I have two UIImageView filling the view controller, the first is filling the top half, and the second for the bottom half. I set them directly in the storyboard file.
In the viewDidLoad method, i am setting code in order to perform animation for the two UIImageView, so that it will look like a basket which gets opened (the first UIImageView moved to the top until it gets out of the view, and the second UIImageView moved to the bottom of the view until it gets out of the view).
This is my code so far:
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
CGRect basketTopFrame = self.basketTop.frame;
basketTopFrame.origin.y = -basketTopFrame.size.height;
CGRect basketBottomFrame = self.basketBottom.frame;
basketBottomFrame.origin.y = self.view.bounds.size.height;
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.5];
[UIView setAnimationDelay:1.0];
[UIView setAnimationCurve:UIViewAnimationCurveEaseOut];
self.basketTop.frame = basketTopFrame;
self.basketBottom.frame = basketBottomFrame;
[UIView commitAnimations];
}
But the behavior is different than i was expecting, the top frame is not moving, and the bottom frame is animated from top left to bottom (origin position, and not moving out of the view).
This is UIImageViews position as i set in the storyboard:
This is the UIImageViews when i launch the app:
And this is the UIImageViews when the app finish the animation(viewDidLoad):
Please note that this code works in Xcode 4.2, but since upgrading to Xcode 4.5 and using Storyboard, i begin getting this issue. Thanx in advance.
You may have auto layout enabled on your storyboard. In this case the view components will not have a valid frame value at viewDidLoad, so your code won't work.
You can disable auto layout by selecting the file inspector in the storyboard and unchecking "Use Autolayout".
In any case, that is the wrong method to be starting an animation from. Try moving the code to viewDidAppear.
Once you have "AutoLayout" turned off and if you are targeting IOS 4 and later than block based UIView animation is recommended by Apple as it simplifies the process and you can do things in one line. Please check UIView Reference for further information.
In your case , whether you plan to do the animation in ViewDidLoad / ViewWillAppear, it can be done in the following way using block based animation:
CGRect basketTopFrame = self.boxTop.frame;
CGRect basketBottomFrame = self.boxBottom.frame;
[UIView animateWithDuration: 0.5 delay:0.1 options:UIViewAnimationOptionCurveEaseOut animations:^{
[self.boxTop setFrame:CGRectMake(basketTopFrame.origin.x, -basketTopFrame.size.height, basketTopFrame.size.width, basketTopFrame.size.height)];
[self.boxBottom setFrame:CGRectMake(basketBottomFrame.origin.x, self.view.bounds.size.height, basketBottomFrame.size.width, basketBottomFrame.size.height)];
} completion:^(BOOL finished) {
// TODO : Do any additional stuffs.
}];
Related
I have implemented a custom segue class for emulating the push transition without navigation bar. The trick is to take to snapshots, add them to the view, replace the viewController, move the snapshots, and finally remove them. This emules a horizontal movement of the viewController, but actually only two UIImagesView are moved.
The following code implements this.
self.destinationImageView.frame = offsetFrameD;
self.sourceImageView.frame = offsetFrameS;
//ViewController replacement
[self.sourceViewController presentModalViewController:self.destinationViewController animated:NO];
//Overpose the snapShot who will simulate the transition between vies.
[destinationView addSubview: self.sourceImageView];
[destinationView addSubview: self.destinationImageView];
[UIView animateWithDuration:1.0
delay:0.0
options:UIViewAnimationOptionCurveEaseOut
animations:^{
self.destinationImageView.frame = self.finalFrameD;
self.sourceImageView.frame = self.finalFrameS;
}
completion:^(BOOL finished) {
[self.sourceImageView removeFromSuperview];
[self.destinationImageView removeFromSuperview];
}];
This code worked with iOS 7. However, when using iOS 8, it seems like the animation is not performed. The destinationImageView and sourceImageView are directly moved to the finalPosition (WITHOUT ANIMATING) and the completion block is not called, so both UIImageView are not finally removed.
Does anyone knows how the animation should be performed with iOS 8?
You should adjust the auto layout constraints and not the frames position. Have a look at this solution. I hope it helps.
UIView transitionWithView & setting the frame no longer works iOS8
Use the following line of code before the start of the animation:
[UIView setAnimationsEnabled:YES];
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.
I've been searching around SO and have found some related posts, but none that have (yet) solved my problem.
