Autolayout, UIDynamics and animations - ios

I'm pretty new to auto layout and I'm confused about how to animate views.
I read a lot, and I know you must hold to the constraints, edit it, and wrap the layoutIfNeeded in an UIView animation block.
But when it comes to do it, I'm a little lost. I'd love if someone could explain me how this animation is done for example.
I think it probably uses a UIPanGestureRecognizer to change the constant of the leading space to container constraint, but it probably uses UIDynamics (for the bounce effect at the right ?).

Well, similar behavior could be achieved with UIPanGestureRecognizer + [UIView animateWithDuration:animations:]. Yes, you set leading space constraint and change it according to UIPanGestureRecognizer state. Remember that you need to set final constraints only (define final position of a slider). Intermediate animation positions are calculated for you. For the slider we have default left position and activated middle position.
For view rotation we can use transform property of UIView.
Autolayout constraints in IB:
Setting animation options (UIViewAnimationOptionCurveEaseOut animation curve) could give a feel of bounce effect. UIPanGestureRecognizer code (omit instance variables declaration, because their names are self-explanatory):
- (IBAction)onPan:(UIPanGestureRecognizer*)sender
{
switch (sender.state) {
case UIGestureRecognizerStateBegan:
_startOffset = self.leadingSpace.constant;
_maxOffset = self.slider.superview.frame.size.width
- kHorizontalPadding
- self.slider.frame.size.width;
break;
case UIGestureRecognizerStateChanged: {
CGFloat offset = _startOffset + [sender translationInView:self.slider.superview].x;
offset = MIN(offset, _maxOffset);
self.leadingSpace.constant = offset;
break;
}
case UIGestureRecognizerStateEnded: {
CGFloat offset = _startOffset + [sender translationInView:sender.view.superview].x;
UIColor *bgColor = [UIColor lightGrayColor];
CGFloat rotation = 0;
if (offset < _maxOffset) {
offset = kHorizontalPadding;
}
else {
offset = (_maxOffset + kHorizontalPadding)/2;
bgColor = [UIColor redColor];
rotation = M_PI_2;
}
self.leadingSpace.constant = offset;
[UIView
animateWithDuration:.5
delay:0
options:UIViewAnimationOptionCurveEaseOut
animations:^{
[self.slider layoutIfNeeded];
self.slider.backgroundColor = bgColor;
self.slider.transform = CGAffineTransformMakeRotation(rotation);
} completion:nil];
break;
}
default:
break;
}
}
Animation result with UIViewAnimationOptionCurveLinear (capture simulator):
Animation result with UIViewAnimationOptionCurveEaseOut (capture simulator):
UIDynamics
With UIDynamics things become more complicated. Good starting point is Ray Wenderlich UIKit Dynamics Tutorial.
For bouncing slider we could add following behaviors:
UIGravityBehavior which pulls a slider to start position. We need to change angle property to direct gravity force to the left.
UICollisionBehavior which defines left and right edges of allowed movements. translatesReferenceBoundsIntoBoundary property will be useful if we treat parent view as boundary. Also we need to add extra boundary to stop slider in the middle using addBoundaryWithIdentifier:fromPoint:toPoint (or bezier path).
UIDynamicItemBehavior to change elasticy and possibly resistance properties to configure bounce and acceleration respectively.
Possibly UIPushBehavior in conjunction with recognizer's velocityInView: to specify slider velocity when a user releases a slider
Possibly UISnapBehavior as an alternative to UIGravityBehavior

Related

box flip 3D animation for side menu

I have scrollview and inside scrollview I have 2 views as MainView and another as SideMenuView.
What I want to make animation like below.
Any idea what needs to be done to get this working?
Psuedo Code below:
- (void)animateSideMenu{
homeView.frame = CGRectMake(sideMenuWidth, 0.0, (self.view.frame.size.width - sideMenuWidth), self.view.frame.size.height);
[UIView animateWithDuration:1.0 delay:0.0
options:UIViewAnimationOptionCurveLinear
animations:^{
sideMenu.frame = CGRectMake(0.0, 0.0, sideMenuWidth, sideMenuHeight);
[self flipAnimation];
} completion:^(BOOL finished) {
}];
}
- (void)flipAnimation{
CABasicAnimation *yRotate = [CABasicAnimation animationWithKeyPath:#"transform.rotation.y"];
yRotate.fromValue = [NSValue valueWithCATransform3D:CATransform3DMakeRotation(M_PI_2, 0, 1, 0)];
yRotate.toValue = #(M_PI * 1.5);
yRotate.duration = 0.5;
yRotate.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];
[sideMenu.layer addAnimation:yRotate forKey:#"yRotate"];
}
Below are the steps to develop this type of animation:
set the frame of homeView(Red colour view) of screen size & add pan gesture to this view.
set frame of sideMenu view in negative x-axis.
Create a responder function for pan gesture recogniser, in this function call the above mentioned animateSideMenu function.
Adjust the animation parameters accordingly.
Try with this & let me know if anything comes up.
I would not use a scrollview but rather a UIPanGestureRecognizer in which I would detect your current "pan offset" and calculate a current fraction of the animation and positions of those two views (let's simplify it so that the menu is view1 and the rest view2).
Then I would simply set an appropriate transform in the .Changed state.
In .Ended state I would see whether the menu is closer to being open or close and create an animation with .toValue set accordingly. You should use CAAnimations or better - Facebook pop animations because you can pause and remove them and the views stay put and not jump to their initial positions (as is often the case with UIViewAnimate).
If you need help with writing exact code you can write here and I'll edit my answer.
There's tutorial for exactly that menu, though it's in Swift:
https://www.raywenderlich.com/87268/3d-effect-taasky-swift

