How to get animation end notification - iphone

I want to do some action once animation ended.
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.80f];
self.view.transform =
CGAffineTransformMakeTranslation(
self.view.frame.origin.x,
480.0f + (self.view.frame.size.height/2) // move the whole view offscreen
);
[self.view setAlpha:0];
[UIView commitAnimations];
I have done animation like above, How to find out animation ended, so that I can do my action after that.

Use this:
[UIView animateWithDuration:0.80f animations:^{
self.view.transform =
CGAffineTransformMakeTranslation(
self.view.frame.origin.x,
480.0f + (self.view.frame.size.height/2) // move the whole view offscreen
);
[self.view setAlpha:0];
}
completion:^(BOOL finished){
// your code
}];

Add this to your animation:
[UIView setAnimationDidStopSelector:#selector(myAnimationEnded)];
[UIView setAnimationDelegate:self];
and this method will tell you when it stops;
- (void)myAnimationEnded{
NSLog(#"animation ended");
}

Use the UIView's -animateWithDuration:animations:completion: class method.
[UIView animateWithDuration:0.8 animations:^{
CGAffineTransformMakeTranslation(
self.view.frame.origin.x,
480.0f + (self.view.frame.size.height/2) // move the whole view offscreen
);
[self.view setAlpha:0];
} completion:^(BOOL finished) {
//this block is called when the animation is over
}];

Write your code after [UIView commitAnimations];. The animation remains between the beginAnimations and the commitAnimations.

Not that setAnimationDelegate
Use of this method is discouraged in iOS 4.0 and later. If you are using the block-based animation methods, you can include your delegate’s start and end code directly inside your block.

Related

iOS 6.1 animation not working

The following method that i created for animation:
-(void)shakingAnimationForGate:(UIImageView *)image leftShaking:(CGAffineTransform)leftTransform rightShaking:(CGAffineTransform)rightTransform animationName:(NSString *)string{
[UIView animateWithDuration:5.0
delay:0.5
options: UIViewAnimationOptionCurveEaseOut
animations:^{
image.transform = leftTransform; // starting point
[UIView beginAnimations:string context:(__bridge void *)(image)];
[UIView setAnimationRepeatAutoreverses:YES]; // important
[UIView setAnimationRepeatCount:20];
[UIView setAnimationDelay:0.1];
[UIView setAnimationDuration:0.06];
[UIView setAnimationDelegate:self];
[UIView setAnimationDidStopSelector:#selector(shakeEnded:finished:context:)];
image.transform = rightTransform; // end here & auto-reverse
[UIView commitAnimations];
}
completion:^(BOOL finished){
NSLog(#"end of shaking");
}];
}
which makes UIView do the "shaking".
Then i'm using this method:
CGAffineTransform leftShake = CGAffineTransformMakeTranslation(-2, 6);
CGAffineTransform rightShake = CGAffineTransformMakeTranslation(0, 3);
[self shakingAnimationForGate:imageLeft leftShaking:leftShake rightShaking:rightShake animationName:#"left view shake"];
where imageLeft is UIImageView.
So my problem is that this method don't do animation of shaking on iOS 6.1. It's working fine on iOS 7 though. Any ideas what's the problem?
When compiling, Xcode optimises your code a little. For example if you execute the following code, only the last line is executed:
[self.view setBackgroundColor:[UIColor greenColor]];
[self.view setBackgroundColor:[UIColor yellowColor]];
Most likely that's the case with the animation as well.
Move the revert part to the completion part.

Running an animation one after the other fails

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){}];

Remove a subview with ainimation

I am trying to remove a subview form a view with animation like below. However, when I click a button to run the code, the view is removed immediately. Does anyone know what happen here.
Thanks,
CGRect rect=[self.view viewWithTag:10].frame;
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:1];
[UIView setAnimationDidStopSelector:#selector(removeLayer)];
[[self.view viewWithTag:10] setFrame:CGRectMake(rect.origin.x, btn.frame.origin.y, rect.size.width, 0)];
[UIView animateWithDuration:1.0 animations:^{[[self.view viewWithTag:10] setFrame:CGRectMake(rect.origin.x, btn.frame.origin.y, rect.size.width, 0)];} completion:^(BOOL finished){[[self.view viewWithTag:10] removeFromSuperview];}];
[UIView commitAnimations];
-(void)removeLayer{
[[self.view viewWithTag:10] removeFromSuperview];
}
It looks like you are trying to use two different animation methods simultaneously. All you need is:
CGRect rect=[self.view viewWithTag:10].frame;
[UIView animateWithDuration:1.0 animations:^{[[self.view viewWithTag:10] setFrame:CGRectMake(rect.origin.x, btn.frame.origin.y, rect.size.width, 0)];} completion:^(BOOL finished){[[self.view viewWithTag:10] removeFromSuperview];}];
You are combining both types of animation API - I think the block-based one is returning immediately so your didStopSelector is being called straight away.
Try just using this part of it:
[UIView animateWithDuration:1.0 animations:^{[[self.view viewWithTag:10] setFrame:CGRectMake(rect.origin.x, btn.frame.origin.y, rect.size.width, 0)];} completion:^(BOOL finished){[[self.view viewWithTag:10] removeFromSuperview];}];
I think that you forgot to set animation delegate:
[UIView setAnimationDelegate:self];
In your code UIView doesn't know to which object it should send "removeLayer" selector

