move UIView not responding in the viewDidAppear method - uiview

I have a UIView that I am trying to move up bit when that parent view controller comes onto the screen. I have been reading up on this and most I see seem to say to use the viewDidAppear method to make any visual adjustments to the layout. I have tried this and it doesn't seem to work. Nothing happens, and went I nslog the origin.y I get back -47,000, which I then maybe assume that something is not initialized yet. Here is what I have tried.
- (void) viewDidAppear:(BOOL)animated
{
// set the save view y postion
saveData.center = CGPointMake( 0.0f, 0.5f );
NSLog(#"This is the y %f", saveData.frame.origin.y);
NSLog(#"This is the center points on load %#", NSStringFromCGPoint(optionalData.center));
}
But if I do something like this where I add a delayed method call in the viewDidLoad method:
[self performSelector:#selector(moveSaveView) withObject:nil afterDelay:0.7f];
and have this, it works
- (void) moveSaveView
{
// set the save buttons y postion
[UIView animateWithDuration:0.5 delay:0.0 options:0 animations:^{
// Animate the alpha value of your imageView from 1.0 to 0.0 here
optionalData.alpha = 0.0f;
} completion:^(BOOL finished) {
// Once the animation is completed and the alpha has gone to 0.0, hide the view for good
optionalData.hidden = YES;
}];
// move the save button up
[UIView animateWithDuration:0.5
animations:^{saveData.center = CGPointMake( 160.0f, 280.5f );}];
saveData.center = CGPointMake( 160.0f, 280.5f );
}
Is this also an issue due to the fact that I am using auto layout? I would just like my view to start in the place I need it to, and not use some delayed call to make that happen.
Edit:
So I gave this a shot and came up with this to try and move my UIView:
- (void) viewDidAppear:(BOOL)animated
{
NSLog(#"this is the constraing %f", saveData.saveButtomConstraint.constant); // gives me 93 which is here its at.
saveData.saveButtomConstraint.constant = 32;
[saveData setNeedsUpdateConstraints];
[saveData layoutIfNeeded];
NSLog(#"this is the constraing %f", saveData.saveButtomConstraint.constant); // gives me 32 which is here its at.
}
The problem is that the view never moves on the screen. What am I missing? Also is it ok to post and edit like this, when its related to the same question? I'm still trying to get the hang of this form.

Yes, your problem is due to the fact you are using auto layout. Frame animation is not compatible with auto layout, so instead you need to animate the constraints on your view. Check out this answer for detailed info, this might also help too. Good luck!
Edit:
So it looks like you have added a property to your saveData UIView called saveButtomConstraint. This is good as it gives you access to that constraint. However are you sure that that constraint is actually a member of the [saveData constraints] array? Generally constraints in Interface Builder are added to the parent UIView. I think the problem is most likely are calling layoutIfNeeded on the wrong view, you need to call it on parent view of saveData, or possibly on the root view of the view controller, [self view].

Related

UIKit Dynamics change a view frame with collisions

My project has several views that are subject to radial gravity at the center of their parent view, and elastic collisions so that they don't overlap. It works great, but sometimes I need to resize the views, and, when a view gets larger, the other views must move away from it so that all the views remain non-overlapping. I would expect the collision behavior to realize things are touching and to move them apart, but it doesn't seem to.
Here's what I'm trying now:
[UIView animateWithDuration:0.5 animations:^{
view.frame = CGRectInset(view.frame, -30, -30);
} completion:^(BOOL finished) {
[self.animator updateItemUsingCurrentState:view];
}];
The view grows just fine, the animation delegate is informed that the animation has resumed, but the other views don't move away. The newly enlarged view just overlaps (or underlaps depending on z order) the other views.
I tried changing the transform and not the frame - no dice. I tried removing the view from all the behaviors - no dice. I tried removing some and all of the behaviors from the animator - no dice. I tried calling updateItemUsingCurrentState: on all of the views - no dice. I need some dice!
Can you help? Thanks...(swift-ies, feel free to answer is swift. I'll translate it)
Thanks to this post, I learned that all behaviors that include the item being changed must be removed from the animator, then, after changing the view's properties, the behaviors should be added back to the animator.
I think that's crazy, but it worked.
[self.animator removeBehavior:self.behavior]; // for all behaviors that have view as an item
[UIView animateWithDuration:0.5 animations:^{
view.frame = CGRectInset(view.frame, -30, -30);
} completion:^(BOOL finished) {
[self.animator updateItemUsingCurrentState:view];
[self.animator removeBehavior:self.behavior];
}];

