I'm animating two uiviews using CGAffineTransform
For 1st view:
swingView.transform = CGAffineTransformRotate(swingView.transform, M_PI/2);
[UIView animateWithDuration:1.0
delay:0.0
options:UIViewAnimationOptionRepeat|UIViewAnimationOptionAutoreverse
animations:^{
swingView.transform = CGAffineTransformMakeRotation(M_PI);
}
completion:^(BOOL finished){
NSLog(#"Done!");
}];
For second view
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:2.0];
[UIView setAnimationCurve:UIViewAnimationCurveLinear];
[UIView setAnimationBeginsFromCurrentState:YES];
CGAffineTransform transform = CGAffineTransformMakeTranslation(touchLocation.x, touchLocation.y);
CGAffineTransform transform1 = CGAffineTransformMakeTranslation(-120, 0);
myview.transform = transform1;
[UIView commitAnimations];
Here two views are hitting when animation starts, what i have to do to not allow hitting between these uiviews.
Related
[baseview addSubview:textView1];
textView1.alpha = 0.0;
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:1];
[UIView setAnimationTransition:UIViewAnimationTransitionCurlDown forView:textView1 cache:YES];
textView1.alpha = 1.0;
[UIView commitAnimations];
[baseview addSubview:textView2];
textView2.alpha = 0.0;
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:1];
[UIView setAnimationTransition:UIViewAnimationTransitionCurlDown forView:textView2 cache:YES];
textView2.alpha = 1.0;
[UIView commitAnimations];
How i can animate between these two textviews.
Thanks for help
This should work to hide the first text view and show the second one:
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:1];
[UIView setAnimationTransition:UIViewAnimationTransitionCurlDown forView:textView1 cache:YES];
{
textView1.alpha = 0.0;
textView2.alpha = 1.0;
}
[UIView commitAnimations];
Maybe you have to set the parent view as animation view (e.g. self.view).
I use the code below to scale my view when event happen. But I want the view to be enlarged or reduced with animation not directly see the scaled result. How can I achieve that effect?
view.transform = CGAffineTransformMakeScale(scaleFactor, scaleFactor)
You can use UIViewAnimations
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.5];
[UIView setAnimationDelay:1.0];
[UIView setAnimationCurve:UIViewAnimationCurveEaseOut];
view.transform = CGAffineTransformMakeScale(scaleFactor, scaleFactor);
[UIView commitAnimations];
You could also use a block animation.
[UIView animateWithDuration:0.3 animations:^{
view.transform = CGAffineTransformMakeScale(scaleFactor, scaleFactor)
}];
i'm trying to flip two views in one screen with a single button click,i.e i want to have multiple animations at the same time(ex:iPhone music player where the button and view flips at the same time)
p.s-i don't want to animate views one after another,it should be done together
EDIT
this is the code i used,please help me out
[UIView beginAnimations:nil context:nil];
[UIView animateWithDuration:0.8 animations:^{
if (viewDisplay)
{
[fareView removeFromSuperview];
[containerView addSubview:mapView];
[UIView setAnimationTransition:UIViewAnimationTransitionFlipFromLeft forView:containerView cache:YES];
[UIView setAnimationTransition:UIViewAnimationTransitionFlipFromLeft forView:buttonView cache:YES];
viewDisplay = FALSE;
swapLabel.text = #"Fare View";
[mapOrFare setImage:[UIImage imageNamed:#"original_icon.png"] forState:UIControlStateNormal];
}
else
{
[mapView removeFromSuperview];
[containerView addSubview:fareView];
[UIView setAnimationTransition:UIViewAnimationTransitionFlipFromRight forView:containerView cache:YES];
[UIView setAnimationTransition:UIViewAnimationTransitionFlipFromRight forView:buttonView cache:YES];
viewDisplay = TRUE;
swapLabel.text = #"Map View";
[mapOrFare setImage:[UIImage imageNamed:#"Map.png"] forState:UIControlStateNormal];
}
}];
[UIView commitAnimations];
Assuming that bgView1 and bgView2 are the views to be flipped, as below; you should just be able to put the animator code one after the other and it should all work out ok. See below for the example,
-(void)flipViews {
CGContextRef context = UIGraphicsGetCurrentContext();
[UIView beginAnimations:nil context:context];
[UIView setAnimationTransition: UIViewAnimationTransitionFlipFromLeft forView:bgView1 cache:YES];
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
[UIView setAnimationDuration:0.5];
[UIView setAnimationDelegate:self];
[bgView1 exchangeSubviewAtIndex:0 withSubviewAtIndex:1];
[UIView commitAnimations];
context = UIGraphicsGetCurrentContext();
[UIView beginAnimations:nil context:context];
[UIView setAnimationTransition: UIViewAnimationTransitionFlipFromLeft forView:bgView2 cache:YES];
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
[UIView setAnimationDuration:0.5];
[UIView setAnimationDelegate:self];
[bgView2 exchangeSubviewAtIndex:0 withSubviewAtIndex:1];
[UIView commitAnimations];
}
Just use block animations, it should work with no issues.
