How to prevent iOS screenshot in react-native - ios

In my application I want to disable screen shots function for IOS in React-native.
Please suggest me any working package or any native code which can disable screen shots in IOS.

this is one of the solutions by the library react native prevent screenshot:, check out the link rn-screenshot
Overlay screen by added 2 two into appDelegate.m
- (void)applicationWillResignActive:(UIApplication *)application {
// fill screen with our own colour
UIView *colourView = [[UIView alloc]initWithFrame:self.window.frame];
colourView.backgroundColor = [UIColor whiteColor];
colourView.tag = 1234;
colourView.alpha = 0;
[self.window addSubview:colourView];
[self.window bringSubviewToFront:colourView];
// fade in the view
[UIView animateWithDuration:0.5 animations:^{
colourView.alpha = 1;
}];
}
- (void)applicationDidBecomeActive:(UIApplication \*)application {
// grab a reference to our coloured view
UIView \*colourView = [self.window viewWithTag:1234];
// fade away colour view from main view
[UIView animateWithDuration:0.5 animations:^{
colourView.alpha = 0;
} completion:^(BOOL finished) {
// remove when finished fading
[colourView removeFromSuperview];
}];
}

Related

iOS 7 (sublayer) AVPlayer Fullscreen animate and need to above (cover) UINavigationBar

I am trying to give up MPMoviePlayerController and switch to AVPlayer but facing problem on 'AVPlayer(Layer) Full Screen animation'.
Project Source Code: http://www.kevin-and-idea.com/avplayer.zip
Goal: Currently, AVPlayer(Layer) is part of the elements on ViewController. The play is need to be able to switch between 'Small' and full screen and when it full screen, it need to be above (cover) statue bar and navigation bar. Also, the player need to be rotate-able depends on Device Orientation
Problem: Don't know how to 'take out' the AVPlayerLayer and 'Cover' the whole screen including statue bar & navigation bar.
Currently: I set UINavigationBar hide and status bar hide to archive but this is not the goal and rotate without issue
THANK YOU SO MUCH!!!
p.s. Click the info icon to switch to full screen
https://c1.staticflickr.com/1/388/18237765479_7d3c292449_z.jpg
Code
- (IBAction)goFullScreen:(id)sender {
[UIView animateWithDuration:0.25
delay:0.0
options:UIViewAnimationOptionCurveEaseOut
animations:^{
if (topSpaceConstraints.priority == 999) {
videoContainerSizeRatioConstraints.priority = 250;
[[UIApplication sharedApplication] setStatusBarHidden:YES];
[self.navigationController setNavigationBarHidden:YES];
topSpaceConstraints.priority = 250;
} else {
videoContainerSizeRatioConstraints.priority = 999;
[[UIApplication sharedApplication] setStatusBarHidden:NO];
[self.navigationController setNavigationBarHidden:NO];
topSpaceConstraints.priority = 999;
}
[self.view layoutIfNeeded];
}
completion:nil];
}
You have two options (maybe more):
You create a view that is higher in the view hierarchy than your navigation controller view therefore you can just put something that is 'above'. Probably this would be the most visually appealing one and I'm sure most professional apps use this.
The other option you have is just to hide the navigationbar when someone pushes the fullscreen button.
UPDATE:
Maybe a 'better' way for options 1:
I looked at prev. project of mine and maybe you want to use this:
Create a new window to contain your avplayer.
Subclass UIView and implemnt a 'show' method like this:
self.window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
self.alpha = 0;
self.window.windowLevel = UIWindowLevelAlert;
self.window.backgroundColor = [UIColor colorWithWhite:0.0f alpha:0.0f];
[self.window addSubview:self];
[self.window addSubview:self];
[self.window makeKeyAndVisible];
[UIView animateKeyframesWithDuration:0.3 delay:0 options:UIViewKeyframeAnimationOptionBeginFromCurrentState animations:^{
[UIView addKeyframeWithRelativeStartTime:0. relativeDuration:0.7 animations:^{
// PROBABLY MORE ANIMATION HERE...
self.alpha = 1;
}];
[UIView addKeyframeWithRelativeStartTime:0 relativeDuration:1 animations:^{
self.window.backgroundColor = [UIColor colorWithWhite:0.0f alpha:self.targetDimmDensity];
}];
} completion:^(BOOL finished) {
}];
The self.window is a new #property (nonatomic, strong) UIWindow *window; I created!

