Swipe Gesture with Custom Segue - ios

I am currently using a modal segue in my storyboard to go from one view to another with a button. And on the way back I am using a button to run a custom segue with my ABCustomSegue. It is all working fine I just want to be able to run this custom segue after the user preforms a swipe. How might I achieve that?
ABCustomSegue:
-(void)perform{
UIViewController *sourceViewController = (UIViewController *) self.sourceViewController;
UIViewController *destinationViewController = (UIViewController *) self.destinationViewController;
[sourceViewController.view addSubview:destinationViewController.view];
[destinationViewController.view setFrame:sourceViewController.view.window.frame];
[destinationViewController.view setTransform:CGAffineTransformMakeTranslation(0, -sourceViewController.view.frame.size.height)];
[destinationViewController.view setAlpha:1.0];
[UIView animateWithDuration:0.4
delay:0.0
options:UIViewAnimationOptionTransitionFlipFromBottom
animations:^{
[destinationViewController.view setTransform:CGAffineTransformMakeTranslation(0, 0)];
[destinationViewController.view setAlpha:1.0];
}
completion:^(BOOL finished){
[destinationViewController.view removeFromSuperview];
[sourceViewController presentViewController:destinationViewController animated:NO completion:nil];
}];
}
Current Swipe Recognizer:
- (void)viewDidLoad {
[super viewDidLoad];
// Do any additional setup after loading the view.
UIScreenEdgePanGestureRecognizer *bezelSwipeGestureRecognizer = [[UIScreenEdgePanGestureRecognizer alloc] initWithTarget:self action:#selector(swipeBack:)];
bezelSwipeGestureRecognizer.edges = UIRectEdgeTop;
bezelSwipeGestureRecognizer.delegate = self;
[self.view addGestureRecognizer:bezelSwipeGestureRecognizer];
UIView *invisibleScrollPreventer = [UIView new];
invisibleScrollPreventer.frame = CGRectMake(0, 0, self.view.frame.size.width, 30);
[self.view addSubview:invisibleScrollPreventer];
}
-(void)swipeBack:(UIScreenEdgePanGestureRecognizer *)recognizer
{
if (recognizer.state == UIGestureRecognizerStateEnded) {
NSLog(#"swipe back");
}
}
Thank you!

Try this code:
[self.presentingViewController dismissViewControllerAnimated:YES completion:nil];

Related

Zoom segue from UICollectionView [duplicate]

