I am trying to animate UITabBar items by using a UIImageView and setting its frame in the same frame as my UITabBarItem's when the view first renders to the user. In a different project, it works fine on viewDidAppear, logs showing that the frame is in the same frame as the one in my original project (I have 5 items, and the 5th item is always at 333, 1). On my original project, viewDidAppear will return 0, 0 and returns 333, 1 on viewDidLayoutSubviews. I moved the code to animate on viewDidLayoutSubviews and discovered that it gets called twice, and returns 2 values, 0, 0 on the first call, and 333, 1 on the second call.
Is there a way to start the animation after viewDidLayoutSubviews is finished with the second call?
I have tried moving around the animation code in viewWillAppear, viewDidAppear, and viewDidLayoutSubviews.
viewWillAppear and viewDidAppear resulted in the converted CGPoint as the original CGPoint of the tab bar (0, 617).
viewDidLayoutSubviews resulted in the converted CGPoint as the new CGPoint of the Tab Bar (0, 687) on the first call and starts the animation, and the actual frame after the animation is finished on the second call.
The following code is what I have on my viewDidLayoutSubviews:
-(void)viewDidLayoutSubviews
{
[super viewDidLayoutSubviews];
if(self.fromTabBar) {
NSInteger index = 5;
UIImageView *imageView = [[self.tabBar.subviews lastObject].subviews firstObject];
[self startAnimation:imageView withTag:index];
}
}
The following code is for startAnimation:withTag: :
-(void)startAnimation:(UIImageView *)imageView withTag:(NSInteger)tag {
CGPoint point = [imageView.superview convertPoint:imageView.frame.origin toView:self.view];
UIImageView *hexagon = [[UIImageView alloc]initWithImage:[UIImage imageNamed:#"vector-profile"]];
[hexagon setFrame:CGRectMake(point.x, point.y, imageView.frame.size.width, imageView.frame.size.height)];
hexagon.alpha = 0;
[self.view addSubview:hexagon];
[UIView animateWithDuration:0.5 animations:^{
imageView.transform = CGAffineTransformMakeScale(0.45, 0.45);
} completion:^(BOOL finished) {
[UIView animateWithDuration:0.5 animations:^{
imageView.alpha = 0;
hexagon.alpha = 1;
} completion:nil];
}];
}
the tag parameter is no longer being used in this method.
I expect the output UIImage to be on top of where the intended UITabBarItem image is (In this case, the 5th position in a UITabBar). This has worked on a different project, but my current project seems to process the rendering differently.
Related
When a view controller's view is first shown I want to run an animation in which all elements in the view controller slide from outside the bottom of the screen to their natural positions. To achieve this, I do subview.frame.origin.y += self.view.frame.size.height in viewDidLayoutSubviews. I also tried viewWillAppear, but it doesn't work at all. Then I animate them up to their natural positions with subview.frame.origin.y -= self.view.frame.size.height in viewDidAppear.
The problem is that viewDidLayoutSubviews is called several times throughout the view controller's lifespan. As such, when things like showing the keyboard happen all my content gets replaced outside the view again.
Is there a better method for doing this? Do I need to add some sort of flag to check whether the animation has already run?
EDIT: here's the code. Here I'm calling prepareAppearance in viewDidLayoutSubviews, which works, but viewDidLayoutSubviews is called multiple times throughout the controller's life span.
- (void)viewDidLayoutSubviews
{
[super viewDidLayoutSubviews];
[self prepareAppearance];
}
- (void)viewDidAppear:(BOOL)animated
{
[super viewDidAppear:animated];
[self animateAppearance];
}
- (NSArray *)animatableViews
{
return #[self.createAccountButton, self.facebookButton, self.linkedInButton, self.loginButton];
}
- (void)prepareAppearance
{
NSArray * views = [self animatableViews];
NSUInteger count = [views count];
for (NSUInteger it=0 ; it < count ; ++it) {
UIView * view = [views objectAtIndex:it];
CGRect frame = view.frame;
// Move the views outside the screen, to the bottom
frame.origin.y += self.view.frame.size.height;
[view setFrame:frame];
}
}
- (void)animateAppearance
{
NSArray * views = [self animatableViews];
NSUInteger count = [views count];
for (NSUInteger it=0 ; it < count ; ++it) {
__weak UIView * weakView = [views objectAtIndex:it];
CGRect referenceFrame = self.view.frame;
[UIView animateWithDuration:0.4f
delay:0.05f * it
options:UIViewAnimationOptionCurveEaseOut
animations:^{
CGRect frame = weakView.frame;
frame.origin.y -= referenceFrame.size.height;
[weakView setFrame:frame];
}
completion:^(BOOL finished) {
}];
}
}
If you need to animate something when view will appear and then not touch subviews later, I would suggest the following:
Don't change/touch viewDidLayoutSubviews
Add logic to move elements outside the screen (to their initial position before animation) in viewWillAppear
Add logic to animate elements into their proper position in viewDidAppear
UPDATE:
If you're using auto-layout (which is very good thing), you can't animate views by changing their frames directly (because auto-layout would ignore that and change them again). What you need to do is to expose outlets to constraints responsible for Y-position (in your case) and change that constraints rather then setting frames.
