Animate between two states of a view, using custom animation - ios

I would like to animate between two states of a view. Say, for example, I have a view with a label and when I change the text of the label an animation renders that change as a page flipping.
Now you can of course do this with a [UIView setAnimationTransition:forView:cache:]:
- (IBAction)nextPage {
[UIView beginAnimation:nil context:nil];
[UIView setAnimationDuration:1];
[UIView setAnimationTransition:UIViewAnimationTransitionCurlUp forView:pageView cache:NO];
label.text = #"page 2";
[UIView commitAnimations];
}
- (IBAction)previousPage {
[UIView beginAnimation:nil context:nil];
[UIView setAnimationDuration:1];
[UIView setAnimationTransition:UIViewAnimationTransitionCurlDown forView:pageView cache:NO];
label.text = #"page 1";
[UIView commitAnimations];
}
...but then you cannot use your own custom animation, you are stuck to the built-in animations (they're nice but they're not tailored to my needs).
So the other option is to add a CAAnimation to the view's layer:
- (IBAction)nextPage {
CAAnimation *animation = [self animationWithDuration:1 forward:NO];
[pageView.layer addAnimation:animation forKey:#"pageTransition"];
label.text = #"page 2";
}
- (IBAction)previousPage {
CAAnimation *animation = [self animationWithDuration:1 forward:YES];
[pageView.layer addAnimation:animation forKey:#"pageTransition"];
label.text = #"page 1";
}
Then you are free to set whatever animation Core Animation enables you to do. This works well if I define a CATransition animation, for example a kCATransitionReveal: a view in the "page 2" state appears below the view in the "page 1" state as it slips out.
- (CAAnimation *)animationWithDuration:(float)duration forward:(BOOL)forward {
CATransition *animation = [CATransition animation];
[animation setType:kCATransitionReveal];
[animation setSubtype:forward?kCATransitionFromLeft:kCATransitionFromRight];
[animation setTimingFunction:[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseIn]];
animation.duration = duration;
return animation;
}
But when I define the animation to be for example a CABasicAnimation, only one state of the view is visible.
- (CAAnimation *)animationWithDuration:(float)duration forward:(BOOL)forward {
CATransform3D transform = CATransform3DIdentity;
transform.m34 = 1.0 / -1000;
transform = CATransform3DRotate(transform, M_PI, 0.0f, 1.0f, 0.0f);
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"transform"];
if(forward) {
animation.fromValue = [NSValue valueWithCATransform3D:transform];
} else {
animation.toValue = [NSValue valueWithCATransform3D:transform];
}
animation.duration = duration;
return animation;
}
Instead, I would like the view in the "page 1" state to remain visible until the end of the animation while the view in the "page 2" state comes into frame, exactly as it behaves with a transition animation.
Of course, I could always mess with duplicating the view and having one appear as a sibling view while I animate the frontmost one and remove it from superview on completion... but there must be a much more straight way to achieve this rather simple animation effect without messing with the views.
Probably something to tell the layer, but then I don't know what, and that's where I need your help, guys :)
Thanks!

I recently did a custom slide transition between subviews in a controller. My approach was to grab a bitmap of the view-out and the view-in, add them to a view and animate that view. At the end you can just remove the transition view and show the view-in. Here's a snippet the transition method:
-(void) transitionToView:(UIView *)viewIn lastView:(UIView *)viewOut slideRight:(BOOL)isRight {
UIGraphicsBeginImageContext(viewOut.frame.size);
UIImageView *bitmapOut = [[UIImageView alloc] initWithFrame: viewOut.frame];
[viewOut.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *viewOutImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
bitmapOut.image = viewOutImage;
UIImageView *bitmapIn = [[UIImageView alloc] initWithFrame: viewIn.frame ];
bitmapIn.frame = CGRectMake(isRight ? 320 : -320, bitmapIn.frame.origin.y, bitmapIn.frame.size.width, bitmapIn.frame.size.height);
UIGraphicsBeginImageContext(viewIn.frame.size);
[viewIn.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *viewInImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
bitmapIn.image = viewInImage;
[self.view addSubview:transitionContainer];
[transitionContainer addSubview:bitmapIn];
[transitionContainer addSubview:bitmapOut];
[self removeAllViews];
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.5f];
[UIView setAnimationDelegate:self];
[UIView setAnimationDidStopSelector:#selector(swapViewsAtEndOfTransition:)];
transitionContainer.frame = CGRectMake(isRight ? -320 : 320, 0, 640, 411);
[UIView commitAnimations];
[bitmapOut release]; bitmapOut = nil;
[bitmapIn release]; bitmapIn = nil;}
Then, in the swapViewsAtEndOfTransition selector you can update the views accordingly.

