iPhone UIView Animation Disables UIButton Subview - iphone

So I've got a problem with buttons and animations. Basically, I'm animating a view using the UIView animations while also trying to listen for taps on the button inside the view. The view is just as large as the button, and the view is actually a subclass of UIImageView with an image below the button. The view is a subview of a container view placed in Interface Builder with user interaction enabled and clipping enabled. All the animation and button handling is done in this UIImageView subclass, while the startFloating message is sent from a separate class as needed.
If I do no animation, the buttonTapped: message gets sent correctly, but during the animation it does not get sent. I've also tried implementing the touchesEnded method, and the same behavior occurs.
UIImageView subclass init (I have the button filled with a color so I can see the frame gets set properly, which it does):
- (id)initWithImage:(UIImage *)image {
self = [super initWithImage:image];
if (self != nil) {
// ...stuffs
UIButton *tapBtn = [UIButton buttonWithType:UIButtonTypeCustom];
tapBtn.frame = CGRectMake(0, 0, self.frame.size.width, self.frame.size.height);
[tapBtn addTarget:self action:#selector(buttonTapped:) forControlEvents:UIControlEventTouchUpInside];
tapBtn.backgroundColor = [UIColor cyanColor];
[self addSubview:tapBtn];
self.userInteractionEnabled = YES;
}
return self;
}
Animation method that starts the animation (if I don't call this the button works correctly):
- (void)startFloating {
[UIView beginAnimations:#"floating" context:nil];
[UIView setAnimationDelegate:self];
[UIView setAnimationCurve:UIViewAnimationCurveLinear];
[UIView setAnimationDuration:10.0f];
self.frame = CGRectMake(self.frame.origin.x, -self.frame.size.height, self.frame.size.width, self.frame.size.height);
[UIView commitAnimations];
}
So, to be clear:
Using the UIView animation effectively disables the button.
Disabling the animation causes the button to work.
The button is correctly sized and positioned on screen, and moves along with the view correctly.

This resolves the issue:
[UIView animateWithDuration:20 delay: 0.0 options: UIViewAnimationOptionCurveEaseInOut | UIViewAnimationOptionAllowUserInteraction
...

The animation is just eye candy. The animation lags behind the actual movement of the view. The button is already at the destination point when the animation starts. You just see a movie of the view/button moving.
If you want a button to be clickable during the animation, you'll have to make the animation yourself.

... was experiencing this same problem because my code was doing one large animation per block. I made an NSTimer based solution, like the one suggested above, and it worked... yet the movement was jerky (unless I inserted animation within every timer event trigger).
So, since animation was required anyway, I found a solution which requires no timer. It animates only a short distance and thus the button click is still accurate, with only a small error which is my case is very unnoticeable in the UI, and can be reduced depending on your params.
Note below that the error at any given time is < 15.0, which can be reduced for more accuracy depending on your animation speed requirements. You can also reduce the duration time for more speed.
- (void)conveyComplete:(UIView*)v
{
[self convey:v delay:0];
}
- (void)convey:(UIView*)v delay:(int)nDelay
{
[UIView animateWithDuration:.5
delay:nDelay
options:(UIViewAnimationOptionCurveLinear | UIViewAnimationOptionAllowUserInteraction)
animations: ^
{
CGRect rPos = v.frame;
rPos.origin.x -= 15.0;
v.frame = rPos;
}
completion: ^(BOOL finished)
{
[self conveyComplete:v];
}];
}

Related

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];
}

Can't interact with UITableView while animations are in progress

I'm trying to implement an animation that happens when a user taps one of my tableview cells. Basically, the animation is just a little label with text like "+5" or "+1" that appears, then moves upwards whilst fading (basically like points appear in video games as the user scores them).
In the tableView:didSelectRowAtIndexPath: implementation of my controller, I'm doing the following (paraphrased for simplicity here):
CGRect toastFrame = /* figure out the frame from the cell frame here */;
UILabel *toast = [[UILabel alloc] initWithFrame:toastFrame];
toast.text = [NSString stringWithFormat:#"+%d", 5];
toast.backgroundColor = [UIColor clearColor];
toast.userInteractionEnabled = NO; // hoped this would work but it doesn't
[tableView addSubview:toast];
[UIView
animateWithDuration:1.0
animations:^
{
toast.alpha = 0.0;
toast.transform = CGAffineTransformMakeTranslation( 0.0, -44.0 );
}
completion:^ (BOOL finished)
{
[toast removeFromSuperview];
}];
[toast release];
The toast is appearing nicely and looks great. The problem is that until the animation completes, the tableview stops receiving touch events. This means that for one second after tapping a cell in the tableview, you can't tap any other cells in the tableview.
Is there a way to stop this from happening and allow the user to keep interacting with the tableview as if the animations weren't happening at all?
Thanks in advance for any help with this.
Another option may be to use animateWithDuration:delay:options:animations:completion: (untested, from the top of my head)
Take a look at the options parameter and the possible flags, defined by UIViewAnimationOptions. Included there is a flag called UIViewAnimationOptionAllowUserInteraction. This could be a solution, maybe you should try it out!
Have you tried doing it the other way? For example, after adding toast as a subview, you can do something like this:
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationCurve: UIViewAnimationCurveEaseOut];
[UIView setAnimationDuration: 1.0];
toast.alpha = 0.0;
toast.frame.origin.y -= 44.0;
[toast performSelector:#selector(removeFromSuperview) withObject: nil afterDelay: 1.0];
[UIView commitAnimations];
and then release toast. You can try it this way and see if it works.

