Ive seen this effect in 2 apps and I REALLY want to find how to do it.
The animation is in a UIBarButtonItem, and is only to the image. The image is a + symbol, and
So the answer for this is you have to make a instance of the Image view, then set it up with no resizing and view mode is centered. Then add the image view to a UIButton with custom type, and then use the button as the custom view for the bar item.
- (IBAction)animate {
[UIView animateWithDuration:0.5 delay:0.0 options:UIViewAnimationOptionCurveLinear animations:^{
imageView.transform = CGAffineTransformMakeRotation(DEGREES_TO_RADIANS(45));
} completion:^(BOOL finished) {
imageView.transform = CGAffineTransformMakeRotation(DEGREES_TO_RADIANS(0));
if ([imageView.image isEqual:[UIImage imageNamed:@"Add.png"]]) {
imageView.image = [UIImage imageNamed:@"Close.png"];
}
else imageView.image = [UIImage imageNamed:@"Add.png"];
}];
}
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
imageView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"Add.png"]];
imageView.autoresizingMask = UIViewAutoresizingNone;
imageView.contentMode = UIViewContentModeCenter;
UIButton *button = [UIButton buttonWithType:UIButtonTypeCustom];
button.frame = CGRectMake(0, 0, 40, 40);
[button addSubview:imageView];
[button addTarget:self action:@selector(animate) forControlEvents:UIControlEventTouchUpInside];
imageView.center = button.center;
barItem = [[UIBarButtonItem alloc] initWithCustomView:button];
navItem.rightBarButtonItem = barItem;
}
You don't have to use a button as a custom view, it works in fact with less code using a UIImageView and adding a UITapGestureRecognizer.
I hope my solution below helps someone b/c I struggled with this for a long time until I got the bar button item to receive taps and get it to work with all the features I wanted. In my case, I made an "alert bell" bar button item that jingles when there are notifications, and then segues to a new tableview controller when tapped.
This was my solution (Swift 5):
@IBOutlet weak var notifyBell: UIBarButtonItem!
func updateNumNotesAndAnimateBell(_ numNotes: Int) {
guard let image = UIImage(named: "alertBellFill_\(numNotes)") else { return }
let imageView = UIImageView(image: image)
notifyBell.customView = imageView
notifyBell.customView?.contentMode = .center
let tap = UITapGestureRecognizer(target: self, action: #selector(notifyBellPressed))
notifyBell.customView?.addGestureRecognizer(tap)
let scaleTransformA = CGAffineTransform(scaleX: 0.8, y: 0.8)
let rotateTransformA = CGAffineTransform(rotationAngle: 0.0)
let hybridTransformA = scaleTransformA.concatenating(rotateTransformA)
let rotateTransformB = CGAffineTransform(rotationAngle: -1*CGFloat.pi*20.0/180.0)
let hybridTransformB = scaleTransformA.concatenating(rotateTransformB)
notifyBell.customView?.transform = hybridTransformA
UIView.animate(withDuration: 3,
delay: 1,
usingSpringWithDamping: 0.1,
initialSpringVelocity: 10,
options: [.allowUserInteraction, .curveEaseInOut],
animations: {
self.notifyBell.customView?.transform = numNotes > 0 ? hybridTransformB : scaleTransformA
},
completion: nil
)
}
@objc func notifyBellPressed(_ sender: UIBarButtonItem) {
performSegue(withIdentifier: "goToNotificationsTVC", sender: self)
}
Key discoveries for me were that:
-- .allowUserInteraction must be included in the animate options, otherwise the UIBarButtonItem won't be active until the animation completes.
-- You will likely have to declare YourBarButtonItem.customView?.contentMode = .center when using CGAffineTransform(rotationAngle: ) or else it will distort your image when it tries to rotate.
-- The code above includes a scale animation and rotate animation that is different depending on how many notifications I have. With zero notifications, the image is an empty bell, else, it displays the number of notifications in the bell image. I probably could've done this with an updating label, but I had already gone the route of making separate PNGs for each so this worked nicely.
Recently had to do the same thing in Swift. I created a tutorial that includes starter and final projects, and goes step-by-step with some tips sprinkled in. The code looks like this:
@IBOutlet weak var rightBarButton: UIBarButtonItem! {
didSet {
let icon = UIImage(named: "star")
let iconSize = CGRect(origin: CGPointZero, size: icon!.size)
let iconButton = UIButton(frame: iconSize)
iconButton.setBackgroundImage(icon, forState: .Normal)
rightBarButton.customView = iconButton
rightBarButton.customView!.transform = CGAffineTransformMakeScale(0, 0)
UIView.animateWithDuration(1.0,
delay: 0.5,
usingSpringWithDamping: 0.5,
initialSpringVelocity: 10,
options: .CurveLinear,
animations: {
self.rightBarButton.customView!.transform = CGAffineTransformIdentity
},
completion: nil
)
iconButton.addTarget(self, action: "tappedRightButton", forControlEvents: .TouchUpInside)
}
}
func tappedRightButton(){
rightBarButton.customView!.transform = CGAffineTransformMakeRotation(CGFloat(M_PI * 6/5))
UIView.animateWithDuration(1.0) {
self.rightBarButton.customView!.transform = CGAffineTransformIdentity
}
}
I wanted to keep the expanded tapping size that the native UIBarButtonItem
view provides (such as -initWithBarButtonSystemItem:target:action:
versus -initWithCustomView:
).
Here's a basic implementation of my code.
- (void)setup {
self.navigationItem.rightBarButtonItem = [[UIBarButtonItem alloc] initWithBarButtonSystemItem:UIBarButtonSystemItemAdd target:self action:@selector(navigationBarRightAction)];
}
- (void)navigationBarRightAction {
UIView *itemView = [self.navigationItem.rightBarButtonItem performSelector:@selector(view)];
UIImageView *imageView = [itemView.subviews firstObject];
if (self.shouldRotate) {
imageView.contentMode = UIViewContentModeCenter;
imageView.autoresizingMask = UIViewAutoresizingNone;
imageView.clipsToBounds = NO;
imageView.transform = CGAffineTransformMakeRotation(M_PI_4);
} else {
imageView.transform = CGAffineTransformIdentity;
}
}