Slow down UIView animation within Animation - ios

i have simple UIView animation block which animates the origin of 2 views. I have a Button on a special position placed on a mapview view. so when i'd like to animate the center of the map and move the pin with the map, the map moves faster than the button. Is there a way, to speed up the animation of the button or to slow down the animation of the map? At the moment it looks like the map moves and the button jumps to his end position.
CGPoint newCenter = mapView.center;
newCenter.x -= 1;
newCenter.y -= (button.frame.size.height/2)
[UIView animateWithDuration:0.3 delay:0 options:UIViewAnimationCurveEaseIn animations:^{
CGPoint screenPoint = fakePin.frame.origin;
screenPoint.x -= 5;
screenPoint.y += button.frame.size.height-4;
mapView.mapCoord = [mapView.map convertPoint:screenPoint toCoordinateFromView:self.view];
self.mapView.map.centerCoordinate = mapView.mapCoord;
[button setCenter:newCenter];
}];
Any Ideas?

Why not show the button as an annotation? Then it would move along the map.
Still, try to animate the property frame on the button instead of center. You'll need to do the calculations on your own but I think that may be the problem.

i just figured out, that the Problem was that my setCenter: was called without animating, somehow it worked with the Google Maps in ios5 (animating itself but not in ios6=
No it works!!

Related

box flip 3D animation for side menu

I have scrollview and inside scrollview I have 2 views as MainView and another as SideMenuView.
What I want to make animation like below.
Any idea what needs to be done to get this working?
Psuedo Code below:
- (void)animateSideMenu{
homeView.frame = CGRectMake(sideMenuWidth, 0.0, (self.view.frame.size.width - sideMenuWidth), self.view.frame.size.height);
[UIView animateWithDuration:1.0 delay:0.0
options:UIViewAnimationOptionCurveLinear
animations:^{
sideMenu.frame = CGRectMake(0.0, 0.0, sideMenuWidth, sideMenuHeight);
[self flipAnimation];
} completion:^(BOOL finished) {
}];
}
- (void)flipAnimation{
CABasicAnimation *yRotate = [CABasicAnimation animationWithKeyPath:#"transform.rotation.y"];
yRotate.fromValue = [NSValue valueWithCATransform3D:CATransform3DMakeRotation(M_PI_2, 0, 1, 0)];
yRotate.toValue = #(M_PI * 1.5);
yRotate.duration = 0.5;
yRotate.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];
[sideMenu.layer addAnimation:yRotate forKey:#"yRotate"];
}
Below are the steps to develop this type of animation:
set the frame of homeView(Red colour view) of screen size & add pan gesture to this view.
set frame of sideMenu view in negative x-axis.
Create a responder function for pan gesture recogniser, in this function call the above mentioned animateSideMenu function.
Adjust the animation parameters accordingly.
Try with this & let me know if anything comes up.
I would not use a scrollview but rather a UIPanGestureRecognizer in which I would detect your current "pan offset" and calculate a current fraction of the animation and positions of those two views (let's simplify it so that the menu is view1 and the rest view2).
Then I would simply set an appropriate transform in the .Changed state.
In .Ended state I would see whether the menu is closer to being open or close and create an animation with .toValue set accordingly. You should use CAAnimations or better - Facebook pop animations because you can pause and remove them and the views stay put and not jump to their initial positions (as is often the case with UIViewAnimate).
If you need help with writing exact code you can write here and I'll edit my answer.
There's tutorial for exactly that menu, though it's in Swift:
https://www.raywenderlich.com/87268/3d-effect-taasky-swift

change MKMapView's frame and center coordinate together smoothly in an animation

my code like this:
[UIView animateWithDuration:.3f animations:^{
mapView_.frame = CGRectMake(0,0, superView.frame.size.width, superView.frame.size.height);
MapAnnotation *ann = [baseAnn_ objectAtIndex:0];
[mapView_ setCenterCoordinate:ann.coordinate animated:NO];
}];
before animation the annotation is below the center of the mapView_, I want to change the mapView_'s frame while move the annotation to the center of the mapView_.
but the moving is not smooth, the annotation first move while the frame changing to a position still below the center, then move up to the center.
is there a way to make the annotation move direct to the final position, not first below is then move up?

iOS - How to zoom into a UIButton's center?

I am building a uicollectionview that will have rows of cells. Each cell will contain a UIButton. I want to be able to 'zoom into' the UIButton on tap.
I have discovered this code for zooming in on self.view, but I am not sure how to make it properly zoom in on the center of the tapped UIButton. Right now, it zooms in towards the bottom right corner of the screen.
Any suggestions on properly centering in on the tapped button?
-(void)didTapButton:(UIButton*)sender{
CGFloat s = 3;
CGAffineTransform tr = CGAffineTransformScale(self.view.transform, s, s);
CGFloat h = sender.frame.size.height;
CGFloat w = sender.frame.size.width;
[UIView animateWithDuration:2.5 delay:0 options:0 animations:^{
self.view.transform = tr;
self.view.center = CGPointMake(w*s/2,h-h*s/2);
} completion:^(BOOL finished) {}];
}
If you're using auto layout, you won't be able to use view animation in the way you're doing, because layout is triggered by the transform and keeps resetting the frame. This could explain why the zoom seems to expand the view down and to the right rather than from the center. (You might like to see my essay on the struggle between auto layout and view transforms.)

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.

Issue rotating a UIView object using Core Animation and blocks

I have a problem with a UIView-subclass object that I am rotating using Core Animation in response to a UISwipeGesture.
To describe the context: I have a round dial that I have drawn in CG and added to the main view as a subview.
In response to swipe gestures I am instructing it to rotate 15 degrees in either direction dependent on whether it;s a left or right swipe.
The problem that it will only rotate each way once. Subsequent gestures are recognised (evident from other actions that are triggered) but the animation does not repeat. I can go left once then right once. But trying to go in either direction multiple times doesn't work. Here's the relevant code, let me know your thoughts...
- (IBAction)handleLeftSwipe:(UISwipeGestureRecognizer *)sender
{
if ([control1 pointInside:[sender locationInView:control1] withEvent:nil])
{
//updates the display value
testDisplay.displayValue = testDisplay.displayValue + 0.1;
[testDisplay setNeedsDisplay];
//rotates the dial
[UIView animateWithDuration:0.25 animations:^{
CGAffineTransform xform = CGAffineTransformMakeRotation(radians(+15));
control1.transform = xform;
[control1 setNeedsDisplay];
}];
}
CGAffineTransform xform = CGAffineTransformMakeRotation(radians(+15));
Do you keep a total of how far the rotation is. CGAffineTransformMakeRotation are not additive. Only the most recent is used. So you are setting it to 15 each time, not 15 more each time.
Here's a super simple example of rotating a view cumulatively. This rotates the view by 180 degrees each button press.
- (IBAction) onRotateMyView: (id) sender
{
[UIView animateWithDuration:0.3 animations:^{
myView.transform = CGAffineTransformMakeRotation(M_PI/2*rotationCounter);
} completion:^(BOOL finished){
//No nothing
}];
++rotationCounter;
}

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