Is it possible to present a modal view controller in such a way that the modal view is confined to the space included in a CGRect?
If not, please explain how to replicate the cross-disolve modal view transition between two views.
Thanks.
To cross-dissolve to a regular view controller, you can set it's modalTransitionStyle to UIModalTransitionStyleCrossDissolve then present it modally.
To perform a cross-dissolve between some pair of subviews (confined to their frame CGRects), you can use this UIView method:
+ (void)transitionFromView:(UIView *)fromView toView:(UIView *)toView duration:(NSTimeInterval)duration options:(UIViewAnimationOptions)options completion:(void (^)(BOOL finished))completion.
Here's how you might use that in code:
#interface ViewController ()
#property(strong,nonatomic) UIView *redView;
#property(strong,nonatomic) UIView *blueView;
#end
#implementation ViewController
#synthesize redView=_redView;
#synthesize blueView=_blueView;
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
self.redView = [[UIView alloc] initWithFrame:CGRectMake(40.0, 40.0, 240.0, 100.0)];
self.redView.backgroundColor = [UIColor redColor];
[self.view addSubview:self.redView];
self.blueView = [[UIView alloc] initWithFrame:CGRectMake(40.0, 40.0, 240.0, 100.0)];
self.blueView.backgroundColor = [UIColor blueColor];
}
- (IBAction)crossDisolve:(id)sender {
UIView *fromView = (self.redView.superview)? self.redView : self.blueView;
UIView *toView = (fromView==self.redView)? self.blueView : self.redView;
[UIView transitionFromView:fromView
toView:toView
duration:1.0
options:UIViewAnimationOptionTransitionCrossDissolve
completion:^(BOOL finished) {NSLog(#"done!");}
];
// now the fromView has been removed from the hierarchy and the toView has been added
// please note that this code depends on ARC to release objects correctly
}
The harder part of your question is the idea of making that new sub-view "modal" by which I'm guessing you mean that covers only part of the display but takes input focus exclusively. The nearest thing to that in the SDK is UIAlertView.
How about you just use UIView animations:
UIView* view = [[UIView alloc] initWithFrame:CGRectMake(x,y,w,h)];
[view setAlpha:0];
[self.view addSubView:view];
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.5];
[view setAlpha:1];
[UIView commitAnimations];
Voila! It fades in! :)
Related
In my app I want to launch UIViewController from top to bottom.So from FirstViewController I am launching MyWebViewController(which I need to animate) as follows:
MyWebViewController *theWebViewController = [[MyWebViewController alloc] initWithFrame:self.view.bounds];
[self.view addSubview:theWebViewController.view];
and In loadView of MyWebViewController I am assigning frame to view as follows;
- (void)loadView
{
CGRect theFrame;
theFrame = CGRectMake(0.0, 20.0, mFrame.size.width, 0.0);
UIView *view = [[UIView alloc] init];
view.frame = theFrame;
self.view = view;
[view release];
}
and In viewDidLoad I am changing the frame as follows:
- (void)viewDidLoad
{
[super viewDidLoad];
self.view.backgroundColor = [UIColor clearColor];
self.view.autoresizingMask = UIViewAutoresizingFlexibleWidth |UIViewAutoresizingFlexibleHeight;
[UIView beginAnimations:#"animateView" context: nil];
[UIView setAnimationBeginsFromCurrentState:YES];
[UIView setAnimationDuration:0.5];
self.view.frame = CGRectMake(0.0, 20.0, mFrame.size.width, mFrame.size.height-20.0);
[UIView commitAnimations];
}
But the animation is not happening.I even tried this code to animate from bottom to top and it is working fine but vice-versa not working.Please can anyone tell me where I am doing wrong and how I can achieve?
Thanks in advance!
I wouldn't think to set the height to 0. Instead:
- (void)loadView
{
CGRect theFrame;
theFrame = CGRectMake(0.0, -mframe.size.height + 20, mFrame.size.width, m.frame.size.height - 20);
UIView *view = [[UIView alloc] init];
view.frame = theFrame;
self.view = view;
[view release];
}
You want to set the frame above and out of the view when you add it. Then move it into place in the animation.
