EDITED Question:
So i have this code for some custom buttons (clouds) that move from right to left and animate when they are tapped.
- (void)viewDidLoad
{
[super viewDidLoad];
// Move UIView
cloudAnimate.center = CGPointMake(400.0, 90.0);
cloudAnimate1.center = CGPointMake(400.0, 150.0);
}
- (void)viewDidAppear:(BOOL)animated
{
[super viewDidAppear:animated];
[UIView animateWithDuration:10.0
delay:1.0
options:UIViewAnimationOptionRepeat | UIViewAnimationOptionAllowUserInteraction
animations:^{
cloudAnimate.center = CGPointMake(100.0, 90.0);
}
completion:NULL];
[UIView animateWithDuration:8.0
delay:0.0
options:UIViewAnimationOptionRepeat | UIViewAnimationOptionAllowUserInteraction
animations:^{
cloudAnimate1.center = CGPointMake(100.0, 150.0);
}
completion:NULL];
}
The code does what i want so am happy there but if that View is on and you exit the app and re enter to that view the clouds are stuck at the end point. I have to leave the view and come back in to it to get them to start again.
Is there a way that when you exit the view the clouds pause where they are and when you go back in they are where they were and continue to animate as normal?
Is this your problem?
- (void)**viewDidAppear**:(BOOL)animated
{
[super **viewDidLoad**];
Move the lines
cloudAnimate.center = CGPointMake(400.0, 90.0);
cloudAnimate1.center = CGPointMake(400.0, 150.0);
into viewWillAppear:. This way the buttons` positions will be reset every time you're reopening the app.
Related
I want to make an Menu Animation just as shown below.
I need to have UIButtons inside the menu.
How can i achieve this.
for this animation you should set anchor point by default the anchor point position is (0.5,0.5), so can change the anchor point position:
All geometric manipulations to the view occur about the specified point. For example, applying a rotation transform to a layer with the default anchor point causes the layer to rotate around its center. Changing the anchor point to a different location would cause the layer to rotate around that new point.
self.view.layer.anchorPoint = CGPointMake(0,0);
self.view.transform = CGAffineTransformMakeScale(0.001,0.001);
[UIView animateWithDuration:1.0 animations:^{
self.view.transform = CGAffineTransformIdentity;
}];
Please add the follow code on button click:
[UIView animateWithDuration:1
animations:^{
myView.transform = CGAffineTransformMakeScale(1.5, 1.5); }
completion:^(BOOL finished) {
[UIView animateWithDuration:1
animations:^{
myView.transform = CGAffineTransformIdentity;
}]; }];
It will work for you.
Create Super class SuperViewController.m
Add this method
- (void)viewDidLoad {
[super viewDidLoad];
//Here u can set image also in navigation bar
UIBarButtonItem *buttonC = [[UIBarButtonItem alloc]initWithTitle:#"Word" style:UIBarButtonItemStylePlain target:self action:#selector(GeTVAlue)];
[self.navigationItem setLeftBarButtonItem:buttonC];
}
-(void)GeTVAlue{
UIView *paintView=[[UIView alloc]initWithFrame:CGRectMake(-350, -350, 350, 350)];
[paintView setBackgroundColor:[UIColor yellowColor]];
[self.view addSubview:paintView];
[UIView animateWithDuration:1
animations:^{
paintView.transform = CGAffineTransformMakeScale(2.5, 2.5); }
completion:^(BOOL finished) {
[UIView animateWithDuration:1
animations:^{
paintView.transform = CGAffineTransformIdentity;
}]; }];
}
Then Inherit your Super class in your class
#interface TheerdViewController : SuperViewController
If u have any question fill free ask me.
Thnak you
I need a UIView to be hidden from the screen initially and then slides up. Kind of like a UIActionSheetView animation. In IB, I have set a UIView stick to the bottom border of the superview. In code, I have changed its frame to be hidden away from the screen when the app starts. And when it starts, the UIView slides up. Here's is my code. This optionsSheetView is the 'UIView' I'm referring to.
- (void)viewDidAppear:(BOOL)animated
{
[super viewDidAppear:animated];
// Hide the UIView from the screen initially
self.optionsSheetView.frame = CGRectMake(0, self.optionsSheetView.frame.origin.y + self.optionsSheetView.frame.size.height, self.optionsSheetView.frame.size.width, self.optionsSheetView.frame.size.height);
// Sliding up animation
[UIView animateWithDuration:0.9 delay:0.5 options:UIViewAnimationOptionCurveEaseIn animations:^{
self.optionsSheetView.frame = CGRectMake(0, 374, self.optionsSheetView.frame.size.width, self.optionsSheetView.frame.size.height);
} completion:^(BOOL finished) {
}];
}
Now here's my problem. This works just fine. But I don't like keeping hard coded values in my code. Like 374 for the optionsSheetView's y coordinate. If I put self.optionsSheetView.frame.origin.y there, it won't work. It's basically the same thing. When I replace it with its actual value which is 374, it works fine.
