I can't find this anywhere. So, if you possess the info about it, please give me a link.
I have one view controller, I made a menu for a simple game. There are some buttons on it.
I have another view controller and there some buttons too.
The question is:
"How I can do an animation of this buttons (hiding off the screen) after I choose one button that triggers a custom segue (without any animation) to another View Controller, which will run it's button animation(coming to the screen from a border of the screen)?"
I made this like this:
1) Theory: I make a IBAction for a menu button, then in this IBAction I call an animation method, which call a performSegueMethod:. After this in new VC in viewWillAppear method call a animation method (that almost equal method from source VC). All this works, but this don't look smooth. The problem with this animation occurs when destination VC replace source VC. There is some split second, when all looks static, and only after this animation starts.
I don't know how to remove this destination VC lag. May be I must load a destination view before a segue? I tried to do this, but may be a made something wrong, or it's just don't help me.
2) Practice:
firstViewController.m:
- (IBAction)newGameSegueButton {
[self menuSlideInDirection:#"CenterToLeft" performingSegueWithIdentifier:#"mode"];
}
-(void)menuSlideInDirection:(NSString *)direction performingSegueWithIdentifier:(NSString *)segueIdentifier
{
[UIView animateWithDuration:0.4 animations:^{
CGPoint newGameButtonCenter;
newGameButtonCenter.x = directionIndex * 160;
newGameButtonCenter.y = self.gameButtonSlide.center.y;
self.gameButtonSlide.center = newGameButtonCenter;
[UIView animateWithDuration:0.3 delay:0.1 options:UIViewAnimationOptionBeginFromCurrentState animations:^{
//some animation too
} completion:nil];
[UIView animateWithDuration:0.2 delay:0.2 options:UIViewAnimationOptionBeginFromCurrentState animations:^{
//animation
} completion:nil];
[UIView animateWithDuration:0.1 delay:0.3 options:UIViewAnimationOptionBeginFromCurrentState animations:^{
//some animation too
} completion:^(BOOL finished){
if(segueIdentifier){
[self performSegueWithIdentifier:segueIdentifier sender:self];
}
}];
}];
}
Okay, then custom segue code is pretty simple:
-(void)perform
{
UIViewController *src = self.sourceViewController;
UIViewController *dst = self.destinationViewController;
[src.navigationController pushViewController:dst animated:NO];
}
And my secondViewController.m:
-(void)viewWillAppear:(BOOL)animated
{
[super viewWillAppear:animated];
[self menuSlideInDirection:#"RightToCenter" performingSegueWithIdentifier:nil];
}
menuSlideInDirection:#"RightToCenter" performingSegueWithIdentifier:nil in secondViewController identical to method with same name in firstView.
I'm looking for smooth animation of particular objects of destination view controller right after a segue.
May be a doing all wrong and there a another way to do this? (I only think of adding all view and all controls of destination VC to source VC and remove "destination VC" at all).
Hope, somebody can help me with this.
Try doing all first view controller's animations in perform method.
As for the second view controller's animations, I don't think there is any other 'good' way than doing it in viewWillAppear (although I would prefer viewDidAppear) since the outlets of the destination view controller are not set while performing the segue(they will be nil). In other words, you do not have a way to access your buttons, let alone animate them.
A hackish way would be to call [segue.destinationViewController view] before perform so that the destination view controller's view hierarchy is loaded and the outlets are set. Then perhaps, you may animate buttons in the destination view controller in perform before pushing it onto navigation stack.
For my question, I choose the way of putting two views under the same VC. Animation is smooth and it's look much better than using perform / viewWillAppear method.
Related
I have a problem :D.
I'm currently using a SplitViewController. At the start I want to hide the TableViewController in the MasterView. So i decided to add a SubView in the Storyboard into the tableView, where a little label will be shown.
So after I make my choice in the DetailView and click the Button I want to hide the subView and want to show the tableView. That all with animations.
So here is my Code:
In the TestTableViewController.m
-(void)AnimateView{
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.1];
[UIView setAnimationCurve:UIViewAnimationCurveLinear];
fixedView.frame=CGRectMake(-500, 0,0,0);
[UIView commitAnimations];
NSLog(#"test");
And in the TestDetailViewController.m
- (IBAction)attractionButton:(UIButton *)sender
{
TestTableViewController *testTableViewController = [[TestTableViewController alloc]init];
[testTableViewController AnimateView];
}
I get the NSLog "test" but the Animation is not working.
fixedView is my Subview and I drag it to the header file so it's an IBOutlet.
Thank you so far.
