Button image array animation with delay after every cycle - ios

I am working on with a simple animation that I have 10 button and "on click" of one button ( for example 5) all button should start animate one by on but they are animating the same time, please let me know what can be done or ..... Thanks
NSMutableArray* imagesArray = [[NSMutableArray alloc] init];
for (int images = 0; images < 15; images++) {
UIImage* buttonImage = [UIImage imageNamed:[NSString stringWithFormat:#"aaqqq00%02d.png", images]];
[imagesArray addObject:buttonImage];
}
NSArray* reversedAnim = [[imagesArray reverseObjectEnumerator] allObjects];
int buttonTag = button.tag;
for (int images = 1; images <= 10; images++) {
UIButton *animButton = (UIButton *)[self.view viewWithTag:images];
if (images <= buttonTag) {
animButton.imageView.animationImages = imagesArray;
[animButton setImage:
[UIImage imageNamed:#"aaqqq0014.png"] forState:UIControlStateNormal];
animButton.adjustsImageWhenHighlighted = NO;
animButton.imageView.animationDuration = 1; //whatever you want (in seconds)
animButton.imageView.animationRepeatCount = 1;
[animButton.imageView startAnimating];
} else {
if (currentButtonTag_ >= images) {
animButton.imageView.animationImages = reversedAnim;
[animButton setImage:
[UIImage imageNamed:#"aaqqq0000.png"] forState:UIControlStateNormal];
animButton.adjustsImageWhenHighlighted = NO;
animButton.imageView.animationDuration = 0.2; //whatever you want (in seconds)
animButton.imageView.animationRepeatCount = 1;
[animButton.imageView startAnimating];
}
}
}

As you iterate through your loop, have a variable that holds the desired delay, and add to it at the end of each loop. We'll call this delay.
Now, instead of calling:
[animButton.imageView startAnimating];
Do this:
[animButton.imageView performSelector:#selector(startAnimating) withObject:nil afterDelay:delay];
And each button will start animating after the accumulated delay.

You need to give some delay time and duration time.
[UIView animateWithDuration:0.6
delay:2.0
options: UIViewAnimationCurveEaseOut
animations:^{S1Button.frame = CGRectMake(20, 10, 50, 10);S1buttonA.alpha = 0;}
completion:nil];
Set this for every animation.

