Remove view 1 after replaced by view2 - iphone

I have a small code to display image 1 and after 2 seconds replace image1 by image2 with animation below
UIImageView *view1 = [[UIImageView alloc] initWithFrame:CGRectMake(0, 410, 1020, 400)];
UIImage *image = [UIImage imageNamed:#"img.jpeg"];
view1.image = image;
[self.view addSubview:view1];
UIImageView *view2 = [[UIImageView alloc] init ];
view2.frame = CGRectMake(0, 410, 0, 400);
view2.image = [UIImage imageNamed:#"bien.jpeg"];
[self.view addSubview:view2];
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.8];
[UIView setAnimationDelay:2];
[UIView setAnimationDelegate:self];
[UIView setAnimationDidStopSelector:#selector(removeView: view1:)];
view2.frame = CGRectMake(0, 410, 800, 400);
[UIView commitAnimations];
and function removeView to remove view1 from superview below:
-(void)removeView: (UIImageView *)view1{
[view1 removeFromSuperview];
}
So i dont know why my function to remove view1 from superview not work, please help me! Thanks alot...

The selector cannot pass the parameter. Modify your method to
-(void)removeView{
[view1 removeFromSuperview];
}
where "view1" is a instance to your view.
and your selector to:
[UIView setAnimationDidStopSelector:#selector(removeView)];

I would recommend you to use block based animations (available since iOS 4).
They are much easier to use and don't need to send parameters through methods and all that stuff.
Example:
UIImageView *view1 = [[UIImageView alloc] init];
//initialize your UIImageView view1
[self.view addSubview:view1];
UIImageView *view2 = [[UIImageView alloc] init];
//initialize your UIImageView view2
[UIView animateWithDuration:2 animations:^{
//here happens the animation
[self addSubview:view2];
} completion:^(BOOL finished) {
//here happens stuff when animation is complete
[view1 removeFromSuperView];
}];
Remember to vote up and or mark as accepted answer ;)

Try this code!!
UIImageView *view1 = [[UIImageView alloc] initWithFrame:CGRectMake(0, 410, 1020, 400)];
UIImage *image = [UIImage imageNamed:#"img.jpeg"];
view1.tag = 1;
view1.image = image;
[self.view addSubview:view1];
UIImageView *view2 = [[UIImageView alloc] init ];
view2.frame = CGRectMake(0, 410, 0, 400);
view2.image = [UIImage imageNamed:#"bien.jpeg"];
[self.view addSubview:view2];
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.8];
[UIView setAnimationDelay:2];
[UIView setAnimationDelegate:self];
[UIView setAnimationDidStopSelector:#selector(removeView: view1:)];
view2.frame = CGRectMake(0, 410, 800, 400);
[UIView commitAnimations];
// Remove View Method
-(void)removeView : (UIImageView *) imgVew {
if (imgVew.tag == 1)
[imgVew removeFromSuperView];
}
Access it -
[UIView setAnimationDidStopSelector:#selector(removeView:)];

the problem is simple, this selector is not exists in your class: -removeView:view1:. thus there is nothing to call back after the animation finished. this is why your -(void)removeView:(UIImageView *)view1; method will be never called back.
please, realised your real selector is -removeView: and it is not equal with -removeView:view1:
if you want to pass parameter through the didStopSelector, I would have a bad news: you cannot do it as you did in your code, so this part is wrong at all:
// WRONG AT ALL:
[UIView setAnimationDidStopSelector:#selector(removeView:view1:)];
// PROPER WAY:
[UIView setAnimationDidStopSelector:#selector(animationDidStop:finished:context:)];
because the didStopSelector must be the following kind of selector with the following parameters.
- (void)animationDidStop:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context;
you can pass parameter for your callback method like this:
[UIView beginAnimations:nil context:view1]; // see the context's value
and in your didStopSelector you can use it somehow like:
- (void)animationDidStop:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context {
[((UIView *)context) removeFromSuperView];
}

