I try to set the background image in animation completion and basically it prevents the animation to happen.
This is the code for animation:
[UIView animateWithDuration: 0.5f animations: ^
{
//[buttonPanel setBackgroundImage: [UIImage imageNamed: imageName] forState: UIControlStateNormal];
CGFloat yOrigin = buttonFrame.origin.y - (self.bounds.size.height - buttonFrame.size.height);
yOrigin -= buttonFrame.size.height;
buttonPanel.frame = CGRectMake(buttonFrame.origin.x, yOrigin, buttonFrame.size.width, buttonFrame.size.height);
}
completion: ^(BOOL finished)
{
[UIView animateWithDuration: 0.5f animations:^
{
[buttonPanel setBackgroundImage: [UIImage imageNamed: imageName] forState: UIControlStateNormal];
[self setAlpha: 1.0f];
}];
}];
If I remove the setBackgroundImage: message it just animating to new frame position correctly. Why?
Thank you.
OK, new answer! Your comment gave me the clue I needed. You said:
Makes the button to return to initial frame for a reason. basically any operation, like calling a modal UIViewController from this UIViewController sets the button to initial Fram position
Right. Because showing a modal controller and then dismissing it causes your view to appear, and causes layout to happen. You must be using Auto Layout! Auto Layout would cause this to happen. So the problem here is that you don't understand how to change the position/size of a view (in animation or any other time) when using Auto Layout.
The rule is simple. He who lives by the constraint dies by the constraint. If you are using Auto Layout, you must not change the frame of anything. You must make all positional / size adjustments by changing a constraint.
The wonderful thing is that this is usually much easier and simpler than changing the frame! You don't have to fetch the frame, change it, and assign the frame; instead, you can usually just change a constraint's constant directly.
In this example, I animate the shrinkage of a UITextView so that the whole UITextView will be visible when the keyboard rises from the bottom of the screen (iPhone):
[UIView animateWithDuration:duration.floatValue
animations:
^{
self.bottomConstraint.constant = -r.size.height;
[self.view layoutIfNeeded];
} completion:nil];
That is how to animate a constraint: as you change the constant, you must also call layoutIfNeeded to get new layout at each instant of the animation.
So, I'm not saying that you are wrong not to use Auto Layout. It is "opt-in"; you can start using when you want to, you can use it in some nibs and not others, etc etc. But it is much more powerful than the old way of doing layout, and in many ways it leads to simpler code - once you know how to use it.
backgroundImage is not an animatable property so why are you setting it inside an animation block? Try setting it before all the animations. Just a guess, but worth trying.
EDIT: I just tried this:
[UIView animateWithDuration:0.4 animations:^{
CGRect r = self.otherButton.frame;
r.origin.y += 100;
self.otherButton.frame = r;
[self.otherButton setBackgroundImage:[UIImage imageNamed:#"car.jpg"]
forState:UIControlStateNormal];
}];
It worked fine. So I'm not able to reproduce your issue. Is there something else going on in your code that you aren't telling us about? In other words, try reducing it to a simpler case that works, and then build it back up and that way you'll discover the point at which things go wrong.
OK,
I have found this crazy issue, I had a UIViewController, Use Autolayout check and it was messing up all my animations.
Even if you have a UIViewController checked Use Autolayout it messes up all the controllers, maybe because I don't use UINavigationController, and
the segues are modal.
This was.
Related
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
}];
}
I have A class inheriting from UIImageView. Then I have the NSArray containing the the object of the A class containing some pictures. Then I just want to add to the Main view (self.view addSubview: "object of Aclass") and remove some of them. I would keep doing that for a certain amount of time. Here is question. When i do "add" and "remove" the UIImageView (A class object) with some Animation like when I add, the UIImageView goes from small to its original size and when i remove, it goes from its original size to smaller
-(void)displayAClassObject: {
[self.view addSubview: AClassObject];
AClassObject.transform = CGAffineTransformMakeScale(0.3, 0.3);
[UIView animateWithDuration:0.2 delay:0 options:UIViewAnimationOptionCurveEaseOut animations:^{ AClassObject.transform = CGAffineTransformIdentity; } completion:^(BOOL finished) { }];
}
Then some function will generate random Number to remove the AClassObject added in the Main view.
