Search Results

Search found 2736 results on 110 pages for 'skeleton animation'.

Page 14/110 | < Previous Page | 10 11 12 13 14 15 16 17 18 19 20 21  | Next Page >

  • Adding UIView animation mysteriously changes starting frame

    - by clozach
    I'm working on an app that shows a thumbnail of a photo taken by the user. In order to show a seemless transition from the full-screen image shown in the UIImagePickerController to the thumbnail, I set the frame on my copy of the image to [[UIScreen mainScreen] bounds] and then change the frame to match the frame of an invisible button. (The button allows users to re-take their photo by tapping the thumbnail image.) The trouble is that the starting x-origin of my UIImageView (imageView) is mysteriously starting nearly offscreen to the left: As you can see from the alert, the imageView purports to be located at (0,0), yet it's displaying at something like (-255,0). Here's the code: CGRect frame = [[UIScreen mainScreen] bounds]; imageView.frame = frame; [[[[UIAlertView alloc] initWithTitle:@"Yo!" message:[NSString stringWithFormat:@"starting frame:%@",NSStringFromCGRect(imageView.frame)] delegate:nil cancelButtonTitle:@"K." otherButtonTitles:nil] autorelease] show]; // Slide the enlarged image seamlessly "onto" the photo button [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:1000]; [UIView setAnimationDelay:.5]; imageView.frame = pictureButton.frame; [UIView commitAnimations]; As if to taunt me, the image actually does go full screen if I comment out the animation code: CGRect frame = [[UIScreen mainScreen] bounds]; imageView.frame = frame; [[[[UIAlertView alloc] initWithTitle:@"Yo!" message:[NSString stringWithFormat:@"starting frame:%@",NSStringFromCGRect(imageView.frame)] delegate:nil cancelButtonTitle:@"K." otherButtonTitles:nil] autorelease] show]; // Slide the enlarged image seamlessly "onto" the photo button // [UIView beginAnimations:nil context:nil]; // [UIView setAnimationDuration:1000]; // [UIView setAnimationDelay:.5]; // // imageView.frame = pictureButton.frame; // // [UIView commitAnimations]; (Note: animationDuration will of course be set to something more like .5 in production, not 1000 seconds.) Update — Other weirdness worth mentioning in case it's relevant: It turns out the offset changes depending on the orientation of the camera when the photo was taken. If I take the picture with the phone upside-down, for instance, then the image gets offset vertically as well as horizontally. The picker seems to be filling the image's imageOrientation incorrectly: I have to hold the phone sideways, Home button on the left, to get an image with UIImageOrientationUp. At one point I experimented with setting imageView.clipsToBounds = YES;, which revealed that my image view's frame is in fact correct. Rather, it's the UIImage's placement within the UIImageView that gets offset. Fwiw, the image view's contentMode is the default, UIViewContentModeScaleToFill.

