iPhone: How to do kCATransitionMoveIn without the fade effect - iphone

I am doing a transition of views with type as kCATransitionMoveIn and subtype as kCATransitionFromRight.
This works fine with the new view fading in as it comes from right and old view fading out. Can the fading be avoided ? I would like to have the view coming in with the alpha of 1, and the outgoing view to be seen clearly until it is until it is fully replaced. Is this possible & how to do this ?

yes, its possible, u can do it by moving them manually , using the [UIView beginAnimation] method, just chain a couple of animation and u're good to go

Related

Pausing and restarting animations

I'm working on a test that uses swift UIKit dynamics to animate a ball across the screen. I want to add a button in the top left of the screen, that when pressed, pauses the screen just how it is, then when pressed again, resumes the animation. If anyone has any suggestions on how to go about doing this that would be much appreciated. Thank you
The simplest thing to do is to set the speed of the layer of a superview that contains all views being animated to 0:
self.view.layer.speed = 0
Then set it back to 1.0 when you want the animation to continue.
(It isn't obvious that layers have a speed property. It is there because they conform to the CAMediaTiming protocol.)

UIModalTransitionStyleFlipHorizontal Vertically?

Is it possible to hack the UIModalTransitionStyleFlipHorizontal to be vertical instead of horizontal?
I would normally use a CATransition to do this, but that method requires inserting the view of one UIViewController into the other one, which results in it not being released properly.
So, is it possible without adding one as a subview of another?
You might try using the accepted answer from: UIView vertical flip animation and presenting the modal view half way through the animation. This will require some modification of that code, but it should be possible to do.

iPhone - What is the control in the middle of the in call screen?

As a small project to get myself used to some more iPhone elements I've decided to create a sample in call screen, modeling it on the native iPhone call screen (IOS 4)
However I'm struggling to make out what elements the native in call screen uses to make up the view that is displayed.
I was wondering if someone with more experience on iPhone could help me out by explaining what the various elements are?
Is the bottom part a UIActionSheet that is slightly transparent and with a UIBUtton placed over it? Or is it a slightly transparent imageview with the button over-layed?
Similarly at the top, it looks like its an imageiew with the name or number of the callee/caller and the call duration underneath, would I be correct in thinking that?
The part I'm really interested in is the bit where the icons are held in some sort of dialog in the centre of the screen that is animated to swing around to a keypad when it is selected, is this some sort of iPhone control that I can use or customise?
EDIT:
I've tried two things to try to achieve this so far:
1) I've created a view within a view and I am trying to flip this however I can only seem to get the main view to flip properly and not the view inside it which is the one I want and it doesn't seem to be a good approach.
2) I've tried to look at using the Utility application approach to it but again this seems to be for flipping the full screen and not just a section within a screen (view)
Has anybody got any pointers on what to try next? Or if one of the above methods is the ideal way to do it and should be investigated further?
At a basic level, I would say that the panel of 6 buttons is simply a view with 6 buttons laid out in it as subviews.
The rounded corners and border stroke can be achieved by accessing the view's layer property and the layer's properties for cornerRadius, borderWidth, and borderColor, e.g.
view.layer.cornerRadius = 10;
view.layer.borderWidth = 2;
view.layer.borderColor = [UIColor whiteColor].CGColor;
This requires including the CoreGraphics Framework, and the appropriate header files in your code.
I notice there's a gradient (or it appears to be a gradient) in the border stroke. I am not sure how to achieve that without doing something more involved and clever (such as a containing view that is just slightly larger veritically and horizontally than the view containing the buttons and is filled with a gradient color. The result would be a gradient border, but this doesn't seem like the best way to do that...
The flip is actually pretty easy. You can create a UIView animation with something like this:
[UIView beginAnimations:nil context:nil];
[UIView setAnimationTransition:UIViewAnimationTransitionFlipFromLeft
forView:view cache:NO]
[UIView commitAnimations];
Does this help, or at least get you started?

Views and buttons unresponsive to touches after rotation

I am coding against iOS 3.0 and I am trying to add rotation (landscape) support to my app.
Everything about the rotation was easy enough. However, after rotation to landscape mode from portrait, the right-third of the screen (480-320) is unresponsive to all events (touches, drag, etc.). I've verified that the key window is receiving the events but those events are not being passed to the buttons and UIViews on the right (in landscape) side of the screen.
I am using NSNotificationCenter to receive orientation changed events (and not using autorotate flag).
I did see: link text but that wasn't very helpful to my case.
Stuck. Need help. Thanks.
I've fixed the problem I was having .. I basically needed to do [self.navigationController.view setNeedsLayout].
The way I understand this (which maybe incorrect is that self.navigationController.view.frame was same as self.view.frame and both were equal to (x=0,y=0,width=320,height=480). I then rotated self.view by M_PI/2 and did a number of frame manipulation on select self.view.subviews to get everything to animate/position/scale correctly.
That worked out okay but the navigation controller was not willing to acknowledge touch events to parts of self.view there were to the right of 320. In essence, if this self.navigationController.view.clipsToBounds were true, it might not even have shown that part of self.view.
Anyway, setting setNeedsLayout on the navigation controller's view resolved the issue. I hope this helps someone else.

iPhone Flip Transition - Can I get notified at the half way point

I have a single UIView for drawing any one of a set of items. That is, my one UIView subclass can be told to draw a square, circle, or triangle for example.
I'd like to have a transition to flip that view so that the UIView draws a different shape at the half way point, so it looks like I'm transitioning to a different view, but really I'm just redrawing the single view at the half way point of the transition.
Is there a way to do this, without resorting to using two different UIViews and swapping them out in the animation block? It would be a bit clumsy for me to rejig what I have to use the swap mechanism.
Ideally all I need is some callback or notification that the animation is at the half way point, and then I can redraw the view with the new shape then.
Thanks for any help!
Even if you did know the midpoint of your flip animation, I don't believe redrawing the content of the view mid-animation would do anything. I think that the contents of the view's layer are cached at the beginning of the animation and don't change as the animation proceeds. Also, your view would end up inverted, left to right, at the end of the animation if you didn't have another view behind it.
If you wish to do this as a custom animation, you could break this into two halves using something like Mike Lee's Lemur Flip implementation that I describe in this answer. After the first half of the animation, you could redraw the view's content and complete the animation, ending up back where you started.
However, to me it seems more clumsy to not switch views in response to the transition. It certainly will take a lot more code to do.
you can try to do smth like this. For example, your animationDuration property is set to 2.0f. so, the half way point is 1 second, so you can use
[self performSelector:#selector(yourCallbackMethod) withObject:nil afterDelay:1.0f];
The only way I know of that you could do this is to re-create the animation using Core Animation and then monitor the animation in the presentationLayer using a timer. There is no KVO available in Core Animation Layers so you have to monitor it explicitly.
In other words, it's probably not worth it. I suggest you think of a different way to solve your problem.