Well, you can create a layer, set it content to an image representing your view final state, than apply the animation to this layer. When the animation is done you can remove the layer and switch view state.
I think this will work better than instancing whole view.

Years have passed but I guess I found a solution for you. Just use kCATransitionPush instead of kCATransitionReveal. Like this:
- (CAAnimation *)animationWithDuration:(float)duration forward:(BOOL)forward {
CATransition *animation = [CATransition animation];
[animation setType:kCATransitionPush];
[animation setSubtype:forward?kCATransitionFromLeft:kCATransitionFromRight];
[animation setTimingFunction:[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseIn]];
animation.duration = duration;
return animation;
}

Related

animate UIButton border thickness

Is it possible to animate the border thickness of a UIButton?
I tried the following but I just get a quick flash between the two thicknesses I'm trying to animate between.
//animate border thickness
UIButton *btn = _barButton;
CALayer *buttonLayer = [btn layer];
[buttonLayer setBorderWidth:0.0f];
[UIView animateWithDuration:1.0f animations:^{
[buttonLayer setBorderWidth:15.0f];
} completion:^(BOOL finished){
[UIView animateWithDuration:1.0f animations:^{
[buttonLayer setBorderWidth:2.5f];
} completion:nil];
}];
EDIT: As per David H's suggestion, this can be done with CABasicAnimation.
UIButton *btn = _barButtons;
CALayer *buttonLayer = [btn layer];
//animate border thickness
CABasicAnimation *animation = [CABasicAnimation animation];
animation.keyPath = #"borderWidth";
animation.fromValue = #0.0;
animation.toValue = #5.0;
animation.duration = 0.25;
[buttonLayer addAnimation:animation forKey:#"basic"];
You can do it, but you'll have to code the animation differently. Look at Apple's "Core Animation Programming Guide", and find the section on "CALayer Animatable Properties". You can see that borderWidth is animatable, but you need to use the default implied CABasicAnimation object, described in that document.
I've done this kind of thing in the past - but it was years ago so foggy on the specific details. But you can make it work for sure.

Converting code from CABasicAnimation

I have a animation code that is written using CABasicAnimation just as following:
CABasicAnimation *anim = [CABasicAnimation animationWithKeyPath:#"position"];
[anim setDelegate:self];
anim.fromValue = [NSValue valueWithCGPoint:img.center];
if (newValue == 0) {
imgCentre.y = centerStart.y - 11 * kCounterDigitDiff;
anim.toValue = [NSValue valueWithCGPoint:imgCentre];
} else
anim.toValue = [NSValue valueWithCGPoint:imgCentre];
anim.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
anim.duration = 0.3;
[img.layer addAnimation:anim forKey:#"rollLeft"];
img.frame = frame;
Due to some reason I wish to apply same animation but by using following type of approach:
[UIView animateWithDuration:0.3 delay:0.0 options:(UIViewAnimationOptionBeginFromCurrentState|UIViewAnimationOptionCurveEaseOut) animations:^{
...
} completion:^(BOOL finished) {
...
}
What I come up with is like following:
[img setCenter:imgCentre];
[UIView animateWithDuration:0.3 delay:0.0 options:(UIViewAnimationOptionBeginFromCurrentState|UIViewAnimationOptionCurveEaseOut) animations:^{
if (newValue == 0) {
CGPoint newPoint= CGPointMake(imgCentre.x, centerStart.y - 11 * kCounterDigitDiff);
[img setCenter:newPoint];
} else{
[img setCenter:imgCentre];
}
} completion:^(BOOL finished) {
// animation completion code
}];
img.frame = frame;
Overall things look good but I am a little bit pessimistic about the conversion? is there something that i have missed?
You've got the right idea. However, unlike with CAAnimations, you don't have to set the properties to the end value. The UIView animation call takes care of all that for you.
UIView animation is generally easier and more intuitive to use than CAAnimation.

