I'd like to be able to animate my UIImageView background in a diagonal fashion. Meaning the background would animate and scroll from the top left of the screen towards the bottom right of the screen. Ideally, this would be a continuous animation.
I have the directions figured out, however, what I have seems to take a copy of the background & animate it over a static background. This causes for a weird effect.
See gif:
Here is the code:
var imageView = UIImageView()
override func viewDidLoad() {
super.viewDidLoad()
self.setup();
}
func setup() {
self.imageView.frame = self.view.bounds
self.imageView.image = UIImage(named: "myimage.jpg")
self.view.addSubview(self.imageView)
self.scroll()
}
func scroll() {
var theImage = UIImage(named: "myimage.jpg")!
var pattern = UIColor(patternImage: theImage)
var layer = CALayer()
layer.backgroundColor = pattern.CGColor
layer.transform = CATransform3DMakeScale(1,-1,1)
layer.anchorPoint = CGPointMake(0, 1)
var viewSize = self.imageView.bounds.size
layer.frame = CGRectMake(0,0, theImage.size.width + viewSize.width, viewSize.height)
self.imageView.layer.addSublayer(layer)
var startPoint = CGPointZero
var endPoint = CGPointMake(theImage.size.width, theImage.size.height + 15)
var animation = CABasicAnimation(keyPath: "position")
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionLinear)
animation.fromValue = NSValue(CGPoint:startPoint)
animation.toValue = NSValue(CGPoint:endPoint)
animation.repeatCount = Float.infinity
animation.duration = 1.0
layer.addAnimation(animation, forKey: "position")
}
Is anyone able to figure out how to make the whole background scroll? Do i just need a larger image, and scroll that? If that is the case, what does the contentMode of the imageView need to be set at?
Thanks
---- Update
I've reworked the code a bit, and have a working version of what I wanted. I'm curious for some feedback, as I'm still not 100% comfortable with animations in general (but i'm learning! :) )
-- I removed the whole background image in general, as DuncanC suggested it wasn't serving a good purpose. Now, i'm just making an image layer, trying to make if sufficiently big, and looping the animation. Thoughts?
override func viewDidLoad() {
super.viewDidLoad()
self.scroll()
}
func scroll() {
var theImage = UIImage(named: "myimage.jpg")!
var pattern = UIColor(patternImage: theImage)
var layer = CALayer()
layer.backgroundColor = pattern.CGColor
layer.transform = CATransform3DMakeScale(1,-1,1)
layer.anchorPoint = CGPointMake(0, 1)
// i'm making the view large here so the animation can keep running smoothly without
// showing what is behind our image
// is there a better way to do this?
var viewSize = CGSizeMake(self.view.bounds.size.height * 10, self.view.bounds.size.width * 10)
layer.frame = CGRectMake(0,0, theImage.size.width + viewSize.width, viewSize.height)
self.view.layer.addSublayer(layer)
var startPoint = CGPointMake(-theImage.size.width, -theImage.size.height)
var endPoint = CGPointMake(0, 0)
var animation = CABasicAnimation(keyPath: "position")
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionLinear)
animation.fromValue = NSValue(CGPoint:startPoint)
animation.toValue = NSValue(CGPoint:endPoint)
animation.repeatCount = Float.infinity
animation.duration = 3.0
layer.addAnimation(animation, forKey: "position")
}
**Result:*
Your code doesn't make a lot of sense. You have an image view that contains the image myimage.jpg, and then you create a CALayer that contains that image as a pattern color. You add the layer to your image view and animate it's position.
Just use a UIView animation and animate the center of your image view directly. If you're using AutoLayout then you'll need to add horizontal and vertical position constraints, wire them up as IBOutlets, and then in your animation block change the constraints and call layoutIfNeeded() on the image view's superview.
