iPhone Flip Animation using UIViewAnimationTransitionFlipFromLeft in landscape mode - iphone

I am working on one iPhone application in which I implemented one animation UIViewAnimationTransitionFlipFromLeft. Here my application works fine in the Portrait mode. It is doing the same animation as specified means Flip from Left to Right.
But when I am doing this UIViewAnimationTransitionFlipFromLeft in landscape mode then it is not rotating from left to right. Instead of it is rotating from top to bottom. This is really critical issue. Can you help me out to solve this.
The code I am using for iPhone application to rotate the view is as follows:
CGContextRef context = UIGraphicsGetCurrentContext();
[UIView beginAnimations:nil context:context];
[UIView setAnimationTransition: UIViewAnimationTransitionFlipFromLeft forView:self.view.window cache:NO];
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
[UIView setAnimationDuration:1.0];
[UIView commitAnimations];
[self.navigationController pushViewController:objSecond animated:YES];
Thanks,
Best Regards,
Gurpritsingh Saini

If you are using iOS 4.0 or later, the following will do exactly what you want (I just tested it out to make sure)
NewView *myNewView = [[NewView alloc] initWith.....];
[UIView transitionFromView:self.view toView:myNewView.view duration:1 options:UIViewAnimationOptionTransitionFlipFromLeft completion:nil];
//[self.navigationController pushViewController:myNewView animated:NO];
[myNewView release];
EDIT: I'm changing the above code a bit (nothing new, just commenting out the navigation controller because it's not necessary for this).
So there are several ways to go about this (as far as keeping track of the next view), but this is the easiest I can think of. You can already switch from view 1 to 2, so I'm going to explain how to get from 2 to 10 (or however many you need).
Basically, the view transition lasts too long for viewDidLoad to catch a call to go to the next view. So what we need to do is set up a timer that waits and sends a method to switch at a later time. So this is the code you would see in view 2 (and 3 and 4, etc.).
- (void)viewDidLoad {
// this gets called before animation finishes, so wait;
self.navigationController.delegate = self;
// you will need to set the delegate so it can take control of the views to swap them;
[NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:#selector(switchView) userInfo:nil repeats:NO];
}
I only wait 1 second until I call the switch method, but if you are loading a lot into your views, you may want to wait a bit longer. 1.5 seconds should be more than enough, but you can play around with that to see where it works and doesn't work.
Next, you have to call the next view in the switchView method.
- (void)switchView {
NextView *myNextView = [[NextView alloc] initWith ... ];
[UIView transitionFromView:self.view toView:nextView.view duration:1 options:UIViewAnimationOptionTransitionFlipFromLeft completion:nil];
[nextView release];
}
This worked perfectly for me. Just to make sure I was getting new views, I assigned tags to each view and added UILabels as subviews in each view's viewDidLoad method and each showed the number of its view. So hopefully this is what you needed. I'm sure you have more complex things you will need to do, but this will give you the animation and logic you need to get the look you want. (on a side note, viewDidAppear doesn't seem to get called when doing this, so it might be necessary to call it manually from viewDidLoad if you really need to use it, but otherwise it works fine)

You will have to manually add a transformation to your view; the flip transformation always operates as if the view controller were in portrait orientation.
Note that the context argument to +beginAnimations:context: is not meant to be a CGContextRef per se. You probably don't want to pass the current graphics context there. Pass NULL instead.

Try with this :
CABasicAnimation *rotateAnimation = [CABasicAnimation animationWithKeyPath:#"transform.rotation.y"];
CGFloat startValue = 0.0;
CGFloat endValue = M_PI;
rotateAnimation.fromValue = [NSNumber numberWithDouble:startValue];
rotateAnimation.toValue = [NSNumber numberWithDouble:endValue];
rotateAnimation.duration = 1.5;
[self.view.layer addAnimation:rotateAnimation forKey:#"rotate"];

CGContextRef context = UIGraphicsGetCurrentContext();
[UIView beginAnimations:nil context:context];
[UIView setAnimationTransition: UIViewAnimationTransitionFlipFromLeft forView:self.view cache:NO];
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
[UIView setAnimationDuration:1.0];
[UIView commitAnimations];
I think this will work out.

