load UIView from left animation on UIButton click - ios

I am having one UIButton on navigation bar as right bar button item.
I want to show one view when I click on the UIButton,
and that view should appear animating from right to left and stops to perform some operations for user.
when user is done from his work on the view he will click on same button and view will hide animating from right to left.
I tried to load view normally I get succeed in it,
when I apply animation
view animates from right to left and disappears.
I am new to this animation scenario.
So can anyone please guide me to animate view and show hide action on same button.
Here is the code that I tried,
-(IBAction)showView :(id)sender
{
CGRect screen = [[UIScreen mainScreen]applicationFrame];
UIView *quizInfoViewObj;
quizInfoViewObj = [[UIView alloc]init];
quizInfoViewObj.frame = CGRectMake(70, 0, 250, 480);
quizInfoViewObj.backgroundColor = [UIColor orangeColor];
[UIView beginAnimations: nil context: NULL];
[UIView setAnimationDelegate: self];
[UIView setAnimationDidStopSelector: #selector(pushAnimationDidStop:finished:context:)];
quizInfoViewObj.center = self.view.center;
quizInfoViewObj.center = CGPointMake(self.view.center.x - CGRectGetWidth(self.view.frame), self.view.center.y);
[UIView commitAnimations];
[self.view addSubview:quizInfoViewObj];
}
here how I want...

This code might help you.
-(IBAction)showView :(id)sender
{
UIButton *button = (UIButton *)sender;
if ([button isSelected] == NO) {
CGRect screen = [[UIScreen mainScreen]applicationFrame];
// UIView *quizInfoViewObj; // use this line in .h file variables declaration
quizInfoViewObj = [[UIView alloc]init];
quizInfoViewObj.frame = CGRectMake(self.view.frame.width, 0, 250, 480);
quizInfoViewObj.backgroundColor = [UIColor orangeColor];
[self.view addSubview:quizInfoViewObj];
[UIView beginAnimations: nil context: NULL];
quizInfoViewObj.frame = CGRectMake(70, 0, 250, 480);
[UIView commitAnimations];
}
else {
[UIView beginAnimations: nil context: NULL];
[UIView setAnimationDelegate: self];
[UIView setAnimationDidStopSelector: #selector(pushAnimationDidStop:finished:context:)];
// In pushAnimationDidStop:finished:context method remove quizInfoViewObj from superview
quizInfoViewObj.frame = CGRectMake(self.view.frame.width, 0, 250, 480);
[UIView commitAnimations];
}
[button setSelected: ![button isSelected]];
}

