Custom transition iOS (Push/Pop) - ios

I created a custom zoom-in transition when pushing a new viewController, and it used to work perfectly fine. Now I want to create a zoom-out effect when popping the viewController, and even-thought the final state is correct, the animation is wrong since I don't know how to identify if it is pushing or popping and all the methods like isBeingPresented return false and presentedViewController is always nil
-(void)animateTransition:(id<UIViewControllerContextTransitioning>)transitionContext
{
self.transitionContext = transitionContext;
UIView *containerView = [transitionContext containerView];
UIViewController *fromViewController = (UIViewController *)[transitionContext viewControllerForKey:UITransitionContextFromViewControllerKey];
UIViewController *toViewController = (UIViewController *) [transitionContext viewControllerForKey:UITransitionContextToViewControllerKey];
[containerView addSubview:toViewController.view];
CABasicAnimation *scaleAnimation = [CABasicAnimation animationWithKeyPath:#"transform.scale"];
scaleAnimation.duration = [self transitionDuration:transitionContext];
scaleAnimation.delegate = self;
scaleAnimation.removedOnCompletion = YES;
CABasicAnimation *opacityAnimation = [CABasicAnimation animationWithKeyPath:#"opacity"];
opacityAnimation.duration = [self transitionDuration:transitionContext];
opacityAnimation.delegate = self;
opacityAnimation.removedOnCompletion = YES;
if (toViewController.isBeingPresented) {
scaleAnimation.fromValue = [NSNumber numberWithDouble:0];
scaleAnimation.toValue = [NSNumber numberWithDouble:1];
opacityAnimation.fromValue = [NSNumber numberWithFloat:1];
opacityAnimation.toValue = [NSNumber numberWithFloat:0];
} else {
scaleAnimation.fromValue = [NSNumber numberWithDouble:1];
scaleAnimation.toValue = [NSNumber numberWithDouble:0];
opacityAnimation.fromValue = [NSNumber numberWithFloat:0];
opacityAnimation.toValue = [NSNumber numberWithFloat:1];
}
[toViewController.view.layer addAnimation:scaleAnimation forKey:nil];
[fromViewController.view.layer addAnimation:opacityAnimation forKey:nil];
}

You can save a UINavigationControllerOperation variable:
-(id<UIViewControllerAnimatedTransitioning>)navigationController:(UINavigationController *)navigationController
animationControllerForOperation:(UINavigationControllerOperation)operation
fromViewController:(UIViewController*)fromVC
toViewController:(UIViewController*)toVC {
self.navigationOperation = operation;
return self;
}
then you check it is push or pop:
if (self.navigationOperation == UINavigationControllerOperationPush) {
// push
} else if (self.navigationOperation == UINavigationControllerOperationPop) {
// pop
}

This is not associated with your code above, but this will override the default animation of navigationController..
//.h
#interface YJKit_Navigation : UINavigationController
+ (void)navigation:(UINavigationController *)navigationController withViewController:(UIViewController *)viewController push:(BOOL)isPush;
#end
//.m
#implementation YJKit_Navigation
+ (void)navigation:(UINavigationController *)navigationController withViewController:(UIViewController *)viewController push:(BOOL)isPush
{
[navigationController.view.layer addAnimation: isPush ? PushAnimation : PopAnimation forKey:nil];
isPush ? [navigationController pushViewController:viewController animated:NO] : [navigationController popViewControllerAnimated:NO];
}
#end
and using it like:
[YJKit_Navigation navigation:YourUINavigationController withViewController:YourTargetUIViewController push:(BOOL)];
Hope this will also help you.. :)

See my variant of push viewController with pop animation
- (void)navigationController:(UINavigationController *)navigationController
present:(UIViewController *)viewController
animated:(BOOL)animated
completion:(void (^)(BOOL finished))completion {
self.completion = completion;
if (animated) {
CATransition *animation = [CATransition animation];
[animation setDelegate:self];
[animation setType:kCATransitionMoveIn];
[animation setSubtype:kCATransitionFromTop];
[animation setDuration:kPresentAnimationDuration];
[animation setTimingFunction:[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]];
[navigationController.view.layer addAnimation:animation forKey:kCATransition];
}
[navigationController pushViewController:viewController animated:NO];
if (!animated) {
self.completion(YES);
}
}

Related

Why is UITableViewCell taking long gesture?