    Read the article

  • Slow Jquery Animation

    - by Pyronaut
    I have this webpage : http://miloarc.pyrogenicmedia.com/ Which atm is nothing special. It has a few effects but none that break the bank. If you mouse over a tile, it should change it's opacity to give it a fade effect. This is done through the Jquery Animation, not through CSS (I do this so it can fade, instead of being a straight change). Everything looks nice when the page loads, and the fades look perfect. Infact if you drag your mouse all over the place, if gives you a "trail" almost like a snake. Anyway, My next problem is that you will see there is a box in the top left, which is going to tell you information about the tile you are hovering over. This seems to work fine. When you mouse over that information box, it switches it's position (So that you can reach the tiles that were previously hidden underneath it). From my understanding, this is all working fine, and to the letter. However, After one move of the info box (One hover). Viewing the page in Firefox turns slugish. As in, after a successful move of the info box, the fade effects become very stuttered, and it doesn't pick up events as fast meaning you can't draw a "trail" on the screen. Chrome doesn't have this issue. It seems to work fine no matter what. Safari also seems ok. Although I do notice if I move my mouse really fast, it does jump a bit but not as much as firefox. Internet explorer doesn't work at all. Seems to crash the browser... And there is an error with the rounded corner plugin im using (Not sure why...). All in all, I think whatever I'm doing inside my code must be heavily sluggish. But I don't know where it is happening. Here is the full code, but I would advise go to the link to view everything. <script type="text/javascript"> $(document).ready(function() { var WindowWidth = $(window).width(); var WindowMod = WindowWidth % 20; var WindowWidth = WindowWidth - WindowMod; var BoxDimension = WindowWidth / 20; var BoxDimensionFixed = BoxDimension - 12; var dimensions = BoxDimensionFixed + 'px'; $('.gamebutton').each(function(i) { $(this).css('width', dimensions); $(this).css('height', dimensions); }); var OuterDivHeight = BoxDimension * 10; var TopMargin = ($(window).height() - OuterDivHeight) / 2; var OuterDivWidth = BoxDimension * 20; var LeftMargin = ($(window).width() - OuterDivWidth) / 2; $('#gamePort').css('margin-top', TopMargin).css('margin-left', LeftMargin).css('margin-right', LeftMargin); $('.gamebutton img').each(function(i) { $(this).hover( function () { $(this).animate({'opacity': 0.65}); }, function () { $(this).animate({'opacity': 1}); } ); }); $('.rounded').corners(); $('.gamebutton').each(function(i) { $(this).hover(function() { $('.gameTitlePopup').html($(this).attr('title')); FadeActive(); }); }); function FadeActive() { $('.activeInfo').fadeIn('slow'); } $('#gameInfoLeft').hover(function() { $(this).removeClass('activeInfo'); $(this).fadeOut('slow', function() { $('#gameInfoRight').addClass('activeInfo'); FadeActive(); }); }); $('#gameInfoRight').hover(function() { $(this).removeClass('activeInfo'); $(this).fadeOut('slow', function() { $('#gameInfoLeft').addClass('activeInfo'); FadeActive(); }); }); }); </script> Thanks for any help :).

