I'm scrolling through a scroll view dynamically, it works using
-(IBAction) animateTestingTwo{
[UIView animateWithDuration:4 animations:^{scroller.contentOffset = CGPointMake(0, 2000);}];
}
However the animation curve is not linear, it needs to be so I'm using this:
-(IBAction) animateTestingTwo{
[UIView animateWithDuration:4 options:UIViewAnimationOptionCurveLinear animations:^{scroller.contentOffset = CGPointMake(0, 2000);}];
}
However it isn't working. Any ideas?
Thanks!!
If the duration doesn't matter to you, this can be used:
[scrollview setContentOffset:CGPointMake(10, 200) animated:YES];
Acconding to the documentation:
animated
YES to animate the transition at a constant velocity to the new offset, NO to make the transition immediate.
You can also try to do this inside an animation block to see what happens.
Related
I have to do a little game where 2 images are moving horizontally on the same line. I want to know when they are superposed, in order to display a new image instead of 2.
What is the best way to do it ?
Way I was thinking to do :
I need to know the position somewhat during the animation of my UIImageViews and I'll try with timer to refresh the imageView when I discover that the 2 imageViews are close.
I have this function so far to move an Image :
- (void)moveImage:(UIImageView *)image duration:(NSTimeInterval)duration
curve:(int)curve x:(CGFloat)x y:(CGFloat)y
{
// Setup the animation
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:duration];
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
[UIView setAnimationBeginsFromCurrentState:YES];
// The transform matrix
CGAffineTransform transform = CGAffineTransformMakeTranslation(x, y);
image.transform = transform;
// Commit the changes
[UIView commitAnimations];
}
Thank you for you help !
I think checking the position multiple times every second is not the best way to do it. If you can, you should precalculate the point in time, when the view overlap!
In any way, you shouldn't use the affinetransform for moving the imageview but just moving the frame of the imageview, by changing the frame or the center property of the view!
If you cant precalculate this, here are some tips on how to implement the timer and checking:
For implementing the timer you can use:
[NSTimer scheduledTimerWithTimeInterval:0.1 target:self selector:#selector(checkPosition:) userInfo:nil repeats:YES];
This will call the function every 0.1 seconds.
- (void)checkPosition:(NSTimer *)timer
In this method you could access the imageViews UILayer to find out the actual position of this view by calling
CGFrame currentFrame = [imageView.layer presentationLayer].frame;
To be able to do this you have to import the QuartzCore framework!
I have a view where the user can draw. What I want is that, the strokes that were drawn by the user must slowly fade-out in the order that they were drawn. Any advice ?
JYou can try pluging in a AnimationFadeOut and also set a duration to it. Here is a code snippet for that. Let me know if this helps you out.
-(void)fadeOut:(UIView*)viewToDissolve withDuration:(NSTimeInterval)duration andWait:(NSTimeInterval)wait
{
[UIView beginAnimations: #"Fade Out" context:nil];
// wait for time before begin
[UIView setAnimationDelay:wait];
// druation of animation
[UIView setAnimationDuration:duration];
viewToDissolve.alpha = 0.0;
[UIView commitAnimations];
}
Rather than uiview you can use your action to fade out.
For what you're asking, you could simply add a stroke as a subview, then use a cross fade transition.
[drawingView addSubView:strokeView];
[UIView transitionWithView:strokeView duration:0.2f options:UIViewAnimationOptionTransitionCrossDissolve animations:NULL completion:NULL];
For something like this (showing a drawing being completed), I would personally capture the touch points and time offsets to animate the drawing of each point at the speed of the drawer. More code, but a stylistic choice.
My application has VOIP calling. In that I want to implement animation like iPhone's default Phone application does when User Clicks on Call button on dial Pad and animation that is done on End call button.
I have researched alot about this but haven't find anything yet. Any help will be appreciated on this topic.
Right now I have implemented scaling animation like below:
- (void)animateFadingOut{
self.view.transform = CGAffineTransformMakeScale(1.00, 1.00);
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.5];
[UIView setAnimationDelegate:self];
[self performSelector:#selector(push) withObject:nil afterDelay:0.35];
self.view.transform = CGAffineTransformMakeScale(0.00, 0.00);
//set transformation
[UIView commitAnimations];
}
- (void)push
{
self.view.transform = CGAffineTransformMakeScale(1.00, 1.00);
// push navigation controloller
CallViewController *objCallViewController = [[CallViewController alloc] initWithNibName:#"CallViewController_iPhone" bundle:nil];
[self setHidesBottomBarWhenPushed:YES];
[self.navigationController pushViewController:objCallViewController animated:NO];
[objCallViewController release];
[self setHidesBottomBarWhenPushed:NO];
[[AppDelegate shared] setTabHidden:TRUE];
}
But It is not giving me exact animation that default Phone application has
Here is what I might try if I was trying to create animations.
CGRect movementFrame = self.view.frame;
//Make position and size changes as needed to frame
movementFrame.origin.x = 0;
[UIView animateWithDuration:0.5
delay:0.0
options:UIViewAnimationOptionCurveEaseOut
animations:^{
/*
Animation you want to commit go here
Apply movementFrame info to the frame
of the item we want to animate
*/
//If you wanted a fade
self.view.alpha = !self.view.alpha //Simply says I want the reverse.
self.view.frame = movementFrame;
//Example of what you could do.
self.view.transform =CGAffineTransformMakeScale(1.00, 1.00);
} completion:^(BOOL finished) {
//Things that could happen once the animation is finished
[self push];
}];
This has not been tested for your case. Therefore I am also not sure if it will help you, but hopefully it will. Good luck to you.
