So I'm trying to implement the ECSlidingViewController sample into my App.
github source for this
The only thing I'd like to do to modify it, is prevent the TopView from completely sliding off-screen before it changes the contained view, and instead just keep the TopView in place but update it's contained view with it's new view controller that was selected from the menu. The Facebook app's take on this is exactly what I want, in case that sounded confusing.
After looking around for a while within the project, I've determined that it definitely (and obviously) has something to do with this line of code in the ECSlidingViewController.h:
- (void)anchorTopViewOffScreenTo:(ECSide)side animations:(void(^)())animations onComplete:(void(^)())complete;
I looked at where this gets called in the .m:
- (void)anchorTopViewOffScreenTo:(ECSide)side{
[self anchorTopViewOffScreenTo:side animations:nil onComplete:nil];
}
- (void)anchorTopViewOffScreenTo:(ECSide)side animations:(void(^)())animations onComplete:(void(^)())complete
{
CGFloat newCenter = self.topView.center.x;
if (side == ECLeft) {
newCenter = -self.resettedCenter;
} else if (side == ECRight) {
newCenter = self.screenWidth + self.resettedCenter;
}
[self topViewHorizontalCenterWillChange:newCenter];
[UIView animateWithDuration:0.25f animations:^{
if (animations) {
animations();
}
[self updateTopViewHorizontalCenter:newCenter];
} completion:^(BOOL finished){
if (complete) {
complete();
}
_topViewIsOffScreen = YES;
[self addTopViewSnapshot];
dispatch_async(dispatch_get_main_queue(), ^{
NSString *key = (side == ECLeft) ? ECSlidingViewTopDidAnchorLeft : ECSlidingViewTopDidAnchorRight;
[[NSNotificationCenter defaultCenter] postNotificationName:key object:self userInfo:nil];
});
}];
}
This is where I'm guessing the animation is being told how to animate, but I don't understand how any of this could be telling it to move off-screen. Am I overlooking something as simple as replacing something to nil? Perhaps there's another value somewhere that I haven't found? This is my first question on StackOverflow, and though I'm new to Obj-C in general, I have a pretty decent grasp on how it works. So I'm hoping to receive at least a tip in the right direction. Thanks!
Just use the following method
- (void)anchorTopViewTo:(ECSide)side animations:(void (^)())animations onComplete:(void(^)())complete
instead of
- (void)anchorTopViewOffScreenTo:(ECSide)side animations:(void(^)())animations onComplete:(void(^)())complete
If it's just the bouncing that you want to remove, then instead of calling:
[self anchorTopViewOffScreenTo:side animations:nil onComplete:nil];
call directly:
[self.slidingViewController resetTopView];
Related
first of all sorry for my English :-) not so good.
I have a strange memory leak with the following code (code after the explanation).
I have a class, FLWaitingView. It is a simple view with a waiting indicator (plus a view with background), used to say to the user "wait for the data to be loaded".
It has two simple methods: show and dismiss.
In the show method, I find the main Application Window and add the subviews (the waiting view and a background view, with different animations). In the dismiss method, I remove it from superview.
In every show, I verify that the view isn't already visible using a static bool var (is_visible).
The strange thing is this: In the dismiss method, I use:
[self.view removeFromSuperview];
[self.waitingView removeFromSuperview];
to remove the two views from the Window, to avoid them to be retained. They are correctly removed, I can verify this with NSLog (for cicle on each window subview). But, in INSTRUMENTS, using the "mark heap" function, I see that in every single reload (new instance of FLWaitingView, then show, then dismiss) the old instance remains in memory and continues to increase memory usage. Obviously is not a problem of the calling code, because I correctly release the object:
//CALLING CODE
//customWaitingView is a property retained
self.customWaitingView = [[[FLWaitingView alloc]init]autorelease];
[self.customWaitingView show];
Moreover, and I think that this is the most important information, if I move the view dismission in another method, called by a selector, the leak disappear!!!
Now I show the "wrong" code and, after, the "correction". I would like to understand why it happens.
