Hey there StackOverflow! I've finished programming my app, and everything is working fine- so I've decided that since the function part is done, I want to start working on form. However, I have a bit of code that's giving me trouble, and I'm not sure why. My app has two views that I switch between. In viewDidLoad, I have these two lines of code:
[PlannerView setScrollEnabled:YES];
[PlannerView setContentSize:CGSizeMake(320, 735)];
and then later, I switch between the main view and planner view when a button is pressed, like this:
if (isPlannerView) {
// [self setView:MainView];
[UIView transitionFromView:PlannerView
toView:MainView
duration:0.5
options:UIViewAnimationOptionTransitionFlipFromRight
completion:^(BOOL finished){
[self setView:TimerView];
}];
isPlannerView = NO;
} else {
[UIView transitionFromView:MainView
toView:PlannerView
duration:0.5
options:UIViewAnimationOptionTransitionFlipFromLeft
completion:^(BOOL finished){
}];
// [self setView:PlannerView];
isPlannerView = YES;
}
Now, when I use hte commented line of code (self setview), it will scroll with no problems. However, when I use UIView transitionFromView, it no longer scrolls. Any idea what is going wrong here?
The documentation for transitionFromView:toView:duration:options:completion: says:
This method modifies the views in their view hierarchy only. It does
not modify your application’s view controllers in any way. For
example, if you use this method to change the root view displayed by a
view controller, it is your responsibility to update the view
controller appropriately to handle the change.
So make sure that viewDidLoad: is actually being called. It also states:
During an animation, user interactions are temporarily disabled for
the views being animated. (Prior to iOS 5, user interactions are
disabled for the entire application.) If you want users to be able to
interact with the views, include the
UIViewAnimationOptionAllowUserInteraction constant in the options
parameter.
So make sure that user-interaction is enabled on the view after the animation is finished.
completion:^(BOOL finished){
[PlannerView setUserInteractionEnabled:YES];
}];
Source: UIView Class Reference
Related
I have a navigation controller with a couple of view controllers in it. In the first view controller (the app's initial one) I perform an animation, which moves two UIImageViews around, and fades in some additional ui elements. Now, when I push the next view controller and then go back to the initial one, the transformations are gone and the image views are exactly where they were when loaded from the storyboard. The additional ui elements, however, are still visible and so is the text I've entered in some UITextFields. So the view controller is not entirely reset to its initial state but somehow the performed animations are undone. Can anybody tell me whether this is regular behavior and - if so - how I can preserve the transformations?
A little more disclosure: I'm simply setting off a regular animation upon hitting a button...
[UIView animateWithDuration:0.4
delay:0.0
options:UIViewAnimationOptionCurveEaseInOut
animations:^{
self.firstView.center = firstCenter;
self.secondView.center = secondCenter;
}
completion:^(BOOL finished) {
// Upon complection fade in additional ui elements
[UIView animateWithDuration:0.4
animations:^{
self.firstElement.alpha = 1.0;
self.secondElement.alpha = 1.0;
self.thirdElement.alpha = 1.0;
}
completion:^(BOOL finished) {
[self.activityIndicator stopAnimating];
}];
}];
... and then pushing the next view controller after hitting another button.
[self.navigationController pushViewController:_nextViewController animated:YES];
As far as I can see I'm not doing anything funky here, so any help is appreciated.
I have a UIView on the screen that contains a few labels. I am trying to have a transition where flips the view, and as soon as I am half way through the nimation I want to be able to update the labels. How Can I achieve this?
[UIView transitionWithView:self.myView
duration:.7
options:UIViewAnimationOptionTransitionFlipFromBottom
animations:^{
// It doesn't update the labels here, until I scoll the tableview (containing the view)
//[self.myView update];
}
completion:^(BOOL finished){
// It doesn't look nice here because it doesn't look smooth, the label flashes and changes after the animation is complete
//[self.myView update];
}];
The problem was that I had shouldRasterize enabled which was not allowing the content to be updated during an animaton. Solution was to turn off rasterization before the animation and turn it back on after animation completion.
