I have a button and in the button action I want to show my UITableView by sliding from the button and after the cell click it should goest up by sliding effect.I did it by UIViewAnimation by setting the fixed y position and changing the height from 0 to the height
tableview.hidden=FALSE;
tableview.frame = CGRectMake(0,myButton.frame.size.height,myButton.frame.size.width, 0);
[UIView animateWithDuration:AnimationTime animations:^{
tableview.frame = CGRectMake(tableview.frame.origin.x, tableview.frame.origin.x, tableview.frame.size.width, 200 );
} completion:^(BOOL finished) {
}];
But this is not .I wanted a sliding effect.Any help will be appreciable
Use this method for animation. Provide a option for animation style. There a lot of option in objective-c for animation style
[UIView animateWithDuration:15.0f delay:0.0f options:UIViewAnimationOptions animations:^{
tableview.frame = CGRectMake(tableview.frame.origin.x, tableview.frame.origin.x, tableview.frame.size.width, 200 );
} completion:^(BOOL finished)
{
}];
for your case i thought you should use UIViewAnimationOptionTransitionFlipFromTop as animation options for slide table from top to bottom.By using this your table view get its full height in 15 sec. you can mange that too.
EDIT:
Once you clicked on cell, you want that your tableview goes up with slide effect. Than use
[UIView animateWithDuration:2.0f delay:0.0f options:UIViewAnimationOptionTransitionFlipFromBottom animations:^{
tableview.frame = CGRectMake(tableview.frame.origin.x, tableview.frame.origin.x, tableview.frame.size.width, 0 );
} completion:^(BOOL finished)
{
}];
for slide up animation.
Problem is not animation, problem is the frame you are defining. Easiest way to do this, is to define open and close frame and use them to animate.. See below..
Define Open and Close frame
-(void)initComponents{
CGRect rect=tableView.frame;
rect.origin=myButton.center;
openFrame=rect;//Assign openFrame before changing the size.
rect.size=CGSizeZero;
tableView.frame=rect;
closeFrame=rect;//Assign closeFrame
}
Call the initComponents function in viewDidLoad to set the initial state of your tableview. Now simply use the functions below on actions where you want to call.
-(void)openMenu{
[UIView animateWithDuration:.3 animations:^{
tableView.frame=openFrame;
}];
}
-(void)closeMenu{
[UIView animateWithDuration:.3 animations:^{
tableView.frame=closeFrame;
}];
}
Thats it. It should work.
Let me know. Cheers.
Related
I have an app in which I use a lot of animations with ease in/out curves. I use this function in all cases: UIView animateWithDuration:delay:options:animations:completion
All these animations are working ok, but now I am trying to add one to a drawer that pops in and out, and for some reason this particular animation is always linear:
[UIView animateWithDuration:2 delay:0 options:UIViewAnimationOptionCurveEaseOut animations:^{
self.activityBar.view.frame = CGRectMake(0, self.activityBar.view.frame.origin.y, self.activityBar.view.frame.size.width, 20);
} completion:nil];
Why is this animation linear, while other animations with the same option are curved?
This is the view hierarchy for self.activityBar.view
-UIViewController
-UIViewController
-UIViewController (animation code lives here)
-UIViewController (activityBar)
-UIView (activityBar.view)
//Set old Frame for activityBar Here
[UIView animateWithDuration:2.0 delay:0.0 options:UIViewAnimationOptionCurveEaseOut animations:^{
[self.view layoutIfNeeded];
//Update to the new frame
self.activityBar.view.frame = CGRectMake(0, self.activityBar.view.frame.origin.y, self.activityBar.view.frame.size.width, 20);
} completion:^(BOOL finished) {
}];
I use this code to move my view
[UIView animateWithDuration:0.3 animations:^{
[MyView setTransform:CGAffineTransformMakeTranslation(260, 0)];
} completion:^(BOOL finished) {
}];
MyView is a subview of self.view
I want to move it to right with 260
but it will first move to left with 130 and no animate
and then move to right with 260 and animate
I don't know why MyView move to left first?
The problem is that you are using auto layout. For a simple animation, trying turning off auto layout in storyboard.
Your animation should work then as expected.
I guess the problem is that the MakeTranslation function is making your view reset it's position before animating to the new transform.
Try this:
[UIView animateWithDuration:0.3 animations:^{
[MyView setTransform:CGAffineTransformTranslate(myView.transform, 260, 0)];
} completion:^(BOOL finished) {
}];
I have tried this code. http://www.mediafire.com/download/bvoqrkn82sd6az9/tablesample.zip ..Here, I need like this.. whenever I click the show button, it should display the list of Tableview like dropdown as it is in this screenshot. When on load, table view should be hidden. When on click the button, tableview should display. Your help is highly appreciated. Thanks in advance.
You can change height of tableView with animation. Set time according your suitability.