iOS 7 photos app like custom UIViewController Transition

I am a bit new to iOS development. I am working on an app that has about 5,000 visual data points, organized in categories. I want to present them in a UICollectionView with very tiny UICollectionViewCells. When a user taps on something in a category, the category zooms in with the selected cell in focus. Pretty much like how the "Photos" tab of the iOS 7 Photos app works: Years > Collections > Moments.
How do I go about implementing a custom transition like that? Are there any open-source libraries already written for accomplishing this?
If you can't find any library, try to play with this code I wrote for custom animations. You can specify a start point, an end point, start scale and end scale of a view that you want to zoom and scale in or out. See below an example how I use it. The point is to use a fake view to push it with animation, then push and pop your real view without animation. viewobj is set to fade in from alpha 0 to alpha 1, zoomableView will scale from the point/scale you give as parameter to the final position you set it in your storyboard/xib. Hope it will help.
# you can create a category vor UIView and add these methods
- (void) addSubView:(UIView*)viewObj animateFromPoint:(CGPoint)point zoomableView:(UIView*)view minScale:(CGSize)scale completion:(void (^)(void))completionBlock{
CGPoint center = view.center;
[view setTransform:CGAffineTransformMakeScale(scale.width, scale.height)];
viewObj.alpha = 0;
view.center = point;
[self addSubview:viewObj];
[self addSubview:view];
[UIView animateWithDuration:0.3
delay:0.0
options:UIViewAnimationOptionCurveEaseOut
animations:^{
view.center = center;
[view setTransform:CGAffineTransformMakeScale(1.0, 1.0)];
viewObj.alpha = 1;
}
completion:^(BOOL fin){
if(completionBlock)
completionBlock();
}];
}
- (void) removeFromSuperviewAnimateToPoint:(CGPoint)point zoomableView:(UIView*)view minScale:(CGSize)scale completion:(void (^)(void))completionBlock{
CGRect startFrame = view.frame;
self.alpha = 1;
[self.superview addSubview:view];
[UIView animateWithDuration:0.3
delay:0.0
options:UIViewAnimationOptionCurveEaseIn
animations:^{
view.center = point;
[view setTransform:CGAffineTransformMakeScale(scale.width, scale.height)];
self.alpha = 0;
}
completion:^(BOOL fin){
[self removeFromSuperview];
[view removeFromSuperview];
[view setTransform:CGAffineTransformMakeScale(1, 1)];
view.frame = startFrame;
[self addSubview:view];
if(completionBlock)
completionBlock();
}];
}
And to use them:
# your did select item at index path:
self.itemDetails = [self.storyboard instantiateViewControllerWithIdentifier:#"ItemDetailsVC"];
ItemDetailsVC* itd = [self.storyboard instantiateViewControllerWithIdentifier:#"ItemDetailsVC"];
__weak UIViewController* wself = self;
[self.view addSubView:self.itemDetails.view animateFromPoint:self.zoomedFrom zoomableView:self.itemDetails.viewZoomable minScale:CGSizeMake(0.371134, 0.371134) completion:^{
[wself.navigationController pushViewController:itd animated:NO];
}];
self.addSubviewIsUp = YES;
# back button of the view you added:
[self.navigationController popViewControllerAnimated:NO];
# viewdidapear of your main screen
if(self.addSubviewIsUp){
[self.addVc.view removeFromSuperviewAnimateToPoint:CGPointMake(160, 75) zoomableView:self.addVc.zoomableView minScale:CGSizeMake(0.01, 0.01) completion:^{
}];
}
self.addSubviewIsUp = NO;

