I'm trying to change my view background color with this animation, it should change from blue to red to green but it won't run, I can't figure out what I'm doing wrong.
CAKeyframeAnimation * anim = [ CAKeyframeAnimation animationWithKeyPath:#"backgroundColor" ] ;
anim.values = #[ [UIColor blueColor],[UIColor redColor],[UIColor greenColor] ] ;
anim.autoreverses = NO;
anim.repeatCount = 7.20f ;
anim.duration = 0.1f ;
UIWindow *win = [[UIApplication sharedApplication]keyWindow];
[win.rootViewController.view.layer addAnimation:anim forKey:nil];
You are trying to add animation to CALayer. CALayer's backgroundColor property have type CGColorRef, not UIColor. I've modified your code in the following way to make it work:
CAKeyframeAnimation *anim = [CAKeyframeAnimation animationWithKeyPath:#"backgroundColor"];
anim.values = #[(__bridge id)[[UIColor blueColor] CGColor],
(__bridge id)[[UIColor redColor] CGColor],
(__bridge id)[[UIColor greenColor] CGColor]];
anim.repeatCount = 7.20f ;
anim.duration = 10.0f ;
[self.window.rootViewController.view.layer addAnimation:anim forKey:nil];
Related
I just want to animate a view's background color. What I did up to now is:
CABasicAnimation *backgroundColorAnimation = [CABasicAnimation animationWithKeyPath:#"backgroundColor"];
backgroundColorAnimation.duration = 1.0;
backgroundColorAnimation.beginTime = CACurrentMediaTime() + 0.5;
backgroundColorAnimation.repeatCount = HUGE_VALF;
backgroundColorAnimation.autoreverses = YES;
backgroundColorAnimation.fromValue = (id)[[UIColor whiteColor] CGColor];
backgroundColorAnimation.toValue = (id)[[UIColor redColor] CGColor];
[self.layer addAnimation:backgroundColorAnimation forKey:#"animation.backgroundColor"];
The above works fine up to iOS 8 but not with iOS 9. Any help with what has changed?
I want to make a meter like this picture.
I have 2 meter images - color meter image and gray meter image.
And I want to make a mater as shown in the above image by using them.
But I don't have any idea.
I got some sample code for making circular meter and filling some color in it. Here is that code:
CAShapeLayer *circle=[CAShapeLayer layer];
circle.path=[UIBezierPath bezierPathWithArcCenter:CGPointMake(29, 29) radius:27 startAngle:2*M_PI*0-M_PI_2 endAngle:2*M_PI*1-M_PI_2 clockwise:YES].CGPath;
circle.fillColor=[UIColor clearColor].CGColor;
circle.strokeColor=[UIColor greenColor].CGColor;
circle.lineWidth=4;
CABasicAnimation *animation=[CABasicAnimation animationWithKeyPath:#"strokeEnd"];
animation.duration=10;
animation.removedOnCompletion=NO;
animation.fromValue=#(0);
animation.toValue=#(1);
animation.timingFunction=[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];
[circle addAnimation:animation forKey:#"drawCircleAnimation"];
[imageCircle.layer.sublayers makeObjectsPerformSelector:#selector(removeFromSuperlayer)];
[imageCircle.layer addSublayer:circle];
If you have an idea,please share it with me.
(it is ok that your idea uses this cord or not)
Thank you.