    Read the article

  • Optimizing a 3D World Javascript Animation

    - by johnny
    Hi! I've recently come up with the idea to create a tag cloud like animation shaped like the earth. I've extracted the coastline coordinates from ngdc.noaa.gov and wrote a little script that displayed it in my browser. Now as you can imagine, the whole coastline consists of about 48919 points, which my script would individually render (each coordinate being represented by one span). Obviously no browser is capable of rendering this fluently - but it would be nice if I could render as much as let's say 200 spans (twice as much as now) on my old p4 2.8 Ghz (as a representative benchmark). Are there any javascript optimizations I could use in order to speed up the display of those spans? One 'coordinate': <div id="world_pixels"> <span id="wp_0" style="position:fixed; top:0px; left:0px; z-index:1; font-size:20px; cursor:pointer;cursor:hand;" onmouseover="magnify_world_pixel('wp_0');" onmouseout="shrink_world_pixel('wp_0');" onClick="set_askcue_bar('', 'new york')">new york</span> </div> The script: $(document).ready(function(){ world_pixels = $("#world_pixels span"); world_pixels.spin(); setInterval("world_pixels.spin()",1500); }); z = new Array(); $.fn.spin = function () { for(i=0; i<this.length; i++) { /*actual screen coordinates: x/y/z --> left/font-size/top 300/13/0 300/6/300 | / |/ 0/13/300 ----|---- 600/13/300 /| / | 300/20/300 300/13/600 */ /*scale font size*/ var resize_x = 1; /*scale width*/ var resize_y = 2.5; /*scale height*/ var resize_z = 2.5; var from_left = 300; var from_top = 20; /*actual math coordinates: 1 -1 | / |/ 1 ----|---- -1 /| / | 1 -1 */ //var get_element = document.getElementById(); //var font_size = parseInt(this.style.fontSize); var font_size = parseInt($(this[i]).css("font-size")); var left = parseInt($(this[i]).css("left")); if (coast_line_array[i][1]) { } else { var top = parseInt($(this[i]).css("top")); z[i] = from_top + (top - (300 * resize_z)) / (300 * resize_z); //global beacause it's used in other functions later on var top_new = from_top + Math.round(Math.cos(coast_line_array[i][2]/90*Math.PI) * (300 * resize_z) + (300 * resize_z)); $(this[i]).css("top", top_new); coast_line_array[i][3] = 1; } var x = resize_x * (font_size - 13) / 7; var y = from_left + (left- (300 * resize_y)) / (300 * resize_y); if (y >= 0) { this[i].phi = Math.acos(x/(Math.sqrt(x^2 + y^2))); } else { this[i].phi = 2*Math.PI - Math.acos(x/(Math.sqrt(x^2 + y^2))); i } this[i].theta = Math.acos(z[i]/Math.sqrt(x^2 + y^2 + z[i]^2)); var font_size_new = resize_x * Math.round(Math.sin(coast_line_array[i][4]/90*Math.PI) * Math.cos(coast_line_array[i][0]/180*Math.PI) * 7 + 13); var left_new = from_left + Math.round(Math.sin(coast_line_array[i][5]/90*Math.PI) * Math.sin(coast_line_array[i][0]/180*Math.PI) * (300 * resize_y) + (300 * resize_y)); //coast_line_array[i][6] = coast_line_array[i][7]+1; if ((coast_line_array[i][0] + 1) > 180) { coast_line_array[i][0] = -180; } else { coast_line_array[i][0] = coast_line_array[i][0] + 0.25; } $(this[i]).css("font-size", font_size_new); $(this[i]).css("left", left_new); } } resize_x = 1; function magnify_world_pixel(element) { $("#"+element).animate({ fontSize: resize_x*30+"px" }, { duration: 1000 }); } function shrink_world_pixel(element) { $("#"+element).animate({ fontSize: resize_x*6+"px" }, { duration: 1000 }); } I'd appreciate any suggestions to optimize my script, maybe there is even a totally different approach on how to go about this. The whole .js file which stores the array for all the coordinates is available on my page, the file is about 2.9 mb, so you might consider pulling the .zip for local testing: metaroulette.com/files/31218.zip metaroulette.com/files/31218.js P.S. the php I use to create the spans: <?php //$arbitrary_characters = array('a','b','c','ddsfsdfsdf','e','f','g','h','isdfsdffd','j','k','l','mfdgcvbcvbs','n','o','p','q','r','s','t','uasdfsdf','v','w','x','y','z','0','1','2','3','4','5','6','7','8','9',); $arbitrary_characters = array('cat','table','cool','deloitte','askcue','what','more','less','adjective','nice','clinton','mars','jupiter','testversion','beta','hilarious','lolcatz','funny','obama','president','nice','what','misplaced','category','people','religion','global','skyscraper','new york','dubai','helsinki','volcano','iceland','peter','telephone','internet', 'dialer', 'cord', 'movie', 'party', 'chris', 'guitar', 'bentley', 'ford', 'ferrari', 'etc', 'de facto'); for ($i=0; $i<96; $i++) { $arb_digits = rand (0,45); $arbitrary_character = $arbitrary_characters[$arb_digits]; //$arbitrary_character = "."; echo "<span id=\"wp_$i\" style=\"position:fixed; top:0px; left:0px; z-index:1; font-size:20px; cursor:pointer;cursor:hand;\" onmouseover=\"magnify_world_pixel('wp_$i');\" onmouseout=\"shrink_world_pixel('wp_$i');\" onClick=\"set_askcue_bar('', '$arbitrary_character')\">$arbitrary_character</span>\n"; } ?>

