I have to views pannelView and contentView. Pressing a button hides pannelView and expands contentView to the full screen. I have been using this code:
if (sender.selected==NO) {
pannelView.hidden=YES;
contentView.frame=CGRectMake(0, 90, 768, 434);
sender.selected=YES;
}
else {
pannelView.hidden=NO;
contentView.frame=CGRectMake(186, 90, 580, 434);
sender.selected=NO;
}
It switches b/w two states without animation. What should I do to animate them to look pretty? Moreover when some other button is pressed, contentView is updated. I want this view to hide and show with animation in the time content is loading.
Have a look at the UIView documentation and the section on block based animation.
A simple example:
CGRect newFrame;
BOOL hidePanelView;
if (sender.selected==NO) {
hidePanelView = YES;
newFrame = CGRectMake(0, 90, 768, 434);
sender.selected=YES;
} else {
hidePanelView = NO;
newframe = CGRectMake(186, 90, 580, 434);
sender.selected=NO;
}
[UIView animateWithDuration:0.25 animations:^{
contentView.frame = newFrame;
pannelView.hidden = hidePanelView;
}
Related
I need to change UIView position on scroll of tableview. When i change the frame size of UIView in the animation block it goes down and than move to correct position. Please look at my code.
- (void)scrollViewDidScroll:(UIScrollView *)scrollView {
CGPoint scrollVelocity = [_collectionViewLeaderboard.panGestureRecognizer velocityInView:_collectionViewLeaderboard.superview];
if (scrollVelocity.y > 0.0f){
NSLog(#"going down");
[UIView animateWithDuration:0.3f
animations:^ {
_headerview.frame = CGRectMake(0, 0, _headerview.frame.size.width, _headerview.frame.size.height);
_headerviewSecond.frame = CGRectMake(0, _headerview.frame.size.height, _headerviewSecond.frame.size.width, _headerviewSecond.frame.size.height);
self.collectionViewLeaderboard.frame = CGRectMake(self.view.frame.origin.x, _headerviewSecond.frame.size.height+_headerview.frame.size.height, self.view.frame.size.width, self.view.frame.size.height);
frameconditon = _headerview.frame;
} completion:^ (BOOL completed) {
}];
}
else if (scrollVelocity.y < 0.0f){
NSLog(#"going up");
//CGAffineTransform transform = CGAffineTransformMake(1, 0, 0, 1, _headerview.frame.origin.x, _headerview.frame.origin.y);
[UIView animateWithDuration:5.0 animations:^{
NSLog(#"test");
_headerview.frame = CGRectMake(0, -(_headerview.frame.size.height), _headerview.frame.size.width, _headerview.frame.size.height);
_headerviewSecond.frame = CGRectMake(0, (_headerview.frame.size.height)-40, _headerviewSecond.frame.size.width, _headerviewSecond.frame.size.height);
} completion:^(BOOL finished) {
}];
self.collectionViewLeaderboard.frame = CGRectMake(self.view.frame.origin.x, _headerviewSecond.frame.size.height, self.view.frame.size.width, self.view.frame.size.height);
}
}
headerview should move to top of view and it work but when i run it first time, it goes down and back to correct postion. How will i change constraints at the time of scrolling.
For constraint based views try to animate through changing constraints constant property using an outlet.
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.
I am having an issue with running two animations in iOS. First i am trying to move the image from the bottom of the screen to the top by changing frame in the first animation set, then on completion i am trying to extend the length of the object by transforming the scale. But for some reason once the first animation is finished the object goes back to the original place at the bottom of the screen and the growing transformation happens off the screen. Can anyone help me with this? Thanks in advance for your help, here is my code:
CGRect fullview = CGRectMake(59, 102, 650, 150);
CGRect iconView = CGRectMake(59, 102, 290, 150);
CGRect textView = CGRectMake(349, 102, 360, 150);
[_profileBtn setEnabled:FALSE];
[_profileBtn setHidden:TRUE];
[UIView animateWithDuration:1 animations:^{ // animate the following:
_profileIcon.frame = iconView; // move to new location
_profileText.frame = textView; // move to new location
_profileBackground.frame =fullview;
}completion:^(BOOL finished){
[UIView animateWithDuration:1 animations:^{ // animate the following:
_profileBackground.transform = CGAffineTransformMakeScale(1, 5.64);
}];
}];
Check out the documentation for the UIView transform property. Specifically, what happens to the object's frame if you adjust the transform. I think instead of performing the second animation on the UIView's transform, you should apply it to the scale of its layer's transform.
