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 :)
Related
I'm scrolling through a scroll view dynamically, it works using
-(IBAction) animateTestingTwo{
[UIView animateWithDuration:4 animations:^{scroller.contentOffset = CGPointMake(0, 2000);}];
}
However the animation curve is not linear, it needs to be so I'm using this:
-(IBAction) animateTestingTwo{
[UIView animateWithDuration:4 options:UIViewAnimationOptionCurveLinear animations:^{scroller.contentOffset = CGPointMake(0, 2000);}];
}
However it isn't working. Any ideas?
Thanks!!
If the duration doesn't matter to you, this can be used:
[scrollview setContentOffset:CGPointMake(10, 200) animated:YES];
Acconding to the documentation:
animated
YES to animate the transition at a constant velocity to the new offset, NO to make the transition immediate.
You can also try to do this inside an animation block to see what happens.
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];
}
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];
}];
}
I am looking for a way to do a UIViewAnimationTransitionCurlUp or UIViewAnimationTransitionCurlDown transition on the iPhone but instead of top to bottom, do it from the left to right (or top/bottom in landscape mode). I've seen this asked aroud the internet a few times but none sems to get an answer. However I feel this is doable.
I have tried changing the View's transform and the view.layer's transform but that didn't affect the transition. Since the transition changes when the device changes orientation I presume there is a way to fool the device to use the landscape transition in portrait mode and vice versa?
It's possible to do curls in any of the four directions by using a container view. Set the container view's transformation to the angle you want and then do the curl by adding your view to the container view, not your app's main view which does not have a transformed frame:
NSView* parent = viewController.view; // the main view
NSView* containerView = [[[UIView alloc] initWithFrame:parent.bounds] autorelease];
containerView.transform = CGAffineTransformMakeRotation(<your angle here, should probably be M_PI_2 * some integer>);
[parent addSubview:containerView];
[UIView beginAnimations:nil context:nil];
[UIView setAnimationTransition:UIViewAnimationTransitionCurlUp forView:containerView cache:YES];
[containerView addSubview:view];
[UIView commitAnimations];
I actually managed to achieve this effect by changing the orientation of my UIViewController. The strange thing is, I had my controller nesten in another one when it wasn't working, but when I set him as the immediate view controller, it worked.
Code that does it:
In a UIViewController that is the main view controller in my app delegate and only allows landscape orientation (as you see in the 2nd method below) I have the following:
-(void)goToPage:(int)page flipUp:(BOOL)flipUp {
//do stuff...
// start the animated transition
[UIView beginAnimations:#"page transition" context:nil];
[UIView setAnimationDuration:1.0];
[UIView setAnimationTransition:flipUp ? UIViewAnimationTransitionCurlUp : UIViewAnimationTransitionCurlDown forView:self.view cache:YES];
//insert your new subview
//[self.view insertSubview:currentPage.view atIndex:self.view.subviews.count];
// commit the transition animation
[UIView commitAnimations];
}
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
return (interfaceOrientation == UIInterfaceOrientationLandscapeRight);
}
I also struggled with this. To get the curl to come from the right or left you can create an intermediate view and transform it. So, let's say the view you're transitioning (myView) is a child of the main window (parentView):
-parentView
-->myView
You will insert an intermediate view in between (easily done in Interface Builder):
-parentView
-->containerView
--->myView
Then, use the following code to flip the container 90 deg left and the transitioned view 90 deg right:
containerView.transform = CGAffineTransformMakeRotation(-M_PI_2);
myView.transform = CGAffineTransformMakeRotation(M_PI_2);
myView will still appear upright to the user but the transition will think it's applied at 90 degrees from the left.
Note that depending on how auto-scaling your views are, you might have to fix the frame sizes after applying the transform, eg
containerView.frame = CGRectMake(0.0, 0.0, 768.0, 1024.0);
myWebView.frame = CGRectMake(0.0, 0.0, 768.0, 1024.0);
Hope this helps. The is the closest you can get to UIViewAnimationTransitionCurlLeft and UIViewAnimationTransitionCurlRight.
I tried the solution of fluXa on iOS5 (So I had to use [UIView trans......]) but it didn't work: the curl still went up or downwards. Apparently the transition now don't take the transform of the view into account. So in case someone else wants to do the same trick on iOS5, the solution is to add another container in between and animate the transition from there.
Here is my code, which is a bit specific since I want to curl 'up' to the left, but with the lower corner curling. As if I am tearing a page out of a note book.
UIView* parent = self.view; // the main view
CGRect r = flipRectSize(parent.bounds);
UIView* containerView = [[UIView alloc] initWithFrame:r];
CGAffineTransform t = CGAffineTransformMakeRotation(-M_PI_2);
t = CGAffineTransformTranslate(t, -80, -80);
containerView.transform = CGAffineTransformScale(t, -1, 1);
[parent addSubview:containerView];
UIView* container2 = [[UIView alloc] initWithFrame:r];
[containerView addSubview:container2];
UIImageView* v = [[UIImageView alloc] initWithFrame:r];
v.image = [UIImage imageWithCGImage:contents.CGImage scale:contents.scale orientation:UIImageOrientationLeftMirrored];
[container2 addSubview:v];
dispatch_after(dispatch_time(DISPATCH_TIME_NOW, 0.001 * NSEC_PER_SEC), dispatch_get_main_queue(), ^{
[UIView transitionWithView:container2
duration:DURATION_CURL_ANIMATION
options:UIViewAnimationOptionTransitionCurlUp
animations:^{
[v removeFromSuperview];
} completion:^(BOOL finished) {
if (completion) {
completion(finished);
}
[containerView removeFromSuperview];}];});
Notes:
I must admit that the affine transform translate (80,80) doesn't make sense in my mind, but it is necessary for iphone, probably won't work on iPad.
flipSizeRect flips the width and height of a rectangle (you already got that, right?)
the dispatch_after is necessary because I added the container and then want to remove a view from the hierarchy. If I leave out the dispatch nothing animates. My best guess is that we first need to let the system do a layout pass before we can animate a removal.
I don't think there is a way beyond writing a custom animation.
More importantly you probably shouldn't try to it. The curl up and curl down are part of the user interface grammar that tells the user that a view is being lifted up or put down over the existing view. It's supposed to be like a sticky note being put down and then removed. A left<->right curl will most likely be interpreted as the something like ripping a page out of a book. It will confuse users.
Whenever you find yourself trying to do something in the interface that the standard API doesn't do easily, you should ask yourself whether such a novel method will communicate something important to user and whether it is similar to the existing interface grammar. If not, then you shouldn't bother.
Unusual interfaces have an initial wow factor but they lead to frustration and errors in day-to-day use. They can also cause Apple to refuse your app.
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.