I have a UITableView inside a UIView, lets call it view_A. There's a UIViewController, call it mainViewController. Inside it there is a UIButton. On tapping that button I add the view_A as a subview to mainViewController's view. The tableview has several menu items in it. The problem is the tableview is not responding to the touch correctly. I have to tap the cell long to make a selection. There's no gesture added on it. There's no other view covering it. It's absolutely bizzare, this behavior. Please take a look at the following code and point out what might be causing the trouble.
This is the delegate implementation/presentations in mainViewcontroller:
-(void) showDropDownMenu: (UIButton *) sender
{
UINib *nib = [UINib nibWithNibName:#"DropDownMenuView" bundle:nil];
self.myView = [[nib instantiateWithOwner:self options:nil] objectAtIndex:0];
self.myView.hidden = NO;
self.myView.tag = 101;
self.myView.delegate = self;
self.myView.btnBack.hidden = YES;
CATransition *transition = nil;
transition = [CATransition animation];
transition.duration = 0.2;
transition.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
transition.type = kCATransitionPush;
transition.subtype =kCATransitionFromBottom ;
transition.delegate = self;
[self.myView.layer addAnimation:transition forKey:nil];
[self.view addSubview:self.myView];
}
-(void) hideDropDownMenu
{
CATransition *transition = nil;
transition = [CATransition animation];
transition.duration = 0.2;//kAnimationDuration
transition.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionDefault];
transition.type = kCATransitionPush;
transition.subtype =kCATransitionFromTop;
transition.delegate = self;
[self.myView.layer addAnimation:transition forKey:nil];
self.myView.tag = 102;
[UIView commitAnimations];
}
-(void) navigateBack
{
}
-(void) themeSelected: (NSIndexPath *) indexPath
{
NSLog(#"%ld",(long)indexPath.item);
themeNumber = [NSString stringWithFormat:#"%li",(indexPath.row+1)];
[self setUpTheme];
}
This is implementation of the cell.h file:
#interface ThemeTableViewCell : UITableViewCell
#property (weak, nonatomic) IBOutlet UILabel *themeName;
#property (weak, nonatomic) IBOutlet UIImageView *themePreview;
This is implementation of cell.m file:
#import "ThemeTableViewCell.h"
#implementation ThemeTableViewCell
- (void)awakeFromNib {
// Initialization code
//ORIGINAL 82
self.clipsToBounds = YES;
}
- (void)setSelected:(BOOL)selected animated:(BOOL)animated {
[super setSelected:selected animated:animated];
// Configure the view for the selected state
}
My View_A .h file can be found here.
View_A.m file can be found here.
UPDATE: I logged the gestures and turns out somehow long press gesture is set to cells.
Are you disable cell imageview userInteraction, if no try this cell.yourImageView.userInteractionEnabled = NO

