I need to change background image of button several times, I would like to use sequence of images to change background on click but I couldn't find any Swift documentation.
Maybe someone knows how to do that ?
This is one of the way.
NSMutableArray *imageArray = [NSMutableArray new];
for (int i = 1; i < 4; i ++) {
[imageArray addObject:[UIImage imageNamed:[NSString stringWithFormat:#"%d.png",i]]];
}
[myButton setImage:[UIImage imageNamed:#"1.png"] forState:UIControlStateNormal];
[myButton.imageView setAnimationImages:[imageArray copy]];
[myButton.imageView setAnimationDuration:0.5];
[myButton.imageView startAnimating];
Call startAnimating method in on click method.
In Swift:
var imageArray = [UIImage]()
for var index = 0; index < num; ++index {
imageArray.append( UIImage(named: "imageNumber\(index)" )! )
}
myButton.setImage( UIImage(named: "imageNumber1")! ), forState: .Normal)
myButton.imageView!.animationImages = imageArray
myButton.imageView!.animationDuration = 1.0
myButton.imageView!.startAnimating()
Related
In my app I'm picking five images at a time and displaying in a small view and I have button if I click that button the 5 images in that view should go to next View Controller .but when I'm clicking that button only the image in 0th index is passing and remaining images are not passing.Hope someone helps me
And here is my code.This code is for passing from first view to second view and chosenImages is an array where all the picked images are saving
SecondViewController *secview=[[SecondViewController alloc]initWithNibName:#"SecondViewController" bundle:nil];
if (secview.imgView.tag==0) {
secview.img=[self.chosenImages objectAtIndex:0];
}
else if (secview.imgView1.tag==1)
{
secview.img=[self.chosenImages objectAtIndex:1];
}
else if (secview.imgView1.tag==2)
{
secview.img=[self.chosenImages objectAtIndex:2];
}
else if (secview.imgView1.tag==3)
{
secview.img=[self.chosenImages objectAtIndex:3];
}
else if (secview.imgView1.tag==4)
{
secview.img=[self.chosenImages objectAtIndex:4];
}
NSLog(#"%#",secview.img);
[self presentViewController:secview animated:YES completion:nil];
and in second view my code is:
if (imgView.tag==0)
{
imgView.image=img;
}
else if (imgView1.tag==1)
{
imgView1.image=img;
}
else if (imgView2.tag==2)
{
imgView2.image=img;
}
else if (imgView3.tag==3)
{
imgView3.image=img;
}
else if (imgView4.tag==4)
{
imgView4.image=img;
}
Update:In didFinishPickingMedia I wrote this code
images = [NSMutableArray arrayWithCapacity:[info count]];
for (NSDictionary *dict in info) {
if ([dict objectForKey:UIImagePickerControllerMediaType] == ALAssetTypePhoto){
if ([dict objectForKey:UIImagePickerControllerOriginalImage]){
image=[dict objectForKey:UIImagePickerControllerOriginalImage];
[images addObject:image];
UIImageView *imageview = [[UIImageView alloc] initWithImage:image];
[imageview setContentMode:UIViewContentModeScaleAspectFit];
}
}
else {
NSLog(#"UIImagePickerControllerReferenceURL = %#", dict);
}
}
self.chosenImages = images;
[AllImages setHidden:NO];
previousButtonTag=1000;
scrollView=[[UIScrollView alloc] initWithFrame:CGRectMake(0, 4, self.AllImages.frame.size.width, 104)];
int x =0.5;
for (int i=0; i<5; i++) {
button = [UIButton buttonWithType:UIButtonTypeCustom];
button.frame=CGRectMake(x, 0, 100, 123);
button.layer.borderWidth=0.5;
button.titleLabel.font=[UIFont boldSystemFontOfSize:12];
button.titleLabel.textAlignment = NSTextAlignmentCenter;
button.titleLabel.lineBreakMode = NSLineBreakByWordWrapping;
// button.layer.borderColor=[[UIColor lightGrayColor]CGColor];
button.tag = i;
[button setBackgroundImage:[self.chosenImages objectAtIndex:i] forState:UIControlStateNormal];
[button addTarget:self action:#selector(OverLayMethod:) forControlEvents:UIControlEventTouchUpInside];
[button setTitleColor:[UIColor blackColor] forState:UIControlStateNormal];
[scrollView addSubview:button];
x += button.frame.size.width;
x=x+6.0;
}
scrollView.contentSize = CGSizeMake(x, scrollView.frame.size.height);
scrollView.backgroundColor = [UIColor clearColor];
[self.AllImages addSubview:scrollView];
}
I solved my issue by declaring another array in second view.In first view we are saving picked images in one array .so that first view array objects = second view array and I passed that array in second view
my code in second view :
for (int i=0; i<[arr count]; i++) {
self.img=[arr objectAtIndex:i];
if (i==0)
{
imgView.image=img;
}
else if (i==1)
{
imgView1.image=img;
}
else if (i==2)
{
imgView2.image=img;
}
else if (i==3)
{
imgView3.image=img;
}
else if (i==4)
{
imgView4.image=img;
}
}
}
by this i'm getting correct output
I dunno that I got your question but my understanding is that you wanna send 5 images to another view. If so, define a new NSArray property such as 'images' in your SecondViewController and add it to where you go from first view to second
SecondViewController *secondVC = [SecondViewController new];
[secondVC setImages: self.chosenImages];
The problem with your code is that you're using if/else if block statement and if one of the conditions in that if/else if evaluate to true only you get into one of the block. Also, -objectAtIndex: only returns one item.