So you seem to instantiate a new ViewController and trying to perform this animation straight away:
TestTableViewController *testTableViewController = [[TestTableViewController alloc]init];
[testTableViewController AnimateView];
The problem is that you don't even present that view controller (its view is not on screen anywhere) so it's normal you don't see any animation.
From my understanding you already have another instance of this view controller presented on screen (am I right?) - so that is the one that you need to use. Pass its pointer to TestDetailViewController in some way (e.g. a property) and then use that object to call your animation method.
PS. I would recommend naming all your methods starting with a lower case letter ;)
The problem is, you are not referencing the same master view controller in your details view controller.
You are creating another one in your IBAction.
In order to get a hold of your (the "original" one) master view controller, do this in your detail view controller:
Create a ivar:
TestTableViewController *masterViewController;
And then to reference it:
masterViewController = (TestTableViewController*)[[[self.splitViewController.viewControllers lastObject] viewControllers] objectAtIndex:0];
For example:
- (IBAction)attractionButton:(UIButton *)sender
{
masterViewController = (TestTableViewController*)[[[self.splitViewController.viewControllers lastObject] viewControllers] objectAtIndex:0];
[masterViewController AnimateView];
}
And finally in your AnimateView method, make change to the following:
[UIView animateWithDuration:0.1f animations:^
{
fixedView.frame = CGRectMake(-500, 0, 0, 0);
}
completion:nil];
Hope this helps.
What you could try is this:
[UIView animateWithDuration:0.15f animations:^{
fixedView.frame=CGRectMake(-500, 0,0,0);
}completion:^(BOOL finished){
}];
Are you sure you can call [UIView beginAnimations: ....] without a first argument?
Now, this question have partially been asking alot, but none actually considering how (or when) the messages -viewWillDisappear & -viewDidDisappear are being sent. Almost every example use the following design:
[UIView animateWithDuration:0.5
delay:1.0
options: UIViewAnimationCurveEaseOut
animations:^{
yourView.alpha = 0;
}completion:^(BOOL finished){
[yourView removeFromSuperview]; // Called on complete
}];
The problem with this is that these messages will both be sent when de animation ends!
Now, -addSubview can be animated (if put inside the animations-block) which will send the corresponding messages (-viewWillAppear & -viewDidAppear) with correct timedifference. So naturally one would place -removeFromSuperview inside the animations-block. This WILL send the messages correctly, but the view is actually removed instantly making the animation... Well, it won't animate because nothing is left to animate!
Is this intentional from apple and if so, why? How do you do it correctly?
Thanks!
Edit.
Just to clearify what I'm doing:
I got a custom segue, vertically animating a Child-ViewController down from top which works as expected with the following code:
-(void)perform{
UIViewController *srcVC = (UIViewController *) self.sourceViewController;
UIViewController *destVC = (UIViewController *) self.destinationViewController;
destVC.view.transform = CGAffineTransformMakeTranslation(0.0f, -destVC.view.frame.size.height);
[srcVC addChildViewController:destVC];
[UIView animateWithDuration:0.5f
animations:^{
destVC.view.transform = CGAffineTransformMakeTranslation(0.0f, 0.0f);
[srcVC.view addSubview:destVC.view];
}
completion:^(BOOL finished){
[destVC didMoveToParentViewController:srcVC];
}];
}
Here it will happen in the following order (thanks to -addSubview being inside the animations-block):
Add childView (will automatically invoke -willMoveToParentViewController)
-addSubview will invoke -viewWillAppear
When the animation finishes, -addSubview will invoke -viewDidAppear
Manually invoke -didMoveToParentViewController inside the completion-block
Above is the exact expected behavior (just like the built-in transitions behave).
With the following code to do the above segue but backwards (with an unwindSegue):
-(void)perform{
UIViewController *srcVC = (UIViewController *) self.sourceViewController;
srcVC.view.transform = CGAffineTransformMakeTranslation(0.0f, 0.0f);
[srcVC willMoveToParentViewController:nil];
[UIView animateWithDuration:5.5f
animations:^{
srcVC.view.transform = CGAffineTransformMakeTranslation(0.0f, -srcVC.view.frame.size.height);
}
completion:^(BOOL finished){
[srcVC.view removeFromSuperview]; // This can be done inside the animations-block, but will actually remove the view at the same time ´-viewWillDisappear´ is invoked, making no sense!
[srcVC removeFromParentViewController];
}];
}
the flow will be like this:
Manually invoke -willMoveToParentView:nil to notify that it will be removed
When the animation finishes, both -viewWillDisappear & -viewDidDisappear will be invoked simultaneously (wrong!) and -removeFromParentViewController will automatically invoke -didMoveToParentViewController:nil.
And if I now move -removeFromSuperview in to the animations-block, the events will be sent correctly but the view is removed when the animation starts instead of when the animation finishes (this is the part that makes no sense, following how -addSubview behaves).
