAnimation.timingFunction = [CAMediaTimingFunction
functionWithName:kCAMediaTimingFunctionEaseOut];
[layer addAnimation: rotationAnimation forKey: #"rotationAnimation"];
}
What gives?

rotationAnimation.cumulative = YES;
Have you tried using rotationAnimation.additive = YES; instead of cumulative?

You could use the class methods from UIView to easily animate your view:
[UIView beginAnimation: #"Rotate" context: nil];
[UIView setAnimationDuration: 5.0f];
[UIView setAnimationCurve: UIViewAnimationCurveEaseOut];
CGFloat radians = [self ConvertDegreesToRadians: [angleInDegrees floatValue]];
view.transform = CGAffineTransformMakeRotation(radians);
[UIView commitAnimation];
That's what I'm using most of the time, no need to use layers.
UPDATE: I mean, I find it easier not to use layers in that case, no pejorative value on using layers.

Related

how to Zoom image using CABasicanimation

[UIView animateWithDuration:0.5 animations:^{
imageView.frame = self.view.bounds;
} completion:^(BOOL finished) {}];
how can I write this using CABasicanimation.
below is the simple implementation
-(void)StartAnmation {
[subview.layer addAnimation:[self ZoomAnimation] forKey:#"Zoom"];
}
-(CAAnimationGroup *)ZoomAnimation {
CAAnimationGroup *ZoomAnimation = [CAAnimationGroup animation];
CABasicAnimation *In = [self zoomIn];
ZoomAnimation.animations = [NSArray arrayWithObjects: In, nil];
ZoomAnimation.duration = 2.0f;
return ZoomAnimation;
}
-(CABasicAnimation *)zoomIn {
CABasicAnimation *ZoomInAnimation = [CABasicAnimation animationWithKeyPath:#"transform.scale"];
ZoomInAnimation.beginTime = 0.0f;
ZoomInAnimation.fromValue = [NSNumber numberWithFloat:20.0];
ZoomInAnimation.toValue = [NSNumber numberWithFloat:1.0];
ZoomInAnimation.duration = 2.0f;
return ZoomInAnimation;
}
For Zoom images you can done by using UIImageView itself.
Please refer the answer Pinch To Zoom Effect on UIImageView inside scrollView

UILabel size change suddenly when parent UIView animate

I want to send a subview out of my super UIView with animation, It works fine but when i tried to change the size during animation any UILabel that i have in my subview suddenly become too small.
here is part of my code
-(void)pushOutScreen:(UIViewController *)pop{
[UIView animateWithDuration:1
delay:0.0
options: UIViewAnimationTransitionFlipFromLeft
animations:^{
CGRect frame = pop.view.frame;
frame.size.height = frame.size.height /4;
frame.size.width = frame.size.width /4;
frame.origin.x = -500;
frame.origin.y = 318;
pop.view.frame = frame;
}
completion:^(BOOL finished){
NSLog(#"Done!");
}];
}
note: any UIButton or UIImage that is inside my subview animated well but i have only problem with UILabel.
UIView animation is not good option for doing this, instead of it try CAKeyframeAnimation. This is sample code for scaling UIView:
- (void) scaleView:(UIView *)popView {
CAKeyframeAnimation *animation = [CAKeyframeAnimation
animationWithKeyPath:#"transform"];
animation.delegate = self;
// CATransform3DMakeScale has 3 parameter (x,y,z)
CATransform3D scale1 = CATransform3DMakeScale(1.0, 1.0, 1);
CATransform3D scale2 = CATransform3DMakeScale(0.2, 0.2, 1);
NSArray *frameValues = [NSArray arrayWithObjects:
[NSValue valueWithCATransform3D:scale1],
[NSValue valueWithCATransform3D:scale2],
nil];
[animation setValues:frameValues];
NSArray *frameTimes = [NSArray arrayWithObjects:
[NSNumber numberWithFloat:0.0],
[NSNumber numberWithFloat:1.0],
nil];
[animation setKeyTimes:frameTimes];
animation.fillMode = kCAFillModeForwards;
animation.removedOnCompletion = NO;
animation.duration = 1.0;
[popView.layer addAnimation:animation forKey:#"popup"];
}
you can use this after you add your UIView as subView then you can call this method as scale it. for push out a sub view with this method you need to use removeFromSubView after the animation finished.
for knowing that when it finished use
-(void)animationDidStop:(CAAnimation *)anim finished:(BOOL)flag
{
[subView removeFromSuperview];
}
I hope it be useful!