Related
I'm using a UIViewPropertyAnimator to animate the position of a view. But, I also want to animate CALayer properties like borderColor along with it. Currently, it doesn't animate and instantly changes at the start, like this:
Here's my code:
class ViewController: UIViewController {
var animator: UIViewPropertyAnimator?
let squareView = UIView(frame: CGRect(x: 0, y: 40, width: 80, height: 80))
override func viewDidLoad() {
super.viewDidLoad()
view.addSubview(squareView)
squareView.backgroundColor = UIColor.blue
squareView.layer.borderColor = UIColor.green.cgColor
squareView.layer.borderWidth = 6
animator = UIViewPropertyAnimator(duration: 2, curve: .easeOut, animations: {
self.squareView.frame.origin.x = 100
self.squareView.layer.borderColor = UIColor.red.cgColor
})
DispatchQueue.main.asyncAfter(deadline: .now() + 2) {
self.animator?.startAnimation()
}
}
}
I looked at this question, How to synchronously animate a UIView and a CALayer, and the answer suggested using "an explicit animation, like a basic animation." It said,
If the timing function and the duration of both animations are the same then they should stay aligned.
However, if I use CABasicAnimation, I lose all the benefits of UIViewPropertyAnimator, like timing and stopping in the middle. I will also need to keep track of both. Is there any way to animate CALayer properties with UIViewPropertyAnimator?
CABasicAnimation has timing as well as keyframe animation to stop in the middle. But, to replicate your animation above:
squareView.layer.transform = CATransform3DMakeTranslation(100, 0, 0)
let fromValue = squareView.transform
let toValue = 100
let translateAnimation = CABasicAnimation(keyPath: #keyPath(CALayer.transform))
translateAnimation.timingFunction = CAMediaTimingFunction(name: .easeInEaseOut)
translateAnimation.fromValue = fromValue
translateAnimation.toValue = toValue
translateAnimation.valueFunction = CAValueFunction(name: .translateX)
let fromColor = squareView.layer.borderColor
let toColor = UIColor.red.cgColor
let borderColorAnimation = CABasicAnimation(keyPath: "borderColor")
borderColorAnimation.timingFunction = CAMediaTimingFunction(name: .easeInEaseOut)
borderColorAnimation.fromValue = fromColor
borderColorAnimation.toValue = toColor
let groupAnimation = CAAnimationGroup()
groupAnimation.animations = [translateAnimation, borderColorAnimation]
groupAnimation.duration = 5
squareView.layer.add(groupAnimation, forKey: nil)
I created a circular button using swift, what I am trying to do is changing the border color with animation
I used the following code :
let color = CABasicAnimation(keyPath: "borderColor")
color.fromValue = UIColor.black.cgColor
color.toValue = UIColor.red.cgColor
color.duration = 1
color.repeatCount = 1
sender.layer.add(color, forKey: "color and width")
The border color is changing but it is not given the desire effect, it change the border color all at once. What I would like to have as effect is like your drawing over the old color, to keep it simple ==> like a progress bar where u see the old color like fade away and be replaced by the new color.
Is there is any way to do that?
Thanks for helping.
Updating code
var storkeLayer = CAShapeLayer()
#IBOutlet weak var Mybut: UIButton!
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
storkeLayer.fillColor = UIColor.clear.cgColor
storkeLayer.strokeColor = UIColor.black.cgColor
storkeLayer.lineWidth = 2
// Create a rounded rect path using button's bounds.
storkeLayer.path = CGPath.init(roundedRect: Mybut.bounds, cornerWidth: Mybut.frame.width / 2 , cornerHeight: Mybut.frame.height / 2, transform: nil)
// Add layer to the button
Mybut.layer.addSublayer(storkeLayer)
}
#IBAction func bytton(_ sender: UIButton) {
storkeLayer.fillColor = UIColor.clear.cgColor
storkeLayer.strokeColor = UIColor.red.cgColor
storkeLayer.lineWidth = 2
// Create a rounded rect path using button's bounds.
storkeLayer.path = CGPath.init(roundedRect: Mybut.bounds, cornerWidth: Mybut.frame.width / 2 , cornerHeight: Mybut.frame.height / 2, transform: nil)
// Add layer to the button
sender.layer.addSublayer(storkeLayer)
// Create animation layer and add it to the stroke layer.
let animation = CABasicAnimation(keyPath: "strokeEnd")
animation.fromValue = CGFloat(0.0)
animation.toValue = CGFloat(1.0)
animation.duration = 1
animation.fillMode = kCAFillModeForwards
// animation.fillMode = kCAFillModeBackwards
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
storkeLayer.add(animation, forKey: "circleAnimation")
}
You can stroke the button's path using the following code snippet.
