How to cancel an animation for a specific context and animationID? - iphone

I have an animation which I kick off like this:
[UIView beginAnimations:#"doThis" context:self];
[UIView setAnimationDuration:1.5f];
[UIView setAnimationDelay:2.5f];
Now, the problem is that this animation is told to start in 2.5 seconds. But in the meantime, something may happen and I don't want the animation anymore. However, CA will just animate that thing after 2.5 seconds, no matter what happens. How could I say "no, thank you, don't animate"?
I have other animations going on in different context and animationID, so I don't want to just remove all animations from the app. What's the most clean way of achieving this? Just running another nonsense-animation with same context and animationID and old targets?

If you re-set the properties that are currently animating, that should kill the animation. If you have an animation delegate/didStopSelector set, the method will be called with kCFBooleanFalse as the "finished" parameter in this case.

There is another related question here:
Cancel a UIView animation?
One other thing you could do is to put your animation code in a method and then use:
[self performSelector:#selector(animateMethod) withObject:nil afterDelay:2.5];
Then you can add a check in the beginning of "animateMethod" to see if the animation should still be performed. This however does not help if you want to cancel the animation while it is running.

Related

UIView animation takes over CPU time

i wonder how i can have continuos and repeating animations on my Views w/o freezing the rest of my app - since my current approaches lead into 100% animation, 0% user interaction possible - which is kind of .. bad.
the animation in general is simple: i want to make an uilabel act like a siren, altering the alpha-property from 1 to 0 and back and so forth.
the basic animation block therefore is:
[UIView animateWithDuration:0.4f
delay:0.0f
options:UIViewAnimationOptionRepeat | UIViewAnimationOptionAutoreverse | UIViewAnimationOptionBeginFromCurrentState
animations:^(void){warningMessage.alpha = 0;}
completion:NULL];
i tried to call it in background, in backgroundthreads, even in an async GCD block, each time i loose control of the app - but the animation works fine.
(ok, apple docs say it MUST happen on main thread, but i tried..)
Now again, the question: how to have both of it? is it even possible in that way?
Thanks in advance!
P.S.: Sry if this is quite a repost, did not find a proper solution/question here!
P.P.S: yes, i know that sirens dont alter their alpha propery :P
did you try adding the UIViewAnimationOptionAllowUserInteraction to the options flag?
Well.. doing animations with uikit is for sure easy .. but I would not call it very efficient. You just animate the alpha, but there is much more happening in the background. :)
Animations already run in a different thread.. so starting it on an other thread won't help you.
As a solution I would register a CADisplayLink in your application and change the alpha of the view in it's update function ... that will be much more efficient if you run it all the time.

Animation inside a UIScrollView

I want to fade-out a view as it is scrolling inside a parent UIScrollview. When the fade-out animation begins, the scroll view stops scrolling. It jumps to the correct position when the fade is complete.
My fade-out is achieved with animateWithDuration and block objects, triggered upon a page-change I detect in scrollViewWillBeginDragging.
Does anyone know how to make them both happen simultaneously? Just to be clear, I am not 'animating' the UIScrollView scrolling - rather it is happening via user interaction of swiping.
EDIT:
Here is the code I'm using to fade the UIView. This code is in a UIViewController derived class, which is the delegate for a UIScrollView. When the user starts dragging his finger, I want to fade out the subView. But when the user starts draggin a finger, the subview fades and the scrolling stops. After the subView has completely faded out, the the scroll view will then snap to the location where the user's finger is.
-(void)scrollViewWillBeginDragging:(UIScrollView*)scrollView
{
[UIView animateWithDuration:0.5
animations:^
{
self.subView.alpha = 0.0f;
}
completion:^(BOOL finished) { }];
}
A little late, but if you want to keep using blocks, you can use:
animateWithDuration:delay:options:animation:complete:
add "UIViewAnimationOptionAllowUserInteraction" to options to allow interaction while scrolling.
I'm sure that you will still have the lag problem. Here's the best way I can explain it. Please forgive me in advance since I'm probably using the wrong terms. All animations must run on the main thread. When you call an animation, iOS first *P*rocesses then it *R*enders before it generates *F*rames. It looks like this.
PPPPRRRRFFFFFFFFFFFFFFFFFF
But since ScrollViews don't know how long your animation is going to be or when it will end, it has to perform the animation like this.
PRFPRFPRFPRFPRFPRFPRFPRF
My theory is that the lag you are experiencing has to do with these two calls colliding on the main thread at the same time. I'm not sure how you would solve this problem other than with a faster chip. I've that you could push one animation to the CPU and one to the GPU, but I'm not that advanced at programming yet.
very interesting ... I've checked this out, and yes, i have the same effect ... Well, it seems that the animateWithDuration somehow blocks the main thread ... which is not logical, and the documentation doesn't say anything about it either ..
However there is an easy workaround, something similar to this: (i've set the animation duration to 3 so i can see that it's working while i'm moving my scroll view :) ...)
[UIView beginAnimations:#"FadeAnimations" context:nil];
[UIView setAnimationDuration:3];
self.subview.alpha = 0.0f;
[UIView commitAnimations];
I would suggest, since the opacity is based on the user's finger's movements in the UIScrollView, using the delegate method scrollViewDidScroll:. The scrollView passed as a parameter can be used to check the contentOffset which is simply a CGPoint indicating how far into the content view of the UIScrollView the user has scrolled. Something like this can be used to relate the scroll position to the opacity of a given view in a paginated UIScrollView:
- (void)scrollViewDidScroll:(UIScrollView *)scrollView {
// The case where I used this, the x-coordinate was relevant. You may be concerned with the y-coordinate--I'm not sure
CGFloat percent = ((int)(scrollView.contentOffset.x) % (int)(scrollView.frame.size.width)) / scrollView.frame.size.width;
if (percent > 0.0 && percent < 1.0) { // Of course, you can specify your own range of alpha values
relevantView.alpha = percent; // You could also create a mathematical function that maps contentOffset to opacity in a different way than this
}
}
According to information that is still not supposed to be widely released, all iOS 4.x versions completely block user interaction while the animation is in progress.
Isn't it interesting, though, that you're UITouches are obviously still registered during the animation? Hmm... maybe that HINTS that something NEW is coming in a yet-to-be-released version!
I.e., If you can, read the iOS 5 Beta documentation on UIView class methods.

