IOS: problem with alpha - ios

I have this code, where successview start with alpha = 0.00
- (void) startAnimation{
//immediately
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:3];
[successView setAlpha:1.00];
[UIView commitAnimations];
//in three seconds
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:3];
[successView setAlpha:0.00];
[UIView commitAnimations];
}
in this way, in first animation (alpha 0.00 to 1.00), it don't happen in 3 seconds but immediately, instead in the second animation (alpha 1.00 to alpha 0.00) it happens in 3 seconds
if I write only firts animation:
- (void) startAnimation{
//in three seconds
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:3];
[successView setAlpha:1.00];
[UIView commitAnimations];
}
it happens in 3 seconds, why in the forst example it don't happen?

- (void)startAnimation
{
[UIView beginAnimations:#"successAnimationPart1" context:nil];
[UIView setAnimationDuration:3];
[UIView setAnimationDelegate:self];
[successView setAlpha:1.00];
[UIView commitAnimations];
}
And add this animation delegate method:
- (void)animationDidStop:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context
{
if ([animationID isEqualToString:#"successAnimationPart1"]) {
// when first animation is done, call second
[UIView beginAnimations:#"successAnimationPart2" context:nil];
[UIView setAnimationDuration:3];
[UIView setAnimationDelegate:self];
[successView setAlpha:0.00];
[UIView commitAnimations];
}
}

You can try to set animation delay for your 2nd animation (note that using this api is discouraged and you should use block-based animateWithDuration:delay:options:animations:completion: animation if you're targeting iOS4.0+):
...
[UIView setAnimationDelay:3.0];
...
But if you just want to change view's alpha to 1 and revert it back you can use just your 1st animation but make it autoreversing:
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:3];
[UIView setAnimationRepeatAutoreverses:YES];
[successView setAlpha:1.00];
[UIView commitAnimations];

Related

UIView transitionFromView change view heigh

I am using this code to change between 2 UIView:
UIViewAnimationOptions animationType = UIViewAnimationOptionTransitionFlipFromLeft;
[UIView transitionFromView:self.playlistTableView toView:self.playerView duration:0.5 options:animationType completion:^(BOOL finished){
[self.containerView sendSubviewToBack:self.upperView];
[self.containerView sendSubviewToBack:self.playerView];
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}];
And i noticed a strange behavior, that when i made the flip the height of the self.playerView loosing 20px and after one second it's increase back to the normal frame size.
I try to change the animationType to UIViewAnimationOptionLayoutSubviews and now when i change between the view this behavior is not occur.
Any idea what can be the issue?
Please try this code.
[self.upperView setHidden:YES];
[self.playerView setHidden:NO];
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:1.0];
[UIView setAnimationTransition:UIViewAnimationTransitionFlipFromLeft forView:containerView cache:YES];
[UIView setAnimationDuration:1.0];
[UIView commitAnimations];
[containerView addSubview:self.playerView];
For getting reverse case
[self.upperView setHidden:NO];
[self.playerView setHidden:YES];
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:1.0];
[UIView setAnimationTransition:UIViewAnimationTransitionFlipFromLeft forView:containerView cache:YES];
[UIView setAnimationDuration:1.0];
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How to animate a UILabel after another

I currently animate two UILabel as such:
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:2.0];
[_temperatureLabel setAlpha:1];
[_tempDescriptionLabel setAlpha:1];
[UIView commitAnimations];
However, I want to show the first label _temperatureLabel then once that is done animating (or maybe halfway through) start animating the second label _tempDescriptionLabel.
as I said I'll answer:
[UIView animateWithDuration:2 delay:0 options:UIViewAnimationOptionCurveEaseIn animations:^{
//set alpha 1 for first UILabel
_temperatureLabel.alpha = 1;
} completion:^(BOOL finished){
[UIView animateWithDuration:2 delay:0 options:UIViewAnimationOptionCurveEaseIn animations:^{
//when finished enter here
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_tempDescriptionLabel.alpha = 1;
} completion:^(BOOL finished){
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remember to add QuartzCore framework, and add #import <QuartzCore/QuartzCore.h>
For doing halfWay or any other mid way time,
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:2.0];
[_temperatureLabel setAlpha:1];
[UIView commitAnimations];
[self performSelector:#selector(halfWayStart:) withObject:nil afterDelay:1.0];
-(void)halfWayStart:(id)object{
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:2.0];
[_tempDescriptionLabel setAlpha:1];
[UIView commitAnimations];
}
so, changing the afterDelay time value in performSelector call will help you to start other animation any time.

Animations not holding after iAd is pressed

So, I am trying to implement iAds into my application, but I cannot get it to work properly.
I am using these two functions to show and hide the banner and it works great:
- (void)showAdBanner:(ADBannerView *)banner {
if (bannerVisible) return;
NSLog(#"showing ad");
[UIView beginAnimations:#"animateBannerIn" context:nil];
[UIView setAnimationDuration:1.0];
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
[banner setFrame:CGRectOffset([banner frame], 0, -bannerHeight)];
[toolbarView setFrame:CGRectOffset([toolbarView frame], 0, -bannerHeight)];
[UIView commitAnimations];
bannerVisible = YES;
}
- (void)hideAdBanner:(ADBannerView *)banner {
if (!bannerVisible) return;
NSLog(#"hiding ad");
[UIView beginAnimations:#"animateBannerOut" context:nil];
[UIView setAnimationDuration:1.0];
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
[banner setFrame:CGRectOffset([banner frame], 0, bannerHeight)];
[toolbarView setFrame:CGRectOffset([toolbarView frame], 0, bannerHeight)];
[UIView commitAnimations];
bannerVisible = NO;
}
The only issue is that after one presses on the iAd banner, the toolbar view returns to its original position sans-iAd.
I have removed all layout constraints and it still is occurring. I can attach a video after if it clarifies.
Thank you
Video: https://www.dropbox.com/s/64mbiowk94sl6rq/iAdIssue.mov

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,
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I've been trying to fade in an MKMapView when we have successfully found the address, and fade out the view when long & lat == 0. I have the code in the delegate:
- (void)didCompleteMapsRequestWithLatitude:(double)latitude andLongitude:(double)longitude
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My problem is that while the fade in seems to work well every time it's called, the fade out animation doesn't appear to happen. It's as if the only call is setHidden:YES.
My fade code is as follows:
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if (location.latitude == 0 && location.longitude == 0)
{
//fade out
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:1.0];
[UIView setAnimationDelegate:self];
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[self.map setHidden:YES];
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//we found the location on the map
else
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[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:1.0];
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Note I get the same behaviour using animation blocks with iOS 4.0.
Any thoughts?
Thanks
I think you need to run [self.map setHidden:YES] when the animation completed, like this:
[UIView animateWithDuration:1.0
animations:^{
self.map.alpha=0.0;
}
completion:^(BOOL finished){
self.map.hidden=YES;
}];

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