Imitating screenshot flash animation on iOS

Im looking for a way to copy the "blink" animation, that is played when pressing home+lock.
Does anyone know if this animation is available somehow?
On an iOS device you take a screenshot when you press home + lock and the screen flashes white. Do you mean this effect? If so, try this:
Add a UIView with a white background color to your view hierarchy such that it covers the whole screen. Then, start an animation that fades the opacity of this view to zero. On completion, remove the view from its superview:
[UIView animateWithDuration: 0.5
animations: ^{
whiteView.alpha = 0.0;
}
completion: ^(BOOL finished) {
[whiteView removeFromSuperview];
}
];
Try:
[UIView animateWithDuration:1 animations:^{
self.view.backgroundColor = [UIColor blackColor];
for (UIView *view2 in self.view.subviews) {
view2.backgroundColor = [UIColor blackColor];
}
}];
[UIView animateWithDuration:1 animations:^{
self.view.backgroundColor = [UIColor whiteColor];
for (UIView *view2 in self.view.subviews) {
view2.backgroundColor = [UIColor whiteColor];
}
}];
I have found very easy way to imitate exactly the Screenshot Flash Apple uses. I wish everyone try it at least once.
UIView * flashView = [[UIView alloc] initWithFrame:self.view.frame];
flashView.backgroundColor = [UIColor whiteColor];
[self.view addSubview:flashView];
[UIView animateWithDuration:1 delay:0.3 options:0 animations:^{
flashView.alpha = 0;
} completion:^(BOOL finished)
{
[flashView removeFromSuperview];
}];
}
These examples gave me inspiration, but did not give me the desired effect. This is my attempt, looks pretty close to the real deal.
func mimicScreenShotFlash() {
let aView = UIView(frame: self.view.frame)
aView.backgroundColor = UIColor.whiteColor()
self.view.addSubview(aView)
UIView.animateWithDuration(1.3, delay: 0, options: UIViewAnimationOptions.CurveEaseInOut, animations: { () -> Void in
aView.alpha = 0.0
}, completion: { (done) -> Void in
aView.removeFromSuperview()
})
}
Two problems with the current solutions:
putting views over other views can (in my experience with UICollectionView and other crap) trigger autolayout. Autolayout is bad. Autolayout makes the machine do a burst of work and can have side effects other than just calculating for no reason other than to burn CPU and battery. So, you don't want to give it reasons to autolayout, for instance, adding a subview to a view that really, really cares about keeping itself laid out nicely.
your view doesn't cover the whole screen necessarily, so if you want to flash the whole screen, you're better off using a UIWindow ... this should insulate from any view controllers that are touchy about having subviews added
This is my implementation, a category on UIView. I've included methods to take a screenshot before flashing the window, and saving it to the camera roll afterwards. Note that UIWindow seems to want to do its own animations when being added, it will normally fade in over maybe a third of a second. There may be a better way of telling it not to do this.
// stupid blocks
typedef void (^QCompletion)(BOOL complete);
#interface UIView (QViewAnimation)
+ (UIImage *)screenshot; // whole screen
+ (void)flashScreen:(QCompletion)complete;
- (UIImage *)snapshot; // this view only
- (void)takeScreenshotAndFlashScreen;
#end
#implementation UIView (QViewAnimation)
+ (UIImage *)screenshot;
{
NSArray *windows = [[UIApplication sharedApplication] windows];
UIWindow *window = nil;
if (windows.count) {
window = windows[0];
return [window snapshot];
} else {
NSLog(#"Screenshot failed.");
return nil;
}
}
- (UIImage *)snapshot;
{
UIGraphicsBeginImageContextWithOptions(self.bounds.size, YES, 0);
[self drawViewHierarchyInRect:self.bounds afterScreenUpdates:YES];
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
return image;
}
+ (void)flashScreen:(QCompletion)complete;
{
UIScreen *screen = [UIScreen mainScreen];
CGRect bounds = screen.bounds;
UIWindow * flash = [[UIWindow alloc] initWithFrame:bounds];
flash.alpha = 1;
flash.backgroundColor = [UIColor whiteColor];
[UIView setAnimationsEnabled:NO];
[flash makeKeyAndVisible];
[UIView setAnimationsEnabled:YES];
[UIView animateWithDuration:0.3
delay:0
options:UIViewAnimationCurveEaseOut
animations:^{
flash.alpha = 0;
}
completion: ^(BOOL finished)
{
flash.hidden = YES;
[flash autorelease];
if (complete) {
complete(YES);
}
}];
}
- (void)takeScreenshotAndFlashScreen;
{
UIImage *image = [UIView screenshot];
[UIView flashScreen:^(BOOL complete){
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_BACKGROUND,0),
^{
UIImageWriteToSavedPhotosAlbum(image,self,#selector(imageDidFinishSaving:withError:context:),nil);
});
}];
}
- (void)imageDidFinishSaving:(UIImage *)image
withError:(NSError *)error
context:(void *)context;
{
dispatch_async(dispatch_get_main_queue(),^{
// send an alert that the image saved
});
}
#end