- (void)show
{
if (!is_visible){
id appDelegate = [[UIApplication sharedApplication] delegate];
UIWindow *window = [appDelegate window];
self.waitingLabel.text = #"Attendere";
self.view.alpha = 1.0;
self.waitingView.alpha = 1.0;
[window addSubview:self.view];
[window addSubview:self.waitingView];
[self.waitingIndicator startAnimating];
self.view.frame = window.frame;
self.waitingView.center = window.center;
// "Pop in" animation for alert
[self doPopInAnimationWithDelegate:self];
// "Fade in" animation for background
[self doFadeInAnimation];
is_visible = YES;
} else {
NSLog(#"FLWaitingView %# already visible, do nothing", self);
}
}
- (void)dismiss
{
[UIView beginAnimations:nil context:nil];
self.view.alpha = 0.0;
self.waitingView.alpha = 0.0;
[UIView commitAnimations];
[self.waitingIndicator stopAnimating];
//here is the problem
[self.view removeFromSuperview];
[self.waitingView removeFromSuperview];
is_visible = NO;
}
the code above is the "wrong" one, but if I add
[self performSelector:#selector(alertDidFadeOut) withObject:nil afterDelay:0.5];
in the dismiss method and a new method (obviously removing the redundant code from dismiss method):
- (void)alertDidFadeOut
{
//here the memory is correctly released
[self.view removeFromSuperview];
[self.waitingView removeFromSuperview];
is_visible = NO;
}
the memory is correctly released.
Why??????
Thank you in advance
Fabio
Your view isn't getting released as you would be expecting because at the moment you're releasing it there are still animations linked to it. You can only properly release it after the animations are finished.
Your second method works because the animation lasts less than 0.5 seconds - the releasing code is called after view is freed of all the animations.
Proper way to animate the view would be to either create an animation and assign its delegate or maybe a bit more elegant soulution is to use block-based animation like this:
- (void)dismiss
{
[[UIApplication sharedApplication] beginIgnoringInteractionEvents];
[UIView animateWithDuration: 0.15
animations: ^{
self.view.alpha = 0.0;
self.waitingView.alpha = 0.0;
}
completion: ^(BOOL finished){
[self.waitingIndicator stopAnimating];
[self.view removeFromSuperview];
[self.waitingView removeFromSuperview];
is_visible = NO;
[[UIApplication sharedApplication] endIgnoringInteractionEvents];
}];
}
I am trying to animate 2 UIButtons in a UITableViewCell called addToPlaylist and removeFromPlayList (they animate off to the right after being swiped on) and am using a block as follows
[UIView animateWithDuration:0.25 animations:^{
self.addToPlaylist.center = CGPointMake(contentsSize.width + (buttonSize.width / 2), (buttonSize.height / 2));
self.removeFromPlaylist.center = CGPointMake(contentsSize.width + (buttonSize.width / 2), (buttonSize.height / 2));
myImage.alpha = 1.0;
}
completion:^ (BOOL finished)
{
if (finished) {
// Revert image view to original.
NSLog(#"Is completed");
self.addToPlaylist.hidden = YES;
self.removeFromPlaylist.hidden = YES;
self.hasSwipeOpen = NO;
}
}];
on completion I want to hide the buttons to attempt to lessen redraw on scroll etc.
This code sits within '-(void) swipeOff' which is called in the UITableViewControllers method scrollViewWillBeginDragging like so:
- (void)scrollViewWillBeginDragging:(UIScrollView *) scrollView
{
for (MediaCellView* cell in [self.tableView visibleCells]) {
if (cell.hasSwipeOpen) {
[cell swipeOff];
}
}
}
The problem is the completion code, if I remove it or set it to nil all is good, if I include it I get an EXC_BAD_ACCESS. even if I include it with any or all of the lines within the if(finished) commented out
Am I using this in the wrong way, any help much appreciated.
Thanks
I had the same problem with animations. I've solved it by removing -weak_library /usr/lib/libSystem.B.dylib from Other Linker flags.
Also, according to this answer, if you need this flag, you may replace it with -weak-lSystem.
Check if you are not calling a UIView (collectionView, Mapview, etc) from inside the UIView block, meaning, it would be a call outside the main thread. If you are, try this:
DispatchQueue.main.async {
self.mapBoxView.setZoomLevel(self.FLYOVERZOOMLEVEL, animated: true
)}
When the user navigates to a different view and returns back to the original view I would like everything to be reset as though they were coming to the view for the first time.
I was able to stop the audio from playing when they leave, but not an animation method.
how would I be able to do this?
