Problem with simple animation - iphone

I am using animation on a button click first time show a view and second ti me hide a view.
here is my code for hiding a view
-(IBAction)clickme
{
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.3];
[UIView setAnimationCurve:UIViewAnimationCurveLinear];
[UIView setAnimationDelegate:self];
[view1 setAlpha:0.0];
[UIView commitAnimations];
}
similar code is there for showing the view.
But the problem arises when user click the button many times again and again....means i am using 2 seconds for my animation but if user presses the same button in during the animation then the output result is very bad.
I don't want to disable that button during the period of animation.
Is there any other way?

You need to keep track of whether there's an animation going on, and ignore the click if it is.
Declare an instance variable BOOL animating; in your class header, and initialise it to NO in your init.
Then,
-(IBAction)clickme
{
if (animating) return;
animating = YES;
[UIView beginAnimations:nil context:self];
[UIView setAnimationDuration:0.3];
[UIView setAnimationCurve:UIViewAnimationCurveLinear];
[UIView setAnimationDelegate:self];
[view1 setAlpha:0.0];
[UIView commitAnimations];
}
- (void)animationDidStop:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context {
if (context == self)
animating = NO;
}

try to use + (void)setAnimationBeginsFromCurrentState:(BOOL)fromCurrentState:
-(IBAction)clickme
{
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.3];
[UIView setAnimationBeginsFromCurrentState:YES];
[UIView setAnimationCurve:UIViewAnimationCurveLinear];
[UIView setAnimationDelegate:self];
[view1 setAlpha:0.0];
[UIView commitAnimations];
}

Related

animations on infinite loop

I have 5 different animations that animate then disappear one after another. Is there a way to put them on an infinite loop so animation #1 begins and ends, then anim #2 begins and ends etc..? the whole process then would repeat on an infinite loop.
I have the animations in separate blocks on delays. I'm guessing that there is a better way of doing this. this is what I have at the moment:
-(void) firstAnimation {
[UIView beginAnimations:#"Fade Out Image" context:nil];
[UIView setAnimationDelegate:self];
[UIView setAnimationDelay:40];
[UIView setAnimationRepeatCount:30];
[UIView setAnimationRepeatAutoreverses:YES];
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
theImage.alpha = 1;
theImage.alpha = 0.1;
[UIView commitAnimations];
[self secondAnimation];
}
-(void) secondAnimation {
tapImage2.hidden = NO;
[UIView beginAnimations:#"Fade Out Image" context:nil];
[UIView setAnimationDelegate:self];
[UIView setAnimationDelay:53];
[UIView setAnimationRepeatCount:29];
[UIView setAnimationRepeatAutoreverses:YES];
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
theImage2.alpha = 1;
theImage2.alpha = 0.1;
[UIView commitAnimations];
[self thirdAnimation];
}
this then goes on for 5 animations. thanks for any help.
Instead of using the delay, set the animation delegate and create an animation done method. I notice you are already setting the delegate.
[UIView setAnimationDelegate:self];
[UIView setAnimationDidStopSelector:#selector(animationFinished:finished:context:)];
- (void)animationFinished:(NSString *)animationID finished:(BOOL)finished context:(void *)context {
//Start next animation based on the animationID of the last one...
}

how to execute multiple animations in a row?

-(ibaction)sometouched:(id)sender
{
[UIView beginAnimations:#"first one" context:nil];
[UIView setAnimationDuration:1.0];
[myview setFrame:CGRectMake(0,y,width.height.);
[UIView commitAnimations];
[UIView beginAnimations:#"second one" context:nil];
[UIView setAnimationDuration:1.0];
[myview setFrame:CGRectMake(x,0,width.height.);
[UIView commitAnimations];
}
This is just a demonstrate. What I want is the animation will take 2 parts. the first one moves the view down, and the second one moves it to the right. but what i've got is it quickly moves down and then moves correctly to the right.
what did i miss here?
You need to start the second animation from the animationDidStop delegate method.
-(ibaction)sometouched:(id)sender
{
[UIView beginAnimations:#"first one" context:nil];
[UIView setAnimationDuration:1.0];
[myview setFrame:CGRectMake(0,y,width.height.);
[UIView setAnimationDelegate:self];
[UIView commitAnimations];
}
- (void)animationDidStop:(CAAnimation *)theAnimation finished:(BOOL)flag {
[UIView beginAnimations:#"second one" context:nil];
[UIView setAnimationDuration:1.0];
[myview setFrame:CGRectMake(x,0,width.height.);
[UIView setAnimationDelegate:nil];
[UIView commitAnimations];
}

