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){}];
Related
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.
i am doing block animation, my project is using opengl for gameplay and uiview for menu like stuff.
i am animating uiview using animateWithDuration method, bt facing issue at getting delay complete animation boolean callback. I tried the same code in UIKit app and it works very smoothly.
Below is my code:
-(void) playAnimation:(UIButton *)_button atPosition:(CGRect)_rect withDuration:(CGFloat)_duration andDelay:(CGFloat)_delay andDiection:(NSInteger)_direction
{
[UIView animateWithDuration:_duration
delay:_delay
options:UIViewAnimationCurveLinear
animations:^{
_button.frame = _rect;
}
completion:^(BOOL finished){
[UIView animateWithDuration:0.1
delay:0.0
options:UIViewAnimationCurveEaseInOut
animations:^{
CGRect rect = _rect;
rect.origin.x = _rect.origin.x + (10 * _direction);
_button.frame = rect;
}
completion:^(BOOL finished){
[UIView animateWithDuration:0.1
delay:0.0
options:UIViewAnimationCurveEaseInOut
animations:^{
_button.frame = _rect;
}
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.
}
];
I have a simple transform animation that moves a UITableViewCell 70 pixels to the left. In the if part, the animation works just fine and I get a smooth transition. However, when the function is called again to put the cell back in its original position, which is the else part, I get no animation. It just returns back to normal but without animation. How can I fix this?
if([[slideArray objectAtIndex:indexPath.row] intValue]==0)
{
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.4];
selectedCell.transform=CGAffineTransformMakeTranslation(-70, 0);
[UIView commitAnimations];
[slideArray replaceObjectAtIndex:indexPath.row withObject:[NSNumber numberWithInt:1]];
}
else
{
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.4];
selectedCell.transform=CGAffineTransformMakeTranslation(0, 0);
[UIView commitAnimations];
[slideArray replaceObjectAtIndex:indexPath.row withObject:[NSNumber numberWithInt:0]];
}
try the following animation in else condition this will work fine if you alreadyb have perform translation of if condition....
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.4];
selectedCell.transform=CGAffineTransformMakeTranslation(70, 0);
[UIView commitAnimations];
[slideArray replaceObjectAtIndex:indexPath.row withObject:[NSNumber numberWithInt:0]];
if above code not working for you than try the following
[UIView animateWithDuration:0.5
delay:0
options:UIViewAnimationOptionBeginFromCurrentState
animations:(void (^)(void)) ^{
myImageView.transform=CGAffineTransformMakeTranslation(-70, 0);
}
completion:^(BOOL finished){
myImageView.transform=CGAffineTransformIdentity;
}];
[slideArray replaceObjectAtIndex:indexPath.row withObject:[NSNumber numberWithInt:0]];
let me know if any issues ..
regards.
I'm trying a flip or curl between to views in a container which works pretty well using the following code:
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:.8];
[UIView setAnimationTransition:animationOption
forView:container cache:YES];
[container addSubview:nuView];
[oldView removeFromSuperview];
[UIView commitAnimations];
but does not with
[UIView transitionWithView:container
duration:.8
options:animationOption
animations:^
{
[container addSubview:nuView];
[oldView removeFromSuperview];
}
completion:^(BOOL finished)
{
}];
Any ideas?
What is animationOption? This code works perfectly well in one of my apps:
[UIView transitionWithView:currentContainerView
duration:0.75
options:UIViewAnimationOptionTransitionFlipFromLeft
animations:^{
[currentContainerView.frontView removeFromSuperview];
[currentContainerView addSubview:currentContainerView.flippedSideView];
}
completion:^(BOOL finished) {
// stuff
}];
Check if you are using UIViewAnimationOptionTransition or UIViewAnimationTransition !