UIView Animation breaks TableView - ios

I have a UITableView embedded in a UIView. When a cell is selected, the TableView slides left using UIView Animation so that details underneath can be displayed. When I slide the tableview back to its original frame, the table view can be scrolled over the top of the other elements in the Warpper View. Before the animation, you could only scroll the tableview cells up and down within the boundaries of the tableview. Why is this happening?
- (void)slideTableView:(BOOL)reset
{
//Current pos
CGRect newTableViewFrame = self.tableView.frame;
//Determine direction based on current pos
int newX;
if (reset || newTableViewFrame.origin.x < 0) {
newX = newTableViewFrame.origin.x=0;
}
else {
newX = newTableViewFrame.origin.x - 280;
}
newTableViewFrame.origin.x =newX;
CGFloat animationDuration = 0.2;
CGFloat animationDelay = 0.0;
[UIView animateWithDuration:animationDuration delay:animationDelay options:UIViewAnimationOptionCurveEaseInOut
animations:^{
self.tableView.frame=newTableViewFrame;
}
completion:^(BOOL finished){
}];
}

I had added a shadow to the view earlier and used:
self.clipsToBounds = NO;
self.layer.masksToBounds = NO;
Simply setting back fixes the above:
self.clipsToBounds = YES;
self.layer.masksToBounds = YES;

Related

Resizing a UIView hides subviews

I have a view controller with a view that doesn't fill the screen and has transparency around the edges. In said view I have a tableview, some buttons and a text field.
I have all of the controls attached to the bottom of the view with constraints and the tableview attached to the top.
Everything resizes fine when the device is put in landscape/portrait mode, but when I manually resize it when the keyboard appears, the bottom of the view just moves up and covers the lowest elements.
Resizing/animation code:
- (void)keyboardDidShow:(NSNotification *)notification {
//Stuff to get keyboard frames
void (^animations)() = ^() {
CGRect mainViewFrame = self.mainView.frame;
CGRect tableViewFrame = self.tableView.frame;
tableViewFrame.size.height = tableViewFrame.size.height - 50;
mainViewFrame.size.height = mainViewFrame.size.height - 50;
CGFloat paddingOffset = self.view.frame.size.height - self.mainView.frame.origin.y - self.mainView.frame.size.height;
mainViewFrame.origin.y = (mainViewFrame.origin.y - keyboardEndFrame.size.height + paddingOffset - 8);
self.mainView.frame = mainViewFrame;
[self.tableView setNeedsLayout];
[self.mainView setNeedsLayout];
};
[UIView animateWithDuration:animationDuration
delay:0.0
options:(animationCurve << 16)
animations:animations
completion:^(BOOL finished){
if (finished) {
NSLog(#"Finished animating");
self.acceptBottomConstraint.constant = 5;
self.cancelBottomConstraint.constant = 5;
}
}];
}
This is my UI in the Storyboard:
This is what it looks like after resizing:

