I have made a UIImageView, added it to the subview, and plan to animate it. I am using the setAnimationDidStopSelector method and was wondering if I could get it to call a function 3 or so seconds after the animation stops.
Here is the current line of code I am using:
[UIView setAnimationDidStopSelector:#selector(onAnimationComplete:finished:context:)];
[UIView setAnimationDelegate:self];
[UIView commitAnimations];
Thanks.
From your animationDidStopSelector method you can call another method using performSelector:withObject:afterDelay:.
Related
I am developing a Cocos2D game. On a stage a show a UIView giving users a list of tasks to perform. There are text fields which I move up or down using Animation. My code is below.
[textField setFrame:CGRectMake(textField.frame.origin.x, textField.frame.origin.y, textField.frame.size.width, textField.frame.size.height)];
[inviteButton setFrame:CGRectMake(inviteButton.frame.origin.x, inviteButton.frame.origin.y, inviteButton.frame.size.width, inviteButton.frame.size.height)];
[headingLabel setFrame:CGRectMake(headingLabel.frame.origin.x, headingLabel.frame.origin.y, headingLabel.frame.size.width, headingLabel.frame.size.height)];
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.3];
[UIView setAnimationDelegate:self];
[textField setFrame:CGRectMake(textField.frame.origin.x, textField.frame.origin.y-50, textField.frame.size.width, textField.frame.size.height)];
[inviteButton setFrame:CGRectMake(inviteButton.frame.origin.x, inviteButton.frame.origin.y-50, inviteButton.frame.size.width, inviteButton.frame.size.height)];
[headingLabel setFrame:CGRectMake(headingLabel.frame.origin.x, headingLabel.frame.origin.y-30, headingLabel.frame.size.width, headingLabel.frame.size.height)];
[UIView commitAnimations];
[self.view.layer removeAllAnimations];
Problem is that even after user is done and he presses the cancel button to remove this view from the super view, every view including UIAlertView and other subviews appearing in my map after removing that view are effected by the animation i used to move text fields and label up or down. UIAlertView is using same Animation to show up and so is happening other subviews. Can anyone please tell me why this is happening?
Best Regards
You have to set the animationID to a unique value in the beginAnimations:context: method.
See the official doc
Also this doc states:
Use of this method is discouraged in iOS 4.0 and later. You should use the block-based animation methods to specify your animations instead.
I am using UIView animation in my app:
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:1];
//do some animation
[UIView commitAnimations];
Now, there is a possibility that the animation would take a couple of seconds to finish. So, is there a way to know when the animation has ended?
Use the latest block-based animation methods provided by apple as:
[UIView animateWithDuration:0.5
delay:0.0
options:UIViewAnimationOptionBeginFromCurrentState
animations:^{
//animation block
}
completion:^(BOOL finished){//this block starts only when
//the animation in the upper block ends
//so you know when exactly the animation ends
}];
The method you have used will be deprecated soon...
I haven't uses this myself yet, but there is a method setAnimationDidStopSelector that allows you to define a selector that should be called when an animation has finished.
Also see the documentation at Apple for UIView.
There is also an example on Ray Wenderlich's site
I need to perform 9 animations where each animation starts after previous one. So I have huge gigantic piece of code with UIView animateWithDuration calls. It really looks ugly :) Is there any better options than making 8 additional methods and nesting them?
Core Animation is your friend.
http://developer.apple.com/library/ios/documentation/Cocoa/Conceptual/CoreAnimation_guide/Introduction/Introduction.html
Or you can write all of these 9 steps into one method by using block-based animation method. But it still dosen't look beautiful and iOS 4 is requied.
You can still use the UIView animation or coreanimation and use the delegate call back i.e:
[UIView beginAnimations:#"fadeIn" context:nil];
[UIView setAnimationDuration:0.3];
[UIView setAnimationDidStopSelector:#selector(finishAnimation:finished:context:)];
[UIView setAnimationDelegate:self];
theview.alpha = 1;
[UIView commitAnimations];
then in the finishAnimation method you can call another animation.
I have a custom view that has to track the user's location. I put the following code in touchesBegan, as well as in touchesMoved:
[UIView animateWithDuration:0.2 delay:0.0 options:UIViewAnimationOptionBeginFromCurrentState animations:^{
cursorView.center = locationOfTouch;
} completion:^(BOOL finished){}];
It seems fairly straightforward to me. I'd expect the view to always animate to the user's current location, even if that location is changed and the view is still animating (because of the beginFromCurrentState option).
Yet, each animation finishes completely. They don't 'transition' to the new animation, no they finish first, then they start the new animation.
I tried adding this line in touchesMoved:
[cursorView.layer removeAllAnimations];
Doesn't do anything. No animation is cancelled. Any ideas?
with [cursorView.layer removeAllAnimations]; you access the layer of the view but you have set the animation not to the layer but the view directly.
Try:
[UIView beginAnimations:nil context:NULL]
[UIView setAnimationDuration:0.2];
[UIView setAnimationBeginsFromCurrentState:YES];
[UIView setAnimationCurve:UIViewAnimationCurveLinear];
cursorView.center = locationOfTouch;
[UIView commitAnimations];
and leave out the removeAllAnimations and it should transition from current state.
Looks like this is a derivative of another question you asked that I just answered, but the same idea applies.
You don't need to use blocks to do this. Just wrap your setCenter in a UIView animation. Like this:
[UIView beginAnimations:nil context:NULL]
[UIView setAnimationDuration:0.2f];
cursorView.center = locationOfTouch;
[UIView commitAnimations];
Keep in mind that 0.2 seconds is pretty fast. It may appear to be "jumping" to the position. To confirm, set the duration to something like 2.0 seconds and see if it's animating.
Best regards.
Technically, the view should automatically animate with a default time of 0.25 seconds. That is what the manuals say, however, I'm currently on here because the manuals don't seem to be very accurate regarding animation.
Also, the beginAnimations call is being phased out, you might want to use a CATransaction instead
I have a UIImageView that is displaying a series of pictures as an animation. This part of the project works well.
I want to display a label when the animation ends. Is there an event that the Imageview will trigger when it's animation ends?
Set the duration the animation will go using setAnimationDuration:
At the same time you configure performSelector:withObject:withDelay with the same delay as the duration the animation will go on
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:1.0]; //the animation will last for 1.0s
//some animation code here
[UIView commitAnimations];
[self performSelector:#selector(someMethodToDisplayLabel) withObject:nil afterDelay:1.0];
//someMethodToDisplayLabel will be called after 1.0s
Doesn't look like there is an event/delegate for this. My first instinct would be to calculate the length of the animation yourself, and then set up an NSTimer so that when the animation ends, NSTimer fires displaying whatever you want to display next.