Flip, Grow, and Translate Animation

Look at this video of the MLB At Bat app. Basically, I just want to present a modalViewController with the UIModalPresentationFormSheet style and have it grow from another view then flip. Like when you tap on a game in the scoreboard on the MLB app. Anyone know how I can accomplish this?
Thanks
EDIT: My main view is pretty much the same setup as the MLB app. I'm using AQGridView and want the animation to occur when a cell in the grid view is tapped.
EDIT 2: I'd also be open to ditching the UIViewController concept and just using a plain UIView, then replicate the style of UIModalPresentationFormSheet manually if that's easier.
EDIT 3: Okay, forget using a UIViewController to do this, since I haven't gotten any responses, I'll assume it isn't possible. My new question is just how do I replicate the animation in the posted video using just UIView's? So basically, the initial view needs to grow, move, and flip all at the same time.
EDIT 4: I think I have the actual animation figured out, now my only problem is calculating coordinates to feed into CATransform3DTranslate. My view needs to animate pretty much exactly like in the video. It needs to start over another view and animate to the center of the screen. Here's how I'm trying to calculate the coordinates for the view that pops up in the center:
CGPoint detailInitialPoint = [gridView convertPoint:view.frame.origin toView:detailView.frame.origin];
CGPoint detailFinalPoint = detailView.frame.origin;
gridView is the container view of my main view that holds the smaller grid items. view is the specific grid item that we are animating from. And detailView is the view that comes up in the middle of the screen.
You can implement your own transition using a category on UIViewControler.
UIViewController+ShowModalFromView.h
#import <Foundation/Foundation.h>
#import <QuartzCore/QuartzCore.h>
#interface UIViewController (ShowModalFromView)
- (void)presentModalViewController:(UIViewController *)modalViewController fromView:(UIView *)view;
#end
UIViewController+ShowModalFromView.m
#import "UIViewController+ShowModalFromView.h"
#implementation UIViewController (ShowModalFromView)
- (void)presentModalViewController:(UIViewController *)modalViewController fromView:(UIView *)view {
modalViewController.modalPresentationStyle = UIModalPresentationFormSheet;
// Add the modal viewController but don't animate it. We will handle the animation manually
[self presentModalViewController:modalViewController animated:NO];
// Remove the shadow. It causes weird artifacts while animating the view.
CGColorRef originalShadowColor = modalViewController.view.superview.layer.shadowColor;
modalViewController.view.superview.layer.shadowColor = [[UIColor clearColor] CGColor];
// Save the original size of the viewController's view
CGRect originalFrame = modalViewController.view.superview.frame;
// Set the frame to the one of the view we want to animate from
modalViewController.view.superview.frame = view.frame;
// Begin animation
[UIView animateWithDuration:1.0f
animations:^{
// Set the original frame back
modalViewController.view.superview.frame = originalFrame;
}
completion:^(BOOL finished) {
// Set the original shadow color back after the animation has finished
modalViewController.view.superview.layer.shadowColor = originalShadowColor;
}];
}
#end
This can easily be changed to use whatever animated transition you want; for your's, you might want to use a CA3DTransform. Hope this helps!
To do a flip, grow, and translate animation you can use the following code:
- (void)animate {
int newX, newY; //New position
int newW, newH; //New size
[UIView animateWithDuration:someDuration delay:someDelay animations:^{
yourView.transform = CATransform3DMakeRotation(M_PI_2,1.0,0.0,0.0); //flip halfway
yourView.frame = CGRectMake(newX/2, newY/2, newW/2, newH/2);
} completion:^{
while ([yourView.subviews count] > 0)
[[yourView.subviews lastObject] removeFromSuperview]; // remove all subviews
// Add your new views here
[UIView animateWithDuration:someDuration delay:someDelay animations:^{
yourView.transform = CATransform3DMakeRotation(M_PI,1.0,0.0,0.0); //finish the flip
yourView.frame = CGRectMake(newX, newY, newW, newH);
} completion:^{
// Flip completion code here
}];
}];
}
Hope this helps!
OK, I figured it out. Here's what I did:
CGFloat duration = 0.8;
/*
//Detail View Animations
*/
CATransform3D initialDetailScale = CATransform3DMakeScale(view.frame.size.width/vc.view.frame.size.width, view.frame.size.height/vc.view.frame.size.height, 1.0);
CATransform3D initialDetailTransform = CATransform3DRotate(initialDetailScale, -M_PI, 0.0, -1.0, 0.0);
CATransform3D finalDetailScale = CATransform3DMakeScale(1.0, 1.0, 1.0);
CATransform3D finalDetailTransform = CATransform3DRotate(finalDetailScale, 0.0, 0.0, -1.0, 0.0);