Animating custom view half way the screen with an image in it - abrupt animation

In one of my views I have a bottom bar. A tap on this view animates a temporary cart half way to the screen. Now, where there is no item in the temporary table I show a no data overlay which is nothing but a view with an empty cart image and text underneath it.
The issue is: when this table animates to expand and collapse, the no data overlay does not look good during animation. It appears that the image is also shrinking/expanding until the temporary table view stops animating.
So, I tried by playing with the alpha of the temporary table view while this animation happens so that it does not look that bad. But this is not helping either. There is an abrupt flash in the end.
Any suggestions?
self.temporaryTable.backgroundView = self.noDataOverlay;
[UIView animateWithDuration:0.5 animations:^{
self.temporaryTable.alpha = 0.5;
} completion:^(BOOL finished) {
self.temporaryTable.alpha = 1.0;
}];
Here is my code for drawing the image:
- (void)drawRect:(CGRect)iRect scalingImage:(BOOL)iShouldScale {
CGRect aRect = self.superview.bounds;
// Draw our image
CGRect anImageRect = iRect;
if (self.image) {
//scale the image based on the height
anImageRect = CGRectZero;
anImageRect.size.height = self.image.size.height;
anImageRect.size.width = self.image.size.width;
#ifdef ACINTERNAL
if (iShouldScale) {
anImageRect = [self aspectFittedRect:anImageRect max:aRect];
} else {
anImageRect.origin.x = (iRect.size.width/2) - (anImageRect.size.width/2);
anImageRect.origin.y = kTopMargin;
}
#else
anImageRect.origin.x = (iRect.size.width/2) - (anImageRect.size.width/2);
anImageRect.origin.y = kTopMargin;
#endif
if (self.shouldCenterImage)
anImageRect.origin.y = (iRect.size.height/2) - (anImageRect.size.height/2);
[self.image drawInRect:anImageRect];
} else {
anImageRect.origin.y = (iRect.size.height/6);
anImageRect.size.height = (iRect.size.height/6);
}
// Draw our title and message
if (self.title) {
CGFloat aTop = anImageRect.origin.y + anImageRect.size.height + kSpacer;
CGFloat aWidth = aRect.size.width;
UIColor *aColor = [UIColor colorWithRed:96/256.0 green:106/256.0 blue:122/256.0 alpha:1];
[aColor set];
CGRect aTextRect = CGRectMake(0, aTop, aWidth, kTitleHeight * 2);
UIFont *aTitleFont = [UIFont boldSystemFontOfSize:kTitleFontSize];
[self.title drawInRect:aTextRect withFont:aTitleFont lineBreakMode:NSLineBreakByClipping alignment:NSTextAlignmentCenter];
if (self.subTitle) {
UIFont *aSubTitleFont = [UIFont systemFontOfSize:kSubTitleFontSize];
aTextRect = CGRectMake(0, aTop+kSpacer, aWidth, kTitleHeight);
[self.subTitle drawInRect:aTextRect withFont:aSubTitleFont lineBreakMode:NSLineBreakByClipping alignment:NSTextAlignmentCenter];
}
}
}
- (void)addToView:(UIView *)iView {
// setting a unique tag number here so that if the user has any other tag there should not be a conflict
UIView *aView = [iView viewWithTag:699];
if (aView) {
[aView removeFromSuperview];
}
self.tag = 699;
[iView addSubview:self];
}
- (void)removeView {
[super removeFromSuperview];
}
-(void)setViewFrame:(CGRect) iFrame {
CGRect aRect = self.frame;
aRect.size.width = iFrame.size.width;
aRect.size.height = iFrame.size.height;
self.frame = aRect;
[self setNeedsDisplay];
}
- (CGRect)aspectFittedRect:(CGRect)iRect max:(CGRect)iMaxRect {
float anOriginalAspectRatio = iRect.size.width / iRect.size.height;
float aMaxAspectRatio = iMaxRect.size.width / iMaxRect.size.height;
CGRect aNewRect = iMaxRect;
if (anOriginalAspectRatio > aMaxAspectRatio) { // scale by width
aNewRect.size.height = iMaxRect.size.width * iRect.size.height / iRect.size.width;
} else {
aNewRect.size.width = iMaxRect.size.height * iRect.size.width / iRect.size.height;
}
aNewRect.origin.y = (iMaxRect.size.height - aNewRect.size.height)/2.0;
aNewRect.origin.x = (iMaxRect.size.width - aNewRect.size.width)/2.0;
return CGRectIntegral(aNewRect);
}
One possibility here is to fix the original problem, namely the fact that the empty cart image is expanding/collapsing as the view animates. Without seeing your code it is difficult to solve this problem, but in my own code what I do is set the contentMode of the UIImageView to UIViewContentModeBottom. This causes the image to stay the same size even though the image view that contains it may grow and shrink as part of the animation.
You see a flash because you animate alpha up to 0.5 and then when animation completes you set it from 0.5 to 1.0. Just animate the alpha up to 1.0:
[UIView animateWithDuration:0.5
animations:^
{
self.temporaryTable.alpha = 1.0;
}];

