Within the viewDidLoad method, I create a CGPoint with the min X and Y values from the frame of a view. Then I set the anchorPoint of that views layer to 0,0 and its position to the CGPoint. Then I apply a CGAffineTransformScale to make it 0,0 (hide it.) Whenever a user touches a button I want it to animate from its anchorPoint 0,0 (top-left) to full width and height. If the user presses again animate it to 0,0 . However the view is out of place (from the anchor point change) and whenever I scale it on the button press the pop-up animation is not equal to when the layer is animated to hide. That is whenever the layer is made visible you can see it transition from no width and height to full width and height but when it is made invisible it just disappears.
heres viewWillLayoutSubviews
self.original = CGPointMake(CGRectGetMinX(self.menu.frame), CGRectGetMinY(self.menu.frame));
self.menu.layer.anchorPoint = CGPointMake(0, 0);
self.menu.layer.position = self.original;
self.menu.transform = CGAffineTransformScale(CGAffineTransformIdentity, 0, 0);
This is on button click logic
if(self.isMenuVisible)
{
//hide menu
[UIView animateWithDuration:.5 animations:^{
self.menu.transform = CGAffineTransformScale(CGAffineTransformIdentity, 0, 0);
}];
self.isMenuVisible = NO;
}
else
{
//show it
[UIView animateWithDuration:.5 animations:^{
self.menu.transform = CGAffineTransformScale(CGAffineTransformIdentity, 1, 1);
}];
self.isMenuVisible = YES;
}
I don't know why zero width and height will cause no animation, but there is a workaround, it is making its width and height scale to 0.01 and when the animation is complete, hide the menu.
if (self.menu.hidden) {
[UIView animateWithDuration:.5 animations:^{
self.menu.hidden = NO ;
self.menu.transform = CGAffineTransformIdentity ;
}] ;
} else {
[UIView animateWithDuration:.5 animations:^{
self.menu.transform = CGAffineTransformScale(self.viewTest.transform, 0.01, 0.01) ;
} completion:^(BOOL finished) {
self.menu.hidden = YES ;
}] ;
}
Related
I have this code below who move my UIView to left:
- (void)viewDidLoad {
[super viewDidLoad];
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:4];
int xOriginal = 91;
CGRect rect = imagem.frame;
int x = rect.origin.x;
int y = rect.origin.y;
int w = rect.size.width;
int h = rect.size.height;
if(x == xOriginal){
imagem.frame = CGRectMake(x+100, y, w, h);
}else{
imagem.frame = CGRectMake(x-100, y, w, h);
}
[UIView commitAnimations];
}
My coordinate of my view is x = 91 (Center of the superView), When I start my app my UIView start left and go to center, instead of center and go to right, Why this is happening?
How to make my UIView start in center (x=91) and go to right (91+100), instead of left to center?
[UIImageView animateWithDuration:0.5 delay:0 options:UIViewAnimationOptionCurveLinear animations:^{
imagem.frame=CGRectMake(imagem.frame.origin.x+100, imagem.frame.origin.y, imagem.frame.size.width, imagem.frame.size.height);
} completion:^(BOOL finished) {
//code for completion
NSLog(#"Animation complete");
}];
Autolayout and frame animations are not good friends. Try to animate constraints instead of directly the frame.
You can create outlets of your constraints, and set the constant property of the constraint in your code to move your views.
You also call -[view layoutIfNeeded] to refresh your constraints while in an animation block.
Else you can remove all of your view constraints and animate its frame fearlessly.
Initially image.frame = CGRectMake(91,100,20,20);
So imageview starting point is 0
[UIView animateWithDuration:5.0
animations:^{
//Animation code goes here
image.frame = CGRectMake(191,100,20,20); //Now imageview moves from 0 to 100
} completion:^(BOOL finished) {
//Code to run once the animation is completed goes here
}];
As the other poster says, you can't animate a view's frame in XIBs/storyboards that use AutoLayout.
Instead you have to animate a constraint that's attached to the view.
What you do is to create a constraint (or multiple constraints) and connect it to an IBOutlet. Then, in your animation code, you calculate the changes to the constraint(s) and change the constant for the appropriate constraints.
For example, if you wanted to shift the vertical position of a view, set up a constraint that sets the vertical position of your view, and link it to an IBOutlet called viewConstraint. Then you'd use code like this:
[myView animateWithDuration: .25
animations: ^
{
viewConstraint.constant -= shiftAmount;
[self.view layoutIfNeeded];
}
];
Hi maybe this is a duplicated question and I just don't know the keyword to describe my question, if this is the case please point out.
I'm currently implementing a transition between two view, as the second view shows, it should looked like it's zoomed into the screen from outside, kind of fall on the screen. My idea is to zoom the second view 9 * original size and place the origin to -original_width, -original_height, and set alpha to 0. At the end I set alpha to 1 and show the original size.
so the following code is not working, the subviews are not resized. Could anyone tell me what I miss here or better show me some API which do the task?
