I am building an app that requires me to switch amongst 5 views and all of them are in a single view controller class. I am able to switch them using addSubview and removeFromSuperview methods, but the problem is that I want to animate it with the current view moves out to left and the next view comes in from right.
I tried using this thread but was not able to get the desired result.
Any form of help will be highly appreciated.
Thanks in advance!!
You can use this
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:1.5];
CGAffineTransform transform = CGAffineTransformMakeTranslation(xOffSet, yoffSet);
myView.transform = transform;
[UIView commitAnimations];
Hope this Helps....
you can use the following to animate views:
[UIView animateWithDuration:0.8f animations:
^{
// and of course you can edit the duration according to your need
// Change Alpha value of the view or set it to hidden
// you can also change the frame; which will make the view change it position with animation to the new provided frame.
}
completion: ^(BOOL finished)
{
// Your Code here; if you want to add other animation on the end of the proccess.
}
};
Related
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 ^^
I need to show a view(let us call it child view) as a popup on other view(let us call it parent view). The child view will contains images,labels and a button(TO dismiss the childView). I have googled for about an hour or so, but I am not really understanding on how to start the task. Kindly, help me with the approach,solution to resolve the issue.
Try this code.It will add a subview to your main view along with an animation:
//if you want to set your child view frame to your parent view frame.use this
self.childview.frame = self.view.frame;
//if not
self.childview.frame = CGRectMake(10,10,100,100);//ur own frame positon
self.childview.alpha = 0.0f;
[self.view addSubview:self.childview];
[UIView animateWithDuration:0.5 delay:0.0 options:UIViewAnimationCurveEaseOut
animations:^{
self.childview.alpha = 1.0f;
}
completion:^(BOOL finished) {
}];
///After this..if you want to remove it.
[self.childview removeFromSuperview];
Hope this will help you.
use this Demo for your this requirement..
PopupView
In this Above demo you can access controls like UIButton ProgressBar,etc in your view from PopUPView This is Best Demo and SNPopupView class to use with its delegate method
also this is another demo
2 alpopoverview
I am animating UIView when user touches on custom dropdown to show picker View from bottom side.UIView contains Pickerview...so when I change it's frame to move upwards.I get what I want, but pickerView doesn't recognize touch !(see screenshot below)
code is like this
CGRect pickerFrame=self.pickerSheet.frame;
CGRect viewFrame=self.view.frame;
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:SHEET_ANIMATION_DURATION];
//change Frame of View containing UIPickerView
pickerFrame.origin.y=202+animatedDistance;
viewFrame.origin.y-=animatedDistance;//animated distance is value by which view needs to move upward.
[self.pickerSheet setFrame:pickerFrame];
[self.view setFrame:viewFrame];
[UIView commitAnimations];
screenshot
first of all, ++please**, stop using this animation declaration, and bedin use new, block animation:
[UIView animateWithDuration:SHEET_ANIMATION_DURATION
delay:0
options:nil
animations:^{
pickerFrame.origin.y=202+animatedDistance;
viewFrame.origin.y-=animatedDistance;
}
completion:^(BOO f){
//any actions after animation ended
}];
Second, I think your problem is somewhere else. May by, you implementing your touches or picker wrong.
Please start using the new , better animation block , but I think there is something missing in your code , you need to put the code below :
UIViewAnimationOptionAllowUserInteraction
Put this code in options in the new animation block , or find a way to put it in the old animation block
I have a UISegmentedControl on one of my pages. I want an editbox to appear when a segment is clicked right below the clicked segment. I would like it to be animated (slide in or something)
Is this possible? What would be the best way to do this?
Damn.I forgot to mention all this action is going to occur within a cell and not a simple view.
You may try UIView animation.
Firstly set your editbox (UITextView I guess ??) to x coordinate 320 (so it will not appear).
Secondly when user hit the segmented control just translate your UITextView using UIView animation :
[UIView beginAnimation:nil context:nil];
[UIView setAnimationDuration: 1.0];
CGAffineTransform trans = CGAffineTransformMakeTranslation(-320, 0);
self.view.transform = trans;
[UIView commitAnimations];
Hope it will help you ;) .
Ok, so I will try to be more precise, I guess you are using Interface Builder ?
So you have to "link" an action to you UISegmentedController, so in your class write this method :
-(IBAction) translateMyView
{
//If the first segment is selected do translation of the cellView
if(yourSegmentedController.selectedSegmentIndex == 0)
{
[UIView beginAnimation:nil context:nil];
[UIView setAnimationDuration: 1.0];
//This will translate the view to its position from its position -320 px
CGAffineTransform trans = CGAffineTransformMakeTranslation(-320, 0);
//Replace self.view with the view you want to translate.
self.view.transform = trans;
[UIView commitAnimations];
}
else if(yourSegementedController.selectedSegmentIndex ==1)
{
//Do same thing that above but with another view
}
}
So this is the action that occure when you select an index in your segmentedController.
What you have to do is linking this action to your UISegmentedController in Interface Builder.
Hope it will be helpfull ;-)
Is there a way to animate enabling or disabling a button? I've tried the following with no success. I'm guessing at this point that the enabled property cannot be animated like opacity can – but I hope I'm wrong.
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:1.0f];
theButton.enabled = YES;
[UIView setAnimationDelegate:self];
[UIView commitAnimations];
I can't believe there isn't a setEnabled:(BOOL)enabled animated:(BOOL)animated method.
This is actually really easy. UIView.transitionWithView can take a snapshot of any view and cross-dissolve from the snapshot to the new state of the view. You can use that capability to animate a lot of changes, including enabled.
Just use the View Controller's view as the target view, specify TransitionCrossDissolve, then animate as you would normally.
UIView.transitionWithView(self.view,
duration: 0.5,
options: UIViewAnimationOptions.TransitionCrossDissolve,
animations: { () -> Void in
self.someButton.enabled = !self.someButton.enabled
}, completion:nil)
Animatable properties (through UIView beginAnimations:context:) are: frame, bounds, center, transform, alpha (from Apple docs).
So you've to determine what exactly your animation is (in terms of color/alpha/transform animations) and create manual animation (maybe you'll have to use CAAnimation instead of UIView beginAnimations:context:)
You can break down the enable/disable of a button into a change in opacity between two overlapping images each in one state or the other (i.e. make it look like a fade-in/fade-out). In the animation completion handler you can to do the actual enable/disable toggle.
Here's an idea :)
Within your animation block, Remove the button from view and add it again with disabled state. You can specify what kinda animation you want here..
Set: self.buttonSetEvent.customView.alpha = 0.2;
and try this
CGContextRef context = UIGraphicsGetCurrentContext();
[UIView beginAnimations:nil context:context];
[UIView setAnimationCurve:UIViewAnimationCurveEaseIn];
[UIView setAnimationDuration:0.15];
[UIView setAnimationRepeatCount:2];
[UIView setAnimationRepeatAutoreverses:YES];
self.buttonSetEvent.customView.alpha = 1;
[UIView setAnimationDelegate:self];
[UIView commitAnimations];