I have a UIPickerView that animates up and down in a UITableViewController. I adapted an example from apple (DateCell). The UIPickerView is created programmatically, no nib files.
In Portrait mode everything looks nice. When I rotate the simulator (I not testing on the device), the UITableView rotates well, but the picker remains were it was. I read tons of threads about that topic and many developers seem to have problems with pickers behaving weird in landscape mode but at least their pickers rotate. I made a subclass of UIPickerView as described in this link: http://www.llamagraphics.com/developer/using-uidatepicker-landscape-mode, but it didn't help for the rotation issue.
I tried to rotate the picker with a transform but it looked very weird, like broken.
I'm suspecting that the problem is that I'm using the picker inside of a UITableViewController, and so I add it as a subview of self.view.window. If I try to add the picker as a subview of self.view, only a white frame (without any picker) appears.
Any suggestions?
The initialization code in the UITableViewController subclass:
- (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath
{
if (self.pickerView.superview == nil)
{
//Initialization code
UIInterfaceOrientation orientation = [[UIApplication sharedApplication] statusBarOrientation];
CGRect initFrame = orientation == UIInterfaceOrientationPortrait ? CGRectMake(0, 0, 320, 200) : CGRectMake(0, 0, 480, 160);
self.pickerView = [[RotatingUIPickerView alloc] initWithFrame:initFrame];
[self.pickerView setDelegate:self];
[self.pickerView setShowsSelectionIndicator:YES];
[self.pickerView setAutoresizingMask:UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleTopMargin];
[self.view.window addSubview:self.pickerView];
// compute the start frame
CGRect screenRect = [[UIScreen mainScreen] applicationFrame];
CGSize pickerSize = [self.pickerView sizeThatFits:CGSizeZero];
CGRect startRect = CGRectMake(0.0,
screenRect.origin.y + screenRect.size.height,
pickerSize.width, pickerSize.height);
[self.pickerView setFrame:startRect];
// compute the end frame
CGRect pickerRect = CGRectMake(0.0,
screenRect.origin.y + screenRect.size.height - pickerSize.height,
pickerSize.width,
pickerSize.height);
// start the slide up animation
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.3];
// we need to perform some post operations after the animation is complete
[UIView setAnimationDelegate:self];
[self.pickerView setFrame:pickerRect];
[UIView commitAnimations];
}
}
Implementation of UIPicker subclass as described on the link above:
- (id)initWithFrame:(CGRect)frame
{
if (self == [super initWithFrame:frame])
{
for (UIView * subview in self.subviews)
{
[subview setFrame:self.bounds];
}
}
return self;
}
- (id) initWithCoder:(NSCoder *)aDecoder
{
if (self == [super initWithCoder: aDecoder])
{
for (UIView * subview in self.subviews)
{
[subview setFrame:self.bounds];
}
}
return self;
}
By executing:
[self.view.window addSubview:self.pickerView];
you are adding pickerView as a subview of your UIWindow. I don't know how the main UIWindow can be rotated, if it can be.
When you are adding pickerView to the view
[self.view addSubview:self.pickerView];
you get problems due to the view being a UITableView.
What I suggest is adding pickerView to some intermediate UIView, added as subview to UIWindow and to which you add the UITableView. This intermediate UIView would also have a UIViewController associated to it so that shouldAutorotateToInterfaceOrientation can return the proper value to have auto rotation working.
I want to fade the whole screen (including navigation bar) to black when a user presses a button on a uinavigationcontroler, before showing a new view. (i don't want to push this new view, for various reasons).
How would I achieve this?
EDIT
Thanks to Mac and Eiko, I have figured it out. Here's the code I used. Not sure if it is optimal, but it does the trick.
// this is called from a programmatically constructed button.
// change (void) to (IBAction) if linking from IB.