[self.chosenImages objectAtIndex:0];
Also, I'm sure that secview.img means that you have a UIImage property inside your SecondViewController.
I am using the below code to change the UIImageView's image after a short duration. The images being used are stored in an array as you can see.
The problem is, no matter what 'duration' or 'delay' I set, the imageview changes almost instantly to the last image in the array.
Should I instead be using the main thread to add a delay between each image transition?
////////////////////////////////////////////////////////////////
animationCount = 0;
imageArray =[NSMutableArray new];
[imageArray addObject:[UIImage imageNamed:#"gauge1final.png"]];
[imageArray addObject:[UIImage imageNamed:#"gauge2final.png"]];
[imageArray addObject:[UIImage imageNamed:#"gauge3final.png"]];
[imageArray addObject:[UIImage imageNamed:#"gauge4final.png"]];
[imageArray addObject:[UIImage imageNamed:#"gauge5final.png"]];
[self multiStageAnimate];
////////////////////////////////////////////////////////////////
-(void) multiStageAnimate{
[UIView animateWithDuration:5.0
delay:5.0
options:UIViewAnimationOptionTransitionCrossDissolve
animations:^
{
self.gauge.image = [imageArray objectAtIndex:animationCount];
}
completion:^(BOOL finished){
animationCount ++;
if(animationCount < imageArray.count){
[self multiStageAnimate];
}
else
{
animationCount = 0;
}
}];
}
UIImageView does have a mechanism to accomplish your need.
UIImageView *imageView = [[UIImageView alloc] init];
imageView.animationImages = [NSArray arrayWithObjects:
[UIImage imageNamed:#"image1"],
[UIImage imageNamed:#"image2"],
[UIImage imageNamed:#"image3"], nil];
imageView.animationRepeatCount = 0; // 0 means repeat without stop.
imageView.animationDuration = 1.5; // Animation duration
[imageView startAnimating];
If you are using multiple screens with the same animation, it's better to create one .plist file and then use this anywhere in your project. The steps are as follows:
First, generate one .plist file File-> New File-> Resource ->Property List
Write your code like this:
ViewController.h
#property (weak, nonatomic) IBOutlet UIImageView *dataImageView;
ViewController.m
NSDictionary *picturesDictionary = [NSDictionary dictionaryWithContentsOfFile:[[NSBundle mainBundle] pathForResource:#"PhotesArray" ofType:#"plist"]];
NSArray *imageNames = [picturesDictionary objectForKey:#"Photos"];
NSMutableArray *images = [[NSMutableArray alloc] init];
for (int i=0; i<[imageNames count]; i++) {
[images addObject:[UIImage imageNamed:[imageNames objectAtIndex:i]]];
}
//Normal animation
self.dataImageView.animationImages = images;
self.dataImageView.animationDuration = 5.0;
[self.dataImageView startAnimating];
The image property of a UIImageView won't animate. What you need to do is have 2 UIImageView widgets one on top of another. Then, you can animate their alpha properties from 0 to 1 (and vice-versa) with each transition.
