I am trying to bring out dock like magnification effect for my iPad app thru iCarousel library. With that i am able to zoom in the center item of the carousel with the following piece of code, but trying to zoom the adjacent items of the centre item with zoom level little less than the centre item.
- (CATransform3D)carousel:(iCarousel *)_carousel itemTransformForOffset:
:(CGFloat)offset baseTransform:(CATransform3D)transform
{
CGFloat MAX_SCALE = 1.95f; //max scale of center item
CGFloat MAX_SHIFT = 40.0f; //amount to shift items to keep spacing the same
CGFloat shift = fminf(1.0f, fmaxf(-1.0f, offset));
CGFloat scale = 1.0f + (1.0f - fabs(shift)) * (MAX_SCALE - 1.0f);
transform = CATransform3DTranslate(transform,
offset * _carousel.itemWidth * 1.08f + shift * MAX_SHIFT, 0.0f, 0.0f);
return CATransform3DScale(transform, scale, scale, scale);
}
Looking forward for any kind of help. thanks.
This function could be your answer:
its graph (for scaleMax = 3, xFactor = 1):
This function is used directly for calculating the scale factor from the carousel offset. In addition you need to shift the elements to left and right, so that don't overlap (as you already did). This can be done either by shifting the items by the function's integral, which works, but the gap in the center is huge this way. Or it can be calculated manually by taking a sum of all scaled items. The gap can stay constant, or it can be scaled separately.
Notice that the scale is equal to 1 in the center and descends to 1/scale_max by the edges. This is because scaling down doesn't create undesirable pixelated effects. Make your item view as you want it to appear in the center and the views on the edges will get scaled down.
This could be the usage:
-(CGFloat) scaleForX:(CGFloat)x xFactor:(CGFloat)xFactor centerScale:(CGFloat)centerScale
{
return (1+1/(sqrtf(x*x*x*x*xFactor*xFactor*xFactor*xFactor+1))*(centerScale-1.0))/centerScale;
}
- (CATransform3D)carousel:(iCarousel *)carousel itemTransformForOffset:(CGFloat)offset baseTransform:(CATransform3D)transform
{
//items in the center are scaled by this factor
const CGFloat centerScale = 4.0f;
//the larger the xFactor, the smaller the magnified area
const CGFloat xFactor = 1.5f;
//should the gap also be scaled? or keep it constant.
const BOOL scaleGap = NO;
const CGFloat spacing = [self carousel:carousel valueForOption:iCarouselOptionSpacing withDefault:1.025];
const CGFloat gap = scaleGap?0.0:spacing-1.0;
//counting x offset to keep a constant gap
CGFloat scaleOffset = 0.0;
float x = fabs(offset);
for(;x >= 0.0; x-=1.0)
{
scaleOffset+=[self scaleForX:x xFactor:xFactor centerScale:centerScale];
scaleOffset+= ((x>=1.0)?gap:x*gap);
}
scaleOffset -= [self scaleForX:offset xFactor:xFactor centerScale:centerScale]/2.0;
scaleOffset += (x+0.5)*[self scaleForX:(x+(x>-0.5?0.0:1.0)) xFactor:xFactor centerScale:centerScale];
scaleOffset *= offset<0.0?-1.0:1.0;
scaleOffset *= scaleGap?spacing:1.0;
CGFloat scale = [self scaleForX:offset xFactor:xFactor centerScale:centerScale];
transform = CATransform3DTranslate(transform, scaleOffset*carousel.itemWidth, 0.0, 0.0);
transform = CATransform3DScale(transform, scale, scale, 1.0);
return transform;
}
with result:
You can try to alter constants for different behaviors. Also changing the exponent to another even number can further widen the peak and sharpen the descent to the minimum scale.
You need to watch episode 219 from WWDC 2012 - Advanced Collection Views and Building Custom Layouts. I know it relates to collection views, but I'm sure you'll find a way to adapt that code :)
Related
I am using third party Color picker wheel (ISColorWheel- https://github.com/justinmeiners/ios-color-wheel) to pick a color and display it on screen. I need to restrict selecting blue color if particular button is enabled.
When i see the color picker library class, they have implemented following code to restrict the Knob view to move around the color picker.