iOS: Animate splash screen out on top of status bar

OK, I get the concept of adding a UIImageView as soon as the app launches, and animating it out to fake the splash animation. However, the status bar interferes.
I need a UIImageView on top of everything, including the status bar, and while it fades away, the app is shown with the status bar. Hence, settings the Status bar initially hidden, then animating it in is not a viable option.
What you require is a second UIWindow with a windowLevel of UIWindowLevelStatusBar or higher. You would create two UIWindow objects in your application delegate, one with your regular view hierarchy, the other with the image, and animate the second to fade out (or however else you need to animate). Both windows should be visible, with the splash window being on top.
This approach is complicated, as you might have problems with rotation, depending on your regular view hierarchy. We've done this in our software, and it works well.
EDIT:
Adapted Solution (window approach, very simple):
UIImageView* splashView = [[UIImageView alloc] initWithImage:[UIImage imageWithBaseName:#"Default"]];
[splashView sizeToFit];
UIViewController* tmpVC = [UIViewController new];
[tmpVC.view setFrame:splashView.bounds];
[tmpVC.view addSubview:splashView];
// just by instantiating a UIWindow, it is automatically added to the app.
UIWindow *keyWin = [UIApplication sharedApplication].keyWindow;
UIWindow *hudWindow = [[UIWindow alloc] initWithFrame:CGRectMake(0.0f, -20.0f, keyWin.frame.size.width, keyWin.frame.size.height)];
[hudWindow setBackgroundColor:[UIColor clearColor]];
[hudWindow setRootViewController:tmpVC];
[hudWindow setAlpha: 1.0];
[hudWindow setWindowLevel:UIWindowLevelStatusBar+1];
[hudWindow setHidden:NO];
_hudWin = hudWindow;
[UIView animateWithDuration:2.3f animations:^{
[_hudWin setAlpha:0.f];
} completion:^(BOOL finished) {
[_hudWin removeFromSuperview];
_hudWin = nil;
}];
Finally, credit goes to this guy.
A more simple approach would be to launch your application with the status bar hidden, have the view you would like to animate on the top of the view hierarchy, and after the animation is finished, display the status bar using [[UIApplication sharedApplication] setStatusBarHidden:NO withAnimation:UIStatusBarAnimationSlide]
You can add a subview to the App's UIWindow. Set the Y coordinate of the UIImageView's frame to -20 pixels in order to handle the status bar.
Add the Default PNG image to your window and tag it:
static const NSInteger kCSSplashScreenTag = 420; // pick any number!
UIImageView *splashImageView;
// Careful, this wont work for iPad!
if ( [[UIScreen mainScreen] bounds].size.height > 480.0f ) // not best practice, but works for detecting iPhone5.
{
splashImageView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"Default-568h"]];
}
else
{
splashImageView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"Default"]];
}
splashImageView.frame = CGRectMake(0.0f, -20.0f, splashImageView.image.size.width, splashImageView.image.size.height);
splashImageView.tag = kCSSplashScreenTag;
[self.window addSubview:splashImageView];
[splashImageView release];
[self _fadeOutSplaceImageView];
Then fade it out
- (void)_fadeOutSplashImageView
{
UIView *splashview = [self.window viewWithTag:kCSSplashScreenTag];
if ( splashview != nil )
{
[UIView animateWithDuration:0.5
delay:0.0
options:0
animations:^{
splashview.alpha = 0.0f;
}
completion:^(BOOL finished) {
[splashview removeFromSuperview];
}];
}
}

UIView transitionFromView: toView: animation not working.

