I have a problem with my function.
[UIView animateWithDuration:5 animations:^{
//set end coordinates for marker = MKAnnotationPoint
[self.followDriverMarker setCoordinate:CLLocationCoordinate2DMake(latitde, longitude)];
//set end coordinate for camera/map
[self.mapView setCenterCoordinate:CLLocationCoordinate2DMake(latitde, longitude) animated:NO];
}
completion:^(BOOL finished) {
if (finished) {
if (self.currentPosition < [self.followDriverList count] - 2) {
self.currentPosition++;
//start next one
[self runAnimation];
} else {
//animation is finished
//TODO
self.isAnimationRunning = NO;
}
}
}];
The function will look in a List if there are locations left. If so it will run again. That works. The only problem is. If the animation is running. There is no interaction possible with the mapView. The other problem is that i cannot find how to cancel,stop or remove my Animation.
If I put:
[self.mapView setCenterCoordinate:CLLocationCoordinate2DMake(latitde, longitude) animated:NO];
inside the the completionBlock, I have interaction with map. But I don't want to do that because I want to animate it the same time. Also here I can't find a way to cancel the animation.
Please don't say removeAllAnimation. This is not working.
I believe this answers your question.
Basically you commit a new animation on the same target with a short duration. By setting the setAnimationBeginsFromCurrentState flag you prevent weird jumps.
Related
I am having difficulty getting a UITapGestureRecognizer to detect every tap that is occurring. For context, I am making a drumming app. I have gotten the tap gesture recognizer to work correctly, but the user should be able to tap very quickly to drum, and the recognizer is only picking up on let's say a tap every so often (if you try to tap as quickly as you can).
I am guessing this has to do with iOS categorizing very quick taps in a row as one gesture, but is there any way to get every time a finger goes down as a tap event?
I have tried using UILongPressGestureRecognizer with a small press duration.
I have tried setting the requiredNumberofTouches and requiredNumberofTaps to 1.
The code does not seem necessary to post in order to answer the question, but I will post it if you request it.
Any help would be most appreciated!
EDIT: I am adding my code, since it may help:
-(void)tap:(UITapGestureRecognizer *)tapGestureRecognizer {
CGPoint location = [tapGestureRecognizer locationInView:[self view]];
switch ([self validateTouchLocation:location]) {
case 0:
return;
case 1:
[[ASSoundManager sharedManager] playSoundNamed:#"SD0025" ofType:#"mp3"];
break;
case 2:
default:
[[ASSoundManager sharedManager] playSoundNamed:#"SD0010" ofType:#"mp3"];
break;
}
float tapWidth = 30;
ASDrumTapView *drumTapView = [[ASDrumTapView alloc] initWithFrame:CGRectMake(location.x - (tapWidth / 2), location.y - (tapWidth / 2), tapWidth, tapWidth)];
[drumTapView setBackgroundColor:[UIColor clearColor]];
[drumTapView setNeedsDisplay];
[[self view] addSubview:drumTapView];
float animDuration = 0.75;
CGRect frame = [drumTapView frame];
[UIView animateKeyframesWithDuration:animDuration
delay:0.0
options:0
animations:^{
[UIView addKeyframeWithRelativeStartTime:0
relativeDuration:animDuration
animations:^{
[drumTapView setFrame:CGRectInset(frame, -frame.size.width, -frame.size.height)];
}];
[UIView addKeyframeWithRelativeStartTime:0
relativeDuration:3*animDuration/5
animations:^{
[[drumTapView layer] setOpacity:0.0];
}];
}
completion:^(BOOL finished) {
[drumTapView removeFromSuperview];
}];
}
There could be many reason:
One possible reason could be fact that your audio engine cannot play next sound before previous sound has finished.
Check multipleTouchEnabled property on UIView
If your view is embedded in UIScrollView or any derived class, check delaysContentTouches property
While I appreciate everyone's input, I figured it out on my own.
In my code, I am running a keyframe animation with options set to 0. What this means is that during the animation, user interaction with the view is not enabled.
By setting options to UIKeyframeAnimationOptionAllowUserInteraction, I am able to pick up on taps even though one of the subviews is still in animation.
Hope this helps someone else!
I'm adding and removing annotations to a map view. When I remove one it disappears abruptly and looks a bit startling, I'd rather it faded away gracefully.