- (void)setTouchPoint:(CGPoint)point
{
CGFloat width = self.bounds.size.width;
CGFloat height = self.bounds.size.height;
CGPoint center = CGPointMake(width / 2.0, height / 2.0);
// Check if the touch is outside the wheel
if (ISColorWheel_PointDistance(center, point) < _radius)
{
//NSLog(#"Distance is %f and Radius is %f",ISColorWheel_PointDistance(center, point),_radius);
_touchPoint = point;
}
else
{
// If so we need to create a drection vector and calculate the constrained point
CGPoint vec = CGPointMake(point.x - center.x, point.y - center.y);
float extents = sqrtf((vec.x * vec.x) + (vec.y * vec.y));
vec.x /= extents;
vec.y /= extents;
_touchPoint = CGPointMake(center.x + vec.x * _radius, center.y + vec.y * _radius);
NSLog(#"Touch Point is %f %f",_touchPoint.x,_touchPoint.y);
}
[self updateKnob];
}
The above code restrict the user to move knobView away from the circle. In my case i need to restrict the user not to select Blue color of ColorPicker. How can i implement it. How to find the trajectory of Blue color.
You should define a triangle that defines the color blue as you see it (How much green dose it contain in one side how much purple on the other) then look for you Point inside that triangle. One way to do it is here: https://stackoverflow.com/a/9755252/1870192
I'm making a game that doesn't use Autolayout, and have used constraints to scale everything and it worked perfectly. However I cant seem to figure this out, I'm using arc4random to randomly position X and Y coordinates of a UIButton on the 4.7 inch screen. When I try running it on the smaller screen it plots the UIButton off the screen at times. How can I scale arc4random up and down depending on screen size.
-(void)position{
Randompositionx = arc4random() %270;
Randompositionx = Randompositionx + 51;
Randompositiony = arc4random() %411;
Randompositiony = Randompositiony +163;
UIButton.center = CGPointMake(Randompositionx, Randompositiony);
}
You should be using arc4random_uniform rather than arc4random and the modulo operator. It gives numbers without "modulo bias".
You need to adapt the upper value of your random number based on screen size. T_77's answer was a step in the right direction, but still not right.
The code below assumes the button you want to move is called myButton.
It uses margin values of 20 all around. Change the values as desired.
EDIT: I updated it to use the height and width of the button in the position calculation. With the updated code the button should never be closer to any edge than the margin value, even if the button size changes. No magic numbers, either. It should adapt to the size of it's superview.
-(void)position
{
CGRect frame = myButton.superview.bounds;
CGFloat leftMargin = 20; //use whatever values you want for magins
CGFloat rightMargin = 20;
CGFloat topMargin = 20;
CGFloat bottomMargin = 20;
CGFloat randomX, randomY;
CGFloat xMax = frame.size.width-leftMargin-rightMargin-
button.bounds.size.width/2;
randomX = arc4random_uniform(xMax) + leftMargin;
CGFloat yMax = frame.size.height-topMargin-bottomMargin-
button.bounds.size.height/2;
randomY = arc4random_uniform(yMax) + topMargin;
myButton.center = CGPointMake(randomX, randomY);
}
Also note that if you're using auto layout you shouldn't move the button's position directly, and instead should have position constraints and modify their constants, then call layoutIfNeeded. Otherwise the first thing that causes your layout to change will cause your button to revert to it's previous position.
Try this
-(void)position{
CGRect frame = [self.view frame];
Randompositionx = arc4random() %270;
Randompositionx = Randompositionx + CGRectGetMinX(frame);
Randompositiony = arc4random() %411;
Randompositiony = Randompositiony +CGRectGetMinY(frame);
UIButton.center = CGPointMake(Randompositionx, Randompositiony);
}
Now you can position your UIButton within your view.
How to determine whether value for angle of rotation of UIView is perpendicular to Y-axis or to restrict the angle of rotation to only quarter of the circle instead of whole 360 rotation.
I have a UIView with the below applied CATransformation,.
t = CATransform3DIdentity;
//Add the perspective!!!
t.m34 = 1.0/ 300;
t = CATransform3DRotate(t, 45.0f * M_PI / 180.0f, 0, 1, 0);
self.containerView.layer.sublayerTransform = t;
like in this link1
and changing the rotation angles based on UIPanGesture in the space outside of the rotated UIView with below code
- (void)handleRevealGestureStateChangedWithRecognizer:(UIPanGestureRecognizer *)recognizer{
//Calculating percent of translation.
CGPoint translation = [recognizer translationInView:recognizer.view.superview];
CGFloat rotationpercent = translation.x / recognizer.view.frame.size.width;
[self rotate:rotationpercent]; //calling method to transform based on translation value
}
- (void)rotate:(CGFloat)rotateDegress{
CGFloat angle = M_PI * rotateDegress;
t = CATransform3DRotate(t, angle, 0, 1, 0);
self.containerView.layer.sublayerTransform = t;
}
this rotates the view and for certain angles the view is either perpendicular to Y-axis on further it goes beyond window to rotate in full 360 degrees like shown in this link2.
Hence is it possible to determine if the angle is exceeding 90 degree so that rotation is disabled.
