pushviewcontroller animation without actually calling pushviewcontroller - iphone

I would like to animate my view in response to a user action to look like the animation for a pushviewcontroller. That is, I want the view to slide off-screen to the left in response to the user action. However, I don't want to create a new view and push it onto the stack using pushviewcontroller. I want to reuse the same view and reload the data, and I want the reloaded view with the new data to slide in from the right, and it would in the animation for pushviewcontroller. How would you do this?
Thanks for any help!

Do this in your viewController. This will move the whole view of it to the right and then after 2 seconds back. You may want to move only a subview so you have some kind of background.
- (void)viewDidAppear:(BOOL)animated
{
[UIView animateWithDuration:1.2
animations:^{
self.view.frame = CGRectMake(320, 0, 320, 480);
}];
[self performSelector:#selector(slideBackView) withObject:nil afterDelay:2.0];
}
- (void)slideBackView
{
[UIView animateWithDuration:1.2
animations:^{
self.view.frame = CGRectMake(0, 0, 320, 480);
}];
}

you can animate your UIView,See the below SO post ..
iPhone UIView Animation Best Practice
Here is more link ..
http://ameyashetti.wordpress.com/2009/08/17/view-animation-tutorial/

Related

removeFromSuperview with animation and views management

I did some digging around about this, but nothing really seems to answer my particular question (not even this: Is it possbile to removeFromSuperview with Animation?).
Basically, my app starts with a welcome screen, where a user clicks on "sign in", then goes to the sign in view, then getting to a tab bar view, which is the actual app.
The way I did it, is that I wrote a custom class - TabBarController, which sets up all the tabs and their respective view controllers. Now, when the user clicks on "sign in" i am calling removeFromSuperview and present the tabbar.
I am trying to find a way to animate the transition from the sign in page to the tab bar. I tried some proposed solutions around here, but none seems to do the job. Here is my code in the signin.m view controller. I am looking to animate out the current view (ideally, not just by fading out, but more cool stuff like flips, etc.).
//when done signing in --> go to the tab bar view
-(IBAction)done:(id)sender {
TabBarController *tabController = [[TabBarController alloc] init];
[UIView beginAnimations:#"removeWithEffect" context:nil];
[UIView setAnimationDuration:4.0];
self.parentViewController.view.frame = CGRectMake(0,0,320,480);
self.parentViewController.view.alpha = 1.0f;
[UIView commitAnimations];
[self.parentViewController.view performSelector:#selector(removeFromSuperview) withObject:nil afterDelay:2.5f];
[self presentModalViewController:tabController animated:YES];
}
Appreciate any help!
That can't work that way. presentModalViewController dislpays the view of a viewController over the own view. It won't replace the source viewController (self).
Since you remove self.parentViewController.view from the view hierarchy, it can't present your tabController modally because you have removed self.
Anyway, i would recommend you another way to achieve your view layout:
Create a tabBarViewController and add its view to a rootView (self.window in the app delegate or whatever you are using now). Then add your login-view to the same view. Due the view hierarchy, the login-view will be displayed above the tabBar.view. And the done button should be implemented this way: (i'm using block syntax for animation as it should be)
-(IBAction)done:(id)sender {
[UIView animateWithDuration:1.0
animations:^{
self.view.frame = CGRectMake(0, 480, 320, 480);
self.view.alpha = 0.0
}
completion:^(BOOL finished){
[self.view removeFromSuperView];
}
];
}
You can animate more things than just the alpha, size or position. Just take a look about animations in the documentation. I guess, you'll be interested in view.transform to commit flip animations. ;)
This is how you have to remove the view after animating it.
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:1.0];
[UIView setAnimationDelay:2.0];
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
[UIView setAnimationDelegate:myView];
[UIView setAnimationDidStopSelector:#selector(removeFromSuperview)];
[UIView commitAnimations];
Hope this helps.
Happy coding.

Need Help Syncing Timing of View Loading

I have a UIView that is pushed from offscreen to onscreen using the following code. The problem is, the keyboard is being loaded first, then the view, it is like they are two separate views being pushed into the screen.
What I want is for the keyboard and view to load together at the same time.
[UIView animateWithDuration:.5
animations:^{
[self.weightView setFrame:CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height)];
}
completion:^(BOOL finished){
[weightTextField becomeFirstResponder];
}];
You should call the becomeFirstRsponder in the "animation:" block, not the "completion:" block, so that the keyboard and the view are animated together, and not one after the other.

Animating UIView while pushing a UINavigationController

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.

UIView Animations stop working after dismiss Modal 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];
}

iphone - not full screen modal

At some part of my code I am using this line
[[self navigationController] pushViewController:myController animated:YES];
This works perfectly and pushes a view, coming from bottom, over the current one, covering the last one completely.
I am wondering if there's a way to make it cover just part of screen. Let's say, just the half bottom of the screen...
Is it possible? I have tried to change the controller's view frame but the size kept coming full screen.
thanks.
Instead of using a new view controller modally, you could add a new subview to your existing view, using the same view controller.
You can do the "slide in" animation with something like:
[self.view addSubview: newView];
CGRect endFrame = newView.frame; // destination for "slide in" animation
CGRect startFrame = endFrame; // offscreen source
// new view starts off bottom of screen
startFrame.origin.y += self.view.frame.size.height;
self.newImageView.frame = startFrame;
// start the slide up animation
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:.3];
newView.frame = endFrame; // slide in
[UIView commitAnimations];
You can do it in a limited fashion with a modal view controller. Check out the presentation options available under UIModalPresentationStyle in the apple docs.
You will need to be on iOS 3.2 or above to do a modal view controller.