I'm trying to make an arm wave effect (Hello!) with UIView animations, but it snaps back to the beginning when the last one goes off. I want the wave to go back and forth.
First keyframe: Rotation 30˚
Second keyframe: Rotation -30˚
Third keyframe: SHOULD BE Rotation 0˚
arm.layer.anchorPoint = CGPointMake(1.0, 1.0);
float x = arm.frame.origin.x + arm.frame.size.width;
float y = arm.frame.origin.y + arm.frame.size.height;
arm.layer.frame = CGRectMake(x, y, arm.frame.size.width, arm.frame.size.height);
[self.scrollView arm];
float degrees = 30.0;
float radians = (degrees/90.0)*M_PI;
[UIView animateKeyframesWithDuration:4.0f delay:0.0 options:UIViewKeyframeAnimationOptionRepeat
animations:^{
[UIView addKeyframeWithRelativeStartTime:0 relativeDuration:.5 animations:^{
arm.transform = CGAffineTransformMakeRotation(radians);
}];
[UIView addKeyframeWithRelativeStartTime:.5 relativeDuration:.75 animations:^{
arm.transform = CGAffineTransformMakeRotation(-radians);
}];
[UIView addKeyframeWithRelativeStartTime:1.25 relativeDuration:.5 animations:^{
arm.transform = CGAffineTransformMakeRotation(0);
}];
The reason is that you used up the whole animation on the first two frames of the keyframe animation. These are relative times and relative durations; they must all be less than 1!
So, on the first one you use up half the animation (.5).
On the second one you start halfway through the animation (.5) and then you use up the entire rest of the animation (.75 is larger than .5 which is all you've got left).
So the third one never happens. And in any case it's completely nuts: you can't have a relative start time of 1.75 because 1 is the end of the animation. Read the docs:
This value must be in the range 0 to 1, where 0 represents the start of the overall animation and 1 represents the end of the overall animation. For example, for an animation that is two seconds in duration, specifying a start time of 0.5 causes the animations to begin executing one second after the start of the overall animation.
- (void)startAnimation {
//reverse - shrinking from full size
if (_reversed == YES) {
//self.transform = CGAffineTransformMakeScale(1.0, 1.0);
[UIView animateWithDuration:1.0f delay:0.0f options:UIViewAnimationOptionCurveLinear animations:^{
self.transform = CGAffineTransformMakeScale(0.1, 0.1); //this line does it instantly
self.alpha = 0;
} completion:^(BOOL finished) {
[self removeFromSuperview];
}];
} else {
//non reverse - expanding from middle
self.transform = CGAffineTransformMakeScale(0.001, 0.001);
[UIView animateWithDuration:1.0f delay:0.0f options:UIViewAnimationOptionCurveLinear animations:^{
self.transform = CGAffineTransformMakeScale(1.0, 1.0);
self.alpha = 0;
} completion:^(BOOL finished) {
[self removeFromSuperview];
}];
}
}
The non reverse piece of code does work fine as I expect, however when I do the _reversed == YES bit, the transformation inside the animation block happens instantly. If I comment that line of code, then the view stays the right size, but if i uncomment it then it shrinks instantly but the alpha still does the fade animation. Why does this happen?
Edit: I figured out what happened but I don't know how to fix it. The view does do the animation, only the size of the view changes instantly but it still 'slides' into the centre as if it is shrinking (what you see is just a small rectangle sliding to the middle as if it's the top left corner of the object). If I scale the view to 2 first, then scale down to 1 the animation works fine, its only when going from 1 to a decimal number that it doesn't work. Also I used draw rect to create an object with core graphics and the transform problem affects that, but not the actual frame if a set background colour.
I was running into a similar issue, where the position of the view would suddenly jump before animating in a change of transform with CGAffineTransformMakeScale. I noticed that the size of the "jump" seemed to be proportional to the scaling that would occur later in the animation.
I could fix this problem by finding that in a viewWillLayoutSubviews() override, I was setting the frame of the view being animated. As a rule, don't set the frames of views that will have a non-identity transform. So in the viewWillLayoutSubviews() override, I set the view's bounds and layer.position instead and now the animation is smooth as silk.