#IBAction func buttonTapped(_ sender: UIButton) {
let storkeLayer = CAShapeLayer()
storkeLayer.fillColor = UIColor.clear.cgColor
storkeLayer.strokeColor = UIColor.red.cgColor
storkeLayer.lineWidth = 2
// Create a rounded rect path using button's bounds.
storkeLayer.path = CGPath.init(roundedRect: sender.bounds, cornerWidth: 5, cornerHeight: 5, transform: nil) // same path like the empty one ...
// Add layer to the button
sender.layer.addSublayer(storkeLayer)
// Create animation layer and add it to the stroke layer.
let animation = CABasicAnimation(keyPath: "strokeEnd")
animation.fromValue = CGFloat(0.0)
animation.toValue = CGFloat(1.0)
animation.duration = 1
animation.fillMode = kCAFillModeForwards
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
storkeLayer.add(animation, forKey: "circleAnimation")
}
This snippet creates something like this:
I'm new in swift and iPhone development. Recently I'm working on a topic where I have to rotate the image vertically.
I've almost solved the issue but problem is my image is rotating but while it's rotating it's showing 50% image. Here is the link of the issue in video. http://screencast.com/t/VI4yZ0a8Wr
Also here the code i'm using
func animationRotationEffect(view:UIView,animationTime:Float)
{
UIView.animateWithDuration(NSTimeInterval(animationTime), animations: { () -> Void in
/* previously used
same result produced as below
var animation:CABasicAnimation = CABasicAnimation(keyPath: "transform")
animation.toValue = NSValue(CATransform3D:CATransform3DMakeRotation(CGFloat(M_PI), 1, 0, 0))
animation.duration = CFTimeInterval(animationTime)
animation.cumulative = false
animation.repeatCount = 1
view.layer.addAnimation(animation, forKey: nil)
*/
let animate = CABasicAnimation(keyPath: "transform.rotation.x")
animate.duration = CFTimeInterval(animationTime)
animate.repeatCount = Float.infinity
animate.fromValue = 0.0
animate.toValue = Float(M_PI * 2.0)
view.layer.addAnimation(animate, forKey: nil)
})
}
It would be very helpful if anyone can help me on this.
Thanks in advance,
Nixon
Maybe it's not an animation problem, try setting the aspect and content mode of your UIImageView to this
imageView.contentMode = UIViewContentMode.ScaleAspectFit
More info about UIViewContentMode enumeration here
I have two UIBezierPath...
First path shows the total path from to and fro destination and the second path is a copy of the first path but that copy should be a percentage of the first path which I am unable to do.
Basically I would like the plane to stop at the part where green UIBezier path ends and not go until the past green color.
I am attaching a video in hte link that will show the animation I am trying to get. http://cl.ly/302I3O2f0S3Y
Also a similar question asked is Move CALayer via UIBezierPath
Here is the relevant code
override func viewDidLoad() {
super.viewDidLoad()
let endPoint = CGPointMake(fullFlightLine.frame.origin.x + fullFlightLine.frame.size.width, fullFlightLine.frame.origin.y + 100)
self.layer = CALayer()
self.layer.contents = UIImage(named: "Plane")?.CGImage
self.layer.frame = CGRectMake(fullFlightLine.frame.origin.x - 10, fullFlightLine.frame.origin.y + 10, 120, 120)
self.path = UIBezierPath()
self.path.moveToPoint(CGPointMake(fullFlightLine.frame.origin.x, fullFlightLine.frame.origin.y + fullFlightLine.frame.size.height/4))
self.path.addQuadCurveToPoint(endPoint, controlPoint:CGPointMake(self.view.bounds.size.width/2, -200))
self.animationPath = self.path.copy() as! UIBezierPath
let w = (viewModel?.completePercentage) as CGFloat!