Your question is about removing view controller, because, viewWillDisappear and viewDidDisappear are method of view controller.
viewWillDisappear: will be called from completion block, not earlier, because this is the place where you said that you want to remove subview from main view.
If you want to remove some property before that point, then in child controller override willMoveToParentViewController: method. This method will be called before animation block.
Here's code example:
//Prepare view for removeing.
[self.childViewController willMoveToParentViewController:nil];
[UIView animateWithDuration:0.5
delay:1.0
options: UIViewAnimationOptionCurveEaseOut
animations:^{
self.childViewController.view.alpha = 0;
}completion:^(BOOL finished){
[self.childViewController.view removeFromSuperview];
[self.childViewController didMoveToParentViewController:self];
}];
So, the flow will be:
First willMoveToParentViewController: with nil parameter will be called
Animation block will start and view will set it's alpha property to 0
When animation finish, completion block will start to execute...
[self.childViewController.view removeFromSuperview]; will be called first
Then viewWillDissapear: in childViewController will be called
Then [self.childViewController didMoveToParentViewController:self];
And at the end viewDidDissapear: in childViewController will execute.
Pre request for this flow is that you embed childViewController with code like this:
[self addChildViewController:self.childViewController];
[self.view addSubview:self.childViewController.view];
[self.childViewController didMoveToParentViewController:self];
Regarding transitionFromView:toView:duration:options:completion: Apple doc says this in last few lines:
This method modifies the views in their view hierarchy only. It does
not modify your application’s view controllers in any way. For
example, if you use this method to change the root view displayed by a
view controller, it is your responsibility to update the view
controller appropriately to handle the change.
If a ViewController has 2 full screen size views display one at a time then no issues:
[transitionFromView:self.view toView:self.view2...
but what this means it is your responsibility to update the view controller appropriately to handle the change?
if I do this:
secondViewController *sVc = [[secondViewController alloc]init];
[transitionFromView:self.view toView:sVc.view...
how its my responsibility to update the view controller appropriately to handle the change? or how to update ViewController?
UPDATE
I created a single view projec, add secondVC then in firstVC on button tap i did this:
self.svc = [[secondVC alloc]init];
[UIView transitionFromView:self.view toView:self.svc.view duration:1.0 options:UIViewAnimationOptionTransitionFlipFromLeft completion:^(BOOL finished) {}];
... secondVC viewDidLoad is working its nslog is working.
Then how to handle updating of viewcontroller?
The statement "it is your responsibility to update the view controller appropriately to handle the change." it meant that you have to appropriately call view hierarchy delegate methods such as:
- (void)viewDidLoad;
- (void)viewDidUnload;
- (void)viewWillAppear;
- (void)viewDidDisappear;
And other methods that are responsible for proper view management.
Here are some examples.
When we use transitionFromView:toView:duration:options:completion: we are only
bringing toView up in view hierarchy. but Apple says we should handle updating
of ViewControllers which are parent of these views.
Maintaining viewcontroller in navigationcontroller stack...
For .ex: if You have TabController in your application,
somewhere at tabIndex two you required to show view of viewcontroller at tabindex 1,
then you should update your tabIndex when you will use transitionfromview method
[UIView transitionFromView:fromView
toView:toView
duration:0.5
options:(controllerIndex > tabBarController.selectedIndex ? UIViewAnimationOptionTransitionCurlUp : UIViewAnimationOptionTransitionCurlDown)
completion:^(BOOL finished) {
if (finished) {
tabBarController.selectedIndex = controllerIndex;
}
}];
I have two ViewControllers: A and B. A is a delegate of B. I am presenting B from A and when I dismiss it, I am trying to move the views of A. I have methods set up in the delegate to listen to when B is dismissed to try to move the views. This is what I am using now when B is dismissed, but it doesn't work. How can I get this to work?
[self dismissViewControllerAnimated:YES completion:^{
NSLog(#"view dismissed");
[self moveViews:self];
}];
- (IBAction)moveViews:(id)sender
{
[UIView animateWithDuration:0.5
animations:^{
self.view.center = CGPointMake(160, 250);
//self.tableView.center = CGPointMake(160, -100);
self.addView.center = CGPointMake(160, 240);
}
completion:^(BOOL finished){}];
}
looking at your moveViews method, you aren't moving the views from one view controller to the other. You are moving the position of the view. The problem is that the view controller being dismissed will no longer be a part of the screen, so it wont be visible. My recommendation would be to implement iOS 5 UIViewController containment and add the dismissed view controller as a child view controller of the other view controller. The reason for this is because the information contained on the modal view controller (the controls, target for actions and the model) is a part of the modally presented view controller. Check the documentation for the UIViewController class and the containment mentioned here:
http://developer.apple.com/library/ios/#documentation/uikit/reference/UIViewController_Class/Reference/Reference.html
I think the problem is, that you call here [self moveViews:self]; the method on the view B.