Switching images using NSTimer

I have couple of images i want to switch. There is a simple function i made for do this:
-(void)imageSlide{
if (!isMoved){
CGRect frame = self.imageSlideshow.frame;
frame.origin.x = self.imageSlideshow.frame.origin.x - 320;
self.imageSlideshow.frame = frame;
NSLog(#"1 caze work");
isMoved = YES;
}
if (isMoved){
CGRect frame = self.imageSlideshow.frame;
frame.origin.x = self.imageSlideshow.frame.origin.x + 320;
self.imageSlideshow.frame = frame;
NSLog(#"2 caze work");
isMoved = NO;
}
}
There is NSTimer which call that function:
[NSTimer scheduledTimerWithTimeInterval:2.0
target:self
selector:#selector(imageSlide)
userInfo:nil
repeats:YES];
BOOL isMoved; placed in implementation of class.
What i want is, to remove an image and then, shown again (and repeat it every 2 seconds). It would be nice to have smooth animation as well.
That code:
for (int i=0; i<99; i++){
self.imageSlideshow.image = [UIImage imageNamed:(i % 2) ? #"ipd1.jpg" : #"ipd2.jpg"];
CATransition *transition = [CATransition animation];
transition.duration = 1.0f;
transition.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
transition.type = kCATransitionFade;
[self.imageSlideshow.layer addAnimation:transition forKey:nil];
}
Also not working, no idea why. Image stand still. I did import quartz library and include headers.
you can acheive this by using this code :-
#import <QuartzCore/QuartzCore.h>
...
imageView.image = [UIImage imageNamed:(i % 2) ? #"3.jpg" : #"4.jpg"];
CATransition *transition = [CATransition animation];
transition.duration = 2.0f;
transition.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
transition.type = kCATransitionFade;
[imageView.layer addAnimation:transition forKey:nil];
and NSTimer Job should be done here by transition.duration. So, no need of NSTimer anymore here.
Courtesy :- https://stackoverflow.com/a/2834693/1865424
This piece of code works too :-
// create the view that will execute our animation
UIImageView* imageSlideshow = [[UIImageView alloc] initWithFrame:self.view.frame];
// load all the frames of our animation
imageSlideshow.animationImages = [NSArray arrayWithObjects:
[UIImage imageNamed:#“ipd1.jpg"],
[UIImage imageNamed:#“ipd2.jpg"], nil];
// all frames will execute in 1.75 seconds
imageSlideshow.animationDuration = 1.75;
// repeat the animation forever
imageSlideshow.animationRepeatCount = 0;
// start animating
[imageSlideshow startAnimating];
// add the animation view to the main window
[self.view addSubview:imageSlideshow];
I think you need:
[UIView animateWithDuration:1 options:UIViewAnimationOptionCurveEaseIn
animations:^{
//Change frame here.
} completion:^ (BOOL completed) {}
];
Try this code. It is worked for me.
#pragma mark -
#pragma mark viewDidAppear
-(void)viewDidAppear:(BOOL)animated{
[super viewDidAppear:animated];
updateBCK = [NSTimer scheduledTimerWithTimeInterval:(4.0) target:self selector:#selector(changeImage) userInfo:nil repeats:YES];
[updateBCK fire];
}
#pragma mark -
#pragma mark viewDidDisAppear
-(void)viewDidDisappear:(BOOL)animated
{
[super viewDidDisappear:animated];
if ([updateBCK isValid]){
[updateBCK invalidate];
updateBCK = nil;
}
}
-(void)changeImage{
static int i=0;
if (i == [myImages count]){
i=0;
}
[UIImageView beginAnimations:nil context:NULL];
[UIImageView setAnimationDuration:0.6];
backgroundImageView.alpha=1;
backgroundImageView.image =[myImages objectAtIndex:i];
[UIImageView commitAnimations];
i++;
}
It is bug in your code. After setting isMoved = YES, you can't check if isMoved == YES.
I don't know if that is what you mean, but try this code:
-(void)imageSlide{
[UIView animateWithDuration:1 animations:^{
if (!isMoved){
CGRect frame = self.imageSlideshow.frame;
frame.origin.x = self.imageSlideshow.frame.origin.x - 320;
self.imageSlideshow.frame = frame;
NSLog(#"1 caze work");
isMoved = YES;
}
else
{
CGRect frame = self.imageSlideshow.frame;
frame.origin.x = self.imageSlideshow.frame.origin.x + 320;
self.imageSlideshow.frame = frame;
NSLog(#"2 caze work");
isMoved = NO;
}
} completion:^(BOOL finished) {
}];
}
EDIT
Maybe this code will help you:
-(void)slideshow
{
static int i = 0;
UIImage * img = [UIImage imageNamed:(i % 2) ? #"ipd1.jpg" : #"ipd2.jpg"];
[UIView transitionWithView:self.imageSlideshow duration:1.0 options:UIViewAnimationOptionTransitionCrossDissolve animations:^{
self.imageSlideshow.image = img;
} completion:^(BOOL finished) {
i++;
[self performSelector:#selector(slideshow) withObject:nil afterDelay:2.0];
}];
}

