I am working on an iPad app that presents a question to the user in a view. When they answer the question, I would like the view to transition to another view that contains the next question. To make it look all fancy, I am trying to add a curl transition to it but the code I wrote does not work can I can't see to find the problem. It does show the correct view but there is no transition animation. What's with that? Here is the method I use to transition:
- (void)pageChangedTo:(NSInteger)page {
if ( (page == currentQuestionNumber) || (page > ( [self.allQuestions count] - 1 ) ) || (page < 0) ) {
return;
}
AskQuestionView *view = [self.questionViews objectAtIndex:page];
UIViewAnimationTransition transition;
if (page > currentQuestionNumber) {
transition = UIViewAnimationTransitionCurlUp;
}
else {
transition = UIViewAnimationTransitionCurlDown;
}
if (self.containerView1.superview) {
self.containerView2 = view;
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:1.0];
[UIView setAnimationTransition:transition forView:self.containerView1 cache:YES];
[self.containerView1 removeFromSuperview];
[askQuestionsView addSubview:self.containerView2];
[UIView commitAnimations];
}
else {
self.containerView1 = view;
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:1.0];
[UIView setAnimationTransition:transition forView:self.containerView2 cache:YES];
[self.containerView2 removeFromSuperview];
[askQuestionsView addSubview:self.containerView1];
[UIView commitAnimations];
}
currentQuestionNumber = page;
}
Can anyone tell me why this isn't working? I would very much appreciate it!
Set your animation transition forView: _container of_self.containerView2: not the one that's being removed, but the one it's being removed from.
Related
I have a UIButton set up in a storyboard that when pressed animates a UIVIew. I would like the same button to animate/move the UIView back to it's original point when it is pressed a second time.
What is the best way to do this?
thanks for any help or pointers.
this is the code I'm using to animate and move the UIVIew:
I'm using a BOOL named buttonCurrentStatus.
-(IBAction)sortDeals:(UIButton*)sender {
if (buttonCurrentStatus == NO)
{
buttonCurrentStatus = YES;
CGRect menuTopFrame = self.menuTop.frame;
menuTopFrame.origin.y = 30;
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.5];
[UIView setAnimationDelay:0.0];
[UIView setAnimationCurve:UIViewAnimationCurveEaseOut];
self.menuTop.frame = menuTopFrame;
[UIView commitAnimations];
NSLog(#"Sort Deals touched button status = yes");
} else {
buttonCurrentStatus = NO;
CGRect menuTopFrame = self.menuTop.frame;
menuTopFrame.origin.y = 30;
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.5];
[UIView setAnimationDelay:0.0];
[UIView setAnimationCurve:UIViewAnimationCurveEaseOut];
self.menuTop.frame = menuTopFrame;
[UIView commitAnimations];
NSLog(#"Sort Deals touched button status = no");
}
Another more general way is to use an IBAction that will execute one of two methods. Like previous answers, you can use a BOOl value, or int in order to determine what action to use. This is a more general answer, and can be used for many purposes.
First, you will need a BOOL variable. For this example I put the Bool variable as boolVarible (Yes, I know I spelled it wrong). By default I have it set to YES.
bool boolVarible = YES;
I made that a class variable.
-(IBAction)buttonAction:(id)sender {
if (boolVarible == YES)
{
//Execute first action
[self firstAction];
}
else
{
//Execute second action
[self secondAction];
}
}
-(void)firstAction {
//Do something here...
}
-(void)secondAction {
//Do something here...
}
Hopefully, you get the idea. You can then swap actions whenever you want. Just simply change the BOOl value, and then when the button is pressed, it will execute another method. I find this cleaner than doing it all in one action. Good luck.
