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animationDuration animationImages
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animationRepeatCount image startAnimating stopAnimating
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To load a normal image, you could use the image property, but there s usually little reason to use it rather than the initWithImage: method unless you re dynamically changing your image. If you want to create a set of images to animate, it s useful to take advantage of the other UIImageView methods and properties. You can load an array of images into a UIImageView, declare how fast and how often they should animate, and start and stop them as you see fit. A simple example of this is shown in listing 18.1.
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Listing 18.1 UIImageView allows for animated images
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- (void)viewDidLoad { UIImage *myImage1 = [UIImage imageNamed:@"sproul1.jpg"]; UIImage *myImage2 =
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Drawing simple images with Core Graphics
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[UIImage imageNamed:@"sproul2.jpg"]; UIImage *myImage3 = [UIImage imageNamed:@"sproul3.jpg"]; UIImage *myImage4 = [UIImage imageNamed:@"sproul4.jpg"]; UIImageView *myImageView = [[UIImageView alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
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myImageView.animationImages = [NSArray arrayWithObjects:myImage1, myImage2,myImage3,myImage4,nil]; myImageView.animationDuration = 4; [myImageView startAnimating]; [self.view addSubview:myImageView]; [myImageView release]; [super viewDidLoad]; }
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Taking advantage of UIImageView s animation capability is one of the main reasons that you might want to load images by hand rather than do it through Interface Builder.
18.1.3 Modifying an image in the UIKit Now you ve seen how to create images and load them into image views programmatically. Surely, the next thing to do is to start modifying them. Unfortunately, you have only limited capability to do so while working with UIImageView. You can make some changes, based on simple manipulations of the view. For example, if you resize your UIImageView, it ll automatically resize the picture it contains. Likewise, you can decide where to draw your UIImageView by setting its frame to something other than the whole screen. You can even layer multiple images by using multiple UIImageViews. This all starts to get unwieldy pretty quickly, though, and you can t do anything fancier, like transforming your images or modifying how they stack through blending or alpha transparency options. To do that sort of work (and to start stacking graphics, not just views) you need to learn about Core Graphics. UIImage offers some simple ways to access Core Graphics functionality that doesn t require going out to the Core Graphics framework (or learning about contexts or the other complexities that underlie its use). We re going to talk about those briefly here, but, for the most part, Core Graphics will wait for the next chapter, which concentrates on the entire Quartz 2D graphics engine.
18.2 Drawing simple images with Core Graphics
Although it doesn t give access to the entire Core Graphics library of transformations and other complexities, the UIImage class does include five simple methods that take advantage of the way Core Graphics works. They re described in table 18.3.
Table 18.3
Media: images and sounds
Instance methods for drawing a UIImage Method Summary Draws the image inside the rectangle, unscaled, but tiled as necessary Draws the complete unscaled image with the CGPoint as the top-left corner A more complex form of drawAtPoint: Draws the complete image inside the CGRect, scaled appropriately A more complex form of drawInRect:
drawAsPatternInRect: drawAtPoint:
drawAtPoint:blendMode:alpha: drawInRect:
drawInRect:blendMode:alpha:
The trick is that these methods cannot be used as part of viewDidLoad: or whatever other method you usually use to load up your objects. That s because they depend upon a graphical context to work. We re going to talk about contexts more in the next chapter, but a graphical context is a destination that you re drawing to, like a window, a PDF file, or a printer. On the iPhone, UIViews automatically create a graphical context as part of their CALayer, which is a Core Animation layer associated with each UIView. You can access this layer by writing a drawRect: method for the UIView (or rather, for a new subclass that you ve created). You d usually have to capture a special context variable to do this type of work, but the UIView methods take care of this for you, to keep things simple. Listing 18.2 shows how to collage together a few pictures using this method.
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