Related

Inserting a subview and changing position of another view at the same method

I am trying to add a subview (UITextField) to a view and change the frame property of a UITextView in the same method but it's not working as I was expecting. This is the code:
UITextField *textField = [[UITextField alloc] init];
textField.backgroundColor = [UIColor redColor];
textField.frame = CGRectMake(0, 120, 240, 40);
[UIView beginAnimations:#"MoveView" context:nil];
[UIView setAnimationCurve:UIViewAnimationCurveEaseIn];
[UIView setAnimationDuration:0.5f];
self.tvContent.frame = CGRectMake(0, 80, self.tvContent.frame.size.width, self.tvContent.frame.size.height);
[UIView commitAnimations];
[self.view insertSubview:textField aboveSubview:self.tvContent];
Note: tvContent is the UITextView object which I am trying to reposition.
The problem I am facing is that the UITextView isn't moving at all IF the last line of code (insertSubview) is in place. The UITextField does show up though. However, if I remove the last line , the textview change its position just fine.
I have also tried without animation by just setting the frame property of self.tvContent and same behavior occurred.
Any ideas to fix this?
Do like this,
UITextField *textField = [[UITextField alloc] init];
textField.backgroundColor = [UIColor redColor];
textField.frame = CGRectMake(0, 120, 240, 40);
[UIView beginAnimations:#"MoveView" context:nil];
[UIView setAnimationCurve:UIViewAnimationCurveEaseIn];
[UIView setAnimationDuration:0.5f];
self.tvContent.frame = CGRectMake(0, 80, self.tvContent.frame.size.width, self.tvContent.frame.size.height);
[UIView setAnimationDidStopSelector:#selector(animationFinish)];
[UIView commitAnimations];
-(void)animationFinish {
[self.view insertSubview:textField aboveSubview:self.tvContent];
}
Is there a reason you are still using the good ol' beginAnimations thing?
This would do the same:
[UIView animateWithDuration:0.5 animations:^(void) {
self.tvContent.frame = CGRectMake(0, 80, self.tvContent.frame.size.width, self.tvContent.frame.size.height);
} completion:^(BOOL finished) {
[self.view addSubview:textField];
}];
EDIT: What happens if you just addSubView it?

How to move an array of images randomly in iphone app

How can I move an array of images randomly in iPhone app.
Bellow code is for moving one image. I've to use an array of images.
- (void)moveImage:(UIImageView *)image duration:(NSTimeInterval)duration
curve:(int)curve x:(CGFloat)x y:(CGFloat)y
{
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:duration];
[UIView setAnimationCurve:curve];
[UIView setAnimationBeginsFromCurrentState:YES];
// The transform matrix
CGAffineTransform transform = CGAffineTransformMakeTranslation(x, y);
image.transform = transform;
// Commit the changes
[UIView commitAnimations];
}
- (void)viewDidLoad
{
[super viewDidLoad];
UIImageView *imageToMove =
[[UIImageView alloc] initWithImage:[UIImage imageNamed:#"fish.png"]];
imageToMove.frame = CGRectMake(70, 120, 100, 100);
[self.view addSubview:imageToMove];
[self moveImage:imageToMove duration:1.0
curve:UIViewAnimationCurveLinear x:0.0 y:110.0];
}
you can use this it might help you:
NSArray *animationArray=[NSArray arrayWithObjects:
[UIImage imageNamed:#"img1.png"],
[UIImage imageNamed:#"img2.png"],
[UIImage imageNamed:#"img3.png"],
[UIImage imageNamed:#"img4.png"],
nil];
UIImageView *animationView=[[UIImageView alloc]initWithFrame:CGRectMake(0, 0,320, 460)];
animationView.backgroundColor=[UIColor purpleColor];
animationView.animationImages=animationArray;
animationView.animationDuration=1.5;
animationView.animationRepeatCount=0;
[animationView startAnimating];
[self.view addSubview:animationView];
[animationView release];
This is just a conceptual code so please make changes according to your need.