. So it will show the image of random 1-6 image of the dice on the button by touching the UIButton with a IBAction using a array and a random() to select from the array of images to desplay on the image background
#import "ViewController.h"
#interface ViewController ()
#end
#implementation ViewController
- (IBAction)diceButton:(UIButton *)sender {
_diceArray=[NSMutableArray arrayWithObjects:
[UIImage imageNamed:#"Dice_1.png"],
[UIImage imageNamed:#"Dice_2.png"],
[UIImage imageNamed:#"Dice_3.png"],
[UIImage imageNamed:#"Dice_4.png"],
[UIImage imageNamed:#"Dice_5.png"],
[UIImage imageNamed:#"Dice_6.png"],nil];
int index = random() % 5 ;
for (int i = 0; i < [_diceArray count]; i++) {
[_diceButton setBackgroundImage:[UIImage imageNamed:[_diceArray objectAtIndex:index]] forState:UIControlStateNormal];
}
}
#end
Use like this
[_diceButton setBackgroundImage:_diceArray[index] forState:UIControlStateNormal];
Since your _diceArray contains UIImage's not image names
hi you have two way to correct this program, first one change your
array to
_diceArray=[NSMutableArray arrayWithObjects:
#"Dice_1.png",
#"Dice_2.png",
#"Dice_3.png",
#"Dice_4.png",
#"Dice_5.png",
#"Dice_6.png",nil];
or change
[_diceButton setBackgroundImage:[_diceArray objectAtIndex:index] forState:UIControlStateNormal];
You are storing UIImage objects in the array so you can't call
[UIImage imageNamed:[_diceArray objectAtIndex:index]
So you need to use:
[_diceButton setBackgroundImage:[_diceArray objectAtIndex:index] forState:UIControlStateNormal];
My Suggestion : use setImage: instead of setBackgroundImage:
for (int i = 0; i < [_diceArray count]; i++)
{
[_diceButton setImage:[_diceArray objectAtIndex:index] forState:UIControlStateNormal];
[_diceButton setImage:[_diceArray objectAtIndex:index] forState:UIControlStateNormal];
}
I am working on with a simple animation that I have 10 button and "on click" of one button ( for example 5) all button should start animate one by on but they are animating the same time, please let me know what can be done or ..... Thanks
NSMutableArray* imagesArray = [[NSMutableArray alloc] init];
for (int images = 0; images < 15; images++) {
UIImage* buttonImage = [UIImage imageNamed:[NSString stringWithFormat:#"aaqqq00%02d.png", images]];
[imagesArray addObject:buttonImage];
}
NSArray* reversedAnim = [[imagesArray reverseObjectEnumerator] allObjects];
int buttonTag = button.tag;
for (int images = 1; images <= 10; images++) {
UIButton *animButton = (UIButton *)[self.view viewWithTag:images];
if (images <= buttonTag) {
animButton.imageView.animationImages = imagesArray;
[animButton setImage:
[UIImage imageNamed:#"aaqqq0014.png"] forState:UIControlStateNormal];
animButton.adjustsImageWhenHighlighted = NO;
animButton.imageView.animationDuration = 1; //whatever you want (in seconds)
animButton.imageView.animationRepeatCount = 1;
[animButton.imageView startAnimating];
} else {
if (currentButtonTag_ >= images) {
animButton.imageView.animationImages = reversedAnim;
[animButton setImage:
[UIImage imageNamed:#"aaqqq0000.png"] forState:UIControlStateNormal];
animButton.adjustsImageWhenHighlighted = NO;
animButton.imageView.animationDuration = 0.2; //whatever you want (in seconds)
animButton.imageView.animationRepeatCount = 1;
[animButton.imageView startAnimating];
}
}
}
As you iterate through your loop, have a variable that holds the desired delay, and add to it at the end of each loop. We'll call this delay.
Now, instead of calling:
[animButton.imageView startAnimating];
Do this:
[animButton.imageView performSelector:#selector(startAnimating) withObject:nil afterDelay:delay];
And each button will start animating after the accumulated delay.
You need to give some delay time and duration time.
[UIView animateWithDuration:0.6
delay:2.0
options: UIViewAnimationCurveEaseOut
animations:^{S1Button.frame = CGRectMake(20, 10, 50, 10);S1buttonA.alpha = 0;}
completion:nil];
Set this for every animation.
I have this simple function where i sap rate the button animation and then start animation for every button but i dont know why only one button animate not others which clicked, please help me with this
- (IBAction)startAnimation:(UIButton *)button {
NSMutableArray* imagesArray = [[NSMutableArray alloc] init];
for (int images = 0; images < 15; images++) {
UIImage* buttonImage = [UIImage imageNamed:[NSString stringWithFormat:#"aaqqq00%02d.png", images]];
[imagesArray addObject:buttonImage];
}
NSArray* reversedAnim = [[imagesArray reverseObjectEnumerator] allObjects];
int buttonTag = button.tag;
animButton.adjustsImageWhenHighlighted = NO;
for (int images = 0; images < 15; images++) {
UIButton *animButton = (UIButton *)[self.view viewWithTag:buttonTag];
if (images <= buttonTag) {
animButton.imageView.animationImages = imagesArray;
[animButton setImage:
[UIImage imageNamed:#"aaqqq0014.png"] forState:UIControlStateNormal];
} else {
animButton.imageView.animationImages = reversedAnim;
[animButton setImage:
[UIImage imageNamed:#"aaqqq0000.png"] forState:UIControlStateSelected];
}
NSLog(#"%#", animButton.imageView.animationImages);
animButton.imageView.animationDuration = 1; //whatever you want (in seconds)
animButton.imageView.animationRepeatCount = 1;
[animButton.imageView startAnimating];
}
}
You're passing the button, so doing the tag lookup seem pointless and error prone (if there are multiple views with the same tag in the hierarchy).
Setting the buttons image view animation images (animButton.imageView.animationImages) and then after that setting a single image ([animButton setImage:...) is also pointless.
What does your log statement say about the animation images?