Why is this happening? Is there any way I can go about this without using magic numbers?
Thank you.
Try following:
- (void)viewDidAppear:(BOOL)animated
{
[super viewDidAppear:animated];
CGFloat oldY = self.optionsSheetView.frame.origin.y;
// Hide the UIView from the screen initially
self.optionsSheetView.frame = CGRectMake(0, self.optionsSheetView.frame.origin.y + self.optionsSheetView.frame.size.height, self.optionsSheetView.frame.size.width, self.optionsSheetView.frame.size.height);
// Sliding up animation
[UIView animateWithDuration:0.9 delay:0.5 options:UIViewAnimationOptionCurveEaseIn animations:^{
self.optionsSheetView.frame = CGRectMake(0, oldY, self.optionsSheetView.frame.size.width, self.optionsSheetView.frame.size.height);
} completion:^(BOOL finished) {
}];
}
I am a bit new to iOS development. I am working on an app that has about 5,000 visual data points, organized in categories. I want to present them in a UICollectionView with very tiny UICollectionViewCells. When a user taps on something in a category, the category zooms in with the selected cell in focus. Pretty much like how the "Photos" tab of the iOS 7 Photos app works: Years > Collections > Moments.
How do I go about implementing a custom transition like that? Are there any open-source libraries already written for accomplishing this?
If you can't find any library, try to play with this code I wrote for custom animations. You can specify a start point, an end point, start scale and end scale of a view that you want to zoom and scale in or out. See below an example how I use it. The point is to use a fake view to push it with animation, then push and pop your real view without animation. viewobj is set to fade in from alpha 0 to alpha 1, zoomableView will scale from the point/scale you give as parameter to the final position you set it in your storyboard/xib. Hope it will help.
# you can create a category vor UIView and add these methods
- (void) addSubView:(UIView*)viewObj animateFromPoint:(CGPoint)point zoomableView:(UIView*)view minScale:(CGSize)scale completion:(void (^)(void))completionBlock{
CGPoint center = view.center;
[view setTransform:CGAffineTransformMakeScale(scale.width, scale.height)];
viewObj.alpha = 0;
view.center = point;
[self addSubview:viewObj];
[self addSubview:view];
[UIView animateWithDuration:0.3
delay:0.0
options:UIViewAnimationOptionCurveEaseOut
animations:^{
view.center = center;
[view setTransform:CGAffineTransformMakeScale(1.0, 1.0)];
viewObj.alpha = 1;
}
completion:^(BOOL fin){
if(completionBlock)
completionBlock();
}];
}
- (void) removeFromSuperviewAnimateToPoint:(CGPoint)point zoomableView:(UIView*)view minScale:(CGSize)scale completion:(void (^)(void))completionBlock{
CGRect startFrame = view.frame;
self.alpha = 1;
[self.superview addSubview:view];
[UIView animateWithDuration:0.3
delay:0.0
options:UIViewAnimationOptionCurveEaseIn
animations:^{
view.center = point;
[view setTransform:CGAffineTransformMakeScale(scale.width, scale.height)];
self.alpha = 0;
}
completion:^(BOOL fin){
[self removeFromSuperview];
[view removeFromSuperview];
[view setTransform:CGAffineTransformMakeScale(1, 1)];
view.frame = startFrame;
[self addSubview:view];
if(completionBlock)
completionBlock();
}];
}
And to use them:
# your did select item at index path:
self.itemDetails = [self.storyboard instantiateViewControllerWithIdentifier:#"ItemDetailsVC"];
ItemDetailsVC* itd = [self.storyboard instantiateViewControllerWithIdentifier:#"ItemDetailsVC"];
__weak UIViewController* wself = self;
[self.view addSubView:self.itemDetails.view animateFromPoint:self.zoomedFrom zoomableView:self.itemDetails.viewZoomable minScale:CGSizeMake(0.371134, 0.371134) completion:^{
[wself.navigationController pushViewController:itd animated:NO];
}];
self.addSubviewIsUp = YES;
# back button of the view you added:
[self.navigationController popViewControllerAnimated:NO];
# viewdidapear of your main screen
if(self.addSubviewIsUp){
[self.addVc.view removeFromSuperviewAnimateToPoint:CGPointMake(160, 75) zoomableView:self.addVc.zoomableView minScale:CGSizeMake(0.01, 0.01) completion:^{
}];
}
self.addSubviewIsUp = NO;
I have a View (CupsViewController) with a Label and when it's clicked, TableView (AddressTableController) slides from the bottom of the screen and stays in the lower half.