Add animation to uiview moving from point A to point B

I have a gesture which action moves a UIView to point B from point A. How can I add a nice transition of the UIView moving from point A to point B. I am looking at making it slowly move from point A to point B. How would I do this? At the moment to move the item I set the frame to point B.
check this code and set frame what you want
[UIView animateWithDuration:0.75 animations:^{
button.frame = CGRectMake(10, 70, 100, 100);
}];
If you're using auto-layout (and you almost certainly are - it's the default) then #PinkeshGjr s solution is likely to have problems. With AutoLayout you can't manipulate a view's frame directly. At some point after moving the frame the view's constraints can snatch it back.
Instead, you want to create constraints that control the property/properties that you want to animate (x and y position in this case) and control-drag from the constraints into your view controller's header to create outlets.
Then you want to change the constant value on the constraints and call layoutIfNeeded inside your animation code. Something like this:
buttonXConstraint.constant = 100;
buttonYConstraint.constant = 100;
[UIView animateWithDuration:0.75 animations:^{
[self.button layoutIfNeeded];
}];
The code above assumes that you've created 2 constraint outlets and called them buttonXConstraint and buttonYConstraint.
You can achieve that by using animateKeyframesWithDuration or animateWithDuration:animations but it will be just a linear interpolation. If you want to have more control over the animation I recommend that you take a look at MTAnimation it's really a powerful and easy to use Lib for achieving beautiful animations
Cheers
Very nice helper method to use for animating view.
- (void) animateView:(UIView *)view ToFrame:(CGRect) frame withDuration:(float) duration withDelay:(float) startDelay
{
[UIView animateWithDuration:duration delay:startDelay options:0 animations:^{
view.frame = frame;
} completion:^(BOOL finished)
{
// Completion actions
}];
}