It's my first post on stackoverflow. I'm a iOS developer newbie and I'm not a native English speaker, so I will do my best to explain my problem.
Problem:
I have added two views to my AppDelegate window and I want to flip from one to the other using:
UIView transitionFromView:toView:
The first view (MainScreenView) has its own ViewController. On the MainScreenView .xib file I have a button with an action that calls the method "goShow" implemented in my AppDelegate. In that method I use UIView transitionFromView:toView: to transition to the second view. So far everything is working fine.
My second view (a scrollview) is declared programmatically in my AppDelegate and has a bunch of pictures inside it (picturesViewController) and on top of those, has a UIPinchGestureRecognizer.
I'm using a gesture recognizer to flip back to my MainScreenView. That is where the problem is. When I do a pinch gesture on the scrollview the MainScreenView.view appears immediately, before the animation, so the flip animation looks wrong.
The code I'm using is:
-(BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
mainScreen = [[MainScreenViewController alloc] initWithNibName:#"MainScreenViewController" bundle: [NSBundle mainBundle]];
CGRect frame = self.window.bounds;
int pageCount = 10;
scrollView = [[UIScrollView alloc] initWithFrame:frame];
scrollView.contentSize = CGSizeMake(320*pageCount, 480);
scrollView.pagingEnabled = YES;
scrollView.showsHorizontalScrollIndicator = FALSE;
scrollView.showsVerticalScrollIndicator = FALSE;
scrollView.delegate = self;
[...] 'While' adding pictures to de scrollView
UIPinchGestureRecognizer *twoFingerPinch = [[[UIPinchGestureRecognizer alloc] initWithTarget:self action:#selector(goBackToMain)] autorelease];
[scrollView addGestureRecognizer:twoFingerPinch];
[self.window addSubview: scrollView];
[scrollView setHidden:TRUE];
[self.window addSubview: mainScreen.view];
[self.window makeKeyAndVisible];
return YES;
}
-(void) goShow{
[UIView transitionFromView:mainScreen.view
toView:scrollView
duration:0.5
options:UIViewAnimationOptionTransitionFlipFromRight | UIViewAnimationOptionShowHideTransitionViews
completion:NULL];
[UIView commitAnimations];
}
-(void) goBackToMain {
[UIView transitionFromView:scrollView
toView:mainScreen.view
duration:0.5
options:UIViewAnimationOptionTransitionFlipFromRight | UIViewAnimationOptionShowHideTransitionViews
completion:NULL];
[UIView commitAnimations];
}
I'm using show/hide views instead of addSubview/removeFromSuperView because I tried the add and remove and got an app crash in the pinch gesture, exactly in same step that is failing the animation. Probably it is the same error, but I'm unable to find the reason for this. Any help would be appreciated.
Thanks.
Ok. With Adrian's help, here's the UIPinchGesture code that solved my problem:
[...]
UIPinchGestureRecognizer *twoFingerPinch = [[[UIPinchGestureRecognizer alloc] initWithTarget:self action:#selector(goBackToMain:)] autorelease];
[scrollView addGestureRecognizer:twoFingerPinch];
-(void)goBackToMain:(UIPinchGestureRecognizer *)recognizer {
if (recognizer.state == UIGestureRecognizerStateEnded)
{
[UIView transitionFromView:scrollView
toView:mainScreen.view
duration:0.4
options:UIViewAnimationOptionTransitionFlipFromRight | UIViewAnimationOptionShowHideTransitionViews
completion:nil];
[UIView commitAnimations];
}
First, you cannot mix the old method beginAnimation commitAnimation combination with the new block method transitionFromView.
Second, when using block method animation, make sure you use a container (probably a UIView) that will be the parent of the two views you want to switch. Without the container you will be animating the whole view instead. Make sure the container have the same size as the subviews that will switch.
Example:
[container addSubView:frontView];
[container addSubView:backView];
[self.view addSubView:container];
[UIView transitionFromView:backView toView:frontView duration:0.5 options:UIViewAnimationOptionTransitionFlipFromRight completion:nil];
Read more about animations in iOS.
In your example you forgot [UIView beginAnimations].

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