*Edit*
So I reviewed the animation on an iPhone and it appears to me to be a series of animations happening at once.
You have what I presume to be the UIActionSheet animating down.
The top section overlay sliding up its y-axis.
Then you have, which I haven't mastered yet, a split in the back view that animates its x-axis in opposite directions which cause the split.
Finally you have the new view scale up to take frame for the effect.
I can't say 100% this how they have done it, however if I was going to attempt to recreate this, I would likely start here.
Hello there so after just quickly coming up with an animation I got pretty close it could use some tweaks.
It took me three views to do a
topView, bottomView, and backView.
Also took into account the view that you would be loading in. viewToLoadIn
`-(void)animation{
CGRect topMovementFrame = self.topView.frame; //Set dummy frame to modify
CGRect bottomViewFrame = self.bottomview.frame;
topMovementFrame.origin.y = 0 - self.topView.frame.size.height; //modify frame's yAxis so that the frame sits above the screen.
bottomViewFrame.origin.y = self.view.frame.size.height; //modify frame's yAxis to the it will sit at the bottom of the screen.
[self.viewToLoadIn setFrame:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height)];
[UIView animateWithDuration:0.5
delay:0.0
options:UIViewAnimationOptionCurveEaseOut
animations:^{
//Animation
self.topView.frame = topMovementFrame; //Commit animations
self.bottomview.frame = bottomViewFrame;
self.backView.alpha = !self.backView.alpha;
self.backView.transform = CGAffineTransformMakeScale(100, 100);
self.viewToLoadIn.transform = CGAffineTransformMakeScale(2.0, 3.0);
*MAGIC*
} completion:^(BOOL finished) {
//Completion
//Clean up your views that you are done with here.
}];
}`
So then When they pressed the button I had setup this animation would happen.
Also at first I thought that the setup might contain a UIActionStyleSheet. which it still might but this is a pretty handy built in functionality. But the fact that you can interact with the screen lead me to think a custom view. It would be easier in my opinion.
I hope this helps you even if it just a little bit.
Take care ^^
I am building an app that requires me to switch amongst 5 views and all of them are in a single view controller class. I am able to switch them using addSubview and removeFromSuperview methods, but the problem is that I want to animate it with the current view moves out to left and the next view comes in from right.
I tried using this thread but was not able to get the desired result.
Any form of help will be highly appreciated.
Thanks in advance!!
You can use this
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:1.5];
CGAffineTransform transform = CGAffineTransformMakeTranslation(xOffSet, yoffSet);
myView.transform = transform;
[UIView commitAnimations];
Hope this Helps....
you can use the following to animate views:
[UIView animateWithDuration:0.8f animations:
^{
// and of course you can edit the duration according to your need
// Change Alpha value of the view or set it to hidden
// you can also change the frame; which will make the view change it position with animation to the new provided frame.
}
completion: ^(BOOL finished)
{
// Your Code here; if you want to add other animation on the end of the proccess.
}
};
I have a UIScrollView. I'd like to do some animation with it, but I want to add a neat little animation that basically zooms the UIScrollView back to where it started and then I can do some UIView animation. Is that possible?
I have tried to have a button trigger one method with the scrollView.zoomToRect, and this method calls another method in a background thread that does UIView animation. The issue is that whatever I do, the UIScrollView will just not zoom out to normal if I have an animation after it. I just want to make it zoom out followed by some animation, but I cannot.
It does not help to insert the scrollView.zoomToRect method in the animation block.
Anyone have an idea?
I am not sure if this qualifies as an answer to my own question, but in case anyone else was wondering, or in case anyone else have a better solution. I used the following code:
(Called when I hit the flip button)
- (void) flipCurrentViewZoomOut {
// If either view is zoomed in
if (view1.scrollView.zoomScale != 1 || view2.scrollView.zoomScale != 1 ) {
if (view1IsVisible == YES) {
[view1.scrollView zoomToRect:[UIScreen mainScreen].bounds animated:YES];
} else {
[bview2.scrollView zoomToRect:[UIScreen mainScreen].bounds animated:YES];
}
[UIView beginAnimations:nil context:nil];
// The duration is enough time for the zoom-out to happen before the second animation methods gets called (flipCurrentView).
[UIView setAnimationDuration:0.4];
[UIView setAnimationDelegate:self];
// When done, then do the actual flipping of the views (exchange subviews, etc.)
[UIView setAnimationDidStopSelector:#selector(flipCurrentView)];
// In order for the zoomToRect to run at all, I need to do some animation, so I basically just move the view 0.01 which is not noticable (and it's animating a flip right after anyway)
if (view1IsVisible == YES) {
view1.frame = CGRectMake(-0.01, 0, 320, 480);
} else {
view2.frame = CGRectMake(-0.01, 0, 320, 480);
}
[UIView commitAnimations];
} else {
// If either view hasn't been zoomed, the flip animation is called immediately
[self flipCurrentView];
}
}
An important thing to note is that in my flipCurrentView method (the second animation method that flips the views), I reset the frames for view1 and view2 to [UIScreen mainScreen].bounds (in this case that's the bounds I need). I have to do this, otherwise the animation code I pasted above won't run a second time, because the origin.x will then be -0.01 and it can't animate from -0.01 to -0.01, so it would have just skip that animation block.
Let me know if I am doing something completely wrong and there's a better way to do it. Always happy to learn :)