UIView not changing position in animateWithDuration

I have two UIViews (My bad it is a UIView and a UIButton) which I am animating at the same time. I originally had a view and a containerView which would animate just fine and worked like a charm.
Now only one of my UIViews will move/animate in animateWithDuration even though through debugging the frame of the other view says that it is in a position it is not.
CGRect rect = self.toggle.frame;
CGRect tabRect = self.tabButton.frame;
rect.origin.x = rect.origin.x - rect.size.width;
NSLog(#"%f Before",tabRect.origin.x);
tabRect.origin.x = tabRect.origin.x - rect.size.width;
NSLog(#"%f After", tabRect.origin.x);
[UIView animateWithDuration:0.3 animations:^{ // animate the following:
self.toggle.frame = rect; // move to new location
self.tabButton.frame = tabRect;
}];
NSLog(#"%f AfterAnimation", tabButton.frame.origin.x);
The toggle view moves fine, but the tabButton view does not animate or move. The strange thing is that both the "After" and "AfterAnimation" debugging code returns the same value, which suggests the frame has indeed moved. Is there a specific reason that this will not work when toggle is a UIView when it would work as a UIContainerView?
Note that if I remove the line
self.toggle.frame = rect;
tabButton will animate correctly, but if I move toggle, tabButton will not move regardless of whether it is first in the animation block or second.
Edit: I have tried moving them into separate blocks and to change the center point rather than the frame, to no avail. It seems that if the toggle view moves, the tabButton will not move.
Edit 2: The pictorial evidence.{
In the following screenshots tabButton bg is green and toggle bg is red.
Above: Initial position (toggle is off-screen) correct position
Above: The problem in question toggle is correct tabButton is not
Above: When self.toggle.frame = rect is commented out (tabButton correct, toggle not)
}
Edit 3: It's even worse than I feared.{
I have done a few more tests and even if I take the toggle change out of the animation block to make it an instant thing, the tabButton will still not animate. This makes me think the tabButton may just fundamentally dislike the toggle view and/or myself so will not move just to spite me.
}
Edit 4:{
If I change the tabButton animation to tabButton.frame = CGRectMake(10,10,100,100) the View snaps instantly to that location and animates back to its original position in the same time as the animation duration.
}
I better add more bookkeeping/TLDR information in case things aren't clear.
toggle is an instance of ToggleDraw which is a subview of UIView which I created.
tabButton is a UIButton which is part of my IB viewController and a property of the class
Both toggle and tabButton are subviews of self.view
The animations will work individually with no modifications to the logic of the rects but will not work if they are animated at the same time
toggle animation seems to take precedence over tabButton animation regardless of the order
I had a problem with the animation of an UIView created in IB (the animation didn't start from the current position of the view, and ended in the initial position).
All worked fine after sending layoutIfNeeded() to the underlaying view before the animation block:
self.view.layoutIfNeeded()
UIView.animateWithDuration(0.5) { () -> Void in
...
I think it is not a problem about a UIView Animation. Maybe your toggle posiztion is related to your tabButton. For a try, your can set toggle frame to a rect lick (10, 10, 100,100), then check the result.
I've created an example of what you describe and everything seems to work fine. This is what I used:
UIView *toggle = [[UIView alloc] initWithFrame:CGRectMake(320, 64, 100, 100)];
[toggle setBackgroundColor:[UIColor redColor]];
[self.view addSubview:toggle];
UIButton *tabButton = [[UIButton alloc] initWithFrame:CGRectMake(220, 64, 100, 100)];
[tabButton setBackgroundColor:[UIColor greenColor]];
[self.view addSubview:tabButton];
CGRect rect = toggle.frame;
CGRect tabRect = tabButton.frame;
rect.origin.x = rect.origin.x - rect.size.width;
NSLog(#"%f Before",tabRect.origin.x);
tabRect.origin.x = tabRect.origin.x - rect.size.width;
NSLog(#"%f After", tabRect.origin.x);
[UIView animateWithDuration:1 animations:^{ // animate the following:
toggle.frame = rect; // move to new location
tabButton.frame = tabRect;
}];
What I can suggest is to make sure that the code is being ran on mainthread:
dispatch_async(dispatch_get_main_queue(), ^{
[UIView animateWithDuration:0.3 animations:^{
self.toggle.frame = rect; // move to new location
self.tabButton.frame = tabRect;
}];
});
Also take into account that the log you have after the animation code is incorrect as it won't run after the animation, but rather right next to asking for the animation.
If you want code to run after the animation you should use:
[UIView animateWithDuration:0.3 animations:^{
self.toggle.frame = rect; // move to new location
self.tabButton.frame = tabRect;
} completion:^(BOOL finished){
NSLog(#"Finished animating!");
}];
I have found a solution to the problem. If I initialise the UIButton (tabButton) programmatically rather than through the interface builder, both views will animate simultaneously.
This however seems very hacky to me, kind of like putting a bandaid over a missing foot and hoping it will sort itself out.
I could not work out the root cause of the problem but at least I could avoid the symptoms.
If anyone knows why the views would not animate when the button was made in the interface builder post an answer here, I am interested in knowing the reason behind this.
Thanks for your help everyone.