How can I replace CGAffineTransform scale and alpha animations using CABasicAnimations and Auto Layout?

As far as I can see, Apple wants us to move away from CGAffineTransform animations and into animations using:
myView.layoutConstraint.constant = someNewValue;
[myView layoutIfNeeded];
for animations that involve a translation of a view.
It also seems we should be now using CABasicAnimation animations for scale and rotation (and sometimes opacity) because it animates the view's layer and not the view and in doing so, plays nicely with auto layout.
I used the following code to apply an opacity and scale animation that worked beautifully:
[UIView animateWithDuration:0.1f animations:^{
// first animation
self.myMeButton.alpha = 1;
self.myMeButton.transform = CGAffineTransformMakeScale(1.1, 1.1);
} completion:^(BOOL finished) {
[UIView animateWithDuration:0.2f animations:^{
// second animation
self.myButton.transform = CGAffineTransformMakeScale(1, 1);
}];
}];
Of course auto layout plays havoc with the scale animation and so I am trying to find an alternative way to do it. So far, I have come up with this:
[CATransaction begin]; {
[CATransaction setCompletionBlock:^{
// code for when animation completes
self.pickMeButton.alpha = 1;
CABasicAnimation *scaleDown = [CABasicAnimation animationWithKeyPath:#"scale"];
scaleDown.fromValue = [NSValue valueWithCATransform3D:CATransform3DMakeScale(1.1, 1.1, 1)];
scaleDown.toValue = [NSValue valueWithCATransform3D:CATransform3DMakeScale(1, 1, 1)];
scaleDown.duration = 0.1;
[self.myButton.layer addAnimation:scaleDown forKey:nil];
}];
// describe animations:
CABasicAnimation* scaleUp = [CABasicAnimation animationWithKeyPath:#"scale"];
scaleUp.autoreverses = NO;
scaleUp.fromValue = [NSValue valueWithCATransform3D:CATransform3DMakeScale(1, 1, 1)];
scaleUp.toValue = [NSValue valueWithCATransform3D:CATransform3DMakeScale(1.1, 1.1, 1)];
CABasicAnimation *fadeAnim = [CABasicAnimation animationWithKeyPath:#"opacity"];
fadeAnim.fromValue=[NSNumber numberWithDouble:0.0];
fadeAnim.toValue=[NSNumber numberWithDouble:1.0];
// Customization for all animations:
CAAnimationGroup *group = [CAAnimationGroup animation];
group.duration = 0.2f;
group.repeatCount = 1;
group.autoreverses = NO;
group.animations = #[scaleUp, fadeAnim];
// add animations to the view's layer:
[self.myButton.layer addAnimation:group forKey:#"allMyAnimations"];
} [CATransaction commit];
As you can see the code almost 3 times as long as before and the animation on the device is noticeably less 'smooth' than it was previously.
Is there any way to do this better?
Thanks in advance for your response.
EDIT: This seems to have done the trick in that the animations are smooth, but I still feel like the code for this could be a lot more succinct.
[UIView animateWithDuration:0.2f animations:^{
self.pickMeButton.alpha = 1;
CABasicAnimation* scaleUp = [CABasicAnimation animationWithKeyPath:#"transform"];
scaleUp.duration = 0.2;
scaleUp.fromValue = [NSValue valueWithCATransform3D:CATransform3DMakeScale(0.1, 0.1, 1)];
scaleUp.toValue = [NSValue valueWithCATransform3D:CATransform3DMakeScale(1.2, 1.2, 1)];
[self.pickMeButton.layer addAnimation:scaleUp forKey:nil];
}completion:^(BOOL finished) {
CABasicAnimation* scaleDown = [CABasicAnimation animationWithKeyPath:#"transform"];
scaleDown.duration = 0.1;
scaleDown.fromValue = [NSValue valueWithCATransform3D:CATransform3DMakeScale(1.2, 1.2, 1)];
scaleDown.toValue = [NSValue valueWithCATransform3D:CATransform3DMakeScale(1, 1, 1)];
[self.pickMeButton.layer addAnimation:scaleDown forKey:nil];
}];
I don't know why you want to do it with CABasicAnimation for scale. You can do it like you mention at the top of your question. Set a new value for the view's width and height constraint constant values and then use [myView layoutIfNeeded] inside animateWithDuration. If the view doesn't have height and width constraints, but has constants to the top and bottom and/or left and right edges of the superview, change those values instead.

