Animated custom layout in UICollectionView - ios

I need to create a UICollectionView like the following picture.
I have been able to make horizontally scrollable, but unable to make the UI like the picture. Any help? Thanks.

Here is what you wanted,you just need to have a custom UICollectionViewFlowLayout,and override the method -(NSArray<UICollectionViewLayoutAttributes *> *)layoutAttributesForElementsInRect:(CGRect)rect to change the cell display attributes.
Here is the layout code with comment in each main operation
#implementation HorizonSclaeLayout
-(instancetype)init{
self = [super init];
if (self) {
self.scrollDirection = UICollectionViewScrollDirectionHorizontal;
}
return self;
}
static const CGFloat kMaxDistancePercentage = 0.3f;
static const CGFloat kMaxRotation = 0;//(CGFloat)(70.0 * (M_PI / 180.0));
static const CGFloat kMaxZoom = 0.6f;
-(NSArray<UICollectionViewLayoutAttributes *> *)layoutAttributesForElementsInRect:(CGRect)rect{
//1 the visible rectangle of the collection view, calculated using the content offset of the view and the bounds size.
CGRect visibleRect = (CGRect){
.origin = self.collectionView.contentOffset,
.size = self.collectionView.bounds.size
};
//2 the maximum distance away from the center, which defines the distance from the center at which each cell is fully rotated
CGFloat maxDistance = visibleRect.size.width/2;
NSArray *array = [super layoutAttributesForElementsInRect:rect];
for (UICollectionViewLayoutAttributes *attributes in array) {
//3 find the distance of the cell from the center of the current visible rectangle
CGFloat distance = CGRectGetMidX(visibleRect) - attributes.center.x;
//4 normalize this distance against the maximum distance to give a percentage of how far the view is along the line from the center to the maximum points in either direction
CGFloat normalizedDistance = distance / maxDistance;
normalizedDistance = MIN(normalizedDistance, 1.0f);
normalizedDistance = MAX(normalizedDistance, -1.0f);
//5 calculate the rotation and zoom
CGFloat rotation = normalizedDistance * kMaxRotation;
CGFloat zoom = 1.0f + ((1.0f - ABS(normalizedDistance))*kMaxZoom);
//6 create the required transform by first setting m34 so that when the rotation is done
// skew is applied to make it have the appearance of coming out of and going into the screen
CATransform3D transform = CATransform3DIdentity;
transform.m34 = - 1.0 / 550.0;
transform = CATransform3DRotate(transform, rotation, 0.0f, 1.0f, 0.0f);
transform = CATransform3DScale(transform, zoom, zoom, 0.0f);
attributes.transform3D = transform;
}
return array;
}
-(CGSize)itemSize{
return CGSizeMake(60, 60 * 1.2);
}
-(CGFloat)minimumLineSpacing{
return 30;
}
-(BOOL)shouldInvalidateLayoutForBoundsChange:(CGRect)newBounds{
return YES;
}
#end

Here in this sample LineLayout has already implemented the required custom layout (that's what I guessed from the image shown).

Related

icarousel Vertical Scroll Effect on tableview with images

i am trying to apply iCarousel vertical type effect on tableview cell images.
But not set vertical scroll effect.
i also check this,
https://github.com/nicklockwood/iCarousel
but in this example only set horizontal scroll effect. and i want to set Vertical type effect.
so , suggest me some good demo link or with proper code solution.
this is some code for that ...
- (CATransform3D)carousel:(iCarousel *)carousel itemTransformForOffset:(CGFloat)offset baseTransform:(CATransform3D)transform {
const CGFloat centerItemZoom = 1.6;
const CGFloat centerItemSpacing = 1.5;
CGFloat spacing = [self carousel:carousel valueForOption:iCarouselOptionSpacing withDefault:1.0f];
CGFloat absClampedOffset = MIN(1.0, fabs(offset));
CGFloat clampedOffset = MIN(1.0, MAX(-1.0, offset));
CGFloat scaleFactor = 1.0 + absClampedOffset * (1.0/centerItemZoom - 1.0);
offset = (scaleFactor * offset + scaleFactor * (centerItemSpacing - 1.0) * clampedOffset) * carousel.itemWidth * spacing;
if (carousel.vertical)
{
transform = CATransform3DTranslate(transform, 0.0f, offset, -absClampedOffset);
}
else
{
transform = CATransform3DTranslate(transform, offset, 0.0f, -absClampedOffset);
}
transform = CATransform3DScale(transform, scaleFactor, scaleFactor, 2.0f);
return transform;
}
but not work for my requirement.
Thank x in advance
if you want vertical scroll add this in your code
self.carousel.vertical = !self.carousel.vertical;

