I'm adding a child view on top of one of my views, and animating it so that it starts at the bottom of the screen and ends up at the top of the screen by using animateWithDuration. And that all works fine except that after animateWithDuration is complete the view on top has no user interaction and the view below still has user interaction. If I remove animateWithDuration, and just start the child view at it's normal position the user interaction works how I would expect it too, which is why I think animateWithDuration is the problem.
Here's my code:
UIViewController *viewController = [[CCouponDetailViewController alloc] init];
[[viewController view] setBounds:CGRectMake(0, ([UIScreen mainScreen].bounds.size.height * -1), viewController.view.bounds.size.width, viewController.view.bounds.size.height)];
[self addChildViewController:viewController];
[self.view addSubview:viewController.view];
CGRect newFrame = viewController.view.frame;
newFrame.origin.x = 0;
newFrame.origin.y = ([UIScreen mainScreen].bounds.size.height * -1);
[UIView animateWithDuration:1.0
animations:^{
viewController.view.frame = newFrame;
}
completion:^(BOOL finished){
[viewController didMoveToParentViewController:self];
}
];
Another question I have (Not really important just curious) is that in newFrame I'm setting the y to the same thing as it is when I initially set the bounds, but yet it moves. I would have expected newFrame to require a y value of "0" but when I did that nothing happened. Just wondering why that is.
I'll actually go backwards on this one...
"Another question I have (Not really important just curious) is that in newFrame I'm setting the y to the same thing as it is when I initially set the bounds, but yet it moves. I would have expected newFrame to require a y value of "0" but when I did that nothing happened. Just wondering why that is."
This is actually a very important question for you to have answered, because it has a lot to do with why your code isn't working. You're misunderstanding some very important concepts.
First off, the bounds of a UIView determine its position entirely in relation to itself. The frame determines the UIView's position within its superview. In your code, you're originally setting the view's bounds, not the frame --
[[viewController view] setBounds:CGRectMake(0, ([UIScreen mainScreen].bounds.size.height * -1), viewController.view.bounds.size.width, viewController.view.bounds.size.height)];
-- so you're not at all originally determining the view's place within its superview, only in relation to itself.
Essentially, you're ending up with a CCouponDetailViewController view with a 0x0 frame, but since you haven't specified that you want your UIView to clip its subviews, the portions of your CCouponDetailViewController view are not actually on top of their view, but visible and hanging over the UIView's bounds. The reason they aren't selectable is because they're not actually within the UIView.
So to fix this, set your UIView's initial frame instead of setting a bounds (I've editing the initial frame to start at the bottom of the screen like you're trying to do. I don't understand the height x -1 thing you're trying to do, by the way...) :
[[viewController view] setFrame:CGRectMake(0, [UIScreen mainScreen].bounds.size.height, viewController.view.bounds.size.width, viewController.view.bounds.size.height)];
Secondly, you're setting your new frame incorrectly. You can't set the CGRect this way:
CGRect newFrame = viewController.view.frame;
newFrame.origin.x = 0;
newFrame.origin.y = ([UIScreen mainScreen].bounds.size.height * -1);
Instead, set it using CGRectMake (And, again, I edited the y value so that the view ends up at the top of the screen like you're trying to do):
CGRect newFrame = CGRectMake(0, 0, viewController.view.frame.width, viewController.view.frame.height);
Related
CGRect frame = bottomView.frame;
frame.origin.y = [UIScreen mainScreen].bounds.size.height + 88;
bottomView.frame = frame;
NSLog(#"bottom view frame is %f", bottomView.frame.origin.y);
[UIView commitAnimations];
[self bottomButtonsCustomLoad];
I also have the line
frame.origin.y = [UIScreen mainScreen].bounds.size.height + 88;
nested inside an "If" statement and both log 579 which should display the view but the one inside the if statement the uiview isn't visible it logs 579 but isn't there it seems to be below the window which is where it starts before animation
If you set the y origin to the height of the screen it seems normal that your view is not visible, since it'll be outside of the screen (at the bottom).
Remember the point (0,0) is the top left corner.
