I want to convert a CABasicAnimation to UIView animatewithDuration , If there is any possible to do that?
This is my tried code so far
CABasicAnimation *myAni = [CABasicAnimation animationWithKeyPath:#"transform.scale.x"];
myAni.duration = 2.0f;
myAni.fromValue = [NSNumber numberWithFloat:1.0];
myAni.toValue = [NSNumber numberWithFloat:2.0];
[self.myView addAnimation:scaleAnimation forKey:#"myKey"];
to be in [UIView animateWithDuration.... (Instead of CABasicAnimation, I want it in animationWithDuration in the animations block.)
Is this possible? If so, how?
[UIView animateWithDuration:0.5
delay:1.0
options: UIViewAnimationCurveEaseOut
animations:^{
//I need it here
}
completion:^(BOOL finished){
}];
Thanks in advance
[UIView animateWithDuration:0.5
delay:1.0
options: UIViewAnimationOptionCurveEaseInOut
animations:^{
//self.myView.transform = CGAffineTransformMakeScale(2.0,1.0);
self.testview.layer.transform = CATransform3DMakeScale(2.0,1.0,1.0);
}
completion:^(BOOL finished){
}];
Related
I am trying to scale a button up and down to call attention to it.
I have tried two animation methods:
method 1
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"transform.scale"];
animation.autoreverses = YES;
animation.repeatDuration = 2;
animation.duration = 0.4;
animation.fromValue = #(1.0f);
animation.toValue= #(1.2f);
[button.layer addAnimation:animation forKey:#"scale"];
method 2
CGAffineTransform scaleUp = CGAffineTransformMakeScale(1.2f, 1.2f);
[UIView animateWithDuration:0.5 delay:1 options:UIViewAnimationOptionAutoreverse
animations:^{
[button setTransform:scaleUp];
} completion:^(BOOL finished) {
}];
Same problem with both animations. Near the end, when the button is scaling down to its normal scale, the animation jumps directly to scale 1.0.
Something like:
1.2 ... 1.18 ... 1.15 ... boom ... 1.0
and I see the button popping from one huge scale value to 1, instead of being smooth.
You need to set the final state of the button.In your case,the scale change like
1.0->1.1->1.2->1.1->1.0 ->1.2(jump to final state)
Gif
CGAffineTransform scaleUp = CGAffineTransformMakeScale(1.5f, 1.5f);
[UIView animateWithDuration:0.5 delay:1 options:UIViewAnimationOptionAutoreverse
animations:^{
[self.button setTransform:scaleUp];
} completion:^(BOOL finished) {
self.button.transform = CGAffineTransformIdentity;
}];
In objective-c, I want to add fade in and fade out animation to a UIView. I want to do the fade-out and fade-in animation continuously. To illustrate it, what effect I want to have is as following:
fade out - fade in - fade out - fade in - ...
What I'm trying is as following:
-(void)fadeOutIn:(UIView *)view duration:(NSTimeInterval)duration
{
static CGFloat alpha = 1.0;
[UIView animateWithDuration:duration
delay:0.0
options: UIViewAnimationOptionRepeat| UIViewAnimationOptionCurveEaseInOut
animations:^{
alpha = abs((int)(alpha - 1.0));
view.alpha = alpha;
}
completion:^(BOOL finished){
}];
}
I also tried following:
-(void)fadeOutIn:(UIView *)view duration:(NSTimeInterval)duration
{
[UIView animateWithDuration:duration
delay:0.0
options: UIViewAnimationOptionRepeat| UIViewAnimationOptionCurveEaseInOut
animations:^{
view.alpha = 0.0;
}
completion:^(BOOL finished){
[UIView animateWithDuration:duration
delay:0.0
options: UIViewAnimationOptionRepeat|UIViewAnimationOptionCurveEaseInOut
animations:^{
view.alpha = 1.0;
}
completion:^(BOOL finished){
}];
}];
}
But the issue is they worked all the same, i.e., the UIView will fade out properly and SUDDENLY show up(not fade in), then fade out again...
Seems the fade in animation not work at all. Does anybody know what's wrong of my code please? Any suggestion will be highly appreciated.
Try this
[UIView animateKeyframesWithDuration:1 delay:0 options:UIViewAnimationOptionRepeat|UIViewAnimationOptionAutoreverse|UIViewAnimationCurveEaseInOut animations:^{
self.customIV.alpha = 0;
} completion:^(BOOL finished) {
}];
Here's this, Vigor, this does work, but I had to modify the code, this is somewhat dangerous code, due to it's constant recursiion, but you'll get the point:
-(void)fadeOutIn
{
[UIView animateWithDuration:1
delay:0.0
options: UIViewAnimationOptionCurveEaseInOut
animations:^{
[[self contentView] emailField].alpha = 0.0;
}
completion:^(BOOL finished){
[UIView animateWithDuration:1
delay:0.0
options: UIViewAnimationOptionCurveEaseInOut
animations:^{
[[self contentView] emailField].alpha = 1.0;
}
completion:^(BOOL finished){
[self fadeOutIn];
}];
}];
}
I would really rethink how this works, I used it on a button in my view and it will recurse constanly, until the view is removed from the superview. I had to hardcode the button in the code.
[UIView animateWithDuration:duration
delay:0.0
options: UIViewAnimationOptionRepeat| UIViewAnimationOptionAutoreverse|UIViewAnimationOptionCurveEaseInOut
animations:^{
view.alpha = 0.0;
}
completion:nil];
Just call this once
Try this....
