I want to create a turn-based match. When player received a notification player:receivedTurnEventForMatch:didBecomeActive:
I want to show a banner that slides from the top of the screen. "Your turn. Play" similar to the banner that Game Center shows when player is authenticated.
How can I do it? Should it be a UIViewController or UIAlert, or what?
here is a good example for notification for what you want, i hope that help you:
https://github.com/ekurutepe/MPNotificationView
or
https://github.com/edgurgel/CMNavBarNotificationView
or
https://github.com/terryworona/TWMessageBarManager
There are MANY ways to do what you mentioned. This is just one of them. Feel free to change the code around and read up on UIView animations to you can try out different things yourself.
-(void)myMethod {
// create UILabel and set its properties
UILabel *myLabel = [[UILabel alloc] initWithFrame:CGRectMake(0, 20, 320, 50)];
myLabel.backgroundColor = [UIColor grayColor];
NSString *myLabelText = #"Welcome back, Mike Lyman"; // showing you to use NSString for label text
myLabel.textAlignment = NSTextAlignmentCenter;
myLabel.text = myLabelText;
[self.view addSubview:myLabel]; // add UILabel to view
myLabel.frame = CGRectMake(0, -50, 320, 50); // set text label frame offscreen
// start the animation to slide UILabel into visible view
[UIView animateWithDuration:0.5 delay:0
options:UIViewAnimationOptionCurveLinear
animations:^ {
myLabel.frame = CGRectMake(0, 20, 320, 50);
}
completion:^(BOOL finished) {
// after 1 second delay, start sliding UILabel out of visible view
[UIView animateWithDuration:0.5 delay:1
options:UIViewAnimationOptionCurveLinear
animations:^ {
myLabel.frame = CGRectMake(0, -50, 320, 50);
}
completion:^(BOOL finished) {
NSLog(#"Done");
[self.view removeFromSuperview]; // remove UILabel from view completely
}];
}];
}
Related
This question already has answers here:
How to stop unwanted UIButton animation on title change?
(24 answers)
Closed 4 months ago.
I am animating a view that is sliding down. In the view there is a simple UIButton. The view and the button have fixed widths and heights (I checked with adding a color as background). Although when use:
[UIView animateWithDuration:0.3 delay:0 options:UIViewAnimationOptionCurveEaseInOut animations:^{
//Slide Down the notification
CGRect notificationsRect = self.notificationContainerView.bounds;
notificationsRect.origin.y = 0;
notificationViewController.view.frame = notificationsRect;
} completion:^(BOOL finished) {
[notificationViewController didMoveToParentViewController:self];
self.currentNotification = notificationViewController;
}];
then the view slides down perfectly, expect for that the text in the UIButton kind of fades in. It starts really small and animates to the correct font size.
How can I disable the animation of the text in the UIButton?
Is the effect you have something similar to what is below? I tried to imitate your situation by having a view with a UIButton inside with some some text set for the title of the button. I then animated the button similarly to the way you did. As you can see there isn't really a fade happening on the text of my button inside my view that is sliding so I wonder if there is something else at play for you. I have the code I used below also to mock the situation.
- (void)viewDidLoad {
[super viewDidLoad];
self.myView = [[UIView alloc] initWithFrame:CGRectMake(200, 0, 100, 100)];
self.myView.backgroundColor = [UIColor greenColor];
UIButton *myButton= [[UIButton alloc] initWithFrame:CGRectMake(10, 0, 80, 80)];
myButton.backgroundColor = [UIColor blueColor];
[myButton setTitle:#"fun times" forState:UIControlStateNormal];
[self.myView addSubview:myButton];
[self.view addSubview:self.myView];
UIButton *resetButton = [[UIButton alloc] initWithFrame:CGRectMake(300, 300, 50, 50)];
resetButton.backgroundColor = [UIColor blackColor];
[resetButton addTarget:self action:#selector(reset) forControlEvents:UIControlEventTouchUpInside];
UIButton *goButton = [[UIButton alloc] initWithFrame:CGRectMake(300, 100, 50, 50)];
goButton.backgroundColor = [UIColor redColor];
[goButton addTarget:self action:#selector(go) forControlEvents:UIControlEventTouchUpInside];
[self.view addSubview:goButton];
[self.view addSubview:resetButton];
}
- (void)reset {
[UIView animateWithDuration:0.3 delay:0 options:UIViewAnimationOptionCurveEaseInOut animations:^{
//Slide Up the notification
CGRect notificationsRect = self.myView.bounds;
notificationsRect.origin.y = 0;
notificationsRect.origin.x = 200;
self.myView.frame = notificationsRect;
} completion:nil];
}
- (void)go {
[UIView animateWithDuration:0.3 delay:0 options:UIViewAnimationOptionCurveEaseInOut animations:^{
//Slide Down the notification
CGRect notificationsRect = self.myView.bounds;