Also don't forget to include call to [weakView layoutIfNeeded] after you update constraints in the animation method.
I did both things in viewDidAppear:. It seems that when viewDidAppear: is called, the view is not actually visible, but about to. So the UI elements never show in their initial position if they are replaced there.
i am new to IOS programming. i have a background image on my screen. What i want is when app launches screen shows with the background image and then after 1 sec 2 buttons comes up from right side of the screen. how can i do this. here is the image what i am trying to do
button 1 and button2 have to be invisible first. after 1 second they comes up from right side.
if there are any tutorials related to this kind of animation then please share
You can use simple UIView Animations to achieve this.
Set your button x origin any value greater than screen size so that it is not visible first. Then reset the button frame to a visible value with view animation. For example call the following function in your viewWillAppear: method.
- (void) animateButton {
// Setting button origin to value greater than the view width.
CGRect frame = button.frame;
frame.origin.x = self.view.frame.size.width+10;// or set any value > 320
button.frame = frame;
[UIView animateWithDuration:0.5
delay:2.0
options: UIViewAnimationCurveEaseOut
animations:^{
button.frame = CGRectMake(20, 100, 60, 25) ;// Any value according to your requirement
}
completion:^(BOOL finished){
NSLog(#"Done!");
}];
}
Refer Tutorial
You can do it this way, please note that, if you want to animate the way your button shows up, you must hide them using alpha = 0.0f (and not hidden = true). This way, you will have a smooth showing up animation !
Here it is :
First, on your viewDidLoad of your UIViewController, you have to set up a NSTimer of 1sec, then let it call the method that will let your buttons appear :
- (void) viewDidLoad {
[super viewDidLoad];
// Do your init stuff here
// We will call your buttons as if they are declared as properties of your class, ask if you don't know how to set them
self.button1.alpha = 0.0f;
self.button2.alpha = 0.0f;
// This will wait 1 sec until calling showButtons, where we will do the trick
NSTimeInterval timeInterval = 1.0;
[NSTimer scheduledTimerWithTimeInterval:timeInterval target:self selector:#selector(showButtons) userInfo:nil repeats:NO];
}
- (void) showButtons {
[UIView beginAnimations:#"buttonShowUp" context:nil];
[UIView setAnimationDuration:0.5]; // Set it as you want, it's the length of your animation
self.button1.alpha = 1.0f;
self.button2.alpha = 1.0f;
// If you want to move them from right to left, here is how we gonna do it :
float move = 100.0f; // Set it the way you want it
self.button1.frame = CGRectMake(self.button1.frame.origin.x - move,
self.button1.frame.origin.y,
self.button1.frame.size.width,
self.button1.frame.size.height);
self.button2.frame = CGRectMake(self.button2.frame.origin.x - move,
self.button2.frame.origin.y,
self.button2.frame.size.width,
self.button2.frame.size.height);
// If you want to set them in the exact center of your view, you can replace
// self.button1.frame.origin.x - move
// by the following
// (self.view.center - self.button1.frame.size.width/2)
// This way, your button will be centered horizontally
[UIView commitAnimations];
}
Ask if you have any questions !
Set the buttons' x co-ordinates such that the button is just outside the screen on the right side.
And then try the following in your viewDidLoad()
[UIView animateWithDuration:0.5
delay:1.0
options:NO
animations:^{ change your button x co- ordinate here to the co-ordinate you need it on finally}
completion:NULL];
I have two UIViews (My bad it is a UIView and a UIButton) which I am animating at the same time. I originally had a view and a containerView which would animate just fine and worked like a charm.