Want a flickering UIImageView (CoreAnimation and alpha-value)

I would like to have an UIImageView that flickers. I thougt I can make it with CoreAnimation and the alpha-value. I tried this:
for (int a = 1; a <= 100; a++) {
schwarz.alpha = 0.7;
[UIView beginAnimations:nil context:nil];
[UIView setAnimationCurve:UIViewAnimationCurveEaseIn];
[UIView setAnimationDuration:1];
schwarz.alpha = 0,1;
[UIView commitAnimations];
}
but it doenst work. He just moves to 0.1 and not again to 0.7.
I also tried this:
schwarz.alpha = 0.7;
[UIView beginAnimations:nil context:nil];
[UIView setAnimationCurve:UIViewAnimationCurveEaseIn];
[UIView setAnimationDuration:1];
schwarz.alpha = 0.1;
[UIView commitAnimations];
[UIView beginAnimations:nil context:nil];
[UIView setAnimationCurve:UIViewAnimationCurveEaseIn];
[UIView setAnimationDuration:1];
schwarz.alpha = 1;
[UIView commitAnimations];
[UIView commitAnimations];
[UIView beginAnimations:nil context:nil];
[UIView setAnimationCurve:UIViewAnimationCurveEaseIn];
[UIView setAnimationDuration:1];
schwarz.alpha = 3;
[UIView commitAnimations];
// and so on...
And again It doenst work. How can I implement the flickering?
Thanks!
The problem with your code is that the [UIView commitAnimation] method doesn't block - I mean that the code implementation continues and the animation is done asynchronously.
So, actually, what is going on is that you go through all the loop iterations first and then the animation is done from 0.7 to 1.0...
Just use the setAnimationDidStopSelector without the "for" loop.
schwarz.alpha = 0.7;
[UIView beginAnimations:nil context:nil];
[UIView setAnimationCurve:UIViewAnimationCurveEaseIn];
[UIView setAnimationDuration:1];
[UIView setAnimationDelegate:self];
[UIView setAnimationDidStopSelector:#selector(animationDidStop:finished:context:)];
schwarz.alpha = 0.1;
[UIView commitAnimations];
The catching method might be:
- (void)animationDidStop:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context {
/* Do your things here... */ }
All UIView animations added in one event loop are basically merged together. You need to use the UIView animationDidStopSelector. As an example, see the following:
-(void)tileAnimate:(NSString*)animationID finished:(BOOL)finished context:(void*)context {
int position = [animationID intValue];
NSString *next = [NSString stringWithFormat:#"%d", position+1];
if(position == boardSize) {
return;
}
[UIView beginAnimations:next context:context];
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
[UIView setAnimationDuration:timing];
[UIView setAnimationDelegate:self];
[UIView setAnimationDidStopSelector:#selector(tileAnimate:finished:context:)];
buttons[position].transform = CGAffineTransformIdentity;
[UIView commitAnimations];
}
I use this to, one after another, animate shrinking an array of buttons back to their normal sizes.
Two more things:
First, UIViewAnimationCurveEaseIn does not work fading i think.
Second, in your original code you say:
schwarz.alpha = 0,1;
Note that there is a comma there and not a dot. Interestingly that code compiles, but it probably does not do what you intended.
Here is another take on this. I'm not using fading but I think the flickering effect is still nice.
http://github.com/st3fan/iphone-experiments/tree/master/Miscellaneous/Flicker/
Use the first code sample posted, but take out the for statement and add the lines
[UIView setAnimationRepeatAutoreverses:YES];
[UIView setAnimationRepeatCount:(float)number];
I think -1 for the number should be repeating indefinitely, but I'm not 100% sure on that.