notificationsRect.origin.y = 200;
notificationsRect.origin.x = 200;
self.myView.frame = notificationsRect;
} completion:nil];
}
Disable animations for UIButton using setAnimationsEnabled:(BOOL)enabled
Reference:https://developer.apple.com/library/ios/documentation/UIKit/Reference/UIView_Class/index.html#//apple_ref/occ/clm/UIView/setAnimationsEnabled:
I have a container view that has one subview. I want to replace this subview with another view which has a different size than original, so the container should be resized as well. Here's what I'm trying to do
UIView *content = NEW_CONTENT;
content.translatesAutoresizingMaskIntoConstraints = NO;
[self.contentContainer layoutIfNeeded]; // the container view
// make the old content disappear first
[UIView animateWithDuration:0.3
animations:^{
UIView *oldContent = [self.contentContainer.subviews firstObject];
oldContent.alpha = 0.0f;
}
completion:^(BOOL finished) {
// then replace it with a new content
[UIView transitionWithView:self.contentContainer
duration:0.1
options:0
animations:^{
[[self.contentContainer.subviews firstObject] removeFromSuperview];
[self.contentContainer addSubview:content];
[content autoPinEdgesToSuperviewEdgesWithInsets:UIEdgeInsetsZero];
[self.contentContainer layoutIfNeeded];
}
completion:^(BOOL finished) { // completion stuff}];
}];
Old content opacity animates properly, but the layout is changed without any animation. How could I fix it?
//3 views(container,first,second) allocate in viewdidload
UIView *container=[[UIView alloc] initWithFrame:CGRectMake(20, 20, 250, 300)];
container.backgroundColor=[UIColor redColor];
[self.view addSubview: container];
UIView *first=[[UIView alloc] initWithFrame:CGRectMake(100, 50, 100, 100)];
first.backgroundColor=[UIColor blueColor];
[self.view addSubview: first];
UIView *second=[[UIView alloc] initWithFrame:CGRectMake(50, 50, 200, 150)];
second.backgroundColor=[UIColor purpleColor];
second.alpha=0;
[self.view addSubview: second];
//Animation Function with first view removed adn changing the frame of container and adding the second view
[UIView transitionWithView:first duration:1.0 options:UIViewAnimationOptionTransitionCrossDissolve animations:^{
first.alpha=0.0;
} completion:^(BOOL finished) {
[UIView transitionWithView:second duration:1.0 options:UIViewAnimationOptionTransitionCrossDissolve animations:^{
container.frame=CGRectMake(50, 10, 100, 200);
second.alpha=1.0;
} completion:^(BOOL finished) {
}];
}];
I think so u r trying this same scenario.it works perfectly in my case
I am trying to make a slide out notification bar for when the app receives a notification and the app is currently open and in the foreground. I got this working with a custom UIView (actually it's a UIButton) and an animation. For some reason though it won't register a press when I tap on it. It won't call the selector method. Code is below:
-(void)appOpenPush {
//get string
NSLog(#"got a push while app was open");
AppDelegate *appDelegate =(AppDelegate *)[[UIApplication sharedApplication] delegate];
NSString *pushString = appDelegate.pushString;
//play sound
AudioServicesPlaySystemSound(MessageSound);
AudioServicesPlayAlertSound(kSystemSoundID_Vibrate);
//note I am actually using a button here
UIButton *pushView =[[UIButton alloc] initWithFrame:CGRectMake(0, -75, [[UIScreen mainScreen] bounds].size.width,75)];
pushView.backgroundColor = [UIColor colorWithRed:0 green:0 blue:0 alpha:0.8];
[pushView addTarget:self action:#selector(pushSlidePress) forControlEvents:UIControlEventTouchUpInside];
//set image
UIImageView *logo = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"icon120.png"]];
logo.frame=CGRectMake(5, 20, 35, 35);
logo.layer.cornerRadius=8;
logo.clipsToBounds=YES;
[pushView addSubview:logo];
UILabel *pushLabel = [[UILabel alloc] initWithFrame:CGRectMake(48, 34, 0, 0)];
pushLabel.text=pushString;
pushLabel.font=[UIFont systemFontOfSize:13];
[pushLabel sizeToFit];
pushLabel.textColor=[UIColor whiteColor];
[pushView addSubview:pushLabel];
//animate
UIWindow* currentWindow = [UIApplication sharedApplication].keyWindow;
[currentWindow addSubview:pushView];
[UIView animateWithDuration:0.4 delay:0.0 options:UIViewAnimationOptionCurveEaseIn animations:^{
pushView.frame = CGRectMake(0, 0, [[UIScreen mainScreen] bounds].size.width,75);
} completion:^(BOOL finished) {
[UIView animateWithDuration:0.4 delay:2.0 options:UIViewAnimationOptionCurveEaseIn animations:^{
pushView.frame = CGRectMake(0, -75, [[UIScreen mainScreen] bounds].size.width,75);
} completion:^(BOOL finished) {
[pushView removeFromSuperview];
}];
}];
}
Could anyone give me a pointer to why this isn't working? Is it because I am adding the UIButton to the main window? Any tips would be really helpful. thanks!
