UIButton not capturing touches after animating the view - ios

In my program I use the following code to animate the self.view due to the soft keyboard covering up a UITextField at the bottom of the page.
- (IBAction)moveViewUp:(UITextField *)textField
{
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.25];
self.view.frame = CGRectMake(0,-150,320,400);
[UIView commitAnimations];
}
And the following code brings the view back to original position.
- (IBAction)moveViewDown:(UITextField *)textField
{
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.25];
self.view.frame = CGRectMake(0,0,320,400);
[UIView commitAnimations];
}
But once both methods are executed, the screen looks very normal though, a UIButton in the screen stops capturing any touches on it.
Any tips would be highly appreciated.

Related

About 'beginAnimations' and 'commitAnimations'

I added in the button click event:
[UIView beginAnimations:nil context:nil];
sender.titleLabel.font = [UIFont systemFontOfSize:18];
[UIView commitAnimations];
The animation is not working. But if I remove [UIView commitAnimations];, the animation works. Why?
If I don't add [UIView commitAnimations];, what will happen?
Why you are not using this for view animations?
[UIView animateWithDuration:1.0 animations:^{
// place your animations code here
}];
Note: please visit this url and see the section What can be animated. Only few properties can be used for animations
https://developer.apple.com/library/content/documentation/WindowsViews/Conceptual/ViewPG_iPhoneOS/AnimatingViews/AnimatingViews.html
Try this, it will help. In the example below, viewObject may be label in your case.
[UIView animateWithDuration:1.0 animations:^{
viewObject.transform = CGAffineTransformMakeScale(1.5, 1.5);
}];

Button flip animation out of frame on the uiview

Update, SOLVED
Sorry for my english, but i will do my best.
I have a problem with a button flip animation.
I want the UIButtons to fill the UIView. But how do i do that?
Here is my problem.
I have two UIButtons in a UIView.
When i press the first button it will flip correctly but when i press the second button that it have flipped to the UIView is still the same size but the UIButton image is changing size to the original size of the image and it also move the image to the upper left corner off the view controller. The same thing will repeat every time it flip.
Here is the flip animation code.
- (IBAction) buttonPressedFlip {
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:1.0];
if (flipState == 0) {
[UIView setAnimationTransition:UIViewAnimationTransitionFlipFromLeft forView:buttonContainer cache:YES];
[self.btn1 removeFromSuperview];
[buttonContainer addSubview:btn2];
flipState = 1;
}
else {
[UIView setAnimationTransition:UIViewAnimationTransitionFlipFromRight forView:buttonContainer cache:YES];
[self.btn2 removeFromSuperview];
[buttonContainer addSubview:btn1];
flipState = 0;
}
[UIView commitAnimations];
}
Have a nice day and thanks for any help!
I solved the problem like this
- (IBAction) buttonPressedFlip {
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:1.0];
if (flipState == 0) {
[UIView setAnimationTransition:UIViewAnimationTransitionFlipFromRight forView:buttonContainer cache:YES];
[self.buttonContainer bringSubviewToFront:btn2];
flipState = 1;
}
else {
[UIView setAnimationTransition:UIViewAnimationTransitionFlipFromLeft forView:buttonContainer cache:YES];
[self.buttonContainer bringSubviewToFront:btn1];
flipState = 0;
}
[UIView commitAnimations];
}
I solved the problem
See my update code.

IOS stop UIbutton to take its own place after animation completed

I have set the animation like seen in below image. In which UIbutton move from left to right and then top to bottom. Animation work correctly but after completion of animation UIButton comes to its original place before the segue perform. so, it's not look good. I want to set that after the completion of animation UIButton can't come to it's own place before segue .
Here is my try with Image.
//Move button Left to Right
- (IBAction)btnEasy:(id)sender {
Easy=YES;
NSLog(#"your x is: %f ", self.btnEasy.frame.origin.x);
NSLog(#"your y is: %f ", self.btnEasy.frame.origin.y);
x1=self.btnEasy.frame.origin.x;
y1=self.btnEasy.frame.origin.y;
CGRect screenRect = [[UIScreen mainScreen] bounds];
[UIView animateWithDuration:1.150 delay:0 options:UIViewAnimationOptionCurveEaseInOut animations:^{
self.btnEasy.frame = CGRectMake(screenRect.size.width/1.80, self.btnEasy.frame.origin.y, self.btnEasy.frame.size.width, self.btnEasy.frame.size.height);
[self performSelector:#selector(btneasyanimation) withObject:self afterDelay:1.160 ];}
completion:^(BOOL finished) {
}];
//Move Button top to Bottom
if (Easy==YES) {
if (isiPad2 || isiPadAir || isiPadRatina) {
//[self.view layoutIfNeeded];
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationBeginsFromCurrentState:YES];
[UIView setAnimationDuration:1.0];
[_btnEasy setFrame:CGRectMake(self.view.frame.origin.x+290, self.view.frame.origin.y+900, self.btnEasy.frame.size.width, self.btnEasy.frame.size.height)];
[UIView commitAnimations];
}
else if (isiPhone4s) {
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationBeginsFromCurrentState:YES];
[UIView setAnimationDuration:1.0];
[_btnEasy setFrame:CGRectMake(self.view.frame.origin.x+92, self.view.frame.origin.y+428, self.btnEasy.frame.size.width, self.btnEasy.frame.size.height)];
[UIView commitAnimations];
}
}
[self performSelector:#selector(segueeMethod) withObject:self afterDelay:1.160 ];
Image :-
If you are not placing directly the button given it the frame, thus using autolayout (autoresize will end with the same effect). You need to explicitly use autolayout, retain a reference to your constraints and update them (you can search here how to do that) and then set the UIView animation block [button layoutIfNeeded]
You can see a detailed answer about it in this answer
There is an easy and quick way that will work with your current implementation. Provided you know exactly where you want the view to be once the animation is done, you can do the following:
in UIView animateWithDuration: ... assign the final transform (position & orientation) of the view in the completion block, i.e.:
completion:^(BOOL finished) {
// Assign views transform and appearance here, for when the animation completes
}
Hope that helps.

IOS: animation deceleration for a button

In my app I move a button with this code:
[UIView beginAnimations:#"timerView" context:nil];
[UIView setAnimationDuration:0.5];
[timerView setCenter:CGPointMake(967, 80)];
[UIView setAnimationDelegate:self];
[UIView commitAnimations];
but I want that the animation decelerate first to arrive to the point, how can I do it?
Add this line,
[UIView setAnimationCurve: UIViewAnimationCurveEaseOut];

UIView disappears after orientation change

I have the current problem:
From an NSObject i'm creating / loading and animating a view:
[UIView beginAnimations:#"slidein" context:nil];
[UIView setAnimationDelegate:self];
[UIView setAnimationDuration:0.5];
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
[UIView setAnimationDidStopSelector:#selector(animationDidStop:finished:context:)];
[content.view setAlpha:1.0];
for (UIView *view in content.view.subviews) {
[view setAlpha:1];
}
[content.view setFrame:CGRectMake(0, 0, self.contentEnclosure.size.width, self.contentEnclosure.size.height)];
[UIView commitAnimations];
My problem is that, when orientation changes, my animated view disappears. If i make my view appear again, the orientation settings (frame size) are correct, so i'm guessing, that the resizing mask is applied correctly, i just don't understand what needs to be done, for my view not to disappear.
Use NSLog and check the new self.view.frame.origin.x and y respectively after the orientation.
Then set the frame according to the requirement.
Also, check for resizing mask. Try using UIViewAutoresizingFlexibleRightMargin/LeftMargin to suit your requirements.

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