The code you show puts the window at 88 points below the bottom edge of the screen, so it seems right that it does not show. If you meant for the view to be 88 points below the top edge, it should be
frame.origin.y = 88
I have two UIViews (My bad it is a UIView and a UIButton) which I am animating at the same time. I originally had a view and a containerView which would animate just fine and worked like a charm.
Now only one of my UIViews will move/animate in animateWithDuration even though through debugging the frame of the other view says that it is in a position it is not.
CGRect rect = self.toggle.frame;
CGRect tabRect = self.tabButton.frame;
rect.origin.x = rect.origin.x - rect.size.width;
NSLog(#"%f Before",tabRect.origin.x);
tabRect.origin.x = tabRect.origin.x - rect.size.width;
NSLog(#"%f After", tabRect.origin.x);
[UIView animateWithDuration:0.3 animations:^{ // animate the following:
self.toggle.frame = rect; // move to new location
self.tabButton.frame = tabRect;
}];
NSLog(#"%f AfterAnimation", tabButton.frame.origin.x);
The toggle view moves fine, but the tabButton view does not animate or move. The strange thing is that both the "After" and "AfterAnimation" debugging code returns the same value, which suggests the frame has indeed moved. Is there a specific reason that this will not work when toggle is a UIView when it would work as a UIContainerView?
Note that if I remove the line
self.toggle.frame = rect;
tabButton will animate correctly, but if I move toggle, tabButton will not move regardless of whether it is first in the animation block or second.
Edit: I have tried moving them into separate blocks and to change the center point rather than the frame, to no avail. It seems that if the toggle view moves, the tabButton will not move.
Edit 2: The pictorial evidence.{
In the following screenshots tabButton bg is green and toggle bg is red.
Above: Initial position (toggle is off-screen) correct position
Above: The problem in question toggle is correct tabButton is not
Above: When self.toggle.frame = rect is commented out (tabButton correct, toggle not)
}
Edit 3: It's even worse than I feared.{
I have done a few more tests and even if I take the toggle change out of the animation block to make it an instant thing, the tabButton will still not animate. This makes me think the tabButton may just fundamentally dislike the toggle view and/or myself so will not move just to spite me.
}
Edit 4:{
If I change the tabButton animation to tabButton.frame = CGRectMake(10,10,100,100) the View snaps instantly to that location and animates back to its original position in the same time as the animation duration.
}
I better add more bookkeeping/TLDR information in case things aren't clear.
toggle is an instance of ToggleDraw which is a subview of UIView which I created.
tabButton is a UIButton which is part of my IB viewController and a property of the class
Both toggle and tabButton are subviews of self.view
The animations will work individually with no modifications to the logic of the rects but will not work if they are animated at the same time
toggle animation seems to take precedence over tabButton animation regardless of the order
I had a problem with the animation of an UIView created in IB (the animation didn't start from the current position of the view, and ended in the initial position).
All worked fine after sending layoutIfNeeded() to the underlaying view before the animation block:
self.view.layoutIfNeeded()
UIView.animateWithDuration(0.5) { () -> Void in
...
I think it is not a problem about a UIView Animation. Maybe your toggle posiztion is related to your tabButton. For a try, your can set toggle frame to a rect lick (10, 10, 100,100), then check the result.
I've created an example of what you describe and everything seems to work fine. This is what I used:
UIView *toggle = [[UIView alloc] initWithFrame:CGRectMake(320, 64, 100, 100)];
[toggle setBackgroundColor:[UIColor redColor]];
[self.view addSubview:toggle];
UIButton *tabButton = [[UIButton alloc] initWithFrame:CGRectMake(220, 64, 100, 100)];
[tabButton setBackgroundColor:[UIColor greenColor]];
[self.view addSubview:tabButton];
CGRect rect = toggle.frame;
CGRect tabRect = tabButton.frame;
rect.origin.x = rect.origin.x - rect.size.width;
NSLog(#"%f Before",tabRect.origin.x);
tabRect.origin.x = tabRect.origin.x - rect.size.width;
NSLog(#"%f After", tabRect.origin.x);
[UIView animateWithDuration:1 animations:^{ // animate the following:
toggle.frame = rect; // move to new location
tabButton.frame = tabRect;
}];
What I can suggest is to make sure that the code is being ran on mainthread:
dispatch_async(dispatch_get_main_queue(), ^{
[UIView animateWithDuration:0.3 animations:^{
self.toggle.frame = rect; // move to new location
self.tabButton.frame = tabRect;
}];
});
Also take into account that the log you have after the animation code is incorrect as it won't run after the animation, but rather right next to asking for the animation.
