UIView multiple animations with different durations - ios

I have a background UIImageView which is constantly animating with this code that gets called at the end of ViewDidAppear:
- (void)beginBackgroundAnimation
{
[UIView animateWithDuration:45
delay:0
options:UIViewAnimationOptionRepeat | UIViewAnimationOptionAutoreverse
animations:^{
_background.frame = CGRectMake(-_background.frame.size.width + self.view.frame.size.width,
_background.frame.origin.y,
_background.frame.size.width,
_background.frame.size.height);
}
completion:nil];
}
The problem is, when I perform another animation, such as this:
[UIView animateWithDuration:delay animations:^{
registerRowView.alpha = 1;
registerRowView.frame = newFrame; // this line kills the animation
}];
The background animation resets to it's original state and stops animating..
Thank you in advance!

Try this:
Keep a bool variable globally like: BOOL isFirstAnimationCompleted; and set it false in the starting of the first animation.
[UIView animateWithDuration:45
delay:0
options:UIViewAnimationOptionRepeat | UIViewAnimationOptionAutoreverse
animations:^{
_background.frame = CGRectMake(_background.frame.size.width + self.view.frame.size.width,
_background.frame.origin.y,
_background.frame.size.width,
_background.frame.size.height);
}
completion:^(BOOL finished) {
if(finished) {
isFirstAnimationCompleted = finished;
}
}];
Check while the user wants to perform the second animation like:
if(isFirstAnimationCompleted) {
[UIView animateWithDuration:delay animations:^{
registerRowView.alpha = 1;
registerRowView.frame = newFrame; // this line kills the animation
}];
}

Related

Continous fade in and fade out

Im trying to fade in and out of a light node I have created I just dont know where to call the function accordingly so it will continously fade in and out. Never tried animating anything here is what I have.
- (void)fadeOutIn:(UIView *)view duration:(NSTimeInterval)duration
{
[self enumerateChildNodesWithName:#"//*" usingBlock:^(SKNode *node, BOOL *stop) {
if ([node.name isEqualToString:#"light1"]) {
[UIView animateKeyframesWithDuration:5 delay:2 options:UIViewAnimationOptionRepeat|UIViewAnimationOptionAutoreverse|UIViewAnimationCurveEaseInOut animations:^{
node.alpha = 0;
} completion:^(BOOL finished) {
}];
}
}];
}
where should I call this function?that is fades in and out continously?
Should it be called within an action?
Thank You
Use this for Continue fade in out.
-(void)viewDidAppear:(BOOL)animated{
[UIView animateKeyframesWithDuration:1 delay:0 options:UIViewAnimationOptionRepeat|UIViewAnimationOptionAutoreverse|UIViewAnimationCurveEaseInOut|UIViewAnimationOptionAllowUserInteraction animations:^{
node.alpha = 0;
} completion:^(BOOL finished) {
[UIView animateWithDuration:1 animations:^{
node.alpha = 1;
} completion:nil];
}];
}
-(void) viewWillAppear:(BOOL)animated {
[super viewWillAppear:animated];
[objAnimate setAlpha:1.0];
[UIView animateKeyframesWithDuration:2.0 delay:0.0 options:UIViewKeyframeAnimationOptionCalculationModeLinear | UIViewAnimationOptionCurveEaseInOut|UIViewAnimationOptionRepeat|UIViewAnimationOptionAutoreverse animations:^{
[objAnimate setAlpha:0.0];
} completion:nil];
}
This will create continuous fade in and out for your object when it appears. If you want to create programmatically a custom object and then use this code then do it after your custom object is added in your view as below (example):
objAnimate = [[UILabel alloc] initWithFrame:CGRectMake(20, 50, 200, 40)];
objAnimate.backgroundColor = [UIColor lightGrayColor];
[objAnimate setAlpha:1.0];
[self.view addSubview:objAnimate];
[UIView animateKeyframesWithDuration:2.0 delay:0.0 options:UIViewKeyframeAnimationOptionCalculationModeLinear | UIViewAnimationOptionCurveEaseInOut|UIViewAnimationOptionRepeat|UIViewAnimationOptionAutoreverse animations:^{
[objAnimate setAlpha:0.0];
} completion:nil];
The view starts animating as soon as its added in your view.