-(void)viewWillDisappear:(BOOL)animated {
[super viewWillDisappear:animated];
[audioIntro stop];
[mainAudio stop];
}
here's the animation code:
- (void) firstAnimation {
if (playSoundButton.enabled = NO || audioIntro.playing) {
return;
}
UIViewAnimationOptions options = UIViewAnimationOptionCurveLinear;
myImage.hidden = NO;
myImage.alpha = 1.0;
[UIView animateWithDuration:1.0 delay:12.0 options:options animations:^
{
setAnimationBeginsFromCurrentState:YES;
tapImage.alpha = 0.0;
}
completion:^(BOOL finished){
[self performSelector:#selector(secondAnimation) withObject:nil afterDelay:0.2];
}
];
}
thanks for any help.
It seems a bit hacky - but I would try this:
Use the "old style" animation - i.e. not with blocks - use "beginAnimation", setting an animationID for your animation.
In you viewWillDisappear method, call "beginAnimation" again, with the same animationID, but this time:
a. Set the animation duration to ZERO
b. Animate "to" the location where you want the stuff to reset to.
Set some sort of kill-flag in the viewWillDisappear method
Make the completion function look for the "kill flag" - and do not evoke the second animation inside your "secondAnimation" flag if the selector if the "kill flag" is set.
(I am a little unclear - if the "finished" flag would suffice for the "kill-flag" - not having seen your entire code.
This is about an iPhone App using MKMapKit:
I created a custom MKAnnotationView for a draggable Annotation. I want to create a custom animation. I set a custom pin image and the annotation is draggable (which both is not shown here, it happens in the mapview) with the following code:
- (void) movePinUpFinished {
[super setDragState:MKAnnotationViewDragStateDragging];
[self setDragState:MKAnnotationViewDragStateDragging];
}
- (void) setDragState:(MKAnnotationViewDragState) myState {
if (myState == MKAnnotationViewDragStateStarting) {
NSLog(#"starting");
CGPoint endPoint = CGPointMake(self.center.x,self.center.y-20);
self.center = endPoint;
[self movePinUpFinished];
}
if (myState == MKAnnotationViewDragStateEnding) {
NSLog(#"ending");
[super setDragState:MKAnnotationViewDragStateEnding];
[self setDragState:MKAnnotationViewDragStateNone];
[super setDragState:MKAnnotationViewDragStateNone];
}
if (myState == MKAnnotationViewDragStateDragging) {
NSLog(#"dragging");
}
if (myState == MKAnnotationViewDragStateCanceling) {
NSLog(#"cancel");
}
if (myState == MKAnnotationViewDragStateNone) {
NSLog(#"none");
}
}
Everything works fine, the annotation is moved up a bit, is draggable and when i release the annotation, the mapview receives the "dragstateending".
But now I want the animation to run over a time period and change the dragStateStarting to the following:
if (myState == MKAnnotationViewDragStateStarting) {
NSLog(#"starting");
CGPoint endPoint = CGPointMake(self.center.x,self.center.y-20);
[UIView animateWithDuration:1.0
animations:^{ self.center = endPoint; }
completion:^(BOOL finished){ [self movePinUpFinished]; }];
}
The animations runs as wanted over the period of a second and the annotation is draggable. But when I release the annotation, the mapview is not receiving the ending through the delegat. What I also recognized was that when I am doing the animation with "UIView animateWithDuration..." is that immedently after beginning the dragging, as the animation starts, the ballon of the annotation opens. When i am setting the new center without the animation, the balloon keeps closed and is only opened after finishing the dragging by releasing the annotation.
What am I doing wrong? Is this the right way to override setDragState. Do I really have to call the super class? But without setting the dragstate in the superclass my mapview didnt realized the changes of the dragstate.
I wonder about the original implementation of MKPinAnnotationView, but because it is an internal Class I couldn't find a description of the setDragState method.
Thx for help. Cheers,
Ben
I had the pin drag working but was trying to figure out why the pin annimations that occur when you don't override setDragState - no longer work in my implementation. Your question contained my answer .. Thanks!
Part of the problem with your code is that once you override the setDragState function, per the xcode documentation, you are responsible for updating the dragState variable based on the new state coming in. I would also be a little concerned about your code calling itself (setDragState calling [self setDragState]).