Push Segue animation without UINavigationController

I'm trying to add a simple push animation between UIViewControllers using a custom segue.
(Without converting my controllers to use a UINavigationController)
The answers found so far work fine with a navigation controller, but fail when not using a navigation controller. (I am still reading and trying other answers I've seen here on stack-overflow)
My custom segue .m thanks to (ZHCustomSegue.m) Zakir on 7/5/12
#import "SFCustomSegue.h"
#import "QuartzCore/QuartzCore.h"
#implementation SFCustomSegue
-(void)perform {
UIViewController *sourceViewController = (UIViewController*)[self sourceViewController];
UIViewController *destinationController = (UIViewController*)[self destinationViewController];
CATransition* transition = [CATransition animation];
transition.duration = 4.0;
transition.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
transition.type = kCATransitionPush;
transition.subtype = kCATransitionFromRight;
[sourceViewController.view.layer addAnimation:transition forKey:kCATransition];
[sourceViewController presentViewController:[self destinationViewController] animated:NO completion:nil];
}
If I use a navigation controller as per Zakir's original example and replace the last 2 lines with:
[sourceViewController.navigationController.view.layer addAnimation:transition
forKey:kCATransition];
[sourceViewController.navigationController pushViewController:destinationController animated:NO];
It works....
Apple's doc says (notice not a navigation controller, and using a modal segue):
- (void)perform
{
// Add your own animation code here.
[[self sourceViewController] presentModalViewController:[self destinationViewController] animated:NO];
}
By NOT Working, I get no animation. In Zakir's code, using 4.0 seconds it takes 4.0 seconds and I get the animation I want. Of course, if I use a navigation controller a push tranition is the default. In this code, I get no animation and it takes 0 seconds.
Has anyone gotten custom segue animations to work with UIViewControllers?
Since you are calling presentViewController, the source view controller is sticking around. If you actually want to replace the source view controller with the destination view controller, so that the source gets dealloced, you can do this:
static UIImageView *screenShotOfView(UIView *view)
{
// Create a snapshot for animation
UIGraphicsBeginImageContextWithOptions(view.bounds.size, NO, 0.0);
CGContextRef context = UIGraphicsGetCurrentContext();
[view.layer renderInContext:context];
UIImageView *screenShot = [[UIImageView alloc] initWithImage:UIGraphicsGetImageFromCurrentImageContext()];
UIGraphicsEndImageContext();
return screenShot;
}
- (void)perform
{
UIViewController *source = (UIViewController *) self.sourceViewController;
UIViewController *destination = (UIViewController *) self.destinationViewController;
// Swap the snapshot out for the source view controller
UIWindow *window = source.view.window;
UIImageView *screenShot = screenShotOfView(source.view);
CGRect originalFrame = destination.view.frame;
BOOL animsEnabled = [UIView areAnimationsEnabled];
[UIView setAnimationsEnabled:NO];
{
window.rootViewController = destination;
[window addSubview:screenShot];
[source.view removeFromSuperview];
CGRect frame = destination.view.frame;
frame.origin.x += source.view.bounds.size.width;
destination.view.frame = frame;
}
[UIView setAnimationsEnabled:animsEnabled];
[UIView animateWithDuration:kAnimationDuration
animations:^{
destination.view.frame = originalFrame;
CGRect frame = screenShot.frame;