Now only one of my UIViews will move/animate in animateWithDuration even though through debugging the frame of the other view says that it is in a position it is not.
CGRect rect = self.toggle.frame;
CGRect tabRect = self.tabButton.frame;
rect.origin.x = rect.origin.x - rect.size.width;
NSLog(#"%f Before",tabRect.origin.x);
tabRect.origin.x = tabRect.origin.x - rect.size.width;
NSLog(#"%f After", tabRect.origin.x);
[UIView animateWithDuration:0.3 animations:^{ // animate the following:
self.toggle.frame = rect; // move to new location
self.tabButton.frame = tabRect;
}];
NSLog(#"%f AfterAnimation", tabButton.frame.origin.x);
The toggle view moves fine, but the tabButton view does not animate or move. The strange thing is that both the "After" and "AfterAnimation" debugging code returns the same value, which suggests the frame has indeed moved. Is there a specific reason that this will not work when toggle is a UIView when it would work as a UIContainerView?
Note that if I remove the line
self.toggle.frame = rect;
tabButton will animate correctly, but if I move toggle, tabButton will not move regardless of whether it is first in the animation block or second.
Edit: I have tried moving them into separate blocks and to change the center point rather than the frame, to no avail. It seems that if the toggle view moves, the tabButton will not move.
Edit 2: The pictorial evidence.{
In the following screenshots tabButton bg is green and toggle bg is red.
Above: Initial position (toggle is off-screen) correct position
Above: The problem in question toggle is correct tabButton is not
Above: When self.toggle.frame = rect is commented out (tabButton correct, toggle not)
}
Edit 3: It's even worse than I feared.{
I have done a few more tests and even if I take the toggle change out of the animation block to make it an instant thing, the tabButton will still not animate. This makes me think the tabButton may just fundamentally dislike the toggle view and/or myself so will not move just to spite me.
}
Edit 4:{
If I change the tabButton animation to tabButton.frame = CGRectMake(10,10,100,100) the View snaps instantly to that location and animates back to its original position in the same time as the animation duration.
}
I better add more bookkeeping/TLDR information in case things aren't clear.
toggle is an instance of ToggleDraw which is a subview of UIView which I created.
tabButton is a UIButton which is part of my IB viewController and a property of the class
Both toggle and tabButton are subviews of self.view
The animations will work individually with no modifications to the logic of the rects but will not work if they are animated at the same time
toggle animation seems to take precedence over tabButton animation regardless of the order
I had a problem with the animation of an UIView created in IB (the animation didn't start from the current position of the view, and ended in the initial position).
All worked fine after sending layoutIfNeeded() to the underlaying view before the animation block:
self.view.layoutIfNeeded()
UIView.animateWithDuration(0.5) { () -> Void in
...
I think it is not a problem about a UIView Animation. Maybe your toggle posiztion is related to your tabButton. For a try, your can set toggle frame to a rect lick (10, 10, 100,100), then check the result.
I've created an example of what you describe and everything seems to work fine. This is what I used:
UIView *toggle = [[UIView alloc] initWithFrame:CGRectMake(320, 64, 100, 100)];
[toggle setBackgroundColor:[UIColor redColor]];
[self.view addSubview:toggle];
UIButton *tabButton = [[UIButton alloc] initWithFrame:CGRectMake(220, 64, 100, 100)];
[tabButton setBackgroundColor:[UIColor greenColor]];
[self.view addSubview:tabButton];
CGRect rect = toggle.frame;
CGRect tabRect = tabButton.frame;
rect.origin.x = rect.origin.x - rect.size.width;
NSLog(#"%f Before",tabRect.origin.x);
tabRect.origin.x = tabRect.origin.x - rect.size.width;
NSLog(#"%f After", tabRect.origin.x);
[UIView animateWithDuration:1 animations:^{ // animate the following:
toggle.frame = rect; // move to new location
tabButton.frame = tabRect;
}];
What I can suggest is to make sure that the code is being ran on mainthread:
dispatch_async(dispatch_get_main_queue(), ^{
[UIView animateWithDuration:0.3 animations:^{
self.toggle.frame = rect; // move to new location
self.tabButton.frame = tabRect;
}];
});
Also take into account that the log you have after the animation code is incorrect as it won't run after the animation, but rather right next to asking for the animation.