I have a view setup in my storyboard, with a constraint hooked up through an IBOulet. Upon a certain action, the view should move up (or down to it's initial position). For the life of me, I cannot get it to work properly. Prior to autolayout, I ran this bit of code:
- (void)animateStarBackground:(NSString *)animationID
finished:(NSNumber *)finished
context:(void *)context
myView:(UIView *)myView
xPos:(float)xPos
yPos:(float)yPos {
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.2];
[UIView setAnimationDelay:0.5];
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
[UIView setAnimationDelegate:self];
myView.center = CGPointMake(xPos, yPos);
[UIView commitAnimations];
}
It used to work great, but anyway... we all know that this doesn't work in Autolayout anymore. So I changed it to the following:
-(void)animateButton:(UIView *)myView {
[UIView animateWithDuration:8.0f animations:^{
_viewConstA.constant = 45.0;
[myView layoutIfNeeded];
}];
}
When the action occurs, instead of starting in it's initial position as set in the Storyboard, it starts off as a 1x1 pixel view in the top left hand corner and animates downward into it's final resting place (instead of moving up 15 pixels as I had intended it to).
Now, if I take out the [myView layoutIfNeeded]; portion, the action positions the view in exactly the right place... BUT it doesn't animate there. It's just instantly there as the view appears.
The first screen grab is the initial location.
2nd grab is what's supposed to be the views final resting place.
3rd is the view animating from the wrong spot and direction.
Thoughts / comments? What the heck am I doing wrong? I thought this would be so easy... I've got to be missing something obvious.
When I call the following block-based animation from viewDidLoad, it animates the frame from CGRectZero to the final location. But if I call this from viewDidAppear, it works just as expected.
- (void)animateMovementByConstraint
{
[UIView animateWithDuration:0.5
animations:^{
self.topLayoutConstraint.constant = 100;
[self.view layoutIfNeeded];
}];
}
(In this example, topLayoutConstraint is an IBOutlet that I defined in Interface Builder for the top vertical constraint on the control that I wanted to animate.)
With auto layout, since I've started initiating my animations in viewDidAppear, I haven't had any problems.
We have a custom view with a UIPickerView plus toolbar (216 + 44). At init time (viewDidLoad) this custom view is pushed below the screen using the following piece of code.
CGPoint newOrigin;
newOrigin.x = pickerViewOutlet.frame.size.width/2;
newOrigin.y = self.view.frame.size.height + ((pickerViewOutlet.frame.size.height)/2);
NSLog(#"%f,%f",self.view.frame.size.height,(pickerViewOutlet.frame.size.height)/2);
pickerViewOutlet.center = CGPointMake(newOrigin.x, newOrigin.y);
When a button is clicked this view is pulled up using the following piece of code.
[self.view bringSubviewToFront:pickerViewOutlet];
NSLog(#"tabbar %f",self.tabBarController.tabBar.frame.size.height);
CGPoint showOrigin;
showOrigin.x = pickerViewOutlet.frame.size.width/2;
showOrigin.y = pickerViewOutlet.center.y - pickerViewOutlet.frame.size.height;
//self.tabBarController.tabBar.frame.size.height ;
NSLog(#"showpicker %f,%f",pickerViewOutlet.center.y,pickerViewOutlet.frame.size.height);
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationBeginsFromCurrentState:YES];
[UIView setAnimationDuration:0.5];
pickerViewOutlet.center=CGPointMake(showOrigin.x, showOrigin.y);
[UIView commitAnimations];
[pickerCtrlOutlet reloadAllComponents];
This works fine. However this does not work (part of the view is below the tab bar) in the presence of a bottom tab bar controller on the page even though the code is modified as
showOrigin.y = pickerViewOutlet.center.y - pickerViewOutlet.frame.size.height - self.tabBarController.tabBar.frame.size.height ;
However if the above code is modified to
showOrigin.y = pickerViewOutlet.center.y - pickerViewOutlet.frame.size.height - self.tabBarController.tabBar.frame.size.height - 90;
it works perfectly where the view is right above the tab bar.
As far as I know, in viewDidLoad the self.view is not yet added to the superview and thus the frame is not set to the correct sizes.
For example, you can design a UIView in InterfaceBuilder and it will have 320x460. When you add it to the superview it will actually become smaller because of the bottom tab bar. The auto-resizing mechanism helps in this matter.
So, I think you are positioning the picker view using the wrong values in viewDidLoad and then when you use a new position relative to its old one, it will still be wrong.
Here is how I would write this:
[self.view bringSubviewToFront:pickerViewOutlet];
NSLog(#"tabbar %f",self.tabBarController.tabBar.frame.size.height);
CGPoint showOrigin;
showOrigin.x = pickerViewOutlet.frame.size.width/2;
//Notice this line -----------
showOrigin.y = self.view.frame.size.height - pickerViewOutlet.frame.size.height / 2;
//self.tabBarController.tabBar.frame.size.height ;
NSLog(#"showpicker %f,%f",pickerViewOutlet.center.y,pickerViewOutlet.frame.size.height);
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationBeginsFromCurrentState:YES];
[UIView setAnimationDuration:0.5];
pickerViewOutlet.center=CGPointMake(showOrigin.x, showOrigin.y);
[UIView commitAnimations];
[pickerCtrlOutlet reloadAllComponents];
Notice showOrigin.y = self.view.frame.size.height - ...
