I've modified the ViewTransitions app to use kCAScrollHorizontally. I've set transition in the app delegate to use kCATransitionPush rather than kCATransitionFade. However, I still get fading in and out. How can I get the views to slide in landscape just like the Star Trek app (http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=305916616&mt=8)?
I've done transitions like this before. Basically I have a big view that takes up the screen, with another view (the actual screen content) embedded within it. When I want to slide in a new page either from the left or right, I'll take the next page of content, place it offscreen, and embed it in the big backing view. Then I'll just animate (using a simple [UIView beginAnimations:context:] to change the frames of both pages simultaneously (really just changing the origins of the frames). The offscreen view slides to where the current view is, and the current view slides to an offscreen position. Once offscreen, I'll remove it from its superview. Works like a charm.
The simulator will still fade out rather than performing some complex transitions...
Did you try it on the device?
Related
In iOS13, the default way when presenting a view controller was changed to the "sheets/cards" view. As I’m not using auto layout (why not, is not really important and relevant), I rely on getting position of elements based on the frame of the view.
Now, the problem with the new method is, that the view frame doesn’t really reflect the actual content size visible on the screen anymore. E.g. if I have positioned a UIButton at the bottom on the view controller based on the view.frame bottom coordinate, it will be now cut off, as the view is actually moved down in the amount of the nice "sheets/cards" visual indication at the top. The same problem is even more evident in an iPad, where centring another view in the view controllers view will be offset, due to the fact that the default presentation style is now a "sheet" in the middle of the screen.
I’ve currently changed everything to force the full screen version, but it would be nice to use the new fancy design.
Anybody has any idea how to get the actual visible rect/coordinates in the new style without changing things to auto layout?
Here are how they look. The "flower" is centered in the view and the X button should not be so close to the bottom or missing completely in the iPad version.
Finally figured it out. As I was setting the positions of items in viewDidLoad, the frame was not calculated correctly, thus resulting things being laid out incorrectly. When resetting the frame and positions in viewDidLoadSubviews, the positions were placed correctly.
I have been battling this transition animation and I am pretty much out of ideas. I am attempting something similar to going from the collection to the individual photos in the Photos app on iOS.
It all works to my satisfaction with the exception that the frame for the "big" detail view of the image is not correct. It is the right size but it is about 87 points closer to the top of the screen compared to the actual position of the image in the final state. This is pretty much the same height as what is above the "safe area" (iPhone X titles + navItem) and irritatingly close to what is also below the safe area (toolbar and iPhone X home area).
I have Googled (and "SO'd") a bunch of different solutions to similar sounding problems. E.g: UIViewControllerAnimatedTransitioning with Safe Area Insets on iPhone X
I have downloaded and perused example code from Github. E.g: https://github.com/SamStone92/CustomTransitions
It seems to me that I have something in my view (controller) hierarchy which is complicating this more than most. I would love some hints as to what might be causing the problem and how I might go about fixing it.
My hierarchy is:
NavigationController containing the root VC with a UICollectionView.
Tapping a cell transitions to a UIPageViewController for a "detail view" where I can page between items in the collection.
UIPageViewController has a bottom toolbar in addition to the navigation bar.
The content ViewController has a ScrollView with a UIImageView in it to get some zooming.
Seems like the common approach is to add the destination view to the container, force a layout pass and then get the frame. I have tried many variants of this with and without converting the coordinates. (they appear to always remain the same before and after conversion)
My Theory
I am leaning towards the UIPageViewController being the complicating factor. But I have not been able to untangle how to get the correct coordinates.
The destination view (in the animation) is not the content view but the PageVC view which in turn may or may not have added the content view, adapted it to the navigation item or the toolbar.
Seems like viewWillAppear on the content VC does not have the right coordinates. I can tell that the detail content view is getting a call to viewWillLayoutSubviews after that and also after all the animation delegation stuff has had its turn.
This is a color overlay of my main views. Grey is the top and bottom areas outside the safe area. Blue is where the transition animates to before revealing the green, underlying actual position it should have animated to.