The reason why I didn't get rid of rasterization is that the view is inside a tableView, and rasterization still helps while scrolling through the tableView.
self.layer.shouldRasterize = NO;
[UIView transitionWithView:self
duration:animationDuration
options:UIViewAnimationOptionTransitionFlipFromBottom
animations:^{/*update the content here, I did it outside of the transition method though*/}
completion:^(BOOL finished){
if (finished)
{
self.layer.shouldRasterize = YES;
}
}];
+ (void) AnimateSwitchingWithParent: (UIViewController *) ParentController From: (UIViewController *) From To: (UIViewController* ) To {
To.view.frame = ParentController.view.bounds;
[UIView transitionFromView:From.view toView:To.view
duration:1
options:UIViewAnimationOptionTransitionFlipFromLeft completion:NULL];
ParentController.view = To.view;
[To viewWillAppear:true];
}
this is my function to make animation that will be called if want to change view from 1 view to another view, but I have problem, I have a viewController named filter, at there I have Button called Reset that will reset all of content inside
but to show that the reset have done, I want to call
[self AnimateSwitchingWithParent:self From:self To:self];
but the result is My View was blank. how can it be? any one have another way?
If you have to flip the current view controller's view while resetting content, use the transitionWithView:duration:options:animations:completion: method.
Example
[UIView transitionWithView:self.view
duration:1.0f
options:UIViewAnimationOptionTransitionFlipFromLeft
animations:^(void) {
[self resetStuff];
}
completion:nil];
Side Note
You current implementation in the question will be useful to switching views in the view hierarchy. Say From.view is the subview of ParentController.view then the statement below will replace From.view with To.view as the subview of ParentController.view.
[UIView transitionFromView:From.view toView:To.view
duration:1
options:UIViewAnimationOptionTransitionFlipFromLeft completion:NULL];
You definitely don't need to do this,
ParentController.view = To.view;
Doing that will replace the ParentController's view which might be different from what you intended and definitely in contradiction to the transition animation on the line before.
You must definitely not be calling,
[To viewWillAppear:true];
directly.
To my understanding you should be able to remove the last two lines.
following situation.
i have an app that uses a UINavigationController for navigating.
For a push of a special Navigation Controller i want a custom Animation, a zoom out.
What i have is looking good so far, the only problem is, that the "old" Viewcontroller disappears before the animation starts, so the new viewcontroller zooms out of "nothing" instead of viewing the old viewcontroller in the background.
For better viewing i created a simple sample app: download
Does anybody know, how to animate the new viewcontroller (image3) that the old view controller(image1) stays in the background while animating (image 2)?
/* THIS CANNOT BE CHANGED */
AnimatedViewController *animatedViewController = [[AnimatedViewController alloc] initWithNibName:#"AnimatedViewController" bundle:nil];
/* THIS CAN BE CHANGED */
animatedViewController.view.transform = CGAffineTransformMakeScale(0.01, 0.01);
[UIView beginAnimations:#"animationExpand" context:NULL];
[UIView setAnimationDuration:0.6f];
animatedViewController.view.transform=CGAffineTransformMakeScale(1, 1);
[UIView setAnimationDelegate:self];
[UIView commitAnimations];
/* THIS CANNOT BE CHANGED */
[self.navigationController pushViewController:animatedViewController animated:NO];
Additional information: my app isn't that simple. i use three20 framework for my app but the pushing and creating of the view controllers is simply what three20 does. i only can hook into the part between (THIS CAN BE CHANGED in my code). i cannot change the code before and after this (except with a lot of researching).
I whipped this up very quickly. The idea is to call pushViewController after the scale animation is completed.
-(IBAction)animateButtonClicked:(id)sender {
animatedViewController = [[AnimatedViewController alloc] initWithNibName:#"AnimatedViewController" bundle:nil];
animatedViewController.view.transform = CGAffineTransformMakeScale(0.01, 0.01);
[UIView animateWithDuration:0.6
animations:^{
[self.view addSubview:animatedViewController.view];
animatedViewController.view.transform=CGAffineTransformMakeScale(1, 1);
}
completion:^(BOOL finished){
[animatedViewController.view removeFromSuperview];
[self.navigationController pushViewController:animatedViewController animated:NO];
}];
}
Ok, one way to do this (a bit ugly) is to do the animation and upon the completion of the animation, do the pushViewController. When you do the animation, you need to animate up what the about-to-be-presented view controller's screen would look like. Since the animation ends with the new view, when the new view comes to the screen, nothing should change because its the same as the just animated view.
