I have got my view designed like that: under the bottom edge of the screen a subview is located. Once the app launched and viewDidLayoutSubviews called i animate the view sliding out from the bottom. My problem is - each time the status bar changes (receiving the call for example) the bottom view is been slide-out again.
Here is my code:
[UIView animateWithDuration:0.7 animations:^ {
self.bottomView.frame = CGRectMake(0.0,
self.view.frame.size.height - heightOfBot,
self.bottomView.frame.size.width,
self.bottomView.frame.size.height);
}];
Use a property:
#property (nonatomic) BOOL bottomViewVisible;
And a method:
- (void)showBottomView {
if ( !self.bottomViewVisible ) {
self.bottomViewVisible = YES;
[UIView animateWithDuration:0.7 animations:^{
self.bottomView.frame = CGRectMake(0.0,
CGRectGetHeight(self.view.bounds) - heightOfBot,
CGRectGetWidth(self.bottomView.frame),
CGRectGetHeight(self.bottomView.frame));
}];
}
}
(I changed your CGRect direct member access to use the functions from CGGeometry.h as per the docs.)
Related
so I have a very simple button that when clicked goes to fullscreen and when clicked again goes back to the same position it was initially in. For some reason it works perfectly without the animation. When I uncomment the animation part when I initially click the button it does nothing, the second time I click it slightly enlarges. The third time I click it animates slowly but back to it's smaller original size... Why is it animating the opposite way?
- (IBAction)viewImage1:(id)sender {
UIButton *btn = (UIButton*) sender;
if (btn.tag == 0)
{
CGRect r = [[UIScreen mainScreen] bounds];
/*[UIView animateWithDuration:0.5f delay:0.0f options:0 animations:^{*/
[sender setFrame: r];
/*}completion:nil];*/
btn.tag = 1;
}
else
{
btn.tag = 0;
[sender setFrame:CGRectMake(0,0,370,200)];
}
}
There are two solutions to your problem either of which will work:
Disable Autolayout. (discouraged)
You can do that in Interface Builder by opening the File Inspector
in the right pane and unchecking the respective check box.
However, if you want to use Autolayout for constraining other UI elements in your view (which is quite a good idea in most cases) this approach won't work which is why I would recommend the second solution:
Keep Autolayout enabled, create an outlet for your button in your view controller and set
self.myButton.translatesAutoresizingMaskIntoConstraints = YES;
in your view controller's viewDidLoad method.
You could also add layout constraints to your button and animate those. (This excellent Stackoverflow post explains how it's done.)
The reason for this tricky behavior is that once you enable Autolayout a view's frame is no longer relevant to the actual layout that appears on screen, only the view's layout constraints matter. Setting its translatesAutoresizingMaskIntoConstraints property to YES causes the system to automatically create layout constraints for your view that will "emulate" the frame you set, in a manner of speaking.
It is easier to do this with auto layout and constraints. Create an IBOutlet for the height constraint of your button call it something like btnHeight. Do the same for the width constraint call it something like btnWidth. Then create an IBAction like so:
- (IBAction)buttonPress:(UIButton *)sender {
UIButton *btn = (UIButton *) sender;
CGRect r = [[UIScreen mainScreen] bounds];
if (CGRectEqualToRect(btn.frame, CGRectMake(0.0, 0.0, 370, 200))) {
[UIView animateWithDuration:0.5 delay:0.0 options:0 animations:^{
self.btnHeight.constant = r.size.height;
self.btnWidth.constant = r.size.width;
[self.view layoutIfNeeded];
} completion:^(BOOL finished){
}];
}else{
[UIView animateWithDuration:0.5 delay:0.0 options:0 animations:^{
self.btnHeight.constant = 200.0;
self.btnWidth.constant = 370.0;
[self.view layoutIfNeeded];
} completion:^(BOOL finished){
}];
}
}
In my experience animating the frame of a UIButton does not work well, a, the only method, I'm aware of, is to use CGAffineTransformScale which will rasterize the title of the button and scale it as well.
I'm trying to maintain existing code and added a new UITextView to a View Controller. All of the views enter the screen by sliding in from the left side. My newly added view also slides in from the left side along with the other views (without me doing anything because the animation is set on their container). The problem is that my view also appears for a second or so before the animation starts. How can I prevent this from happening?
