I'm trying to fake pan gesture, but am not sure how to do it. There is some complicated code determining what happens with the pan gesture, so before going in and abstracting out all the logic, I was wondering if anybody knew of a way to fake the gesture. Thanks.
Unfortunately the API does not provide a way to trigger the gesture programmatically nor does it provide public access to the targets and selectors of the UIGestureRecognizer.
However, if you are wanting to do this for unit tests, you could get access to the targets and selectors by doing the following:
NSArray *targets = [panGesture valueForKey:#"_targets"];
NSArray *actions = [panGesture valueForKey:#"_actions"];
You can then loop through those arrays and call the action on the target:
[target performSelector:selector withObject:panGesture];
To "fake a pan gesture" I assume you mean move the view somewhere it currently isn't. UIView animations can be used for this.
[UIView beginAnimations:#"Fake-A-Pan" context:nil];
[UIView setAnimationCurve:UIViewAnimationCurveEaseIn];
[UIView setAnimationDuration:0.5f];
self.frame = CGRectMake(/* new coordinates for frame here */);
[UIView commitAnimations];
By using an animation to change the location of the view, you can essentially "fake a pan".
Edit As a comment suggested, Block-Based animations can also be used.
[UIView animateWithDuration:.5f
delay:0.0
options:UIViewAnimationOptionCurveEaseInOut
animations:^ {
self.frame ... // adjust your view here
}
completion:^(BOOL finished) {
NSLog(#"Done animating");
}];
Related
When a user makes a flick gesture on a UIScrollView, the UIScrollView gets a momentum and starts moving, then slow down and finally stop.
But how can I make this happen programmatically? I mean without a finger flicking, the UIScrollView just start moving automatically and then slow down to a speed of 0.
In my app I have made my UIScrollView unlike a normal UIScrollView (say it looks like a roller), so I want make a hint to the user that he can scroll it (and then everything get started!)
I have googled a lot but there seemed no way to solve my problem. The setContentOffset just couldn't make the natural "slow down and stop at somewhere ahead" effect.
Any idea would be appreciated.
Thanks in advance.
Try, something like this >
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDelegate:self];
[UIView setAnimationDelay:.8];
[UIView setAnimationCurve:UIViewAnimationCurveEaseOut];
[UIView setAnimationDuration:(abs(1-3)*0.3)];
self.myScroll.contentOffset = CGPointMake(0, 500);
[UIView commitAnimations];
It is not currently what you need, but you can customise this code, and may be all be ok)
or use this code>
[UIView animateWithDuration:2.
delay:0.3
usingSpringWithDamping:1.
initialSpringVelocity:7.
options:UIViewAnimationOptionCurveEaseInOut animations:^{
//Animations
self.myScroll.contentOffset = CGPointMake(0, 500);
}
completion:^(BOOL finished) {
//Completion Block
}];
I think it is like you want(animation with damping like swipe effect)
I have a simple animation that im performing in my scroll view delegate method scrollViewDidEndDragging.
It looks like this:
- (void)scrollViewDidEndDragging:(UIScrollView *)scrollView willDecelerate:(BOOL)decelerate {
NSLog(#"finger was lifted");
[UIView animateWithDuration:1.0
animations:^{
self.homeLabel.frame = self.view.frame;
}];
}
Using this animation after lifting the finger the my homeLabel is coming from top, and i want to add it a bounce animation to the label, so when it comes from top, instead of landing smoothly it will have a nice bounce...how can i DO THAT? thanksss
You can use the usingSpringWithDamping animation function.
[UIView animateWithDuration:1.0 delay:0 usingSpringWithDamping:0.2 initialSpringVelocity:5.0 options:UIViewAnimationOptionCurveLinear animations:^{
self.homeLabel.frame = self.view.frame;
} completion:^(BOOL finished) {
}];
Adjusting the Spring Damping and Initial Spring Velocity can give you the effect you want.
