making the uipagecontrol animation look like uinavigationcontrol animation - ios

I'm using the concept of the ui page control.
For example, I have multiple similar views. Let say 10 news articles. I put them in a a page control and am able to swipe between them.
However, I want to mimic the animation that the UINavController does. Is this possible? ie: not have the pages scroll end to end but instead a slight overlap and effect where one panel slides out at twice the speed of the one below it sliding in.
Any Ideas?

If i am not getting wrong understanding of your question..
As this is not possible to do with existing page controls you need your own logic
This is how it should be handled, you will need to adjustments as per your requirement..
Rough logic
[self.view addSubview:nextArticleView];
nextArticleView.frame = // set offscreen frame, in the direction you want it to appear from
//Set more time as newArticle should overlap to existing articles view
[UIView animateWithDuration:10.0
animations:^{
nextArticleView.frame = // desired end location (current articles initial frame)
}];
//set less time as current article should slide fast
[UIView animateWithDuration:5.0
animations:^{
self.view.frame = // desired end location (off screen)
}];

Related

Animating slide show in iOS

Anybody have any idea how this is done?
http://youtu.be/r_cII4_aq_A
In general, the idea is awesome, but I would like to know how to do each specific thing. In the video, the pages are being swiped too fast so you can't see, but as you transition from one page to the next, each pixel smoothly transitions to it's new color. Also, it's really cool how the icon gets smaller to a minimum size as you transition away from a screen.
Maybe there's some 3rd party library that provides a protocol and it's relatively easy to implement, but I can't find it. If there's not, I'm thinking it's just one view controller with many views side by side and as you drag your finger, it calculates where each view needs to be..and what color every pixel needs to be.
I imagine you already have it by now. But in case you still have any doubts, I made gist that does the animation: https://gist.github.com/mnmaraes/9536364
Anyways, have fun.
It's a fade animation, so:
[UIView animateWithDuration:0.5
delay:0.0
options:UIViewAnimationOptionTransitionCrossDissolve
animations:^{
_backgroundImageView.image = nextImage;
} completion:nil];
should do the trick for the background part.
For the foreground/icon part you can animate the transform to scale and translate the views as they slide in and out.

Receive user interactions wheel animation

UI animations are great, very easy to use, and are used allot. The only one problem I have with it is that while the animation is moving, the view in not receiving any user interaction.
For example, if a have a UIButton that animates every time it's shown, but the user will not be able to click on it until the animation is over.
//This is a UIButton:
- (void)animationApear
{
CGRect frameSelf = self.frame;
frameSelf.origin.y -= frameSelf.size.height;
[UIView animateWithDuration:1.0 delay:0
usingSpringWithDamping:0.8 initialSpringVelocity:0
options:0
animations:^{
[self setFrame:frameSelf];
} completion:nil];
}
Is there any way to deal with this issue?
Thanks!
You need to supply the option UIViewAnimationOptionAllowUserInteraction.
Also, depending on your view architecture, if the button is within the animated view, or a subview thereof, then the actual location of the button isn't moving. Only the presentation layer of the button is moving, so that is why the button may not be receiving taps. A good test is to tap where the button was when the animation started (and make sure the option UIViewAnimationOptionAllowUserInteraction is on) to see if it is still receiving taps.
On solution, when you actually need to animate buttons, is to make repeated short transforms (CGAffineTransforms, for example) and have those movements in aggregate, create the visual effect of the animation. Though in this case the button itself will move, rather than simply it's presentation.

Trying to flip a UIView over it's end

I am trying to flip a UIView around one edge of the view, as if the view were a page of a calendar with a rigid page moving over like so : Calendar.
I am trying to do it like so :
[UIView transitionWithView:self.upperCard
duration:0.5
options:UIViewAnimationOptionTransitionFlipFromBottom
animations:^{
topView.frame = [self bottomHalfRectFromBounds];
bottomView.frame = [self topHalfRectFromBounds];
topView.flippedOver = YES;
bottomView.flippedOver = NO;
}
completion:NULL];
[self setNeedsDisplay];
The only problem with this method is that because the animation of the view's frame is Linear and so is the flipping animation the animation's are out of time with each other (This is due to the fact that flipping at a constant velocity the area which is visible of the view is proportional to Cos(t), learn some maths if you didn't know that ;P).
So basically I'm either looking for a way to make the frame animation have an easing function... or a completely alternative method... I don't want this to look like a page curl as it is going to be used for a scoreboard app, so please don't just tell me to use the UIViewAnimationOptionCurlDown option :P
Thanks for your time!
In general, animating your view’s frame is not a good way to approach this: it causes the view to have to redraw itself at every step of the animation, and, as you’ve noticed, doesn’t look like a flip so much as a linear scale.
Check out this answer—specifically the second part of it, discussing how to do it in CA—for a better approach.