Related

UIpagecontrol Need Animation Rigth to Left

Using UIControlpage in my application. load the image and display in page control successfully. but i want to display the images animation like right to left move. Using timer call page control and increase the array count.
//// using NSTimer to call function to show the animation.
[NSTimer scheduledTimerWithTimeInterval:5.0
target:self
selector:#selector(loadNextController)
userInfo:nil
repeats:YES];
ScrollViewPage = [[UIScrollView alloc] initWithFrame:CGRectMake(0, 20, frameX, frameY)];
ScrollViewPage.pagingEnabled = YES;
ScrollViewPage.backgroundColor=[UIColor redColor];
ScrollViewPage.delegate = self;
ScrollViewPage.backgroundColor = [UIColor clearColor];
ScrollViewPage.contentSize = CGSizeMake(frameX, frameY);
ScrollViewPage.showsHorizontalScrollIndicator = NO;
ScrollViewPage.pagingEnabled = YES;
pageControl = [[UIPageControl alloc] init];
pageControl.frame = CGRectMake(100,self.view.frame.size.height-100,self.view.frame.size.width-200,100);
pageControl.numberOfPages = [_pageImages count];
pageControl.currentPage = 0;
[self.view addSubview: ScrollViewPage];
for(int i = 0; i < [_pageImages count]; i++)
{
NSURL *url = [NSURL URLWithString:[_pageImages objectAtIndex:i]];
NSData *data = [[NSData alloc] initWithContentsOfURL:url];
UIImage *tmpImage = [UIImage imageWithData:data];
_backgroundImageView = [[UIImageView alloc] initWithImage:tmpImage];
_backgroundImageView.frame = CGRectMake(frameX * i, 0.0, frameX, frameY);
[ScrollViewPage addSubview:_backgroundImageView];
}
ScrollViewPage.contentSize = CGSizeMake(frameX*[_pageImages count], frameY);
pageControl.backgroundColor=[UIColor orangeColor];
[self.view addSubview:pageControl];
[pageControl addTarget:self action:#selector(pageTurn:) forControlEvents:UIControlEventValueChanged];
///// Here call the timer function
- (void)loadNextController
{
pageControl.currentPage = (pageControl.currentPage+1)%self.pageImages.count;
ScrollViewPage.contentOffset = CGPointMake(pageControl.currentPage * self.view.bounds.size.width, 0);
}
Here i need to show left to right move in uipagecontrol. help me..
In general you should always write what is your current result, what is the expected result and what have you tried.
I can only guess the issue you are facing is there are no animations.
The scroll view has a method setContentOffset:animated which you can use to animate the transition. Another approach is to use UIView animateWithDuration and sett the offset in the method block.
Try any or both of these...
[ScrollViewPage setContentOffset:CGPointMake(pageControl.currentPage * self.view.bounds.size.width, 0) animated:YES];
Or
[UIView animateWithDuration:0.2 animations:^{
ScrollViewPage.contentOffset = CGPointMake(pageControl.currentPage * self.view.bounds.size.width, 0);
}];
EDIT: Loop images.
To loop images you really only need 2 images on the scroll view at the time. I will show you the concept with 3 and you can try and play around with it.
NSArray *allImages;
NSInteger currentIndex = 0;
UIScrollView *scrollView;
UIImageView *imageViews[3];
- (void)begin {
scrollView.contentSize = CGSizeMake(scrollView.frame.size.width*3.0, scrollView.frame.size.height); // always have 3 images at the time
scrollView.contentOffset = CGPointMake(scrollView.frame.size.width, 0.0); // put to center
for(int i=0; i<3; i++) {
UIImageView *imageView = [[UIImageView alloc] initWithFrame:CGRectMake(scrollView.frame.size.width*i, 0.0, scrollView.frame.size.width, scrollView.frame.size.height)];
[scrollView addSubview:imageView];
imageView[i] = imageView;
}
[self layoutForIndex:currentIndex];
}
- (void)nextImage {
currentIndex++;
[self layoutForIndex:currentIndex];
scrollView.contentOffset = CGPointZero;
[scrollView setContentOffset:CGPointMake(scrollView.frame.size.width, 0.0) animated:YES]
}
- (void)layoutForIndex:(NSInteger)index {
if(allImages.count > 0) { // we need at least one image to do something
for(int i=0; i<3; i++) {
// do the circling
NSInteger imageIndex = index-1+i;
while(imageIndex < 0) imageIndex+=allImages.count;
while(imageIndex >= allImages.count) imageIndex-=allImages.count;
imageViews[i].image = imageViews[imageIndex];
}
}
}
But in general for what you are doing you do not even need a scroll view. On next you can simply add another image view next to the current one and then use the UIView animation to reposition both of the image views.

