IOS fade out screen transition after 3 sec - iphone

I am relatively new to iPhone development. I have two view controllers. I want to navigate from one screen to another after 3 sec interval with fade out animation. Can anyone please provide pointers on how to proceed with this?

You don't need sleep and also you can only sleep when in background process. Seeing as you are animating, you need to do this in the main thread.
This animation will take 3 seconds and sets the view alpha to 0. i.e. fade out. Then when the animation is finished, it fires the completion block. This will push the newView.
[UIView animateWithDuration:3.0 animations:^{
[self.view setAlpha:0.0];
} completion:^(BOOL finished) {
[self.navigationController pushViewController:newView animated:YES];
}];

Use sleep to pause execution in ios then push the next view controller on your navigationcontroller.
the fade animation you can do by changing the navigationcontroller animation like explained here: http://www.davidhamrick.com/2011/12/31/Changing-the-UINavigationController-animation-style.html

Write a new method where you write your navigation code and from your button action or where you are writing the present navigation code use "performSelector: withObject: afterDelay:" method with delay of 3 and object as nil.

For UIViewControllers you can use:
transitionFromViewController:toViewController:duration:options:animations:completion:
Or transitionWithView:duration:options:animations:completion: for UIViews.

Related

How to obtain changes to view position when animating frame?

I need to update a view continuously depending on another view's position while it's moving across the screen. I tried using KVO on frame, but it seems to trigger only at the beginning of the animation. Is there a recommended way of doing this?
You want to have a look at the Core Animation presentation layer which should tell you the position during the animation.
I would add a repeatable timer and make something like:
[self updateView:_view
usingPosition:[_anotherView.presentationLayer position]];
(Don't you know _anotherView's animation in advance? Maybe then you can setup _view animation directly?)
Why not just set both animations for both view at the same time?
[UIImageView animateWithDuration:aDuration
delay:0
options:UIViewAnimationCurveEaseInOut | UIViewAnimationOptionAllowUserInteraction | UIViewAnimationOptionBeginFromCurrentState
animations:^(void) {
view1.center = somePosition;
view2.center = someOtherPosition;
} completion:NULL];
They will move at the same time and with the option : UIViewAnimationOptionBeginFromCurrentState if you start an other animation before this one is finished the views will start at the point they were stopped.
But if it's not what you are looking for, can you update your question with precision on how view1 is moving.

iOS views animation

I am trying to create an animation for switching views on iOS devices.
I have create an application with three views and I have some navigation buttons.
The way I use to switch views is this:
-(IBAction) loadThirdView:(id)sender {
[self clearView];
self.thirdViewController.view.frame = CGRectMake(0, 208, 160, 208);
[self.view insertSubview:thirdViewController.view atIndex:0];
}
As you can see this is the action that takes place once I press the button. What I would like is the new view to appear in an animated way.
Specifically I want it to start from the left hand side of the screen and slide to the right. I do not want it just to appear.
Is this possible? how can I do it?
Oh no! Ah, no! Please do not display UIViewControllers this way.
Present your UIViewController this way:
[self presentModalViewController:self.thirdViewController animated:YES]
Before presenting it, you can change the modalTransitionStyle property of the view controller to suit your needs.
If using a UINavigationController, use instead:
[yourNavController pushModalViewController:self.thirdViewController animated:YES]
This is a nice little article (if not a little too harsh): Abusing UIViewControllers
To animate it the way you specifically would like (as the UINavigationController style is sliding in from the right), you might want to use something like what is proposed in this SO question: iPhone Pushing View Controller in a left direction
You can try
[UIView transitionFromView:currView toView:nextView duration:0.5f options:UIViewAnimationOptionTransitionFlipFromLeft completion:nil];
if you want different type of animation. There're lots AnimationsOptions you can choose, just set the options:.
Sample Code :
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
[UIView setAnimationDuration:0.6];
yourImageVieew.alpha=0.9;//insert here what you want
[UIView commitAnimations];