NSMutableArray *detailAnimations = [NSMutableArray array];
CABasicAnimation *detailTransform = [CABasicAnimation animationWithKeyPath:#"transform"];
detailTransform.fromValue = [NSValue valueWithCATransform3D:initialDetailTransform];
detailTransform.toValue = [NSValue valueWithCATransform3D:finalDetailTransform];
detailTransform.duration = duration;
[detailAnimations addObject:detailTransform];
CABasicAnimation *detailFadeIn = [CABasicAnimation animationWithKeyPath:#"opacity"];
detailFadeIn.fromValue = [NSNumber numberWithFloat:1.0];
detailFadeIn.toValue = [NSNumber numberWithFloat:1.0];
detailFadeIn.duration = duration/2;
detailFadeIn.beginTime = duration/2;
[detailAnimations addObject:detailFadeIn];
CABasicAnimation *detailMove = [CABasicAnimation animationWithKeyPath:#"position"];
detailMove.fromValue = [NSValue valueWithCGPoint:vc.view.layer.position];
detailMove.toValue = [NSValue valueWithCGPoint:self.view.layer.position];
detailMove.duration = duration;
[detailAnimations addObject:detailMove];
CAAnimationGroup *detailGroup = [CAAnimationGroup animation];
[detailGroup setAnimations:detailAnimations];
[detailGroup setDuration:duration];
detailGroup.removedOnCompletion = NO;
detailGroup.fillMode = kCAFillModeForwards;
detailGroup.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
[vc.view.layer addAnimation:detailGroup forKey:#"anim"];
/*
//Grid Item View Animations
*/
CATransform3D initialGridScale = CATransform3DMakeScale(1.0, 1.0, 1.0);
CATransform3D initialGridTransform = CATransform3DRotate(initialGridScale, 0.0, 0.0, 1.0, 0.0);
CATransform3D finalGridScale = CATransform3DMakeScale(vc.view.frame.size.width/view.frame.size.width, vc.view.frame.size.height/view.frame.size.height, 1.0);
CATransform3D finalGridTransform = CATransform3DRotate(finalGridScale, M_PI, 0.0, 1.0, 0.0);
NSMutableArray *gridAnimations = [NSMutableArray array];
CABasicAnimation *gridTransform = [CABasicAnimation animationWithKeyPath:#"transform"];
gridTransform.fromValue = [NSValue valueWithCATransform3D:initialGridTransform];
gridTransform.toValue = [NSValue valueWithCATransform3D:finalGridTransform];
gridTransform.duration = duration;
[gridAnimations addObject:gridTransform];
CABasicAnimation *gridFadeOut = [CABasicAnimation animationWithKeyPath:#"opacity"];
gridFadeOut.fromValue = [NSNumber numberWithFloat:0.0];
gridFadeOut.toValue = [NSNumber numberWithFloat:0.0];
gridFadeOut.duration = duration/2;
gridFadeOut.beginTime = duration/2;
[gridAnimations addObject:gridFadeOut];
CABasicAnimation *gridMove = [CABasicAnimation animationWithKeyPath:#"position"];
gridMove.fromValue = [NSValue valueWithCGPoint:view.layer.position];
gridMove.toValue = [NSValue valueWithCGPoint:[self.view.layer convertPoint:self.view.layer.position toLayer:gridView.layer]];
gridMove.duration = duration;
[gridAnimations addObject:gridMove];
CAAnimationGroup *gridGroup = [CAAnimationGroup animation];
[gridGroup setAnimations:gridAnimations];
gridGroup.duration = duration;
gridGroup.fillMode = kCAFillModeForwards;
gridGroup.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
gridGroup.removedOnCompletion = NO;
[view.layer addAnimation:gridGroup forKey:#"anim"];
I'm doing this with an item in an AQGridView. In my code sample view is the instance of AQGridViewCell that I am animating. And vc.view is my detail UIViewController/UIView that I'm displaying.
I would highly recommend taking a look at this post.
You shouldn't need to actually handle all this animation yourself.
If you use the UIView class method transitionFromView:toView:duration:options:completion: and passing in UIViewAnimationOptionTransitionFlipFromLeft or UIViewAnimationOptionTransitionFlipFromRight -- whichever way you want the animation to flip.
I have implemented the same thing as shown in the MLB app using this method. Your from view would be the cell in the grid and the to view would be the thing that would on the "back" of the cell.
Hope this will reduce the overall code you'll need.
I would use a UICollectionView with a custom UICollectionViewCell and animate in with its delegate call... Just an example for others to pick at.
#pragma mark - UICollectionViewDelegate
- (void)collectionView:(UICollectionView *)collectionView didSelectItemAtIndexPath:
(NSIndexPath *)indexPath
{
[UIView beginAnimations:#"showImage" context:Nil];
CGRect cellFrame = cell.frame;
CGRect imgFram = cell.imageView.frame;
[UIView setAnimationDuration:0.8];
[UIView setAnimationTransition:UIViewAnimationTransitionFlipFromLeft forView:cell
cache:YES];
cellFrame.size = CGSizeMake(200, 200);
cellFrame.origin.y = 10;
cellFrame.origin.x = 45;
cell.frame = cellFrame;
imgFram.size = CGSizeMake(200, 200);
cell.imageView.frame = imgFram;
[collectionView bringSubviewToFront:cell];
[UIView commitAnimations];
}

