i am trying to add Image and move it on curve path. i have half circle with value 0 to 100. And i want to move that image with value.
This is image of my curve progress bar
I want to rotate the pointer on that line.
If i try bezier curve i wont be able to spot my pointer . it will animation from start to end.
Any help how can i animate this.?
Thanks
Use the following snippet of code for making half circle path. Replace the spin button with the needle you are required to use and provide angle to move the needle. I'm using this code for speedometer. Hope this helps for you.
- (void)spinButton : (UIView *)button : (float)angle
{
button.layer.anchorPoint = CGPointMake(0.5, 0.5);
CABasicAnimation *animation;
animation = [CABasicAnimation animationWithKeyPath:#"transform.rotation.z"];
// just for testing
// angle +=200;
if(angle >=360){angle = 360;}
animation.fromValue = [NSNumber numberWithFloat:lastAngle];
float m = angle/2 * (M_PI/180 );
animation.toValue = [NSNumber numberWithFloat:(m)];
// [CATransaction setValue:[NSNumber numberWithFloat:1.0] forKey:kCATransactionAnimationDuration];
lastAngle = m;
// animation.duration = 1.0f;
// to stop animation at last frame
animation.fillMode = kCAFillModeForwards;
animation.removedOnCompletion = NO;
animation.timingFunction = [CAMediaTimingFunction functionWithName: kCAMediaTimingFunctionEaseInEaseOut];
animation.autoreverses = NO;
[button.layer addAnimation:animation forKey:#"rotationAnimation"];
[CATransaction begin];
// [CATransaction commit];
}
You can call this functions like this:
[self spinButton:btn :0];
dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(2.0 * NSEC_PER_SEC)), dispatch_get_main_queue(), ^{
[self spinButton:btn :50];
});
This way you can achieve your desired result.
I am trying to animate a refresh button so that it rotates indicating that the refresh is in progress. It needs to be smooth so that if the refresh only takes 0.1 seconds we still do a complete rotation so the user can acknowledge something happened and that its a smooth transition. It should also continue rotating until i stop it however stopping shouldn't abruptly stop it only tell it to complete the current turn.
Originally i did something like this
CABasicAnimation *rotationAnimation;
rotationAnimation = [CABasicAnimation animationWithKeyPath:#"transform.rotation.z"];
rotationAnimation.toValue = [NSNumber numberWithFloat:M_PI * 2.0 * 10];
rotationAnimation.cumulative = YES;
rotationAnimation.duration = 10;
[self.layer addAnimation:rotationAnimation forKey:#"rotationAnimation"];
And stopping like so
[self.layer removeAllAnimations];
This Worked fine in the sense that the animation continued past 2pi radians smoothly, however when the refresh took less than 1/10 of the second it wouldnt look very smooth as the animation would get get 10% of the way round and then suddenly stop and the removeAllAnimations method resets the image back to its default.
I managed to get around this an alternative stop method
CALayer *presentLayer = self.layer.presentationLayer;
float currentAngle = [(NSNumber *) [presentLayer valueForKeyPath:#"transform.rotation.z"] floatValue];
[self.layer removeAllAnimations];
if (currentAngle < 0) {
currentAngle = 2 * ABS(currentAngle);
}
float rotationProgressPercent = currentAngle / (2 * M_PI);
CABasicAnimation *rotationAnimation;
rotationAnimation = [CABasicAnimation animationWithKeyPath:#"transform.rotation.z"];
rotationAnimation.fromValue = [NSNumber numberWithFloat:currentAngle];
rotationAnimation.toValue = [NSNumber numberWithFloat:M_PI * 2];
rotationAnimation.cumulative = YES;
rotationAnimation.duration = 1 - rotationProgressPercent;
Basically I get the current angle of the rotation in radians, stop the animation and start a new animation from that position to two pi. I have to do some work with the duration to keep the speed constant, the speed aspect works fine but the problem is that somethings the animation has a very slight lag/twitch to it. I believe this is because the stop animation is asynchronously posting this request to the system (this is just speculation) and that my current angle is stale by the time i go to do my second animation.
Are there any other approaches i can try.