[UIView animateWithDuration:myDuration
animations:^{
<animation 1 code>;
<animation 2 code>;
}];
I'm trying to animate an image to rotate left and right when selected, basically to let the user which the object they're touching.
I found some code for animating:
- (void)rotateImage:(UIImageView *)image duration:(NSTimeInterval)duration
curve:(int)curve degrees:(CGFloat)degrees delay:(CGFloat)delay
{
// Setup the animation
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDelay:delay];
[UIView setAnimationDuration:duration];
[UIView setAnimationCurve:curve];
[UIView setAnimationBeginsFromCurrentState:YES];
// The transform matrix
CGAffineTransform transform =
CGAffineTransformMakeRotation(DEGREES_TO_RADIANS(degrees));
image.transform = transform;
// Commit the changes
[UIView commitAnimations];
}
However, when I try to run two animations, only the last one ever works. Even with a proper delay, only the second animation will show:
[self rotateImage:self duration:.5
curve:UIViewAnimationCurveEaseIn degrees:60 delay:0];
[self rotateImage:self duration:.5
curve:UIViewAnimationCurveEaseIn degrees:-60 delay:5];
What can I do to create the animation so it rotates left, then rotates right?
[UIView animateWithDuration:0.2 animations:^{
// animation left
[UIView setAnimationDelay:10];
} completion:^(BOOL finished){
[UIView animateWithDuration:0.2 animations:^{
// animation right
} completion:^(BOOL finished){
// done
}];
}];
found it here
https://developer.apple.com/library/content/featuredarticles/Short_Practical_Guide_Blocks/
[UIView animateWithDuration:0.5f delay:0.0f options:UIViewAnimationOptionCurveEaseIn animations:^{
self.view.transform = CGAffineTransformMakeRotation(DEGREES_TO_RADIANS(60));
} completion:^(BOOL finished){
[UIView animateWithDuration:0.5f delay:5.0f options:UIViewAnimationOptionCurveEaseIn
animations:^{
self.view.transform = CGAffineTransformMakeRotation(DEGREES_TO_RADIANS(-60));
}
completion:^(BOOL finished){}];
}];
Animation blocks are definitely the way to go. This should replicate what you're trying to do, including the easing. This assumes your calling from a view controller, but if your putting this code into a UIView or UIImageView, then just replace self.view with self.
[UIView animateWithDuration:0.5f delay:0.0f options:UIViewAnimationOptionCurveEaseIn animations:^{
self.view.transform = CGAffineTransformMakeRotation(DEGREES_TO_RADIANS(60));
} completion:^(BOOL finished){}];
[UIView animateWithDuration:0.5f delay:5.0f options:UIViewAnimationOptionCurveEaseIn animations:^{
self.view.transform = CGAffineTransformMakeRotation(DEGREES_TO_RADIANS(-60));
} completion:^(BOOL finished){}];
I have the method:
- (void)blinkView:(UIView *)view
{
view.layer.opacity = 0.0f;
view.hidden = NO;
[UIView beginAnimations:#"Blinking" context:nil];
[UIView setAnimationRepeatCount:1.0];
[UIView setAnimationDuration:0.6f];
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
view.layer.opacity = 1.0f;
[UIView commitAnimations];
}
How can i write this code with blocks, and how i must implement method with reverse effect (hide uiview with blink) ?
[UIView transitionWithView: view
duration:0.6f
options:UIViewAnimationOptionCurveEaseInOut
animations:^{ view.layer.opacity = 1.0f; }
completion:NULL];
or
[UIView transitionWithView: view
duration:0.6f
options:UIViewAnimationOptionCurveEaseInOut | UIViewAnimationOptionRepeat | UIViewAnimationOptionAutoreverse
animations:^{ view.layer.opacity = 1.0f; }
completion:NULL];
You can set the repeat count by recursively calling the animation block (see here).
Hope it will help you.
You can use UIView's setAnimationDelegate: and setAnimationDidStopSelector:
[UIView beginAnimations:#"Blinking" context:nil];
[UIView setAnimationRepeatCount:1.0];
[UIView setAnimationDuration:0.6f];
[UIView setAnimationDelegate:self];
[UIView setAnimationDidStopSelector:#selector(animationDidStop:finished:context:)];
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
view.layer.opacity = 1.0f;
[UIView commitAnimations];
- (void) animationDidStop:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context {
// add your final code here : you can give new animation effect here.
}
Or try animateWithDuration (available only in iOS 4 or later)
[UIView animateWithDuration:0.6f
animations:^{
view.layer.opacity = 1.0f;
}
completion:^(BOOL completed){
// add your final code here : you can give new animation effect here.
}
];