Objective C UIImageView rotation with animation not working good

I am creating compass in a table cell so I have problem with the rotation of the image view it start all over again from the position which is the image in the resources.
this is part of my code:
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.5];
[UIView setAnimationCurve:UIViewAnimationCurveEaseOut];
[UIView setAnimationDelegate:self];
if(cellValue.direction == 0){
cell.compass.transform = CGAffineTransformRotate(cell.compass.transform,DegreesToRadians([cellValue.fixedDirection floatValue]));
} else {
cell.compass.transform = CGAffineTransformRotate(cell.compass.transform,DegreesToRadians([cellValue.direction floatValue]));
}
[UIView commitAnimations];
cell.compass is UIimageView and I have image in it that is arrow vertical. if the direction is 0 then it should get to that degree and after it get angle from compass it goes to the else clause. So the image starst to rotate from that vertical position not from the last rotated position.
how to get the last rotated position and continue from there
Thanks!
Try to rotate view's layer with removedOnCompletion = NO instead of rotate UIView
CALayer *layer = [cell.compass layer];
NSNumber *initRotation = [layer valueForKeyPath:#"transform.rotation"];
//CATransform3D rotationTransform = CATransform3DRotate(layer.transform, angle, 0.0, 0.0, 1.0);
//layer.transform = rotationTransform;
CABasicAnimation *animation =[CABasicAnimation animationWithKeyPath:#"transform.rotation"];
animation.duration = 0.5;
animation.fromValue = initRotation ;
animation.toValue = [NSNumber numberWithFloat:([initRotation floatValue] + angle)];
animation.removedOnCompletion = NO;
[layer addAnimation:animation forKey:#"transform.rotation"];
I found a solution to the problem like this:
NSLog(#"old dir %d: new dir: %d", [cellValue.oldDirection intValue], [cellValue.direction intValue]);
CABasicAnimation *animation =[CABasicAnimation animationWithKeyPath:#"transform.rotation"];
animation.duration = 0.5;
int oldDir = [cellValue.oldDirection intValue];
int newDir = [cellValue.direction intValue];
/// in didUpdateHeading
/// int result = 0;
/// result = fixedDir - orientation;
/// place.oldDirection = place.direction;
/// place.direction = [NSNumber numberWithInt:result];
fixed dir is the direction in degree from north to the place! and orientation is the current orientation in degree from the compass or trueHeading
if (oldDir*newDir < 0 && abs(abs(oldDir) - abs(newDir)) < 180) {
oldDir = (360 + oldDir) % 360;
newDir = (360 + newDir) % 360;
}
animation.fromValue = [NSNumber numberWithFloat:DegreesToRadians(oldDir)];
animation.toValue = [NSNumber numberWithFloat:DegreesToRadians(newDir)];
animation.removedOnCompletion = NO;
animation.fillMode = kCAFillModeForwards;
[cell.compass.layer addAnimation:animation forKey:#"transform.rotation"];
float differenceAngle = [animation.toValue floatValue] - [animation.fromValue floatValue];
CATransform3D rotationTransform = CATransform3DMakeAffineTransform(CGAffineTransformRotate(cell.compass.transform,differenceAngle));
cell.compass.layer.transform = rotationTransform;
I hope I helped :)