So i eventually found a solution, how this is useful
-(void)startSpinning {
if (animating) {
return;
}
animating = YES;
[self rotateViewWithDuration:1 byAngle:M_PI * 2];
}
- (void)stopSpinning {
animating = NO;
}
- (void)rotateViewWithDuration:(CFTimeInterval)duration byAngle:(CGFloat)angle {
[CATransaction begin];
CABasicAnimation *rotationAnimation;
rotationAnimation = [CABasicAnimation animationWithKeyPath:#"transform.rotation.z"];
rotationAnimation.byValue = [NSNumber numberWithFloat:angle];
rotationAnimation.duration = duration;
rotationAnimation.removedOnCompletion = YES;
[CATransaction setCompletionBlock:^{
if (animating) {
[self rotateViewWithDuration:duration byAngle:angle];
}
}];
[self.layer addAnimation:rotationAnimation forKey:#"rotationAnimation"];
[CATransaction commit];
}
I'm spinning continuously an UIImageView using CABasicAnimation and I want to be able to get the rotation angle.
-(void)viewDidAppear:(BOOL)animated{
[self spinAnimationOnView:self.myImageView
duration:2
repeat:HUGE_VAL];
}
- (void)spinAnimationOnView:(UIView*)view duration:(CGFloat)duration repeat:(float)repeat{
CABasicAnimation* rotationAnimation;
rotationAnimation = [CABasicAnimation animationWithKeyPath:#"transform.rotation.z"];
rotationAnimation.toValue = [NSNumber numberWithFloat: M_PI * 2.0];
rotationAnimation.duration = duration;
rotationAnimation.repeatCount = repeat;
[view.layer addAnimation:rotationAnimation forKey:#"rotationAnimation"];
}
The animation behaves as expected. But then I try to get the rotation angle like this:
CGFloat angle = [(NSNumber *)[self.myImageView valueForKeyPath:#"layer.transform.rotation.z"] floatValue];
NSLog(#"ROTATION = %f", angle);
And the output is always 0. Any thoughts?
While an animation is in progress, you need to use the CALayer's presentationLayer to get the state of the layer. See the CALayer docs.
CGFloat angle = [[self.myImageView valueForKeyPath:#"layer.presentationLayer.transform.rotation.z"] floatValue];
NSLog(#"ROTATION = %f", angle);
im looking to Rotate a UIImageView, and i found some helpfull code
- (void) runSpinAnimationOnView:(UIView*)view duration:(CGFloat)duration rotations: (CGFloat)rotations repeat:(float)repeat;
{
CABasicAnimation* rotationAnimation;
rotationAnimation = [CABasicAnimation animationWithKeyPath:#"transform.rotation.z"];
rotationAnimation.toValue = [NSNumber numberWithFloat: M_PI * 2.0 /* full rotation*/ * rotations * duration ];
rotationAnimation.duration = duration;
rotationAnimation.cumulative = YES;
rotationAnimation.repeatCount = repeat;
[view.layer addAnimation:rotationAnimation forKey:#"rotationAnimation"];
}
The issue is that the image flips back when the animation finishes, im looking to rotate it and keep it there. Would i need to flip the actual image or can i flip the ImageView. And how would i do that`?
Why not use a standard UIView animation?
If you really need the repeatCount, then I suggest you use the old style:
[UIView beginAnimations]
[UIView setAnimationRepeatCount:repeatCount];
[UIView setAnimationDuration:duration];
yourView.transform = CGAffineTransformMakeRotation(degrees * M_PI);
[UIView commitAnimations];
Otherwise, you can use the much preferred new style:
[UIView animateWithDuration:duration animations:^{
yourView.transform = CGAffineTransformMakeRotation(angle);
} completion:^(BOOL finished) {
// your completion code here
}]
If you need other options like autoreverse, allow user interaction or repeating use [UIView animateWithDuration:delay:options:animations:completion:];
I prefer to cover all my bases with CoreAnimation. Set the final value before the animation, set the fill mode, and set do not remove.