-(void)displayOffAClassObject {
[UIView animateWithDuration:0.1 animations:^{AClassObject.transform = CGAffineTransformScale(CGAffineTransformIdentity, 0.1, 0.1);} completion:^(BOOL finished){[AClassObject removeFromSuperview]; }];
[AClassObject removeFromSuperview];
}
when i add again the removed AClassObject to the main view, i set it with different frame to place it in different place in the Main view but i do not change its size.
This process keeps going per a second but when I add only or remove only, It works fine. The AClassObject goes from small to its original size and then its original size to small. but when i do both at the same time like [self displayOffAClassObject]; [self displayAClassObject];
The UIImageView (AClassObject) goes really big, even some of the image goes off the screen. Can anyone tell me what is wrong?? or any suggestion to fix it?
When you do transform (especially scale transform), .frame become invalid. Set AClassObject.transform = CGAffineTransformIdentity before setting its frame. If you want to set its position when .transform is not identity, set .center instead.
Cited from UIView documentation:
WARNING
If this property (.transform) is not the identity transform, the value of the frame property is undefined and therefore should be ignored.
https://developer.apple.com/library/ios/documentation/UIKit/Reference/UIView_Class/#//apple_ref/occ/instp/UIView/transform
I'm simply trying to move two views upwards in the simplest manner, and I can't figure out how to make it work on iOS8 (but its works just fine on iOS7).
I've read that changes happened but I can't make it work anyway...
Here is the code i'm using :
CGRect txFrame; //the initial frame of my textview
CGRect btFrame; //the initial frame of my button
- (void)kbWillShow{
[UIView animateWithDuration:0.45 animations:^{
//Remembering the initial frames here
txFrame = _txReason.frame;
btFrame = _btSend.frame;
_lbTitleReason.alpha = 0.3;
//Animating
_txReason.frame = CGRectMake(txFrame.origin.x, txFrame.origin.y-55, txFrame.size.width, txFrame.size.height);
_btSend.frame = CGRectMake(btFrame.origin.x, btFrame.origin.y-75, btFrame.size.width, btFrame.size.height);
}completion:nil];
}
- (void)kbWillHide{
[UIView animateWithDuration:0.45 animations:^{
//Putting them back to their original positions.
_txReason.frame = txFrame;
_btSend.frame = btFrame;
_lbTitleReason.alpha = 1;
}completion:nil];
}
I've tried putting the "result" position in the completion block but I just does a very abrupt and weird movement, and after the duraton the view teleports to the intented position. (Which is better than doing an abrupt movement and ending up at the exact same position as it started).
This should be simple, what am I doing wrong?
I have come across this and the answer is to do with the layout constraints. You need to change the constant properties of the layout constraints that affect the view you want to change.
E.g. to change the width of a view with a width NSLayoutConstraint you would call constraint.constant = newWidth; then go ahead with your animation code. This is how I'm doing it and it works fine.
EDIT: your animation code is fine. You don't need to play with the centre property.
I have UIScrollView subclass. Its content is reusable - about 4 or 5 views are used to display hundreds of elements (while scrolling hidden objects reused and jumps to another position when its needed to see them)
What i need: ability to automatically scroll my scroll view to any position. For example my scroll view displays 4th, 5th and 6th element and when I tap some button it needs to scroll to 30th element. In other words I need standard behaviour of UIScrollView.
This works fine:
[self setContentOffset:CGPointMake(index*elementWidth, 0) animated:YES];
but I need some customisation. For example, change animation duration, add some code to perform on end of animation.
Obvious decision:
[UIView animateWithDuration:3 delay:0 options:UIViewAnimationOptionBeginFromCurrentState animations:^{
[self setContentOffset:CGPointMake(index*elementWidth, 0)];
} completion:^(BOOL finished) {
//some code
}];
but I have some actions connected to scroll event, and so now all of them are in animation block and it causes all subview's frames to animate too (thanks to few reusable elements all of them animates not how i want)
The question is: How can I make custom animation (in fact I need custom duration, actions on end and BeginFromCurrentState option) for content offset WITHOUT animating all the code, connected to scrollViewDidScroll event?
