How do I make subviews of stack interchange with animation
UIView.animateWithDuration(0.5, animations:
{
self.stackview.exchangeSubviewAtIndex(3, withSubviewAtIndex: 4)
})
This works when views are not in stack view :
let lastXcoVar = lastView.center.x
UIView.animateWithDuration(0.5, animations:
{
lastView.center.x = nextView.center.x
nextView.center.x = lastXcoVar
})
Animation is just a visualization. You can do the same animation as your views not in stack view, after the animation is finished we use exchangeSubviewAtIndex to update the views on stack view. For example:
let lastXcoVar = lastView.center.x
UIView.animateWithDuration(0.5, animations:
{
lastView.center.x = nextView.center.x
nextView.center.x = lastXcoVar
}) { _ in
self.stackview.exchangeSubviewAtIndex(<index of lastView>, withSubviewAtIndex: <index of nextView>)
}
Related
I'm trying to rotate the background colour endlessly between two different gradients, but the actual transition isn't lasting as long as expected (it lasts for less than a second and there's no delay between each transition).
var backgroundColours = [CAGradientLayer()]
var backgroundLoop = 0
override func viewDidLoad() {
super.viewDidLoad()
backgroundColours = [Colors.init().one, Colors.init().two] // These are two CAGradientLayers but I haven't included their code
backgroundLoop = 0
self.animateBackgroundColour()
}
func animateBackgroundColour () {
backgroundLoop = (backgroundLoop + 1) % (backgroundColours.count)
UIView.animate(withDuration: 2.0, delay: 2.0, options: .curveLinear, animations: {
self.view.backgroundColor = UIColor.clear
let backgroundLayer = self.backgroundColours[self.backgroundLoop]
backgroundLayer.frame = self.view.frame
self.view.layer.insertSublayer(backgroundLayer, at: 0)
}, completion: { (Bool) -> Void in
self.animateBackgroundColour()
})
This is all inside the ViewController Class
UIView.animate animates only about five specialized view properties. You are not animating any of those properties. What you want is layer animation (e.g. CABasicAnimation).
I followed this guide Implementing a Container View Controller to make a container that would handle login/logout in the app.
Children view controllers are: UINavigationController for login, and UITabBarController for the rest of the app:
My problem is that UINavigationBar animates strangely, and I want to prevent its animation:
The animation code is basically this (full project code here):
let current = childViewControllers.first
current?.willMoveToParentViewController(nil)
child.securityContainer = self
addChildViewController(child)
child.view.frame = newChildOriginFrame
UIView.transitionWithView(view, duration: 0.3, options: [], animations: {
child.view.frame = newChildTargetFrame
current?.view.frame = oldChildTargetFrame
self.view.addSubview(child.view)
}, completion: { _ in
child.didMoveToParentViewController(self)
current?.view.removeFromSuperview()
current?.removeFromParentViewController()
current?.securityContainer = nil
})
How can I prevent animation of UINavigationBar?
Fixed it by moving addSubview outside animations block:
let current = childViewControllers.first
current?.willMoveToParentViewController(nil)
child.securityContainer = self
addChildViewController(child)
child.view.frame = newChildOriginFrame
view.addSubview(child.view)
UIView.transitionWithView(view, duration: 0.3, options: [], animations: {
child.view.frame = newChildTargetFrame
current?.view.frame = oldChildTargetFrame
}, completion: { _ in
child.didMoveToParentViewController(self)
current?.view.removeFromSuperview()
current?.removeFromParentViewController()
current?.securityContainer = nil
})
(full project source code)
I'm trying to show a custom view when I receive a notification from parse.
This view is showed with an animation and its hidden with another animation. This view also has a uitapgesturerecognizer that needs to be fired when the user taps the view.
My problem is that when the second animation gets fired the custom view's uitapgesture doesn't work :\
Any ideas? I paste the code.