- (void) runSpinAnimationOnView:(UIView*)view duration:(CGFloat)duration rotations: (CGFloat)rotations repeat:(float)repeat;
{
NSString * animationKeyPath = #"transform.rotation.z";
CGFloat finalRotation = M_PI * 2.0f * rotations;
[view.layer setValue:#(finalRotation) forKey:animationKeyPath];
CABasicAnimation* rotationAnimation = [CABasicAnimation animationWithKeyPath:animationKeyPath];
rotationAnimation.fromValue = #0.0f;
rotationAnimation.toValue = #(finalRotation);
rotationAnimation.fillMode = kCAFillModeBoth;
rotationAnimation.removedOnCompletion = NO;
rotationAnimation.duration = duration;
rotationAnimation.cumulative = YES;
rotationAnimation.repeatCount = repeat;
[view.layer addAnimation:rotationAnimation forKey:#"rotationAnimation"];
}
In another test of Key Frame animation I am combining moving a UIImageView (called theImage) along a bezier path and scaling larger it as it moves, resulting in a 2x larger image at the end of the path. My initial code to do this has these elements in it to kick off the animation:
UIImageView* theImage = ....
float scaleFactor = 2.0;
....
theImage.center = destination;
theImage.transform = CGAffineTransformMakeScale(1.0,1.0);
CABasicAnimation *resizeAnimation = [CABasicAnimation animationWithKeyPath:#"bounds.size"];
[resizeAnimation setToValue:[NSValue valueWithCGSize:CGSizeMake(theImage.image.size.height*scaleFactor, theImage.image.size.width*scaleFactor)]];
resizeAnimation.fillMode = kCAFillModeBackwards;
resizeAnimation.removedOnCompletion = NO;
CAKeyframeAnimation *pathAnimation = [CAKeyframeAnimation animationWithKeyPath:#"position"];
pathAnimation.path = [jdPath path].CGPath;
pathAnimation.fillMode = kCAFillModeBackwards;
pathAnimation.removedOnCompletion = NO;
CAAnimationGroup* group = [CAAnimationGroup animation];
group.animations = [NSArray arrayWithObjects:pathAnimation, resizeAnimation, nil];
group.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
group.removedOnCompletion = NO;
group.duration = duration;
group.delegate = self;
[theImage.layer addAnimation:group forKey:#"animateImage"];
Then, when the animation completes I want to retain the image at the larger size, so I implement:
- (void)animationDidStop:(CAAnimation *)theAnimation finished:(BOOL)flag
{
theImage.transform = CGAffineTransformMakeScale(scaleFactor,scaleFactor);
}
This all works .. sort of. The problem is that at the end of the animation theImage flickers for a brief moment - just enough to make it look bad. I am guessing that this is the transition at the end of the animation where I set the transform to the new size.
In experimenting with this I tried a slightly different form of the above, but still got the same flicker:
CAKeyframeAnimation *resizeAnimation = [CAKeyframeAnimation animationWithKeyPath:#"transform"];
NSValue* startSizeKey = [NSValue valueWithCATransform3D:CATransform3DScale (theImage.layer.transform, 1.0, 1.0, 1.0)];
NSValue* endSizeKey = [NSValue valueWithCATransform3D:CATransform3DScale (theImage.layer.transform, scaleFactor, scaleFactor, 1.0)];
NSArray* sizeKeys = [NSArray arrayWithObjects:startSizeKey, endSizeKey, nil];
[resizeAnimation setValues:sizeKeys];
....
theImage.transform = CGAffineTransformMakeScale(scaleFactor,scaleFactor);
But when I ended the animation at the same size as the original, there was NO flicker:
CAKeyframeAnimation *resizeAnimation = [CAKeyframeAnimation animationWithKeyPath:#"transform"];
NSValue* startSizeKey = [NSValue valueWithCATransform3D:CATransform3DScale (theImage.layer.transform, 1.0, 1.0, 1.0)];
NSValue* middleSizeKey = [NSValue valueWithCATransform3D:CATransform3DScale (theImage.layer.transform, scaleFactor, scaleFactor, 1.0)];
NSValue* endSizeKey = [NSValue valueWithCATransform3D:CATransform3DScale (theImage.layer.transform, 1.0, 1.0, 1.0)];
NSArray* sizeKeys = [NSArray arrayWithObjects:startSizeKey, middleSizeKey, endSizeKey, nil];
[resizeAnimation setValues:sizeKeys];
....
theImage.transform = CGAffineTransformMakeScale(1.0,1.0);
So my big question is how can I animate this image without the flicker, and end up with a different size at the end of the animation?