Resizing UIView with animation, subview won't animate

Using UIView's animateWithDuration:animations:completion:, I'm resizing a UIView and a subview of that UIView which is a subclass of UITableView.
The UIView resizes fine, but the UITableView doesn't. It does move around a little, but the frame does not update properly and reverts to its original state.
Edit: if I move the resizing to the completion block.... it works. What gives?
tweetTable.autoresizingMask = UIViewAutoresizingFlexibleWidth;
[tweetTable endUpdates];
[UIView animateWithDuration:DURATION animations:^{
CGRect leftFrame = leftPane.frame;
leftFrame.size.width = self.view.frame.size.width - MARGIN;
leftPane.frame = leftFrame;
leftPaneButton.frame = leftFrame;
CGRect tweetFrame = tweetTable.frame;
tweetFrame.size.width = leftPane.frame.size.width;
NSLog(#"%f to %f", tweetTable.frame.size.width, leftPane.frame.size.width);
tweetTable.frame = tweetFrame;
tweetTable.backgroundColor = [UIColor redColor];
tweetTable.alpha = 0.5f;
sideInfo.center = CGPointMake(self.view.frame.size.width - MARGIN + (sideInfo.frame.size.width / 2), sideInfo.center.y);
rightPaneButton.center = sideInfo.center;
} completion:^(BOOL finished) {
leftExtended = TRUE;
[tweetTable beginUpdates];
}];
Check in your storyboard if the UIView has Autoresize Subviews checked. That means that it resizes all of its subviews when the view itself gets resized. That would explain why it works in the completion block.

UIKit Dynamics: Attachment inside UITableViewCell

My table view cells contain a circle in an UIView, indicating a value. I want to add the UIKit Dynamics attachment behaviour to that circle in order to for it to lag a bit when scrolling.
I don't want to attach the individual cells to each other but only the circle view to the UITableViewCell. The rest of the cell should scroll as usual.
Problem: The UITableViewCell has its origin always at (0, 0). How can I add the circle to a view that actually does move when scrolling?
I finally got it to work. The UITableView moves the coordinate system of every cell and of all views contained within that cell. Therefor I needed to manually move my view inside the UITableViewCell during scrolling while still referring to the initial anchor point.
The table view controller:
- (void)scrollViewDidScroll:(UIScrollView *)scrollView {
BOOL scrollingUp = '\0';
if (self.lastContentOffset > scrollView.contentOffset.y) {
scrollingUp = YES;
}
else if (self.lastContentOffset < scrollView.contentOffset.y) {
scrollingUp = NO;
}
NSInteger offset = 64; // To compensate for the navigation bar.
if (scrollingUp) {
offset = offset - scrollView.contentOffset.y;
}
else {
offset = offset + scrollView.contentOffset.y;
}
// Limit the offset so the views will not disappear during fast scrolling.
if (offset > 10) {
offset = 10;
}
else if (offset < -10) {
offset = -10;
}
// lastContentOffset is an instance variable.
self.lastContentOffset = scrollView.contentOffset.y;
for (UITableViewCell *cell in self.tableView.visibleCells) {
// Use CoreAnimation to prohibit flicker.
[UIView beginAnimations:#"Display notification" context:nil];
[UIView setAnimationDuration:0.5f];
[UIView setAnimationBeginsFromCurrentState:YES];
cell.view.frame = CGRectMake(cell.view.frame.origin.x, offset, cell.view.frame.size.width, cell.view.frame.size.height);
[UIView commitAnimations];
[cell.dynamicAnimator updateItemUsingCurrentState:cell.view];
}
}
The table view cell:
-(void)layoutSubviews {
[super layoutSubviews];
// _view is the animated UIView.
UIDynamicItemBehavior *viewBehavior = [[UIDynamicItemBehavior alloc] initWithItems:#[_view]];
viewBehavior.elasticity = 0.9f;
UIAttachmentBehavior *attachmentBehaviorView = [[UIAttachmentBehavior alloc] initWithItem:_view attachedToAnchor:CGPointMake(_anchorView.frame.origin.x + _anchorView.frame.size.width / 2.0f, _anchorView.frame.origin.y + _anchorView.frame.size.height / 2.0f)];
attachmentBehaviorView.damping = 8.0f;
attachmentBehaviorView.frequency = 4.0f;
attachmentBehaviorView.length = 0.0f;
[_dynamicAnimator addBehavior:viewBehavior];
[_dynamicAnimator addBehavior:attachmentBehaviorView];
}
You can change the anchorPoint of UIAttachmentBehavior during -[scrollViewDidScroll:]. You may refer to the following code snippet:
- (void)viewDidLoad
{
UIDynamicAnimator *animator = [[UIDynamicAnimator alloc] initWithReferenceView:self.view];
UIAttachmentBehavior *behavior1 = [[UIAttachmentBehavior alloc] initWithItem:self.circleView
attachedToAnchor:[self tableViewAnchor]];
behavior1.length = 10.0;
behavior1.damping = 0.3;
behavior1.frequency = 2.5;
[animator addBehavior:behavior1];
}
- (void)scrollViewDidScroll:(UIScrollView *)scrollView
{
behavior1.anchorPoint = [self.tableView convertPoint:[self tableViewAnchor] toView:self.view];
}
- (CGPoint)tableViewAnchor
{
return CGPointMake(160.0, 154.0); // return your target coordination w.r.t. the table view
}
Preview:

Strange behavior when animating UITextField

I'm trying to animate a UITextField but I've been caught by a annoying and strange problem. My animation has the following sequence:
In first state the application has the UITextField, the camera UIButton and the cancel UIButton after the camera button that is not been showed because it is been positioned out of the limits of the application. Actually my application has 320 of width and the cancel button origin is (350,7)
In second state, when user touches on UITextField, the camera button alpha channel is set to 0 and the origin of cancel button is set to (247,7).
The final state is the same as first state after user touched on Return button of keyboard or in cancel button.
During process the UITextField width and the cancel button origin in x axis are animated.
My code is:
- (void)textFieldDidBeginEditing:(UITextField *)textField
{
barcodeSearchButton.userInteractionEnabled = NO;
cancelButton.userInteractionEnabled = NO;
CGFloat cancelButtonXOffset = CGRectGetMaxX(barcodeSearchButton.frame) - cancelButton.frame.size.width;
CGFloat searchFieldWidth = searchField.frame.size.width - cancelButton.frame.size.width + barcodeSearchButton.frame.size.width;
[UIView animateWithDuration:0.3
animations:^{
searchField.frame = CGRectMake(searchField.frame.origin.x, searchField.frame.origin.y, searchFieldWidth, searchField.frame.size.height);
cancelButton.alpha = 1.0;
cancelButton.frame = CGRectMake(cancelButtonXOffset, cancelButton.frame.origin.y, cancelButton.frame.size.width,cancelButton.frame.size.height);
barcodeSearchButton.alpha = 0.0;
}
completion:^(BOOL finished) {
barcodeSearchButton.userInteractionEnabled = NO;
cancelButton.userInteractionEnabled = YES;
}];
}
- (void)textFieldDidEndEditing:(UITextField *)textField
{
barcodeSearchButton.userInteractionEnabled = NO;
cancelButton.userInteractionEnabled = NO;
[UIView animateWithDuration:0.3
animations:^{
searchField.frame = CGRectMake(searchField.frame.origin.x, searchField.frame.origin.y, searchFieldStartWidth, searchField.frame.size.height);
cancelButton.alpha = 0.0;
cancelButton.frame = CGRectMake(cancelButtonStartX, cancelButton.frame.origin.y, cancelButton.frame.size.width,cancelButton.frame.size.height);
barcodeSearchButton.alpha = 1.0;
}
completion:^(BOOL finished) {
barcodeSearchButton.userInteractionEnabled = YES;
cancelButton.userInteractionEnabled = NO;
}];
}
When the animation is executed until the final state ONLY for the first time, which means, user touched on UITextField, WROTE DOWN (this part is important) some text on field and after that the user touched on keyboard return button the problem appears. The problem is that the typed text in UITextField is animated when the width of UITextField is animated too.
The animation behaves like bellow:
The UITextField stretches back to its initial value.
Cancel button backs to its initial origin
Camera button is set to 1.0
The typed text flies from the top-left corner of UITextField and it lands into UITextfield to the position the it should not have gone.
The problem is that the step 4 should not happen and the problem is it happens only one time. If a start the process again (touch on uitextfield, type some text, touch on return key) the step 4 does not happen.
I spend a day long trying to solve this problem but I was unsuccessful.
Thanks for answers of everyone but I've found the solution some time ago. The correct way to start an animation in a UITextField, depending on the keyboard state, is overriding the methods textFieldShouldBeginEditing and textFieldShouldEndEditing.
My first attempt I was overriding textFieldDidBeginEditing and textFieldDidEndEditing to create the animations. I don't know the reason to the animations work in textFieldShouldBeginEditing and textFieldShouldEndEditing but not in textFieldDidBeginEditing and textFieldDidEndEditing. But it just works.
My revised code version:
- (BOOL)textFieldShouldBeginEditing:(UITextField *)textField {