    Read the article

  • Core Animation bad access on device

    - by user1595102
    I'm trying to do a frame by frame animation with CAlayers. I'm doing this with this tutorial http://mysterycoconut.com/blog/2011/01/cag1/ but everything works with disable ARC, when I'm try to rewrite code with ARC, it's works on simulator perfectly but on device I got a bad access memory. Layer Class interface #import <Foundation/Foundation.h> #import <QuartzCore/QuartzCore.h> @interface MCSpriteLayer : CALayer { unsigned int sampleIndex; } // SampleIndex needs to be > 0 @property (readwrite, nonatomic) unsigned int sampleIndex; // For use with sample rects set by the delegate + (id)layerWithImage:(CGImageRef)img; - (id)initWithImage:(CGImageRef)img; // If all samples are the same size + (id)layerWithImage:(CGImageRef)img sampleSize:(CGSize)size; - (id)initWithImage:(CGImageRef)img sampleSize:(CGSize)size; // Use this method instead of sprite.sampleIndex to obtain the index currently displayed on screen - (unsigned int)currentSampleIndex; @end Layer Class implementation @implementation MCSpriteLayer @synthesize sampleIndex; - (id)initWithImage:(CGImageRef)img; { self = [super init]; if (self != nil) { self.contents = (__bridge id)img; sampleIndex = 1; } return self; } + (id)layerWithImage:(CGImageRef)img; { MCSpriteLayer *layer = [(MCSpriteLayer*)[self alloc] initWithImage:img]; return layer ; } - (id)initWithImage:(CGImageRef)img sampleSize:(CGSize)size; { self = [self initWithImage:img]; if (self != nil) { CGSize sampleSizeNormalized = CGSizeMake(size.width/CGImageGetWidth(img), size.height/CGImageGetHeight(img)); self.bounds = CGRectMake( 0, 0, size.width, size.height ); self.contentsRect = CGRectMake( 0, 0, sampleSizeNormalized.width, sampleSizeNormalized.height ); } return self; } + (id)layerWithImage:(CGImageRef)img sampleSize:(CGSize)size; { MCSpriteLayer *layer = [[self alloc] initWithImage:img sampleSize:size]; return layer; } + (BOOL)needsDisplayForKey:(NSString *)key; { return [key isEqualToString:@"sampleIndex"]; } // contentsRect or bounds changes are not animated + (id < CAAction >)defaultActionForKey:(NSString *)aKey; { if ([aKey isEqualToString:@"contentsRect"] || [aKey isEqualToString:@"bounds"]) return (id < CAAction >)[NSNull null]; return [super defaultActionForKey:aKey]; } - (unsigned int)currentSampleIndex; { return ((MCSpriteLayer*)[self presentationLayer]).sampleIndex; } // Implement displayLayer: on the delegate to override how sample rectangles are calculated; remember to use currentSampleIndex, ignore sampleIndex == 0, and set the layer's bounds - (void)display; { if ([self.delegate respondsToSelector:@selector(displayLayer:)]) { [self.delegate displayLayer:self]; return; } unsigned int currentSampleIndex = [self currentSampleIndex]; if (!currentSampleIndex) return; CGSize sampleSize = self.contentsRect.size; self.contentsRect = CGRectMake( ((currentSampleIndex - 1) % (int)(1/sampleSize.width)) * sampleSize.width, ((currentSampleIndex - 1) / (int)(1/sampleSize.width)) * sampleSize.height, sampleSize.width, sampleSize.height ); } @end I create the layer on viewDidAppear and start animate by clicking on button, but after init I got a bad access error -(void)viewDidAppear:(BOOL)animated { [super viewDidAppear:animated]; NSString *path = [[NSBundle mainBundle] pathForResource:@"mama_default.png" ofType:nil]; CGImageRef richterImg = [UIImage imageWithContentsOfFile:path].CGImage; CGSize fixedSize = animacja.frame.size; NSLog(@"wid: %f, heigh: %f", animacja.frame.size.width, animacja.frame.size.height); NSLog(@"%f", animacja.frame.size.width); richter = [MCSpriteLayer layerWithImage:richterImg sampleSize:fixedSize]; animacja.hidden = 1; richter.position = animacja.center; [self.view.layer addSublayer:richter]; } -(IBAction)animacja:(id)sender { if ([richter animationForKey:@"sampleIndex"]) {NSLog(@"jest"); } if (! [richter animationForKey:@"sampleIndex"]) { CABasicAnimation *anim = [CABasicAnimation animationWithKeyPath:@"sampleIndex"]; anim.fromValue = [NSNumber numberWithInt:0]; anim.toValue = [NSNumber numberWithInt:22]; anim.duration = 4; anim.repeatCount = 1; [richter addAnimation:anim forKey:@"sampleIndex"]; } } Have you got any idea how to fix it? Thanks a lot.

    Read the article

  • How can I run an android frame animation without it skewing?

