Init object in -(void) method - ios

I have two classes for view controller, classA and classB that is subclass of classA.
In the classA, I write a method startAnimation that allow to display view like ActivityIndicator;
I tried to use -(void)startAnimation in classB by calling [self startAnimation], it did not work well but changing to -(BOOL)startAnimation works well. I haven't understood yet. Please explain for me:
-(BOOL)startAnimation{
__block bool a = NO;
_displayViewForActivityIndicator = [[ProcessingIndicationView alloc] initWithFrame:CGRectMake(-self.view.frame.size.width, -self.view.frame.size.height, self.view.frame.size.width, self.view.frame.size.height)];
[self.view addSubview:_displayViewForActivityIndicator];
LogDebug(#"Start the method");
[UIView animateWithDuration:1.0f
delay:0.0f
options:UIViewAnimationOptionBeginFromCurrentState
animations:^{
//end position:
_displayViewForActivityIndicator.frame = self.view.frame;
}
completion:^(BOOL finished) {
if (finished) {
LogDebug(#"Finish animation");
}
a = YES;
}];
return a;
}

Related

Continous fade in and fade out

Im trying to fade in and out of a light node I have created I just dont know where to call the function accordingly so it will continously fade in and out. Never tried animating anything here is what I have.
- (void)fadeOutIn:(UIView *)view duration:(NSTimeInterval)duration
{
[self enumerateChildNodesWithName:#"//*" usingBlock:^(SKNode *node, BOOL *stop) {
if ([node.name isEqualToString:#"light1"]) {
[UIView animateKeyframesWithDuration:5 delay:2 options:UIViewAnimationOptionRepeat|UIViewAnimationOptionAutoreverse|UIViewAnimationCurveEaseInOut animations:^{
node.alpha = 0;
} completion:^(BOOL finished) {
}];
}
}];
}
where should I call this function?that is fades in and out continously?
Should it be called within an action?
Thank You
Use this for Continue fade in out.
-(void)viewDidAppear:(BOOL)animated{
[UIView animateKeyframesWithDuration:1 delay:0 options:UIViewAnimationOptionRepeat|UIViewAnimationOptionAutoreverse|UIViewAnimationCurveEaseInOut|UIViewAnimationOptionAllowUserInteraction animations:^{
node.alpha = 0;
} completion:^(BOOL finished) {
[UIView animateWithDuration:1 animations:^{
node.alpha = 1;
} completion:nil];
}];
}
-(void) viewWillAppear:(BOOL)animated {
[super viewWillAppear:animated];
[objAnimate setAlpha:1.0];
[UIView animateKeyframesWithDuration:2.0 delay:0.0 options:UIViewKeyframeAnimationOptionCalculationModeLinear | UIViewAnimationOptionCurveEaseInOut|UIViewAnimationOptionRepeat|UIViewAnimationOptionAutoreverse animations:^{
[objAnimate setAlpha:0.0];
} completion:nil];
}
This will create continuous fade in and out for your object when it appears. If you want to create programmatically a custom object and then use this code then do it after your custom object is added in your view as below (example):
objAnimate = [[UILabel alloc] initWithFrame:CGRectMake(20, 50, 200, 40)];
objAnimate.backgroundColor = [UIColor lightGrayColor];
[objAnimate setAlpha:1.0];
[self.view addSubview:objAnimate];
[UIView animateKeyframesWithDuration:2.0 delay:0.0 options:UIViewKeyframeAnimationOptionCalculationModeLinear | UIViewAnimationOptionCurveEaseInOut|UIViewAnimationOptionRepeat|UIViewAnimationOptionAutoreverse animations:^{
[objAnimate setAlpha:0.0];
} completion:nil];
The view starts animating as soon as its added in your view.