I figure out a solution that was close to what i wanted. This will do the translation and the movement at the same time:
CGRect iconView = CGRectMake(59, 102, 290, 150);
CGRect textView = CGRectMake(349, 102, 360, 150);
_profileIcon.frame = iconView; // move to new location
_profileText.frame = textView; // move to new location
CGAffineTransform scale = CGAffineTransformMakeScale(1, 5.00);
CGRect fullview = CGRectMake(59, 40, 650, 150);
_profileBackground.frame = CGRectApplyAffineTransform(fullview,scale);
I'm attempting to recreate the animation done in the Google Maps app that occurs when you select a location on the map. After selecting a location a UIView pokes up from the bottom of the screen. You can pull that up to reveal a UIScrollView with additional content. I'm curious how they make it so you can only scroll the content inside the UIScrollView when the parent view is at the "top". I understand that you could setScrollEnabled:, but they somehow do it on the fly so that when sliding your finger up the parent view "docks", and then the inner content scrolls, and when you are scrolling the content down, it stops once it reaches the top of the content and starts pulling the header down with it.
Any ideas?
I solved this problem by doing something like this: Create an animation that moves the scroll view's parent from the half-visible position to the top....
- (void)setScrollViewExpanded:(BOOL)expanded {
BOOL isExpanded = self.scrollViewContainer.frame.origin.y == 0.0;
if (isExpanded == expanded) return;
CGRect frame = self.scrollViewContainer.frame;
CGRect newFrame;
if (expanded) {
newFrame = CGRectMake(0, 0, frame.size.width, self.view.frame.size.height);
self.scrollView.delegate = nil;
self.scrollViewContainer.frame = CGRectMake(0, frame.origin.y, frame.size.width, self.view.bounds.size.height);
self.scrollView.delegate = self;
} else {
newFrame = CGRectMake(0, 300, frame.size.width, frame.size.height);
}
[UIView animateWithDuration:1 animations:^{
self.scrollViewContainer.frame = newFrame;
} completion:^(BOOL finished) {
if (!expanded) {
self.scrollView.delegate = nil;
self.scrollViewContainer.frame = CGRectMake(0, 300, self.scrollViewContainer.bounds.size.width, self.view.bounds.size.height-300);
self.scrollView.delegate = self;
}
}];
}
Trigger the animation based on change in scroll view's content offset relative to the top...
-(void)scrollViewDidScroll:(UIScrollView *)scrollView {
if (scrollView.contentOffset.y > 10.0) {
// 10 is a little threshold so we won't trigger this on a scroll view
// "bounce" at the top. alternatively, you can set scrollView.bounces = NO
[self setScrollViewExpanded:YES];
} else if (scrollView.contentOffset.y < 0.0) {
[self setScrollViewExpanded:NO];
}
}
Edit: I changed the expand animation after rechecking my old code. It needs to be a little more complex due to feedback on the content offset while changing the frame. The edit doesn't change the size during the animation, just the origin. It changes the size before or after the animation and blocks the delegate messages temporarily. Also note the scroll view's autoresize mask should be set to fill the container view.
I currently have a Container View Controller which is home to a button. When this is pressed, I want the view to flip and grow, similar to iTunes on the iPad.