One good solution is to create a custom layer for your view that overrides the addAnimation:forKey: method to include a custom timing function.
This answer goes into the specifics of how to do that.
Another option is to take a look at key frame animation. This question and answer covers that approach very well.
kindly tell me which gesture they are using in my given screen shoot. If there is any example code or similar to this example then please tell me. I search over google with more than 15 different queries but did find any example like this .
As you can see they are not using a full page swipe but half.
Please check these two screen shoots
Thanks
You can use simple view animation for the same.
-(IBAction)tabPressed:(id)sender
{
if([sender isSelected])
{
sender.selected=NO;
[UIView beginAnimations:#"animation" context:NULL];
[UIView setAnimationDuration:0.5];
//set here frame to go down
[UIView commitAnimations];
}
else
{
sender.selected=YES;
[UIView beginAnimations:#"animation" context:NULL];
[UIView setAnimationDuration:0.5];
//set here frame to go up
[UIView commitAnimations];
}
}
Seems like there's a low-level work with gestures based on touchesBegan: and touchesMoved: methods.
Just Create A UITapGesture like this
UITapGestureRecognizer *tapGestureRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(handleTapFrom:)];
And Do Something here For Hide According You ...
- (void) handleTapFrom: (UITapGestureRecognizer *)recognizer
{
//Code to handle the gesture
}
Could be everything:
a simple button that trigger a slide up animation
if you can drag it and it stays attached to the finger is a pan Gesture recognizer
if the movement is a swipe, it is a swipe gesture recognizer
The standard UIView animateWithDuration: block works great for animations that have require a single animation effect, i.e. resize and/or move.
Is there a way to make the animation progressive, such that the animation starts slow, and gains speed as it progresses?
I could try nested animateWithDuration: blocks, placing subsequent blocks in the completion handler, but that way the animation is a little 'ragged'. I wish to make the animation smooth.
One idea that comes to mind is that I create a recursive function as follows:
- (void) animateToYOrigin:(CGFloat)yOrigin{
if (myView.frame.origin.y < 1){
[UIView animateWithDuration:0.1
animations:^{
CGRect rect = myView.frame;
rect.origin.y = yOrigin;
myView.frame = rect;
} completion:^(BOOL finished) {
[self animateToYOrigin:yOrigin /2];
}];
}
}
I am looking for a refined solution.
You can use
[UIView animateWithDuration:time
delay:delay
options:OPTION_HERE
animations:anims
completion:completion]
method and pass UIViewAnimationOptions where it says OPTION_HERE. You can use basic ease in/out options by default. If you need more options you can check out this git repo. In MTTimingFuncations.h/c you can find multiple options you can pass.
I'm trying to add a continuous animation onto my UITableViewCell-Subclass.
It's a rather easy one with an Image fading in and out (fading between 0.4 alpha and 1.0),
what I've tried so far ist the following:
-(void)animateRecordingIndicator{
[UIView beginAnimations:#"RecordingIndicatorAnimation" context:nil];
[UIView setAnimationDuration:0.3];
[UIView setAnimationDelegate:self];
[UIView setAnimationDidStopSelector:#selector(animationFinished)];
if (animatedImageView.alpha == 0.4)
animatedImageView.alpha = 1.0;
else
animatedImageView.alpha = 0.4;
[UIView commitAnimations];
}
the code within animationFinished is as follows:
-(void)animationFinished{
if (doShowAnimation) {
[self performSelectorOnMainThread:#selector(animateRecordingIndicator) withObject:nil waitUntilDone:YES];
}
}
what I expect should be clear by now, but what I get is simply a crash with Xcode loading Stackframes more or less eternally :)
According to the UIView class reference, you are now discouraged from using the commitAnimations method. Instead use the following:
animateWithDuration:delay:options:animations:completion:
I imagine the infinite recursion you are encountering is related to Apple's reasons for making that recommendation.