If you want code to run after the animation you should use:
[UIView animateWithDuration:0.3 animations:^{
self.toggle.frame = rect; // move to new location
self.tabButton.frame = tabRect;
} completion:^(BOOL finished){
NSLog(#"Finished animating!");
}];
I have found a solution to the problem. If I initialise the UIButton (tabButton) programmatically rather than through the interface builder, both views will animate simultaneously.
This however seems very hacky to me, kind of like putting a bandaid over a missing foot and hoping it will sort itself out.
I could not work out the root cause of the problem but at least I could avoid the symptoms.
If anyone knows why the views would not animate when the button was made in the interface builder post an answer here, I am interested in knowing the reason behind this.
Thanks for your help everyone.
I'm currently testing new iOS 7 views controller transition.
What i want is a custom modal presenting transition that present your next view cut into several strip from top off screen. Each strip should appear after an incremental delay to give the desired effect.
So my code looks like this :
- (void)presentModalWithContext:(id<UIViewControllerContextTransitioning>)context
{
UIView *inView = [context containerView];
UIView *fromView = [context viewControllerForKey:UITransitionContextFromViewControllerKey].view;
UIView *toView = [context viewControllerForKey:UITransitionContextToViewControllerKey].view;
NSTimeInterval stripTime = 1.0;
NSTimeInterval stripDelay = 1.0;
NSInteger stripCount = 10;
CGFloat stripHeight = toView.frame.size.height / stripCount;
for (NSInteger i = 0; i < stripCount; i++)
{
CGFloat offsetY = i*stripHeight;
CGRect snapRect = CGRectMake(0, offsetY, toView.frame.size.width, stripHeight);
UIView *view = [toView resizableSnapshotViewFromRect:snapRect afterScreenUpdates:YES withCapInsets:UIEdgeInsetsZero];
CGRect stripRect = CGRectMake(0, -(stripCount-i)*stripHeight, snapRect.size.width, snapRect.size.height);
view.frame = stripRect;
[inView insertSubview:view aboveSubview:fromView];
NSTimeInterval interval = stripDelay*(stripCount-i);
[UIView animateWithDuration:stripTime delay:interval options:0 animations:^{
CGPoint center = view.center;
center.y += stripCount*stripHeight;
view.center = center;
} completion:^(BOOL finished) {
NSLog(#"complete");
if (i == stripCount-1)
[context completeTransition:YES];
}];
}
}
I've already checked initial and final position of each strip and already is OK. My interval variable is also properly set at each loop.
But it seems that this is not delayed at all. All strips are moving together, giving the impression that the complete view is moving.
A quick look to basic log shows that all animations are performed at the same time :
2013-09-20 01:11:32.908 test_transition[7451:a0b] complete
2013-09-20 01:11:32.909 test_transition[7451:a0b] complete
2013-09-20 01:11:32.910 test_transition[7451:a0b] complete
2013-09-20 01:11:32.910 test_transition[7451:a0b] complete
2013-09-20 01:11:32.911 test_transition[7451:a0b] complete
2013-09-20 01:11:32.911 test_transition[7451:a0b] complete
2013-09-20 01:11:32.912 test_transition[7451:a0b] complete
2013-09-20 01:11:32.912 test_transition[7451:a0b] complete
2013-09-20 01:11:32.913 test_transition[7451:a0b] complete
2013-09-20 01:11:32.913 test_transition[7451:a0b] complete
Do someone is able to spot what's wrong here ?
EDIT :
It seems this is the following line that cancel the delay of any animations, even if those are not concerning the view being snapshotted :
UIView *view = [toView resizableSnapshotViewFromRect:snapRect afterScreenUpdates:YES withCapInsets:UIEdgeInsetsZero];
If i set the parameter afterScreenUpdates to NO, the view snapshot is null and i get the following error log :
Snapshotting a view that has not been rendered results in an empty snapshot. Ensure your view has been rendered at least once before snapshotting or snapshot after screen updates.
How do i render the view before snapshotting ? I tried [toView setNeedsDisplay] but with no success ...
Here's a solution.
Although this question is 2 years old, it's still a pertinent one as it still exists on iOS9. I realize it miiight not be as much help to the asker seeing it's been 2 years, but I only just came across this. So here's a solution.
When you want to transition between view controllers, you're probably gonna be using an Animator Object to run your custom UIView block animation code. This might be sophisticated with multiple animation blocks and some using a delay value. But if during your transition you want to capture or screenshot a portion of something (whether it's by UIView.drawViewHierarchyInRect, UIView.snapshotViewAfterScreenUpdates, or UIView.resizableSnapshotViewFromRect), using any of these methods will disengage the delays in your animation. For the last 2 methods, if you pass false for afterScreenUpdates, then it won't disengage the delays, but it also won't capture anything; it has to be true to capture something, but setting it to true will disengage your delay.