The Accepted answer by slev did not work for me, I got all sorts of errors after trying the code in my custom Segue. I found a method that not only works but is more precise as it doesn't require the use of a Timer. Here is MySegue.m:
#implementation FlipRightSegue
- (id)initWithIdentifier:(NSString *)iden source:(UIViewController *)sour destination:(UIViewController *)dest
{
self = [super initWithIdentifier:iden source:sour destination:dest];
return self;
}
- (void)perform
{
UIViewController *src = [self sourceViewController];
UIViewController *dst = [self destinationViewController];
//[UIView transitionFromView:src.view toView:dst.view duration:1 options:UIViewAnimationOptionTransitionFlipFromRight completion:nil];
//[UIView commitAnimations];
[UIView transitionWithView:src.navigationController.view duration:0.8 options:UIViewAnimationOptionTransitionFlipFromLeft
animations:^{
[src.navigationController pushViewController:dst animated:NO];
}
completion:NULL];
}
#end
I also have a second class for flips to the right.
Code was taken from this website: http://www.dailycode.info/Blog/post/2012/11/29/iOS-Custom-Flip-Segue-(portrait-and-landscape-layout)-xcode-4.aspx

Related

How to impelment Phone call animation like iPhone's default Phone application does?

My application has VOIP calling. In that I want to implement animation like iPhone's default Phone application does when User Clicks on Call button on dial Pad and animation that is done on End call button.
I have researched alot about this but haven't find anything yet. Any help will be appreciated on this topic.
Right now I have implemented scaling animation like below:
- (void)animateFadingOut{
self.view.transform = CGAffineTransformMakeScale(1.00, 1.00);
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.5];
[UIView setAnimationDelegate:self];
[self performSelector:#selector(push) withObject:nil afterDelay:0.35];
self.view.transform = CGAffineTransformMakeScale(0.00, 0.00);
//set transformation
[UIView commitAnimations];
}
- (void)push
{
self.view.transform = CGAffineTransformMakeScale(1.00, 1.00);
// push navigation controloller
CallViewController *objCallViewController = [[CallViewController alloc] initWithNibName:#"CallViewController_iPhone" bundle:nil];
[self setHidesBottomBarWhenPushed:YES];
[self.navigationController pushViewController:objCallViewController animated:NO];
[objCallViewController release];
[self setHidesBottomBarWhenPushed:NO];
[[AppDelegate shared] setTabHidden:TRUE];
}
But It is not giving me exact animation that default Phone application has
Here is what I might try if I was trying to create animations.
CGRect movementFrame = self.view.frame;
//Make position and size changes as needed to frame
movementFrame.origin.x = 0;
[UIView animateWithDuration:0.5
delay:0.0
options:UIViewAnimationOptionCurveEaseOut
animations:^{
/*
Animation you want to commit go here
Apply movementFrame info to the frame
of the item we want to animate
*/
//If you wanted a fade
self.view.alpha = !self.view.alpha //Simply says I want the reverse.
self.view.frame = movementFrame;
//Example of what you could do.
self.view.transform =CGAffineTransformMakeScale(1.00, 1.00);
} completion:^(BOOL finished) {
//Things that could happen once the animation is finished
[self push];
}];
This has not been tested for your case. Therefore I am also not sure if it will help you, but hopefully it will. Good luck to you.
*Edit*
So I reviewed the animation on an iPhone and it appears to me to be a series of animations happening at once.
You have what I presume to be the UIActionSheet animating down.
The top section overlay sliding up its y-axis.
Then you have, which I haven't mastered yet, a split in the back view that animates its x-axis in opposite directions which cause the split.
Finally you have the new view scale up to take frame for the effect.
I can't say 100% this how they have done it, however if I was going to attempt to recreate this, I would likely start here.
Hello there so after just quickly coming up with an animation I got pretty close it could use some tweaks.
It took me three views to do a
topView, bottomView, and backView.
Also took into account the view that you would be loading in. viewToLoadIn
`-(void)animation{
CGRect topMovementFrame = self.topView.frame; //Set dummy frame to modify
CGRect bottomViewFrame = self.bottomview.frame;
topMovementFrame.origin.y = 0 - self.topView.frame.size.height; //modify frame's yAxis so that the frame sits above the screen.
bottomViewFrame.origin.y = self.view.frame.size.height; //modify frame's yAxis to the it will sit at the bottom of the screen.
[self.viewToLoadIn setFrame:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height)];
[UIView animateWithDuration:0.5
delay:0.0
options:UIViewAnimationOptionCurveEaseOut
animations:^{
//Animation
self.topView.frame = topMovementFrame; //Commit animations
self.bottomview.frame = bottomViewFrame;
self.backView.alpha = !self.backView.alpha;
self.backView.transform = CGAffineTransformMakeScale(100, 100);
self.viewToLoadIn.transform = CGAffineTransformMakeScale(2.0, 3.0);
*MAGIC*
} completion:^(BOOL finished) {
//Completion
//Clean up your views that you are done with here.
}];
}`
So then When they pressed the button I had setup this animation would happen.
Also at first I thought that the setup might contain a UIActionStyleSheet. which it still might but this is a pretty handy built in functionality. But the fact that you can interact with the screen lead me to think a custom view. It would be easier in my opinion.
I hope this helps you even if it just a little bit.
Take care ^^