Here is the code for the animation on the container
- (void) showAndAnimateContainerView{
[self.containerView setHidden:NO];
[self hideContainerView:self.containerView];
self.marginLeft.constant = 0;
[UIView animateWithDuration:STD_ANIMATION_TIME delay:ZERO_ANIMATION_TIME options:UIViewAnimationOptionCurveLinear animations:^{
[self.containerView layoutIfNeeded];
} completion:^(BOOL finished) {
}];
}
- (void) hideContainerView:(UIView *) view{
self.widthView.constant = WIDTH_SCREEN;
self.marginLeft.constant = -WIDTH_SCREEN;
[view layoutIfNeeded];
}
Don't know what else I can add to the question to make it more clear.
Since updating to iOS8 many animations have stopped working. It appears that the y position of the view cannot be changed. In iOS7 there was no problem. But with iOS8 it will not go past the original y position.It appears that the frame of the view are indeed being updated but the frame is not being redrawn. Here is my code
[UIView transitionWithView:self.view duration:0.3 options:UIViewAnimationOptionCurveEaseInOut animations:^{
self.table.frame = CGRectMake(0, (self.view.bounds.size.height - self.button.frame.size.height) - (252), self.view.bounds.size.width, self.table.frame.size.height);
} completion:nil];
I have also tried this code outside of the animation block;
self.table.frame = CGRectMake(0, (self.view.bounds.size.height - self.button.frame.size.height) - (252), self.view.bounds.size.width, self.table.frame.size.height);
Update The solution is to adjust the auto layout constraints and not the frames origin. Click on the auto layout constraint you would like to adjust (in interface builder e.g top constraint). Next make this an IBOutlet;
#property (strong, nonatomic) IBOutlet NSLayoutConstraint *topConstraint;
Then to animate it;
self.topConstraint.constant = -100;
[self.viewToAnimate setNeedsUpdateConstraints];
[UIView animateWithDuration:.3 animations:^{
[self.viewToAnimate layoutIfNeeded];
}];
The above code will move the view/ or move the constraints upwards. To move it backdown to its original simply call;
self.topConstraint.constant = 0;
[self.viewToAnimate setNeedsUpdateConstraints];
[UIView animateWithDuration:.3 animations:^{
[self.viewToAnimate layoutIfNeeded];
}];
Second Solution
I found the solution. It appears that if self.table is an IBOutlet then the animation wont work. I am guessing this a result of the new dynamic storyboards. Creating your elements all in code and not in the storyboard leads to a successful animation. That is all I had to do to get it to work, create the UITableView in code.
i am new to IOS programming. i have a background image on my screen. What i want is when app launches screen shows with the background image and then after 1 sec 2 buttons comes up from right side of the screen. how can i do this. here is the image what i am trying to do
button 1 and button2 have to be invisible first. after 1 second they comes up from right side.
if there are any tutorials related to this kind of animation then please share
You can use simple UIView Animations to achieve this.
Set your button x origin any value greater than screen size so that it is not visible first. Then reset the button frame to a visible value with view animation. For example call the following function in your viewWillAppear: method.
- (void) animateButton {
// Setting button origin to value greater than the view width.
CGRect frame = button.frame;
frame.origin.x = self.view.frame.size.width+10;// or set any value > 320
button.frame = frame;
[UIView animateWithDuration:0.5
delay:2.0
options: UIViewAnimationCurveEaseOut
animations:^{
button.frame = CGRectMake(20, 100, 60, 25) ;// Any value according to your requirement
}
completion:^(BOOL finished){
NSLog(#"Done!");
}];
}
Refer Tutorial
You can do it this way, please note that, if you want to animate the way your button shows up, you must hide them using alpha = 0.0f (and not hidden = true). This way, you will have a smooth showing up animation !