UIScrollView's setContentOffset called before new subview is loaded

I have a UIView that I'm sliding in using a UIScrollView. Code looks like this:
[view setObject:object]; // updates a bunch of labels, images, etc
[scrollView addSubview:view];
[scrollView setContentOffset:CGPointMake(320,0) animated:YES];
Problem is, the scrollView doesn't seem to wait for the view to be completely loaded before animating its contentOffset, and so the animation is kinda jerky (almost non-existent on the first slide-in and on older devices). Oddly enough, switching the 3rd line to this fixes it:
[UIView animateWithDuration:0.3 animations:^{
[scrollView setContentOffset:CGPointMake(320,0) animated:NO];
}];
No lag whatsoever, perfectly smooth slide-in. However, this doesn't trigger any of the UIScrollViewDelegate calls, on which I also depend (but which aren't responsible for the lag).
Any idea of how I could tell the UIScrollView to wait for the view to be completely loaded before animating its contentOffset? Or maybe there's something else that I'm missing?
EDIT: before anyone else suggests it: yes, I did try:
[self performSelector:#selector(slideIn) withObject:nil afterDelay:1];
just to see if it would fix it. And yes it does fix the lag, but this is not an actual solution. performSelector:afterDelay: is never a solution, it's only a superficial fix. Plus, you're making the user wait extra seconds every time (since the actual delay may be much shorter than 1 second depending on the device model).
Performing selector after delay 0.01 works because the invocation is scheduled on the runloop vs. calling the method immediately. For that matter, afterDelay:0.0 may also work. Did not try in this particular case but works in may similar situations.
have you tried starting the scrolling in the "viewDidAppear" function of the viewcontroller... maybe this is called when the loading is finished.
otherwise try afterdelay with a very short time like 0.01 .. so that the call is scheduled next after the current work is done.
Try this, set contentSize after some delay (here delay is 2 second).
[view setObject:object];
[scrollView addSubview:view];
[self performSelector:#selector(contentSize) withObject:nil afterDelay:2];
}
-(void) contentSize {
[scrollView setContentOffset:CGPointMake(320,0) animated:YES];
}

Is it possible to change UIView's "center" property inside the overriden touchesEnded method and redraw the view?

I want to implement a simple animation based on UIView's center property. I have a simple view and I can drag it (UIView touchesMoved is overriden). The animation should fade slowly like the view is moved under it's own inertia for some time after the user releases it. But for now I want simply to move the view after touch ends. Here is the code I have in touchesEnded:
int i;
for (i=1;i<4;i++)
{
self.center = CGPointMake(10*i, 12*i);
[self setNeedsDisplay];
usleep(100000);
}
The problem is when I run this, the code is executed nicely but "UIView" changes to late. I changed usleep time and other parameters but the result is the same. It looks like all the "pending changes" in the view are performed only after the overriden touchesEnded is finished.
Is this the right way of implementing such user interface feature or should I look for some other approaches?
Thanks in advance.
If you know the final positions you want your view center to have you could do this with an animation:
[UIView animateWithDuration:20
delay:0
options: UIViewAnimationOptionCurveEaseIn
animations:^{
youView.center = CGPointMake(newCenterX, newCenterY);
}
completion:^(BOOL finished){
}];
If that code is being run inside of touchesEnded you are blocking the main thread and that is why the animation happens all at once when its done. You will need run this loop in the background to update the view over time. When you update the UI remember to always call back to the main thread.
Some Threading Options:
performSelectorInBackground:withObject:
performSelectorOnMainThread:withObject:waitUntilDone:
Grand Central Dispatch
Threading

How are toolbars hidden using animation

What is the built in method which can be used to hide and show toolsbars. specifying a rate or speed of the animation?
Look at this question, and do something like:
[UIView animateWithDuration:2.0
animations:^{
[self.navigationController setToolbarHidden:YES animated:YES];
}
completion:^(BOOL finished){
// whatever
}];
Toolbar's just a view—add an IBOutlet in your controller, then use UIView's (class methods) block animation methods, such as animateWithDuration:delay:options:animations:completion: or animateWithDuration:animations:. In the animation block, just move the view.frame.size.origin.y to a different location, or set its opacity to zero. the methods also allow you to specify the time period over which the animation will occur. Once complete (there's a delegate callback in the first method), you can then ask your main view to get taller by using the same methods to change the view.frame.size.origin.y of your main view.