Using any of these methods will disengage the delay in your animation block, and generally mess things up. If you tell UIKit the transition is gonna be 3 secs and you have an animation block (UIView.animateWithDuration...) that has a 2 sec delay and 1 sec animation, if your delay gets disengaged then the animation runs instantly and the transition lasts just 1 sec, which throws UIKit out of sync and stuff gets generally messed up cuz it was expecting it to be 3 secs.
Here's a solution:
Say you're transition from view controller A to view controller B. In your Animator Object's code file (an object that inherits from NSObject and conforms to UIViewControllerAnimatedTransitioning protocol), you put your animation code in the animateTransition(transitionContext: UIViewControllerContextTransitioning) { ...} delegate method. If you're transitioning from VC A to VC B, say you want to screenshot something from VC B, and show it and do something with it during the transition. One way that works perfectly, is to use the drawViewHierarchyInRect method in View Controller B's viewDidLoad method, to capture and store the image (or create a UIImageView from that image and store the UIImageView) in an instance property of View Controller B. You need to use the drawViewHierarchyInRect method and not any of the other two because those require the content to be visible on screen (i.e. already rendered); the drawViewHiearchyInRect method captures offScreen content, even if it's not added to the view.
As soon as you commence a transition, the 'to view controller' gets initialized and it's viewDidLoad gets called. So in your transition animation code, you can grab the image you screenshotted (or the imageView) by referring to the view controller's property and do whatever you want with it in your transition. Your delays will not be disengaged.
Main Point: Don't screenshot stuff during the transition. Instead, put the screenshot code in the viewDidLoad of the view controller, and store its output in an instance variable and refer to that in your transition.
Hope this helps, I only just came across this problem today and just came across a solution.
After working on your code for a bit, and comparing it to mine, where the delay parameter was honored correctly, I still can't figure out why yours doesn't work. In any case, I found another way that does work. I break the animation into two parts. In the first part, I create the slices of the view using your code, add them to the inView, and also to a mutable array. In the second part, I call the animation block recursively, with no delay, until the last strip is displayed. One limitation to this approach, is that each strip animation has to complete before the next one begins (since the next one is called from the completion block), so you don't have independent control over the duration and delay. Anyway, here is what I did. In the presenting view controller, I just do this:
-(IBAction)presntBlue:(id)sender {
BlueViewController *blue = [self.storyboard instantiateViewControllerWithIdentifier:#"Blue"];
blue.modalTransitionStyle = UIModalPresentationCustom;
blue.transitioningDelegate = self;
[self presentViewController:blue animated:YES completion:nil];
}
-(id <UIViewControllerAnimatedTransitioning>)animationControllerForPresentedController:(UIViewController *)presented presentingController:(UIViewController *)presenting sourceController:(UIViewController *)source {
RDPresentationAnimator *animator = [RDPresentationAnimator new];
animator.isPresenting = YES;
return animator;
}
And in the RDPresentationAnimator class, I have this:
#interface RDPresentationAnimator () {
NSInteger stripCount;
CGFloat stripHeight;
NSMutableArray *stripArray;
}
#end
#implementation RDPresentationAnimator
#define ANIMATION_TIME .3
- (NSTimeInterval)transitionDuration:(id <UIViewControllerContextTransitioning>)transitionContext {
return ANIMATION_TIME;
}
- (void)animateTransition:(id<UIViewControllerContextTransitioning>)context {
UIView *inView = [context containerView];
UIView *toView = [context viewControllerForKey:UITransitionContextToViewControllerKey].view;
stripCount = 10;
stripHeight = toView.frame.size.height / stripCount;
stripArray = [NSMutableArray new];
for (NSInteger i = 0; i < stripCount; i++)
{
CGFloat offsetY = i*stripHeight;
CGRect snapRect = CGRectMake(0, offsetY, toView.frame.size.width, stripHeight);
UIView *view = [toView resizableSnapshotViewFromRect:snapRect afterScreenUpdates:YES withCapInsets:UIEdgeInsetsZero];
CGRect stripRect = CGRectMake(0, -(stripCount-i)*stripHeight, snapRect.size.width, snapRect.size.height);
view.frame = stripRect;
[inView addSubview:view];
[stripArray addObject:view];
}
[self animateStrip:stripCount - 1 withContext:context];
}
-(void)animateStrip:(NSInteger) index withContext:(id <UIViewControllerContextTransitioning>) context{
[UIView animateWithDuration:ANIMATION_TIME animations:^{
UIView *view = stripArray[index];
CGPoint center = view.center;
center.y += stripCount*stripHeight;
view.center = center;
} completion:^(BOOL finished) {
if (index >0) {
[self animateStrip:index - 1 withContext:context];
}else{
[context completeTransition:YES];
};
}];
}
I thought I'd add another answer that does give you the independent control over the stripTime and stripDelay. I never did find a way to make it work using the new UIViewControllerContextTransitioning methods. This way uses normal UIView animations, followed by a no animation presentViewController. This method should work correctly in either portrait or landscape orientation (notice that I use self.view.bounds to calculate stripHeight and snapRect, so that those values will be correct for either orientation).