I tried removing it with UIView:animateWithDuration: but it wasn't an animatable attribute.
If there's no other easy solution I was thinking I could get the annotation view to fade its alpha and then remove its annotation from the map. However the problem with this is it doesn't seem like an annotation view has a reference to its map view? Adding one starts to get a bit messy.
Is there some easy quick solution to removing an annotation gracefully?
Using animateWithDuration should work fine. To fade the removal of an annotation, one can:
MKAnnotationView *view = [self.mapView viewForAnnotation:annotation];
if (view) {
[UIView animateWithDuration:0.5 delay:0.0 options:0 animations:^{
view.alpha = 0.0;
} completion:^(BOOL finished) {
[self.mapView removeAnnotation:annotation];
view.alpha = 1.0; // remember to set alpha back to 1.0 because annotation view can be reused later
}];
} else {
[self.mapView removeAnnotation:annotation];
}
I think your proposed solution is the correct one. Set up an animation to opacity = 0, then, upon completion, remove the annotation from the MKMapView. The code that starts the animation doesn't have to be in the view itself; a better location for the code may be the view controller. Consider using NSNotificationCenter to notify the view controller that an annotation is requesting fade-out-and-remove.
I am coding in iOS.
I have an NSArray, which contains a few MKMapCameras. I want to display MKMapCameras from the array one after another.
I put a while loop and used [self.mapView setCamera:nextCamera animated:YES];
However, this is only showing the first and the last views. Everything in between is going too fast.
I want to slow down the movement of each camera. Is there a way to achieve it using CATransaction or using any other animation tricks. If so, could you please show me an example code?
Want to give an update... I tried below code. But it isn't working... Camera movements are fast as I mentioned earlier.
[CATransaction begin];
[CATransaction setAnimationDuration:5.5];
[CATransaction setAnimationTimingFunction:[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]];
[CATransaction setCompletionBlock:^{
[self.mapView setCamera:nextCamera animated:YES];
}];
[CATransaction commit];
After fiddling with it a few hours, I figured out a way to make it work. Thought of sharing the same with everyone...
I made two changes. I replaced CATransaction with UIView's animation. I also removed Camera's default animation settings, which was conflicting with UIView's animation.
Below is the code.
[UIView beginAnimations:nil context:nil];
[UIView setAnimationCurve:UIViewAnimationCurveLinear];
[UIView setAnimationDuration:2.5];
self.mapView.camera = nextCamera;
[UIView commitAnimations];
According to the WWDC 'Putting MapKit in Perspective' video you should avoid any approach using completion handlers for animating map cameras in sequence. Rather you should set a delegate on your map view and listen for the regionDidChangeAnimated: call to trigger the next camera in your sequence. This way the speed of the camera movement can be controlled with animateWithDuration:
-(void)flyToLocation:(CLLocationCoordinate2D)toLocation {
CLLocationCoordinate2D startCoord = self.mapView.camera.centerCoordinate;
CLLocationCoordinate2D eye = CLLocationCoordinate2DMake(toLocation.latitude, toLocation.longitude);
MKMapCamera *upCam = [MKMapCamera cameraLookingAtCenterCoordinate:startCoord
fromEyeCoordinate:startCoord
eyeAltitude:80000];
MKMapCamera *turnCam = [MKMapCamera cameraLookingAtCenterCoordinate:toLocation
fromEyeCoordinate:startCoord
eyeAltitude:80000];
MKMapCamera *inCam = [MKMapCamera cameraLookingAtCenterCoordinate:toLocation
fromEyeCoordinate:eye
eyeAltitude:26000];
self.camerasArray = [NSMutableArray arrayWithObjects:upCam, turnCam, inCam, nil];
[self gotoNextCamera];
}
-(void)mapView:(MKMapView *)mapView regionDidChangeAnimated:(BOOL)animated {
[self gotoNextCamera];
}
-(void)gotoNextCamera {
if (self.camerasArray.count == 0) {
return;
}
MKMapCamera *nextCam = [self.camerasArray firstObject];
[self.camerasArray removeObjectAtIndex:0];
[UIView animateWithDuration:3.0 animations:^{
self.mapView.camera = nextCam;
}];
}
Closed. This question does not meet Stack Overflow guidelines. It is not currently accepting answers.