trying to remove a subview

I have 2 subviews on the stage (a splash screen, and the main screen) once the splash screen finishes playing its audio it calls a function called -(void)audioComplete which is suppose to fade out the splash screen, revealing the main screen. I can't seem to get that working.
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
[self.window addSubview:splashController.view];
[self.window addSubview:rootController.view];
[self.window makeKeyAndVisible];
return YES;
}
-(void)audioComplete{
NSLog(#"REMOVE FROM STAGE");
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.5];
[UIView setAnimationDelegate:splashController.view];
splashController.view.alpha = 0.0;
[UIView commitAnimations];
[splashController release];
}
If I add NSLog(#"%#",[splashController.view superview]); in the audioComplete function I get (null), but not when I add it to the didFinishLaunchingWithOptions function.
Apple highly recommends against using splash screens. Instead, you should use an image called 'Default.png' in the root directory. This will get displayed while the application is launching and make it appear that your application is faster than it actually is. Apple could potentially reject your submission to the app store if you create your own loading screen.
Could be one of two things:
1) Seems like your rootControllerView is being added on top of the splashControllerView.
Maybe your animation is happening but you can't see it as your rootControllerView is blocking it.
Try reversing your order of addSubview.
2) Don't release your splash view in the same method you're using for animation. Wait for the animation to finish before releasing your view. You can do this by:
-(void)audioComplete
{
NSLog(#"REMOVE FROM STAGE");
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.5];
[UIView setAnimationDelegate:self];
[UIView setAnimationDidFinishSelector:#selector(releaseView)];
splashController.view.alpha = 0.0;
[UIView commitAnimations];
}
-(void)releaseView
{
[splashController release];
}
Also, as a best practice for memory management, don't release splashControllerView directly.
What I do is release a view immediately after adding it as a subview (adding a subview increases it's retain count).
When I'm done with the subview, I simply call [subView removeFromSuperView] which reduces the retain count and makes it zero.
Simply put:
UIView *view = [[UIView alloc] init]; //retain count = 1
[self.view addSubview:view]; //retain count = 2
[view release]; //retain count = 1
//do stuff with the view
[view removeFromSuperview]; //retain count = 0;
I don't really see your question, because in your didFinishLaunchingWithOptions you're adding your view and it's really there! So you will receive an answer every time you call NSLog(#"%#",[splashController.view superview]); but in audioComplete you release your subView and it's away... After this you can't get access to the superview, because - you're subView is released...
I would use this:
-(void)audioComplete{
NSLog(#"REMOVE FROM STAGE");
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.5];
[UIView setAnimationDelegate:splashController.view];
splashController.view.alpha = 0.0;
[UIView commitAnimations];
[splashController.view removeFromSuperview];
}
You'll get the same thing again, but you're subView is still there if you need something later.
For Fade in and Fade out images between splash and mainscreen. i suggest you could trying having two image in rootviewcontroller. made the fade in and fadeout animation between two UIIMageViews......
for fade in read out this sample tuts:
http://iosdevelopertips.com/user-interface/fade-transition-fade-images-in-and-out.html
during the animation, u can complete your audio streams

How to properly release a view after a UIView Animation ? :)