I have animated a UIView so that it shrinks when the user touches a toggle button and it expands back to its original size when the user touches the button again. So far everything works just fine. The problem is that the animation takes some time - e.g. 3 seconds. During that time I still want the user to be able to interact with the interface. So when the user touches the button again while the animation is still in progress the animation is supposed to stop right where it is and reverse.
In the Apple Q&As I have found a way to pause all animations immediately:
https://developer.apple.com/library/ios/#qa/qa2009/qa1673.html
But I do not see a way to reverse the animation from here (and omit the rest of the initial animation). How do I accomplish this?
- (IBAction)toggleMeter:(id)sender {
if (self.myView.hidden) {
self.myView.hidden = NO;
[UIView animateWithDuration:3 animations:^{
self.myView.transform = expandMatrix;
} completion:nil];
} else {
[UIView animateWithDuration:3 animations:^{
self.myView.transform = shrinkMatrix;
} completion:^(BOOL finished) {
self.myView.hidden = YES;
}];
}
}
In addition to the below (in which we grab the current state from the presentation layer, stop the animation, reset the current state from the saved presentation layer, and initiate the new animation), there is a much easier solution.
If doing block-based animations, if you want to stop an animation and launch a new animation in iOS versions prior to 8.0, you can simply use the UIViewAnimationOptionBeginFromCurrentState option. (Effective in iOS 8, the default behavior is to not only start from the current state, but to do so in a manner that reflects both the current location as well as the current velocity, rendering it largely unnecessary to worry about this issue at all. See WWDC 2014 video Building Interruptible and Responsive Interactions for more information.)
[UIView animateWithDuration:3.0
delay:0.0
options:UIViewAnimationOptionBeginFromCurrentState | UIViewAnimationOptionAllowUserInteraction
animations:^{
// specify the new `frame`, `transform`, etc. here
}
completion:NULL];
You can achieve this by stopping the current animation and starting the new animation from where the current one left off. You can do this with Quartz 2D:
Add QuartzCore.framework to your project if you haven't already. (In contemporary versions of Xcode, it is often unnecessary to explicitly do this as it is automatically linked to the project.)
Import the necessary header if you haven't already (again, not needed in contemporary versions of Xcode):
#import <QuartzCore/QuartzCore.h>
Have your code stop the existing animation:
[self.subview.layer removeAllAnimations];
Get a reference to the current presentation layer (i.e. the state of the view as it is precisely at this moment):
CALayer *currentLayer = self.subview.layer.presentationLayer;
Reset the transform (or frame or whatever) according to the current value in the presentationLayer:
self.subview.layer.transform = currentLayer.transform;
Now animate from that transform (or frame or whatever) to the new value:
[UIView animateWithDuration:1.0
delay:0.0
options:UIViewAnimationOptionAllowUserInteraction
animations:^{
self.subview.layer.transform = newTransform;
}
completion:NULL];
Putting that all together, here is a routine that toggles my transform scale from 2.0x to identify and back:
- (IBAction)didTouchUpInsideAnimateButton:(id)sender
{
CALayer *currentLayer = self.subview.layer.presentationLayer;
[self.subview.layer removeAllAnimations];
self.subview.layer.transform = currentLayer.transform;
CATransform3D newTransform;
self.large = !self.large;
if (self.large)
newTransform = CATransform3DMakeScale(2.0, 2.0, 1.0);
else
newTransform = CATransform3DIdentity;
[UIView animateWithDuration:1.0
delay:0.0
options:UIViewAnimationOptionAllowUserInteraction
animations:^{
self.subview.layer.transform = newTransform;
}
completion:NULL];
}
Or if you wanted to toggle frame sizes from 100x100 to 200x200 and back:
- (IBAction)didTouchUpInsideAnimateButton:(id)sender
{
CALayer *currentLayer = self.subview.layer.presentationLayer;
[self.subview.layer removeAllAnimations];
CGRect newFrame = currentLayer.frame;
self.subview.frame = currentLayer.frame;
self.large = !self.large;
if (self.large)
newFrame.size = CGSizeMake(200.0, 200.0);
else
newFrame.size = CGSizeMake(100.0, 100.0);
[UIView animateWithDuration:1.0
delay:0.0