How to make UIView animation callback on reverse?

I've been trying to make a short animation that reverses halfway through with a static method that can be called by my view controllers. This works fine.
But I need it to perform a selector when the reverse takes place, essentially in the middle of the animation. The method setAnimationDidStopSelector only fires when the entire animation is completed, not in the middle.
So I split the animation into two blocks. However, when I do this, the first animation is instantly completed, then the second one happens. I suspect it's because the animation is on the same view. Perhaps there can't be two separate animation blocks for the same view?
I've set up the second block with a different animation name, and with the appropriate delay, and even tried setAnimationBeginsFromCurrentState (even though it's discouraged in OS 4), but none seem to solve the problem.
Here's some sample code to get an idea of one of the ways I've tried. 'selector' is the method I need called halfway through (once the alpha is transparent).
[UIView beginAnimations:name context:view];
[UIView setAnimationDuration:(duration/2)];
[UIView setAnimationDelegate:delegate];
[UIView setAnimationDidStopSelector:selector];
[view setAlpha:0.0];
[UIView commitAnimations];
name = [name stringByAppendingString:#"_reverse"];
[UIView beginAnimations:name context:view];
[UIView setAnimationDelay:(duration/2)];
[UIView setAnimationDuration:(duration/2)];
[UIView setAnimationDelegate:delegate];
[UIView setAnimationDidStopSelector:selector];
[view setAlpha:1.0];
[UIView commitAnimations];
Edit: I want to avoid animation 'blocks' as I'd like the code to be compatible with pre-OS4. I'd also like to keep the method static so I can use it as a library method.
Have you tried putting the second part of the animation into a method, and use a NSTimer or performSelector: withObject: afterDelay:?
I don't know if these work or not, but UIView animations and drawing stuff tend to have weird interactions when a lot of stuff is done concurrently. For example, you set a couple animations to go off one after another in a single method. Spacing them out so that the first animation has no knowledge of the upcoming one might help. I do realize that you do set a delay on the second one, but UIViews are weird in that way.
Edit: Just tried it out, works like a charm.

UIView animation cancels previous animation?

I have an NSTIMER that counts the time, and on t = 10, it fires an animation but during that time it might happen that another animation is running. This causes the previously running animation to cut off.
Any idea? i thought UIVIEW animations were ran in diff threads. I cannot use a willstop selector here since t = 10 might happen while another animation is running and might not have ended yet.
You need to call [UIView setAnimationBeginsFromCurrentState:YES];

Can I increase the animation speed of presentModalViewController?

I'm writing a drawing application that shows a tools view controller when the user clicks an item in a toolbar. However, several of my beta testers have reported that the tools palate opens too slowly. I'm using the standard presentModalViewController:animated: call to display the tools, and I've tried wrapping it in a code block like this to speed it up:
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration: 0.1];
[self presentModalViewController:settings animated:YES];
[UIView commitAnimations];
Unfortunately, that doesn't work. If you say animated:NO it works better, but the underlying drawing canvas view is removed immediately (since the controller thinks it is no longer visible), and so the animation occurs over a white background.
Has anyone done this before that would be willing to offer some advice? I'd appreciate it!
Edited: added another option with controller containment for iOS 5 and later.
Another solution is to set the layer's time space.
This is done through the speed property of CALayer. To slow the animation down, one could use:
MytransparentVCViewController *vc = [[MytransparentVCViewController alloc] initWithNibName:#"MytransparentVCViewController" bundle:nil];
// Makes all animations 10 times slower
// To speed it up, set it to multiples of 1: 2 is 2 times faster, 3 is 3 times faster etc
vc.view.layer.speed = 0.1;
[self presentModalViewController:vc animated:YES];
Note that the proposed solution in the linked post will not work if your objective is to change the animation speed of the modal view controller you are about to present (for example if you use UIModalTransitionStyleCoverVertical).
The layer's speed is not an absolute value but a function of that layer's parent time space (unless the layer is in the root of the layer hierarchy of course). For example, when you set a layer's speed to 2, its animations will run twice as fast in comparison to that layer parent's animations.
Yet another option is to use view controller containment. (iOS 5 and later only)
http://developer.apple.com/library/ios/DOCUMENTATION/UIKit/Reference/UIViewController_Class/Reference/Reference.html#//apple_ref/doc/uid/TP40006926-CH3-SW81.
You have full control over the animation with UIViewController's transitionFromViewController:toViewController:duration:options:animations:completion:.
A similar question is asked here.
You can also change the speed using this technique, but in my experimentation, it does so over a blank background, as you've suggested.