Transition behavior using transitionFromView and transitionWithView

I am attempting to create a transition between two subviews (view1 and view2). When a button is pressed I want view1 (front) to flip and show view2 (back). I have tried both transitionFromView and transitionWithView. Each works - but each has a problem.
transitionFromView - flips the superview (the whole window view flips, not the subviews). When this flip happens - one subview is on the front of the superview before the flip, and the other subview is on the back of the flip - as it should be. But I don't want the superview to flip, just the subviews.
transitionWithView - flips only the subviews - but the 'to' view gets displayed before the transition happens.
Anyone have a suggestion?
-(IBAction) button1action:(id) sender {
if ([sender tag] == 0) {
[UIView transitionFromView:view2 toView:view1 duration:2.0
options:UIViewAnimationOptionTransitionFlipFromLeft
completion:nil];
}
else {
[view1 removeFromSuperview];
[self.view addSubview:view2];
[UIView transitionWithView:view2
duration:2.0
options:UIViewAnimationOptionTransitionFlipFromRight +
UIViewAnimationOptionShowHideTransitionViews
animations:^{}
completion:nil];
}
}
You need to remove and add the subviews in the animation block. Also, I think that transitionWithView is supposed to take the super view as argument. I think what you need to do to get this right is to use a container view that is the same size as the views you want to flip.
This is copied from the documentation:
[UIView transitionWithView:containerView
duration:0.2
options:UIViewAnimationOptionTransitionFlipFromLeft
animations:^{ [fromView removeFromSuperview]; [containerView addSubview:toView]; }
completion:NULL];
I have run into this exact same problem, and I agree with the earlier answer. It seems you must have a container view for animating a transition from one subview to another subview.
I'm using the transitionFromView approach. To have a background behind the animation, you will also need a superview with the background for the container view.
My code looks like:
[UIView transitionFromView:view1
toView:view2
duration:0.5
options:UIViewAnimationOptionTransitionFlipFromRight |
UIViewAnimationOptionAllowUserInteraction |
UIViewAnimationOptionBeginFromCurrentState
completion:nil];
Here's my working solution stub, a simple thing that took 2 hours, damn:
we got 1 button to flip things, a UIView called panel that holds the 2 views I want to swap with a flip animation.
-(void)viewDidLoad{
[super viewDidLoad];
UIButton *btnFlip = [UIButton buttonWithType:UIButtonTypeRoundedRect];
btnFlip.frame = CGRectMake(10, 10, 50, 30);
[btnFlip setTitle:#"flip" forState:UIControlStateNormal];
[btnFlip addTarget:self action:#selector(flip) forControlEvents:UIControlEventTouchUpInside];
[self.view addSubview:btnFlip];
panel = [[UIView alloc] initWithFrame:CGRectMake(10, 40, 300,300)];
panel.backgroundColor = [UIColor darkGrayColor];
[self.view addSubview:panel];
panelBack = [[UIView alloc] initWithFrame:CGRectMake(10, 40, 280, 200)];
panelBack.tag = 1;
panelBack.backgroundColor = [UIColor brownColor];
[panel addSubview:panelBack];
panelFront = [[UIView alloc] initWithFrame:CGRectMake(10, 40, 280, 200)];
panelFront.tag = 2;
panelFront.backgroundColor = [UIColor whiteColor];
[panel addSubview:panelFront];
displayingFront = TRUE;
}
-(void)flip{
[UIView transitionWithView:panel
duration:0.5
options:(displayingFront ? UIViewAnimationOptionTransitionFlipFromRight : UIViewAnimationOptionTransitionFlipFromLeft)
animations:^{
if (displayingFront) {
//panelFront.hidden=TRUE;
//panelBack.hidden = FALSE;
[panelFront removeFromSuperview];
[panel addSubview:panelBack];
}else{
//panelFront.hidden=FALSE;
//panelBack.hidden = TRUE;
[panelBack removeFromSuperview];
[panel addSubview:panelFront];
}
}
completion:^(BOOL finished){
displayingFront = !displayingFront;
}];
}
Having run into the same problem I agree with Eric and Sam:
either transitionWithView or transitionFromView will both do what you want as given above as long as you create a container view of the appropriate size that you wish to flip. Otherwise the whole window view will flip.
So if view1 is the subview you begin with and you want to flip to view2 then add
UIView *containerView = [[UIView alloc] initWithFrame:appropriateSize];
[containerView addSubview:view1];
And then the simplest way to animate is probably:
[UIView transitionFromView:view1
toView:view2
duration:2.0
options:UIViewAnimationOptionTransitionFlipFromLeft
completion:nil];
I had the same requirement, and saw many approaches -- from using layers (which ends up very complicated if you just want to deal with a UIView) to suggestions that i needed a "container" to then transition between to sub-views. But if you just want to swithc something front to back, like flipping over a playing card or a game tile, i made a one line change:
(note: i have an array of UIViews (tiles[x][y]) in a grid (for a game). i have all my imagefilenames in database tables / arrays, which dynamically are loaded into the UIImages of the UIImageViews. The image for the "back" of a card or tile in a UIImage named "tileBackPicImageNM".
so my code that simply swapped the front image out for an image of the back was:
[tiles[indexX][indexY] setImage:[UIImage imageNamed:tileBackPicImageNM]];
which works fine.
but and now, to show a flipping action, it is:
[UIView transitionWithView:tiles[indexX][indexY] duration:0.3 options:UIViewAnimationOptionTransitionFlipFromLeft
animations:^{
[[indexX][indexY] setImage:[UIImage imageNamed:tileBackPicImageNM]];
}
completion:NULL];
I experimented with different "duration" parameters -- subsequently made it a float that I set in the viewDidLoad routine. Faster than 0.3 is almost not visible, and a value of 1 or 2 is very slow...
This does not involve two sub-views, which is my case is a lot more useful since i didn't want to have an array of containers containing a hierarchy of views, etc... and on new levels etc i always reload the arrays anyway...
Keep in mind that the container view requires a solid background color.It means anything else than clear color.This was my mistake and spent quite long time to figure it out.
using transitionFromView, both front and back view should be inside another view(not the super view). this way it will not flip the whole screen.
> superview
> another view
> backview
> frontview
UIView.transitionFromView(frontView, toView: backView, duration: 0.5, options: .TransitionFlipFromLeft | .ShowHideTransitionViews) { finished in
}
You might want to make the (another view) equal to the size of the frontView