    - by GameDev123
    I have a small state machine that runs a series of frame by frame animations in an ImageView, in a nested hierarchy of layouts. There is more than adequate space to display each frame of the animation. Each frame of the animation is cropped to fit the minimum amount of area, in order to save memory. If a frame only contains 50x50 worth of pixels then the png is 50x50. There is no transparent padding to keep them the same size. The ImageView is directly within a RelativeLayout, and is anchored to the bottom left with some padding. The general idea being that the character in the animation performs some action, which results in individual frames of the animation growing or shrinking. The issue is that individual frames of animation are skewed, and there does not appear to be any way of preventing this. If I set the source of the imageview directly to one of the frames of animation, it displays fine in the layout manager. I have tried this with Adjust View Bounds set to true, false, and undefined. I have tried using the background and the src attribute of imageview to set the animation drawable, I have tried every configuration of layout manager and setting minimum/maximum size that I can think of, and it still stretches the character on various frames depending on the size of the source png. In essence, all I want to do is say "I want this ImageView to anchor in the bottom left and then display any frame that happens to be in it without stretching or skewing it in any way aside from that which occurred when the frame png's were loaded." Seems simple, but I have yet to come across any way of doing it. Here is the layout of the imageview as of my last test, I had to remove bits of the XML to get it to display but nothing pertinent: RelativeLayout android:orientation="horizontal" android:layout_above="@+id/MenuOptions" android:layout_width="fill_parent" android:id="@+id/AnimationLayout" android:clipChildren="false" android:minHeight="180dp" android:layout_height="fill_parent" android:layout_below="@+id/GameBarLayout" ImageView android:id="@+id/animatedImg" android:layout_height="wrap_content" android:layout_width="wrap_content" android:visibility="visible" android:baselineAlignBottom="true" android:minHeight="180dp" android:minWidth="200dp" android:adjustViewBounds="true" android:layout_alignParentBottom="true" android:paddingLeft="30dp" android:paddingBottom="10dp" android:src="@drawable/idle01"/ImageView /RelativeLayout Here is how an animation is set up: animationDrawable = new AnimationDrawable(); animationDrawable.addFrame(res.getDrawable(R.drawable.idle01), 16); animationDrawable.addFrame(res.getDrawable(R.drawable.idle02), 16); animationDrawable.addFrame(res.getDrawable(R.drawable.idle03), 16);

    Read the article

  • Starting an animation from the ViewModel in WPF/MVVM

    - by RandomEngy
    I'm writing a MVVM app and have started putting in a few animations. I want to call something on the ViewModel which starts the a storyboard. This blog had a promising approach to it, but it doesn't actually work. The IDChanged handler never fires for some reason. I also found that you could start animations on EventTriggers, but I don't know how to raise one on the ViewModel.

    Read the article

  • Android -- Change the AlertDialog Animation?

    - by borg17of20
    Hello all, Does anyone know how to change the in/out animations of an extended AlertDialog? I connot figure out how to do this. See below for what I have so far (it doesn't work though): public class PauseMenu extends AlertDialog { private Context myContext; public PauseMenu(Context context, int theme) { super(context, theme); myContext = context; } protected PauseMenu(Context context, boolean cancelable, OnCancelListener cancelListener) { super(context, cancelable, cancelListener); myContext = context; } public PauseMenu(Context context) { super(context); myContext = context; } @Override protected void onCreate(Bundle savedInstanceState) { // TODO Auto-generated method stub //super.onCreate(savedInstanceState); this.setContentView(R.layout.pause_menu); //this.getWindow().getDecorView().setAnimation(new ViewZoomAnimation()); this.getWindow().getDecorView().setAnimation(AnimationUtils.loadAnimation(myContext, R.anim.slide_in_bottom_newgame)); } } Thanks.

    Read the article

  • Android ViewFlipper + homescreen animation

    - by Tim
    I am trying to use a ViewFlipper and make it act like the home screen(The layout will move with your finger). Check out this for an example. I want to do this with a ViewFlipper that only contains two children so the opposite view should be shown on either side of the current view depending on which way the user moves their finger. This code works but only for 1 direction at a time. This is in onTouchEvent. case MotionEvent.ACTION_MOVE: leftView.setVisibility(View.VISIBLE); rightView.setVisibility(View.VISIBLE); // move the current view to the left or right. currentView.layout((int) (touchEvent.getX() - oldTouchValue), currentView.getTop(), (int) (touchEvent.getX() - oldTouchValue) + 320, currentView.getBottom()); // place this view just left of the currentView leftView.layout(currentView.getLeft() - 320, leftView.getTop(), currentView.getLeft(), leftView.getBottom()); // place this view just right of the currentView rightView.layout(currentView.getRight(), rightView.getTop(), currentView.getRight() + 320, rightView.getBottom()); Which ever of the bottom two lines I put last that direction will work correctly but the other will not. Here is how I set the leftView and rightView: final View currentView = myFlipper.getCurrentView(); final View leftView, rightView; if (currentView == meView) { Log.d("current layout: ", "me"); leftView = youView; rightView = youView; } else if (currentView == youView) { Log.d("current layout: ", "you"); leftView = meView; rightView = meView; }else { leftView = null; rightView = null; } Is it going to be possible to set it up so that the same view is shown on both sides of the current view?