frame.origin.x -= screenShot.bounds.size.width;
screenShot.frame = frame;
}
completion:^(BOOL finished) {
[screenShot removeFromSuperview];
}];
}
It appears that my above code, is "nearly" working, but not quite.
The main issue at hand is likely when the final step is called.
My working code looks like this:
#import "SFCustomSegue.h"
#import "QuartzCore/QuartzCore.h"
#implementation SFCustomSegue
static const float delay = 0.5f;
-(void)perform {
UIViewController *sourceViewController = (UIViewController*)[self sourceViewController];
UIViewController *destinationController = (UIViewController*)[self destinationViewController];
[sourceViewController.view addSubview:destinationController.view];
CATransition* transition = [CATransition animation];
transition.duration = delay;
transition.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
transition.type = kCATransitionPush;
transition.subtype = kCATransitionFromRight;
[sourceViewController.view.layer addAnimation:transition forKey:kCATransition];
[self performSelector:#selector(performDone:) withObject:destinationController afterDelay:delay];
}
- (void)performDone:(id)viewController{
UIViewController *destination = (UIViewController*)viewController;
[destination.view removeFromSuperview];
[[self sourceViewController] presentViewController:destination animated:NO completion:nil];
}
#end
The key to resolving this was adding the view for the transition (line 13), then removing it (line 28) and adding it back (line 29) using presentViewController:animated:completion:.
I am still "stuck" with using only the regular CATransition transition types, but that's good enough for me for now, since I want to use kCATransitionPush.
I have merged the ideas from both answers to get this code (working good):
(the answers from above don't count in the orientation of device so they won't work in landscape, for example)
(the variant with CATransitions wasn't appropriate because there was a gap between two views while the one pushed the another)
#import "PushSegue.h"
/*
#interface TransitionDelegate : NSObject
- (id) initWithScreenshot: (UIView*) screenshot;
#end
*/
#implementation PushSegue
- (void) perform
{
UIViewController* source = (UIViewController*) self.sourceViewController;
UIViewController* destination = (UIViewController*) self.destinationViewController;
const BOOL iPad = [[UIDevice currentDevice] userInterfaceIdiom] == UIUserInterfaceIdiomPad;
float animationDuration = iPad ? 0.5 : 0.3;
// Swap the snapshot out for the source view controller
UIWindow* window = source.view.window;
UIImageView* screenShot = screenShotOfView(source.view);
// accord to device orientation
float rotation;
//NSString* transitionType;
CGRect originalFrame = destination.view.frame;
CGRect destinationFrame = destination.view.frame;
switch ([UIApplication sharedApplication].statusBarOrientation)
{
case UIInterfaceOrientationPortraitUpsideDown:
rotation = M_PI;
destinationFrame.origin.x -= source.view.bounds.size.width;
//transitionType = kCATransitionFromLeft;
break;
case UIInterfaceOrientationLandscapeLeft:
rotation = M_PI + M_PI_2;
destinationFrame.origin.y -= source.view.bounds.size.width;
//transitionType = kCATransitionFromBottom;
break;
case UIInterfaceOrientationLandscapeRight:
rotation = M_PI_2;
destinationFrame.origin.y += source.view.bounds.size.width;
//transitionType = kCATransitionFromTop;
break;
default:
rotation = 0;
destinationFrame.origin.x += source.view.bounds.size.width;
//transitionType = kCATransitionFromRight;
break;
}
screenShot.transform = CGAffineTransformMakeRotation(rotation);
// reposition after rotation