Possible to "UIScrollView.zoomToRect" and then do UIView animations?

I have a UIScrollView. I'd like to do some animation with it, but I want to add a neat little animation that basically zooms the UIScrollView back to where it started and then I can do some UIView animation. Is that possible?
I have tried to have a button trigger one method with the scrollView.zoomToRect, and this method calls another method in a background thread that does UIView animation. The issue is that whatever I do, the UIScrollView will just not zoom out to normal if I have an animation after it. I just want to make it zoom out followed by some animation, but I cannot.
It does not help to insert the scrollView.zoomToRect method in the animation block.
Anyone have an idea?
I am not sure if this qualifies as an answer to my own question, but in case anyone else was wondering, or in case anyone else have a better solution. I used the following code:
(Called when I hit the flip button)
- (void) flipCurrentViewZoomOut {
// If either view is zoomed in
if (view1.scrollView.zoomScale != 1 || view2.scrollView.zoomScale != 1 ) {
if (view1IsVisible == YES) {
[view1.scrollView zoomToRect:[UIScreen mainScreen].bounds animated:YES];
} else {
[bview2.scrollView zoomToRect:[UIScreen mainScreen].bounds animated:YES];
}
[UIView beginAnimations:nil context:nil];
// The duration is enough time for the zoom-out to happen before the second animation methods gets called (flipCurrentView).
[UIView setAnimationDuration:0.4];
[UIView setAnimationDelegate:self];
// When done, then do the actual flipping of the views (exchange subviews, etc.)
[UIView setAnimationDidStopSelector:#selector(flipCurrentView)];
// In order for the zoomToRect to run at all, I need to do some animation, so I basically just move the view 0.01 which is not noticable (and it's animating a flip right after anyway)
if (view1IsVisible == YES) {
view1.frame = CGRectMake(-0.01, 0, 320, 480);
} else {
view2.frame = CGRectMake(-0.01, 0, 320, 480);
}
[UIView commitAnimations];
} else {
// If either view hasn't been zoomed, the flip animation is called immediately
[self flipCurrentView];
}
}
An important thing to note is that in my flipCurrentView method (the second animation method that flips the views), I reset the frames for view1 and view2 to [UIScreen mainScreen].bounds (in this case that's the bounds I need). I have to do this, otherwise the animation code I pasted above won't run a second time, because the origin.x will then be -0.01 and it can't animate from -0.01 to -0.01, so it would have just skip that animation block.
Let me know if I am doing something completely wrong and there's a better way to do it. Always happy to learn :)

iPhone SDK: After a certain number of characters entered, the animation just won't load

