I have made many tries to have the same effect of switch than the one you can see when calling a phone number : the front view disapear with a zoom effect, while the other one appears also with a zoom effect.
I can't achieve doing that effect, it's always a so-so. There seems to have a scale effect, with an action on opacity, but...
Do you know how this can be done to reflect that effect (not a so-so, I have tons of those) ?
// Make this interesting.
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:2.0];
[UIView setAnimationTransition:UIViewAnimationTransitionNone forView:self.view cache:YES];
[UIView setAnimationDelegate:self];
[UIView setAnimationDidStopSelector:#selector(startupAnimationDone:finished:context:)];
self.view.alpha = 0.0;
self.view.frame = CGRectMake(self.view.center.x,self.view.center.y , 0, 0);
[UIView commitAnimations];
}
I hope this is a framework for a better animation. It's not guaranteed to work, but it's the best I could think of for the first part of the transition.
This will change the frame of your view controller's view so that it "sucks" itself into the center of the screen, which is a natural black color. Now that I think about it, a CGAffineTransform would have been much easier...
EDIT (For pedantry's sake): Starting with iOS 4, you can now use the newer, and much more syntactically clean, animation blocks and a nice transform:
[UIView animateWithDuration:0.25 delay:0.0 options:0 animations:^{
//animate the toolbars in from the top and bottom
[myTopView setFrame:CGRectMake(0, self.view.frame.size.height - 44, self.view.frame.size.width, 44)];
[myBottomView setFrame:CGRectMake(0, 0, self.view.frame.size.width, 44)];
//fade to black...
self.view.alpha = 0.0;
//and suck inwards.
self.view.frame = CGRectMake(self.view.center.x,self.view.center.y , 0, 0);
}
completion:^{
//do something to end nicely, or start another animation block.
}];
Related
I'm using animation with blocks and I'm trying to animate a change to my main window's frame.
Here is my code:
[UIView animateWithDuration:0.3f animations:^{
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
self.view.window.frame = CGRectMake(0.0f, -20.0f, self.view.window.frame.size.width, self.view.window.frame.size.height+20);
}];
However it doesn't animate like self.view.frame changing or something else. It's just plain crap without animation.
Any ideas?
This is Wrong, Window is Fixed in FRAME And Bounds,
you cannot move Window, its top Root Container and has constant size, you should translate and transform your view only like this.
[UIView animateWithDuration:0.3f animations:^{
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
self.view.frame = CGRectMake(0.0f, -20.0f, self.view.frame.size.width, self.view.frame.size.height+20);
}];
Modal view in iOS appears from bottom of the screen to top, and dismisses from top to bottom of the screen. I would like to know, is there any way i can revert the above and make the model view appear from top of the screen to bottom of it. Thus when it is dismissed it will animate from bottom to top.
Yes why not I think I can offer you a workaround :) ....
First Make a custom UIView and set its coordinates as
View.frame=CGRectMake(0, 0, 320, 0);
Then use Animations to move it from top to bottom and vice-versa like this:-
For making it appear use the following code:-
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationBeginsFromCurrentState:YES];
[UIView setAnimationDuration:0.25];
View.frame = CGRectMake(0, 0, 320, 460);
[UIView commitAnimations];
For dismissing it use :-
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationBeginsFromCurrentState:YES];
[UIView setAnimationDuration:0.25];
View.frame = CGRectMake(0, 0, 320, 0);
[UIView commitAnimations];
In order to make an image appear from left to right, I am setting the anchorPoint like so:
myImageView.layer.anchorPoint = CGPointMake(0.0f, 1.0f);
then animating it:
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:1.0];
[UIView setAnimationCurve:UIViewAnimationCurveLinear];
myImageView.transform = CGAffineTransformMakeScale(1.0, 1.0);
[UIView commitAnimations];
The animation works great, but by changing the image's anchorPoint, the image does not appear in the location where it was set in Interface Builder, it gets moved around quite a bit when that anchorPoint is set.
Does anybody know if there is a way to set the anchorPoint or accomplish this effect without changing the image's location in Interface Builder?
Thanks!
In ViewDidLoad: Just Initialise Your ImageView Frame:
[ImageView setFrame:CGRectMake(900, 0, 69, 39)];
and write this below code:
[UIView animateWithDuration:0.5
delay:0.1
options:UIViewAnimationOptionTransitionCurlDown
animations:^{
//animation code
ImageView.frame = CGRectMake(0, 0, 320, 345);
} completion:^(BOOL finished) {
//completion code
}];
I guess this is quite basic, but I was wondering if there is an easy way to animate an entire NIB onto the screen... coming from the right. Ideally, I'd like it to bounce a bit once it stops (i.e. if the NIB is supposed to scroll to position X = 0, I'd like to go it slightly negative before coming back to 0).
This is what I have so far:
[UIView animateWithDuration:0.5
delay:0
options:UIViewAnimationOptionCurveEaseIn
animations:^{
TabsEdit *tEdit = [[TabsEdit alloc] initWithNibName:#"TabsEdit" bundle:nil];
self.tabsEdit = tEdit;
[self.view addSubview:tEdit.view];
[tEdit release];
}
completion:^(BOOL finished){
}
Is there any easy solution or will I need to animate every single element in the NIB into view and then add my little bounce effect to it?
I'd be grateful for any suggestions of how to achieve this efficiently.
To get more complicated animations (if you want to have more segments to the bouce), you should go down to the CoreAnimation layer and define keyframes. Else have a series of embedded animateWithDuration/Completions, with each one doing a different part of the bounce). If all elements of a view are subviews, then when the view is animated, its subviews will follow.
one move repeat to bounce.
[UIView beginAnimations:#"move" context:nil];
[UIView setAnimationBeginsFromCurrentState:YES];
[UIView setAnimationDuration:0.25];
[UIView setAnimationCurve:UIViewAnimationCurveLinear];
if(movingIn){
view.frame = CGRectMake(0.0f, view.frame.origin.x, .view.frame.size.width, view.frame.size.height);
}else{
view.frame = CGRectMake(320.0f, view.frame.origin.x, .view.frame.size.width, view.frame.size.height);
}
[UIView commitAnimations];
I am trying to make a button move in my application without having to implement the cocos2d framework in my application. I am making a data application and dont want to add any other game elements except for a button that moves. Does anyone know how to do this?
To move any object you simply have to give it a new frame by setting
myView.frame = CGRectMake( x, y, width, height );
You can even easily have the phone animate it for you without any added frameworks by wrapping it with [UIView beginAnimation...] blocks.
Here's an example:
[UIView beginAnimations:#"moveButton" context:NULL];
[UIView setAnimationCurve:UIViewAnimationCurveEaseIn];
[UIView setAnimationDuration:0.5];
someButton.frame = CGRectMake( newX, newY, newWidth, newHeight );
[UIView commitAnimations];
You can move a view directly using
[theview setFrame:CGRectMake(x,y,w,h)];
or you can use animations to do so a in cooler way (this should be the iOS 4.x Way)
[UIView animateWithDuration:2.0
delay:0.0
options:UIViewAnimationOptionLayoutSubviews
animations:^{ [theview setFrame:CGRectMake(x,y,w,h)]; }
completion:^(BOOL finished){
[self iAmDoneAnimatingNowICanDoSomethingElse]; }];