UPD:
Thanks to Andrew's answer(first part) I solved issue with animation inside scrollViewDidScroll:
- (void)scrollViewDidScroll:(UIScrollView *)scrollView{
[UIView performWithoutAnimation:^{
[self refreshTiles];
}];
}
But scrollViewDidScroll must (for my purposes) executes every frame of animation like it was in case of
[self setContentOffset:CGPointMake(index*elementWidth, 0) animated:YES];
However, now it executes only once at start of animation.
How can I solve this?
Did you try the same approach, but with disabled animation in scrollViewDidScroll ?
On iOS 7, you could try wrapping your code in scrollViewDidScroll in
[UIView performWithoutAnimation:^{
//Your code here
}];
on previous iOS versions, you could try:
[CATransaction begin];
[CATransaction setDisableActions:YES];
//Your code here
[CATransaction commit];
Update:
Unfortunately that's where you hit the tough part of the whole thing. setContentOffset: calls the delegate just once, it's equivalent to setContentOffset:animated:NO, which again calls it just once.
setContentOffset:animated:YES calls the delegate as the animation changes the bounds of the scrollview and you want that, but you don't want the provided animation, so the only way around this that I can come up with is to gradually change the contentOffset of the scrollview, so that the animation system doesn't just jump to the final value, as is the case at the moment.
To do that you can look at keyframe animations, like so for iOS 7:
[UIView animateKeyframesWithDuration:duration delay:delay options:options animations:^{
[UIView addKeyframeWithRelativeStartTime:0.0 relativeDuration:0.5 animations:^{
[self setContentOffset:CGPointMake(floorf(index/2) * elementWidth, 0)];
}];
[UIView addKeyframeWithRelativeStartTime:0.5 relativeDuration:0.5 animations:^{
[self setContentOffset:CGPointMake(index*elementWidth, 0)];
}];
} completion:^(BOOL finished) {
//Completion Block
}];
This will get you two updates and of course you could use some math and a loop to add up a lot more of these with the appropriate timings.
On previous iOS versions, you'll have to drop to CoreAnimation for keyframe animations, but it's basically the same thing with a bit different syntax.
Method 2:
You can try polling the presentationLayer of the scrollview for any changes with a timer that you start at the beginning of the animation, since unfortunately the presentationLayer's properties aren't KVO observable. Or you can use needsDisplayForKey in a subclass of the layer to get notified when the bounds change, but that'll require some work to set up and it does cause redrawing, which might affect performance.
Method 3:
Would be to dissect exactly what happens to the scrollView when animated is YES try and intercept the animation that gets set on the scrollview and change its parameters, but since this would be the most hacky, breakable due to Apple's changes and trickiest method, I won't go into it.
A nice way to do this is with the AnimationEngine library. It's a very small library: six files, with three more if you want damped spring behavior.
Behind the scenes it uses a CADisplayLink to run your animation block once every frame. You get a clean block-based syntax that's easy to use, and a bunch of interpolation and easing functions that save you time.
To animate contentOffset:
startOffset = scrollView.contentOffset;
endOffset = ..
// Constant speed looks good...
const CGFloat kTimelineAnimationSpeed = 300;
CGFloat timelineAnimationDuration = fabs(deltaToDesiredX) / kTimelineAnimationSpeed;
[INTUAnimationEngine animateWithDuration:timelineAnimationDuration
delay:0
easing:INTULinear
animations:^(CGFloat progress) {
self.videoTimelineView.contentOffset =
INTUInterpolateCGPoint(startOffset, endOffset, progress);
}
completion:^(BOOL finished) {
autoscrollEnabled = YES;
}];
Try this:
UIView.animate(withDuration: 0.6, animations: {
self.view.collectionView.contentOffset = newOffset
self.view.layoutIfNeeded()
}, completion: nil)
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.