Related

Animating status bar iOS 7

Im trying (struggling) to implement a snapchat like error message display for my app (snapchat error messages slide down over the status bar somehow) in iOS7. I cannot for the life of me get my animation to work right. Here is my method that does the animation
- (void)animateHeaderViewWithText:(NSString *)text {
//add header views
[self.headerView addSubview:self.headerLabel];
[self.navigationController.view addSubview:self.headerView];
//Hide the Status Bar
statusBarHidden = TRUE;
[self setNeedsStatusBarAppearanceUpdate];
self.headerLabel.text = text;
[UIView animateWithDuration:.5 delay:0.0 options:UIViewAnimationOptionCurveEaseIn animations:^{
self.headerLabel.frame = CGRectMake(0, 0, 320, 20);
self.headerView.frame = CGRectMake(0, 0, 320, 20);
} completion:^(BOOL finished) {
[UIView animateWithDuration:.5 delay:5.0 options:UIViewAnimationOptionCurveEaseIn animations:^{
//UnHide the Status Bar
statusBarHidden = FALSE;
[self setNeedsStatusBarAppearanceUpdate];
self.headerLabel.frame = CGRectMake(0, -20, 320, 20);
self.headerView.frame = CGRectMake(0, -20, 320, 20);
} completion:^(BOOL finished) {
[self.headerView removeFromSuperview];
[self.headerLabel removeFromSuperview];
}];
}];
}
Only the second half of the animation really works right, the message slides back up fine and the status bar appears underneath it. However, the first half of the animation, when the view slides down, the status bar disappears causing my navigation bar to move up, screwing up my animation. How can I get my navigation bar to stay where it is initially placed, even when the status bar is gone
This code worked in portrait, but would need to be modified to work properly in both orientations. It uses a separate UIWindow as the overlay, so there's no need to hide or unhide the status bar.
#interface ViewController ()
#property (strong,nonatomic) UIWindow *dropdown;
#property (strong,nonatomic) UILabel *label;
#property (strong,nonatomic) UIWindow *win;
#end
#implementation ViewController
- (void)viewDidAppear:(BOOL)animated {
[super viewDidAppear:animated];
self.dropdown = [[UIWindow alloc] initWithFrame:CGRectMake(0, -20, 320, 20)];
self.dropdown.backgroundColor = [UIColor redColor];
self.label = [[UILabel alloc] initWithFrame:self.dropdown.bounds];
self.label.textAlignment = NSTextAlignmentCenter;
self.label.font = [UIFont systemFontOfSize:12];
self.label.backgroundColor = [UIColor clearColor];
[self.dropdown addSubview:self.label];
self.dropdown.windowLevel = UIWindowLevelStatusBar;
[self.dropdown makeKeyAndVisible];
[self.dropdown resignKeyWindow];
}
- (IBAction)dropDown:(UIButton *)sender {
[self animateHeaderViewWithText:#"This is my test string"];
}
-(void)animateHeaderViewWithText:(NSString *) text {
self.label.text = text;
CGRect frame = self.dropdown.frame;
frame.origin.y = 0;
[UIView animateWithDuration:.6 delay:0 options:0 animations:^{
self.dropdown.frame = frame;
}completion:^(BOOL finished) {
;
}];
}

How to correctly enlarge an image from within a table view

I'm using the following code to zoom/enlarge an image from within a table view. I would like it to enlarge out to full screen. the current problem is that when it enlarges it enlarges only within the table cell (and as a result is partially hidden beneath the next table cell) instead of the full view.
-(void)zoomPhotoMethod :(id) sender
{
UITapGestureRecognizer *gesture = (UITapGestureRecognizer *) sender;
NSLog(#"Tag = %d", gesture.view.tag);
userSubmittedImageView = (UIImageView *)gesture.view;
if (!isFullScreen) {
[UIView animateWithDuration:0.5 delay:0 options:0 animations:^{
//save previous frame
prevFrame = userSubmittedImageView.frame;
UIView *popupImageViewForTableCell = [[UIView alloc] initWithFrame: CGRectMake ( 0, 0, 320, 500)];
[userSubmittedImageView setFrame:[popupImageViewForTableCell bounds]];
}completion:^(BOOL finished){
isFullScreen = TRUE;
}];
return;
}
else{
[UIView animateWithDuration:0.5 delay:0 options:0 animations:^{
[userSubmittedImageView setFrame:prevFrame];
}completion:^(BOOL finished){
isFullScreen = FALSE;;
}];
return;
}
}
updated code:
-(void)zoomPhotoMethod :(id) sender
{
UITapGestureRecognizer *gesture = (UITapGestureRecognizer *) sender;
NSLog(#"Tag = %d", gesture.view.tag);
userSubmittedImageView = (UIImageView *)gesture.view;
if (!isFullScreen) {
[UIView animateWithDuration:0.3 delay:0 options:0 animations:^{
//save previous frame
prevFrame = userSubmittedImageView.frame;
newView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 320, 500)];
[self.view addSubview:newView];
UIView *popupImageViewForTableCell = [[UIView alloc] initWithFrame: CGRectMake ( 0, 0, 320, 500)];
[userSubmittedImageView setFrame:[popupImageViewForTableCell bounds]];
[newView addSubview:userSubmittedImageView];
[userSubmittedImageView setFrame:[newView bounds]];
}completion:^(BOOL finished){
isFullScreen = TRUE;
}];
return;
}
else{
[UIView animateWithDuration:0.3 delay:0 options:0 animations:^{
[userSubmittedImageView setFrame:prevFrame];
[newView setFrame:prevFrame];
}completion:^(BOOL finished){
isFullScreen = FALSE;;
}];
return;
}
}
What's happening is that you are still a subview of the tableview cell, so it's not going to be able to go outside of those bounds without being clipped.
To do what you want to do, you're going to have to:
Create a new UIImageView outside of your table view (add it as a subview outside of the tableview).
Set the image in the image view to the same image that you have in the tableview cell.
Start it at the same size and position as your tableview cell image.
Animate it up to where you want it.
When it's time to remove it, move it back down to the original tableview cell image.
Discard the imageview.
One way would be to use a copy of the image and place it outside the cell just above your original and animate this second image to full screen.
Another way would be to increase the tableView rowHeight and reload the section.