And (for extra points :) you can set the autoresizing masks for the picker view to Flexible Top (or, lock the bottom coordinate). If you do this, even if you position the picker view in viewDidLoad and then the self.view resizes, the pickerview will also change it's position.
I am having a weird error while animating a couple of view in iOS. My goal is to switch from a custom "Split View". You can see what's going on in this youtube video: http://youtu.be/ZWbf2bQYMns
You can see the weird "bump" in the Y value of the UIImageView, and I have been wondering how to fix it for quite a while now.
This is the View Controller's interface:
#interface VideoSharing_Pad : UIViewController
{
IBOutlet UIView *videoCallView;
IBOutlet UIImageView *imageView; //This is "inside" mediaView
IBOutlet UIView *mediaView;
CGRect mediaRect;
CGRect videoCallRect;
CGRect imageRect;
}
In viewDidLoad I store both views doing:
//Get frames from XIB
mediaRect = mediaView.frame;
videoCallRect = videoCallView.frame;
imageRect = imageView.frame;
And this is the code that executes when I want to switch from the Split View to a full Screen Mode:
- (IBAction)toggleFullScreen:(id)sender
{
if (iScreenMode == callAndShareMedia) {
CGRect fullScreenRect = CGRectMake(0, 0, 1024, 768);
CGRect dissapearRect = CGRectMake(0, - videoCallView.bounds.size.height, videoCallView.bounds.size.width, videoCallView.bounds.size.height);
[UIView animateWithDuration:1.0
delay:0.1
options: UIViewAnimationCurveEaseOut
animations:^{
[videoCallView setFrame:dissapearRect];
[imageView setFrame:fullScreenRect];
[mediaView setFrame:fullScreenRect];
}
completion:^(BOOL finished){
}];
iScreenMode = onlyShareMedia;
return;
}
else if (iScreenMode == onlyShareMedia)
{
[UIView animateWithDuration:1.0
delay:0.1
options: UIViewAnimationCurveEaseOut
animations:^{
[videoCallView setFrame:videoCallRect];
[mediaView setFrame:mediaRect];
[imageView setFrame:imageRect];
}
completion:^(BOOL finished){
}];
iScreenMode = callAndShareMedia;
return;
}
}
I would really appreciate any help I can get. Thanks a lot!
this is a screenshot of the XIB:
as you can see from the screenshot and the .h file, the imageView is inside an UIView called mediaView, The other UIView, videoCallView is the one with the three dummy pictures.
Interesting question indeed. It definitely has to do with animating superview and subview at the same time. I did sample program, and reproduced similar situation.
My workaround would be to avoid animating the superview (mediaView), and expand only the subview (imageView) to full rectangle. Since your superview (mediaView) does not have much, it should not give so different user experience.
So, instead of
[UIView animateWithDuration:1.0
delay:0.1
options: UIViewAnimationOptionCurveEaseOut
animations:^{
[videoCallView setFrame:dissapearRect];
[imageView setFrame:fullScreenRect];
[mediaView setFrame:fullScreenRect];
}];
You can do
[UIView animateWithDuration:1.0
delay:0.1
options: UIViewAnimationOptionCurveEaseOut
animations:^{
[videoCallView setFrame:dissapearRect];
[imageView setFrame:(CGRect){fullScreenRect.origin.x - mediaRect.origin.x, fullScreenRect.origin.y - mediaRect.origin.y, fullScreenRect.size}];
}];
For coming back to normal mode, you can just ignore mediaView animation. Probably you want to move (animate) the toggleButton along with other animation as well.
#jrturton's answer (second part) seemed a nice workaround, but it did not work on my sample code. It worked on the way to go (expansion), but bumped on the way back (shrink), for the reason I don't know why. But don't dismiss his answer because of my comment, it could be me.
Interesting question. I can't view your video from work but I expect your issue is that you are resizing both a view and its subview during an animation, there will probably be interference from any autoresizing masks (do you have them?) - the superview will change the size of the subview, then the interpolated frame will be applied.
If you think about it there will also be a stage where your image view has to animate more quickly than the superview as it has more ground to cover to get to the same final rect. The interpolation worked out by the animation may struggle with this.
If removing any autoresizing masks doesn't work, you might need to split the animation into two - one to increase the size of the superview, and another to then zoom the image view to full size.