Okay, this is the code:
[lblMessage setText: txtEnter.text];
[lblMessage sizeToFit];
scrollingTextView.contentSize = lblMessage.frame.size;
float width = (lblMessage.frame.size.width) + (480);
[UIView beginAnimations:#"pan" context:nil];
[UIView setAnimationDuration:durationValue];
[UIView setAnimationRepeatCount:5];
scrollingTextView.contentOffset = CGPointMake(width,0);
[UIView commitAnimations];
//The scrolling text view is rotated.
scrollingTextView.transform = CGAffineTransformMakeRotation (3.14/2);
[self.navigationController setNavigationBarHidden:YES];
btnChange.transform = CGAffineTransformMakeRotation (3.14/2);
I have the user enter in some text, press a button and then a label is replaced with the text, turned 90 degrees in a scrollview on a page.
After a certain number of characters, for example say 20.. the animation just won't load. I can go back down until the animation will run.
Any ideas on where I am going wrong, or a better way of storing the text etc etc ?
Core Animation animations are performed on a separate thread. When you enclose the change in contentOffset in a beginAnimations / commitAnimations block, that change will be animated gradually. The scrolling text view rotation that occurs next, outside of the animation block, will be performed instantly. Since both are interacting with the same control on different threads, it's not surprising that you're getting weird behavior.
If you want to animate the rotation of the text in the same way as the contentOffset, move that line of code to within the animation block.
If you want to have the rotation occur after the offset change animation has completed, set up a callback delegate method. You can use code in the beginning of your animation block similar to the following:
[UIView setAnimationDelegate:self];
[UIView setAnimationDidStopSelector:#selector(contentOffsetAnimationHasFinished:finished:context:)];
which requires you to implement a delegate method like the following:
- (void)contentOffsetAnimationHasFinished:(NSString *)animationID finished:(BOOL)finished context:(void *)context;
{
// Do what you need to, now that the first animation has completed
}
EDIT (2/6/2009):
I just created a simplified version of your application, using only the sideways text scrolling, and find no problem with the animation on the device with any number of characters. I removed all extraneous calls to layout the buttons, etc., and only animate the text. Rather than apply the rotation transform to the scroll view every time you click the button, I have it start rotated and stay that way.
I thought it might be a layer size issue, as the iPhone has a 1024 x 1024 texture size limit (after which you need to use a CATiledLayer to back your UIView), but I was able to lay out text wider than 1024 pixels and still have this work.
A full Xcode project demonstrating this can be downloaded here. I don't know what your issue is, but it's not with the text animating code you present here.
Right, this code is working fine in the simulator, and works fine until i enter more than say 20 characters in txtEnter.text:
- (IBAction)updateMessage:(id)sender
{
//Animation coding
//Put the message in a resize the label
[lblMessage setText: txtEnter.text];
[lblMessage sizeToFit];
//Resize the scrolliew and change the width.
scrollingTextView.contentSize = lblMessage.frame.size;
float width = (lblMessage.frame.size.width) + (480);
scrollingTextView.transform = CGAffineTransformMakeRotation (3.14/2);
//Begin the animations
[UIView beginAnimations:#"pan" context:nil];
[UIView setAnimationDuration:durationValue];
[UIView setAnimationRepeatCount:5];
//Start the scrolling text view to go across the screen
scrollingTextView.contentOffset = CGPointMake(width,0);
[UIView commitAnimations];
//General hiding and showing points.
[txtEnter resignFirstResponder];
[btnChange setHidden:NO];
[txtEnter setHidden:YES];
[btnUpdate setHidden:YES];
[lblSpeed setHidden:YES];
[lblBackground setHidden:YES];
[backgroundColourControl setHidden:YES];
[speedSlider setHidden:YES];
[scrollingTextView setHidden:NO];
[backgroundImg setHidden:NO];
[toolbar setHidden:YES];
[self.navigationController setNavigationBarHidden:YES animated:YES];
//Depending on the choice from the segment control, different colours are loaded
switch([backgroundColourControl selectedSegmentIndex] + 1)
{
case 1:
[[UIApplication sharedApplication] setStatusBarStyle:UIStatusBarStyleBlackTranslucent animated:YES];
break;
case 2:
[[UIApplication sharedApplication] setStatusBarStyle:UIStatusBarStyleBlackOpaque animated:YES];
break;
default: break;
}
btnChange.transform = CGAffineTransformMakeRotation (3.14/2);
}
I've tried your method Brad, but can't seem to get the (void) section to work properly.
What my app does its fill the label with a message and then rotates them all to act like it's in landscape mode. Then what it does it scroll the label within a scrollview to act like a scrolling message across the screen.