I have an animation of a contentView of a cell wish have UIPanGestureRecognizer.
the UIPanGestureRecognizer works fine and detect touches but while the animation is happening it doesn't detect touches until it finish the animation.
is there a workaround for this.
this is the animation block
[self.myContentView layoutIfNeeded];
self.contentViewLeftConstraint.constant = -50;
self.contentViewRightConstraint.constant = 50;
[UIView animateWithDuration:duration delay:0 options:UIViewAnimationOptionCurveEaseOut animations:^{
[self.myContentView layoutIfNeeded];
} completion:completion];
Thanks.
If you want to allow user interaction during the animation, you must set the option to allow it:
UIViewAnimationOptions options = UIViewAnimationOptionCurveEaseOut |
UIViewAnimationOptionAllowUserInteraction;
[UIView animateWithDuration:duration delay:0 options:options animations:^{
[self.myContentView layoutIfNeeded];
} completion:completion];
Related
I have an app in which I use a lot of animations with ease in/out curves. I use this function in all cases: UIView animateWithDuration:delay:options:animations:completion
All these animations are working ok, but now I am trying to add one to a drawer that pops in and out, and for some reason this particular animation is always linear:
[UIView animateWithDuration:2 delay:0 options:UIViewAnimationOptionCurveEaseOut animations:^{
self.activityBar.view.frame = CGRectMake(0, self.activityBar.view.frame.origin.y, self.activityBar.view.frame.size.width, 20);
} completion:nil];
Why is this animation linear, while other animations with the same option are curved?
This is the view hierarchy for self.activityBar.view
-UIViewController
-UIViewController
-UIViewController (animation code lives here)
-UIViewController (activityBar)
-UIView (activityBar.view)
//Set old Frame for activityBar Here
[UIView animateWithDuration:2.0 delay:0.0 options:UIViewAnimationOptionCurveEaseOut animations:^{
[self.view layoutIfNeeded];
//Update to the new frame
self.activityBar.view.frame = CGRectMake(0, self.activityBar.view.frame.origin.y, self.activityBar.view.frame.size.width, 20);
} completion:^(BOOL finished) {
}];
I'm making a simple animation where when a button is tapped it will change from current position to a certain point. But what's happening is the opposite: it goes from the destination point to the original position. Here's my code:
[UIView animateWithDuration:1.0
delay:0.0
usingSpringWithDamping:0.2
initialSpringVelocity:0.0
options:UIViewAnimationOptionBeginFromCurrentState
animations:^{
[self.view layoutIfNeeded];
CGFloat amount = 100;
self.checkButton.frame = CGRectOffset(self.checkButton.frame, amount, 0);
} completion:^(BOOL finished) {
}];
Make an outlet to the constraint that determine the horizontal position of the checkButton. e.g."hPos".
- (IBAction)tapHandler:(id)sender {
self.hPos.constant = self.hPos.constant + 100;
[UIView animateWithDuration:1.0
delay:0.0
usingSpringWithDamping:0.2
initialSpringVelocity:0.0
options:UIViewAnimationOptionBeginFromCurrentState
animations:^{ [self.view layoutIfNeeded]; }
completion:nil];
}
I have the following code
[UIView animateWithDuration:2 delay:0 options:UIViewAnimationOptionCurveEaseInOut animations:^{
mainPage.frame=CGRectMake(0, -[UIScreen mainScreen].bounds.size.width,[UIScreen mainScreen].bounds.size.height,[UIScreen mainScreen].bounds.size.width);
} completion:nil];
Is there any way to control the animation duration of the subviews of mainPage.
You can use UIView:animateKeyframesWithDuration then use UIView:addKeyframeWithRelativeStartTime to set its start time and duration
[UIView animateKeyframesWithDuration:2 delay:0 options:0 animations:^{
[UIView addKeyframeWithRelativeStartTime:0.32 relativeDuration:0.68 animations:^{
view.frame = frame;
}];
[UIView addKeyframeWithRelativeStartTime:0.5 relativeDuration:1 animations:^{
subview.frame = frame2;
}];
} completion:^(BOOL finished) {
}];
If you want the subviews to animate with a different duration then you'll need to animate each of them separately. You can loop through the mainPage.subviews array and issue an animateWithDuration:delay:options:animations:completion: call to each subview in turn, each with a different duration.
I use animateKeyframesWithDuration to simple animate my view:
[UIView animateKeyframesWithDuration:1.0 delay:0.0 options:0 animations:^{
[UIView addKeyframeWithRelativeStartTime:0.0 relativeDuration:0.5 animations:^{
containerView.center = CGPointMake(containerView.center.x, 150);
}];
[UIView addKeyframeWithRelativeStartTime:0.5 relativeDuration:0.5 animations:^{
containerView.center = oldCenter;
}];
}completion:^(BOOL finished) {
}];
After the animation finished (completion block called with finished = YES), the UIViewController isn't responsive, e.g. I can't press any UIButton on top the UIViewController.
Why that?
I added this line in the completion block:
[transitionContext completeTransition:NO];
That fix my problem.
I have toolbar on my view and I want to move it with animation, but the animation does not work, the toolbar move quickly to the new position. I use it:
[UIView animateWithDuration:2.0f animations:^{
[self.view layoutIfNeeded];
self.toolbarBottomLayoutConstraint.constant = editing ? 0 : -44;
}];
Does anybody know why?
I've tried just changing animation block sentences and it worked for me:
[UIView animateWithDuration:2.0 animations:^{
self.bottomMargin.constant = editing ? 0 : -44;
[self.view layoutIfNeeded];
}];
Why don't you do something like this?
[UIView animateWithDuration:2.0f
animations:^{
yourView.center = CGPointMake(yourView.frame.size.width/2, -44);
} completion:^(BOOL finished) {}];