iphone sdk MapView update users location

I've successfully put together a mapview with a pin annotation representing the users current position that updates at a set interval. When the location manager updates the user's position, the pin annotation disappears and reappears at the new location. Has anyone played with getting the current user's GPS location to update through the use of an animation, like what is done in Apple's offical mapping application? If so, I'd love some pointers to get this to work. Thanks!
Solution 1:
First, you need to make your view controller implement MKMapViewDelegate if it doesn't already.
Then, implement this method:
- (void)mapView:(MKMapView *)mapView didAddAnnotationViews:(NSArray *)views {
MKAnnotationView *aV;
for (aV in views) {
CGRect endFrame = aV.frame;
aV.frame = CGRectMake(aV.frame.origin.x, aV.frame.origin.y - 230.0, aV.frame.size.width, aV.frame.size.height);
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.45];
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
[aV setFrame:endFrame];
[UIView commitAnimations];
}
}
Add your annotations to the MapView and when they are added, this delegate method will be called and will animate the pins from top to bottom as they are added.
The values for timing and positioning can be changed a little bit but I've tweaked it to make it look best/closest to the traditional drop (as far as I've tested).
Solution 2:
Alternatively, if you're making a MKAnnotationView subclass, you can use didMoveToSuperview to trigger the animation. The following does a drop that ends in a slight 'squish' effect
#define kDropCompressAmount 0.1
#implementation MyAnnotationViewSubclass
...
- (void)didMoveToSuperview {
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"transform"];
animation.duration = 0.4;
animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseIn];
animation.fromValue = [NSValue valueWithCATransform3D:CATransform3DMakeTranslation(0, -400, 0)];
animation.toValue = [NSValue valueWithCATransform3D:CATransform3DIdentity];
CABasicAnimation *animation2 = [CABasicAnimation animationWithKeyPath:#"transform"];
animation2.duration = 0.10;
animation2.beginTime = animation.duration;
animation2.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseOut];
animation2.toValue = [NSValue valueWithCATransform3D:CATransform3DScale(CATransform3DMakeTranslation(0, self.layer.frame.size.height*kDropCompressAmount, 0), 1.0, 1.0-kDropCompressAmount, 1.0)];
animation2.fillMode = kCAFillModeForwards;
CABasicAnimation *animation3 = [CABasicAnimation animationWithKeyPath:#"transform"];
animation3.duration = 0.15;
animation3.beginTime = animation.duration+animation2.duration;
animation3.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseOut];
animation3.toValue = [NSValue valueWithCATransform3D:CATransform3DIdentity];
animation3.fillMode = kCAFillModeForwards;
CAAnimationGroup *group = [CAAnimationGroup animation];
group.animations = [NSArray arrayWithObjects:animation, animation2, animation3, nil];
group.duration = animation.duration+animation2.duration+animation3.duration;
group.fillMode = kCAFillModeForwards;
[self.layer addAnimation:group forKey:nil];
}
Hope this helps!
PK