Animation issues with IOS 8.1

I'm simply trying to move two views upwards in the simplest manner, and I can't figure out how to make it work on iOS8 (but its works just fine on iOS7).
I've read that changes happened but I can't make it work anyway...
Here is the code i'm using :
CGRect txFrame; //the initial frame of my textview
CGRect btFrame; //the initial frame of my button
- (void)kbWillShow{
[UIView animateWithDuration:0.45 animations:^{
//Remembering the initial frames here
txFrame = _txReason.frame;
btFrame = _btSend.frame;
_lbTitleReason.alpha = 0.3;
//Animating
_txReason.frame = CGRectMake(txFrame.origin.x, txFrame.origin.y-55, txFrame.size.width, txFrame.size.height);
_btSend.frame = CGRectMake(btFrame.origin.x, btFrame.origin.y-75, btFrame.size.width, btFrame.size.height);
}completion:nil];
}
- (void)kbWillHide{
[UIView animateWithDuration:0.45 animations:^{
//Putting them back to their original positions.
_txReason.frame = txFrame;
_btSend.frame = btFrame;
_lbTitleReason.alpha = 1;
}completion:nil];
}
I've tried putting the "result" position in the completion block but I just does a very abrupt and weird movement, and after the duraton the view teleports to the intented position. (Which is better than doing an abrupt movement and ending up at the exact same position as it started).
This should be simple, what am I doing wrong?
I have come across this and the answer is to do with the layout constraints. You need to change the constant properties of the layout constraints that affect the view you want to change.
E.g. to change the width of a view with a width NSLayoutConstraint you would call constraint.constant = newWidth; then go ahead with your animation code. This is how I'm doing it and it works fine.
EDIT: your animation code is fine. You don't need to play with the centre property.

UIPangesture <--> UIView animation glitch

I'm having an annoying problem with my UIView animation. Basically I'm doing a UIView rotation animation by following the finger position. Everything is working fine when the view is fully loaded but if the user drags his finger while new data (view content) is incoming from my web service the view is jumping off the screen. When the users scrolls a bit the view jumps back into it's position and everything is fine. So what can I do to prevent this jumping.
I think the incoming data triggers something like layoutIfNeeded and this effects the animation position.
Another idea is that it clashes with my autoLayout constraints.
The animation is done like this:
- (IBAction)handlePan:(UIPanGestureRecognizer *)gesture {
UIView *currentView = self.viewToAnimate;
CGPoint translation = [gesture translationInView:gesture.view.superview];
CGFloat percent = translation.x / gesture.view.bounds.size.width;
CATransform3D transform = CATransform3DIdentity;
transform.m34 = 1.0 / -800;
currentView.layer.transform =
CATransform3DRotate(transform, M_PI * percent, 0.0, 1.0, 0.0);
//Snap back if the users lifts his finger
if (gesture.state == UIGestureRecognizerStateEnded ||
gesture.state == UIGestureRecognizerStateCancelled ||
gesture.state == UIGestureRecognizerStateFailed) {
[UIView animateWithDuration:0.45
delay:0.0
options:UIViewAnimationOptionCurveEaseInOut
animations:^{ currentView.transform = CGAffineTransformIdentity; }
completion:nil];
}
}
There is way too little information on what and how you are doing to solve this directly. What type are these views of, are you generating views programatically...
Most likely what is going on is one of 2 scenarios.
First the view itself is calling self to refresh in which case it sets its transform ti identity. If this is the case all you need to do is add this view to another superview and apply transform to that superview rather then the view itself.
Second possibility is the superview is calling the view to reposition. In this case you might want to break such operations by possibly setting some parameters on one of the views for this to stop doing automatically or try to analyse where this call comes from.
To analyse what is calling this view to reposition I suggest you to subclass your view and if needed even the layer and override the methods such as setFrame, setTransform and add breakpoints there.
I managed to get it working with [self.viewToAnimate setTranslatesAutoresizingMaskIntoConstraints:YES];.
I think my constraints repositioned the view during the loading because the view was growing. After reducing the constraint priority in IB and setting translatesAutoresizingMaskIntoConstraints to YES everything is working as expected.