Move UIButton 10px down and open new ViewController

I'm newbie at iOS development and this is my first question on SO.
I want to create "animation".
When I tap UIButton I want to slowely (about 0.5 seconds) move it down for 10px and when I raise my finger I want to open new viewController.
I made something but I don't know how to make "animation".
UIImage *normalImage = [UIImage imageNamed:#"FirstImage"];
UIButton *firstButton = [UIButton buttonWithType:UIButtonTypeRoundedRect];
firstButton.frame = CGRectMake(31, 194, normalImage.size.width, normalImage.size.height);
[firstButton setImage:normalImage forState:UIControlStateNormal];
[firstButton addTarget:self action:#selector(showSecondViewController) forControlEvents:UIControlEventTouchUpInside];
[self.view addSubview:firstButton];
- (void)showSecondViewController; {
SecondViewController *secondViewController = [[SecondViewController alloc] init];
secondViewController.modalTransitionStyle = UIModalTransitionStyleCrossDissolve;
[self presentModalViewController:secondViewController animated:YES];
[progressViewController release];
}
[UIView animateWithDuration:(NSTimeInterval)duration animations:^(void) {
//put your animation result here
//then it will do animation for you
} completion:^(BOOL finished){
//do what you need to do after animation complete
}];
for example:
UIButton *firstButton = [UIButton buttonWithType:UIButtonTypeRoundedRect];
//add firstButton to some view~
//....
firstButton.transform = CGAffineTransformIdentity;
[UIView animateWithDuration:0.5 animations:^(void) {
firstButton.transform = CGAffineTransformMakeTranslation(0,10);
} completion:^(BOOL finished){
show your view controller~
}];
[UIView animateWithDuration:0.5 animations: ^ {
button.frame = CGRectMake:(button.frame.origin.x, button.frame.origin.y + 10.0f, button.frame.size.width, button.frame.size.height);
}];
You can put transformations(repositioning), scaling and rotatations between beginAnimations and commitAnimations blocks where you can specify the AnimationRepeatCount,AnimationCurve etc.
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDelay:0.5];
[UIView setAnimationDuration:1];
[UIView setAnimationCurve:UIViewAnimationCurveEaseIn];
[UIView setAnimationRepeatAutoreverses:YES];
[UIView setAnimationRepeatCount:2];
..........................//etc.
firstButton.frame = CGRectMake(31, 194, normalImage.size.width, normalImage.size.height);
[UIView commitAnimations];
But in iOS4 and later animations are encouraged to be performed by
animateWithDuration:delay:options:animations:compeletion and similar methods that invlove blocks which are very powerful. For more information on block animations please refer to apple documentation

iphone - moving a UIImageView

I'm having difficulty moving an image to another location after the first animation is finished.
the image animates at a point that I've specified, then stops (that works fine). I would then like to move the image to another location and repeat.
here's my code:
-(void) loadTap {
NSArray *imageArray = [[NSArray alloc] initWithObjects:
[UIImage imageNamed:#"tap1.png"],
[UIImage imageNamed:#"tap2.png"],
[UIImage imageNamed:#"tap3.png"],
[UIImage imageNamed:#"tap4.png"],
nil];
tapImage.animationImages = imageArray;
tapImage.animationRepeatCount = 1;
[imageArray release];
tapImage.animationDuration = 1;
tapImage.animationRepeatCount = 20;
[tapImage startAnimating];
tapImage.center = CGPointMake(156, 110);
}
thanks for any help.
In order to move an image, you should enclose the code to move in an animation block:
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.5];
tapImage.center = CGPointMake(156, 110);
[UIView commitAnimations];
You can also give a method to execute upon completion of the animation with UIView setAnimationDidStopSelector: method.
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.5];
[UIView setAnimationDelegate:self];
[UIView setAnimationDidStopSelector:#selector(animateImages)];
tapImage.center = CGPointMake(156, 110);
[UIView commitAnimations];
//other stuff
-(void)animateImages{
[tapImage startAnimating];
}

animate UIImageView with flip animation

I'm a noob in objective-c and cocoa, and I would like to implement a simple animation of UIImageView with flipping animation. But I'm having a hard time doing it. Below are my snippets:
UIView *containerView = [[UIView alloc] initWithFrame:CGRectMake(0,0,33,33)];
UIImageView *img1 = [[UIImageView alloc] initWithImage:[UIImage imageNamed:IMG1]];
UIImageView *img2 = [[UIImageView alloc] initWithImage:[UIImage imageNamed:IMG2]];
[containerView addSubview:img1];
[containerView addSubview:img2];
[self.view addSubview:containerView];
CGContextRef context = UIGraphicsGetCurrentContext();
[UIView beginAnimations:nil context:context];
[UIView setAnimationDuration:0.75];
[UIView setAnimationTransition:UIViewAnimationTransitionFlipFromLeft forView:containerView cache:YES];
[containerView exchangeSubviewAtIndex:0 withSubviewAtIndex:1];
[UIView commitAnimations];
Thanks.
You refer to an object called view which is never declared. I think you need to change your second-to-last line to
[containerView exchangeSubviewAtIndex:0 withSubviewAtIndex:1];
See if that helps.