Questions asking for code must demonstrate a minimal understanding of the problem being solved. Include attempted solutions, why they didn't work, and the expected results. See also: Stack Overflow question checklist
Closed 9 years ago.
Improve this question
I have a UILabel which i added a pan gesture recognizer to and I also have a trashcan image on my view using the UIImage view. I want to delete the UILabel from my program view every time i drag the UILabel to the trashcan image.
I assume you want to do something like this:
I'll show you how to implement that.
We're going to need an outlet for the label and an outlet for the trashcan view:
#interface ViewController ()
#property (strong, nonatomic) IBOutlet UIImageView *trashView;
#property (strong, nonatomic) IBOutlet UILabel *label;
#end
Connect these to your label and your trashcan view. We'll also need two instance variables:
#implementation ViewController {
CGPoint labelOriginalCenter;
BOOL trashIsShowingPendingDropAppearance;
}
We need to save the original position of the label, so we can animate it back there if the drag is cancelled:
- (void)viewDidLoad {
[super viewDidLoad];
labelOriginalCenter = self.label.center;
}
Now let's make the action for the pan gesture recognizer. We need to move the label based on the gesture. Then we need to take action based on the state of the gesture.
- (IBAction)labelWasDragged:(UIPanGestureRecognizer *)recognizer {
[self moveLabelForDrag:recognizer];
switch (recognizer.state) {
case UIGestureRecognizerStateChanged:
[self labelDragDidChange:recognizer];
break;
case UIGestureRecognizerStateEnded:
[self labelDragDidEnd:recognizer];
break;
case UIGestureRecognizerStateCancelled:
[self labelDragDidAbort:recognizer];
break;
default:
break;
}
}
To move the label, we change its center by the gesture's translation. We also reset the gesture's translation to zero each time it changes.
- (void)moveLabelForDrag:(UIPanGestureRecognizer *)sender {
CGPoint translation = [sender translationInView:self.label];
[sender setTranslation:CGPointZero inView:self.label];
CGPoint center = self.label.center;
center.x += translation.x;
center.y += translation.y;
self.label.center = center;
}
If the gesture changed, we want to update the appearance of the trash can based on whether the touch is over the trash can:
- (void)labelDragDidChange:(UIPanGestureRecognizer *)recognizer {
if ([self dragIsOverTrash:recognizer]) {
[self updateTrashAppearanceForPendingDrop];
} else {
[self updateTrashAppearanceForNoPendingDrop];
}
}
If the gesture ended, we want to throw away the label, or abort the drag, based on whether the touch was over the trash can when the gesture ended:
- (void)labelDragDidEnd:(UIPanGestureRecognizer *)recognizer {
if ([self dragIsOverTrash:recognizer]) {
[self dropLabelInTrash];
} else {
[self abortLabelDrag];
}
}
If the gesture was cancelled, we want to abort the drag:
- (void)labelDragDidAbort:(UIPanGestureRecognizer *)recognizer {
[self abortLabelDrag];
}
To detect whether the gesture's touch is over the trash can, we ask the gesture recognizer for its location in the trash view's coordinate system. Then we ask the trash view whether that location is inside the trash view's bounds.
- (BOOL)dragIsOverTrash:(UIPanGestureRecognizer *)recognizer {
CGPoint pointInTrash = [recognizer locationInView:self.trashView];
return [self.trashView pointInside:pointInTrash withEvent:nil];
}
We could update the trash can's appearance in lots of different ways. Here, we'll make the trash can wiggle while the drag is over the trash can:
- (void)updateTrashAppearanceForPendingDrop {
if (trashIsShowingPendingDropAppearance)
return;
trashIsShowingPendingDropAppearance = YES;
self.trashView.transform = CGAffineTransformMakeRotation(-.1);
[UIView animateWithDuration:0.15 delay:0 options:UIViewAnimationOptionAutoreverse | UIViewAnimationOptionRepeat animations:^{
self.trashView.transform = CGAffineTransformMakeRotation(.1);
} completion:nil];
}
When the drag moves off the trash can, we need to make the trash can stop wiggling:
- (void)updateTrashAppearanceForNoPendingDrop {
if (!trashIsShowingPendingDropAppearance)
return;
trashIsShowingPendingDropAppearance = NO;
[UIView animateWithDuration:0.15 animations:^{
self.trashView.transform = CGAffineTransformIdentity;
}];
}
When we want to drop the label in the trash, we need to do several things. We need to stop the trash can wiggling, we need to animate the label into the trash can, and when the animation ends, we need to remove the label entirely.