Here's a fairly robust example, just use this as a template:
video show: https://www.youtube.com/watch?v=ucYqb0Gs1_8&feature=youtu.be
just call to the second method, and the second method will call the first method, and there you have it. Drop it into a view controllers view and you will see the magic happen:
#define DEGREES_TO_RADIANS(degrees) ((M_PI * degrees)/ 180)
-(void)this
{
[CATransaction begin];
[CATransaction setAnimationDuration:3.5];
[CATransaction setAnimationTimingFunction:[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]];
CABasicAnimation * drawAnimation = [CABasicAnimation animationWithKeyPath:#"strokeEnd"];
drawAnimation.removedOnCompletion = YES;
drawAnimation.autoreverses = YES;
drawAnimation.repeatCount = INFINITY;
drawAnimation.fromValue = [NSNumber numberWithFloat:0.0f];
drawAnimation.toValue = [NSNumber numberWithFloat:1.f];
drawAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseIn];
[arc addAnimation:drawAnimation forKey:#"thisone"];
[CATransaction commit];
[CATransaction begin];
[CATransaction setAnimationDuration:3.5];
[CATransaction setAnimationTimingFunction:[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]];
CABasicAnimation *drawAnimation1 = [CABasicAnimation animationWithKeyPath:#"strokeStart"];
drawAnimation1.removedOnCompletion = YES;
drawAnimation1.autoreverses = YES;
drawAnimation1.repeatCount = INFINITY;
drawAnimation1.fromValue = [NSNumber numberWithFloat:0.0];
drawAnimation1.toValue = [NSNumber numberWithFloat:-1.0];
[arc addAnimation:drawAnimation1 forKey:#"myKey"];
[CATransaction commit];
}
-(void)doGradientoutline {
float th = 50.00;
UIView * hellowkitt = [UIView new];
[hellowkitt setFrame:CGRectMake(SCREEN_WIDTH/2-(30+th)*2/2-th, SCREEN_HEIGHT/4-th, (30+th)*2+th*2, (30+th)*2+th*2)];
[self.view addSubview: hellowkitt];
UIView * imageView = [UIView new];
[imageView setFrame:CGRectMake(th, th, hellowkitt.frame.size.width-th*2, hellowkitt.frame.size.height-th*2)];
[imageView setClipsToBounds:true];
[imageView.layer setCornerRadius:(hellowkitt.frame.size.width-th*2)/2];
[hellowkitt addSubview:imageView];
UIImageView * imageView1 = [UIImageView new];
[imageView1 setImage:[UIImage imageNamed:#"df"]];
[imageView1 setFrame:CGRectMake(hellowkitt.frame.origin.x+th, hellowkitt.frame.origin.y+th, hellowkitt.frame.size.width-th*2, hellowkitt.frame.size.height-th*2)];
[imageView1 setClipsToBounds:true];
[imageView1.layer setCornerRadius:imageView1.frame.size.height/2];
[self.view addSubview:imageView1];
int radius = imageView.frame.size.width/2+7;
arc = [CAShapeLayer layer];
[arc setFrame:imageView.frame];
UIBezierPath * aa =[UIBezierPath bezierPathWithArcCenter:CGPointMake(imageView.center.x, imageView.center.y) radius:radius startAngle:DEGREES_TO_RADIANS(0) endAngle:DEGREES_TO_RADIANS(360) clockwise:YES];
arc.path = aa.CGPath;
arc.bounds = CGPathGetBoundingBox(aa.CGPath);
arc.frame = arc.bounds;
arc.fillColor = [UIColor clearColor].CGColor;
arc.strokeColor = [UIColor purpleColor].CGColor;
arc.lineWidth = 40;
[arc setLineCap:#"round"];
CAGradientLayer *gradientLayer = [CAGradientLayer layer];
gradientLayer.frame = CGRectMake(0, 0, hellowkitt.frame.size.width, hellowkitt.frame.size.height);
gradientLayer.colors = #[(__bridge id)[UIColor paperColorRedA700].CGColor, (__bridge id)[UIColor paperColorBlueA700].CGColor];
gradientLayer.backgroundColor = (__bridge CGColorRef)((__bridge id)[UIColor blackBean].CGColor);
gradientLayer.startPoint = CGPointMake(0.0,0.5);
gradientLayer.endPoint = CGPointMake(1.0,0.51);
CABasicAnimation *drawAnimation11 = [CABasicAnimation animationWithKeyPath:#"colors"];
drawAnimation11.duration = 2.00;
drawAnimation11.repeatCount = HUGE_VAL;
drawAnimation11.removedOnCompletion = NO;
drawAnimation11.fillMode = kCAFillModeForwards;
drawAnimation11.autoreverses = true;
drawAnimation11.fromValue = #[(__bridge id)[UIColor paperColorRedA700].CGColor, (__bridge id)[UIColor paperColorBlueA700].CGColor];
drawAnimation11.toValue = #[(__bridge id)[UIColor redColor].CGColor, (__bridge id)[UIColor blueColor].CGColor];
drawAnimation11.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseIn];
CABasicAnimation* animation = [CABasicAnimation animationWithKeyPath:#"transform.rotation"];
animation.byValue = #(4 * M_PI);
animation.duration = 1.5f;
animation.repeatCount = INFINITY;
animation.removedOnCompletion = NO;
[self this];
gradientLayer.mask = arc;
[hellowkitt.layer addSublayer:gradientLayer];
[hellowkitt.layer addAnimation:animation forKey:#"fasdfaasdf"];
[gradientLayer addAnimation:drawAnimation11 forKey:#"thatone"];
}
I am animation the stokeColor of a line drawn to a CAShapeLayer with a CABasicAnimation instance. I wish to use the curve of this animation to 'animate' a non-animatible property. I want to control the volume of a sample which takes a float value in tandem with the evolution of the stokeColor. So, my basic animation animates between two strokeColors with a duration of 0.2f. How can I 'animate' the volume of my sample with this information, so that when the animation occurs so does the change in volume?