    Read the article

  • Rotating a UIButton with a custom image (animation)

    - by Tiago
    Hi, I'm trying to rotate a button that I've connected to the controller from the Interface Builder. I've set it's image right from Interface Builder. I'm using this code on the method that runs when I click it: [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:2.0]; [UIView setAnimationRepeatCount:5]; updateButton.transform = CGAffineTransformMakeRotation( M_PI ); [UIView commitAnimations]; But this doesn't do anything. Can this be done, or should I create the button programmatically in order to get it to rotate?

    Read the article

  • Smoothing touch-based animation in iPhone OpenGL?

    - by quixoto
    I know this is vague, but looking for general tips/help on this, as it's not an area of significant expertise for me. I have some iPhone code that's basically an EAGL view handling a single touch. The app draws (using GL) a circle via triangle fan at the touch point, and moves it when the user moves the touch point, and re-renders the view then. When dragging a finger slowly, the circle keeps up and consistent with the finger as it moves. If I scribble my finger quickly back and forth across the screen, the rendering doesn't keep up with the touch motion, so you see an optical illusion of "multiple" discrete circles on the screen "at once". (Normal persistence of vision illusion). This optical illusion is jarring. How can I make this look more natural? Can I blur the motion of the circle somehow? Is this result the evidence of some bad frame rate issue? I see this artifact even when nothing else is being rendered, so I think this might just be as fast as we can go. Any hints or suggestions? Much appreciated. Thanks.

    Read the article

  • Core Animation not working on Leopard, working on Snow Leopard

    - by Nick Paulson
    Hi, I animate NSImageViews using its animator proxy. While testing my application on Snow Leopard, everything works as expected. However, on Leopard, none of the animations are functioning. In addition, NSImageViews don't seem to take into effect the alphaValue I set on them, whether through the animator proxy or not. The only way I can get them to disappear is by setting their image to nil. What is weird is that this all works fine in Snow Leopard, but does not work on Leopard 10.5.8. Any idea on why this may be occurring?

    Read the article

  • Slide expand animation in android.

    - by Priyank
    Hi, I have a simple list view listing results in android. Upon click of each item, I would like it to slide down expand and show the content. Is there an easy way to do this in android? Any help will be appreciated. Cheers

    Read the article

  • jQuery animation works in IE8, not in Firefox or Webkit

    - by Don
    My CSS: #content { border: 2px solid #4190d4; padding: 220px; background-color: #282828; margin-top: 65px; -moz-border-radius: 8px; -webkit-border-radius: 8px; } My jQuery: $("#header a").click(function() { $('#content').animate({padding: 300}, 500); } This code works perfectly fine in IE8, my #content div grows from 220px to 300px. In Firefox or Webkit-based browsers, though, my #content div first shrinks to 0px and then resizes to 300px. I'm using jQuery 1.4.2, Firefox 3.6 and Chrome 4.0.249.89. Any ideas?

    Read the article

  • iPhone UIView frame animation inconsistent why?

    - by Rick
    I have an app that uses an image loaded in from an UIImagePickerController instance. Once the picker is dismissed so as to reduce the jarring transition from the picker layout to the layout of the next function I initially have the UIImageView for the image fill the whole screen and then when the picker is dismissed the image 'squeezes' up to the top left of the screen. from the initWithFrame... targetPicView = [[UIImageView alloc] initWithFrame:CGRectMake(0.0, 0.0, 320.0, 480.0)]; [targetPicView setContentMode:UIViewContentModeScaleToFill]; this in a function called after dismissing the picker... [UIView beginAnimations:@"squeeze" context:context]; [UIView setAnimationCurve:UIViewAnimationCurveEaseInOut]; [UIView setAnimationDuration:0.75]; [targetPicView setFrame:CGRectMake(20.0, 20.0, 130.0, 150.0)]; [UIView commitAnimations]; The weird thing is that this works great when the image has been chosen from the library, the view shrinks down with the top left corner in place just as I planned but... If the image comes from the camera then the view shrinks with the top right corner in place instead and appears to come in from the left side of the screen. Can anyone shed any light on this?