options:UIViewAnimationOptionAllowUserInteraction
animations:^{
self.subview.frame = newFrame;
}
completion:NULL];
}
By the way, while it generally doesn't really matter for really quick animations, for slow animations like yours, you might want to set the duration of the reversing animation to be the same as how far you've progressed in your current animation (e.g., if you're 0.5 seconds into a 3.0 second animation, when you reverse, you probably don't want to take 3.0 seconds to reverse that small portion of the animation that you have done so far, but rather just 0.5 seconds). Thus, that might look like:
- (IBAction)didTouchUpInsideAnimateButton:(id)sender
{
CFTimeInterval duration = kAnimationDuration; // default the duration to some constant
CFTimeInterval currentMediaTime = CACurrentMediaTime(); // get the current media time
static CFTimeInterval lastAnimationStart = 0.0; // media time of last animation (zero the first time)
// if we previously animated, then calculate how far along in the previous animation we were
// and we'll use that for the duration of the reversing animation; if larger than
// kAnimationDuration that means the prior animation was done, so we'll just use
// kAnimationDuration for the length of this animation
if (lastAnimationStart)
duration = MIN(kAnimationDuration, (currentMediaTime - lastAnimationStart));
// save our media time for future reference (i.e. future invocations of this routine)
lastAnimationStart = currentMediaTime;
// if you want the animations to stay relative the same speed if reversing an ongoing
// reversal, you can backdate the lastAnimationStart to what the lastAnimationStart
// would have been if it was a full animation; if you don't do this, if you repeatedly
// reverse a reversal that is still in progress, they'll incrementally speed up.
if (duration < kAnimationDuration)
lastAnimationStart -= (kAnimationDuration - duration);
// grab the state of the layer as it is right now
CALayer *currentLayer = self.subview.layer.presentationLayer;
// cancel any animations in progress
[self.subview.layer removeAllAnimations];
// set the transform to be as it is now, possibly in the middle of an animation
self.subview.layer.transform = currentLayer.transform;
// toggle our flag as to whether we're looking at large view or not
self.large = !self.large;
// set the transform based upon the state of the `large` boolean
CATransform3D newTransform;
if (self.large)
newTransform = CATransform3DMakeScale(2.0, 2.0, 1.0);
else
newTransform = CATransform3DIdentity;
// now animate to our new setting
[UIView animateWithDuration:duration
delay:0.0
options:UIViewAnimationOptionAllowUserInteraction
animations:^{
self.subview.layer.transform = newTransform;
}
completion:NULL];
}
There is a common trick you can use to do this, but it is necessary to write a separate method to shrink (and another similar one to expand):
- (void) shrink {
[UIView animateWithDuration:0.3
animations:^{
self.myView.transform = shrinkALittleBitMatrix;
}
completion:^(BOOL finished){
if (continueShrinking && size>0) {
size=size-1;
[self shrink];
}
}];
}
So now, the trick is to break the 3 seconds animation of shrinking into 10 animations (or more than 10, of course) of 0.3 sec each in which you shrink 1/10th of the whole animation: shrinkALittleBitMatrix. After each animation is finished you call the same method only when the bool ivar continueShrinking is true and when the int ivar size is positive (the view in full size would be size=10 and the view with minimum size would be size=0). When you press the button you change the ivar continueShrinking to FALSE, and then call expand. This will stop the animation in less than 0.3 seconds.
Well, you have to fill the details but I hope it helps.
First: how to remove or cancel a animation with view?
[view.layer removeAllAnimations]
if the view have many animations, such as, one animation is move from top to bottom, other is move from left to right;
you can cancel or remove a special animation like this:
[view.layer removeAnimationForKey:#"someKey"];
// the key is you assign when you create a animation
CABasicAnimation *anim = [CABasicAnimation animationWithKeyPath:#"someKey"];
when you do that, animation will stop, it will invoke it's delegate:
- (void)animationDidStop:(CAAnimation *)anim finished:(BOOL)flag
if flag == 1, indicate animation is completed.
if flag == 0, indicate animation is not completed, it maybe cancelled、removed.
