Gif animation in iPhone/iPad app OR How to implement .gif file in iPhone/iPad app.
Here we will see how an UIImage can be used to implement similar effect as in .gif animation like this:
Here we will see how an UIImage can be used to implement similar effect as in .gif animation like this:
To show an animation or to implement .gif file in your iPhone/iPad app view follow these steps:
Step 1: Create new project in xcode and name it as "gif_Animation".
Step 2: First of all split the .gif file into frames (because gif file is nothing but a series of images, and also iPhone/iPad app does not directly support gif file).
Step 1: Create new project in xcode and name it as "gif_Animation".
Step 2: First of all split the .gif file into frames (because gif file is nothing but a series of images, and also iPhone/iPad app does not directly support gif file).
Here for example we split the .gif file and save frame as:
- frame1.jpg
- frame2.jpg
- frame3.jpg
- frame4.jpg
- frame5.jpg
Step 3: Add all frames into resource folder.
Step 4: Now open "gif_AnimationViewController.h" and add this code:
#import <UIKit/UIKit.h>
@interface gif_AnimationViewController : UIViewController {
UIImageView *animatedImages;
NSMutableArray *imageArray;
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event;
@end
Step 5: Now open "gif_AnimationViewController.m" and add this code:
#import "gif_AnimationViewController.h"
#define IMAGE_COUNT 5
#define IMAGE_HEIGHT 480
#define IMAGE_WIDTH 320
@implementation gif_AnimationViewController
-(void)viewWillAppear:(BOOL)animated
#import <UIKit/UIKit.h>
@interface gif_AnimationViewController : UIViewController {
UIImageView *animatedImages;
NSMutableArray *imageArray;
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event;
@end
Step 5: Now open "gif_AnimationViewController.m" and add this code:
#import "gif_AnimationViewController.h"
#define IMAGE_COUNT 5
#define IMAGE_HEIGHT 480
#define IMAGE_WIDTH 320
@implementation gif_AnimationViewController
-(void)viewWillAppear:(BOOL)animated
{
imageArray = [[NSMutableArray alloc] initWithCapacity:IMAGE_COUNT];
// Array to hold jpg images
imageArray = [NSMutableArray arrayWithObjects: [UIImage imageNamed:@"frame1.jpg"], [UIImage imageNamed:@"frame2.jpg"], [UIImage imageNamed:@"frame3.jpg"], [UIImage imageNamed:@"frame4.jpg"], [UIImage imageNamed:@"frame5.jpg"], nil];
// Animated images - centered on screen
animatedImages = [[UIImageView alloc] initWithFrame:CGRectMake(0,0,IMAGE_WIDTH, IMAGE_HEIGHT)];
animatedImages.animationImages = [NSArray arrayWithArray:imageArray];
// One cycle through all the images takes 1.5 seconds
animatedImages.animationDuration =1;
// Repeat forever
animatedImages.animationRepeatCount = -1;
// Add subview and make window visible
[self.view addSubview:animatedImages];
// Start it up
[animatedImages startAnimating];
// Wait 5 seconds, then stop animation
[self performSelector:@selector(stopAnimation) withObject:nil afterDelay:8.0];
}
- (void)stopAnimation
{
[animatedImages stopAnimating];
}
//if we want to stop animation by user touch without any delay then use this
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
[self performSelector:@selector(stopAnimation) withObject:nil afterDelay:0.0];
}
/*
// The designated initializer. Override to perform setup that is required before the view is loaded.
- (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil {
self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil];
if (self) {
// Custom initialization
}
return self;
}
*/
/*
// Implement loadView to create a view hierarchy programmatically, without using a nib.
- (void)loadView {
}
*/
/*
// Implement viewDidLoad to do additional setup after loading the view, typically from a nib.
- (void)viewDidLoad {
[super viewDidLoad];
}
*/
/*
// Override to allow orientations other than the default portrait orientation.
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
// Return YES for supported orientations
return (interfaceOrientation == UIInterfaceOrientationPortrait);
}
*/
- (void)didReceiveMemoryWarning {
// Releases the view if it doesn't have a superview.
[super didReceiveMemoryWarning];
// Release any cached data, images, etc that aren't in use.
}
- (void)viewDidUnload {
// Release any retained subviews of the main view.
// e.g. self.myOutlet = nil;
}
- (void)dealloc {
[super dealloc];
[imageArray release];
[animatedImages release];
}
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ReplyDeleteipad application development
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