-(IBAction)sortDeals:(UIButton*)sender {
sender.selected = !sender.selected;
int moveby = (sender.selected) ? 30: -30;
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.5];
[UIView setAnimationDelay:0.0];
[UIView setAnimationCurve:UIViewAnimationCurveEaseOut];
menuTop.frame = CGRectMake(menuTop.frame.origin.x, menuTop.frame.origin.y + moveby, menuTop.frame.size.width, menuTop.frame.size.height);
[UIView commitAnimations];
}
Very Simply Solution for your Question is if you Declare two Boolean Variables in Class where you need to implement this method.your Code will be look like this
In .m file
BOOL Action1;
BOOL Action2;
Now In ViewDidload method
(void)viewDidLoad
{
Action1=TRUE;
Action2=FALSE;
[super viewDidLoad];
}
And now your Method
(IBAction)sortDeals:(UIButton*)sender {
if (Action1 == TRUE)
{
CGRect menuTopFrame = self.menuTop.frame;
menuTopFrame.origin.y = 30;
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.5];
[UIView setAnimationDelay:0.0];
[UIView setAnimationCurve:UIViewAnimationCurveEaseOut];
self.menuTop.frame = menuTopFrame;
[UIView commitAnimations];
NSLog(#"Sort Deals touched button status = yes");
Action1=FALSE;
Action2=TRUE;
}
else
if (Action2 == TRUE)
{
CGRect menuTopFrame = self.menuTop.frame;
menuTopFrame.origin.y = 30;
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.5];
[UIView setAnimationDelay:0.0];
[UIView setAnimationCurve:UIViewAnimationCurveEaseOut];
self.menuTop.frame = menuTopFrame;
[UIView commitAnimations];
NSLog(#"Sort Deals touched button status = no");
Action1=TRUE;
Action2=FALSE;
}
Hope it Works for you.Thanks
I've set up a UIViewController that holds two other controllers:
MainVC -> SubVC1
-> SubVC2
At start, I show the SubVC1's view. The user can then switch to SubVC2's view:
- (void)showOtherSide:(id)sender
{
UIView *currentView = [self.view.subviews objectAtIndex:0];
BOOL flipToRight;
UIView *newView;
if (currentView == subVC1.view)
{
newView = subVC2.view;
flipToRight = YES;
}
else
{
newView = subVC1.view;
flipToRight = NO;
}
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:1.0];
[UIView setAnimationCurve:UIViewAnimationCurveEaseIn];
if (flipToRight)
{
[UIView setAnimationTransition:UIViewAnimationTransitionFlipFromLeft forView:currentView cache:YES];
}
else
{
[UIView setAnimationTransition:UIViewAnimationTransitionFlipFromRight forView:currentView cache:YES];
}
[currentView removeFromSuperview];
[self.view addSubview:newView];
[UIView commitAnimations];
}
The problem now is that even in the simulator the first back and forth flips don't show up, instead the user sees the new view immediately. Because I set the animation caching to YES, the following flips show the animation (at least most of the time!).
I tried to put the animation code in the viewDidAppear: method too, but without any improvement.
Are there any good practices to pre-cache the animations?
I am trying to develop an application to Iphone; but i am new-bee so i have got a lot of problems.
My application has got a default view and another small view in the main view that name is flashcard.
I want to add capability this view swiping (or sliding) like Photos in Iphone. For example if user swipes view until the inner view's center reaches bounds of main view there will be two possibilities,
1- if user finish swiping before reach inner view will return to original position.
2- if user don't stop swiping, inner view will go out at screen from swipe direction and return the screen from the opposite direction.
So i declare UIPanGestureRecognizer at viewDidLoad like below
UIPanGestureRecognizer *panFlashCard = [[UIPanGestureRecognizer alloc]
initWithTarget:self action:#selector(handlePanFlashCard:)];
[flashcard addGestureRecognizer:panFlashCard];
[panFlashCard release];
handPanFlashCard action:
UIView *piece = [recognizer view];
CGPoint center = piece.center;
CGFloat x = 160; // the original x axis of inner view
if ([recognizer state] == UIGestureRecognizerStateChanged) {
CGPoint translation = [recognizer translationInView:piece ];
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.55];
[piece setCenter:CGPointMake(piece.center.x + translation.x, center.y)];
[UIView commitAnimations];
CGFloat totalX;
totalX= x + translation.x;
if(translation.x <0)
{
if (totalX <= 0)
{
[self showNextCard];
}
else
{
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.55];
[piece setCenter:CGPointMake(self.view.center.x, center.y)];
[UIView commitAnimations];
}
}
else
{
if (totalX >= self.view.bounds.size.width)
{
[self showPreviousCard];
}
else
{
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.55];
[piece setCenter:CGPointMake(self.view.center.x, center.y)];
[UIView commitAnimations];
}
}
}
showNextCard action:
[flashcard setCenter:CGPointMake(self.view.bounds.size.width + flashcard.bounds.size.width, flashcard.center.y)];
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.55];
[flashcard setCenter:CGPointMake(self.view.center.x, flashcard.center.y)];
[UIView commitAnimations];
showPreviousCard action:
[flashcard setCenter:CGPointMake(0 - flashcard.bounds.size.width, flashcard.center.y)];
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.55];
[flashcard setCenter:CGPointMake(self.view.center.x, flashcard.center.y)];
[UIView commitAnimations];
When i run this application, it builds and runs successfully but there is something wrong with animations, some frame mistakes i think.
Please help me to correct this code and run fluent animations while swiping.
If I understand what you are trying to do then you can just use built in controls for this. Take a look at the pagingEnabled property on the UIScrollView class. There is also a sample project called PhotoScroller that may help.
http://developer.apple.com/library/ios/#samplecode/PhotoScroller/Introduction/Intro.html
I have a client who recently requested this:
My thoughts were that the text could be better displayed on the back of a flipover view and that it looks like it could be an issue in the approval process. Is There any way to even do this, do I even want to try? Are there resources you can share?
Thanks in advance.