- (void)dropLabelInTrash {
[self updateTrashAppearanceForNoPendingDrop];
[UIView animateWithDuration:0.5 delay:0 options:UIViewAnimationOptionCurveEaseIn animations:^{
self.label.center = self.trashView.center;
self.label.transform = CGAffineTransformMakeScale(0.1, 0.1);
} completion:^(BOOL finished) {
[self.label removeFromSuperview];
self.label = nil;
}];
}
If the drag was aborted, we need to stop the trash can wiggling and animate the label back to its original position:
- (void)abortLabelDrag {
[self updateTrashAppearanceForNoPendingDrop];
[UIView animateWithDuration:0.5 delay:0 options:UIViewAnimationOptionCurveEaseOut animations:^{
self.label.center = labelOriginalCenter;
} completion:nil];
}
That's all!
The label can be gotten from the gesture recognizer's view property. As far as the trash can, you could use CGRectIntersectsRect to determine if your dragged label's rect overlaps the trashcan's rect. Something like this within the gesture recognizer's action method:
- (IBAction)handlePan:(UIPanGestureRecognizer *)sender {
// your other panning code here
if (sender.state == UIGestureRecognizerStateEnded){
if (CGRectIntersectsRect(sender.view.frame, trashcanImageView.frame))
[ sender.view removeFromSuperview];
}
}
I am using [UIView animateWithDuration... ] in order to display a text for each page of my app. Each page got its own text. I'm swiping to navigate between pages. I am using a 1 second dissolve effect to have the text fading in after the page is displayed.
Here's the problem: If I'm swiping during that 1 second (during which the text is fading in) the animation will complete when the next page appears and 2 texts will overlap (the previous and the current).
The solution I'd like to implement is to interrupt the animation if I happen to swipe during its occurrence. I just cannot make it happen. [self.view.layer removeAllAnimations]; does not work for me.
Here's my animation code:
- (void) replaceContent: (UITextView *) theCurrentContent withContent: (UITextView *) theReplacementContent {
theReplacementContent.alpha = 0.0;
[self.view addSubview: theReplacementContent];
theReplacementContent.alpha = 0.0;
[UITextView animateWithDuration: 1.0
delay: 0.0
options: UIViewAnimationOptionTransitionCrossDissolve
animations: ^{
theCurrentContent.alpha = 0.0;
theReplacementContent.alpha = 1.0;
}
completion: ^(BOOL finished){
[theCurrentContent removeFromSuperview];
self.currentContent = theReplacementContent;
[self.view bringSubviewToFront:theReplacementContent];
}];
}
Do you guys know how to make this work? Do you know any other way to address this issue?
You can not directly cancel animations created via +animateWithDuration.... What you want to do is replace the running animation with an instant new one.
You could write the following method, that get's called when you want to show the next page:
- (void)showNextPage
{
//skip the running animation, if the animation is already finished, it does nothing
[UIView animateWithDuration: 0.0
delay: 0.0
options: UIViewAnimationOptionTransitionCrossDissolve | UIViewAnimationOptionBeginFromCurrentState
animations: ^{
theCurrentContent.alpha = 1.0;
theReplacementContent.alpha = 0.0;
}
completion: ^(BOOL finished){
theReplacementContent = ... // set the view for you next page
[self replaceContent:theCurrentContent withContent:theReplacementContent];
}];
}
Notice the additional UIViewAnimationOptionBeginFromCurrentState passed to options:. What this does is, it basically tells the framework to intercept any running animations for the affected properties and replace them with this one.
By setting the duration: to 0.0 the new values are set instantly.
In the completion: block you can then create and set your new content and call your replaceContent:withContent: method.
So, another possible solution would be to just disable interaction during the animation.
[[UIApplication sharedApplication] beginIgnoringInteractionEvents];
[[UIApplication sharedApplication] endIgnoringInteractionEvents];
I would declare a flag like shouldAllowContentToBeReplaced. Set it to false when the animation starts and back true when it's complete. Then say if (shouldAllowContentToBeReplaced) { before you start the animation.