Edit March 2nd
My initial tests were with scaling the image up. I just tried scaling it down (IE scaleFactor = 0.4) and the flickering was a lot more visible, and a lot more obvious as to what I am seeing. This was the sequence of events:
Original sized image is painted on the screen at the starting location.
As the image moves along the path it shrinks smoothly.
The fully shrunk image arrives at the end of the path.
The image is then painted at its original size.
The image is finally painted at its shrunken size.
So it seems to be step 4 that is the flickering that I am seeing.
Edit March 22
I have just uploaded to GitHub a demo project that shows off the moving of an object along a bezier path. The code can be found at PathMove
I also wrote about it in my blog at Moving objects along a bezier path in iOS
It can be tricky to animate a view's layer using Core Animation. There are several things that make it confusing:
Setting an animation on a layer doesn't change the layer's properties. Instead, it changes the properties of a “presentation layer” that replaces the original “model layer” on the screen as long as the animation is applied.
Changing a layer's property normally adds an implicit animation to the layer, with the property name as the animation's key. So if you want to explicitly animate a property, you usually want to set the property to its final value, then add an animation whose key is the property name, to override the implicit animation.
A view normally disables implicit animations on its layer. It also mucks around with its layer's properties in other somewhat mysterious ways.
Also, it's confusing that you animate the view's bounds to scale it up, but then switch to a scale transformation at the end.
I think the easiest way to do what you want is to use the UIView animation methods as much as possible, and only bring in Core Animation for the keyframe animation. You can add the keyframe animation to the view's layer after you've let UIView add its own animation, and your keyframe animation will override the animation added by UIView.
This worked for me:
- (IBAction)animate:(id)sender {
UIImageView* theImage = self.imageView;
CGFloat scaleFactor = 2;
NSTimeInterval duration = 1;
UIBezierPath *path = [self animationPathFromStartingPoint:theImage.center];
CGPoint destination = [path currentPoint];
[UIView animateWithDuration:duration animations:^{
// UIView will add animations for both of these changes.
theImage.transform = CGAffineTransformMakeScale(scaleFactor, scaleFactor);
theImage.center = destination;
// Prepare my own keypath animation for the layer position.
// The layer position is the same as the view center.
CAKeyframeAnimation *positionAnimation = [CAKeyframeAnimation animationWithKeyPath:#"position"];
positionAnimation.path = path.CGPath;
// Copy properties from UIView's animation.
CAAnimation *autoAnimation = [theImage.layer animationForKey:#"position"];
positionAnimation.duration = autoAnimation.duration;
positionAnimation.fillMode = autoAnimation.fillMode;
// Replace UIView's animation with my animation.
[theImage.layer addAnimation:positionAnimation forKey:positionAnimation.keyPath];
}];
}
CAAnimations will flicker at the end if the terminal state was assigned in such a way that it itself created an implicit animation. Keep in mind CAAnimations are temporary adjustments of an object properties for the purposes of visualizing transition. When the animation done, if the layer's state is still the original starting state, that is what is going to be displayed ever so temporarily until you set the final layer state, which you do in your animationDidStop: method.
Furthermore, your animation is adjusting the bounds.size property of your layer, so you should similarly set your final state rather than using the transform adjustment as your final state. You could also use the transform property as the animating property in the animation instead of bounds.size.