#interface ViewController () {
NSInteger stripCount;
CGFloat stripHeight;
NSMutableArray *stripArray;
}
#end
#implementation ViewController
-(IBAction)presntBlue:(id)sender {
BlueViewController *blue = [self.storyboard instantiateViewControllerWithIdentifier:#"Blue"];
[self animateView:blue];
}
-(void)animateView:(UIViewController *) toVC; {
UIView *toView = toVC.view;
toView.frame = self.view.bounds;
[self.view addSubview:toView];
NSTimeInterval stripDelay = 0.2;
NSTimeInterval stripTime = 1.0;
stripCount = 10;
stripHeight = self.view.bounds.size.height / stripCount;
stripArray = [NSMutableArray new];
for (NSInteger i = 0; i < stripCount; i++) {
CGFloat offsetY = i*stripHeight;
CGRect snapRect = CGRectMake(0, offsetY, self.view.bounds.size.width, stripHeight);
UIView *view = [toView resizableSnapshotViewFromRect:snapRect afterScreenUpdates:YES withCapInsets:UIEdgeInsetsZero];
CGRect stripRect = CGRectMake(0, -(stripCount-i)*stripHeight, snapRect.size.width, snapRect.size.height);
view.frame = stripRect;
[self.view addSubview:view];
[stripArray addObject:view];
}
[toView removeFromSuperview];
for (NSInteger i = 0; i < stripCount; i++) {
NSTimeInterval interval = stripDelay*(stripCount-i);
UIView *view = stripArray[i];
[UIView animateWithDuration:stripTime delay:interval options:0 animations:^{
CGPoint center = view.center;
center.y += stripCount*stripHeight;
view.center = center;
} completion:^(BOOL finished) {
if (i == 0){
[self presentViewController:toVC animated:NO completion:nil];
}
}];
}
}
Added note:
In the animateView: method, I add the toView to self.view,, and then remove it after making the strips. I do this to make sure it works correctly in portrait and landscape -- if I omit those two statements, there's a slight glitch in the landscape animation when the animation finishes. If I have those two lines in, I occasionally get a glitch at the beginning where you can see the whole toView for a brief flash. I don't know why this only happens occasionally, and I haven't updated my phone yet, so I don't know if this happens on the device as well.
I have a simple UIView animation block. In the block, I only change the view's alpha, but the view's frame is also being animated! WTF?
Here's my code:
UIButton *button = [flowerViews objectAtIndex:index];
UIImageView *newGlowView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"grid_glow.png"]];
newGlowView.frame = CGRectMake(0, 0, 130, 130);
newGlowView.center = button.center;
newGlowView.alpha = 0.0;
[scrollView_ addSubview:newGlowView];
[scrollView_ sendSubviewToBack:newGlowView];
[UIView animateWithDuration:0.3 animations:^{
newGlowView.alpha = 1.0;
}];
As you see, I'm creating a new view and adding it to scrollView_. I'm setting the view's position and alpha before adding it to scrollView_. Once it's added, I have an animation block to animate the view's alpha from 0 to 1.
The problem is, the view's position is also being animated! As it fades in, it looks as if it's animating from an original frame of CGRectZero to the one I've assigned it.
Ostensibly, only properties set within the animation block should be animated, right? Is this a bug? Am I missing something?
Thanks!
Perhaps the whole thing being called from an animation block or maybe within an event that is within an animation block like the autorotate view controller delegate methods.