Multiple UIViews in animation

I'm trying to create sort of a slide-out slide-in motion for my views when the user presses the forward or backwards button.
I made the first view slide out just fine, but the second one just won't slide in.
Here's my code:
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDelay:0.1];
[UIView setAnimationDuration:0.7];
UIView *currentView = [[contentScrollView subviews] objectAtIndex:0];
currentView.center = CGPointMake(contentScrollView.frame.size.width+contentScrollView.frame.size.width/2, currentView.center.y);
UIView *newView = [[contentScrollView subviews] objectAtIndex:1];
newView.center = CGPointMake(newView.center.x+newView.frame.size.width, newView.center.y);
[UIView commitAnimations];
I don't really see what the problem is, it should work. But the currentView just slides out, and the newView is still out in the -x values, hidden from the user.
I already tried changing to transformations, but that didn't do anything.
What could cause this?
Try this code (tested):
Copy and paste it to see it in action and adjust the frames for your views to suit your needs.
UIView *viewOne = [[UIView alloc] initWithFrame:(CGRect){{0, 0}, 200, 200}]; //currentView
UIView *viewTwo = [[UIView alloc] initWithFrame:(CGRect){{200, 0}, 200, 200}]; //newView
viewOne.backgroundColor = [UIColor lightGrayColor];
viewTwo.backgroundColor = [UIColor darkGrayColor];
[self addSubview:viewOne];
[self addSubview:viewTwo];
[UIView animateWithDuration:5.0f delay:0.0f options:UIViewAnimationOptionCurveEaseInOut animations:^
{
viewOne.frame = (CGRect){{300, 0}, 200, 200};
viewTwo.frame = (CGRect){{-100, 0}, 200, 200};
} completion:^(BOOL finished) {
}];
This is to show you how these two view sliding in and out.
You have to adjust the frames for your views accordingly to your needs.

removeFromSuperview not releasing the view while using ARC

I am adding a subview to my finalview which is used to change prefrences on the app.
I add it like this from my finalview
getPrefrencesViewController = [[GetPrefrencesViewController alloc] init];
getPrefrencesViewController.view setBackgroundColor:[UIColor clearColor]];
getPrefrencesViewController.view.frame = CGRectMake(0.0, 480.0, 320.0, 480.0);
getPrefrencesViewController.prefToolBar.frame = CGRectMake(0.0, 9.0, 320.0, 45.0);
[getPrefrencesViewController.view addSubview:getPrefrencesViewController.prefToolBar];
getPrefrencesViewController.prefTableView.frame = CGRectMake(0.0, 54.0, 320.0, 435.0);
[getPrefrencesViewController.view addSubview:getPrefrencesViewController.prefTableView];
[self.navigationController.view insertSubview:getPrefrencesViewController.view aboveSubview:self.navigationController.view];
[UIView animateWithDuration:0.3
delay:0.0f
options:UIViewAnimationOptionCurveEaseIn
animations:^{
getPrefrencesViewController.view.frame = CGRectMake(0.0, 10.0, 320.0, 480.0);
} completion:^(BOOL finished) {
if (finished) {
NSLog(#"YAY!");
}
}];
}
This works fine...
When the new view is added as a subview I have a UIToolBar with two buttons save and cancel, when the user touches cancel this code is used
- (IBAction)cancleUIButton:(id)sender {
//unload portrait view
[UIView animateWithDuration:0.4
delay:0.0f
options:UIViewAnimationOptionCurveEaseIn
animations:^{
self.view.frame = CGRectMake(0.0, 480.0, 320.0, 480.0);
} completion:^(BOOL finished) {
if (finished) {
// remove subView for superView
[self.view removeFromSuperview];
}
}];
}
as you can see i add the subview, animate it upwards, then when the user presses cancel I animate the view then remove it from superview.. however if I then load it again all the values I change but not saved are still changed, meaning the view is never removed.
I am hoping someone can tell me why this view is never getting removed? any help would be greatly appreciated.