CGFloat cancelButtonXOffset = CGRectGetMaxX(barcodeSearchButton.frame) - cancelButton.frame.size.width;
CGFloat searchFieldWidth = searchField.frame.size.width - cancelButton.frame.size.width + barcodeSearchButton.frame.size.width;
[UIView animateWithDuration:0.3
animations:^{
searchField.frame = CGRectMake(searchField.frame.origin.x, searchField.frame.origin.y, searchFieldWidth, searchField.frame.size.height);
cancelButton.alpha = 1.0;
cancelButton.frame = CGRectMake(cancelButtonXOffset, cancelButton.frame.origin.y, cancelButton.frame.size.width,cancelButton.frame.size.height);
barcodeSearchButton.alpha = 0.0;
} completion:^(BOOL finished) {
searchField.clearButtonMode = UITextFieldViewModeAlways;
}];
return YES;
}
- (BOOL)textFieldShouldEndEditing:(UITextField *)textField {
[UIView animateWithDuration:0.3
animations:^{
searchField.frame = CGRectMake(searchField.frame.origin.x, searchField.frame.origin.y, searchFieldStartWidth, searchField.frame.size.height);
cancelButton.alpha = 0.0;
cancelButton.frame = CGRectMake(cancelButtonStartX, cancelButton.frame.origin.y, cancelButton.frame.size.width,cancelButton.frame.size.height);
barcodeSearchButton.alpha = 1.0;
} completion:^(BOOL finished) {
searchField.clearButtonMode = UITextFieldViewModeNever;
}];
return YES;
}
Set some placeholder text on the search field,
_searchField.text = #"placeholder"
and also set
_searchField.clearsOnBeginEditing = YES;
Or you can just clear out the value if it's equal to your placeholder text
on textDidBeginEditing
{edited to improve the fix}
I have this exact same problem, and some further details as well as a small hack that is indeed fixing it for me.
So first the further details:
The problem only occurs the first time the frame animation expands
the UITextField and there is entered text in the field. If the
UITextField is edited again, and the same animations happen again,
the problem does not happen.
searchField.clearsOnBeginEditing = YES; does not clear the problem.
I've been using placeholder text the entire time the problem has
been observed. It has no effect on the results.
Changing the text property for 1 frame does have the effect of clearing the problem.
Here is what I am doing to fix it:
In my viewDidLoad I am setting the text property to a single space, then dispatching once an assignment to an empty string.
-(void)viewDidLoad {
searchField.text = #" ";
dispatch_async(dispatch_get_main_queue(), ^{
searchField.text = #"";
});
}
Then in my methods that shrink and expand the UITextField, as well as move a cancel button on-screen, I check if this is an instantaneous animation and set the duration to 0.0f.
- (void)showCancelButton {
NSTimeInterval duration = 0.3f;
[UIView animateWithDuration:duration animations:^{
CGPoint buttonOrigin = cancelButton.frame.origin;
CGSize buttonSize = cancelButton.frame.size;
CGFloat buttonTravelDist = buttonSize.width + 10.0f;
CGPoint onscreenPos = CGPointMake(buttonOrigin.x - buttonTravelDist, buttonOrigin.y);
cancelButton.frame = CGRectMake(onscreenPos.x, onscreenPos.y, buttonSize.width, buttonSize.height);
CGPoint fieldOrigin = searchField.frame.origin;
CGSize fieldSize = searchField.frame.size;
searchField.frame = CGRectMake(fieldOrigin.x, fieldOrigin.y, fieldSize.width - buttonTravelDist, fieldSize.height);
}];
}
- (void)hideCancelButton {
NSTimeInterval duration = 0.3f;
[UIView animateWithDuration:duration animations:^{
CGPoint buttonOrigin = cancelButton.frame.origin;
CGSize buttonSize = cancelButton.frame.size;
CGFloat buttonTravelDist = buttonSize.width + 10.0f;
CGPoint onscreenPos = CGPointMake(buttonOrigin.x + buttonTravelDist, buttonOrigin.y);
cancelButton.frame = CGRectMake(onscreenPos.x, onscreenPos.y, buttonSize.width, buttonSize.height);
CGPoint fieldOrigin = searchField.frame.origin;
CGSize fieldSize = searchField.frame.size;
searchField.frame = CGRectMake(fieldOrigin.x, fieldOrigin.y, fieldSize.width + buttonTravelDist, fieldSize.height);
}];
}
This has completely fixed the situation for me.

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