iPhone page curl transition animation

I'm trying to instigate a page curl transition with a UIImageView in a Window. This code is in my main init method :
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:1.5];
[UIView setAnimationDelay:delay];
[UIView setAnimationBeginsFromCurrentState:YES];
[UIView setAnimationDidStopSelector:#selector(animCompleteHandler:finished:context:)];
[UIView setAnimationTransition:UIViewAnimationTransitionCurlUp forView:splashImage cache:YES];
splashImage.frame = CGRectMake(-320, 0, 10, 10);
//[splashImage removeFromSuperview];
[UIView commitAnimations];
The image animates position and size but no curl. If I uncomment the removeFromSuperView it just vanishes instantly. Any ideas?
UPDATE:
Have changed the code so it uses Lars fantasticlly neat way of triggering an animation and including the animation and callback ...
[UIView animateWithDuration:1.5
delay:delay
options: UIViewAnimationTransitionCurlUp
animations:^{splashImage.alpha = 0;}
completion:^(BOOL finished){[splashImage removeFromSuperview];}
];
Unfortunately the page curl just doesn't happen. It does fade though.
I'm not sure if this is something to do with the syntax or the fact that the SplashImage is a UIImageView class in the UIWindow object of my main view. Maybe it needs to be in a UIView to create the transition.
Try something like:
[UIView transitionWithView:splashImage
duration:1.5
options: UIViewAnimationOptionTransitionCurlUp
animations^{
splashImage.frame = CGRectMake(-320, 0, 10, 10);
}
completion:^(BOOL finished){
[splashImage removeFromSuperview];
//animCompleteHandlerCode..
}
];
Not tested and maybe some syntax errors but give it a try!
Or maybe this is better:
[UIView animateWithDuration:1.5
delay:delay
options: UIViewAnimationOptionTransitionCurlUp
animations^{
splashImage.frame = CGRectMake(-320, 0, 10, 10);
}
completion:^(BOOL finished){
[splashImage removeFromSuperview];
//animCompleteHandlerCode..
}
];
#Larsaronen: Thanks for the examples, it was exactly what I needed! I just wanted a simple page curl while images are first displayed, so I used an alpha of 1.0 instead of 0, and set the completion callback to nil:
// set a page curl animation for the specified UIImageView control
- (void) setAnimationPageCurl:(UIImageView *)imageView {
[UIView transitionWithView:imageView
duration:1.5
options:UIViewAnimationOptionTransitionCurlDown
animations:^ { imageView.alpha = 1.0; }
completion:nil];
}

Is it possible to removeFromSuperview with Animation?

I have 2 layer is top and bottom on my program
how can i remove top layer with animation or bring top layer to back is it possible?
The easiest is playing with frame and alpha before removing it.
You can get some cool effects
-(void)removeWithEffect:(UIView *)myView
{
[UIView beginAnimations:#"removeWithEffect" context:nil];
[UIView setAnimationDuration:0.5f];
//Change frame parameters, you have to adjust
myView.frame = CGRectMake(0,0,320,480);
myView.alpha = 0.0f;
[UIView commitAnimations];
[myView performSelector:#selector(removeFromSuperview) withObject:nil afterDelay:0.5f];
}
iOS Update
You can now use blocks to perform your animation
[UIView animateWithDuration:0.5f
animations:^{view.alpha = 0.0;}
completion:^(BOOL finished){ [view removeFromSuperview]; }];
If you're targetting iOS 4.0 upwards you can use animation blocks:
[UIView animateWithDuration:0.2
animations:^{view.alpha = 0.0;}
completion:^(BOOL finished){ [view removeFromSuperview]; }];
(above code comes from Apple's UIView documentation)