ios removeAllAnimations not working

I have an forever animation, but I want to stop it at some point I tried removeAllAnimations but it did not work.
Here is my code.
[self.backgroundImageView.layer removeAllAnimations];
-(void)animateToLeft{
if(isInCenter){
[UIView animateWithDuration:10.0f animations:^{
backgroundImageView.frame = CGRectMake(kLeftX, 0, kBackgroundWidth, kBackgroundHeight);
}completion:^(BOOL finished) {
[self animateToRight];
}];
isInCenter = NO;
}
else{
[UIView animateWithDuration:20.0f animations:^{
backgroundImageView.frame = CGRectMake(kLeftX, 0, kBackgroundWidth, kBackgroundHeight);
}completion:^(BOOL finished) {
[self animateToRight];
}];
}
}
-(void)animateToRight{
[UIView animateWithDuration:20.0f animations:^{
backgroundImageView.frame = CGRectMake(kRightX, 0, kBackgroundWidth, kBackgroundHeight);
}completion:^(BOOL finished) {
[self animateToLeft];
}];
}
This will not work in your situation.
Because [self.backgroundImageView.layer removeAllAnimations]; this will remove all layer animation which already have added by [self.backgroundImageView.layer addAnimation:/*CABasicAnimation should added here*/];
You can stop this cycle by set boolean variable in completion, then check with boolean variable.
Use a boolean value and if that is set, don't do the next animation -- also cancel pending ones..
e.g.
#interface MyClass () {
BOOL cancelAll;
}
#implementation MyClass
-(void)cancelAnimation {
self.imageView.layer removeAllAnimations]; //!
cancelAll = YES;
}
-(void)animateToLeft{
if(cancelAll)
return;
...
}
-(void)animateToRight{
if(cancelAll)
return;
...
}

View animation issue

I'm trying to flip animate a view into another view, which corresponds of a small section of the screen. Both views have the same dimensions and center.
I keep getting as a result the animation of the full screen. From the code below, can somebody please let me know what the heck i'm doing wrong?
Thank you,
-j
+ (void) flipView:(UIView*)viewA toView:(UIView*)viewB wait:(Boolean)wait
{
// get parent view
UIView *parent = [viewA superview];
CGRect r = viewA.frame;
// create container view with the same dimensions as ViewA
UIView *containerView = [[UIView alloc] initWithFrame:viewA.bounds];
containerView.center = viewA.center;
// attache both views to intermidiate view
[containerView addSubview:viewA];
[containerView addSubview:viewB];
[viewA removeFromSuperview];
[parent addSubview:containerView];
viewB.alpha = 0;
viewA.alpha = 1;
// Perform the annimation
__block BOOL done = NO;
[UIView transitionWithView:viewA
duration:2.0
options: (UIViewAnimationOptionTransitionFlipFromTop)
animations:^{
viewA.alpha = 0;
viewB.alpha = 1; }
completion:^(BOOL finished) {
done = YES;
// detach all views
[viewA removeFromSuperview];
[viewB removeFromSuperview];
[containerView removeFromSuperview];
}
];
if(wait) {
while (done == NO)
[[NSRunLoop currentRunLoop] runUntilDate:[NSDate dateWithTimeIntervalSinceNow:0.1]];
}
}
First get rid of the old animation code (or at least commit it), it should look like this:
+ (void) flipView:(UIView*)viewA toView:(UIView*)viewB wait:(BOOL)wait
{
viewB.alpha = 0;
viewA.alpha = 1;
__block BOOL done = NO;
[UIView transitionWithView:viewA
duration:2.0
options: (UIViewAnimationOptionTransitionFlipFromTop)
animations:^{
viewA.alpha = 0;
viewB.alpha = 1; }
completion:^(BOOL finished) {
done = YES;
}
];
if(wait) {
while (!done)
[[NSRunLoop currentRunLoop] runUntilDate:[NSDate dateWithTimeIntervalSinceNow:0.1]];
}
}
Second, the superview of the subview that you want to transition is actually going to get the transition. So this means that you'll have to add viewA and viewB to a subview, add this subview to another view and then do the animation.
Here is a solution without any hacks with runloop. Just use the first message to run a transition to another view, and the second message to return to original state:
- (void) forwardTransitionFromView: (UIView *) viewA toView: (UIView *) viewB
{
NSAssert(viewA.superview, #"The 'from' view should be added to a view hierarchy before transition");
NSAssert(!viewB.superview, #"The 'to' view should NOT be added to a view hierarchy before transition");
CGSize viewASize = viewA.bounds.size;
viewB.frame = CGRectMake(0.0, 0.0, viewASize.width, viewASize.height);
[UIView transitionWithView:viewA
duration:1.0
options:UIViewAnimationOptionTransitionFlipFromRight
animations:^{
[viewA addSubview:viewB];
}
completion:NULL];
}
- (void) backwardTransitionFromView: (UIView *) viewB toView: (UIView *) viewA
{
NSAssert([viewB.superview isEqual:viewA], #"The 'from' view should be a subview of 'to' view");
[UIView transitionWithView:viewA
duration:1.0
options:UIViewAnimationOptionTransitionFlipFromLeft
animations:^{
[viewB removeFromSuperview];
}
completion:NULL];
}
Why dont you flip both views in same direction?
-(void) FlipView:(bool) fromRight {
if(fromRight) {
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.75];
[UIView setAnimationDelegate:self];
[UIView setAnimationTransition:UIViewAnimationTransitionFlipFromRight forView:view1 cache:YES];
[UIView setAnimationTransition:UIViewAnimationTransitionFlipFromRight forView:view2 cache:YES];
[UIView commitAnimations];
}
else {
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.75];
[UIView setAnimationDelegate:self];
[UIView setAnimationTransition:UIViewAnimationTransitionFlipFromLeft forView:view1 cache:YES];
[UIView setAnimationTransition:UIViewAnimationTransitionFlipFromLeft forView:view2 cache:YES];
[UIView commitAnimations];
}
}
and call the method like below:
[view1 setHidden:NO];
[self FlipView:YES];
[view2 setHidden:YES];
to reverse the animation:
[view2 setHidden:NO];
[self FlipView:NO];
[view1 setHidden:YES];