Set anchor point in UICollectionViewLayoutAttributes

I want to perform transform animation in UICollectionViewLayout. Well that is achieved easily but I can't find way to set the anchorPoint of UICollectionViewLayoutAttributes. I want to perform door opening and closing animation while collection view item is inserted
-(UICollectionViewLayoutAttributes *)initialLayoutAttributesForAppearingItemAtIndexPath:(NSIndexPath *)itemIndexPath{
UICollectionViewLayoutAttributes *attributes = [super initialLayoutAttributesForAppearingItemAtIndexPath:itemIndexPath];
attributes.alpha = 1.0;
CGFloat progress = 0.0;
CATransform3D transform = CATransform3DIdentity;
transform.m34 = -1.0/500.0;
CGFloat angle = (1 - progress) * M_PI_2;
transform = CATransform3DRotate(transform, angle, 0, 1, 0 );
UICollectionViewCell *cell = [self.collectionView cellForItemAtIndexPath:itemIndexPath];
cell.hidden = YES;
attributes.transform3D = transform;
return attributes;
}
There doesn't seem to be an anchorPoint attribute in UICollectionViewLayoutAttributes, so you'll have to subclass it, add a property for anchorPoint and use the applyLayoutAttributes on UICollectionViewCell to set the anchorPoint value on the cell.