This animates color, stroke, position, and rotation, full example:
Here's a fairly robust example, just use this as a template:
video showcase of example: https://www.youtube.com/watch?v=ucYqb0Gs1_8&feature=youtu.be
just call to the second method, and the second method will call the first method, and there you have it. Drop it into a view controllers view and you will see the magic happen, feel free to manipulate the code to your needs:
#define DEGREES_TO_RADIANS(degrees) ((M_PI * degrees)/ 180)
-(void)this {
[CATransaction begin];
[CATransaction setAnimationDuration:3.5];
[CATransaction setAnimationTimingFunction:[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]];
CABasicAnimation * drawAnimation = [CABasicAnimation animationWithKeyPath:#"strokeEnd"];
drawAnimation.removedOnCompletion = YES;
drawAnimation.autoreverses = YES;
drawAnimation.repeatCount = INFINITY;
drawAnimation.fromValue = [NSNumber numberWithFloat:0.0f];
drawAnimation.toValue = [NSNumber numberWithFloat:1.f];
drawAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseIn];
[arc addAnimation:drawAnimation forKey:#"thisone"];
[CATransaction commit];
[CATransaction begin];
[CATransaction setAnimationDuration:3.5];
[CATransaction setAnimationTimingFunction:[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]];
CABasicAnimation *drawAnimation1 = [CABasicAnimation animationWithKeyPath:#"strokeStart"];
drawAnimation1.removedOnCompletion = YES;
drawAnimation1.autoreverses = YES;
drawAnimation1.repeatCount = INFINITY;
drawAnimation1.fromValue = [NSNumber numberWithFloat:0.0];
drawAnimation1.toValue = [NSNumber numberWithFloat:-1.0];
[arc addAnimation:drawAnimation1 forKey:#"myKey"];
[CATransaction commit];
}
-(void)doGradientoutline {
float th = 50.00;
UIView * hellowkitt = [UIView new];
[hellowkitt setFrame:CGRectMake(SCREEN_WIDTH/2-(30+th)*2/2-th, SCREEN_HEIGHT/4-th, (30+th)*2+th*2, (30+th)*2+th*2)];
[self.view addSubview: hellowkitt];
UIView * imageView = [UIView new];
[imageView setFrame:CGRectMake(th, th, hellowkitt.frame.size.width-th*2, hellowkitt.frame.size.height-th*2)];
[imageView setClipsToBounds:true];
[imageView.layer setCornerRadius:(hellowkitt.frame.size.width-th*2)/2];
[hellowkitt addSubview:imageView];
UIImageView * imageView1 = [UIImageView new];
[imageView1 setImage:[UIImage imageNamed:#"df"]];
[imageView1 setFrame:CGRectMake(hellowkitt.frame.origin.x+th, hellowkitt.frame.origin.y+th, hellowkitt.frame.size.width-th*2, hellowkitt.frame.size.height-th*2)];
[imageView1 setClipsToBounds:true];
[imageView1.layer setCornerRadius:imageView1.frame.size.height/2];
[self.view addSubview:imageView1];