Here is the code I ended up (with your help) that does all of the lifts, drags and drops as I expect them to occur. Hope this helps you too!
- (void)setDragState:(MKAnnotationViewDragState)newDragState animated:(BOOL)animated
{
if (newDragState == MKAnnotationViewDragStateStarting)
{
// lift the pin and set the state to dragging
CGPoint endPoint = CGPointMake(self.center.x,self.center.y-20);
[UIView animateWithDuration:0.2
animations:^{ self.center = endPoint; }
completion:^(BOOL finished)
{ self.dragState = MKAnnotationViewDragStateDragging; }];
}
else if (newDragState == MKAnnotationViewDragStateEnding)
{
// save the new location, drop the pin, and set state to none
/* my app specific code to save the new position
objectObservations[ACTIVE].latitude = pinAnnotation.coordinate.latitude;
objectObservations[ACTIVE].longitude = pinAnnotation.coordinate.longitude;
posChanged = TRUE;
*/
CGPoint endPoint = CGPointMake(self.center.x,self.center.y+20);
[UIView animateWithDuration:0.2
animations:^{ self.center = endPoint; }
completion:^(BOOL finished)
{ self.dragState = MKAnnotationViewDragStateNone; }];
}
else if (newDragState == MKAnnotationViewDragStateCanceling)
{
// drop the pin and set the state to none
CGPoint endPoint = CGPointMake(self.center.x,self.center.y+20);
[UIView animateWithDuration:0.2
animations:^{ self.center = endPoint; }
completion:^(BOOL finished)
{ self.dragState = MKAnnotationViewDragStateNone; }];
}
}
While Brian's solution worked, it lacked taking into account the users finger blocking the annotation view which is being manipulated.
This means that the user could not precisely place the pin once he was dragging it. The standard MKPinAnnotationView does a great job at this, what happens is when the finger begins dragging, the pin is lifted above the finger, and the visual point of the pin is used for placement not the previous centre point which now resides under the finger.
In addition to this my implementation also adds another animation when dropping the pin after dragging, by lifting the pin and dropping it with a higher speed. This is very close the the native user experience and will be apreciated by your users.
Please check out my gist on GitHub for the code.
What's really cool is setting a delegate is optional, optionally a notification is sent when the annotation view is dropped back onto the map.
I didn't study Ben's code much but it didn't worked for me. So I tried Brian's and it works great. Thanks a lot! I've been trying to solve annotation's animation during drag'n'drop for a long time.
But I have one suggestion to Brian's solution. I think that it would be better to support MKMapKit's delegate and notify it about changing dragState and save new position within standard delegate's method: - (void)mapView:(MKMapView *)mapView annotationView:(MKAnnotationView *)annotationView didChangeDragState:(MKAnnotationViewDragState)newState fromOldState:(MKAnnotationViewDragState)oldState. Here's my code:
DraggableAnnotationView.h:
#import <Foundation/Foundation.h>
#import <MapKit/MapKit.h>
#interface DraggableAnnotationView : MKAnnotationView
{
id <MKMapViewDelegate> delegate;
MKAnnotationViewDragState dragState;
}
#property (nonatomic, assign) id <MKMapViewDelegate> delegate;
#property (nonatomic, assign) MKAnnotationViewDragState dragState;
#property (nonatomic, assign) MKMapView *mapView;
#end
DraggableAnnotationView.m:
#import "DraggableAnnotationView.h"
#import "MapAnnotation.h"
#implementation DraggableAnnotationView
#synthesize delegate, dragState, mapView;
- (void)setDragState:(MKAnnotationViewDragState)newDragState animated:(BOOL)animated
{
[delegate mapView:mapView annotationView:self didChangeDragState:newDragState fromOldState:dragState];
if (newDragState == MKAnnotationViewDragStateStarting) {
// lift the pin and set the state to dragging
CGPoint endPoint = CGPointMake(self.center.x,self.center.y-20);
[UIView animateWithDuration:0.2
animations:^{ self.center = endPoint; }
completion:^(BOOL finished)
{ dragState = MKAnnotationViewDragStateDragging; }];
} else if (newDragState == MKAnnotationViewDragStateEnding) {
// drop the pin, and set state to none
CGPoint endPoint = CGPointMake(self.center.x,self.center.y+20);
[UIView animateWithDuration:0.2
animations:^{ self.center = endPoint; }
completion:^(BOOL finished)
{ dragState = MKAnnotationViewDragStateNone; }];
} else if (newDragState == MKAnnotationViewDragStateCanceling) {
// drop the pin and set the state to none
CGPoint endPoint = CGPointMake(self.center.x,self.center.y+20);
[UIView animateWithDuration:0.2
animations:^{ self.center = endPoint; }
completion:^(BOOL finished)
{ dragState = MKAnnotationViewDragStateNone; }];
}
}
- (void)dealloc
{
[super dealloc];
}
#end
For a cutom camera overlay I need to find out, when the iris is opened, because my overlay will allways shown while the iris is close (and then animating to open).