UICollectionViewCell disappears in iOS 8

I have a collectionView which works well in iOS 7 and now in iOS 8 is acts strangely.
when collectionView appears it only displays one cell: (it must be 2)
but after scrolling a bit the second cell appears
Im using a custom collectionViewFlowLayout. but changing to UICollectionViewFlowLayout doesn't fix the issue.
Cell Size : 657, 500
Min Spacing For Lines : 100
Min Spacing For Cells : 10
I have added left and right edge insets: (if I remove the insets it works well. but I must use insets to keep my cell at the center of view)
- (UIEdgeInsets)collectionView:(UICollectionView *)cv
layout:(UICollectionViewLayout *)cvl
insetForSectionAtIndex:(NSInteger)section {
return UIEdgeInsetsMake(0, (cv.bounds.size.width - 657) / 2.0f, 0,
(cv.bounds.size.width - 657) / 2.0f);
}
Here is my custom flow layout:
#import "CoverFlowLayout.h"
static const CGFloat kMaxDistancePercentage = 0.3f;
//static const CGFloat kMaxRotation = (CGFloat)(50.0 * (M_PI / 180.0));
static const CGFloat kMaxZoom = 0.1f;
#implementation CoverFlowLayout
- (id)init {
if ((self = [super init])) {
self.scrollDirection = UICollectionViewScrollDirectionHorizontal;
self.minimumLineSpacing = 10000.0f; }
return self;
}
- (NSArray*)layoutAttributesForElementsInRect:(CGRect)rect {
// 1
CGRect visibleRect =
(CGRect){.origin = self.collectionView.contentOffset,
.size = self.collectionView.bounds.size};
CGFloat maxDistance =
visibleRect.size.width * kMaxDistancePercentage;
// 2
NSArray *array = [super layoutAttributesForElementsInRect:rect];
for (UICollectionViewLayoutAttributes *attributes in array) {
// 3
CGFloat distance =
CGRectGetMidX(visibleRect) - attributes.center.x;
// 4
CGFloat normalizedDistance = distance / maxDistance;
normalizedDistance = MIN(normalizedDistance, 1.0f);
normalizedDistance = MAX(normalizedDistance, -1.0f);
// 5
//CGFloat rotation = normalizedDistance * kMaxRotation;
CGFloat zoom = 1.0f + ((1.0f - ABS(normalizedDistance)) * kMaxZoom);
// 6
CATransform3D transform = CATransform3DIdentity;
transform.m34 = 1.0 / -1000.0;
//transform = CATransform3DRotate(transform,
// rotation, 0.0f, 1.0f, 0.0f);
transform = CATransform3DScale(transform, zoom, zoom, zoom);
attributes.transform3D = transform;
}
// 7
return array;
}
- (BOOL)shouldInvalidateLayoutForBoundsChange:(CGRect)newBounds {
return YES;
}
- (CGPoint)targetContentOffsetForProposedContentOffset: (CGPoint)proposedContentOffset withScrollingVelocity:(CGPoint)velocity
{
// 1
CGFloat offsetAdjustment = CGFLOAT_MAX;
CGFloat horizontalCenter = proposedContentOffset.x +
(CGRectGetWidth(self.collectionView.bounds) / 2.0f);
// 2
CGRect targetRect = CGRectMake(proposedContentOffset.x,
0.0f, self.collectionView.bounds.size.width, self.collectionView.bounds.size.height);
NSArray *array =
[super layoutAttributesForElementsInRect:targetRect];
for (UICollectionViewLayoutAttributes* layoutAttributes in array)
{
// 3
CGFloat distanceFromCenter = layoutAttributes.center.x - horizontalCenter;
if (ABS(distanceFromCenter) < ABS(offsetAdjustment))
{
offsetAdjustment = distanceFromCenter;
}
}
// 4
return CGPointMake(proposedContentOffset.x + offsetAdjustment,
proposedContentOffset.y);
}
initially in overrided layoutAttributesForElementsInRect visible rect is {0,0, 1024, 768}
but [super layoutAttributesForElementsInRect:rect]; returns only one UICollectionViewCellAttribute. (it should be 2)
is any idea how can I fix this?
I don know How it can be cause of the issue but it was originated from:
NSIndexPath *visibleIndexPath = [self.collectionView indexPathForItemAtPoint:midPoint];
I want to update my pageControl to indicate which cell is at the center of screen.
I Changed my method and now it works well:
//*****updating page control*****
// get the visible rect
CGRect visibleRect = (CGRect) {.origin = self.collectionView.contentOffset,
.size = self.collectionView.bounds.size};
// get the mid point in the visible rect
CGPoint midPoint = CGPointMake(CGRectGetMidX(visibleRect), CGRectGetMidY(visibleRect));
// find indexPath of the item in that midPoint
//in iOS 8 Cause the second cell disappear
//NSIndexPath *visibleIndexPath = [self.collectionView indexPathForItemAtPoint:midPoint];
//iterating through visble cells to find the cell which contains midpoint then get get that cell indexpath
for (UICollectionViewCell *cell in [self.collectionView visibleCells]) {
if (CGRectContainsPoint(cell.frame, midPoint)) {
NSIndexPath *indexPath = [self.collectionView indexPathForCell:cell];
//update page control
self.pageControl.currentPage = indexPath.row;
//quiting loop
break;
}
}