To remedy this, immediately after assigning the animation, change the layer's permeant state to your desired terminal state so that when the animation completes there will be no flicker, but do so in such a manner to no trigger an implicit animation before the animation begins. Specifically, in your case you should do this at the end of your animation set up:
UIImageView* theImage = ....
float scaleFactor = 2.0;
....
theImage.center = destination;
theImage.transform = CGAffineTransformMakeScale(1.0,1.0);
CGSize finalSize = CGSizeMake(theImage.image.size.height*scaleFactor, theImage.image.size.width*scaleFactor);
CABasicAnimation *resizeAnimation = [CABasicAnimation animationWithKeyPath:#"bounds.size"];
[resizeAnimation setToValue:[NSValue valueWithCGSize:finalSize]];
resizeAnimation.fillMode = kCAFillModeBackwards;
resizeAnimation.removedOnCompletion = NO;
CAKeyframeAnimation *pathAnimation = [CAKeyframeAnimation animationWithKeyPath:#"position"];
pathAnimation.path = [jdPath path].CGPath;
pathAnimation.fillMode = kCAFillModeBackwards;
pathAnimation.removedOnCompletion = NO;
CAAnimationGroup* group = [CAAnimationGroup animation];
group.animations = [NSArray arrayWithObjects:pathAnimation, resizeAnimation, nil];
group.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
group.removedOnCompletion = NO;
group.duration = duration;
group.delegate = self;
[theImage.layer addAnimation:group forKey:#"animateImage"];
[CATransaction begin];
[CATransaction setDisableActions:YES];
theImage.bounds = CGRectMake( theImage.bounds.origin.x, theImage.bounds.origin.y, finalSize.width, finalSize.height );
[CATransaction commit];
and then remove the transform adjustment in your animationDidStop: method.
I was experimenting with some CAAnimations this week and was noticing that there was a flickering at the end of my animations. In particular, I would animation from a circle to a square, while changing the fillColor as well.
Each CAAnimation has a property called removedOnCompletion which defaults to YES. This means that the animation will disappear (i.e. transitions, scales, rotations, etc.) when the animation completes and you'll be left with the original layer.
Since you already have set your removedOnCompletion properties to NO, I would suggest trying to shift your execution of your animations to use CATransactions, instead of delegates and animationDidStop...
[CATransaction begin];
[CATransaction setDisableActions:YES];
[CATransaction setCompletionBlock: ^{ theImage.transform = ...}];
// ... CAAnimation Stuff ... //
[CATransaction commit];
You put the transaction's completion block call before you create your animations, as per:
http://zearfoss.wordpress.com/2011/02/24/core-animation-catransaction-protip/
The following is from one of my methods:
[CATransaction begin];
CABasicAnimation *animation = ...;
animation.fromValue = ...;
animation.toValue = ...;
[CATransaction setCompletionBlock:^ { self.shadowRadius = _shadowRadius; }];
[self addAnimation:animation forKey:#"animateShadowOpacity"];
[CATransaction commit];
And, I constructed this animation and it works fine for me with no glitches at the end:
The setup and trigger are custom methods I have in a window, and i trigger the animation on mousedown.
UIImageView *imgView;
UIBezierPath *animationPath;
-(void)setup {
canvas = (C4View *)self.view;
imgView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"img256.png"]];
imgView.frame = CGRectMake(0, 0, 128, 128);
imgView.center = CGPointMake(384, 128);
[canvas addSubview:imgView];
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
[UIImageView animateWithDuration:2.0f animations:^{
[CATransaction begin];
CAKeyframeAnimation *pathAnimation = [CAKeyframeAnimation animationWithKeyPath:#"position"];
pathAnimation.duration = 2.0f;
pathAnimation.calculationMode = kCAAnimationPaced;
animationPath = [UIBezierPath bezierPath];
[animationPath moveToPoint:imgView.center];
[animationPath addLineToPoint:CGPointMake(128, 512)];
[animationPath addLineToPoint:CGPointMake(384, 896)];
pathAnimation.path = animationPath.CGPath;
pathAnimation.fillMode = kCAFillModeForwards;
pathAnimation.removedOnCompletion = NO;
[imgView.layer addAnimation:pathAnimation forKey:#"animatePosition"];
[CATransaction commit];
CGFloat scaleFactor = 2.0f;
CGRect newFrame = imgView.frame;
newFrame.size.width *= scaleFactor;
newFrame.size.height *= scaleFactor;
newFrame.origin = CGPointMake(256, 0);
imgView.frame = newFrame;
imgView.transform = CGAffineTransformRotate(imgView.transform,90.0*M_PI/180);
}];
}