Any ideas ?
You can listen for the PLCameraViewIrisAnimationDidEndNotification notification. Since this is not officially documented, you might be in violation of the Apple TOS, but I think so long as you write your code so that it's defensive against the possibility that the name or contract of this notification might change (so in the future you might not get the event) you'll probably be ok. In other words, use a timer or other technique to ensure that the thing you want done when the iris is open will definitely happen eventually even if you never get the notification...
Trivial example without the defensive programming. (Of course, you can register an interest only for this specific notification as well, see the docs for the notification center.)
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(notificationCallback:)
name:nil
object:nil
];
- (void) notificationCallback:(NSNotification *) notification {
if ([[notification name] isEqualToString:#"PLCameraViewIrisAnimationDidEndNotification"]) {
NSLog(#"Iris open");
// we don't need to listen any more
[[NSNotificationCenter defaultCenter] removeObserver:self];
}
}
It seems that PLCameraViewIrisAnimationDidEndNotification no longer gets notified in iOS5.
I can't figure out what is a suitable solution when the iris has finished opening, there must another option rather than using a 3 second timer.
Check here: https://devforums.apple.com/message/561008#561008
I have a ViewController (ALImagePickerController) which holds, initializes and presents the UIImagePickerController as a child view controller (I have another child view controller for presenting the taken image which is not shown here) and I present (as a modal) the ALImagePickerController when I want to use the camera. So during this the viewDidAppear of the ViewContoller I add an animation to bring in the camera overlay gracefully as the shutter animation disappears.
#interface ALImagePickerController ()
#property (nonatomic) UIImagePickerController *cameraController;
#property (nonatomic) CameraOverlayView *overlayView;
....
#end
#implementation ALImagePickerController
....
- (void)viewDidLoad {
[super viewDidLoad];
[UIApplication sharedApplication].statusBarHidden = YES;
self.cameraController = [UIImagePickerController new];
self.cameraController.sourceType = UIImagePickerControllerSourceTypeCamera;
self.cameraController.delegate = self;
self.cameraController.allowsEditing = NO;
self.cameraController.showsCameraControls = NO;
....
self.overlayView = [CameraOverlayView new];
....
self.overlayView.alpha = 0;
self.cameraController.cameraOverlayView = self.overlayView;
....
// add as child view controller
[self addChildViewController:self.cameraController];
[self.view addSubview:self.cameraController.view];
[self.cameraController didMoveToParentViewController:self];
}
- (void)viewWillDisappear:(BOOL)animated {
[super viewWillDisappear:animated];
[UIApplication sharedApplication].statusBarHidden = NO;
}
- (void)viewDidAppear:(BOOL)animated {
[super viewDidAppear:animated];
// smoothly bring in the overlay as the native camera shutter animation opens.
[UIView animateWithDuration:0.2 delay:0.3 options:UIViewAnimationCurveEaseOut animations:^{
self.overlayView.alpha = 1.f;
} completion:nil];
}
....
#end
The way I solved this problem is I initialize all the elements with the hidden property set to YES, then call a 3-second delayed selector after I call the camera, where I set all the elements to hidden = NO. It's not an ideal solution but it seems to work, and any lag after the iris is opened is negligible.
You should already know when the camera is ready to take a picture. At least the way I use a custom camera overlay, I init the view with something like self.sourceType = UIImagePickerControllerSourceTypeCamera; and the other usual setup, and the camera is ready (or "iris is open") at that point.
In summary, if one is using a custom camera overlay the way I am used to using it, one will know when the iris is open because it is under your control.