    Read the article

  • UIView "suck" animation

    - by igul222
    I'd like to use the UIView "sucking" transition (view is "sucked" into a point) referenced here: http://iphonedevwiki.net/index.php/UIViewAnimationState#Using_suckEffect The method above, however, uses private APIs, which makes it next to useless for an App Store app. How can I recreate a similar effect without relying on private APIs? I'm guessing the answer has to do with OpenGL, although I have zero experience there.

    Read the article

  • Python Animation Timing

    - by M3RPHY
    I'm currently working on sprite sheet tool in python that exports the organization into an xml document but I've run into some problems trying to animate a preview. I'm not quite sure how to time the frame rate with python. For example, assuming I have all of my appropriate frame data and drawing functions, how would I go about coding the timing to display it at 30 frames per second (or any other arbitrary rate).

    Read the article

  • UIView Animation: Shrink

    - by Moduspwnens
    I'm looking to have my main view shrink to reveal the next view in the same way the Facebook app's views shrink when you press the top-left button. I already have it working with one of the included animations like this: [UIView beginAnimations:nil context:nil]; [UIView setAnimationCurve:UIViewAnimationCurveEaseInOut]; [UIView setAnimationDuration:1.0]; [UIView setAnimationTransition:UIViewAnimationTransitionFlipFromLeft forView:self.navigationController.view cache:NO]; [self.navigationController popToRootViewControllerAnimated:YES]; [UIView commitAnimations]; I'm fairly well-experienced with the iPhone SDK but haven't spent a lot of time with UIView animations.

    Read the article

  • Core Data + Core Animation/CALayer together??

    - by ivanTheTerrible
    I am making an Cocoa app with custom interfaces. So far I have implemented one version of the app using CALayer doing the rendering, which has been great given the hierarchical structure of CALayers, and its [hitTest:] function for handling mouse events. In this early version, the model of the app are my custom classes. However, as the program grows I feel the urge of using Core Data for the model, not just for the ease of binding/undo management, but also want to try out the new technology. My method so far: In Core Data: creating a Block entity, with attributes xPos, yPos, width, height...etc. Then, creating a BlockView : CALayer class for drawing, which uses methods such as self.position.x = [self valueForKey:@"xPos"] to fetch the values from the model. In this case, every BlockView object has to also keep a local copy of xPos, which is NOT good. Do any of you guys have better suggestions? Edit: This app is a information visualization tool. So the positions, dimensions of the blocks are important, and should be persisted for later analysis.

    Read the article

  • UISearchBar animation hidding button

    - by David Carvalho
    Hello I currently have a UISearchBar (attached to a UISearchDisplayController), but I reduced the width of the search bar so I could display a custom button to its right when the search bar is not selected. The button is used to access other views. However, when I select the search bar and then press cancel (or even perform a search) and return to the normal view, where the search bar should be displayed with my custom button, the search bar animates and takes up all the room for the button and the is not displayed. Essentially, the search bar takes up all the width of the screen when I only want it to take up a part of it. Is there any way to prevent the search bar from animating to the whole width of the screen? This is how I defined the CGRect of the search bar: self = [[UISearchBar alloc] initWithFrame:CGRectMake(0.0f, 0.0f, 250.0f, 45.0f)] Any help would be great. Regards

    Read the article

  • UIView animation along a round path?

