I'm trying to do the following transformation changes but only one seems to work: -
self.image1.transform = CGAffineTransformMakeRotation(-0.1);
self.image1.transform = CGAffineTransformMakeScale(1.1, 1.1);
Only the first transformation works, what do I need to do make both changes work?
When using CGAffineTransformMake... you are creating a new transformation. So in your code you overwrite the Rotation with the Scale transformation.
CGAffineTransform transform = CGAffineTransformMakeRotation(-0.1);
transform = CGAffineTransformScale(transform, 1.1, 1.1);
self.image1.transform = transform;
Related
I am trying to flip a UIProgressView 180 in Xcode and I am trying to scale the progress view at the same time. The scaling works great until I add the flip and then the scaling does not work anymore. Any suggestions? Thanks!
[self.secondsPorgressBarTicker setTransform:CGAffineTransformMakeScale(1.0, 10.0)];
[self.secondsPorgressBarTicker setTransform:CGAffineTransformMakeRotation(-M_PI)];
You are setting the transform and then resetting it. If you want to combine transforms, you need to use different CG functions. Remember, order matters with transforms, so use whichever one solves your issue:
CGAffineTransform transform = CGAffineTransformMakeRotation(-M_PI);
transform = CGAffineTransformScale(transform, 1.0, 10.0);
[self.secondsPorgressBarTicker setTransform:transform];
or
CGAffineTransform transform = CGAffineTransformMakeScale(1.0, 10.0);
transform = CGAffineTransformRotate(transform, -M_PI);
[self.secondsPorgressBarTicker setTransform:transform];
You're making a new transform. Modify the existing one:
[self.secondsPorgressBarTicker setTransform:CGAffineTransformMakeScale(1.0, 10.0)];
[self.secondsPorgressBarTicker setTransform:CGAffineTransformRotate(self.secondsPorgressBarTicker, -M_PI)
Changing the anchor point of a CALayer after a CATransform3dRotate gives weird results. I think the problem is, anchorPoint property is set on the previous state (no transform) of layer not the current state (after transform) of the layer.
Is there a way to change the anchorPoint of a CALayer's current state??
Code for Transform:
CATransform3D transform = CATransform3DIdentity;
transform.m34 = -(1.0/800.0);
videoPlayerView.layer.zPosition = 100;
videoPlayerView.layer.transform = CATransform3DRotate(transform, (30*M_PI)/180, 1.0f, 0.0f, 0.0f);
Code to change the anchor Point
if(videoPlayerView.layer.anchorPoint.x != 0.0)
{
videoPlayerView.layer.anchorPoint = CGPointMake(0.0, 0.5);
videoPlayerView.layer.position = CGPointMake(videoPlayerView.layer.frame.origin.x - videoPlayerView.layer.frame.size.width/2,videoPlayerView.layer.position.y);
}
Basically, I have to rotate the Layer like a book flip. I have already done this without using the 30 degree transofrm, but I want it to look more 3D so applied the 30 degree transform along the x axis. So that it looks like the book is placed on a table.
And in order to rotate, setting the anchor point is necessary. If not, please advice otherwise...
instead of changing anchorPoint use
CATransform3DTranslate(transform, 50.0000f, 0.0000f, 0.0000f);
Translate along X by 50.00 points
Apply 0.40 percent of perspective or you can use the same code you are using right now
rotate the CAlayer using Y .
CATransform3D transform = CATransform3DIdentity;
CATransform3D tmp = CATransform3DIdentity;
transform = CATransform3DRotate(transform, 0.0146f, 0, 1, 0);
transform = CATransform3DTranslate(transform, 50.0000f, 0.0000f, 0.0000f);
tmp = CATransform3DIdentity;
tmp.m34 = 0.0040f;
transform = CATransform3DConcat(transform, tmp);
check the link for more reference.
let me know if it works.
I have a UIView that I scale down when it is touched and scale back up when the touch is ended or cancelled.
I had been scaling the view like this
Scale down:
CGAffineTransform transform = CGAffineTransformMakeScale(0.95, 0.95);
self.transform = transform;
Scale up:
CGAffineTransform transform = CGAffineTransformMakeScale(1.0, 1.0);
self.transform = transform;
This doesn't preserve any other transform. I know I can use this to preserve the old transforms:
Scale down:
CGAffineTransform transform = CGAffineTransformScale(self.transform, 0.95, 0.95);
self.transform = transform;
Scale up:
CGAffineTransform transform = CGAffineTransformScale(self.transform, 1.0, 1.0);
self.transform = transform;
But of course here the scale up has no effect- plus there is potential to have cumulative scale down animations applied. Basically I want a way to apply the scale transform absolutely without affecting any other transform. Is there a way to do this? I don't think using 1.0/0.95 for the scale up factor, because it is possible the view could receive two touches before one is cancelled or ended.
I think I am asking the same thing as this question: Applying just the scale component of a CGAffineTransform to a UIView but I don't think the answers here will work for me.
I am targeting iOS 7 and above.
I am not sure if this is exactly what you are looking for but for me I need the scale to be absolutely consistent all the time so I modify the matrix directly.
CATransform3D transform = layer.transform;
if (makeSmaller)
{
// Scale to 0.9
transform.m11 = 0.9f;
transform.m22 = 0.9f;
}
// Cell needs to grow to normal size
else if (restoreToOriginal)
{
// Scale to 1.0 again
transform.m11 = 1.0f;
transform.m22 = 1.0f;
}
// Set the desired Y translation
transform.m42 = desiredffset;
layer.transform = transform;
How come only one of the above works in code?
Currently I am using the following...
image.transform = CGAffineTransformMakeRotation(M_PI/2.5);
image.transform = CGAffineTransformMakeScale(1.25, 1.25);
And my image is scaled to 125% like the second line says, however it is not rotate at all.
When I flip the code around to say...
image.transform = CGAffineTransformMakeScale(1.25, 1.25);
image.transform = CGAffineTransformMakeRotation(M_PI/2.5);
My image is rotated but not scaled...
Is there a way to use both of these in the same code?
I have these in my viewDidLoad method. Can anyone help me?
Thanks!
The second one should not use the Make rendition of the function. Thus you should, for example either:
CGAffineTransform transform = CGAffineTransformMakeScale(1.25, 1.25);
image.transform = CGAffineTransformRotate(transform, M_PI/2.5);
or
CGAffineTransform transform = CGAffineTransformMakeRotation(M_PI/2.5);
image.transform = CGAffineTransformScale(transform, 1.25, 1.25);
Contrast the Creating an Affine Transformation Matrix functions with the Modifying Affine Transformations functions.
CGAffineTransformMake are applied to the identity matrix, so you are rotating, but then is like you restore the identity and apply the scale. Use CGAffineTransformMake.. only for the first, for the second use CGAffineTransform...
I have a layer where I am modofying its m34 transform property to get perspective.
I would have expected that by changing the zPosition, the size will change (as it appears further away) however when I set the zPosition property, the size does not change, but it does when I use CATransform3DTranslate.
Why is this? What's the difference between the following:
CATransform3D transform = CATransform3DIdentity;
transform.m34 = 1.0 / -4000;
myLayer.transform = transform;
myLayer.zPosition = -500;
and
CATransform3D transform = CATransform3DIdentity;
transform.m34 = 1.0 / -4000;
transform = CATransform3DTranslate(transform, 0, 0, -500);
myLayer.transform = transform;
The latter works how I expect, but I want to understand why the first does not.
zPosition is just for the drawing order of siblings layers, not for perspective drawing: you can use it to get a "bring to front" / "send to back" effect without adding/removing the layer.