CGRect screenshotFrame = screenShot.frame;
screenshotFrame.origin.x = 0;
screenshotFrame.origin.y = 0;
screenShot.frame = screenshotFrame;
switch ([UIApplication sharedApplication].statusBarOrientation)
{
case UIInterfaceOrientationPortraitUpsideDown:
screenshotFrame.origin.x += screenShot.bounds.size.width;
break;
case UIInterfaceOrientationLandscapeLeft:
screenshotFrame.origin.y += screenShot.bounds.size.width;
break;
case UIInterfaceOrientationLandscapeRight:
screenshotFrame.origin.y -= screenShot.bounds.size.width;
break;
default:
screenshotFrame.origin.x -= screenShot.bounds.size.width;
break;
}
// swap the view with its screenshot
window.rootViewController = destination;
[window addSubview:screenShot];
[source.view removeFromSuperview];
/*
CATransition* transition = [CATransition animation];
transition.duration = animationDuration;
transition.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
transition.type = kCATransitionPush;
transition.subtype = transitionType;
transition.delegate = [[TransitionDelegate alloc] initWithScreenshot:screenShot];
[window addSubview:destination.view];
[screenShot.window.layer addAnimation:transition forKey:nil];
*/
const BOOL animationsEnabled = [UIView areAnimationsEnabled];
[UIView setAnimationsEnabled:NO];
{
destination.view.frame = destinationFrame;
}
[UIView setAnimationsEnabled:animationsEnabled];
[UIView animateWithDuration:animationDuration
animations:^
{
destination.view.frame = originalFrame;
screenShot.frame = screenshotFrame;
}
completion:^(BOOL finished)
{
[screenShot removeFromSuperview];
}];
/*
const BOOL animationsEnabled = [UIView areAnimationsEnabled];
[UIView setAnimationsEnabled:NO];
{
CGRect frame = destination.view.frame;
frame.origin.x += source.view.bounds.size.width;
destination.view.frame = frame;
}
[UIView setAnimationsEnabled:animationsEnabled];
[UIView animateWithDuration:animationDuration
animations:^
{
destination.view.frame = originalFrame;
CGRect frame = screenShot.frame;
frame.origin.x -= screenShot.bounds.size.width;
screenShot.frame = frame;
}
completion:^(BOOL finished)
{
[screenShot removeFromSuperview];
}];
*/
/*
CATransition* transition = [CATransition animation];
transition.duration = animationDuration;
transition.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
transition.type = kCATransitionPush;
switch ([UIApplication sharedApplication].statusBarOrientation)
{
case UIInterfaceOrientationPortraitUpsideDown:
transition.subtype = kCATransitionFromLeft;
break;
case UIInterfaceOrientationLandscapeLeft:
transition.subtype = kCATransitionFromBottom;
break;
case UIInterfaceOrientationLandscapeRight:
transition.subtype = kCATransitionFromTop;
break;
default:
transition.subtype = kCATransitionFromRight;
break;
}
[source.view.window.layer addAnimation:transition forKey:nil];
[source presentViewController:destination animated:NO completion:nil];
*/
}
static UIImageView* screenShotOfView(UIView* view)
{
// Create a snapshot for animation
UIGraphicsBeginImageContextWithOptions(view.bounds.size, NO, 0.0);
CGContextRef context = UIGraphicsGetCurrentContext();
[view.layer renderInContext:context];
UIImageView* screenShot = [[UIImageView alloc] initWithImage:UIGraphicsGetImageFromCurrentImageContext()];
UIGraphicsEndImageContext();
return screenShot;
}
#end
/*
#implementation TransitionDelegate
{
UIView* screenshot;
}
- (id) initWithScreenshot: (UIView*) screenshot
{
if (self = [super init])
{
self->screenshot = screenshot;
}
return self;
}
- (void) animationDidStop: (CAAnimation*) theAnimation
finished: (BOOL) flag
{
[screenshot removeFromSuperview];
}
#end
*/