    - by david
    I need to make my little guy (in a UIIamgeView) jump forward and it has to look natural. I want to know is there a way to do it with CoreAnimation (beginAnimation/commitAnimation)? I could do it by setting a point in between in the air but the movement looks not natural :P

    Read the article

  • Animation not playing

    - by Tate Allen
    Hello again, I didn't say this last time but I am relatively new to iPhone programming and extremely new to iPhone game development so bear with me. In my game, when I tilt the device, the character moves and faces the correct direction, but does not animate. I am using an animated UIImageView. Here is the code: float newX = character.center.x + (accel.x * 12); if (newX 30 && newX < 290) character.center = CGPointMake(newX, character.center.y); if (accel.x < 0) { NSArray *imgArray = [[NSArray alloc] initWithObjects: [UIImage imageNamed:@"run3left.png"], [UIImage imageNamed:@"run1left.png"], [UIImage imageNamed:@"run2left.png"], [UIImage imageNamed:@"run1left.png"], nil]; character.animationImages = imgArray; character.animationDuration = 0.5; character.contentMode = UIViewContentModeBottomLeft; [self.view addSubview:character]; [character startAnimating]; } if (accel.x > 0) { NSArray *imgArray = [[NSArray alloc] initWithObjects: [UIImage imageNamed:@"run3.png"], [UIImage imageNamed:@"run1.png"], [UIImage imageNamed:@"run2.png"], [UIImage imageNamed:@"run1.png"], nil]; character.animationImages = imgArray; character.animationDuration = 0.5; character.contentMode = UIViewContentModeBottomLeft; [self.view addSubview:character]; [character startAnimating]; } }

    Read the article

  • Siverlight animation issue

    - by George2
    Hello everyone, Suppose I have the following XAML snippets, my confusion is what is the meaning of the value for Storyboard.TargetProperty? i.e. the meaning of "(UIElement.RenderTransform).(TransformGroup.Children)[0].(ScaleTransform.ScaleX)". <DoubleAnimationUsingKeyFrames Storyboard.TargetName="p1" Storyboard.TargetProperty="(UIElement.RenderTransform).(TransformGroup.Children)[0].(ScaleTransform.ScaleX)" BeginTime="00:00:00"> <SplineDoubleKeyFrame KeyTime="00:00:00" Value="1"/> <SplineDoubleKeyFrame KeyTime="00:00:00.2500000" Value="1"/> <SplineDoubleKeyFrame KeyTime="00:00:00.5000000" Value="1"/> </DoubleAnimationUsingKeyFrames> ... <Path Height="2.75" Width="2.75" Data="M2.75,1.375 C2.75,2.1343915 2.1343915,2.75 1.375,2.75 C0.61560845,2.75 0,2.1343915 0,1.375 C0,0.61560845 0.61560845,0 1.375,0 C2.1343915,0 2.75,0.61560845 2.75,1.375 z" Fill="#FF9F9B9B" Stretch="Fill" Stroke="#FF000000" StrokeThickness="0" Canvas.Left="7" Canvas.Top="14" x:Name="p1"> <Path.RenderTransform> <TransformGroup> <ScaleTransform/> <SkewTransform/> <RotateTransform/> <TranslateTransform/> </TransformGroup> </Path.RenderTransform> </Path> thanks in advance, George

    Read the article

  • View Animation (Resizing a Ball)

    - by user270811
    hi, i am trying to do this: 1) user long touches the screen, 2) a circle/ball pops up (centered around the user's finger) and grows in size as long as the user is touching the screen 3) once the user lets go of the finger, the ball (now in its final size) will bounce around. i think i have the bouncing around figure out from the DivideAndConquer example, but i am not sure how to animate the ball's growth. i looked at various view flipper examples such as this: http://www.inter-fuser.com/2009/08/android-animations-3d-flip.html but it seems like view flipper is best for swapping two static pictures. i wasn't able to find a good view animator example other than the flippers. also, i would prefer to use images as opposed to just a circle. can someone point me in the right direction? thanks.

    Read the article

  • Need some guidelines on iPad animation programming

    - by thomasvsundert
    Hi, I'm creating an interactive e-book for the iPad. This book will contain multiple pages that will consist of a lot of animations (frame and motion animations), transitions,... I was wondering what my development options are, should I use OpenGL, Quartz,...? I've use UIImageView.animationImages before and found that it had really bad performance. What's the best way to draw frame based animations? Does anybody have some good pointers to resources on this? thanks in advance, Thomas

    Read the article

< Previous Page | 10 11 12 13 14 15 16 17 18 19 20 21  | Next Page >