UIview animation overriding one view to another view

I'm new iphone developer i have problem uiview animation for ipad landscape mode.i have two view view1(like a split view) and view2(covered remaining window).when i touch move right to left view2 it will be overriding the view1 with moving animation.at same time when i touch move left to right view2 come and fit the old position.please share your ideas
With Regards,
Rajesh.
Hi all i found the answer finally,
- (void)viewDidLoad
{
UISwipeGestureRecognizer *recognizer = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:#selector(rightSwipeHandle:)];
[recognizer setDirection:(UISwipeGestureRecognizerDirectionRight)];
[recognizer setNumberOfTouchesRequired:1];
[secondView addGestureRecognizer:recognizer];
[recognizer release];
UISwipeGestureRecognizer *recognizerleft = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:#selector(leftSwipeHandle:)];
[recognizerleft setDirection:(UISwipeGestureRecognizerDirectionLeft)];
[recognizerleft setNumberOfTouchesRequired:1];
[secondView addGestureRecognizer:recognizerleft];
[recognizerleft release];
[self.view addSubview:secondView];
[super viewDidLoad];
}
//To set the frame position of the view
- (void)rightSwipeHandle:(UISwipeGestureRecognizer*)gestureRecognizer
{
NSLog(#"rightSwipeHandle");
[UIView beginAnimations:#"viewanimations" context:nil];
[UIView setAnimationDuration:0.8];
[UIView setAnimationDelegate:self];
secondView.frame=CGRectMake(360, 0, 660, 768);
[UIView commitAnimations];
}
//To set the frame position of the view
- (void)leftSwipeHandle:(UISwipeGestureRecognizer*)gestureRecognizer
{
NSLog(#"leftSwipeHandle");
[UIView beginAnimations:#"viewanimations" context:nil];
[UIView setAnimationDuration:0.8];
[UIView setAnimationDelegate:self];
secondView.frame=CGRectMake(200, 0, 858, 768);
[UIView commitAnimations];
}
if i understand correctly, you want a sliding animation between 2 views. if so:
Make a ViewController that will hold these two views. inside this view controller's .m file define a transition method that contains the following and gets called by your buttons/other action triggers:
CGFloat windowWidth = self.mainView.frame.size.width;
CGFloat windowHeight = self.mainView.frame.size.height;
CGRect offScreenLeft = CGRectMake(-1*windowWidth, 0.0, windowWidth, windowHeight);
CGRect onScreen = self.mainView.frame;
CGRect offScreenRight = CGRectMake(windowWidth, 0.0, windowWidth, windowHeight);
if (direction == rightToLeft)
{
rightView.frame = offScreenRight;
[self.view addSubview:rightView];
[UIView animateWithDuration:0.65
animations:^{
leftView.frame = offScreenLeft;
rightView.frame = onScreen;
}
completion:^(BOOL finished){
[leftView removeFromSuperview];
}];
}else if (direction == leftToRight){
self.leftViewController.view.frame = offScreenLeft;
[UIView animateWithDuration:0.65
animations:^{
rightView.frame = offScreenRight;
leftView.frame = onScreen;
}
completion:^(BOOL finished){
[rightView removeFromSuperview];
}];
}
}
In general, make sure you are adding your subview to the view currently on screen, and make sure you set the appropriate bounds. Check that your view is not nil:
if(myView){
// not nil. thats good
}else {
// nil. this is bad. make sure myView is being initialized properly (if at all)
}
Finally, make sure neither the opacity nor the alpha property on your subview is set to 0 (you'll want these at 1 if you want it to show up completely and between 0 and 1 for a transparency effect).

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