I have a method like the following:
- (void)add:(id)sender {
MyAddViewController *controller = nil;
controller = [[MyAddViewController alloc] initWithAddType:1];
//controller.delegate = self;
// Do some animation. Slide it in from the right side of the screen.
CGPoint initialCenter = self.view.center;
controller.view.center =
CGPointMake(initialCenter.x + 320, initialCenter.y);
// Add the subview now with it's center + 320 off the screen.
[self.view addSubview:controller.view];
[UIView beginAnimations:#"animation" context:NULL];
[UIView setAnimationDuration:0.35];
[UIView setAnimationDelegate:self];
controller.view.center = CGPointMake(initialCenter.x, initialCenter.y);
//[UIView setAnimationDidStopSelector:#selector(aMethodToBeCalledAfterAnimationEnd:finished:context:)];
[UIView commitAnimations];
//[controller release];
}
You see I have a controller release as the last line in my add method. If I uncomment this line the animation completely dies and it just dumps the view into place with no animation.
Is there a better way to do release without having to create another method which does cleanup via [UIView setAnimationDidStopSelect:#selector(aMethodToBeCalledAfterAnmiationEnd... ?
Or can I do something like setAnimationDidStopSelector:#selector([controller release]) ? :)
Thanks in advance!
Using setAnimationDidStopSelector: is the proper way to solve the generic problem of releasing resources after an animation completes.
Take a step back and reconsider what you're doing here, though. Why are you looking to free the controller you just created? If you are only creating the controller for the purpose of getting at the view, that isn't the right way to do it. Build yourself a factory method to create your view, or use the methods in NSBundle to load the view from a NIB.
You can do this:
[UIView setAnimationDelegate: controller];
[UIView setAnimationDidStopSelector:#selector(release)];
I see you tagged this iphone-sdk-4.0. You could use the new block-based animations to do this and any other cleanup. See the documentation for details.

Is it necessary to do preloading when using UIViewAnimationTransition (Cocoa Touch)

Im using some transitions(Flip) to switch to my "settings/about" view in my iPhone app.
I initiate the transition like this:
SettingsAboutViewController *settingsView = [[SettingsAboutViewController alloc] init];
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:1.0];
[UIView setAnimationTransition:UIViewAnimationTransitionFlipFromRight
forView:[self.navigationController view ]
cache:YES];
[self.navigationController.view addSubview:settingsView.view];
[UIView commitAnimations];
In my SettingsAboutViewController's viewDidLoad method I set up all related graphics using setFrame:CGRectMake(x, y, w, h), there is no Nib involved.
My problem is that all the graphics seems to be positioned in 0,0 and only when the flip is 90% done does it "snap" into place.
I tried calling [super viewDidLoad] after the setup and before, I tried placing my setup code inside loadView instead, but all has failed so far.
It seems the view is not all build before I call the animation. I never had problems like this before and this particular view is not graphics heavy and demanding in any other way?
What is it I need to take into account?
Thanks.
How about using presentModalViewController?? Its simpler and easy to use..
SettingsAboutViewController *settingsView = [[SettingsAboutViewController alloc] initWithNibName:#"SettingsAboutViewController " bundle:nil];
settingsView.delegate = self;
// The magic statement. This will flip from right to left. // present the modal view controller then when you dismissModalViewController.
// it will transition flip from left to right. Simple and elegant.
settingsView.modalTransitionStyle = UIModalTransitionStyleFlipHorizontal;
[self presentModalViewController:settingsView animated:YES];
[settingsView release];
I think that would solve your problem.
Good Luck..!

How to add an animation to the UIView in viewDidAppear?

I tried to add a animation to viewDidLoad and viewDidAppear, but it doesn't work:
- (void)viewDidAppear:(BOOL)animated{
[UIView beginAnimations:#"transition" context:NULL];
[UIView setAnimationTransition:110 forView:self.view cache:YES];
[UIView commitAnimations];
}
Why?
I had the same problem and I think I found the solution on this SO question.
When viewDidAppear gets called you still don't see anything on the screen (despite the name), but you are about to. You can then use a performSelector:withDelay or an NSTimer to launch your animation. The delay can just be 0.1 and your animation will play just when the screen appears.
- (void)viewDidAppear:(BOOL)animated {
[super viewDidAppear:animated];
NSLog(#"View did appear!");
[self performSelector:#selector(animationCode) withObject:nil afterDelay:0.1f];
}
- (void)animationCode {
// you animation code
}
You are not telling the view which state it should animate to so it won't do anything. You need to place code between beginAnimations:context: and commitAnimations that changes the appearance of the view (e.g. by removing one subview and adding another).
You're not using beginAnimations: and commitAnimations correctly. You're supposed to put something in between them that normally wouldn't be animated: e.g. with self.view.alpha = 0.5 you get a fading effect. They have no effect on anything that isn't between them.
By the time viewDidAppear: is called, your view, well... has appeared. It's too late to animate anything. What you actually want to do is something like this:
- (void)showMyViewWithAnimation {
[UIView beginAnimations:nil context:nil];
[UIView setAnimationTransition:110 forView:childView cache:YES];
[parentView addSubview:childView];
[UIView commitAnimations];
}
In the example above, childView is what in your example is called self.view.
Please write out the name of the transition; no one knows what 110 is by looking at it. It's bad style. </pedantry>