UIButton not responding after animation

I would prefer first download the project from below link and then continue with question (only 36kb)
Download Link
At start what I have is like below.
When I click My Office button, I am calling action actionSeenButton which will print NSLog(#"actionSeenButton");
- (IBAction)actionSeenButton:(id)sender {
NSLog(#"actionSeenButton");
}
This works perfect.
When I click, Show hidden button, I am sliding view by 100 and showing the image and buttons that I have at the top, as shown in below image
Code used is
- (IBAction)showHiddenButton:(id)sender {
CGAffineTransform translation = CGAffineTransformIdentity;
translation = CGAffineTransformMakeTranslation(0, 100);
[UIView beginAnimations:nil context:nil];
self.view.transform = translation;
[UIView commitAnimations];
}
When I click this button, I am calling action actionHiddenButton which will print NSLog(#"actionHiddenButton");
- (IBAction)actionHiddenButton:(id)sender {
NSLog(#"actionHiddenButton");
}
BUT the problem is, when I click the new button that I see, action is not getting called.
Any idea why this is happening?
Note
When I move the top hidden button from y=-70 to y=170, action is getting called.
Sample project can be downloaded from here
What I wanted to implement is, showing three buttons (as menu) on the top in one line by moving view down.
verify that your button is not behind the frame of another view. even if the button is visable, if there is something covering it up it wont work. i don't have access to xcode at the moment but my guess is your view "stack" is prohibiting you from interacting with the button. a button is esentually a uiview and you can do all the same animations to buttons and labels that you can with views. your best bet is to leave the view in the background alone and just move your buttons. since your "hidden" button isn't part of your main "view" hiarchy thats where your problem is.
upon further investigation, your problem is related to auto-layout and making sure your button object stays in the view hierarchy. if you turn off auto-layout you will see where the problem is. when you animate the main view down the "hidden" button is off of the view and there for inactive. the easiest solution is to just animate the buttons. the next best solution closest to what you have is to add another view onto your "main view" and then put the buttons into that view. also why do you have that background image twice? why not just set the background color of your view to that same yellow?
I downloaded your project and it seems the translation you're making for self.view. So the actionHiddenButton is not in the frame.Its better to have the controls you want to animate in the separate view.
If you want to see the problem, after your view get transformed set clipsToBounds to YES. Like
self.view.transform = translation;
self.view.clipsToBounds = YES;
Yipeee!!! Below is how I did.
.h
Added new variable.
#property (retain, nonatomic) NSString *hideStatus;
.m
-(void) viewDidAppear:(BOOL)animated {
NSLog(#"viewDidAppear");
CGAffineTransform translation = CGAffineTransformIdentity;
translation = CGAffineTransformMakeTranslation(0, -100);
self.view.transform = translation;
self.view.clipsToBounds = YES;
[UIView commitAnimations];
self.view.frame = CGRectMake(0,-80,320,560);
hideStatus = #"hidden";
}
- (IBAction)showHiddenButton:(id)sender {
NSLog(#"hideStatus===%#", hideStatus);
CGAffineTransform translation = CGAffineTransformIdentity;
if ([hideStatus isEqualToString:#"hidden"]) {
translation = CGAffineTransformMakeTranslation(0, 0);
hideStatus = #"shown";
} else {
translation = CGAffineTransformMakeTranslation(0, -100);
hideStatus = #"hidden";
}
[UIView beginAnimations:nil context:nil];
self.view.transform = translation;
self.view.clipsToBounds = YES;
[UIView commitAnimations];
}
Attached is the sample project. You can download from here.

'UIView' may not respond to 'addSubview:withAnimation:'

I got this warning:
'UIView' may not respond to 'addSubview:withAnimation:'
The line of code which produce that warning is this:
[self.masterView addSubview:self.detailImage withAnimation:def];
And my relevant code is like this:
ExUIViewAnimationDefinition *def = [[ExUIViewAnimationDefinition alloc] init];
def.type = ExUIAnimationTypeTransition;
def.direction = ExUIAnimationDirectionMoveUp;
[self.masterView addSubview:self.detailImage withAnimation:def];
[def release];
I looked on the UIView documentation, i thought addSubview may be deprecated, but it still like this.
Does any one know how to solve this warning? Thanx in advance.
addSubview is a method UIView will respond to. addSubview:withAnimation: is not a method UIView will respond to.
If you want to add a subview with a fade or something like that, try this:
self.detailImage.alpha = 0.0;
[self.masterView addSubview:self.detailImage];
[UIView animateWithDuration:0.3 animations:^{
self.detailImage.alpha = 1.0;
}];
To add a subview to a parent, call the addSubview: method of the parent view. This method adds the subview to the end of the parent’s list of subviews.
To insert a subview in the middle of the parent’s list of subviews, call any of the insertSubview:... methods of the parent view. Inserting a subview in the middle of the list visually places that view behind any views that come later in the list.
[self.masterView addSubView:self.def];
[def release];
This helped me to animate subview by sliding out from down of border of parent view
-(void) addAnimatadView:(UIView *) animatedView toView:(UIView *)aView {
CGRect frame = animatedView.frame;
float origin = frame.origin.y;
frame.origin.y = aView.frame.size.height;
[animatedView setFrame:frame];
[aView addSubview:animatedView];
frame.origin.y = origin;
[UIView animateWithDuration:0.4 animations:^{[animatedView setFrame:frame];}];
}
Just change frame origins as you want to reach free sliding

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