Main View Controller Layout:
Flipping the Container:
When the flip button is pressed, I intend to use this code (Inside the container view's View Controller) to flip the container:
FrontVC *cb = [[FrontVC alloc]initWithFrame:CGRectMake(0, 0, 92, 65)];
FlipVC *cf = [[FlipVC alloc]initWithFrame:CGRectMake(0, 0, 92, 65)];
[UIView transitionWithView:self.view
duration:1
options:UIViewAnimationOptionTransitionFlipFromLeft
animations:^{
// Remove last view
for (UIView *subview in self.view.subviews) {
[subview removeFromSuperview];
}
[self.view addSubview:(displayingPrimary ? cb: cf)];
}
completion:^(BOOL finished) {
if (finished) {
displayingPrimary = !displayingPrimary;
}
}];
This works well if the two views are the same size, and I can lay out the views using code. FrontVC and FlipVC are sub-classes of UIView.
I was thinking about doing something like this to move the view to the centre of the screen, but I'm stuck from there. Hey, I don't even know if this would work! Is there a better way to do this?
if (!displayingPrimary) {
self.view.center = CGPointMake(320.0f, 480.0f);
cb.center = CGPointMake(320.0f, 480.0f);
}
else
{
self.view.center = CGPointMake(59, 324);
}
What I Am Aiming For:
Ideally, I would like to be able to design the flip view in storyboard, and have the 'tile' grow, similar to iTunes:
Whereas in my example I would like it to look like this:
How would I be able to design this in storyboard? If I try to make a view controller, I am unable to resize it to the size that I would like the flip size view controller to be.
The FlipView project is quite polished and looks exactly as the iTunes flip does. I used two imageViews for the demo project. The actual flip code is as follows:
- (IBAction)flip
{
UIView *fromView, *toView;
CGPoint pt;
CGSize size;
CGFloat sense;
if(showingView == a) {
fromView = a;
toView = b;
pt = BORIGIN;
size = BRECT.size;
sense = -1;
} else {
fromView = b;
toView = a;
pt = AORIGIN;
size = ARECT.size;
sense = 1;
}
[UIView animateWithDuration:TIME/2 animations:^
{
CATransform3D t = CATransform3DIdentity;
t.m34 = M34;
t = CATransform3DRotate(t, M_PI_2*sense, 0, 1, 0);
containerView.layer.transform = t;
containerView.frame = CRECT; // midpoint
NSLog(#"Container MID Frame %#", NSStringFromCGRect(containerView.frame));
}
completion:^(BOOL isFinished)
{
toView.layer.transform = CATransform3DMakeRotation(M_PI*sense, 0, 1, 0);
[UIView animateWithDuration:TIME/2 animations:^
{
[fromView removeFromSuperview];
[containerView addSubview:toView];
CATransform3D t = CATransform3DIdentity;
t.m34 = M34;
t = CATransform3DRotate(t, M_PI*sense, 0, 1, 0);
containerView.layer.transform = t; //finish the flip
containerView.frame = (CGRect){ pt, size};
} completion:^(BOOL isFinished)
{
NSLog(#"Container Frame %#", NSStringFromCGRect(containerView.frame));
NSLog(#"A Frame %#", NSStringFromCGRect(b.frame));
NSLog(#"B Frame %#", NSStringFromCGRect(b.frame));
toView.layer.transform = CATransform3DIdentity;
containerView.layer.transform = CATransform3DIdentity;
showingView = showingView == a ? b : a;
}];
}];
}
http://dl.dropbox.com/u/60414145/FlipView.zip
EDIT: One way to work around the resizing a real view with real controls in it might have is to take a snapshot of that view, use the snapshot while zooming/flipping, and in the final completion block switch out the image for the real view. That is:
create a UIImage of your current small view when the user taps the image
create a UIImage of the final view, rendered into a context as its natural size
use the two images in the container view, for the animation
in the final completion block, remove your imageView from view and put the second view now in self.view subviews
I did a rough code (not at all perfect) on this (hope it is what you are looking for). Have a look into it. I created a baseView and two flip views, after the first flip, I increased the frame size of baseView and added the second flip view on it.I am not an expert of Story Board, so I havent used it here.
FlipTest
-anoop