Second touch animation

Trying to get to grips with Xcode and seem to be making some progress over the last few weeks.
Does anyone know a way that a custom button can do a different set of animations on a second click.
So let say I have a custom button and its of Mario, when i click it he runs from the middle of the screen and out of the right hand side of the screen and then runs back in to the middle from the left of the screen, he also makes noise.
I have achieved this using this code:
- (IBAction)marioRunning_clicked:(id)sender
{
[UIView animateWithDuration:1.50 delay:0.0 options:UIViewAnimationOptionBeginFromCurrentState animations:^{
marioRunning.center = CGPointMake(350.5, 456.0);
} completion:^(BOOL finished) {
if (finished) {
[UIView animateWithDuration:0.00 delay:0.0 options:UIViewAnimationOptionBeginFromCurrentState animations:^{
marioRunning.center = CGPointMake(-30.5, 456.0);
} completion:^(BOOL finished) {
if (finished) {
[UIView animateWithDuration:1.50 delay:0.0 options:UIViewAnimationOptionBeginFromCurrentState animations:^{
marioRunning.center = CGPointMake(160.0, 456.0);
} completion:^(BOOL finished) {
if(finished) // NSLog ( #"Finished !!!!!" );
marioRunning.center = CGPointMake(160.0, 456.0);
}];
}
}];
}
}];
marioRunning.imageView.animationImages = [NSArray arrayWithObjects:[UIImage imageNamed:#"mario-running2"],[UIImage imageNamed:#"mario-running3"],nil];
marioRunning.imageView.animationDuration = 0.15;
marioRunning.imageView.animationRepeatCount = 19;
[marioRunning.imageView startAnimating];
}
How could I make him do a second set of animations on the next click? For example instead of running from left to right, if i tap him the second time he will Jump up and down?
Use the selected state of the button to decide which animation to do
-(void)buttonClicked:(UIButton*)button
{
if(button.selected)
{
[self doAnimation1];
}
else
{
[self doAnimation2];
}
button.selected = !button.selected;
}
This might be overkill, but here's a cool way to do what you want:
Make a subclass of UIButton, and let's call it DDDMarioButton:
typedef void (^DDDAnimationBlock)(UIButton *button);
#interface DDDMarioButton : UIButton
- (void)addAnimationBlockToQueue:(DDDAnimationBlock)block;
#end
Then in DDDMarioButton.m:
#interface DDDMarioButton ()
#property (nonatomic, strong) NSMutableArray *animationQueue;
#end
#implementation DDDMarioButton
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
[self addTarget:self action:#selector(buttonPressed:) forControlEvents:UIControlEventTouchUpInside];
}
return self;
}
- (void)buttonPressed:(id)button
{
DDDAnimationBlock block = self.animationQueue[0];
block(self);
[self.animationQueue removeObjectAtIndex:0];
}
- (void)addAnimationBlockToQueue:(DDDAnimationBlock)block
{
if(!self.animationQueue)
{
self.animationQueue = [NSMutableArray new];
}
[self.animationQueue addObject:block];
}
#end
and then wherever you create your buttons, you add each step one by one:
DDDMarioButton *button = [[DDDMarioButton alloc] initWithFrame:CGRectZero];
[button addAnimationBlockToQueue:^(UIButton *button) {
// perform some animation
}];
[button addAnimationBlockToQueue:^(UIButton *button) {
// perform another animation
}];
And that should do it. I haven't tested this, you'll probably need some configuration, but that's pretty much the idea.

