Rotating iOS UILayer like a ticking clock, not smoothly in a circle - ios

I am able to rotate an image a certain number of degrees continuously, but I want to rotate the image a tiny amount, pause, a little more, pause, etc.
The follow code does this continuously:
// rotate
CGFloat finalValue = 360 / 14.f;
CABasicAnimation *rotationAnimation = [CABasicAnimation animationWithKeyPath:#"transform.rotation"];
[rotationAnimation setFromValue:[self degreesToNumber:0]];
[rotationAnimation setToValue:[self degreesToNumber:finalValue]];
[rotationAnimation setDuration:5.0];
[rotationAnimation setRemovedOnCompletion:NO];
[rotationAnimation setFillMode:kCAFillModeForwards];
[self.secondHandImageView.layer addAnimation:rotationAnimation forKey:#"rotate"];
Is there a way to wrap this in a for-loop with the number of angle changes I need and set the duration and delay of the specific animations? Nothing I have tried works. Below is what I am currently trying:
// rotate in ticks, so
NSTimeInterval delay = 0;
CGFloat currentAngle = 0;
CGFloat finalAngle = 360 / 14.f;
// angle difference
CGFloat numberOfTicks = 25.f;
CGFloat angleDelta = finalAngle / numberOfTicks;
for (NSUInteger tick = 0; tick < numberOfTicks; tick++) {
[UIView animateWithDuration:0.1 delay:delay options:UIViewAnimationOptionCurveLinear animations:^{
self.secondHandImageView.layer.transform = CATransform3DMakeRotation(0, 0, angleDelta, 1.0);
} completion:nil];
// update delay
delay += .2; // 200 milliseconds, 5 tickets every second
currentAngle += angleDelta;
}

You code is OK - except that you can't animate layers inside UIView animation blocks. Instead you can animate the view. Replace the (3D)layer transform with a (2D)view transform:
self.secondHandImageView.transform =
CGAffineTransformRotate(self.tickView.transform,angleDelta);

Related

iOS 360 endless rotation

I've this code for endless rotating an UIImageView
[UIView animateWithDuration:0.3f
delay:0.0f
options:UIViewAnimationOptionCurveLinear|UIViewAnimationOptionRepeat
animations: ^{
self.spinner.transform = CGAffineTransformRotate(CGAffineTransformIdentity, -M_PI);
}
completion: ^(BOOL finished) {
}];
But the first I call this method the image, it rotate clockwise instead anti clockwise. If I re-call this method while image is rotating, it change direction and start rotate anti clockwise.
Ideas?
Use a CABasicAnimation instead since it is far more powerful. You have to call the below snippet only once and the animation will run indefinitely:
CABasicAnimation *rotate = [CABasicAnimation animationWithKeyPath:#"transform.rotation.z"];
rotate.toValue = #(M_PI * 2); // use #(-M_PI * 2) for counter clockwise
rotate.duration = 0.3;
rotate.cumulative = true;
rotate.repeatCount = HUGE_VALF;
[self.spinner.layer addAnimation:rotate forKey:#"rotateAnim"];
Swift:
let rotate = CABasicAnimation(keyPath: "transform.rotation.z")
rotate.toValue = M_PI * 2
rotate.duration = 0.3
rotate.cumulative = true
rotate.repeatCount = HUGE
self.spinner.layer.addAnimation(rotate, forKey: "rotateAnim")
From the documentation:
In iOS, a positive value specifies counterclockwise rotation and a
negative value specifies clockwise rotation.
CGAffineTransformRotate(CGAffineTransformIdentity, -M_PI)
Update: M_PI is constant not effected by the negative value. Somehow -M_PI is still taken as positive at the end!!!
If you give -180 it will rotate in clockwise, and if you give 180 it will rotate anti-clockwise

Rotate a refresh button image smoothly so that it completes to the nearest turn iOS