YourView.alpha = 1;// set the initial value of alpha
[UIView animateWithDuration:1 delay:0
options: UIViewAnimationOptionAutoreverse | UIViewAnimationOptionRepeat
animations:^{
YourView.alpha = 0; // set the max value of alpha
} completion:nil];
This solution is for Swift 3,4 and 5
UIView.animateKeyframes(withDuration: 1, delay: 0, options: [UIView.KeyframeAnimationOptions(rawValue: UIView.AnimationOptions.repeat.rawValue), UIView.KeyframeAnimationOptions(rawValue: UIView.KeyframeAnimationOptions.RawValue(UIView.AnimationCurve.easeInOut.rawValue)), UIView.KeyframeAnimationOptions(rawValue: UIView.AnimationOptions.autoreverse.rawValue)] , animations: {
self.logoCenterImageView.alpha = 0
}) { finished in
}
I am pretty new to IOS animation programming.
I wanna create an animation like this on an UIButton:
first scale up in 0.3 second,
then scale down back to normal in 0.2 second.
Can some one show me or guide me to the right direction?
Sample Code :
[UIView animateKeyframesWithDuration:0.5 delay:0.0 options:UIViewKeyframeAnimationOptionRepeat animations:^{
[UIView addKeyframeWithRelativeStartTime:0.0 relativeDuration:0.60 animations:^{
myButton.transform = CGAffineTransformMakeScale(2.0, 2.0);
}];
[UIView addKeyframeWithRelativeStartTime:0.60 relativeDuration:0.40 animations:^{
myButton.transform = CGAffineTransformIdentity;
}];
} completion:^(BOOL finished) {
NSLog(#"Completed");
}];
You can also use native animation pulse in it.
var pulseAnimation:CABasicAnimation = CABasicAnimation(keyPath: "transform.scale");
pulseAnimation.duration = 1.0;
pulseAnimation.toValue = NSNumber(float: 1.5);
pulseAnimation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut);
pulseAnimation.autoreverses = true;
pulseAnimation.repeatCount = FLT_MAX;
self.Outlet.layer.addAnimation(pulseAnimation, forKey: nil)
How to move continuously spinning UIView with animation blocks? Eg., I have this code for spinning:
- (void)spinView:(UIView *)view {
[UIView animateWithDuration:0.2f
delay:0.0f
options:UIViewAnimationOptionCurveLinear
animations:^{
view.transform = CGAffineTransformRotate(view.transform, M_PI_2);
}
completion:^(BOOL finished) {
if (finished) {
[self spinView:view];
}
}];
}
How to combine it with animation like this:
[UIView animateWithDuration:4.0f animations:^{
myView.transform = CGAffineTransformTranslate(myView.transform, 400, 0);
}];
I've tried with CGAffineTransformConcat(), UIViewAnimationOptionBeginFromCurrentState, but without success.
Have you try something like,
[UIView animateWithDuration:2.0f animations:^{
vw.transform = CGAffineTransformTranslate(vw.transform, 400, 0);
CABasicAnimation* animation = [CABasicAnimation animationWithKeyPath:#"transform.rotation.z"];
animation.fromValue = [NSNumber numberWithFloat:0.0f];
animation.toValue = [NSNumber numberWithFloat: 2*M_PI];
animation.duration = 5.0f;
animation.repeatCount = 1;
[vw.layer addAnimation:animation forKey:#"SpinAnimation"];
}];
vw is your view to move. set frame according to your wish.
I have an animation that needs to be repeated until I decided to stop it.
How can I stop in animation after a button click?
[UIView animateWithDuration:0.2 delay:0 options:(UIViewAnimationCurveLinear | UIViewAnimationOptionAutoreverse | UIViewAnimationOptionRepeat) animations:^{
CGAffineTransform transform = CGAffineTransformMakeRotation(DEGREES_TO_RADIANS(5));
self.transform = transform;
} completion:^(BOOL finished){
}];
You have to add one other option UIViewAnimationOptionAllowUserInteraction ...
You should try this:
[UIView animateWithDuration:2 delay:0 options:UIViewAnimationCurveLinear | UIViewAnimationOptionAutoreverse | UIViewAnimationOptionRepeat | UIViewAnimationOptionAllowUserInteraction animations:^
{
view.frame = CGRectMake(0, 100, 200, 200);
} completion:^(BOOL finished)
{
if(! finished) return;
}];
And to stop the animation use this:
[view.layer removeAllAnimations];
U can make use of CABasicAnimation instead.
CABasicAnimation *appDeleteShakeAnimation = [CABasicAnimation animationWithKeyPath:#"transform.rotation"];
appDeleteShakeAnimation.autoreverses = YES;
appDeleteShakeAnimation.repeatDuration = HUGE_VALF;
appDeleteShakeAnimation.duration = 0.2;
appDeleteShakeAnimation.fromValue = [NSNumber numberWithFloat:-degreeToRadian(5)];
appDeleteShakeAnimation.toValue=[NSNumber numberWithFloat:degreeToRadian(5)];
[self.layer addAnimation:appDeleteShakeAnimation forKey:#"appDeleteShakeAnimation"];
Then when u want to stop it you can just call
[self.layer removeAnimationForKey:#"appDeleteShakeAnimation"];