In TableView, when Ok Buttonis pressed, I want to change value of Labeland remove TableViewwith animation (that is, slide to the bottom).
Here is my code:
CupsViewController
Method called when click on Label
- (IBAction)showPop:(id)sender
{
addressTableController = [[AddressTableController alloc]initWithStyle:UITableViewStyleGrouped];
[addressTableController setDelegate:self];
[[self view] addSubview:[addressTableController myTableView]];
[UIView animateWithDuration:1.0 delay:0 options:UIViewAnimationOptionBeginFromCurrentState animations:^{
[[addressTableController myTableView] setFrame:CGRectMake(0, kScreenHeight * 0.5, kScreenWidth, kScreenHeight * 0.5)];
} completion:nil];
}
Method called from AddressTableControllerwhen Buttonis pressed
- (void)addressTableController:(AddressTableController *)viewController didChooseValue:(int)value {
direccionLabel.text = [[[[myAppDelegate usuarioActual] cups] objectAtIndex:value] direccion];
[addressTableController.view removeFromSuperview];
}
Image
As you can see, I've tried with removeFromSuperviewbut it does nothing. How can I slide TableViewto the bottom?
It seems that you myTableView property returns a different view, not the one that is referenced in the view property. So you basically add the former as a subview ([[self view] addSubview:[addressTableController myTableView]];), but try to remove the latter ([addressTableController.view removeFromSuperview];).
Just do
[[addressTableController myTableView] removeFromSuperview];
instead of
[addressTableController.view removeFromSuperview];
Here you go. Cheers, mate! :)
P.S.
if you want to animate the view out, you can do it like this
[UIView animateWithDuration:1.0 delay:0 options:UIViewAnimationOptionBeginFromCurrentState animations:^{
// animation code...
} completion:^(BOOL finished) {
[[addressTableController myTableView] removeFromSuperview];
}];
I have a UIButton in a UIViewController that I currently have "fading in" to view when the app is opened. I would like to get the UIButton to slide in from left to right instead though.
I can't figure out how to get it to slide in from left to right and my attempts have failed, even though I've got the "fade in" thing down solid.
Any help you could give me? Thanks! I can add any more code as needed-
ViewController.h
#property (weak, nonatomic) IBOutlet UIButton *buttonOne;
ViewController.m
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view.
NSTimer *timermovebutton = [NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:#selector(movebutton) userInfo:nil repeats:NO];
[timermovebutton fire];
}
-(void) movebuttontwo
{
buttonTwo.alpha = 0;
[UIView beginAnimations:Nil context:Nil];
[UIView setAnimationDelay:0.5];
[UIView setAnimationCurve:UIViewAnimationTransitionCurlUp];
[UIView setAnimationDelegate:self];
[UIView setAnimationDuration:1.0];
buttonTwo.alpha = 1.0;
[UIView setAnimationDidStopSelector:#selector(animationDidStop:finished:context:)];
[UIView commitAnimations];
}
You need to animate the buttons frame, not use an animation curve.
Since iOS 4, we've had UIView animation blocks:
// first set the UIButton frame to be outside of your view:
// we are only concerned about it's location on the X-axis so let's keep all properties the same
[buttonTwo setFrame:CGRectMake(CGRectGetMaxX(self.view.frame), CGRectGetMinY(buttonTwo.frame), CGRectGetWidth(buttonTwo.frame), CGRectGetHeight(buttonTwo.frame))];
[UIView animateWithDuration:0.5
delay:0
options:UIViewAnimationCurveEaseOut
animations:^{
// set the new frame
[buttonTwo setFrame:CGRectMake(0, CGRectGetMinY(buttonTwo.frame), CGRectGetWidth(buttonTwo.frame), CGRectGetHeight(buttonTwo.frame))];
}
completion:^(BOOL finished){
NSLog(#"Done!");
}
];
There's a good tutorial over at Ray Wenderlich you can check out to learn more.
//Set your button off the screen to the left
yourButton.frame = CGRectMake(-yourButton.frame.size.width, yourButton.frame.origin.y, CGRectGetWidth(yourButton.frame), CGRectGetHeight(yourButton.frame));
//Create the ending frame or where you want it to end up on screen
CGRect newFrm = yourButton.frame;
newFrm.origin.x = 100;
//Animate it in
[UIView animateWithDuration:2.0f animations:^{
yourButton.frame = newFrm;
}];