Thanks!
func doManageObjectNotification(notification: COPushNotification){
mainView = UIApplication.sharedApplication().keyWindow!
customView = CustomNotificationView()
let height = customView.calculateViewHeight()
customView.frame = CGRectMake(0, -height, mainView.frame.width, height)
customView.targetMethod = notificationWasTapped
customView.setContent(notification)
customView.alpha = 0
mainView.addSubview(customView)
UIView.animateWithDuration(0.75, delay: 0, options: [UIViewAnimationOptions.CurveEaseInOut, UIViewAnimationOptions.AllowUserInteraction], animations: { () -> Void in
// Show the view
self.customView.frame.origin.y = 0
self.customView.alpha = 1
}) { (Bool) -> Void in
UIView.animateWithDuration(0.75, delay: 5, options: [UIViewAnimationOptions.CurveEaseInOut, UIViewAnimationOptions.AllowUserInteraction], animations: {
// Hide the view
self.customView.alpha = 0
}, completion: { finished in
self.customView.removeFromSuperview()
self.customView = nil
})
}
}
Im agree with Lion answer, but I want also focus your attention about customView.frame.origin.y = 0 during animation: if you use autolayout and you try to change frame dimensions or positions instead the correct constraints involved, you can disable you constraints effect causing warnings and unexpected view dimensions and movements. When you have this issue many times the UITapGestureRecognizer stop to responding.
The best way to do it is to create IBOutlets constraints and working with it (for example):
#IBOutlet weak var customViewTopConstraint: NSLayoutConstraint
...
UIView.animateWithDuration(0.75, delay: 0, options: [UIViewAnimationOptions.CurveEaseInOut, UIViewAnimationOptions.AllowUserInteraction], animations: { () -> Void in
// Show the view
self.customViewTopConstraint.constant = 0
For handling tap during animation you should implement touchesBegan method. by this you can detect touch and then check that touch is from your view,if yes then you can perform your desired task.
Hope this will help :)
I'm using custom transitions to display a fullscreen modal game view. When the user starts a game, the root view controller scales down "into" the screen, while the fullscreen game view controller zooms from a larger scale down onto the display while transitioning from 0% opacity to 100% opacity. Simple!
The transition looks great and works fine, also correctly reversing the animation when dismissing the game view controller.
The issue I'm having is that if the device is rotated while the fullscreen game view controller is displayed, on returning to the root view controller, the layout is all screwy. And further rotation doesn't fix the problem, the layout is screwy and stays screwy.
If I disable the use of a custom transition, this problem is gone. Also, if I keep the custom transition, but disable calls setting a CATransform3D on my source and destination views in the transition animation, the problem goes away again.
Here's my transitioning delegate:
class FullscreenModalTransitionManager: NSObject, UIViewControllerAnimatedTransitioning, UIViewControllerTransitioningDelegate {
private var presenting:Bool = true
// MARK: UIViewControllerAnimatedTransitioning protocol methods
func animateTransition(transitionContext: UIViewControllerContextTransitioning) {
// get reference to our fromView, toView and the container view that we should perform the transition in
let container = transitionContext.containerView()
let fromView = transitionContext.viewForKey(UITransitionContextFromViewKey)!
let toView = transitionContext.viewForKey(UITransitionContextToViewKey)!