[toVC.view setFrame:CGRectMake(0-fromVC.view.frame.size.width, 0-screenRect.size.height, fromVC.view.frame.size.width*3, fromVC.view.frame.size.height*3)];
for (UIView* view in toVC.view.subviews) {
CGRect frame = view.frame;
[view setFrame:CGRectMake(frame.origin.x*3, frame.origin.y*3, frame.size.width*3, frame.size.height*3)];
}
[toVC.view layoutIfNeeded];
[toVC.view setAlpha:0.1];
[UIView animateWithDuration:duration*5
animations:^{
[toVC.view setAlpha:1.0];
[toVC.view setFrame:CGRectMake(0, 0, fromVC.view.frame.size.width, fromVC.view.frame.size.height)];
for (UIView* view in toVC.view.subviews) {
CGRect frame = view.frame;
[view setFrame:CGRectMake(frame.origin.x/3, frame.origin.y/3, frame.size.width/3, frame.size.height/3)];
}
}
completion:^(BOOL finished) {
[transitionContext completeTransition:YES];
}];
You could just set the view transform prior and after the transition:
CGAffineTransform scaleTransform = CGAffineTransformIdentity;
scaleTransform = CGAffineTransformScale(rotationTransform, 9., 9.);
view.transform = scaleTransform;
view.alpha = 0;
[UIView animateWithDuration:duration*5
animations:^{
view.transform = CGAffineTransformIdentity;
view.alpha = 1.;
}
}
completion:^(BOOL finished) {
}];
I have a UIView at the bottom left of its superview, i.e.its frame is like
[myView setFrame:CGRectMake(0,superView.bounds.size.height-myViewHeight,myViewWidth,myViewHeight)];
I want to animate its size such that its bottom left point remains fixed at its position. I am not sure how to play with anchor point property of layers.
Currently I am increasing its size using the following lines of code.
[UIView animateWithDuration:0.2 animations:^{
[bottomLbl setFrame:CGRectMake(0, bottomView.bounds.size.height-250, 300, 250)];
This works fine but when I try to bring back to its original size, its bottom point gets lifted at the start of animation and settles down at the end of animation.
First define the point for the bottom left corner...
CGPoint bottomLeft = CGPointMake(0, 480); // this can be anything.
Then you need to define the sizes (big and small).
CGSize bigSize = CGSizeMake(280, 280);
CGSize smallSize = CGSizeMake(50, 50); // again, these can be anything.
Then animate them...
// create the rect for the frame
CGRect bigFrame = CGRectMake(bottomLeft.x, bottomLeft.y - bigSize.height, bigSize.width, bigSize.height);
CGRect smallFrame = CGRectMake(bottomLeft.x, bottomLeft.y - smallSize.height, smallSize.width, smallSize.height);
[UIView animateWithDuration:0.2
animations:^{
// set the rect onto the view
bottomLbl.frame = bigFrame;
// or
bottomLbl.frame = smallFrame;
}];
As long as you set the frame and the calculated end frames are correct and it's all done in one animation then the bottom left corner won't move.
If this doesn't help can you please post a video of what is happening (and all your animation code).
EDIT
[UIView animateWithDuration:0.2
delay:0.0
options:UIViewAnimationOptionBeginFromCurrentState
animations:^{
// set the rect onto the view
bottomLbl.frame = bigFrame;
// or
bottomLbl.frame = smallFrame;
}
completion:nil];
I have an UIImageView with an rotation animation that loops, I need to move the UIImageView by x and y in the screen.
The rotation animation code is:
-(void)rotate{
if (leftRotate){
leftRotate = NO;
}else{
leftRotate = YES;
}
CGRect initFrame = self.frame;
[UIView animateWithDuration:0.5
delay:0.0
options:UIViewAnimationOptionRepeat|UIViewAnimationOptionAutoreverse
animations:^{
if (leftRotate){
self.transform = CGAffineTransformRotate(self.transform, -1 * (M_PI/8));
}else{
self.transform = CGAffineTransformRotate(self.transform, M_PI / 8);
}
}
completion:^(BOOL completed) {
if (completed){
if (!stopRotate){
[self rotate];
}
}
}];
}
I try differents approaches to move the image, like setting the center but I cant move it.
I found the way, I have to set the center out side the animation:
CGPoint facePosition = CGPointMake(self.face1.center.x+1,
self.face1.center.y);
self.face1.center = facePosition;
I'm trying to scale my view like so:
CGRect endFrame = self.detailView.bounds;
[UIView animateWithDuration:0.25 animations:^{
self.descriptionButton.bounds = endFrame;
}completion:^(BOOL finished) {
self.containerView.alpha = 0.0;
self.detailView.alpha = 1.0;
}];
My detailView is the container view. My descriptionButton is in the upper left corner. I want to give a zoom in type effect by having the button take up the whole screen. However, by default Core Animation scales from the anchor point at its center.
I tried setting the anchor point to the lower right corner of the view's layer like this:
self.descriptionButton.layer.anchorPoint = CGPointMake(self.descriptionButton.bounds.size.width, self.descriptionButton.bounds.size.height);
CGRect endFrame = self.detailView.bounds;
[UIView animateWithDuration:0.25 animations:^{
self.descriptionButton.bounds = endFrame;
}completion:^(BOOL finished) {
self.containerView.alpha = 0.0;
self.detailView.alpha = 1.0;
}];
But when I do that, I don't see any animation at all. Any thoughts? Thanks.
You can just use a little math
CGRect endFrame = self.detailView.frame;
CGRect currentFrame = self.detailView.frame;
[UIView animateWithDuration:0.25 animations:^
{
self.descriptionButton.frame = CGRectMake(currentFrame.x - (endFrame.size.width - currentFrame.size.width), currentFrame.y - (endFrame.size.height - currentFrame.size.height), endFrame.size.width, endFrame.size.height);
}
completion:^(BOOL finished)
{
self.containerView.alpha = 0.0;
self.detailView.alpha = 1.0;
}];
The anchorPoint property is "normalized" to values from 0 to 1. 0.5, 0.5 is the center. 0,0 is top left. 1,1 is bottom right.
Your code is setting the anchorPoint property using pixel coordinates, which is wrong. I don't know what it would do, but it's wrong.