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];
}

CAKeyframeAnimation repeating rotation from last point

In my iphone app I have a UIButton that I rotate 180 degrees into view when another UIButton is pressed, then when clicked again the button rotates a further 180 degrees back to where it started.
This all works fine the very first time the complete 360 degree process occurs, but if I try to start from the start again it snaps 180 degrees then tries to rotate it from that point. Can anyone point me in the right direction? Here's my code so far...
showAnimation= [CAKeyframeAnimation animationWithKeyPath:#"transform.rotation"];
showAnimation.duration = self.showAnimationDuration;
showAnimation.repeatCount = 1;
showAnimation.fillMode = kCAFillModeForwards;
showAnimation.removedOnCompletion = NO;
showAnimation.cumulative = YES;
showAnimation.delegate = self;
float currentAngle =[[[rotateMe.layer presentationLayer] valueForKeyPath:#"transform.rotation.z"] floatValue];
//Rotate 180 degrees from current rotation
showAnimation.values = [NSArray arrayWithObjects:
[NSNumber numberWithFloat:currentAngle],
[NSNumber numberWithFloat:currentAngle + (0.5 * M_PI)],
[NSNumber numberWithFloat:currentAngle + M_PI], nil];
[rotateMe.layer addAnimation:showAnimation forKey:#"show"];
On completion of the animation I then update the rotateMe.transform rotation to the layer's rotation so that it becomes usable.
- (void)animationDidStop:(CAKeyframeAnimation *)anim finished:(BOOL)flag
{
float currentAngle =[[[self.layer presentationLayer] valueForKeyPath:#"transform.rotation.z"] floatValue];
NSLog(#"End: %f", currentAngle);
rotateMe.transform = CGAffineTransformMakeRotation(0);
}
I have achieved the fully working effect with
[UIView animateWithDuration:1.0f]
animations:^{
CGAffineTransform transform = CGAffineTransformRotate(rotateMe.transform, DEGREES_TO_RADIANS(179.999f));
rotateMe.transform = transform;
}
];
But I'd like to make the animation more complex, hence the CAKeyframeAnimation.
You could configure the animation to be additive and animate from 0 to 180 degrees if you need all the key frames. If you don't need the different key frames the you can simply do it with a basic animation and the byValue property. The next time the animation is added it rotate 180 more degrees than whatever rotation is on the view.
If you are setting the actual value in the delegate callback then there is no need for fill mode and not removing the animation on completion.
CABasicAnimation *showAnimation = [CABasicAnimation animationWithKeyPath:#"transform.rotation.z"];
showAnimation.byValue = M_PI;
showAnimation.duration = self.showAnimationDuration;
showAnimation.delegate = self;
[rotateMe.layer addAnimation:showAnimation forKey:#"show"];
or using a key frame animation (as explained above: make it additive and animate from 0 to 180 degrees).
CAKeyframeAnimation *showAnimation = [CAKeyframeAnimation animationWithKeyPath:#"transform.rotation.z"];
showAnimation.additive = YES; // Make the values relative to the current value
showAnimation.values = #[0, /*all your intermediate values here... ,*/ M_PI];
showAnimation.duration = self.showAnimationDuration;
showAnimation.delegate = self;
[rotateMe.layer addAnimation:showAnimation forKey:#"show"];

Animating a UIView to a value without a specified duration

I want to animate a sub-classed UIView using Core Animation. The oddity in my case is that I want the animation to run a fixed amount every frame and not by the duration. So animating from 100 -> 200 should take longer than 100 -> 50, but the "velocity" of the view should be constant. My code currently looks like this:
CABasicAnimation* animation = [CABasicAnimation animationWithKeyPath:#"transform"];
animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseIn];
animation.duration = 0.4;
[[self layer] addAnimation:animation forKey:#"transform"];
self.transform = CGAffineTransformMakeTranslation(0, 100);
It this possible? How would it be done?
Why not just compute the desired time from the desired movement? Something like:
CGFloat distanceToTimeFactor = 0.1;
CGPoint current = self.center;
CGPoint new = CGPointMake(100,100);
CGFloat xDist = (new.x - current.x);
CGFloat yDist = (new.y - current.y);
CGFloat distance = sqrt((xDist * xDist) + (yDist * yDist));
CGFloat duration = distance * distanceToTimeFactor;
And then animate with that duration.

Mimic UIAlertView Bounce?