UIPickerView Animate on and off screen behavior

This is a continuation of this question
CGRectMake : How To Calculate X and Y For UIPickerView Animation?
answered by https://stackoverflow.com/users/2315974/danypata
I have a picker view that I want to animate on and off screen on a button press and using the code in the previous question/answer I have got it to animate on screen the first time the button is pressed.
the second tome the button is pressed it just disappears and then the third time it is pressed it animates to the wrong place...please help
the code
if (self.pickerSort.hidden == NO) {
[UIView animateWithDuration:0.5 delay:0 options:UIViewAnimationOptionBeginFromCurrentState animations:^{
self.pickerSort.frame = CGRectMake(0,self.view.frame.size.height
+ self.pickerSort.frame.size.height,-self.pickerSort.frame.size.width,-self.pickerSort.frame.size.height);
}
completion:^(BOOL finished) {
}];
self.pickerSort.hidden = YES;
// [self performSelector:#selector(hidePicker) withObject:nil afterDelay:1];
} else if (self.pickerSort.hidden == YES) {
self.pickerSort.hidden = NO;
[UIView animateWithDuration:0.5 delay:0 options:UIViewAnimationOptionBeginFromCurrentState animations:^{
self.pickerSort.frame = CGRectMake(0 ,
self.view.frame.size.height
- self.pickerSort.frame.size.height,
self.pickerSort.frame.size.width,
self.pickerSort.frame.size.height);
}
completion:^(BOOL finished) {
}];
[self.view bringSubviewToFront:self.pickerSort];
Behavior in images - button press animates onto screen beautifully
Second Press it disappears with no animation
Third Press it animates to here
Any help would be great...functionality I am looking for is how to put the picker view back on an animation so the 3rd press is the same as the first
Please try to use the below code.
self.pickerSort.hidden = NO;
NSTimeInterval duration = 0.5;
[UIView animateWithDuration:duration
delay:0
options:UIViewAnimationOptionCurveLinear
animations:^{
CGRect pickerFrame = self.pickerSort.frame;
// currently picker is off the screen, show it.
if (pickerFrame.origin.y == self.view.frame.size.height) {
// set frame to show picker
pickerFrame.origin.y = self.view.frame.size.height - self.pickerSort.frame.size.height;
} else {
// set frame to hide picker
pickerFrame.origin.y = self.view.frame.size.height;
}
self.pickerSort.frame = pickerFrame;
}
completion:^(BOOL finished) {
self.pickerSort.hidden = YES;
}];
After playing around with this and learning the ins and outs of frames and CGRects, I achieved this by using the following code
if (pickerSort.hidden == YES) {
[UIView animateWithDuration:0.5 delay:0 options:UIViewAnimationOptionBeginFromCurrentState animations:^{
pickerSort.hidden = NO;
visualEffectView = [[UIVisualEffectView alloc] initWithEffect:blurEffect];
[self.tableStations addSubview:visualEffectView];
pickerSort.frame = CGRectMake(0,0,originalPickerFrame.size.width,originalPickerFrame.size.height);
visualEffectView.frame = CGRectMake(0,0,originalPickerFrame.size.width,originalPickerFrame.size.height - 64);
}
completion:^(BOOL finished) {
self.navigationController.navigationItem.leftBarButtonItem.enabled = NO;
}];
}
else
{
visualEffectView.hidden = YES;
[UIView animateWithDuration:0.5 delay:0 options:UIViewAnimationOptionBeginFromCurrentState animations:^{
pickerSort.frame = CGRectMake(0,-originalPickerFrame.size.height,0,0);
}
completion:^(BOOL finished) {
self.navigationController.navigationItem.leftBarButtonItem.enabled = YES;
pickerSort.hidden = YES;
}];
}
I set the original frame size in viewDidLoad like so
pickerSort = [[UIPickerView alloc]initWithFrame:CGRectMake(0.0, 0.0, self.view.frame.size.width, self.view.frame.size.height)];
originalPickerFrame = pickerSort.frame;
pickerSort.frame = CGRectMake(0,-originalPickerFrame.size.height,0, 0);
Hope this can help somebody in the future