Animation and ScrollView

I am currently trying to build an image viewer that moves to the next photo every 30 seconds, which also allows to swipe left / right to the next/previous photo manually.
So far I have built two separate apps, one with the swiping functionality and the second with the timer. I have tried many tutorials on the web and am looking for someone to point me in the right direction.
This code switches images every thirty seconds
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view from its nib.
UIImageView *animatedImageView = [[UIImageView alloc]
initWithFrame:CGRectMake(0, 55, 400, 550)];
[self.view addSubview:animatedImageView];
animatedImageView.animationImages = [NSArray arrayWithObjects:
[UIImage imageNamed:#"IMG_0052.JPG"],
[UIImage imageNamed:#"IMG_0054.JPG"],
[UIImage imageNamed:#"IMG_0081.JPG"],
nil];
animatedImageView.animationDuration = 30.0 * [animatedImageView.animationImages count];
[animatedImageView startAnimating];
[self.view addSubview: animatedImageView];
}
This second piece of code has the swiping functionality, I am looking to combine the two
- (void)viewDidLoad
{
[super viewDidLoad];
UIImage *image1 = [UIImage imageNamed:#"workExample.jpg"];
UIImage *image2 = [UIImage imageNamed:#"IMG_0054.JPG"];
UIImage *image3 = [UIImage imageNamed:#"IMG_0052.JPG"];
imageArray = [NSArray arrayWithObjects:image1, image2, image3, nil];
for (int i = 0; i < [imageArray count]; i++) {
//This is to create a imageview for every single pagecontrol
CGRect frame;
frame.origin.x = self.scrollView.frame.size.width * i;
frame.origin.y = 0;
frame.size = self.scrollView.frame.size;
UIImageView *imageView = [[UIImageView alloc] initWithFrame:frame];
imageView.image = [imageArray objectAtIndex:i];
[self.scrollView addSubview:imageView];
}
scrollView.contentSize = CGSizeMake(scrollView.frame.size.width * [imageArray count], scrollView.frame.size.height);
}
I am not using a scrollview and implementing in a different way. I hope it suits your needs
In .h
#interface ViewController : UIViewController
{
NSMutableArray *imagesToAnimate;
UIImageView *animatedImageView;
}
#property (strong, nonatomic) IBOutlet UIView *imageGalleryView;
Im viewDidLoad
animatedImageView = [[UIImageView alloc] initWithFrame:self.imageGalleryView.bounds];
imagesToAnimate = [NSMutableArray arrayWithArray:[NSArray arrayWithObjects:
[UIImage imageNamed:#"IMG_0052.JPG"],
[UIImage imageNamed:#"IMG_0054.JPG"],
[UIImage imageNamed:#"IMG_0081.JPG"],
nil]];
[self.imageGalleryView addSubview:animatedImageView];
//Start a timer
[NSTimer scheduledTimerWithTimeInterval:30.0 target:self selector:#selector(changeImge) userInfo:nil repeats:YES];
animatedImageView.image = imagesToAnimate[0];
UISwipeGestureRecognizer *swipeGesture = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:#selector(gallerySwiped)];
swipeGesture.direction = UISwipeGestureRecognizerDirectionLeft;
[self.imageGalleryView addGestureRecognizer:swipeGesture];
//Give the gallery a border
self.imageGalleryView.layer.borderColor = [UIColor grayColor].CGColor;
self.imageGalleryView.layer.borderWidth = 2.0f;
self.imageGalleryView.layer.cornerRadius = 15.0f;
Now function to update the image as as per scheduled time
-(void)changeImge
{
int index = [imagesToAnimate indexOfObject:animatedImageView.image];
index++;
//this is for the left to right animation ;
CATransition *transition = [CATransition new];
transition.type = kCATransitionPush;
transition.subtype = kCATransitionFromRight;
if (index > imagesToAnimate.count-1) {
animatedImageView.image = imagesToAnimate [0];
}else {
animatedImageView.image = imagesToAnimate[index];
}
[animatedImageView.layer addAnimation:transition forKey:#"transition"];
}
this would handle the swipe
-(void)gallerySwiped
{
[self changeImge];
}
To stop the timer store it in a global variable and call invalidate.I hope this helps.

How to add a delay to a loop?