Segue with Push animation Right to Left

I am using this method:
[UIView transitionWithView: duration: options: animations: completion:];
to control a back animation on a segue. Precisely using this code:
[UIView transitionWithView:self.view.superview
duration:2.0
options:UIViewAnimationOptionTransitionFlipFromRight
animations:^{
[self dismissModalViewControllerAnimated:NO];
}
completion:nil];
That works, but what I really want is not a Flip, it is a Push. In other words I want to see the views sliding from right to left, one replacing the other.
Unfortunately there is no UIViewAnimationOptionTransitionPushFromRight.
Therefore my question: how can I get the effect I want?
If you are using a navigationController, you can do something like this:
- (void)perform
{
UIViewController *source = (UIViewController*)[self sourceViewController];
UIViewController *destination = (UIViewController*)[self destinationViewController];
CATransition* transition = [CATransition animation];
transition.duration = .25;
transition.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
transition.type = kCATransitionPush;
transition.subtype = kCATransitionFromLeft;
[source.navigationController.view.layer addAnimation:transition
forKey:kCATransition];
[source.navigationController pushViewController:destination animated:NO];
}
If you don't want to use a UINavigationController, and you want the source view controller to go away as opposed to using presentViewController, and you don't want the fade out animation caused by using kCATransitionPush, then the following solution will work. This also works if your views are transparent and you do not want the containing background to animate.
static UIImageView *screenShotOfView(UIView *view)
{
// Create a snapshot for animation
UIGraphicsBeginImageContextWithOptions(view.bounds.size, NO, 0.0);
CGContextRef context = UIGraphicsGetCurrentContext();
[view.layer renderInContext:context];
UIImageView *screenShot = [[UIImageView alloc] initWithImage:UIGraphicsGetImageFromCurrentImageContext()];
UIGraphicsEndImageContext();
return screenShot;
}
- (void)perform
{
UIViewController *source = (UIViewController *) self.sourceViewController;
UIViewController *destination = (UIViewController *) self.destinationViewController;
// Swap the snapshot out for the source view controller
UIWindow *window = source.view.window;
UIImageView *screenShot = screenShotOfView(source.view);
CGRect originalFrame = destination.view.frame;
BOOL animsEnabled = [UIView areAnimationsEnabled];
[UIView setAnimationsEnabled:NO];
{
window.rootViewController = destination;
[window addSubview:screenShot];
[source.view removeFromSuperview];
CGRect frame = destination.view.frame;
frame.origin.x += source.view.bounds.size.width;
destination.view.frame = frame;
}
[UIView setAnimationsEnabled:animsEnabled];
[UIView animateWithDuration:kAnimationDuration
animations:^{
destination.view.frame = originalFrame;
CGRect frame = screenShot.frame;
frame.origin.x -= screenShot.bounds.size.width;
screenShot.frame = frame;
}
completion:^(BOOL finished) {
[screenShot removeFromSuperview];
}];
}

How to implement SplitViewController on second level.?

How to implement SplitViewController on second level.
Actually what i want is to launch app with a login page and after login. I need SplitViewController.
This is how I do it. By removing the first viewContorller from the window and replacing it with the splitView
splitViewController = [[SplitViewController alloc]init];
// remove the current view and replace with splitViewController
[theWindow addSubview:splitViewController.view];
// Transition handling
NSString *subtypeDirection;
switch ([[UIApplication sharedApplication] statusBarOrientation]) {
case UIDeviceOrientationPortrait:subtypeDirection = kCATransitionFromRight;break;
case UIDeviceOrientationPortraitUpsideDown:subtypeDirection = kCATransitionFromLeft;break;
case UIDeviceOrientationLandscapeLeft:subtypeDirection = kCATransitionFromTop;break;
case UIDeviceOrientationLandscapeRight:subtypeDirection = kCATransitionFromBottom;break;
default: NSLog(#"break at subType direction");break;
}
CATransition *animation = [CATransition animation];
[animation setDuration:.5];
[animation setType:kCATransitionPush];
[animation setSubtype:subtypeDirection];
[animation setTimingFunction:[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]];
[[theWindow layer] addAnimation:animation forKey:#"SwitchToSplitView"];
[self.navigationController.view removeFromSuperview];
Most of the lines here deals with transition and handling rotation.
self refers to the first ViewController whereas theWindow refers to application window. You can get to it by:[self superView];
For the same login -> splitview controller I'm doing the following:
a. Subclass UIStoryboardSegue and override perform:
#implementation SSPushSegue
- (void)perform
{
UIWindow* window = [self.sourceViewController view].window;
// Transition handling
NSString *subtypeDirection = kCATransitionFromRight;
switch ([UIApplication sharedApplication].statusBarOrientation)
{
case UIDeviceOrientationPortraitUpsideDown: subtypeDirection = kCATransitionFromLeft; break;
case UIDeviceOrientationLandscapeLeft: subtypeDirection = kCATransitionFromTop; break;
case UIDeviceOrientationLandscapeRight: subtypeDirection = kCATransitionFromBottom; break;
default: break;
}
CATransition *animation = [CATransition animation];
animation.duration = .5;
animation.type = kCATransitionPush;
animation.subtype = subtypeDirection;
animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
[window.layer addAnimation:animation forKey:NSStringFromClass([self class])];
window.rootViewController = self.destinationViewController;
}
#end
b. Add "Custom Segue" from Initial View Controller to Destination and put your subclass name in the property field.

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