- (void)fadeAndShow:(id)sender
{
// blackView is a #property which has been #synthesize-d
// do I really need to alloc and init this?
blackView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 320, 480)];
blackView.alpha = 0.0;
[blackView setBackgroundColor:[UIColor blackColor]];
[self.navigationController.navigationBar.superview addSubview:blackView];
[UIView beginAnimations:#"fadeAway" context:NULL];
[UIView setAnimationDelegate:self];
[UIView setAnimationDuration:0.75];
[UIView setAnimationDidStopSelector:#selector(showNewScreen:finished:context:)];
blackView.alpha = 1.0;
[UIView commitAnimations];
}
-(void)showNewScreen:(NSString *)animationID finished:(BOOL)finished context:(void *)context
{
// I guess you could fade in somewhere in the new view controller.
// don't know how to fade back in this view tho... viewDidAppear?
NewViewController *controller = [[NewViewController alloc] initWithNibName:#"NewView" bundle:nil];
[self.navigationController setNavigationBarHidden:YES];
controller.hidesBottomBarWhenPushed = YES;
[[self navigationController] pushViewController:controller animated:NO];
[blackView removeFromSuperview];
[controller release];
}
Off the top of my head (I haven't actually tested the following at all):
-(IBAction) buttonClicked:(id) sender
{
[UIView beginAnimations:#"myAnimation" context:nil];
[UIView setAnimationDuration:ANIMATION_DURATION];
blackView.alpha = 1.0;
[UIView commitAnimations];
}
Create a UIView in the navigationbar's superview (which I'm assuming is window-sized) that is the same size as the window.
Set that view's backgroundColor to [UIColor blackColor], and its alpha to 0.0.
In your button handler do something like the above (assuming your new UIView is blackView and ANIMATION_DURATION is your desired animation time in seconds).
Then, add your new view on top.
EDIT: too quick for me Eiko! Also, code at the top since the ordered list seems to screw around with the code formatting - sorry the answer reads a little odd.
You can add a black coloured UIView in screen size on top of your current view, and animate its alpha from 0 to 1. When the animation is done, add your new view. You can remove the black one then. Animate from 1 to 0 for the opposite effect - going from black to the content).
What's the easiest/fastest/most efficient way to perform a gradual (0.5 sec) fade from Default.png to the initial app view?
My initial try, which doesn't work so well .. it's Saturday night, let's see if we can do better :)
UIImageView* whiteoutView = [[UIImageView alloc] initWithFrame:self.view.frame]; // dealloc this later ??
whiteoutView.image = [UIImage imageNamed:#"Default.png"];
whiteoutView.alpha = 1.0;
[self.view.frame addSubview:whiteoutView];
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDelay:0.5];
whiteoutView.alpha = 0;
[UIView commitAnimations];
What about:
UIImageView* whiteoutView = [[[UIImageView alloc] initWithFrame:self.view.frame] autorelease];
if (whiteoutView != nil)
{
whiteoutView.image = [UIImage imageNamed:#"Default.png"];
[self.view addSubview:whiteoutView];
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration: 0.5];
whiteoutView.alpha = 0.0;
[UIView commitAnimations];
}
(The things you had wrong were setAnimationDelay vs setAnimationDuration, not properly releasing the view and trying to add the view to self.view.frame instead of self.view. The compiler should have caught that last one. Did it?)
Here's a simple view controller that fades out the default image and removes itself from the view hierarchy. The advantage to this approach is that you can use this without modifying your existing view controllers...
#interface LaunchImageTransitionController : UIViewController {}
#end
#implementation LaunchImageTransitionController
- (void)viewDidLoad {
[super viewDidLoad];
self.view = [[[UIImageView alloc] initWithImage:[UIImage imageNamed:#"Default.png"]] autorelease];
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:.5];
[UIView setAnimationDelegate:self];
[UIView setAnimationDidStopSelector:#selector(imageDidFadeOut:finished:context:)];
self.view.alpha = 0.0;
[UIView commitAnimations];
}
- (void)imageDidFadeOut:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context
{
[self.view removeFromSuperview];
//NOTE: This controller will automatically be released sometime after its view is removed from it' superview...
}
#end
Here is how you might use it in your app delegate:
- (void)applicationDidFinishLaunching:(UIApplication *)application {
//create your root view controller, etc...
UIViewController *rootController = ....