Im attempting add image views to a UIView using this code:
for (int i = 0; i <numberOfImages; i++) {
UIImageView *image = [UIImageView alloc]initWithFrame:CGRectMake(40, 40, 40, 40)];
image.image = [images objectAtIndex:i];
[self.view addSubview:image];
}
This works but the problem is I would like to have a 5 second delay before it adds each image, instead it adds them all at the same time. Can anybody help me out? Thanks.
Example:
5 seconds = one image on screen
10 seconds = two images on screen
15 seconds = three images on screen
It will be more efficient to use an NSTimer.
NSTimer *timer = [NSTimer scheduledTimerWithTimeInterval:numberOfSeconds
target:self
selector:#selector(methodToAddImages:)
userInfo:nil
repeats:YES];
This will essentially call methodToAddImages repeatedly with the specified time interval. To stop this method from being called, call [NSTimer invalidate] (bear in mind that an invalidated timer cannot be reused, and you will need to create a new timer object in case you want to repeat this process).
Inside methodToAddImages you should have code to go over the array and add the images.
You can use a counter variable to track the index.
Another option (my recommendation) is to have a mutable copy of this array and add lastObject as a subview and then remove it from the mutable copy of your array.
You can do this by first making a mutableCopy in reversed order as shown:
NSMutableArray* reversedImages = [[[images reverseObjectEnumerator] allObjects] mutableCopy];
Your methodToAddImages looks like:
- (void)methodToAddImages
{
if([reversedImages lastObject] == nil)
{
[timer invalidate];
return;
}
UIImageView *imageView = [[UIImageView alloc] initWithFrame:(CGRectMake(40, 40, 40, 40))];
imageView.image = [reversedImages lastObject];
[self.view addSubview:imageView];
[reversedImages removeObject:[reversedImages lastObject]];
}
I don't know if you're using ARC or Manual Retain Release, but this answer is written assuming ARC (based on the code in your question).
You can use dispatch_after to dispatch a block, executed asynchronously that adds the image. Example:
for(int i = 0; numberOfImages; i++)
{
double delayInSeconds = 5.0;
dispatch_time_t popTime = dispatch_time(DISPATCH_TIME_NOW, (int64_t)(delayInSeconds * NSEC_PER_SEC));
dispatch_after(popTime, dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^(void)
{
UIImageView *image = [UIImageView alloc]initWithFrame:CGRectMake(40, 40, 40, 40)];
image.image = [images objectAtIndex:i];
// Update the view on the main thread:
[self.view performSelectorOnMainThread: #selector(addSubview:) withObject: image waitUntilDone: NO];
});
}
Separate your code into a function, and call via NSTimer.
for (int i = 0; numberOfImages; i++) {
NSTimer *timer = [NSTimer scheduledTimerWithTimeInterval:5
target:self
selector:#selector(showImage)
userInfo:[NSNumber numberWithInt:i]
repeats:NO];
And then your function:
-(void) showImage:(NSTimer*)timer {
//do your action, using
NSNumber *i = timer.userInfo;
//Insert relevant code here
if (!done)
NSTimer *newTimer = [NSTimer scheduledTimerWithTimeInterval:5
target:self
selector:#selector(showImage)
userInfo:[NSNumber numberWithInt: i.intValue+1]
repeats:NO];
}
}
userInfo is a convenient way of passing parameters to functions that you need to call (but they do have to be Objects). Also, by using repeats:NO, you don't have to worry about invalidating the timer, and there's no risk of leaving timer running in memory.
also this is best option. Try this
[[NSRunLoop currentRunLoop] runUntilDate:[NSDate dateWithTimeIntervalSinceNow:5.0]];
I think you'd be better off with an animation
for (int i = 0; i < numberOfImages; i++)
{
// Retrieve the image
UIImageView *image = [[UIImageView alloc] initWithFrame:CGRectMake(40, 40, 40, 40)];
image.image = [images objectAtIndex:i];
// Add with alpha 0
image.alpha = 0.0;
[self.view addSubview:image];
[UIView animateWithDuration:0.5 delay:5.0*i options:UIViewAnimationOptionAllowUserInteraction animations:^{
// Fade in with delay
image.alpha = 1.0;
} completion:nil];
}
Not exactly what you asked for, since all the views will be added immediately, and then faded-in, but I feel that you're actually trying to achieve that, like some sort of stacking of images, right?
In fact, if you plan on removing the previous image, you can do it in the completion block, like this:
UIImageView *imagePrevious = nil;
for (int i = 0; i < numberOfImages; i++)
{
// Retrieve the image
UIImageView *image = [[UIImageView alloc] initWithFrame:CGRectMake(40, 40, 40, 40)];
image.image = [images objectAtIndex:i];
// Add with alpha 0
image.alpha = 0.0;
[UIView animateWithDuration:0.5 delay:5.0*i options:UIViewAnimationOptionAllowUserInteraction animations:^{
// Add and fade in with delay
[self.view addSubview:image];
image.alpha = 1.0;
} completion:^(BOOL finished)
{
if (finished && imagePrevious)
{
[imagePrevious removeFromSuperview];
}
}];
imagePrevious = image;
}