animateKeyframesWithDuration make screen Not responding after animation

I use animateKeyframesWithDuration to simple animate my view:
[UIView animateKeyframesWithDuration:1.0 delay:0.0 options:0 animations:^{
[UIView addKeyframeWithRelativeStartTime:0.0 relativeDuration:0.5 animations:^{
containerView.center = CGPointMake(containerView.center.x, 150);
}];
[UIView addKeyframeWithRelativeStartTime:0.5 relativeDuration:0.5 animations:^{
containerView.center = oldCenter;
}];
}completion:^(BOOL finished) {
}];
After the animation finished (completion block called with finished = YES), the UIViewController isn't responsive, e.g. I can't press any UIButton on top the UIViewController.
Why that?
I added this line in the completion block:
[transitionContext completeTransition:NO];
That fix my problem.

Lag between 2 animations

I am trying to animate one of my image form bottom to Top of my screen , for that i am implementing an animation that the current width and height of image will become half during the transition stage and will take its original size once animation completes.
The issue is once the 1st animation is done it hold's for a while and then starts another animation , i want a smooth animation .
Here is the code :
[UIView animateWithDuration:1.0
delay:0.5
options:UIViewAnimationOptionTransitionCurlUp
animations:^{
[_myImageView setFrame:CGRectMake(20.0, 220.0, currentframe.size.width/2, currentframe.size.height/2)];
} completion:^(BOOL finished)
{
if (finished)
{
[UIView animateWithDuration:1.0
delay:0
options:UIViewAnimationOptionBeginFromCurrentState
animations:^{
[_myImageView setFrame:CGRectMake(20.0, 20.0, currentframe.size.width, currentframe.size.height)];
} completion:^(BOOL finished) {
if (finished) {
NSLog(#"2 nd log ");
}
}];
NSLog(#"animation fisnished !!");
}
}];
What should be done ?
try this:
[UIView animateWithDuration:1.0
delay:0
options:UIViewAnimationOptionCurveLinear// use CurveLinear option
animations:^{
} completion:^(BOOL finished) {
}];

UIView animation hide and show

I am begining to use UIView animation. And can't get such code working properly. Here is what i have
if(_Language.hidden == true)
{
[UIView animateWithDuration:1.0
delay:0.0
options:UIViewAnimationCurveEaseInOut
animations:^ {
_Language.alpha = 1.0;
}
completion:^(BOOL finished) {
_Language.hidden = false;
}];
}
else
{
[UIView animateWithDuration:1.0
delay:0.0
options:UIViewAnimationCurveEaseInOut
animations:^ {
_Language.alpha = 0.0;
}
completion:^(BOOL finished) {
_Language.hidden = true;
}];
}
This code works in such way. Hide animation works as expected. But show animation just waits 1 sec, and pops the object without any transition. Can anyone tell me what I am missing here?
You are changing the hidden attribute to true only after the animation is over, so it doesn't appear until the animation is completed. you should do it before the animation begins :
if(_Language.hidden == true)
{
_Language.hidden = false;
[UIView animateWithDuration:1.0
delay:0.0
options:UIViewAnimationCurveEaseInOut
animations:^ {
_Language.alpha = 1.0;
}];
}
Your _Language.hidden is set as true and hence when it is animating, nothing will appear on the screen. You need to make it visible before animating. Set the hidden property to false and then show the animation. The reverse will work only for hiding when you add it in completion block.
_Language.hidden = false;
[UIView animateWithDuration:1.0 ...
and remove it from completion block,
completion:^(BOOL finished) {
}];

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