If you want code to run after the animation you should use:
[UIView animateWithDuration:0.3 animations:^{
self.toggle.frame = rect; // move to new location
self.tabButton.frame = tabRect;
} completion:^(BOOL finished){
NSLog(#"Finished animating!");
}];
I have found a solution to the problem. If I initialise the UIButton (tabButton) programmatically rather than through the interface builder, both views will animate simultaneously.
This however seems very hacky to me, kind of like putting a bandaid over a missing foot and hoping it will sort itself out.
I could not work out the root cause of the problem but at least I could avoid the symptoms.
If anyone knows why the views would not animate when the button was made in the interface builder post an answer here, I am interested in knowing the reason behind this.
Thanks for your help everyone.
I have created mainView objcet of UIView and added one subview on it. I applied transform on mainView for reducing frame size. But frame of subview of mainView was not reduced. How to reduce the size of this subview.
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
CGFloat widthM=1200.0;
CGFloat heightM=1800.0;
UIView *mainView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, widthM, heightM)];
mainView.backgroundColor = [UIColor colorWithPatternImage:[UIImage imageNamed:#"te.png"]];
[self.view addSubview:mainView];
CGFloat yourDesiredWidth = 250.0;
CGFloat yourDesiredHeight = yourDesiredWidth *heightM/widthM;
CGAffineTransform scalingTransform;
scalingTransform = CGAffineTransformMakeScale(yourDesiredWidth/mainView.frame.size.width, yourDesiredHeight/mainView.frame.size.height);
mainView.transform = scalingTransform;
mainView.center = self.view.center;
NSLog(#"mainView:%#",mainView);
UIView *subMainView= [[UIView alloc] initWithFrame:CGRectMake(100, 100, 1000, 1200)];
subMainView.backgroundColor = [UIColor redColor];
[mainView addSubview:subMainView];
NSLog(#"subMainView:%#",subMainView);
}
NSlog of these views:
mainView:<UIView: 0x8878490; frame = (35 62.5; 250 375); transform = [0.208333, 0, 0, 0.208333, 0, 0]; layer = <CALayer: 0x8879140>>
subMainView:<UIView: 0x887b8c0; frame = (100 100; 1000 1200); layer = <CALayer: 0x887c160>>
Here the width of mainView is 250, the width of subview is 1000. but when i get the output in simulator, subview is occupied correctly, but it's not cross the mainView. How it is possible? How to get frame of subview with respect mainView frame after transformation?
What you're seeing is expected behavior. The frame of an UIView is relative to its parent, so it doesn't change when you apply a transformation to its superview. While the view will appear 'distorted' too, the frame won't reflect the changes since it's still at exact the same position relative to its parent.
However, I assume you would like to get the frame of the view relative to the topmost UIView. In that case UIKit offers these functions:
– [UIView convertPoint:toView:]
– [UIView convertPoint:fromView:]
– [UIView convertRect:toView:]
– [UIView convertRect:fromView:]
I applied these to your example:
CGRect frame = [[self view] convertRect:[subMainView frame] fromView:mainView];
NSLog(#"subMainView:%#", NSStringFromCGRect(frame));
And this is the output:
subMainView:{{55.8333, 83.3333}, {208.333, 250}}
In addition to s1m0n answer, the beautiful thing about applying a transform matrix to your view, is that you can keep reasoning in terms of its original coordinate system (in your case, you can handle subMainView using the non-transformed coordinate system, which is why, even though subMainView's frame is bigger than mainView's transformed frame, it still doesn't cross the parent view, as it gets automatically transformed). This means that when you have a transformed parent view (for example rotated and scaled) and you want to add a subview in a particular point relative to this parent view, you don't have to first keep track of the previous transformations in order to do so.
If you really are interested in knowing the subview's frame in terms of the transformed coordinate system, it will be enough to apply the same transformation to the subview's rectangle with:
CGRect transformedFrame = CGRectApplyAffineTransform(subMainView.frame, mainView.transform);
If you then NSLog this CGRect, you will obtain:
Transformed frame: {{20.8333, 20.8333}, {208.333, 250}}
Which, I believe, are the values that you were looking for. I hope this answers your question!