UIImage animation not working for all Button

I have this simple function where i sap rate the button animation and then start animation for every button but i dont know why only one button animate not others which clicked, please help me with this
- (IBAction)startAnimation:(UIButton *)button {
NSMutableArray* imagesArray = [[NSMutableArray alloc] init];
for (int images = 0; images < 15; images++) {
UIImage* buttonImage = [UIImage imageNamed:[NSString stringWithFormat:#"aaqqq00%02d.png", images]];
[imagesArray addObject:buttonImage];
}
NSArray* reversedAnim = [[imagesArray reverseObjectEnumerator] allObjects];
int buttonTag = button.tag;
animButton.adjustsImageWhenHighlighted = NO;
for (int images = 0; images < 15; images++) {
UIButton *animButton = (UIButton *)[self.view viewWithTag:buttonTag];
if (images <= buttonTag) {
animButton.imageView.animationImages = imagesArray;
[animButton setImage:
[UIImage imageNamed:#"aaqqq0014.png"] forState:UIControlStateNormal];
} else {
animButton.imageView.animationImages = reversedAnim;
[animButton setImage:
[UIImage imageNamed:#"aaqqq0000.png"] forState:UIControlStateSelected];
}
NSLog(#"%#", animButton.imageView.animationImages);
animButton.imageView.animationDuration = 1; //whatever you want (in seconds)
animButton.imageView.animationRepeatCount = 1;
[animButton.imageView startAnimating];
}
}
You're passing the button, so doing the tag lookup seem pointless and error prone (if there are multiple views with the same tag in the hierarchy).
Setting the buttons image view animation images (animButton.imageView.animationImages) and then after that setting a single image ([animButton setImage:...) is also pointless.
What does your log statement say about the animation images?

iOS Crossfading Multiple Images in imageviews

I have 9 images that I need to cross fade. I tried to do animation with animationImages method of imageview. But unfortunately, it does not support cross fading effect between images. Can anybody tell me how to achieve this?
I usually use Core Animation, specifically CABasicAnimation,
I used this recently, an image view with a couple of gesture recognizers for left and right swipe. Check out the fading animations I am using:
_someImageView = [[UIImageView alloc] initWithFrame:myFrame];
_someImageView.image = [myArrayOfImages objectAtIndex:0];
[self.view addSubview:_someImageView];
[_someImageView release];
_currentImageIndex = 0;
_someImageView.userInteractionEnabled = YES;
UISwipeGestureRecognizer *swipeLeftGesture = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:#selector(changeImage:)];
swipeLeftGesture.direction = UISwipeGestureRecognizerDirectionLeft;
[_someImageView addGestureRecognizer:swipeLeftGesture];
[swipeLeftGesture release];
UISwipeGestureRecognizer *swipeRightGesture = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:#selector(changeImage:)];
swipeRightGesture.direction = UISwipeGestureRecognizerDirectionRight;
[_someImageView addGestureRecognizer:swipeRightGesture];
[swipeRightGesture release];
Then this is called every time I swipe, or if you prefer to do something time based, then have your timer call this, just make sure you increment a counter so that you can loop the images:
- (void)changeImage:(UISwipeGestureRecognizer *)swipe{
NSArray *images = [myArrayOfImages images];
NSInteger nextImageInteger = _currentImageIndex;
if(swipe.direction == UISwipeGestureRecognizerDirectionLeft)
nextImageInteger++;
else
nextImageInteger--;
if(nextImageInteger < 0)
nextImageInteger = images.count -1;
else if(nextImageInteger > images.count - 1)
nextImageInteger = 0;
_currentImageIndex = nextImageInteger;
UIImage *target = [images objectAtIndex:_currentImageIndex];
CABasicAnimation *crossFade = [CABasicAnimation animationWithKeyPath:#"contents"];
crossFade.duration = 0.5;
crossFade.fromValue = _someImageView.image;
crossFade.toValue = target;
[_someImageView.layer addAnimation:crossFade forKey:#"animateContents"];
_someImageView.image = target;
}
Just create two image views and lay them on top of one another. When you want to crossfade to the next image, just set the bottom image view's image to the image you want to fade to, and animate the alpha of the top image view to 0. Rinse and repeat.
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view from its nib.
UIImage *img=[UIImage imageNamed:#"images.jpeg"];
imgview=[[UIImageView alloc]init];
imgview.frame=CGRectMake(30,90, img.size.width, img.size.height);
[self.view addSubview:imgview];
[self animateImages];
}
- (void)animateImages
{
static int count = 0;
NSArray *animationImages = #[[UIImage imageNamed:#"images.jpeg"], [UIImage imageNamed:#"images (1).jpeg"]];
UIImage *image = [animationImages objectAtIndex:(count % [animationImages count])];
[UIView transitionWithView:imgview
duration:2.0f // animation duration
options:UIViewAnimationOptionTransitionCrossDissolve
animations:^{
imgview.image = image;
} completion:^(BOOL finished) {
[self animateImages];
count++;
}];
}

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