LaunchImageTransitionController *launchImgController = [[[LaunchImageTransitionController alloc] init] autorelease];
[window addSubview:rootController.view];
[window addSubview:launchImgController.view];
[window makeKeyAndVisible];
}
Other than using setAnimationDelay: instead of setAnimationDuration:, it looks pretty good. What don't you like about the results?
Edit: Wow beaten hard.
How to create that black/gray modal popup kind of view that many apps use, when some long pending operation is in progress?
Like when using location based services, loading a webpage, the screen goes dim and there is a modal view showing a spinning icon "Please wait..."
Example in the following screenshot:
This is actually the undocumented (in 2.2.1 anyway) UIProgressHUD. Create one like this:
In your .h:
#interface UIProgressHUD : NSObject
- (UIProgressHUD *) initWithWindow: (UIView*)aWindow;
- (void) show: (BOOL)aShow;
- (void) setText: (NSString*)aText;
#end
In your .m:
- (void) killHUD: (id)aHUD
{
[aHUD show:NO];
[aHUD release];
}
- (void) presentSheet
{
id HUD = [[UIProgressHUD alloc] initWithWindow:[contentView superview]];
[HUD setText:#"Doing something slow. Please wait."];
[HUD show:YES];
[self performSelector:#selector(killHUD:) withObject:HUD afterDelay:5.0];
}
If you want to avoid undocumented api you can also take a look at MBProgressHUD. It's similar to UIProgressHUD and even has some additional features.
I think the simplest (a few lines of code), fully documented and most beautiful way is to use the UIAlertView with a UIActivityIndicatorView:
http://iosdevelopertips.com/user-interface/uialertview-without-buttons-please-wait-dialog.html
(source: iosdevelopertips.com)
If you add a UIView as a subview of the main window it will cover the entire UI. Make it partially transparent and partially translucent and it will look like a popup.
This example shows how to fade the Default.png splash screen, starting with that it's pretty straightforward to add a couple methods to your application delegate (that has a pointer to the main window) to present and dismiss the progress view.
Take a look at the Wordpress iPhone app (http://iphone.wordpress.org/) for an example of how to do this without using any undocumented API's.
I use LoadingHUDView for this purpose, and it works always.
get LoadingHUDView.m and LoadingHUDView.h and do the following in your base class (or whatever)
#pragma mark ActivityIndicator Methods
-(void) showModalActivityIndicator:(NSString *)message
{
loadingView = [[[UIView alloc] initWithFrame:CGRectMake(0, 0, 320, 480)]retain];// origional
//loadingView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 320, 480)]; //testing
loadingView.backgroundColor = [UIColor grayColor]; //[UIColor colorWithRed:1 green:1 blue:1 alpha:0.3];
LoadingHUDView *loadHud = [[LoadingHUDView alloc] initWithTitle:message];
loadHud.center = CGPointMake(160, 290);
[loadingView addSubview:loadHud];
[loadHud startAnimating];
[loadHud release];
[loadingView setAlpha:0.0];
[self.tableView addSubview:loadingView];
[UIView beginAnimations:#"fadeOutSync" context:NULL];
[UIView setAnimationDelegate:self];
[UIView setAnimationDuration:0.5];
[loadingView setAlpha:0.5];
[UIView commitAnimations];
}
-(void) hideModalActivityIndicator {
if (loadingView) {
[UIView beginAnimations:#"fadeOutSync" context:NULL];
[UIView setAnimationDidStopSelector:#selector (removeTranparentView) ];
[UIView setAnimationDelegate:self];
[UIView setAnimationDuration:0.5];
[loadingView setAlpha:0];
[UIView commitAnimations];
}
}
-(void)removeTranparentView
{
[loadingView removeFromSuperview];
[loadingView release];
loadingView = nil;
}
HOPE THIS HELPS.
thank you
In XIB file, place UIView and UIActivityIndicatorView.
Set ActivityIndicatorView Property SetAnimated to Yes.
#property (retain, nonatomic) IBOutlet UIView* m_LoadingView;
While Starting long operations, Add the LoadingView to the view
m_LoadingView.layer.cornerRadius = 10;
m_LoadingView.center = self.view.center;
[self.view addSubview:m_LoadingView];
After completing the process, Remove LoadingView from super view.
[m_LoadingView removeFromSuperView];