I have a simple UIView animation block. In the block, I only change the view's alpha, but the view's frame is also being animated! WTF?
Here's my code:
UIButton *button = [flowerViews objectAtIndex:index];
UIImageView *newGlowView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"grid_glow.png"]];
newGlowView.frame = CGRectMake(0, 0, 130, 130);
newGlowView.center = button.center;
newGlowView.alpha = 0.0;
[scrollView_ addSubview:newGlowView];
[scrollView_ sendSubviewToBack:newGlowView];
[UIView animateWithDuration:0.3 animations:^{
newGlowView.alpha = 1.0;
}];
As you see, I'm creating a new view and adding it to scrollView_. I'm setting the view's position and alpha before adding it to scrollView_. Once it's added, I have an animation block to animate the view's alpha from 0 to 1.
The problem is, the view's position is also being animated! As it fades in, it looks as if it's animating from an original frame of CGRectZero to the one I've assigned it.
Ostensibly, only properties set within the animation block should be animated, right? Is this a bug? Am I missing something?
Thanks!
Perhaps the whole thing being called from an animation block or maybe within an event that is within an animation block like the autorotate view controller delegate methods.
I have a UITableView with a custom header (i.e. I create the UIView myself). I need to tweak the accessibilityFrame of one of the subviews of the view, but I can’t figure out how to set the coordinates of the frame appropriately—they need to be relative to the window, but I’m not sure how to accomplish that.
My code looks like
- (UIView *)tableView:(UITableView *)tableView
viewForHeaderInSection:(NSInteger) section
{
CGRect bounds = CGRectMake(0, 0, [tableView frame].size.width, 48);
UIView *header = [[UIView alloc] initWithFrame:bounds];
UILabel *labelOne = [[UILabel alloc] initWithFrame:
CGRectMake(0, 0, bounds.size.width - 80, 18)];
UILabel *labelTwo = [[UILabel alloc] initWithFrame:
CGRectMake(0, 20, bounds.size.width - 80, 18)];
CGRect frameOne = [labelOne frame];
CGRect frameTwo = [labelTwo frame];
[labelTwo setIsAccessibilityElement:NO];
[labelOne setAccessibilityFrame:CGRectUnion(frameOne, frameTwo)];
// ...
return header;
}
I’ve got two UILabels, which I want to combine into one for the purposes of VoiceOver. I accomplish this by ignoring the second label and extending the frame of the first label to cover the area of the second label. (The second label is immediately below the first.) The problem is getting the frames. If I use the code as shown above, the accessibility frame is the correct size, but is positioned as if the UITableView’s header were in the top left corner of the screen. I tried to modify the code to say
CGRect frameOne = [header convertRect:[labelOne frame] toView:nil];
CGRect frameTwo = [header convertRect:[labelTwo frame] toView:nil];
but the same thing happened. Shouldn’t this latter piece of code convert the UILabels’ frames into window-relative coordinates?
I thought maybe the issue is that when the UIView is created, it doesn’t know where on screen it’s going to be positioned (and as part of a UITableView it may be scrolled all over the place). Is it necessary to implement accessibilityFrame as a message which checks the UIView’s position each time it is called?
There's a helper function that will assist you with doing exactly that: UIAccessibilityConvertFrameToScreenCoordinates. This function takes a CGRect and converts it from a view's coordinate system into screen coordinates.
I don't think it's the timing of when the UIView is created, as I believe the window should be not-nil by the time tableView:viewForHeaderInSection: is called. I think the problem is the receiver of the convertRect:toView: message. Rather than passing this message to header, you should be passing it to [self view].
You're converting from the receivers coordinate system to that of another view, in this case nil or the UIWindow in your app. When header receives this message, you're converting from header's coordinate system to window's coordinate system, but header itself is a subview of [self view]. Instead, you want to ask [self view] to do the conversion, which should take into account any UINavigationBar's, etc.
CGRect frameOne = [[self view] convertRect:[labelOne frame] toView:nil];
CGRect frameTwo = [[self view] convertRect:[labelTwo frame] toView:nil];