You have to add UIViewAnimationOptionAllowUserInteraction as an option to both of your animation blocks.
As per the documentation :
"Allow the user to interact with views while they are being animated."
Try this to avoid logo and pushLabel receive touches events:
logo.userInteractionEnabled = NO;
pushLabel.userInteractionEnabled = NO;
So it turns out you can't simply detect a press if the button is moving. I tested this by just adding the frame setup without it animating and it registered the press, when animation is turned on it doesn't. Seems that UIButton doesn't have tracking built in. I did come up with a quick fix. I just made a button the same size as the total animation area (i.e. the size of my slide out bar) and added that to the currentWindow on top of the animation frame. So it's just a clear invisible button on top of the animation but it's not moving itself. i.e:
UIButton *button = [[UIButton alloc] initWithFrame:CGRectMake(0, 0,[[UIScreen mainScreen]bounds].size.width , 75)];
[button addTarget:self action:#selector(pushSlidePress) forControlEvents:UIControlEventTouchUpInside];
[currentWindow addSubview:button];
[UIView animateWithDuration:0.4 delay:0.0 options:(UIViewAnimationOptionCurveEaseIn | UIViewAnimationOptionAllowUserInteraction) animations:^{
pushView.frame = CGRectMake(0, 0, [[UIScreen mainScreen] bounds].size.width,75);
} completion:^(BOOL finished) {
[UIView animateWithDuration:0.4 delay:2.0 options:(UIViewAnimationOptionCurveEaseIn | UIViewAnimationOptionAllowUserInteraction) animations:^{
pushView.frame = CGRectMake(0, -75, [[UIScreen mainScreen] bounds].size.width,75);
} completion:^(BOOL finished) {
[pushView removeFromSuperview];
[button removeFromSuperview];
}];
}];
Obviously you are covering an area of the screen that might block other things being pressed, but it depends on your setup. The animation is quick and I only have one button that the notification bar will block and it's too quick to notice. Hopefully this will be helpful to someone else trying to achieve a similar thing. Thanks for your help guys.
Example screen capture:
What is a better way to animate the resizing of a UIView that includes subviews?
My current method:
In the screen capture, the parent UIView (orange) has a subview UILabel (yellow + autoresizing). animateWithDuration is animating the resizing of the parent UIView's frame. The problem with this method is it does not animate the resizing of the subview. It abruptly changes, where it should scale animatedly.
Is explicitly animating the subview best, or is there a more efficient method? (e.g. CGAffineTransform?)
Sample code:
- (void)viewDidLoad {
[super viewDidLoad];
// Do any additional setup after loading the view.
self.parentView = [[UIView alloc] initWithFrame:CGRectMake(10, 100, 200, 200)];
self.parentView.backgroundColor = [UIColor orangeColor];
[self.view addSubview:self.parentView];
self.childLabel = [[UILabel alloc] initWithFrame:CGRectMake(10, 10, 180, 180)];
self.childLabel.autoresizingMask = UIViewAutoresizingFlexibleWidth |
UIViewAutoresizingFlexibleHeight;
self.childLabel.backgroundColor = [UIColor yellowColor];
[self.parentView addSubview:self.childLabel];
[NSTimer scheduledTimerWithTimeInterval:2
target:self
selector:#selector(randomizeParentViewSize)
userInfo:nil
repeats:YES];
}
- (void)randomizeParentViewSize {
CGFloat width = arc4random_uniform(100) + 50;
CGFloat height = arc4random_uniform(100) + 50;
[UIView animateWithDuration:1.5f
delay:0.0f
options:0
animations:^{
self.parentView.frame = CGRectMake(10, 50 + height, width, height);
}
completion:^(BOOL finished) {
}];
}
I Guess Your Yellow SubView is UILabel ?
When UILabel change frame size in UIViewAnimation will scale Immediately
unless you use the CGAffineTransformScale
some example
when
[self.view addSubview:view_parent];
[view_parent addSubview:view_component];
if both view_parent and view_component is UIView
[UIView animateWithDuration:2.0 animations:^{
[view_parent setFrame:CGRectMake(0, 20, 160, 160)];
[view_component setFrame:CGRectMake(20, 20, 80, 80)];
}];
is work fine
but when view_parent is UIView and view_component is UILabel
you need do something like ...