Transforming UICollectionViewCell causes touch events not be captured

Im trying to create a horizontal collection view by subclassing UICollectionViewFlowLayout.
which the center cell be scaled a little more to be focused on the view.
see the screen shot:
but UICollectionViewCell doesn't capture touch events. I mean when I tap on the cell the delegate method - (void)collectionView:(UICollectionView *)collectionView didSelectItemAtIndexPath:(NSIndexPath *)indexPath won't called.
but when I remove the scale transform from the cell, the above method called!
#import "CoverFlowLayout.h"
static const CGFloat kMaxDistancePercentage = 0.3f;
static const CGFloat kMaxRotation = (CGFloat)(50.0 * (M_PI / 180.0));
static const CGFloat kMaxZoom = 0.1f;
#implementation CoverFlowLayout
- (id)init {
if ((self = [super init])) {
self.scrollDirection = UICollectionViewScrollDirectionHorizontal;
self.minimumLineSpacing = 10000.0f; }
return self;
}
- (NSArray*)layoutAttributesForElementsInRect:(CGRect)rect {
// 1
CGRect visibleRect =
(CGRect){.origin = self.collectionView.contentOffset,
.size = self.collectionView.bounds.size};
CGFloat maxDistance =
visibleRect.size.width * kMaxDistancePercentage;
// 2
NSArray *array =
[super layoutAttributesForElementsInRect:rect];
for (UICollectionViewLayoutAttributes *attributes in array) {
// 3
CGFloat distance =
CGRectGetMidX(visibleRect) - attributes.center.x;
// 4
CGFloat normalizedDistance = distance / maxDistance;
normalizedDistance = MIN(normalizedDistance, 1.0f);
normalizedDistance = MAX(normalizedDistance, -1.0f);
// 5
CGFloat rotation = normalizedDistance * kMaxRotation;
CGFloat zoom = 1.0f + ((1.0f - ABS(normalizedDistance)) * kMaxZoom);
// 6
CATransform3D transform = CATransform3DIdentity;
transform.m34 = 1.0 / -1000.0;
//transform = CATransform3DRotate(transform,
// rotation, 0.0f, 1.0f, 0.0f);
transform = CATransform3DScale(transform, zoom, zoom, 0.0f);
attributes.transform3D = transform;
}
// 7
return array;
}
- (BOOL)shouldInvalidateLayoutForBoundsChange:(CGRect)newBounds {
return YES;
}
- (CGPoint)targetContentOffsetForProposedContentOffset: (CGPoint)proposedContentOffset withScrollingVelocity:(CGPoint)velocity
{
// 1
CGFloat offsetAdjustment = CGFLOAT_MAX;
CGFloat horizontalCenter = proposedContentOffset.x +
(CGRectGetWidth(self.collectionView.bounds) / 2.0f);
// 2
CGRect targetRect = CGRectMake(proposedContentOffset.x,
0.0f, self.collectionView.bounds.size.width, self.collectionView.bounds.size.height);
NSArray *array =
[super layoutAttributesForElementsInRect:targetRect];
for (UICollectionViewLayoutAttributes* layoutAttributes in array)
{
// 3
CGFloat distanceFromCenter = layoutAttributes.center.x - horizontalCenter;
if (ABS(distanceFromCenter) < ABS(offsetAdjustment))
{
offsetAdjustment = distanceFromCenter;
}
}
// 4
return CGPointMake(proposedContentOffset.x + offsetAdjustment,
proposedContentOffset.y);
}
any idea?
You don't need to scale on z-axis, the problem is caused because you were scaling on z to zero
The scale on z-axis should be greater than zero; Making it zero causes the button to have "no depth", so the touches are not recognized. (Although you can still see the button)
Scaling is a computed using a multiplication, so in order to cause "no transformation on z-axis", the value should be 1, rather than 0
I had to scale the cell along the Z axis too:
transform = CATransform3DScale(transform, zoom, zoom, zoom);
the cell touch events works.
does anyone knows why scaling along Z axis is necessary?

Rotation changing UIImageView frame. How to avoid this?

I have two sliders - one for changing image size and one for rotating this image. My imageview is 60x60. The problem is that I rotate the image using CGAffineTransformMakeRotation, but when I try to resize it after that (like, from 60x60 to 65x65 using the slider), it acts weirdly - the frame of the image view has changed like 80x2. How can I avoid this? Here is my code for the slider that resizes the image:
-(IBAction)imageSliderAction:(UISlider *)sender
{
NSUInteger value = sender.value;
float oldCenterX = logoImageView.center.x;
float oldCenterY = logoImageView.center.y;
newWidth = value;
newHeight = value;
CGRect frame = [logoImageView frame];
frame.size.width = newWidth;
frame.size.height = newHeight;
[logoImageView setFrame:frame];
logoImageView.center = CGPointMake(oldCenterX, oldCenterY);
}
And here is the code for my rotating slider:
-(IBAction)rotationSliderAction:(UISlider *)sender
{
NSUInteger angle = sender.value;
if (sender.value >= 1)
{
CGAffineTransform rotate = CGAffineTransformMakeRotation(angle / 180.0 * 3.14);
[logoImageView setTransform:rotate];
}
if (sender.value <= 0 )
{
CGAffineTransform rotate = CGAffineTransformMakeRotation( (360 + sender.value) / 180.0 * 3.14);
[logoImageView setTransform:rotate];
}
}
How can I avoid autochanging frame's width and height when rotating? Because after that I can't resize the image correctly.
From UIView reference
Warning: If the transform property is not the identity transform, the
value of this property is undefined and therefore should be ignored.
If you want to change the size of view that has nontrivial transform you should do that by changing its bounds property (view's center will remain the same so you won't need any extra logic to maintain its position):
[logoImageView setBounds:CGRectMake(0,0,sender.value, sender.value)];

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