let scale:CGFloat = 1.075
//let bigScale = CGAffineTransformMakeScale(scale, scale)
//let smallScale = CGAffineTransformMakeScale(1/scale,1/scale)
let bigScale = CATransform3DMakeScale(scale, scale, 1)
let smallScale = CATransform3DMakeScale(1/scale, 1/scale, 1)
let smallOpacity:CGFloat = 0.5
let presenting = self.presenting
if presenting {
// when presenting, incoming view must be on top
container.addSubview(fromView)
container.addSubview(toView)
toView.layer.transform = bigScale
toView.opaque = false
toView.alpha = 0
fromView.layer.transform = CATransform3DIdentity
fromView.opaque = false
fromView.alpha = 1
} else {
// when !presenting, outgoing view must be on top
container.addSubview(toView)
container.addSubview(fromView)
toView.layer.transform = smallScale
toView.opaque = false
toView.alpha = smallOpacity
fromView.layer.transform = CATransform3DIdentity
fromView.opaque = false
fromView.alpha = 1
}
let duration = self.transitionDuration(transitionContext)
UIView.animateWithDuration(duration,
delay: 0.0,
usingSpringWithDamping: 0.7,
initialSpringVelocity: 0,
options: nil,
animations: {
if presenting {
fromView.layer.transform = smallScale
fromView.alpha = smallOpacity
} else {
fromView.layer.transform = bigScale
fromView.alpha = 0
}
},
completion: nil )
UIView.animateWithDuration(duration,
delay: duration/6,
usingSpringWithDamping: 0.7,
initialSpringVelocity: 0.5,
options: nil,
animations: {
toView.layer.transform = CATransform3DIdentity
toView.alpha = 1
},
completion: { finished in
transitionContext.completeTransition(true)
})
}
func transitionDuration(transitionContext: UIViewControllerContextTransitioning) -> NSTimeInterval {
return 0.5
}
// MARK: UIViewControllerTransitioningDelegate protocol methods
func animationControllerForPresentedController(presented: UIViewController, presentingController presenting: UIViewController, sourceController source: UIViewController) -> UIViewControllerAnimatedTransitioning? {
self.presenting = true
return self
}
func animationControllerForDismissedController(dismissed: UIViewController) -> UIViewControllerAnimatedTransitioning? {
self.presenting = false
return self
}
}
And, for visual reference, here's what my root view controller normally looks like:
And, for visual reference, here's what my root view controller looks like if I rotate my device (at least once) while in the game view, and return to the root view controller.
And a final note - just in case it rings any bells - I'm using autolayout and size classes to lay out my root view controller.
Thanks,
I had a similar problem, I had written a custom transition for push and pop on a navigation controller. If you rotated the device after you did a push, when you popped back to the root view controller it's frame would be unchanged.
Problem
Solution
Objective C
- (void)animateTransition:(id<UIViewControllerContextTransitioning>)transitionContext {
// ViewController Reference
UIViewController *toViewController = [transitionContext viewControllerForKey:UITransitionContextToViewControllerKey];
// Fix layout bug in iOS 9+
toViewController.view.frame = [transitionContext finalFrameForViewController:toViewController];
// The rest of your code ...
}
Swift 3.0
func animateTransition(using transitionContext: UIViewControllerContextTransitioning) {
// ViewController reference
let toViewController = transitionContext.viewController(forKey: UITransitionContextViewControllerKey.to)!
// Fix layout bug in iOS 9+
toViewController.view.frame = transitionContext.finalFrame(for: toViewController)
// The rest of your code ...
}
I accidentally figured this out, while doing some manual layout code on views with non-identity transforms. Turns out if your view has a non-identity transform, normal layout code fails.
The fix, in my transitioning delegate was to take the transited-out view, and in the animation complete callback set its transform to identity (since that view's invisible at the end of the animation, and behind the new view, this has no effect on the appearance)
UIView.animateWithDuration(duration,
delay: 0.0,
usingSpringWithDamping: 0.7,
initialSpringVelocity: 0,
options: nil,
animations: {
if presenting {
fromView.transform = smallScale
fromView.alpha = smallOpacity
} else {
fromView.transform = bigScale
fromView.alpha = 0
}
},
completion: { completed in
// set transform of now hidden view to identity to prevent breakage during rotation
fromView.transform = CGAffineTransformIdentity
})
Finally I found solution for this issue. You need to improve #agilityvision code. You need to add BOOL value, something like closeVCNow that indicates you want to close VC, and in animateTransition:, in animation block do that:
if (self.closeVCNow) {
toVC.view.transform = CGAffineTransformIdentity;
toVC.view.frame = [transitionContext finalFrameForViewController:toVC];
self.closeVCNow = NO;
}
I am writing a camera app, and have trouble with showing the focus square when user tap on the screen.