EDIT: I should clarify that the NavigationBar and the Table would slide over when taping the picture behind. One tap would make it show and the other tap would make the bar and the table hide.
This is actually pretty good. It's often hard to get clients to give you requirements, and this at least shows you what they're trying to achieve. I'd spend some time reworking the UI so that it will be acceptable in the app store (assuming you're going to publish there) and perhaps more in keeping with the normal use of iOS UI elements. Prepare to give your client a bit of an explanation about why this particular design leaves something to be desired, but try to come up with a design that they'll agree is obviously better. (There's plenty of room for improvement here, so it shouldn't be too hard.)
If your client is absolutely wedded to this exact UI, it might be time to find a new client. But if they're reasonable, thoughtful, and a little bit flexible, this might be the beginning of a nice app.
You can do this. Put the picture (UIImageView) inside a wrapper UIView. Put the text in a UITextView also in the wrapper UIView. Then animate a flip transition between them that brings whichever one you want to the bottom of the subview stack.
You can check for potential UI violations in Apple's HIG: http://developer.apple.com/library/ios/#documentation/UserExperience/Conceptual/MobileHIG/Introduction/Introduction.html
+(id)showAlert{
UIViewController *controller = [[UIViewController alloc] initWithNibName:#"Overlay" bundle:nil];
Overlay *alert = (Overlay*)controller.view;
//alert.iTag = iiTag;
alert.tag = iiTag;
return alert;
}
-(void)addAnimation{
self.transform = CGAffineTransformScale(CGAffineTransformIdentity, 0.001, 0.001);
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.3/1.5];
[UIView setAnimationDelegate:self];
[UIView setAnimationDidStopSelector:#selector(bounce1AnimationStopped)];
self.transform = CGAffineTransformScale(CGAffineTransformIdentity, 1.1, 1.1);
[UIView commitAnimations];
}
- (void)bounce1AnimationStopped {
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.3/2];
[UIView setAnimationDelegate:self];
[UIView setAnimationDidStopSelector:#selector(bounce2AnimationStopped)];
self.transform = CGAffineTransformScale(CGAffineTransformIdentity, 0.9,0.9);
[UIView commitAnimations];
}
- (void)bounce2AnimationStopped {
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.3/2];
self.transform = CGAffineTransformIdentity;
[UIView commitAnimations];
}
- (CGAffineTransform)transformForOrientation {
UIInterfaceOrientation orientation = [UIApplication sharedApplication].statusBarOrientation;
if (orientation == UIInterfaceOrientationLandscapeLeft) {
return CGAffineTransformMakeRotation(M_PI*1.5);
} else if (orientation == UIInterfaceOrientationLandscapeRight) {
return CGAffineTransformMakeRotation(M_PI/2);
} else if (orientation == UIInterfaceOrientationPortraitUpsideDown) {
return CGAffineTransformMakeRotation(-M_PI);
} else {
return CGAffineTransformIdentity;
}
}
-(void)stopAnimatton{
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:1.0];
[UIView setAnimationDelay:2.0];
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
[UIView setAnimationDelegate:self];
self.transform = CGAffineTransformMake(00.1, 00.1,0.001, 0.001, 0.001, 0.001);
[UIView commitAnimations];
}
I am trying to animate the textlabel in a UItableviewcell when I press the edit button.
I am trying to make it fade out and fade in.
fading in works but when I press 'edit' the textlabel disappears and when I press on 'done' I fades in just perfectly.
Can anyone tell me why it isn't working?
thanks in advance
- (void)willTransitionToState:(UITableViewCellStateMask)state {
[super willTransitionToState:state];
if ((state & UITableViewCellStateEditingMask) || (state & UITableViewCellStateShowingDeleteConfirmationMask)) {
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.3];
label.alpha = 0.0;
[UIView commitAnimations];
}
}
- (void)didTransitionToState:(UITableViewCellStateMask)state {
[super didTransitionToState:state];
if (!(state & UITableViewCellStateEditingMask) && !(state & UITableViewCellStateShowingDeleteConfirmationMask)) {
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.5];
label.alpha = 1.0;
[UIView commitAnimations];
}
}
I noticed that when entering willTransitionToState that animations were disabled. The following fixed it.
- (void)willTransitionToState:(UITableViewCellStateMask)state
{
[super willTransitionToState:state];
//Should be enabled by default...but apparently not
[UIView setAnimationsEnabled:YES];
...
}
From everything I had read I thought for sure the willTransitionToState was the way to go. It even works perfectly if you use didTransitionToState though the transition starts after the normal editing transition finishes.
As it turns out I think you want to use setEditing
- (void)setEditing:(BOOL)editing animated:(BOOL)animate
{
[super setEditing:editing animated:animate];
if(editing) {
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.3];
label.alpha = 0.0;
[UIView commitAnimations];
} else {
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.3];
label.alpha = 1.0;
[UIView commitAnimations];
}
}