Here it is :
First, on your viewDidLoad of your UIViewController, you have to set up a NSTimer of 1sec, then let it call the method that will let your buttons appear :
- (void) viewDidLoad {
[super viewDidLoad];
// Do your init stuff here
// We will call your buttons as if they are declared as properties of your class, ask if you don't know how to set them
self.button1.alpha = 0.0f;
self.button2.alpha = 0.0f;
// This will wait 1 sec until calling showButtons, where we will do the trick
NSTimeInterval timeInterval = 1.0;
[NSTimer scheduledTimerWithTimeInterval:timeInterval target:self selector:#selector(showButtons) userInfo:nil repeats:NO];
}
- (void) showButtons {
[UIView beginAnimations:#"buttonShowUp" context:nil];
[UIView setAnimationDuration:0.5]; // Set it as you want, it's the length of your animation
self.button1.alpha = 1.0f;
self.button2.alpha = 1.0f;
// If you want to move them from right to left, here is how we gonna do it :
float move = 100.0f; // Set it the way you want it
self.button1.frame = CGRectMake(self.button1.frame.origin.x - move,
self.button1.frame.origin.y,
self.button1.frame.size.width,
self.button1.frame.size.height);
self.button2.frame = CGRectMake(self.button2.frame.origin.x - move,
self.button2.frame.origin.y,
self.button2.frame.size.width,
self.button2.frame.size.height);
// If you want to set them in the exact center of your view, you can replace
// self.button1.frame.origin.x - move
// by the following
// (self.view.center - self.button1.frame.size.width/2)
// This way, your button will be centered horizontally
[UIView commitAnimations];
}
Ask if you have any questions !
Set the buttons' x co-ordinates such that the button is just outside the screen on the right side.
And then try the following in your viewDidLoad()
[UIView animateWithDuration:0.5
delay:1.0
options:NO
animations:^{ change your button x co- ordinate here to the co-ordinate you need it on finally}
completion:NULL];
I created some animations in my project. Basically, I use UIView animate and CGAffineTransform, but a very strange thing happened and I have no idea. Hope someone can help me solve this problem. Thanks in advance.
This is the strange thing:
After the user clicks on a button, the button slides off screen and another two buttons slide on the screen (I just changed the center point of these buttons to achieve this animation). And, some time later, a view on the screen start shaking (I use CGAffineTransform to achieve this).
At this moment, the strange thing happens - the button that previous slid off screen show up at its original position again and the other two buttons disappear (No animation, just shows up and disappear).
The following is the related code,
1) Button slide off and slide in animation related code
- (IBAction)start:(id)sender
{
// 1. Slide in cancel and pause button
[UIView animateWithDuration:0.5f animations:^{
[startButton setCenter:CGPointMake(startButton.center.x + 300.0f, startButton.center.y)];
[cancelButton setCenter:CGPointMake(cancelButton.center.x + 300.0f, cancelButton.center.y)];
[pauseButton setCenter:CGPointMake(pauseButton.center.x + 300.0f, pauseButton.center.y)];
} completion:^(BOOL finished) {
if (finished) {
NSLog(#"Move finished");
}
}];
}
2) The view shaking animation related code
- (void)shakeView:(UIView *)viewToShake
{
CGFloat t = 2.0;
CGAffineTransform translateRight = CGAffineTransformTranslate(CGAffineTransformIdentity, t, 0.0);
CGAffineTransform translateLeft = CGAffineTransformTranslate(CGAffineTransformIdentity, -t, 0.0);
viewToShake.transform = translateLeft;
[UIView animateWithDuration:0.07 delay:0.0 options:UIViewAnimationOptionAutoreverse|UIViewAnimationOptionRepeat animations:^{
[UIView setAnimationRepeatCount:2.0];
viewToShake.transform = translateRight;
} completion:^(BOOL finished) {
if (finished) {
[UIView animateWithDuration:0.05 delay:0.0 options:UIViewAnimationOptionBeginFromCurrentState animations:^{
viewToShake.transform = CGAffineTransformIdentity;
} completion:nil];
}
}];
}
This isn't weird, it's a common problem with
auto layout. If you move UI elements by changing frames, then as soon as something else takes place that requires laying out views, the moved views will revert to the position defined by their constraints. To fix it, you either need to turn off auto layout, or do your animations by changing constraints not frames.
I have tried your code in my test project. The problem is probably because you are using Autolayout in your xib.
Please checking your xib file and uncheck the Autolayout property.