My code is (in swift):
self.focusView.center = sender.locationInView(self.cameraWrapper)
self.focusView.transform = CGAffineTransformMakeScale(2, 2)
self.focusView.hidden = false
UIView.animateWithDuration(0.5, animations: { [unowned self] () -> Void in
self.focusView.transform = CGAffineTransformIdentity
}, completion: { (finished) -> Void in
UIView.animateWithDuration(0.5, delay: 1.0, options: nil, animations: { () -> Void in
self.focusView.alpha = 0.0
}, completion: { (finished) -> Void in
self.focusView.hidden = true
self.focusView.alpha = 1.0
})
})
However, if use tap the screen consecutively when the previous animation does not finish, the old and new animation will mix up and the focus view will behave strangely, for example it will disappear very quick.
Could anyone tell me how to cancel previous animation, especially the previous completion block?
You can user method removeAllAnimations to stop animation
Replace your code with below
self.focusView.center = sender.locationInView(self.cameraWrapper)
self.focusView.transform = CGAffineTransformMakeScale(2, 2)
self.focusView.hidden = false
self.focusView.layer.removeAllAnimations() // <<==== Solution
UIView.animateWithDuration(0.5, animations: { [unowned self] () -> Void in
self.focusView.transform = CGAffineTransformIdentity
}, completion: { (finished) -> Void in
UIView.animateWithDuration(0.5, delay: 1.0, options: nil, animations: { () -> Void in
self.focusView.alpha = 0.0
}, completion: { (finished) -> Void in
self.focusView.hidden = true
self.focusView.alpha = 1.0
})
})
Reference : link
#Jageen solution is great, but I worked with UIStackView animation and there I needed additional steps. I have stackView with view1 and view2 inside, and one view should be visible and one hidden:
public func configureStackView(hideView1: Bool, hideView2: Bool) {
let oldHideView1 = view1.isHidden
let oldHideView2 = view2.isHidden
view1.layer.removeAllAnimations()
view2.layer.removeAllAnimations()
view.layer.removeAllAnimations()
stackView.layer.removeAllAnimations()
// after stopping animation the values are unpredictable, so set values to old
view1.isHidden = oldHideView1 // <- Solution is here
view2.isHidden = oldHideView2 // <- Solution is here
UIView.animate(withDuration: 0.3,
delay: 0.0,
usingSpringWithDamping: 0.9,
initialSpringVelocity: 1,
options: [],
animations: {
view1.isHidden = hideView1
view2.isHidden = hideView2
stackView.layoutIfNeeded()
},
completion: nil)
}
In my case, I add the focusing indicator by using addSubview().
self.view.addSubview(square)
square is the UIView I defined in the function. So when the user tap the screen to focus, this function will add a square on subview.
And to cancel this animation when the next tap happen, I just simply use the removeFromSuperview() function, when this function called it removes the view from its superview which is the focusing square here.
filterView.subviews.forEach({ $0.removeFromSuperview() })
It's different from the method above to remove the animation, but remove the subview directly.
In my case, i just needed to set the value, i animated to concrete value.
For e.g.
if ([indexPath isEqual:self.currentPlayerOrderIndexPath])
{
[UIView animateWithDuration:0.5
delay:0.0
options:UIViewAnimationOptionAutoreverse | UIViewAnimationOptionRepeat | UIViewAnimationOptionCurveEaseInOut
animations:^{
cell.avatarImageV.transform = CGAffineTransformMakeScale(1.15,1.15);
}
completion:NULL];
}
else
{
cell.avatarImageV.transform = CGAffineTransformMakeScale(1.0, 1.0);