Using a UIButton to mask a moving UIView - ios

I want to bind two views to a button's border like a mask. The effect I want is seen in the image below
So I have a custom controller that uses a PageViewController to swipe between two UIViewControllers. I also have two views (the red one and the blue one). I can track the direction and degree of the page turning, so I can link that to the movement of the two views. All I need to do is apply a mask to the moving boxes so that all the movement stays within the button.
If anyone knows how to do this, I'd be eternally grateful for the information!

My understanding is that you have a view, then you want to transition between its two subviews with a sliding animation. This is fairly straight forward.
First set "Clip Subviews" to true (either in storyboard editor or setting view.clipToBounds=true). If you want a sphere like you show then set layer.cornerRadius = view.frame.size.width/2
The you can just set the frames of your subviews- either animating them with UIView animateWithDuration or setting the frames yourself in your animation loop.
The former in code (for sliding the first element to the left and right element in):
[UIView animateWithDuration:duration animations:^{
[subview1 setFrame:CGRectMake(-subview1.frame.size.width, 0, subview1.frame.size.width, subview1.frame.size.height)];
[subview2 setFrame:CGRectMake(0, 0, subview2.frame.size.width, subview2.frame.size.height)];
}];
The reverse animation is similar. If you're doing it in your own animation loop (which sounds like what you want) then you can do the interpolation yourself pretty easily.
If you want to be more advanced with your mask (i.e. based on an image) then look at something like this: How to mask UIViews in iOS

This solution may not be the optimized one, but do the trick you want. First i wanna make sure that i understand your requirement. I understand that you wanna go away to left the red image & bring in the right blue image in the button with the sliding effect.
If my understanding meet your requirement,Here is the trick
First decide which portion of red & blue image you needed. That must be easy as you know the direction & degree of the turning the UIPageViewController.
Then Crop that decided portions from the red & blue image using the code here.
Now draw both resulted cropped image on the coreGraphics side by side (red on the left & blue on the right) & retrieve the final resulted image.
set the image to the UIButton.
Finally to acquire the round shape you can set the radius property of layer property of the button.
For the third step, how you can you draw image on coreGraphics & retrieve apple give a detail explanation here
You have to do all these steps each time you wanna update the image of the UIButton. There may be a other good way to do this :)

You can use corner radious on the button layer
CGPoint saveCenter = roundedView.center;
CGRect newFrame = CGRectMake(roundedView.frame.origin.x, roundedView.frame.origin.y, newSize, newSize);
button.frame = newFrame;
button.layer.cornerRadius = newSize / 2.0;
button.center = saveCenter;

Related

Set corners of UIView (iOS)

I have the following problem: I'm scanning a QR Code with AVFoundation. This works quite well and I can also create a border around the code by adding a subview and set the frame attribute by subview.frame = qrCodeObject.bounds. This only has the problem that the border is only a rectangle and dismisses the perspective of the QR code.
I know that the qrCodeObject has a property corners which incorporates the top right, top left, bottom right and bottom left points of the QR code detected.
My question is now: how can I apply those corner points to the "border" view to make this border to have the same perspective as the QR code? Or in other words: how to "transform" the view according to the corner points?
Thanks a lot in advance!
UPDATE:
Here you can see the problem: the red box is a UIView, having it's frame property set to the QR codes bounds property. This misses perspective. I would like to transform the UIView (the red box) to following the corners property of the QR code, which includes the top right, top left, bottom right and bottom left points (CGPoint) of the QR code. It is important to apply this to a UIView, because I later want to apply it to an ImageView. Also a mask is not usable, as it just hides part of the view, but does not stretch or transform the content of the view.
I found a solution: AGGeometryKit did the trick: https://github.com/hfossli/AGGeometryKit/
Thanks everybody for helping!
You can't transform a CGRect that way, as far as I know. (At least I'm unaware of any framework that can do that kind of image processing.)
What you can do is to draw a polygon using the points of the qrCodeObject.
In drawRect of your UIView, change use CGContext and CGPath to draw the path you'd like.
You want your drawing UIView to be the same size as the one showing the QR code so that you don't have to translate the points onto a second coordinate space.
This answer has directions if you need more guidance on how to do that.
Ok, the problem you are facing is that a CGRect can only represent a rectangle that is not tilted or distorted. What you are dealing with is an image that has different kinds of perspective distortion.
I haven't tried to do this, but it sounds like AVFoundation gives you 4 CGPoint objects for a reason. You need to draw those 4 CGPoints using a UIBezierPath rather than trying to draw a CGRect. Simply create a bezier path that moves to the first point, then draws lines to each subsequent point, and finally, back to the first point. That will give you a quadrilateral that takes into account the distortion of your QR code.
CATransform3DRotate could be your friend, here.
https://guides.codepath.com/ios/Using-Perspective-Transforms might be a good starting point.