I just upgraded my iPhone 4 from iOS 4.2.1 to 4.3.2, and to XCode 4.0.2, and I am encountering some bizarre issues with uiview animations. When I first launch my app, code like this executes perfectly:
[UIView beginAnimations:#"fadeAlphaIn" context:nil];
[UIView setAnimationDuration:0.5f];
viewClue.alpha = 1.0f;
[UIView commitAnimations];
But then, after dismissing a presenting and then dismissing a modal view by the standard method:
[self presentModalViewController:more animated:YES];
and
[self dismissModalViewControllerAnimated:YES];
the first animation no longer works. Instead of fading in, for example, the viewClue view simply jumps from alpha = 0 to alpha = 1. Similarly, other animations altering other views' frame property just force the frame to jump from the initial to final value without animation. These animations worked fine before the modal view was presented and dismissed.
I understand that others have experienced animation issues with the upgrade to iOS 4.3.2, but the way the modal view disrupts animation seems very odd. Has anyone else experienced this problem? Any ideas as to a solution? I'm thinking of just adding the modal view as a subview and animation it as it hides and appears, but using the standard modal view method would be much preferred.
Thanks for your help,
James
EDIT: Some more code showing how the app's map is animated
-(void) viewMapfunc
{
AudioServicesPlaySystemSound(soundID);
if(mapvisible){
[UIView animateWithDuration:0.5
delay:0.1
options:UIViewAnimationOptionAllowUserInteraction
animations:^{
map.frame = CGRectMake(0, 350, 320, 27);
mapscroll.frame = CGRectMake(0, 27, 320, 0);
}
completion:nil];
mapvisible = NO;
viewMapLabel.text = #"View Map";
}else {
[UIView animateWithDuration:0.5
delay:0.1
options:UIViewAnimationOptionAllowUserInteraction
animations:^{
map.frame = CGRectMake(0, 50, 320, 300);
mapscroll.frame = CGRectMake(0, 27, 320, 300);
}
completion:nil];
mapvisible = YES;
viewMapLabel.text = #"Hide Map";
}
}
Try to check two things:
Do you commit all started animations? I got all kinds of strange effects after not committing one of them.
Do any animations take place in the same time? Especially with the same view.
Whether any animations take place right after changing properties. Something like:
-
view.alpha = 1;
[UIView beginAnimations:…];
view.alpha = 0;
[UIView commitAnimations:…];
In this example, view will not change it's alpha value from 1 to 0. It will change it instantly. To start an animation you have to extract animations block to another method and call it with performSelectorInMainThread:withObject:afterDelay:. Delay can be even 0.
I solved it by restarting my animation in my UIView subclass:
override func willMove(toWindow newWindow: UIWindow?) {
if newWindow != nil {
spinner.startSpinning() // Restart any animation here
}
}
In the end, I just removed all modal views and implemented them in other ways. For some reason, using modal views messed up animations. Makes no sense, but removing them fixed the problem. If anyone can enlighten me as to why this is going on, it might be nice for memory concerns...
I had the same issue. The root of my trouble was that my animation was being triggered by a notification, and I was adding an observer on each viewWillAppear, but forgot to remove in viewDidDisappear (remember that iOS 6 no longer calls viewDidUnload reliably).
Essentially, I was calling my animation function twice in quick succession, which was causing the visible irregularity. Hopefully this helps someone out down the line!
I've managed to solve this same issue in my own application.
I noticed while debugging that my UIImageViews which I was animating had different memory addresses before and after I pushed my modal view controller(s). At no other time did these UIImageViews switch their memory addresses.
I thought this might have been the root of the issue and it seems I was right.
My client's code had been allocating/initializing my View Controller's UIImageViews in
-viewDidAppear instead of in -viewDidLoad. Thus, every time I launched and dismissed a modal view controller my UIImageViews I was animating would get reinitialized.
Check for yourself if your map object's memory address is changing before and after you launch your modals, and if it is be sure to move your initialization logic to a more proper section of your code.
Hope this helps you!
Dexter
I was using UIView animateWithDuration: and I solved it by not using the completion block. This is code from a subclassed UIView. In the view controller's viewWillAppear: I set self.shouldAnimate to YES, and in the view controller's viewWillDisappear: I set self.shouldAnimate to NO.
-(void)continueRotate {
if (self.shouldAnimate) {
[self rotateRadarView:self.radarInner];
}
}
-(void)rotateRadarView:(UIView *)view {
[UIView animateWithDuration:0.6 delay:0 options:UIViewAnimationOptionCurveLinear animations:^{
[UIView setAnimationDelegate:self];
[UIView setAnimationDidStopSelector:#selector(continueRotate)];
[view setTransform:CGAffineTransformRotate(view.transform, M_PI_2)];
}completion:nil];
}