Thanks
Your code is using angles in degrees, which is fine (since you convert to radians before applying a rotation.)
Just put code in your gesture recognizer that limits the angles to a range of 0 to ~85 degrees. (Experiment with the upper limit to see how close to 90% you can get before the page is too thin to maintain the illusion of depth.) Problem solved.
I'm using iCarousel to have a scroll of images. THe code is:
- (CATransform3D)carousel:(iCarousel *)_carousel itemTransformForOffset:(CGFloat)offset baseTransform:(CATransform3D)transform
{
CGFloat count = 5;
CGFloat spacing = 0.9f;
CGFloat arc = M_PI * 0.3f;
CGFloat radius = fmaxf(140.0 * spacing / 2.0f, 140.0 * spacing / 2.0f / tanf(arc/2.0f/count));
CGFloat angle = offset / count * arc;
radius = -radius;
angle = -angle;
transform = CATransform3DTranslate(transform, radius * sin(angle),radius * cos(angle) - radius, 0.0f);
return transform;
}
But when I scroll the images there is an ugly effect, the transition is not smooth and the images comes out in a jerky way, but I'd like to come out smootly. Can you help me? Thanks.
Edit: The problem is that when I scroll the images the transition is not smooth and the images comes out in front of the images on the back with a detachment from the other images. Pratically, the images comes in front of the others only when the scrolling did end and this causes a bad effect.
We had a similar issue in our last implementation of iCarousel. Here's how we fixed it:
- (CGFloat)carousel:(iCarousel *)carousel valueForOption:(iCarouselOption)option withDefault:(CGFloat)value {
if (option == iCarouselOptionSpacing) {
return value;// * 1.05f;
} else if(option == iCarouselOptionWrap) {
return NO;
} else if(option == iCarouselOptionVisibleItems) {
return 3;
}
return value;
}
Specifically, what you're probably needing is that last else if statement where we specify the number of visible items. It defaults to 1 which means that as you swipe through the new images come out in a jerky way. By specifying 3, you guarantee that the most previous item, the current item, and the next item are always loaded in memory so scrolling between them is always smooth. If this doesn't solve your problem, increase the number 3 to whatever works.
Also, don't forget to set the delegate of the iCarousel to self.
Best of luck.
I've been working on a maps replacement for quite a while now. The whole thing works with a UIScrollView backed by a CATiledLayer.
To rotate my map, i rotate the layer itself. (Using CATransform3DMakeRotation) Works pretty well so far =)
But if I ever call setZoomScale method the CATransform3D that is going to be submitted to my layer is resetting the rotation to 0.
My question is, is there any way to set the zoomscale of my scrollView without loosing the applied rotation?
The same problem exists for the pinch gestures.
//Additional Infos
To rotate around the current Position, i have to edit the anchor point. Maybe this is a problem for the scaling, too.
- (void)correctLayerPosition {
CGPoint position = rootView.layer.position;
CGPoint anchorPoint = rootView.layer.anchorPoint;
CGRect bounds = rootView.bounds;
// 0.5, 0.5 is the default anchorPoint; calculate the difference
// and multiply by the bounds of the view
position.x = (0.5 * bounds.size.width) + (anchorPoint.x - 0.5) * bounds.size.width;
position.y = (0.5 * bounds.size.height) + (anchorPoint.y - 0.5) * bounds.size.height;
rootView.layer.position = position;
}
- (void)onFinishedUpdateLocation:(CLLocation *)newLocation {
if (stayOnCurrentLocation) {
[self scrollToCurrentPosition];
}
if (rotationEnabled) {
CGPoint anchorPoint = [currentConfig layerPointForLocation:newLocation];
anchorPoint.x = anchorPoint.x / rootView.bounds.size.width;
anchorPoint.y = anchorPoint.y / rootView.bounds.size.height;
rootView.layer.anchorPoint = anchorPoint;
[self correctLayerPosition];
}
}
You can implement scrollViewDidZoom: delegate method and concatenate the two transforms to achieve desired effect:
- (void) scrollViewDidZoom:(UIScrollView *) scrollView
{
CATransform3D scale = contentView.layer.transform;
CATransform3D rotation = CATransform3DMakeRotation(M_PI_4, 0, 0, 1);
contentView.layer.transform = CATransform3DConcat(rotation, scale);
}
EDIT
I've got simpler idea! How about adding another view to the hierarchy with the rotation transform attached? Here's the proposed hierarchy:
ScrollView
ContentView - the one returned by viewForZoomingInScrollView:
RotationView - the one with rotation transform
MapView - the one with all the tiles
I don't think that performance should be any concern here and it's worth trying.