// let animationRectangle = UIBezierPath(rect: CGRectMake(fullFlightLine.frame.origin.x-20, fullFlightLine.frame.origin.y-270, fullFlightLine.frame.size.width*w, fullFlightLine.frame.size.height-20))
// let currentContext = UIGraphicsGetCurrentContext()
// CGContextSaveGState(currentContext)
// self.animationPath.appendPath(animationRectangle)
// self.animationPath.addClip()
// CGContextRestoreGState(currentContext)
self.shapeLayer = CAShapeLayer()
self.shapeLayer.path = path.CGPath
self.shapeLayer.strokeColor = UIColor.redColor().CGColor
self.shapeLayer.fillColor = UIColor.clearColor().CGColor
self.shapeLayer.lineWidth = 10
self.animationLayer = CAShapeLayer()
self.animationLayer.path = animationPath.CGPath
self.animationLayer.strokeColor = UIColor.greenColor().CGColor
self.animationLayer.strokeEnd = w
self.animationLayer.fillColor = UIColor.clearColor().CGColor
self.animationLayer.lineWidth = 3
fullFlightLine.layer.addSublayer(shapeLayer)
fullFlightLine.layer.addSublayer(animationLayer)
fullFlightLine.layer.addSublayer(self.layer)
}
override func viewDidAppear(animated: Bool) {
super.viewDidAppear(animated)
updateAnimationForPath(self.animationLayer)
}
func updateAnimationForPath(pathLayer : CAShapeLayer) {
let animation : CAKeyframeAnimation = CAKeyframeAnimation(keyPath: "position")
animation.path = pathLayer.path
animation.calculationMode = kCAAnimationPaced
animation.delegate = self
animation.duration = 3.0
self.layer.addAnimation(animation, forKey: "bezierPathAnimation")
}
}
extension Int {
var degreesToRadians : CGFloat {
return CGFloat(self) * CGFloat(M_PI) / 180.0
}
}
Your animation for traveling a path is exactly right. The only problem now is that you are setting the key path animation's path to the whole bezier path:
animation.path = pathLayer.path
If you want the animation to cover only part of that path, you have two choices:
Supply a shorter version of the bezier path, instead of pathLayer.path.
Alternatively, wrap the whole animation in a CAAnimationGroup with a shorter duration. For example, if your three-second animation is wrapped inside a two-second animation group, it will stop two-thirds of the way through.
I have a UIImageView that I want to scale its outter edges towards the center (the top and bottom edges to be precise). The best I am able to get so far is just one edge collapsing into the other (which doesn't move). I want both edges to collapse towards the middle.
I have tried setting the the anchor point to 0.5,0.5 but that doesnt address the issue (nothing changes).
Is there a way to setup an ImageView such that it will scale inwards towards the middle so the outter edges collapse towards the center?
Here was my best attempt:
override public func viewWillAppear(animated: Bool)
{
super.viewWillAppear(animated)
var uimg = UIImage(named: "img.PNG")!
var img:UIImageView = UIImageView(image: uimg)
img.layer.anchorPoint = CGPointMake(0.5, 0.5)
view.addSubview(img)
UIView.animateWithDuration(5, animations:
{ () -> Void in
img.frame = CGRectMake(img.frame.origin.x,img.frame.origin.y,img.frame.width, 0)
})
{ (finished) -> Void in
//
}
}
You can use scaling using UIView's transform property. It seems like scaling does not allow you to make the value 0 and it goes to the final value without any animation. So, you could basically make the scaling y value negligible like 0.001.
imageView.transform = CGAffineTransformMakeScale(1, 0.001)
You could also use core animation to scale, using CABasicAnimation, this would be more simpler as this,
let animation = CABasicAnimation(keyPath: "transform.scale.y")
animation.toValue = 0
animation.duration = 2.0
animation.fillMode = kCAFillModeForwards
animation.removedOnCompletion = false
imageView.layer.addAnimation(animation, forKey: "anim")
Or you can also use the approach you have been using, simply setting the frame,
var finalFrame = imageView.frame
finalFrame.size.height = 0
finalFrame.origin.y = imageView.frame.origin.y + (imageView.frame.size.height / 2)
UIView.animateWithDuration(2.0, animations: { () -> Void in
self.imageView.frame = finalFrame
})
Your new frame has the origin in the same place. You need to move the origin down, at the same time as you reduce the height:
img.frame = CGRectMake(img.frame.origin.x, img.frame.origin.y + (img.frame.size.height/2), img.frame.size.width, 0);