I am trying to use a custom segue to perform a kind of zoom animation.
When the transition is executed, the sourceViewController goes black, then the zoom occurs.
Tried also to set the pushViewController: into the completion block but the transition is not executed at all.
- (void)perform {
UIViewController *sourceViewController = (UIViewController *) self.sourceViewController;
UIViewController *destinationViewController = (UIViewController *) self.destinationViewController;
[destinationViewController.view setTransform:CGAffineTransformMakeScale(0.5,0.5)];
[destinationViewController.view setAlpha:0.0];
[UIView animateWithDuration:0.5
delay:0.0
options:UIViewAnimationCurveEaseOut
animations:^{
[destinationViewController.view setTransform:CGAffineTransformMakeScale(1.0,1.0)];
[destinationViewController.view setAlpha:1.0];
[sourceViewController.navigationController pushViewController:destinationViewController animated:NO];
}
completion:^(BOOL finished){
}];
}
What I am doing wrong ?
It feels kludgy, but you can try adding the destinationViewController.view as a subview before your animation and then when the animation is done, remove it and push it back on without animation. Solves the black screen before the transition, but perhaps not perfect, depending upon what you want to do with the navigation bar, but maybe closer:
[sourceViewController.view addSubview:destinationViewController.view];
[destinationViewController.view setFrame:sourceViewController.view.window.frame];
[destinationViewController.view setTransform:CGAffineTransformMakeScale(0.5,0.5)];
[destinationViewController.view setAlpha:1.0];
[UIView animateWithDuration:0.5
delay:0.0
options:UIViewAnimationCurveEaseOut
animations:^{
[destinationViewController.view setTransform:CGAffineTransformMakeScale(1.0,1.0)];
[destinationViewController.view setAlpha:1.0];
}
completion:^(BOOL finished){
[destinationViewController.view removeFromSuperview];
[sourceViewController.navigationController pushViewController:destinationViewController animated:NO];
}];
Note, effective iOS 7, you would use custom transitions. For more information, see WWDC 2013 Custom Transitions Using View Controllers.
For example, if trying to do a custom transition with navigation controller, the first view controller would specify itself as the delegate of the navigation controller:
self.navigationController.delegate = self;
Then, it would specify the custom animators for push and pop, respectively:
- (id<UIViewControllerAnimatedTransitioning>)navigationController:(UINavigationController *)navigationController
animationControllerForOperation:(UINavigationControllerOperation)operation
fromViewController:(UIViewController *)fromVC
toViewController:(UIViewController *)toVC
{
if (operation == UINavigationControllerOperationPush) {
return [[PushAnimator alloc] init];
} else {
return [[PopAnimator alloc] init];
}
}
And then you'd obviously implement these animators:
#interface PushAnimator : NSObject <UIViewControllerAnimatedTransitioning>
#end
#implementation PushAnimator
- (NSTimeInterval)transitionDuration:(id <UIViewControllerContextTransitioning>)transitionContext
{
return 0.5;
}
- (void)animateTransition:(id<UIViewControllerContextTransitioning>)transitionContext
{
UIViewController* toViewController = [transitionContext viewControllerForKey:UITransitionContextToViewControllerKey];
UIViewController* fromViewController = [transitionContext viewControllerForKey:UITransitionContextFromViewControllerKey];
[[transitionContext containerView] addSubview:toViewController.view];
toViewController.view.frame = fromViewController.view.frame;
toViewController.view.transform = CGAffineTransformMakeScale(0.5,0.5);
toViewController.view.alpha = 0.0;
[UIView animateWithDuration:[self transitionDuration:transitionContext] delay:0.0 options:0 animations:^{
toViewController.view.transform = CGAffineTransformIdentity;
toViewController.view.alpha = 1.0;
} completion:^(BOOL finished) {
[fromViewController.view removeFromSuperview];
[transitionContext completeTransition:![transitionContext transitionWasCancelled]];
}];
}
#end
and
#interface PopAnimator : NSObject <UIViewControllerAnimatedTransitioning>
#end
#implementation PopAnimator
- (NSTimeInterval)transitionDuration:(id <UIViewControllerContextTransitioning>)transitionContext
{
return 0.5;
}
- (void)animateTransition:(id<UIViewControllerContextTransitioning>)transitionContext
{
UIViewController* toViewController = [transitionContext viewControllerForKey:UITransitionContextToViewControllerKey];
UIViewController* fromViewController = [transitionContext viewControllerForKey:UITransitionContextFromViewControllerKey];
[[transitionContext containerView] insertSubview:toViewController.view belowSubview:fromViewController.view];
toViewController.view.frame = fromViewController.view.frame;
[UIView animateWithDuration:[self transitionDuration:transitionContext] delay:0.0 options:0 animations:^{
fromViewController.view.transform = CGAffineTransformMakeScale(0.5,0.5);
fromViewController.view.alpha = 0.0;
} completion:^(BOOL finished) {
[fromViewController.view removeFromSuperview];
[transitionContext completeTransition:![transitionContext transitionWasCancelled]];
}];
}
#end

UIView animateWithDuration ignores duration

My goal is simple and I have achieved this previously which is why I'm resorting to asking my question here.
I am trying to animate a subview. Simple enough. The view ends up exactly where I want it to be after the animation is over. The only problem is:
whatever I do the animation duration is completely ignored. It happens instantly.
- (void)callToDismissView:(UIView *)view {
[self.view addSubview:view];
[self dismissViewControllerAnimated:NO completion:nil];
[UIView animateWithDuration:0.25 delay:0 options:UIViewAnimationOptionCurveEaseInOut animations:^(void){
CGRect frame = self.view.frame;
frame.origin.x = frame.size.width;
view.frame = frame;
} completion:^(BOOL finished){
[view removeFromSuperview];
}];
}
Now I have tried different frames and durations to see if the view was animated at all and it always ends up where I need it to be. Only instantly...
EDIT:
The above code is being called by a delegate in the dismissed view controller like so:
- (void)dismissSelf {
if (self.delegate && [self.delegate respondsToSelector:#selector(callToDismissScan)]) {
[self.delegate callToDismissScan];
}
}
And that method itself is triggered by a notification.
I must admit that some things are happening during the transition between the two controllers that I don't fully understand. (And I would very much like to understand them...)
You can try
[self.view layoutIfNeeded];
like this
- (void)callToDismissView:(UIView *)view {
[self.view addSubview:view];
[self dismissViewControllerAnimated:NO completion:nil];
[self.view layoutIfNeeded];
[UIView animateWithDuration:0.25 delay:0 options:UIViewAnimationOptionCurveEaseInOut animations:^(void){
CGRect frame = self.view.frame;
frame.origin.x = frame.size.width;
view.frame = frame;
[self.view layoutIfNeeded];
} completion:^(BOOL finished){
[view removeFromSuperview];
}];
}
Maybe you need try like this.
- (void)callToDismissView:(UIView *)view {
[self.view addSubview:view];
CGRect frame = self.view.frame;
frame.origin.x = frame.size.width;
[UIView animateWithDuration:0.3 delay:0.3
options:UIViewAnimationOptionCurveEaseInOut animations:^(void){
view.frame = frame;
}
completion:^(BOOL finished){
[view removeFromSuperview];
//[self dismissViewControllerAnimated:NO completion:nil];//uncomment if need.
}];
}
It seems there was no way in hell I could animate the transition in the presenting view controller and so the simplest way to resolve the issue was to animate the transition in the presented view controller before it is being dismissed.
The way I did this was by casting the delegate to a view controller. It was then easy to add it's view as a sub-view of my presented view controller and animate it like so:
- (void)dismissSelf {
UIView *dummyView = [ScreenCapper captureScreenIn: self];
UIViewController *presentingViewController = (UIViewController *)self.delegate;
[self.view.window addSubview: presentingViewController.view];
[self.view.window addSubview: dummyView];
[UIView animateWithDuration:0.25 delay:0 options:UIViewAnimationOptionCurveEaseInOut animations:^(void){
dummyView.frame = CGRectMake(dummyView.frame.size.width, dummyView.frame.origin.y, dummyView.frame.size.width, dummyView.frame.size.height);
} completion:^(BOOL finished){
if (self.delegate && [self.delegate respondsToSelector:#selector(callToDismissView)]) {
[self.delegate callToDismissView];
}
}];
}
And in the presenting view controller all that was left to do was to dismiss the presented view controller without animations.
- (void)callToDismissView {
[self dismissViewControllerAnimated:NO completion:nil];
}