UiTextField not animating in properly..instead it's doing an odd masking reveal?

I wasn't quiet sure how to word this, but here goes.
I have a couple of UIControls that I am sliding into the view with in the viewWillAppear method. The UIControls animate correctly as well as my graphics inside those UIControls, but the UITextField is not. It should be starting to the right 50 points with an alpha of 0 fading into 1. Instead the UITextFields does this odd masking and from the other direction (left to right instead of right to left, as well as a bit higher on the y axis). Does this have something to do with the UITextField not being ready for display when I start my animation? Below is the code.
nameOfBillViewConstraint.constant = 50;
nameOfBillView.alpha = 0.0;
[UIView animateWithDuration:10
delay: 0.5
options: UIViewAnimationOptionCurveEaseIn
animations:^{
nameOfBillViewConstraint.constant = 10;
nameOfBillView.alpha = 1.0;
[self.view layoutIfNeeded];
}
completion:nil];
Thanks for your help on this.It's more of a visual problem, but I wasn't sure how to display that here...

could not figure out uiview transitions used in yahoo weather app

I was trying to mimic the yahoo weather app screen transition between cities, I couldn't figure out what transition it is. Any clue?
I really appreciate you time.
Thanks
Edit:
I have slideView ctrler which has a subview. The sliderview has an image and the subview has text. When I make a swipe, the text view with text must be moving and dragging way the view ctrler with it at a slower rate and this intern should start dragging in the next view ctrler which is an instance of slider Ctrler.
There is no built-in transition that does this for you (I assume you're talking about the images that are transitioning their frame/center at a different rate than the view itself). You'd probably have to write it yourself. Some basic familiarity with gesture recognizers and view animation is needed.
The basic effect is by simultaneously adjusting the center property for two image views as you change the frame of those views (or their super views). (Or, you can achieve this by having image views whose contentMode is UIViewContentModeCenter and just changing the frame.) I'd suggest you start with some simple tests of the effect and build from there.
For example, I created a scene that has two image views, whose autolayout constraints were defined as follows:
H:|[leftImageView][rightImageView]|
V:|[leftImageView]|
V:|[rightImageView]|
I then defined a width constraint for the leftImageView, and hooked it up to an IBOutlet for that constraint, e.g. leftImageWidthConstraint. I then have a UIPanGestureRecognizer that could handle the gesture, simply changing this leftImageWidthConstraint accordingly (and with auto layout, the rest of the frame is calculated automatically for me from that):
- (void)handlePan:(UIPanGestureRecognizer *)gesture
{
CGPoint translate = [gesture translationInView:gesture.view];
static CGFloat width;
if (gesture.state == UIGestureRecognizerStateBegan)
{
width = self.leftImageWidthConstraint.constant;
}
CGFloat newWidth = width + translate.x;
if (newWidth < 0)
newWidth = 0;
else if (newWidth > self.view.bounds.size.width)
newWidth = self.view.bounds.size.width;
self.leftImageWidthConstraint.constant = newWidth;
// if you let go, animate the views to their final position
if (gesture.state == UIGestureRecognizerStateEnded)
{
// if more than half way, set left view's target width to take up full width,
// otherwise set left view's target width to zero
if (newWidth > (self.view.bounds.size.width / 2.0))
newWidth = self.view.bounds.size.width;
else
newWidth = 0;
// animate the changing of the constraint (and thus the `frame`) accordingly
self.leftImageWidthConstraint.constant = newWidth;
[UIView animateWithDuration:0.5 delay:0.0 options:UIViewAnimationOptionCurveEaseOut animations:^{
[self.view layoutIfNeeded];
} completion:nil];
}
}
Thus, as I pan across, the two images are centered within their clipped frames:
This is a very basic implementation of the idea. There are, though, a ton of implementation details (custom container vs subviews, autolayout vs not, etc.), so until you answer some of those questions, it's going to be hard to be more specific.
It is not default but i achieved similar to it in my old app
Register gesture on your view and on detection set isFromLeftSide accordingly
Call following. do fine tune this as per your requirements
[self.view addSubview:mySlidingView];
mySlidingView.frame = // set offscreen frame, in the direction you want it to appear from depending on flag isFromLeftSide
[UIView animateWithDuration:8.0
animations:^{
mySlidingView.frame = // desired end location
}];

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