Animate UIView height from bottom to top

I'm doing a simple animation of UIView height so that it reveals.
By default it seems to be revealing from top to bottom, and I want it to reveal bottom to top.
I have the UIView anchored to the bottom of the screen.
I'm sure it something simple i'm missing..... any tips?
Thanks
I really think the simplest way to accomplish this would be to animate BOTH the height and the y properties of the view. If they happen along the same curve, it should look completely seamless to the user. As you are animating the height to 0, also animate the y component to the original y + the original height.
UIView *view = ...;
float originalY = view.frame.origin.y;
float originalH = view.bounds.size.height;
[UIView animateWithDuration:1.2f delay:1.0f options:UIViewAnimationCurveEaseInOut animations:^{
view.frame = CGRectMake(view.frame.origin.x, (originalY + originalH), view.bounds.size.width, 0);
}completion:^(BOOL finished) {
NSLog(#"Animation is complete");
}];
I believe this would give the look and feel of a collapsing view. I haven't tried this out in code, but I see no reason why it wouldn't be possible like this.
hide under bottom
[self animateViewHeight:myView withAnimationType:kCATransitionFromBottom];
for reverse animation
[self animateViewHeight:myView withAnimationType:kCATransitionFromTop];
...
- (void)animateViewHeight:(UIView*)animateView withAnimationType:(NSString*)animType {
CATransition *animation = [CATransition animation];
[animation setType:kCATransitionPush];
[animation setSubtype:animType];
[animation setDuration:0.5];
[animation setTimingFunction:[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]];
[[animateView layer] addAnimation:animation forKey:kCATransition];
animateView.hidden = !animateView.hidden;
}
Like a dog with a bone I figured this out....
Instead of animating the frame height, I applied a transform to the view and set the anchor point of the layer.
//set the anchor point to the bottom of the view
[self setAnchorPoint:CGPointMake(0.5, 1.0) forView:hostView];
//Scale the height to close to zero
hostView.transform = CGAffineTransformMakeScale(1, 0.00001);
If I put 0 as the y scale, the view behaves weird.... at the end of the animation i just set it to hidden.
On the way back up I just use the Identity Transform (reset it)
hostView.transform = CGAffineTransformIdentity;
Note that changing my anchor point shifted the position of my view. See this post for the setAnchorPoint method which normalises the view after setting the anchorPoint
Changing my CALayer's anchorPoint moves the view
Instead you could try putting it in a view with clipsToBounds = YES and then animate it from the bottom to the middle of the view, like so:
viewToAnimate.frame = CGRectMake(viewToAnimate.frame.origin.x,
viewToAnimate.superview.frame.size.height,
viewToAnimate.frame.size.width,
viewToAnimate.frame.size.height);
[UIView animateWithDuration:0.5 animations:^{
viewToAnimate.center = viewToAnimate.superview.center;
}];
This way, you don't have to set the height to 0, and it solves any problems with autoresizing within the view.
As requested, this is the code that I'm using... I'm using a CAKeyFrameAnimation, which may be a bit more than what you're looking for. It would probably work the same with a CABasicAnimation, I'm just showing you this code because I already have it written.
-(id)initWithFrame:(CGRect)frame {
self = [super initWithFrame:frame];
if (self) {
springLayer = [[CALayer alloc] init];
springLayer.backgroundColor = [UIColor redColor].CGColor;
springLayer.anchorPoint = CGPointMake(0, 1);
springLayer.frame = CGRectMake(125, 285, 100, 115);
[springLayer setNeedsDisplay];
[self.layer addSublayer:springLayer];
[self test];
}
return self;
}
-(void)test {
CAKeyframeAnimation *heightAnim = [[CAKeyframeAnimation alloc] init];
heightAnim.duration = 3;
heightAnim.removedOnCompletion = NO;
heightAnim.fillMode = kCAFillModeForwards;
heightAnim.beginTime = CACurrentMediaTime() + 0.25;
NSMutableArray *v = [[NSMutableArray alloc] init];
NSMutableArray *t = [[NSMutableArray alloc] init];
float dest = 250;
float difference = 135;
while (difference > 1.0) {
[v addObject:[NSNumber numberWithFloat:dest-difference]];
[t addObject:[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseOut]];
difference *= 0.7;
[v addObject:[NSNumber numberWithFloat:dest+difference]];
[t addObject:[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseOut]];
difference *= 0.7;
}
heightAnim.values = v;
heightAnim.timingFunctions = t;
[springLayer addAnimation:heightAnim forKey:#"bounds.size.height"];
}
one way I've done it with an AdWhirlView, hide it below the screen, then animate it up;
AdWhirlView *adWhirlView = [AdWhirlView requestAdWhirlViewWithDelegate:self];
adWhirlView.delegate = self;
adWhirlView.frame = CGRectMake(0, 430+kAdWhirlViewHeight, kAdWhirlViewWidth, kAdWhirlViewHeight);
[self.parentViewController.view insertSubview:adWhirlView belowSubview:self.view];
[UIView beginAnimations:#"AdWhirlIn" context:nil];
[UIView setAnimationDuration:.5];
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
adWhirlView.frame = CGRectMake(0, 430, kAdWhirlViewWidth, kAdWhirlViewHeight);
[UIView commitAnimations];