Flip between Image 1, 2, 3 instead of Image 1,3 (iPhone SDK)

I'm using some pretty standard code to flip 2 UIImageViews that are inside a small view.
(I'm amazed it worked!)
But what if I had THREE UIImageViews inside a small view... and wanted to flip between all 3?
I thought I could just cut/paste 2 copies of my code... but I guess not.
When I try to flip 1>2.. and then 2>3... it just flips once... going directly from 1>3.
What happened to 2????
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.5];
[UIView setAnimationTransition:UIViewAnimationTransitionFlipFromLeft forView:myView cache:YES];
[image1 removeFromSuperview];
[myView addSubview:image2];
[UIView commitAnimations];
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.5];
[UIView setAnimationTransition:UIViewAnimationTransitionFlipFromLeft forView:myView cache:YES];
[image2 removeFromSuperview];
[myView addSubview:image3];
[UIView commitAnimations];
The animations are not chained together like this. Basically, they are doing both animations at the same time. What you want is to create a new method for the second flip that will be called after the first one is done:
- (void)animationDidStop:(NSString *)animationID finished:(NSNumber *)finished context:(void *)contextn {
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.5];
[UIView setAnimationTransition:UIViewAnimationTransitionFlipFromLeft forView:myView cache:YES];
[image2 removeFromSuperview];
[myView addSubview:image3];
[UIView commitAnimations];
}
Then in your existing method, put this line:
[UIView setAnimationDidStopSelector:#selector(animationDidStop:finished:context:)];
like so:
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.5];
[UIView setAnimationTransition:UIViewAnimationTransitionFlipFromLeft forView:myView cache:YES];
[UIView setAnimationDidStopSelector:#selector(animationDidStop:finished:context:)];
[image1 removeFromSuperview];
[myView addSubview:image2];
[UIView commitAnimations];
For more info, check the apple docs
You could set a 0.5 second delay on the start of the second animation.
Also, you may want to check out keyframe animations to do more advanced stuff like this.
Jill,
In your second code block, do the following.
[UIView beginAnimations:nil context:NULL];
// This will cause your second animation block to wait 0.5 second, which will be
// enough time for the second one to kick in and do it's thing.
[UIView setAnimationDelay:0.5];
[UIView setAnimationDuration:0.5];
[UIView setAnimationTransition:UIViewAnimationTransitionFlipFromLeft forView:myView cache:YES];
[image2 removeFromSuperview];
[myView addSubview:image3];
[UIView commitAnimations];

How to create a multistage UIImageView animation?

I'm trying to do a multistage animation, so that a UIImageView (1) fades in, (2) moves, (3) slide off the screen.
Only stage 1 seems to work. What am I doing wrong? Here's the code:
// FIRST PART - FADE IN
-(void)firstAnim
{
// 'sprite' is a UIImageView
[sprite setAlpha:0.1f];
[UIView beginAnimations:#"anim1" context:NULL];
[UIView setAnimationBeginsFromCurrentState:YES];
[UIView setAnimationDuration:0.25];
[UIView setAnimationDidStopSelector:#selector(secondAnim)];
[UIView setAnimationCurve:UIViewAnimationCurveLinear];
[sprite setAlpha:1.0f];
[UIView commitAnimations];
}
// SECOND PART - MOVE
-(void)secondAnim
{
[UIView beginAnimations:#"anim2" context:NULL];
[UIView setAnimationBeginsFromCurrentState:YES];
[UIView setAnimationDuration:0.5];
[UIView setAnimationDidStopSelector:#selector(thirdAnim)];
[UIView setAnimationCurve:UIViewAnimationCurveLinear];
sprite.frame = CGRectMake(170, 184, 20, 20);
[UIView commitAnimations];
}
// THIRD PART - SLIDE OFF SCREEN
-(void)thirdAnim
{
[UIView beginAnimations:#"anim3" context:NULL];
[UIView setAnimationBeginsFromCurrentState:YES];
[UIView setAnimationDuration:0.5];
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
sprite.frame = CGRectMake(170, 420, 20, 20);
[UIView commitAnimations];
}
You need to add a call to set yourself as the animation delegate:
[UIView setAnimationDelegate:self];
It would be a good idea to unset yourself as the delegate (set to nil) in the last animation block.
The complete solution to your question is:
1) set the animation delegate
2) use the correct selector and method signature
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:.5];
[UIView setAnimationDelegate:self]; //set delegate!
[UIView setAnimationDidStopSelector:
#selector(secondAnim:finished:context:)];
-(void)secondAnim:(NSString *)animationID
finished:(NSNumber *)finished
context:(void *)context {
//animation #2
}