For Expansion:
[UIView animateWithDuration:1
delay:0.0
options: UIViewAnimationYourChoice
animations:^{
CGRect frame = self.tableView.frame;
frame.size.height = 300;
self.tableView.frame = frame;
}
completion:^(BOOL finished){
NSLog(#"Done!");
}];
For shrinking:
[UIView animateWithDuration:1
delay:0.0
options: UIViewAnimationYourChoice
animations:^{
CGRect frame = self.tableView.frame;
frame.size.height = 0;
self.tableView.frame = frame;
}
completion:^(BOOL finished){
NSLog(#"Done!");
}];
Hi I have piece of code which only one line is not working...
[UIView animateWithDuration:0.3 delay:0.0 options:UIViewAnimationOptionCurveEaseOut animations:^{
[label setFrame:CGRectMake(0, 0, frame.size.width, kStandardLabelHeight)]; //working
[self.currentLabel setFrame:CGRectOffset(self.currentLabel.frame, frame.size.width, 0)]; //not working
[self.currentLabel setAlpha:0.0f]; //working
} completion:^(BOOL finished) {
[self.currentLabel removeFromSuperview];
self.currentLabel = label;
}];
I'm running out of ideas what is wrong...
What I find out is: if I turn off "Use Auto Layout", then it magically working, so this issue is connected with auto layout.
After a search, I find this: http://weblog.invasivecode.com/post/42362079291/auto-layout-and-core-animation-auto-layout-was
Add constraint outlet mapping for your view, then instead of using setFrame, updating constraints will do the trick!
Below is my final implementation (_topConstraint is the top vertical space constraint of table view):
- (IBAction)switchButtonTouched:(id)sender
{
if (_topConstraint.constant <= 0)
_topConstraint.constant = _buttonView.frame.size.height;
else
_topConstraint.constant = 0;
[_tableView setNeedsUpdateConstraints];
[UIView animateWithDuration:0.5f animations:^(void){
[_tableView layoutIfNeeded];
} completion:^(BOOL finished){
}];
}
Frame must be a CGRect with 4 parameters: (xPosition,yPosition,width,height). Use CGRectMake for set frame
self.currentLabel.frame = CGRectMake(100, 100, self.currentLabel.frame.size.width, self.currentLabel.frame.size.height)
You set 0.3 sec the animation duration, and when it s end you remove it from the view. This is too short. set the duration for example 2, and you will see that your label is moving .
Sometimes you should set frames for animating views also after animation, for example in completion block, try something like that
[UIView animateWithDuration:0.3 delay:0.0 options:UIViewAnimationOptionCurveEaseOut animations:^{
[label setFrame:CGRectMake(0, 0, frame.size.width, kStandardLabelHeight)]; //working
[self.currentLabel setFrame:CGRectOffset(self.currentLabel.frame, frame.size.width, 0)]; //not working
[self.currentLabel setAlpha:0.0f]; //working
} completion:^(BOOL finished) {
self.frame = currentLabelFrame;
label.frame = label.frame;
[self.currentLabel removeFromSuperview];
self.currentLabel = label;
}];
If your issue is neither Autolayout related, or the others listed here, there is also another possible problem that turned out to be my issue. I'm simultaneously running a UIView transition (transitionFromView:toView:) on views that take up the same screen space (Different superviews, not related, other than positioning in the superview of the overarching view controller).
My code looked like this:
[UIView transitionFromView:self.someView
toView:self.someOtherView
duration:0.6f
options:UIViewAnimationOptionTransitionCrossDissolve | UIViewAnimationOptionShowHideTransitionViews
completion:NULL];
[UIView animateWithDuration:0.3
delay:0.0 options:UIViewAnimationOptionCurveEaseOut
animations:^{
[self.someThirdView setFrame:someFrame]; //not working
[self.someThirdView setAlpha:1.0f]; //working
} completion:nil];
The frame changed, but it popped to the new frame rather than animating. I'm guessing this is an internal iOS issue. As soon as I removed the "transitionFromView:..." call, the frame animation worked fine.
My solution for now has been to move the second animation into the completion block of the transitionFromView. It's not perfect, as the two animations should have lined up, but it is a passable solution for now.
I have a screen with several buttons from top to bottom and when they touched, they will show pickerview and uidatepicker. the problem is how to scroll the view if uidatepicker blocked the button.
so i want scroll view working here just like when uikeyboard appear. thanks! :)
ps: i really want to upload the images but my reput don't allow me to do that :)
update:
in the end i use this on my code and the animation looks similar with tpavoiding scroll, here is the code
[UIView animateWithDuration: 0.5f animations:^{
self.containerView.frame=CGRectMake(0, -120, 320, 308);
}
completion:^(BOOL finished) {} ];
so containerView will move up 120, and when i click done(toolbar above the uidatepicker) i just make it to normal position.
[UIView animateWithDuration: 0.5f animations:^{
self.containerView.frame=CGRectMake(0, 0, 320, 308);
}
completion:^(BOOL finished) {} ];
Use UIView animations:
[UIView animateWithDuration: duration animations:^{ myView.frame = CGRectMake(0, 0, 320, 320);} completion:^(BOOL finished) { [self doSomething]; } ];