How to make a portion of an UIImageView transparent in order to show views in layers below

Here is a photo explanation to better illustrate what I mean:
I have two UIImageViews, with View1 being on the bottom and View2 at the top:
What I would like to do accomplish is to programmatically set an area on View2 that is completely transparent (i.e. has an alpha of 0), so that this will be the end result:
I haven't been able to find a similar problem related to marking a part of a UIImageView transparent in the form of a shape (specifically, a circle), and was wondering how I should tackle this problem?
Thanks!
One road you could go is CoreGraphics:
Create an image context
Set the clipping path you need (or just clear the circle for the "hole" after drawing)
Draw the original image into the context
Make an UIImage from that context
Assign the image to the top UIImageView
https://developer.apple.com/library/ios/documentation/2ddrawing/conceptual/drawingprintingios/HandlingImages/Images.html#//apple_ref/doc/uid/TP40010156-CH13-SW1

iOS 7.1 Slide To Unlock Text Animation

I'm not sure if this has been asked before, but I'm having a hard time finding it. Perhaps I'm not using the right search terms, so if an answer already exists, if someone could point me in the right direction, it'd be most appreciated!
I just noticed that the glimmer animation on the "slide to unlock" text of the lockscreen has changed with the iOS 7.1 update. The spotlight now has an ovular / diamond shape that cascades across the letters without appearing on the view behind it.
In the past, I've replicated this type of feature by changing the color of individual letters sequentially, but for this, the animation goes through the middle of the letters. Without affecting the background.
How can I replicate this?
You can animate label text and use custom slider for it, I hope it helps you:
CALayer *maskLayer = [CALayer layer];
// Mask image ends with 0.15 opacity on both sides. Set the background color of the layer
// to the same value so the layer can extend the mask image.
maskLayer.backgroundColor = [[UIColor colorWithRed:0.0f green:0.0f blue:0.0f alpha:0.15f] CGColor];
maskLayer.contents = (id)[[UIImage imageNamed:#"Mask.png"] CGImage];
// Center the mask image on twice the width of the text layer, so it starts to the left
// of the text layer and moves to its right when we translate it by width.
maskLayer.contentsGravity = kCAGravityCenter;
maskLayer.frame = CGRectMake(myLabel.frame.size.width * -1, 0.0f, myLabel.frame.size.width * 2, myLabel.frame.size.height);
// Animate the mask layer's horizontal position
CABasicAnimation *maskAnim = [CABasicAnimation animationWithKeyPath:#"position.x"];
maskAnim.byValue = [NSNumber numberWithFloat:myLabel.frame.size.width];
maskAnim.repeatCount = 1e100f;
maskAnim.duration = 1.5f;
[maskLayer addAnimation:maskAnim forKey:#"slideAnim"];
myLabel.layer.mask = maskLayer;
You should be able to use the mask property of CALayer to create a cutout of the contents of another layer.
Set the mask to contain your text (maybe a CATextLayer can work here). This is what Shimmer says it uses.
Make the foreground color of your label be a UIColor initiated with
+colorWithPatternImage or
-initWithPatternImage
using an animated image and setting the background color of the label to transparent. I've not tried this, but I don't see why it wouldn't work.
The best way to do this is with a multi layer object.
Top: UILabel with opaque background and clear text
Clear text is rendered in drawRect: func through complicated masking process
Middle: Worker View that is performing a repeating animation moving an image behind the top label
Bottom: a UIView that you add the middle and top subview to in that order. Can be whatever color you want the text to be
An example can be seen here
https://github.com/jhurray/AnimatedLabelExample
The most effective way I've found to recreate the glimmering text effect is to use the Shimmer Cocoapod created by Facebook. Below is the example image from the Shimmer GitHub repo, which is located at the following URL: https://github.com/facebook/Shimmer
Shimmer example
There are full instructions to install and use Shimmer on the repo, but the gist is that after installing the Cocoapod you'll add a special subview or layer into which will go the contents you wish to have glimmer/shimmer, then set the effect to start.
Try to have a semi-transparent foreground with transparent cutouts for the letters. The "glimmer" can be moved across behind the cutouts.
Make a layer on top that has cutout layers with an animated PNG or something as the background.
Under this layer, have another layer with exactly the reverse transparency (letters are opaque and space between letters is transparent.
This way, the user sees through the letters to the animation, and between the letters to whatever the letters are over.
Just make sure you have code to keep the layers in the right order.
I think that it's a semi transparent view, but it's a special view in which the drawrect is overridden to color each pixel of the letters with the same color (but stronger to make it visible) of the pixel in the view beneath it.
Imagine this like the magnifying view. it displays a magnified version of the the view beneath it.

Shape animation in iOS

I have an UIView in which I draw many shapes. I just want to keep redrawing this view in order to make kind of an animation. I searched for animation options, but all animations looks like they only work with properties, like transform, alpha... I just want a timed animation option, and that do not block the screen, I mean, that allows the application to realize the screen was tapped. Is it possible?
It is totally possible and you have a few different ways that you can go about doing it. If you want a simple png sequence style animation you can just fill a UIImageView like this:
imageView.animationImages = myImages;
imageView.animationDuration = 3;
[imageView startAnimating];
or you can override the drawrect function in a custom UIView, set up an NSTimer to tick however frequently you want to change the animation and call setNeedsDisplay on the view to draw the next frame.
Assuming you have a bezier path that represents each shape, try looking at CAShapeLayer - this can be used to draw a path on the screen, and you can animate the position, fill colour and many other properties of it.
Have one CAShapeLayer per shape, and add them as sub layers to your main view's layer.
You need to add the QuartzCore framework to use it, but it is very straightforward and there are plenty of tutorials out there.

Move a UIImageView after applying CGAffineTransformRotate behave incorrect

I'm trying to rotate UIImageView for certain degrees with CGAffineTransformMakeRotation() function, but it end with imageView only rotates, but when I moved to another coordinates then imageView stretched or change height and width. I have no clue why this happens.
Here is a code:
double a = atan2(dx,dy);
bowImageView.transform = CGAffineTransformMakeRotation(a);
WHen you apply a transform to a view the geometry changes. If you wish to move that view rotated, the simplest solution is to set the transform back to CGAffineTransformIdentity, move the view and reapply the rotation.
The other way is to work out the movement based on the current rotation.....but I find the first solution easier!

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