Second: so , you can do what you want to do in this delegate method.
if you want get the view's frame when the remove code excute, you can do this:
currentFrame = view.layer.presentationlayer.frame;
Note:
when you get the current frame and remove animation , the view will also animate a period time, so currentFrame is not the last frame in the device screen.
I cann't resolve this question at now. if some day I can, I will update this question.
I have a problem with a UIView-subclass object that I am rotating using Core Animation in response to a UISwipeGesture.
To describe the context: I have a round dial that I have drawn in CG and added to the main view as a subview.
In response to swipe gestures I am instructing it to rotate 15 degrees in either direction dependent on whether it;s a left or right swipe.
The problem that it will only rotate each way once. Subsequent gestures are recognised (evident from other actions that are triggered) but the animation does not repeat. I can go left once then right once. But trying to go in either direction multiple times doesn't work. Here's the relevant code, let me know your thoughts...
- (IBAction)handleLeftSwipe:(UISwipeGestureRecognizer *)sender
{
if ([control1 pointInside:[sender locationInView:control1] withEvent:nil])
{
//updates the display value
testDisplay.displayValue = testDisplay.displayValue + 0.1;
[testDisplay setNeedsDisplay];
//rotates the dial
[UIView animateWithDuration:0.25 animations:^{
CGAffineTransform xform = CGAffineTransformMakeRotation(radians(+15));
control1.transform = xform;
[control1 setNeedsDisplay];
}];
}
CGAffineTransform xform = CGAffineTransformMakeRotation(radians(+15));
Do you keep a total of how far the rotation is. CGAffineTransformMakeRotation are not additive. Only the most recent is used. So you are setting it to 15 each time, not 15 more each time.
Here's a super simple example of rotating a view cumulatively. This rotates the view by 180 degrees each button press.
- (IBAction) onRotateMyView: (id) sender
{
[UIView animateWithDuration:0.3 animations:^{
myView.transform = CGAffineTransformMakeRotation(M_PI/2*rotationCounter);
} completion:^(BOOL finished){
//No nothing
}];
++rotationCounter;
}
I have created a simple app with a segmented control at the top. When I click on one of two segments of the control a UIImageView starts to rotate. I have a reset button hooked up to set its transform to CGAffineTransformIdentity.
The problem occurs when the method that does the view rotation animation is called a second time by switching segments back and forth. Hitting reset only removes the most recent animation. I have to switch segments a second time to get the animations to stop with reset entirely.
The following code is called when I select the segment to rotate the UIImageView and obviously called a second time when I click between segments.
// Begin the animation block and set its name
[UIView beginAnimations:#"Rotate Animation" context:nil];
// Set the duration of the animation in seconds (floating point value)
[UIView setAnimationDuration:0.5];
// Set the number of times the animation will repeat (NSIntegerMax setting would repeat indefinately) (floating point value)
[UIView setAnimationRepeatCount:NSIntegerMax];
// Set the animation to auto-reverse (complete the animation in one direction and then do it backwards)
[UIView setAnimationRepeatAutoreverses:YES];
// Animation curve dictates the speed over time of an animation (UIViewAnimationCurveEaseIn, UIViewAnimationCurveEaseOut, UIViewAnimationCurveEaseInOut, UIViewAnimationCurveLinear)
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
// Changes the imageViews transform property to rotate the view using CGAffineTransformRotate
// CGAffineTransformRotate(transformToStartFrom, angleToRotateInRadians)
// Starting transform property can be set to CGAffineTransformIdentity to start from views original transform state
// This can also be done using CGAffineTransformMakeRotation(angleInRadians) to start from the IdentityTransform without implicitly stating so
self.imageView.transform = CGAffineTransformRotate(self.imageView.transform, degreesToRadians(90));
[UIView commitAnimations];
The reset button calls this code -
self.imageView.transform = CGAffineTransformIdentity;
try this
[UIView animateWithDuration:0.2 animations:^() {
self.imageView.transform = CGAffineTransformIdentity;
}];