fade View IN and OUT

Good Morning everyone,
I'm totally confused with this problem.
I have 3 UIWebViews and what should hapen is webView1 fades in (that works) fades out und WebView2 fades in......
I made it so far with:
CATransition *Animation = [CATransition animation];
[Animation setDuration:4.0];
[Animation setType:kCATransitionFade];
[Animation setSubtype:kCATransitionFade];
[Animation setTimingFunction:[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]];
transitioning = YES;
if (transitioning) {
[self.webView1.layer addAnimation:Animation forKey:nil];
self.webView1.hidden = YES;
self.webView2.hidden = NO;
can anyone help me with that?
And when it fades in the webView fades from white even the background color is set to an other color!
can't I effect the color?
You should use UIView implicit animations. For instance, a cross fade from webView1 to webView2:
[UIView beginAnimations:#"fade" context:nil];
self.webView1.alpha = 0.0;
self.webView2.alpha = 1.0;
[UIView commitAnimations];
If you wanna execute some code after the animation finished, insert this between begin and commit:
[UIView setAnimationDelegate:self];
[UIView setAnimationDidStopSelector:#selector(fadeAnimationDidStop:finished:context:)];
and create the didStop method with the signature
- (void)fadeAnimationDidStop:(NSString*)animationID finished:(NSNumber*)finished context:(void*)context`
transition.type =kCATransitionMoveIn;
transition.subtype =kCATransitionFade;

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