int radius = imageView.frame.size.width/2+7;
arc = [CAShapeLayer layer];
[arc setFrame:imageView.frame];
UIBezierPath * aa =[UIBezierPath bezierPathWithArcCenter:CGPointMake(imageView.center.x, imageView.center.y) radius:radius startAngle:DEGREES_TO_RADIANS(0) endAngle:DEGREES_TO_RADIANS(360) clockwise:YES];
arc.path = aa.CGPath;
arc.bounds = CGPathGetBoundingBox(aa.CGPath);
arc.frame = arc.bounds;
arc.fillColor = [UIColor clearColor].CGColor;
arc.strokeColor = [UIColor purpleColor].CGColor;
arc.lineWidth = 40;
[arc setLineCap:#"round"];
CAGradientLayer *gradientLayer = [CAGradientLayer layer];
gradientLayer.frame = CGRectMake(0, 0, hellowkitt.frame.size.width, hellowkitt.frame.size.height);
gradientLayer.colors = #[(__bridge id)[UIColor paperColorRedA700].CGColor, (__bridge id)[UIColor paperColorBlueA700].CGColor];
gradientLayer.backgroundColor = (__bridge CGColorRef)((__bridge id)[UIColor blackBean].CGColor);
gradientLayer.startPoint = CGPointMake(0.0,0.5);
gradientLayer.endPoint = CGPointMake(1.0,0.51);
CABasicAnimation *drawAnimation11 = [CABasicAnimation animationWithKeyPath:#"colors"];
drawAnimation11.duration = 2.00;
drawAnimation11.repeatCount = HUGE_VAL;
drawAnimation11.removedOnCompletion = NO;
drawAnimation11.fillMode = kCAFillModeForwards;
drawAnimation11.autoreverses = true;
drawAnimation11.fromValue = #[(__bridge id)[UIColor paperColorRedA700].CGColor, (__bridge id)[UIColor paperColorBlueA700].CGColor];
drawAnimation11.toValue = #[(__bridge id)[UIColor redColor].CGColor, (__bridge id)[UIColor blueColor].CGColor];
drawAnimation11.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseIn];
CABasicAnimation* animation = [CABasicAnimation animationWithKeyPath:#"transform.rotation"];
animation.byValue = #(4 * M_PI);
animation.duration = 1.5f;
animation.repeatCount = INFINITY;
animation.removedOnCompletion = NO;
[self this];
gradientLayer.mask = arc;
[hellowkitt.layer addSublayer:gradientLayer];
[hellowkitt.layer addAnimation:animation forKey:#"fasdfaasdf"];
[gradientLayer addAnimation:drawAnimation11 forKey:#"thatone"];
}
OH yeah, and one more thing, apple talked about some of this in 2014, they suggested using stroke to animate volume of sorts:
http://asciiwwdc.com/2014/sessions/419
I am implement the the color animation.
I want to black color change to gradient color.
I search some method, that can use the CAGradientLayer to define the gradient color, and the CABasicAnimation can achieve the color change animation.
But I implement below the code, the self view not change to the black in the first, and the color was not animation .
Have anyone know what happened for these code?
thank you very much.