Allowing one method call at a time to a category method ios (#synchronized)

I have a UIViewController and a Category for adding methods to the UIViewController. There is a method in the category:
#implementation UIViewController (AlertAnimationsAndModalViews)
-(void)someAddedMethod
{
UIView *someView;
//do some animation with the view that lasts 3 seconds
//remove the view and return
}
And in any view controller i can call this method
[self someAddedMethod];
However, i only want to allow this method to run one at a time. For example, if i make two calls one after the other
[self someAddedMethod];//call1
[self someAddedMethod];//call2
i want the second call to wait until the first call has completed. I understand that UIView animationWithduration... is run in a seperate thread, and seeing as i cant create iVars in the category i cant really use #synchronized(someObject)..
Any advice?
Thanks in advance!
EDIT
The method looks like this:
-(void)showTopBannerWithHeight:(CGFloat)height andWidth:(CGFloat)width andMessage:(NSString *)message andDuration:(CGFloat)duration
{
UILabel *messageLabel = [[UILabel alloc] initWithFrame:CGRectMake(0, -height, width, height)];
[self.view.superview addSubview:messageLabel];
[UIView animateWithDuration:0.5
delay:0
options: UIViewAnimationOptionBeginFromCurrentState
animations:^{
messageLabel.frame = CGRectMake(0, 0, SCREEN_WIDTH, height);
}
completion:^(BOOL finished){
[UIView animateWithDuration: 0.5
delay:duration
options: UIViewAnimationOptionBeginFromCurrentState
animations:^{
messageLabel.frame = CGRectMake(0, -height, SCREEN_WIDTH, height);
}
completion:^(BOOL finished){
[messageLabel removeFromSuperview];
}];
}];
}
So i show a "banner" from the top of the screen, wait for a duration (CGFloat) then slide the view out of the screen and remove. As this is in a category i can't add instance variables..
so what i want to achieve is that if more than one call to this method is made, i want the first call to execute without waiting, but each call after that to wait until the previous call has finished.
If its just about the animations you may check if ([someView.layer animationForKey:#"sameKeyAsOnCreation"] == nil). Than you will only add an animation, if it is not currently runnning.
You could also use associated objects to store the state on your own (animation running / not running).
Assuming you want to start next animation after previous one has finished.
This way you can use some shared NSMutableArray* _animationQueue storage:
-(void)someAddedMethod
{
NSTimeInterval duration = 3.0;
void (^animationBlock)() = ^{
//do some animations here
self.view.frame = CGRectOffset(self.view.frame, 40, 0);
};
__block void (^completionBlock)(BOOL) = ^(BOOL finished){
[_animationQueue removeObjectAtIndex:0];
if([_animationQueue count]>0) {
[UIView animateWithDuration:duration animations:_animationQueue[0] completion:completionBlock];
}
};
[_animationQueue addObject:animationBlock];
if([_animationQueue count]==1) {
[UIView animateWithDuration:duration animations:animationBlock completion:completionBlock];
}
}
Note, you don't need any #synchronized features since everything goes on main thread.
UPDATE: the code below does exactly you need:
-(void)showTopBannerWithHeight:(CGFloat)height andWidth:(CGFloat)width andMessage:(NSString *)message andDuration:(CGFloat)duration
{
static NSMutableArray* animationQueue = nil;
if(!animationQueue) {
animationQueue = [[NSMutableArray alloc] init];
}
void (^showMessageBlock)() = ^{
UILabel *messageLabel = [[UILabel alloc] initWithFrame:CGRectMake(0, 0, width, height)];
messageLabel.text = message;
[self.view.superview addSubview:messageLabel];
[UIView animateWithDuration: 0.5
delay:duration
options:UIViewAnimationOptionBeginFromCurrentState
animations:^{
messageLabel.frame = CGRectOffset(messageLabel.frame, 0, -height);
}
completion:^(BOOL finished){
[messageLabel removeFromSuperview];
[animationQueue removeObjectAtIndex:0];
if([animationQueue count]>0) {
void (^nextAction)() = [animationQueue objectAtIndex:0];
nextAction();
}
}];
};
[animationQueue addObject:showMessageBlock];
if([animationQueue count]==1) {
showMessageBlock();
}
}
Try to use this one.And used self in #synchronized directive.
- (void)criticalMethod {
#synchronized(self) {
// Critical code.
}
}
Note: The #synchronized() directive takes as its only argument any Objective-C object, including self. This object is known as a mutual exclusion semaphore or mutex. It allows a thread to lock a section of code to prevent its use by other threads.

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