UIImageView Animation decreasing Width

I am developing an application which needs to decrease the width of imageview to 0 from 320 in a 1hour time. for this i am using following code
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:3600];
newRect.size.width = 0;
imgView.frame = newRect;
[UIView commitAnimations];
it is works fine if we stay in same view controller,after animation starts if the user navigate to some other viewcontoller, How to handle the animation.
Along with this i have one more issue- during the animation the image in imageview is looks like shrink as throughout the animation i am using same image ,So i want to change the image in imageView during the animation How can i achieve this.
Is there any other way to do this apart form the animation.
Any Help is Appreciated.
The life cycle of the controllers and views will not allow you to do this so simply. The objects you are using can and will be deallocated by the system if they are not currently needed anymore, so the animation you started is essentially discarded with it.
You will have to store the progress of your animation somewhere, e. g. in a file or a CoreData database to have it persistent across the instantiations of that view. Depending on the exact situation, it might be sufficient to store the start time of the animation once it begins. Then, in viewWillAppear you could load it and calculate how much progress into that one hour has been made and start a new animation from that point. To the user it would appear as if the animation had proceeded in the background.

How to react to UIControl resize when its data changes

I've built a UIControl subclass to display a 1-month calendar view on
an iPhone. Most months require 5 weeks to display the dates, but
some months need 6, so I've built the control to dynamically resize
itself as needed. I'm using UIView animation to change the frame of
the control here.
The problem is, I now need the other controls on the screen to
move/resize when the calendar changes size. And I really need that
to happen with the animation of the calendar control changing size.
Ideally, I'd do this without coding a bunch of details in my calendar
control about other controls on the screen.
What's the best strategy here? I was hoping I could somehow anchor
the other controls to the frame of the calendar control and have the
platform adjust their location/size as it animates the frame change.
But, thus far, I can't find any combination of struts and springs to
make that happen.
Do I just need to bite the bullet and add my other on-screen controls
to the animation happening inside my calendar control?
I'll be interested to see if there are better answers to this.
At this point, all I know to do is override setFrame on your calendar view and when it changes, send setNeedsLayout to its superview.
But I'm not sure if standard views will autoresize this correctly. Generally geometry flows down the view tree, not up, and you want it to do both.
You may have to implement layoutSubviews on the containing view.
Move the animation logic out of the specific view and into a view controller that manages all of the controls. The view can still figure out its own proper size, and let the view controller ask. For instance:
[self.calendarView setDate:date];
CGSize calendarSize = [self.calendarView sizeForDate:date];
[UIView animateWithDuration:...
animations:^{
... re-layout everything, including the calendarView ...
}];
Another, similar approach:
[self.calendarView setDate:date];
[UIView animateWithDuration:...
animations:^{
[self.calendarView sizeToFit];
... re-layout everything else ...
}];
There are lots of similar approaches based on your preferences. But the key is to move the logic out of the specific view. Usually a view controller is the best solution. If the controls make a logical collection that could go into a single UIView, then you could have that "collection" UIView manage the same thing in its layoutSubviews, but it's more common that a view controller is a better solution here.
Thanks for the help. I tried both of these approaches with success. The override of setFrame and implementation of layoutSubviews worked, but the other controls jumped to their new locations rather than animating to those locations as the calendar control grew.
The approach of moving the other controls during the animation is what I had to go with. However, I wanted to keep the logic of the control pretty self-contained for re-use, so I left the animation in the control but added a delegate to react to size change, and put the delegate call inside the animation block. In full disclosure, I am also animating the new month's calendar onto the control while I'm growing the control, and this way I could do both of those things in the animation block.
So, the end code looks something like this:
// inside the calendar control:
[UIView animateWithDuration:0.5 animations:^{
self.frame = newOverallFrame; // animate the growth of the control
_offScreenCalendar.frame = newOnScreenFrame; // animate new month on screen
_onScreenCalendar.frame = newOffScreenFrame; // animate old month off screen
if (self.delegate)
{
[self.delegate handleCalendarControlSizeChange:newOverallFrame]; // animate other controls per the delegate
}
}];

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