[UIView animateWithDuration:2.0 animations:^{
[view_parent setFrame:CGRectMake(0, 20, 160, 160)];
view_component.transform = CGAffineTransformScale(view_component.transform, 0.5, 0.5);
[view_component setFrame:CGRectMake(20, 20, 80, 80)];
}];
Wish help ~
To animate the view and also the subview you could use this code:
[UIView animateWithDuration:0.5f animations:^{
self.testView.transform = CGAffineTransformMakeScale(0.5, 0.5);
}];
More Info
You can't use frame, bounds, or center if you are also animating things using CGAffine, So if you also need to move the view use something like this:
CGAffineTransform transform = CGAffineTransformMakeTranslation(150,400);
transform = CGAffineTransformScale(transform, 0.5, 0.5);
Use UIViewAnimationOptionLayoutSubviews:
Add proper leading, trailing, top and bottom constraints on the subview.
[UIView animateWithDuration:0.2 delay:0 options:UIViewAnimationOptionLayoutSubviews animations:^{ //resize the superview
} completion:nil];
Im trying to make a custom view where one of it's elements(a UILabel) has animation that when a button of the custom view is tapped the label should expand and then contract. The first part of the animation happens correctly but not the second. Im using this method.
[UIView animateWithDuration:1.3 animations:^{
CGRect frame = CGRectMake(50, 15, 140, 20);
[labelFav setFrame:frame];
} completion:^(BOOL finished) {
//[labelFav setHidden:YES];
[UIView animateWithDuration:1.3 animations:^{
CGRect frame = CGRectMake(50, 15, 0, 20);
[labelFav setFrame:frame];
}];
}];
I believe it's a problem with how the methods Refresh and LayoutSubviews are implemented.
I did it following this tutorial, ray wenderlinch
The problem comes when after the first animation is called, LayoutSubviews is called, so all the items are set to the initial position, and when the first animation is finished the second one starts but the items are set to the original state, so I believe the animation doesnt happen because there's been a change between animations.
I would like to know how to implement this correctly, can you lend me a hand?
Thanks.
PS: This is a second question about the same problem but with a different angle.my previous question
[UPDATE]
This is my code for LayoutSubviews:
- (void)layoutSubviews {
[super layoutSubviews];
if(_idEvent == 0) return;
_buttonFav = [[UIButton alloc]initWithFrame:CGRectMake(0, 0, 40, 40)];
[_buttonFav setImage:[UIImage imageNamed:#"fav.png"] forState:UIControlStateNormal];
[_buttonFav addTarget:self action:#selector(pressedFavButton:) forControlEvents:UIControlEventTouchDown];
_labelButton = [[UILabel alloc]initWithFrame:CGRectMake(0, 45, 0, 20)];
_labelButton.text = #"LABEL";
[self addSubview:_labelButton];
[self addSubview:_buttonFav];
}
Which is called right before the second animation. My refresh method is:
- (void)refresh {
if(selected){
[_buttonFav setImage:[UIImage imageNamed:#"fav_sel.png"] forState:UIControlStateNormal];
}
else{
[_buttonFav setImage:[UIImage imageNamed:#"fav.png"] forState:UIControlStateNormal];
}
}
Where I just set the image for the button depending on an attribute that lets me know if the button was tapped.
I do, how to make an animation with Auto-layout then? With the new
XCode you dont have an a option to disable it.
Add a width constraint to a label. Then create IBOutlet to this constraint in your implementation file (see the section 3. here, if you don't know how to do that), let's say something like:
#property (weak, nonatomic) IBOutlet NSLayoutConstraint *buttonWidthConstraint;
Then you can animate it this way:
[UIView animateWithDuration:1.3 animations:^{
self.buttonWidthConstraint.constant = 140;
[self.view layoutIfNeeded];
} completion:^(BOOL finished) {
[UIView animateWithDuration:1.3 animations:^{
self.buttonWidthConstraint.constant = 0;
[self.view layoutIfNeeded];
}];
}];
use SetTransform and CGAffineTransform
try this out
[UIView animateWithDuration:1.3 animations:^{
[labelFav setTransform:CGAffineTransformMakeScale(0.5,0.5)];
} completion:^(BOOL finished) {
[UIView animateWithDuration:1.3 animations:^{
[labelFav setTransform:CGAffineTransformMakeScale(1.0,1.0)];
}];
}];
Try to encapsulate the UILabel into a UIView and animate that view.
UIView *auxView = [[UIView alloc] initWithFrame:CGRectMake(0.0, 0.0, 100.0, 100.0)];
[auxView addSubview:labelFav];
[UIView animateWithDuration:1.3 animations:^{
CGRect frame = CGRectMake(50, 15, 140, 20);
[auxView setFrame:frame];
} completion:^(BOOL finished) {
//[labelFav setHidden:YES];
[UIView animateWithDuration:1.3 animations:^{
CGRect frame = CGRectMake(50, 15, 10, 20);
[auxView setFrame:frame];
}];
}];