Custom Transistion animation shows viewController with a blink

I am working with a custom transition, animation like that of a push.
But when i use this code after my viewcontroller loaded after after animation it just blinks.
Here is the method i used to present my view controller
+(void)leftpresentFrom:(UIViewController *)fromviewcontroller
To:(UIViewController *)toviewcontroller
{
CGPoint newcenter = CGPointMake(480, toviewcontroller.view.center.y);
toviewcontroller.view.center =newcenter;
toviewcontroller.view.clipsToBounds=YES;
[fromviewcontroller.view addSubview:toviewcontroller.view];
[UIView animateWithDuration:.5
delay:0.0
options:UIViewAnimationOptionCurveEaseInOut
animations:^{
toviewcontroller.view.center = CGPointMake(160 ,toviewcontroller.view.center.y);
}
completion:^(BOOL finished){
[toviewcontroller.view removeFromSuperview];
[fromviewcontroller presentViewController:toviewcontroller animated:NO completion:^{
}];
}];
}
did you try removing the view after the new controller has been presented?
eg.
[fromviewcontroller presentViewController:toviewcontroller animated:NO completion:^{
[toviewcontroller.view removeFromSuperview];
}];

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];

How to send object from one to another view?

I have implemented SASlideMenu for side menu and is excellent everything except one thing. I don't know how to send object.
Here is switching view happening:
-(void) switchToContentViewController:(UIViewController*) content{
CGRect bounds = self.view.bounds;
if (selectedContent) {
//Animate out the currently selected UIViewController
[UIView animateWithDuration:kSlideOutInterval delay:0.0 options:UIViewAnimationCurveEaseInOut animations:^{
selectedContent.view.frame = CGRectMake(bounds.size.width,0,bounds.size.width,bounds.size.height);
} completion:
^(BOOL completed) {
[selectedContent willMoveToParentViewController:nil];
[selectedContent.view removeFromSuperview];
[selectedContent removeFromParentViewController];
content.view.frame = CGRectMake(bounds.size.width,0,0,bounds.size.height);
[self addChildViewController:content];
[self.view addSubview:content.view];
[UIView animateWithDuration:kSlideInInterval delay:0.0 options:UIViewAnimationCurveEaseInOut animations:^{
content.view.frame = CGRectMake(0,0,bounds.size.width,bounds.size.height);
} completion:^(BOOL completed){
selectedContent = content;
[content didMoveToParentViewController:self];
[self.shield removeFromSuperview];
}];
}];
}else{
[self addChildViewController:content];
[self.view addSubview:content.view];
content.view.frame = CGRectMake(0,0,bounds.size.width,bounds.size.height);
selectedContent = content;
[self.shield removeFromSuperview];
[content didMoveToParentViewController:self];
}
}
and what I want is here to get identifier (NSString) (that I will know how to solve) and then send to this new view controller which will be open.
How can I do that?
You can use a subclass of UIViewController instead of the stock UIViewController class for your "content" view controller. On this subclass, you can add a
#property (strong, nonatomic) NSString *stringForContentView;
Then, just above the line where you add the "content" view controller as a child of your current view controller,
content.stringForContentView = #"A string that you already have";

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