Once again, I'm almost entirely sure this is something dumb that I'm doing, but I've been banging my head against this one for hours & am getting nowhere.
I'm trying to restructure the view hierarchy of my app. I need to be able to detect user interface orientation changes globally in order to correctly rotate a "Loading" view displayed when the app is downloading content. (device orientation changes seem to fire at different times, causing the view that needs to respond to these events to rotate sporadically).
The app previously added a UINavigationController's view to the main window. I modified the hierarchy to add the view of a UIViewController subclass to the main window, and added the view of the UINavigationController to the subclass's view. The UIViewController subclass manages the display & rotation of the "Loading" subview, and I was expecting the rest of the app to continue behaving normally, as inserting one extra empty view into the hierarchy didn't feel like I was changing too much.
My initial problem was the positioning of the UINavigationController - it was 20 pixels too low, resulting in a gap between the status bar and the navigation bar, and cutting off the bottom 20 pixels of the tab bar. I was able to adjust this by setting the frame property of the UINavigationController's view to the bounds property of the UIViewController's view, which corrected the position.
However, now I'm stuck with a 20-pixel-high dark "overlay" on top of my navigation bar. If I were to guess, I'd say it was black with 50% opacity. Touch events on this bar don't work (e.g. if I try to tap the "Back" button through the overlay, nothing happens). The fact that the height is equal to that of the status bar hasn't escaped me, but I'm at a total loss as to what could be causing it.
I hate feeling this stupid, so if anyone has any insight into this problem, you'd really make my day. Thanks in advance!
OK, a few things pop out from your post.
My initial problem was the positioning of the
UINavigationController - it was 20
pixels too low
This makes me believe it is related to your new problem.
I was able to adjust this by setting
the frame property of the
UINavigationController's view to the
bounds property of the
UIViewController's view
This sounds like the view it was loaded onto was offset 20 pixels, and when you set it to the bounds, it repositioned it on the windows view space.
Touch events on this bar don't work
(e.g. if I try to tap the "Back"
button through the overlay, nothing
happens)
This is the big thing. If touch events aren't being sent to the view, then what that means is that the OS doesn't see a view where you are pressing (or rather the view you want it to), so that view doesn't get the message to do something.
From what you have said, I believe your problem is with your base view controller that you just added. Try redoing the frame on, making it conform to where you want. Then take out the code you put in to set the navigation controllers frame. The navigation controller should fit to the view you added too, and once you have that main view where it needs to be (20 pixels higher apparently), then everything should work.
Here's what I'm trying to do.
I have a single view ("primaryView"), controlled by a customized view controller. primaryView contains a scrollview, which contains an image. Sitting on top of the scroll view (NOT inside it) is a small view ("buttonsView") containing a few buttons.
Basically, when the user rotates the phone, I want buttonsView to autorotate to match the new orientation, but I want the scrollview to remain exactly as it is, and NOT rotate.
Is there a way to do this? Right now, primaryView is autorotating, and taking both subviews (the scrollview and buttonsView) with it, which is no good.
Thanks!
The system will not autorotate unless all visible views consent to autorotation. What you can do, then, is to detect orientation changes, and set an appropriate affine transform for the non-rotating views, essentially to undo the system's rotation.
You can use willRotateToInterfaceOrientation:duration: to fade out the controls, then didRotateFromInterfaceOrientation: to fade them back in at the correct location.
I have a UIView(first view) on top of which I would like to display another UIView(second view). I display the second view using animation which causes the second view to be displayed for about 3/4 of the iPhone screen. The first view is visible underneath the animated second view. I would like to make changes to the first view as the second view is displayed. Any ideas on how I can achieve this. Right now, the animation completes, the second view is displayed and then I can change the first view. I would like to change the layout of the first screen as the second screen is being displayed. Any help is much appreciated.
Basically, just do it.
You can start more than one animation at a time. If you are not animating the changes to the first view, then do them after calling commitAnimations or otherwise starting the animations on the second view. If you want to do them half way through the animation, set up a timer or delayed call.