// set black color in the view
CALayer *orginLayer = [CALayer layer];
orginLayer.backgroundColor = [[UIColor blackColor] CGColor];
[self.view.layer addSublayer:orginLayer];
// set gradient layer
CAGradientLayer *colorLayer = [ CAGradientLayer layer];
colorLayer.frame = ( CGRect ){ CGPointZero , CGSizeMake ( self.view.frame.size.width , self.view.frame.size.height )};
colorLayer.position = self .view.center;
// define colors
UIColor *color1 = [UIColor colorWithRed:(255/255.0) green:(137/255.0) blue:(0/255.0) alpha:1.0];
UIColor *color2 = [UIColor colorWithRed:(247/255.0) green:(241/255.0) blue:(107/255.0) alpha:1.0];
NSArray *colors = [NSArray arrayWithObjects:(id)color1.CGColor,color2.CGColor,nil];
colorLayer.colors = colors;
colorLayer.startPoint = CGPointMake ( 1 , 0 );
colorLayer.endPoint = CGPointMake ( .3, 1 );
// set the color animation black color-> gradient color
CABasicAnimation *animation;
animation = [CABasicAnimation animationWithKeyPath:#"colors"];
[animation setToValue:colorLayer];
[animation setDuration:10];
[animation setRemovedOnCompletion:YES];
[animation setFillMode:kCAFillModeForwards];
[animation setDelegate:self];
[self.view.layer addAnimation:animation forKey:#"animateGradient"];
Here is what you need to do. Cleaned up your code a little bit too. :)
// set gradient layer
CAGradientLayer *colorLayer = [CAGradientLayer layer];
colorLayer.frame = (CGRect){ { }, self.view.frame.size };
colorLayer.position = self.view.center;
// define colors
UIColor *color1 = [UIColor colorWithRed:255/255. green:137/255. blue:0/255. alpha:1.0];
UIColor *color2 = [UIColor colorWithRed:247/255. green:241/255. blue:107/255. alpha:1.0];
NSArray *colors = #[(id)color1.CGColor, (id)color2.CGColor];
colorLayer.colors = colors;
colorLayer.startPoint = CGPointMake(1, 0);
colorLayer.endPoint = CGPointMake(.3, 1);
// set the color animation black color-> gradient color
CABasicAnimation *animation;
animation = [CABasicAnimation animationWithKeyPath:#"colors"];
animation.fromValue = #[(id)[UIColor blackColor].CGColor, (id)[UIColor blackColor].CGColor];
animation.toValue = colors;
animation.duration = 10;
animation.removedOnCompletion = YES;
animation.fillMode = kCAFillModeForwards;
[colorLayer addAnimation:animation forKey:#"animateGradient"];
[self.view.layer addSublayer:colorLayer];
I want the layer to start from green, then slowly to yellow, orange and finally red. How do I do this?
CAShapeLayer *layer = [CAShapeLayer layer];
[layer setStrokeColor:[UIColor greenColor].CGColor];
[layer setLineWidth:5.0f];
[layer setFillColor:[UIColor clearColor].CGColor];
UIBezierPath *path = [UIBezierPath bezierPathWithRoundedRect:button.bounds cornerRadius:10.0f];
layer.path = path.CGPath;
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"strokeEnd"];
animation.fromValue = [NSNumber numberWithFloat:0.0f];
animation.toValue = [NSNumber numberWithFloat:1.0f];
animation.duration = 4.0f;
[layer addAnimation:animation forKey:#"myStroke"];
[button.layer addSublayer:layer];
I just wrote up this code for you. I used a CAKeyframeAnimation both because it allows for multiple toValues and because it allows more control over the animation.
//Set up layer and add it to view
CALayer *layer = [CALayer layer];
layer.frame = self.view.bounds;
[self.view.layer addSublayer:layer];
//Create animation
CAKeyframeAnimation *colorsAnimation = [CAKeyframeAnimation animationWithKeyPath:#"backgroundColor"];
colorsAnimation.values = [NSArray arrayWithObjects: (id)[UIColor greenColor].CGColor,
(id)[UIColor yellowColor].CGColor, (id)[UIColor orangeColor].CGColor, (id)[UIColor redColor].CGColor, nil];
colorsAnimation.keyTimes = [NSArray arrayWithObjects:[NSNumber numberWithFloat:0.25], [NSNumber numberWithFloat:0.5], [NSNumber numberWithFloat:0.75],[NSNumber numberWithFloat:1.0], nil];
colorsAnimation.calculationMode = kCAAnimationPaced;
colorsAnimation.removedOnCompletion = NO;
colorsAnimation.fillMode = kCAFillModeForwards;
colorsAnimation.duration = 3.0f;
//Add animation
[layer addAnimation:colorsAnimation forKey:nil];
Using CAKeyframeAnimation is OK but sometimes you need something simpler. Here is how to do it using CABasicAnimation and 3 lines of code.
CABasicAnimation *colorAnimation = [CABasicAnimation animationWithKeyPath:#"backgroundColor"];
colorAnimation.toValue = (id)[UIColor redColor].CGColor;
[layer addAnimation:colorAnimation forKey:nil];