Have a id (for example named sender ) property in B.
When you make the transition set the sender property in B to A.
Call
[self dismissViewControllerAnimated:YES completion:^{
NSLog(#"view dismissed");
[self.sender performSelector:#selector(moveViews)];
}];
then B will be dismissed and calls method moveViews on A.
In A you have a method
- (void)moveViews
{[UIView animateWithDuration:0.5
animations:^{
self.view.center = CGPointMake(160, 250);
}
];
}
should work, have fun
I built a app with storyboard, with an initial view controller, connected to many subsequent view controllers, connected sequentially, using cross dissolve segue. These work one swipes. All works fine. However, instead of being forced to use the basic segues, I want to have a custom segue that will slide the view controller content on and off the screen, much like the push for navigationControllers, but, being enabled to go left and right depending if one is going forward or backwards in the app.
I have set the segue to custom, and have created and saved a MySegue.h file. HOWEVER, I don't know how to code a custom segue that will slide one viewcontroller off the screen as the other slides on and back and forth as I move between view controllers.
Can anyone please provide me with come coding (it should be easy!) for a custom segue to move from one view controller to the next and back by sliding the screen on and off so I don't have to use the basic cross dissolve or standard flips offered in Xcode 4.2? I would be most grateful.
I was running into the same issue here, but I was using swipe gestures to go from one view controller to the next. Using the storyboard itself to set up segues was working fine, but when I needed a swipe to "go back" to the previous view controller, the animation went from right-to-left, instead of left-to-right. To fix that issue I did the following:
Embedded a Navigation Controller in the root view controller.
Used segues to push new view controllers.
When I wanted to "go back" to the previous view controller, I did not add a segue to the storyboard to push the previous view controller. Instead, I called the Navigation Controller's popViewControllerAnimated method whenever a back swipe occurred.
To create a custom segue that slides view controllers first create a class that extends UIStoryboardSegue, then override the perform selector. I just made something like this and it should work for you too. Here's my code:
#define kAnimationDuration 0.5
#import "CustomSlideSegue.h"
#implementation CustomSlideSegue
- (void)perform
{
UIViewController *sourceViewController = (UIViewController *) self.sourceViewController;
UIViewController *destinationViewController = (UIViewController *) self.destinationViewController;
[sourceViewController.view addSubview:destinationViewController.view];
[destinationViewController.view setFrame:sourceViewController.view.window.frame];
[destinationViewController.view setBounds:sourceViewController.view.bounds];
CGSize screenSize = [[UIScreen mainScreen] bounds].size;
if ( !self.slideLeft ) {
[UIView animateWithDuration:kAnimationDuration
delay:0.0
options:UIViewAnimationOptionCurveEaseOut
animations:^{
[destinationViewController.view setCenter:CGPointMake(screenSize.height + screenSize.height/2, screenSize.height/2 - 138)];
[destinationViewController.view setCenter:CGPointMake(screenSize.width/2 + 127, screenSize.height/2 - 138)];
}
completion:^(BOOL finished){
[destinationViewController.view removeFromSuperview];
[sourceViewController presentViewController:destinationViewController animated:NO completion:nil];
}];
} else {
[UIView animateWithDuration:kAnimationDuration
delay:0.0
options:UIViewAnimationOptionCurveEaseOut
animations:^{
[destinationViewController.view setCenter:CGPointMake(-1*screenSize.height/2, screenSize.height/2 - 138)];
[destinationViewController.view setCenter:CGPointMake(screenSize.width/2 + 127, screenSize.height/2 - 138)];
}
completion:^(BOOL finished){
[destinationViewController.view removeFromSuperview];
[sourceViewController presentViewController:destinationViewController animated:NO completion:nil];
}];
}
}
Then when you want to perform the segue use this code:
UIViewController *destination = [self.storyboard instantiateViewControllerWithIdentifier:#"some identifier"];
CustomZoomSegue *segue = [[CustomZoomSegue alloc] initWithIdentifier:#"segue vc identifier" source:self destination:destination];
[self prepareForSegue:segue sender:self];
[segue perform];
The CGPointMake calls are custom to my code (I used landscape orientation) but you should be able to change it to fit your needs. If you need further clarification or have any question let me know and I will try to answer.
NOTE: I use storyboards with no segue lines between the view controllers.
Why not just use a UINavigationController? This seems to be exactly what they're designed for.