Whats the best way to mimic the bouncing animation from the UIAlertView on the iPhone? Is there some built-in mechanism for this? The UIAlertView itself won't work for my needs.
I looked into animation curves but from what I can tell the only ones they provide are easeIn, easeOut, and linear.
UIAlertView uses a more sophisticated animation:
scale to larger than 100%
scale to smaller than 100%
scale to 100%
Here's an implementation using a CAKeyFrameAnimation:
view.alpha = 0;
[UIView animateWithDuration:0.1 animations:^{view.alpha = 1.0;}];
CAKeyframeAnimation *bounceAnimation = [CAKeyframeAnimation animationWithKeyPath:#"transform.scale"];
bounceAnimation.values = #[#0.01f, #1.1f, #0.8f, #1.0f];
bounceAnimation.keyTimes = #[#0.0f, #0.5f, #0.75f, #1.0f];
bounceAnimation.duration = 0.4;
[view.layer addAnimation:bounceAnimation forKey:#"bounce"];
I investigated how animations are added to UIAlertView's layer by swizzling -[CALayer addAnimation:forKey:]. Here are the values I got for the scale transform animations it performs:
0.01f -> 1.10f -> 0.90f -> 1.00f
with durations
0.2s, 0.1s, 0.1s.
All the animations use an ease in/ease out timing function. Here is a CAKeyframeAnimation that encapsulates this logic:
CAKeyframeAnimation *bounceAnimation = [CAKeyframeAnimation animationWithKeyPath:#"transform"];
bounceAnimation.fillMode = kCAFillModeBoth;
bounceAnimation.removedOnCompletion = YES;
bounceAnimation.duration = 0.4;
bounceAnimation.values = #[
[NSValue valueWithCATransform3D:CATransform3DMakeScale(0.01f, 0.01f, 0.01f)],
[NSValue valueWithCATransform3D:CATransform3DMakeScale(1.1f, 1.1f, 1.1f)],
[NSValue valueWithCATransform3D:CATransform3DMakeScale(0.9f, 0.9f, 0.9f)],
[NSValue valueWithCATransform3D:CATransform3DIdentity]];
bounceAnimation.keyTimes = #[#0.0f, #0.5f, #0.75f, #1.0f];
bounceAnimation.timingFunctions = #[
[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut],
[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut],
[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]];
I believe UIAlertView also performs a simple opacity animation from 0.0f to 1.0f over the total duration of the transform animation (0.4).
You can use 2 animations, one to pop up to very large, and the other one to rescale back to normal size.
(This is the approach use by UIAlertView internally.)
Alternatively, you can use the lower-level CAAnimation and use +[CAMediaTimingFunction functionWithControlPoints::::] to make your own curve.
Here's how I did it for an app I'm working on. The effect I was going for was bouncing when you pressed the view. Experiment with the values to suit your taste and the desired speed of the effect.
- (void) bounceView:(UIView*)bouncer
{
// set duration to whatever you want
float duration = 1.25;
// use a consistent frame rate for smooth animation.
// experiment to your taste
float numSteps = 15 * duration;
// scale the image up and down, halving the distance each time
[UIView animateKeyframesWithDuration:duration
delay:0
options:UIViewKeyframeAnimationOptionCalculationModeCubic
animations:^{
float minScale = 0.50f; // minimum amount of shrink
float maxScale = 1.75f; // maximum amount of grow
for(int i = 0; i< numSteps*2; i+=2)
{
// bounce down
[UIView addKeyframeWithRelativeStartTime:duration/numSteps * i
relativeDuration:duration/numSteps
animations:^{
bouncer.layer.transform = CATransform3DMakeScale(minScale, minScale, 1);
}];
// bounce up
[UIView addKeyframeWithRelativeStartTime:duration/numSteps * (i+1)
relativeDuration:duration/numSteps
animations:^{
bouncer.layer.transform = CATransform3DMakeScale(maxScale, maxScale, 1);
}];
// cut min scale halfway to identity
minScale = minScale + (1.0f - minScale) / 2.0f;
// cut max scale halfway to identity
maxScale = 1.0f + (maxScale - 1.0f) / 2.0f;
}
} completion:^(BOOL finished) {
// quickly smooth out any rounding errors
[UIView animateWithDuration:0.5*duration/numSteps animations:^{
bouncer.layer.transform = CATransform3DIdentity;
}];
}];
}

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