I'm trying to rotate a UIImageView
360 degrees, and have looked at several tutorials online. I could get none of them working, without the UIView
either stopping, or jumping to a new position.
- How can I achieve this?
The latest thing I've tried is:
[UIView animateWithDuration:1.0
delay:0.0
options:0
animations:^{
imageToMove.transform = CGAffineTransformMakeRotation(M_PI);
}
completion:^(BOOL finished){
NSLog(@"Done!");
}];
But if I use 2*pi, it doesn't move at all (since it's the same position). If I try to do just pi (180 degrees), it works, but if I call the method again, it rotates backwards.
EDIT:
[UIView animateWithDuration:1.0
delay:0.0
options:0
animations:^{
[UIView setAnimationRepeatCount:HUGE_VALF];
[UIView setAnimationBeginsFromCurrentState:YES];
imageToMove.transform = CGAffineTransformMakeRotation(M_PI);
}
completion:^(BOOL finished){
NSLog(@"Done!");
}];
doesn't work either. It goes to 180
degrees, pauses for a split second, then resets back to 0
degrees before it starts again.
Nate's answer above is ideal for stop and start animation and gives a better control. I was intrigued why yours didn't work and his does. I wanted to share my findings here and a simpler version of the code that would animate a UIView continuously without stalling.
This is the code I used,
I used 'CGAffineTransformRotate' instead of 'CGAffineTransformMakeRotation' because the former returns the result which is saved as the animation proceeds. This will prevent the jumping or resetting of the view during the animation.
Another thing is not to use 'UIViewAnimationOptionRepeat' because at the end of the animation before it starts repeating, it resets the transform making the view jump back to its original position. Instead of a repeat, you recurse so that the transform is never reset to the original value because the animation block virtually never ends.
And the last thing is, you have to transform the view in steps of 90 degrees (M_PI / 2) instead of 360 or 180 degrees (2*M_PI or M_PI). Because transformation occurs as a matrix multiplication of sine and cosine values.
So, say if you use 180-degree transformation, the cosine of 180 yields -1 making the view transform in opposite direction each time (Note-Nate's answer will also have this issue if you change the radian value of transformation to M_PI). A 360-degree transformation is simply asking the view to remain where it was, hence you don't see any rotation at all.
Swift 4,
Ref
You can also do the same type of animation using UIView and blocks. Here is a class extension method which can rotate the view by any angle.
I have found nice code in this repository,
Here is the code from it i have done small changes according to my need for speed :)
UIImageView+Rotate.h
UIImageView+Rotate.m
Swift 4.0
for xamarin ios: