Search Results

Search found 138 results on 6 pages for 'beginanimations'.

Page 1/6 | 1 2 3 4 5 6  | Next Page >

  • BeginAnimations and CommitAnimations with NavigationController.PushViewController

    - by Chris S
    I'm trying to get a basic flip animation transition working when I push a controller inside a navigation. The code below flips the view, however the view appears first (each element fades in), and then the flip occurs. Is it possible to do a flip animation with a UINavigationController? Any pointers would be great, the examples I've found for Monotouch are performing animations on Views inside another view. void ToolbarButtonClick() { InformationController controller = new InformationController(); NavigationController.PushViewController(controller,true); } public class InformationController : UIViewController { public override void ViewDidLoad () { UIView.BeginAnimations("Flip"); UIView.SetAnimationDuration(1.0); UIView.SetAnimationTransition(UIViewAnimationTransition.FlipFromRight,View,true); base.ViewDidLoad (); Title = "Information"; } public override void ViewWillAppear (bool animated) { base.ViewWillAppear (animated); } public override void ViewDidAppear (bool animated) { base.ViewDidAppear (animated); UIView.CommitAnimations(); } }

    Read the article

  • how to stop animation after using beginAnimations?

    - by www.ruu.cc
    i use the following code to do a string rolling, but how to stop the animation? [UIView beginAnimations:@"ruucc" context:NULL]; [UIView setAnimationDuration:12.8f]; [UIView setAnimationCurve:UIViewAnimationCurveLinear]; [UIView setAnimationDelegate:self]; [UIView setAnimationRepeatAutoreverses:NO]; [UIView setAnimationRepeatCount:999999]; frame = label1.frame; frame.origin.x = -12; label1.frame = frame; [UIView commitAnimations];

    Read the article

  • How can I use this animation code?

    - by O.C.
    I'm a newbie and I need some help. I want to display a popup image over a given UIView, but I would like it to behave like the UIAlertView or like the Facebook Connect for iPhone modal popup window, in that it has a bouncy, rubbber-band-like animation to it. I found some code on the net from someone who was trying to do something similar. He/she put this together, but there was no demo or instructions. Being that I am so new, I don't have any idea as to how to incorporate this into my code. This is the routine where I need the bouncy image to appear: - (void) showProductDetail { . . . //////////////////////////////////////////////////////////////////////// // THIS IS A STRAIGHT SCALE ANIMATION RIGHT NOW. I WANT TO REPLACE THIS // WITH A BOUNCY RUBBER-BAND ANIMATION _productDetail.transform = CGAffineTransformMakeScale(0.1,0.1); [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:0.5]; _productDetail.transform = CGAffineTransformMakeScale(1,1); [UIView commitAnimations]; } . . . } This is the code I found: float pulsesteps[3] = { 0.2, 1/15., 1/7.5 }; - (void) pulse { self.transform = CGAffineTransformMakeScale(0.6, 0.6); [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:pulsesteps[0]]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(pulseGrowAnimationDidStop:finished:context:)]; self.transform = CGAffineTransformMakeScale(1.1, 1.1); [UIView commitAnimations]; } - (void)pulseGrowAnimationDidStop:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context { [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:pulsesteps[1]]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(pulseShrinkAnimationDidStop:finished:context:)]; self.transform = CGAffineTransformMakeScale(0.9, 0.9); [UIView commitAnimations]; } - (void)pulseShrinkAnimationDidStop:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context { [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:pulsesteps[2]]; self.transform = CGAffineTransformIdentity; [UIView commitAnimations]; } Thanks in advance for any help that you can give me.

    Read the article

  • How can I use this downloaded Class(es) on my Prototype Routine?

    - by O.C.
    I'm a newbie and I'm in need of some help. I'm working on a prototype for an app, but I'm learning at the same time. I want to display a popup image over a given UIView, but I would like it to behave like the UIAlertView or like the Facebook Connect for iPhone modal popup window, in that it has a bouncy, rubbber-band-like animation to it. I was able to find the following class(es) on the net, from someone who was trying to do something similar. He/she put this together, but there was no Demo, no instructions nor a way to contact them. Being that I am so new, I don't have any idea as to how to incorporate this into my code. This is the routine where I need the bouncy image to appear... //======================================================== // // productDetail // - (void) showProductDetail { _productDetailIndex++; if (_productDetailIndex > 7) { return; } else if (_productDetailIndex == 1) { NSString* filename = [NSString stringWithFormat:@"images/ICS_CatalogApp_0%d_ProductDetailPopup.png", _productDetailIndex]; [_productDetail setImageWithName:filename]; _productDetail.transform = CGAffineTransformMakeScale(0.1,0.1); [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:0.5]; // other animations goes here _productDetail.transform = CGAffineTransformMakeScale(1,1); // other animations goes here [UIView commitAnimations]; } NSString* filename = [NSString stringWithFormat:@"images/ICS_CatalogApp_0%d_ProductDetailPopup.png", _productDetailIndex]; [_productDetail setImageWithName:filename]; _productDetail.x = (self.width - _productDetail.width); _productDetail.y = (self.height - _productDetail.height); } and here is the code I found... float pulsesteps[3] = { 0.2, 1/15., 1/7.5 }; - (void) pulse { self.transform = CGAffineTransformMakeScale(0.6, 0.6); [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:pulsesteps[0]]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(pulseGrowAnimationDidStop:finished:context:)]; self.transform = CGAffineTransformMakeScale(1.1, 1.1); [UIView commitAnimations]; } - (void)pulseGrowAnimationDidStop:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context { [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:pulsesteps[1]]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(pulseShrinkAnimationDidStop:finished:context:)]; self.transform = CGAffineTransformMakeScale(0.9, 0.9); [UIView commitAnimations]; } - (void)pulseShrinkAnimationDidStop:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context { [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:pulsesteps[2]]; self.transform = CGAffineTransformIdentity; [UIView commitAnimations]; } My routine is based on the Prototyping class given by Apple during WWDC 09. It may not be "correct" but it works as is. I just would like to add the animation to this image/screen to really make the concept clear.

    Read the article

  • Creating a Pop animation similar to the presentation of UIAlertView

    - by JK
    I would like to present a view in the same manner as that of UIAlertView - a pop/spring. Unfortunately subclassing UIAlertView is not an option for the view I need to present. I have written some code, but I can't seem to get it as realistic as I would like. I would appreciate any suggestions for greater realism or a link if anything similar has been done (I could not find anything on Google). Thank you. - (id)initWithFrame:(CGRect)frame { if ((self = [super initWithFrame:frame])) { self.backgroundColor = [UIColor whiteColor]; v = [[UIView alloc] initWithFrame:CGRectMake(140, 140, 60, 60)]; v.backgroundColor = [UIColor blueColor]; [self addSubview:v]; [self animate]; } return self; } - (void)animate { [UIView beginAnimations:nil context:NULL]; [UIView setAnimationCurve:UIViewAnimationCurveLinear]; [UIView setAnimationDuration:0.2]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(popStep1Complete)]; v.frame = CGRectMake(90, 90, 140, 140); [UIView commitAnimations]; } - (void)popStep1Complete { [UIView beginAnimations:nil context:NULL]; [UIView setAnimationCurve:UIViewAnimationCurveLinear]; [UIView setAnimationDuration:0.15]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(popStep2Complete)]; v.frame = CGRectMake(110, 110, 100, 100); [UIView commitAnimations]; } - (void)popStep2Complete { [UIView beginAnimations:nil context:NULL]; [UIView setAnimationCurve:UIViewAnimationCurveLinear]; [UIView setAnimationDuration:0.15]; v.frame = CGRectMake(100, 100, 120, 120); [UIView commitAnimations]; }

    Read the article

  • iPhone SDK: TextView, Keyboard in Landscape mode

    - by Arnold
    Hello. How do I make sure that the textview is shown and the keyboard is not obscuring the textview, while in landscape. Using UICatalog I created a TextViewController which works. In it there are two methods for calling the keyboard and making sure that textView is positioned above the keyboard. his just works great in Portrait mode. I got the Landscape mode working, but on the textView is still being put to the top of the iPhone to compensate for the keyboard in portrait mode. I changed the methods for showing the keyboards. Below is the code for this methods: (I will just let see the code for show, since the hide code will be the reverse.. - (void)keyboardWillShow:(NSNotification *)aNotification { UIInterfaceOrientation orientation = [[UIApplication sharedApplication] statusBarOrientation]; if (orientation == UIInterfaceOrientationPortrait) { // the keyboard is showing so resize the table's height CGRect keyboardRect = [[[aNotification userInfo] objectForKey:UIKeyboardBoundsUserInfoKey] CGRectValue]; NSTimeInterval animationDuration = [[[aNotification userInfo] objectForKey:UIKeyboardAnimationDurationUserInfoKey] doubleValue]; CGRect frame = self.view.frame; frame.size.height -= keyboardRect.size.height; [UIView beginAnimations:@"ResizeForKeyboard" context:nil]; [UIView setAnimationDuration:animationDuration]; self.view.frame = frame; [UIView commitAnimations]; } else if (orientation == UIInterfaceOrientationLandscapeLeft) { NSLog(@"Left"); // Verijderen later CGRect keyboardRect = [[[aNotification userInfo] objectForKey:UIKeyboardBoundsUserInfoKey] CGRectValue]; NSTimeInterval animationDuration = [[[aNotification userInfo] objectForKey:UIKeyboardAnimationDurationUserInfoKey] doubleValue]; CGRect frame = self.view.frame; frame.size.width -= keyboardRect.size.height; [UIView beginAnimations:@"ResizeForKeyboard" context:nil]; [UIView setAnimationDuration:animationDuration]; self.view.frame = frame; [UIView commitAnimations]; } else if (orientation == UIInterfaceOrientationLandscapeRight){ NSLog(@"Right"); // verwijderen later. CGRect keyboardRect = [[[aNotification userInfo] objectForKey:UIKeyboardBoundsUserInfoKey] CGRectValue]; NSTimeInterval animationDuration = [[[aNotification userInfo] objectForKey:UIKeyboardAnimationDurationUserInfoKey] doubleValue]; CGRect frame = self.view.frame; frame.size.width -= keyboardRect.size.width; [UIView beginAnimations:@"ResizeForKeyboard" context:nil]; [UIView setAnimationDuration:animationDuration]; self.view.frame = frame; [UIView commitAnimations]; } } I know that I have to change the line frame.size.height -= keyboardRect.size.height but I do not seem to get it working. I tried frame.size.width -= keyboardRect.size.height that did not work. Losing the keyboardRect and frame all together work, however off course the keyboard obscures the textview........

    Read the article

  • UILabel fade-in fade-out question

    - by Oscar Peli
    Hi there, I got the following code inside an NSTimer selector: [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:2.0]; [infoLbl setAlpha:0]; [UIView commitAnimations]; [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:2.0]; [infoLbl setAlpha:1]; [UIView commitAnimations]; So I want to implement a simple fade-in/fade-out loop upon a UILabel (infoLbl). Well, with this code I get only the fade-in step, since the UILabel suddenly disappear, then fades-in. Some suggestion? Thanks.

    Read the article

  • Animating resizing and moving UIView at the same time

    - by chouchou
    I'd like to "Stretch" a UIView to the right side, meaning increase it's frame.size.width by foo pixels and at the same time decreasing it's frame.origin.x by foo pixels, using [UIView beginAnimations] syntax. However, if I do that, when the animation begins the view immediately resizes, and then starts the animation for the origin. CGRect currFrame = someView.frame; currFrame.size.width += 100; currFrame.origin.x -= 100; [UIView beginAnimations:@"Anim1" context:nil]; someView.frame = currFrame; [UIView setAnimationDuration:0.7]; [UIView commitAnimations]; I've also tried breaking the animation down to 2 parts but then I can't keep the right position in place. Any help is much appreciated!

    Read the article

  • Animating removeFromSuperview

    - by brettr
    I'd like to animate the transition from a subview back to the super view. I display the subview using: [UIView beginAnimations:@"curlup" context:nil]; [UIView setAnimationDelegate:self]; [UIView setAnimationDuration:.5]; [UIView setAnimationTransition:UIViewAnimationTransitionCurlUp forView:self.view cache:YES]; [self.view addSubview:self.mysubview.view]; [UIView commitAnimations]; The above works fine. It's going back to the super view that I don't get any animation: [UIView beginAnimations:@"curldown" context:nil]; [UIView setAnimationDelegate:self]; [UIView setAnimationDuration:.5]; [UIView setAnimationTransition:UIViewAnimationTransitionCurlDown forView:self.view cache:YES]; [self.view removeFromSuperview]; [UIView commitAnimations]; Is there something different I should be doing to get the subview to animate when removed?

    Read the article

  • UIView Animation won't run transition

    - by dpelletier
    So, I've searched quite a bit for this and can't seem to find a solution. This code works: CGContextRef context = UIGraphicsGetCurrentContext(); [UIView beginAnimations:nil context:context]; [UIView setAnimationDuration:5]; [c setCenter:CGPointMake(200, 200)]; [UIView commitAnimations]; This code doesn't: CGContextRef context = UIGraphicsGetCurrentContext(); [UIView beginAnimations:nil context:context]; [UIView setAnimationBeginsFromCurrentState:YES]; [UIView setAnimationTransition:UIViewAnimationTransitionFlipFromLeft forView:c cache:YES]; [UIView setAnimationDuration:5]; [c exchangeSubviewAtIndex:0 withSubviewAtIndex:1]; [UIView commitAnimations]; And I know the call to exchangeSubViewAtIndex is working because if I remove it from the animation block it functions as expected. Anyone have any insight as to why this transition won't run? Something I need to import?

    Read the article

  • Fade animation UITableViewCell

    - by Tomas
    Hi everyone, I have a UITableViewController that populates a UITableView with some data that I pull off the net. The data for each cell consists also of an image used as background, which I'm downloading in a separated NSOperation added to a NSOperationQueue with a MaxConcurrentOperationCount set to 4. As long as the image is not downloaded I'm showing a generic placeholder which I would like to replace (fading out/fading in) with the downloaded image once it's being successfully downloaded. I'm using the following code placed inside the cellForRowAtIndexPath of the UITableViewController. [UIView beginAnimations:@"fade" context:nil]; [UIView setAnimationBeginsFromCurrentState:YES]; [UIView setAnimationDuration:3.0]; [UIView setAnimationCurve:UIViewAnimationCurveEaseInOut]; cell.placeholderUIImage.alpha = 0.0; cell.backgroundUIImage.alpha = 1.0; [UIView commitAnimations]; This is unfortunately just working randomly for a couple of rows, since for the most the background image is set instantly, as if the animation started on one cell would have been "overwritten" by the next call of beginAnimations.

    Read the article

  • How to control overlapping Alpha fades on iPhone...

    - by ReduxDJ
    I have two animation methods, basically the just repeat... How do I prevent them from overlapping and flickering, is there a convenient way to do this? Thanks, -(void) doPowerChangeAnimUp { powerIconChange .alpha = 0; [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDidStopSelector:@selector(animationDidStop:)]; [UIView setAnimationDelegate:self] ; [UIView setAnimationDuration:2]; [powerIconChange setAlpha:1]; [UIView commitAnimations]; } -(void)animationDidStop:(NSString *)animationID { [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDelegate:self] ; [UIView setAnimationDidStopSelector:@selector(doPowerChangeAnimUp)]; [UIView setAnimationDuration:2]; [powerIconChange setAlpha:0]; [UIView commitAnimations]; }

    Read the article

  • UILabels text disappears when animating

    - by Wilhelm Michaelsen
    I have this code: - (void)my_button_tapped { if (my_button.tag == 0) { [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:0.5]; my_label.frame = CGRectMake(450, 455, 200, 20); [UIView commitAnimations]; [my_button setBackgroundImage:[UIImage imageNamed:@"check.png"] forState:UIControlStateNormal]; my_button.tag = 1; } else { [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:0.5]; my_label.frame = CGRectMake(450, 455, 0, 20); [UIView commitAnimations]; [my_button setBackgroundImage:nil forState:UIControlStateNormal]; my_button.tag = 0; } } When I tap my_button first time the label is expanded into 200px width, when I press the button again the label decreases to 0px width but immediately at button press the text disappears. What's wrong?

    Read the article

  • Animating removeFromSuperview

    - by user230949
    I'd like to animate the transition from a subview back to the super view. I display the subview using: [UIView beginAnimations:@"curlup" context:nil]; [UIView setAnimationDelegate:self]; [UIView setAnimationDuration:.5]; [UIView setAnimationTransition:UIViewAnimationTransitionCurlUp forView:self.view cache:YES]; [self.view addSubview:self.mysubview.view]; [UIView commitAnimations]; The above works fine. It's going back to the super view that I don't get any animation: [UIView beginAnimations:@"curldown" context:nil]; [UIView setAnimationDelegate:self]; [UIView setAnimationDuration:.5]; [UIView setAnimationTransition:UIViewAnimationTransitionCurlDown forView:self.view cache:YES]; [self.view removeFromSuperview]; [UIView commitAnimations]; Is there something different I should be doing to get the subview to animate when removed?

    Read the article

  • Why i cannot get the frame of a UIView in order to move it? The view is defined.

    - by Jann
    I am creating a nav-based app with a view that floats at the bottom of the screen (Alpha .7 most of the time). I create it like this... // stuff to create the tabbar/nav bar. // THIS ALL WORKS... // then add it to subview. [window addSubview:tabBarController.view]; // need this last line to display the window (and tab bar controller) [window makeKeyAndVisible]; // Okay, here is the code i am using to create a grey-ish strip exactly `zlocationAccuracyHeight` pixels high at `zlocationAccuracyVerticalStartPoint` starting point vertically. CGRect locationManagerAccuracyUIViewFrame = CGRectMake(0,zlocationAccuracyVerticalStartPoint,[[UIScreen mainScreen] bounds].size.width,zlocationAccuracyHeight); self.locationManagerAccuracyUIView = [[UIView alloc] initWithFrame:locationManagerAccuracyUIViewFrame]; self.locationManagerAccuracyUIView.autoresizingMask = (UIViewAutoresizingFlexibleWidth); self.locationManagerAccuracyUIView.backgroundColor = [UIColor darkGrayColor]; [self.locationManagerAccuracyUIView setAlpha:0]; CGRect locationManagerAccuracyLabelFrame = CGRectMake(0, 0,[[UIScreen mainScreen] bounds].size.width,zlocationAccuracyHeight); locationManagerAccuracyLabel = [[UILabel alloc] initWithFrame:locationManagerAccuracyLabelFrame]; if ([myGizmoClass useLocationServices] == 0) { locationManagerAccuracyLabel.text = @"GPS Accuracy: Using Manual Location"; } else { locationManagerAccuracyLabel.text = @"GPS Accuracy: One Moment Please..."; } locationManagerAccuracyLabel.font = [UIFont boldSystemFontOfSize:12]; locationManagerAccuracyLabel.textAlignment = UITextAlignmentCenter; locationManagerAccuracyLabel.textColor = [UIColor whiteColor]; locationManagerAccuracyLabel.backgroundColor = [UIColor clearColor]; [locationManagerAccuracyLabel setAlpha:0]; [self.locationManagerAccuracyUIView addSubview: locationManagerAccuracyLabel]; [window addSubview: self.locationManagerAccuracyUIView]; this all works (i am not sure about the order i create the uiview in ... meaning i am creating the frame, the view, creating the "accuracy text" and adding that to the view, then adding the uiview as a subview of the window . It works and seems correct in my logic. So, here is the tough part. I have a timer that i am testing with. I am trying to float the uiview up by 30 pix. here is that code: [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:0.3]; CGRect rect = [ self.locationManagerAccuracyUIView frame]; NSLog(@"ORIGIN: %d x %d (%@)\n",rect.origin.x,rect.origin.y,rect); rect.origin.y -= 30; [UIView commitAnimations]; The problem? rect is nill, rect.origin.x and rect.origin.y are both zero. Can anyone tell me why? Here is how i set up self.locationManagerAccuracyUIView in my files: Delegate.h UIView *locationManagerAccuracyUIView; UILabel *locationManagerAccuracyLabel; ... @property (nonatomic, retain) IBOutlet UIView *locationManagerAccuracyUIView; @property (nonatomic, retain) IBOutlet UILabel *locationManagerAccuracyLabel; Delegate.m ... @synthesize locationManagerAccuracyUIView; @synthesize locationManagerAccuracyLabel; ... BTW: Other places in another timer i DO set the alpha to fade in and out and THAT works! So locationManagerAccuracyUIView is valid and defined as a view... For instance: [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:0.5]; [locationManagerAccuracyLabel setAlpha:1]; [UIView commitAnimations]; [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:0.5]; [self.locationManagerAccuracyUIView setAlpha:.7]; [UIView commitAnimations]; ...and it DOES work. Can anyone help me? As an aside: I know, when typing this I used self.locationManagerAccuracyUIView and locationManagerAccuracyUIView interchangeably to see if for some reason that was the issue. It is not. :) Thx

    Read the article

  • iPhone SDK 3.2 UIGestureRecognizer interfering with UIView animations?

    - by Brian Cooley
    Are there known issues with gesture recognizers and the UIView class methods for animation? I am having problems with a sequence of animations on a UIImageView from UIGestureRecognizer callback. If the sequence of animations is started from a standard callback like TouchUpInside, the animation works fine. If it is started via the UILongPressGestureRecognizer, then the first animation jumps to the end and the second animation immediately begins. Here's a sample that illustrates my problem. In the .xib for the project, I have a UIImageView that is connected to the viewToMove IBOutlet. I also have a UIButton connected to the startButton IBOutlet, and I have connected its TouchUpInside action to the startButtonClicked IBAction. The TouchUpInside action works as I want it to, but the longPressGestureRecognizer skips to the end of the first animation after about half a second. When I NSLog the second animation (animateTo200) I can see that it is called twice when a long press starts the animation but only once when the button's TouchUpInside action starts the animation. - (void)viewDidLoad { [super viewDidLoad]; UILongPressGestureRecognizer *longPressRecognizer = [[UILongPressGestureRecognizer alloc] initWithTarget:self action:@selector(startButtonClicked)]; NSArray *recognizerArray = [[NSArray alloc] initWithObjects:longPressRecognizer, nil]; [startButton setGestureRecognizers:recognizerArray]; [longPressRecognizer release]; [recognizerArray release]; } -(IBAction)startButtonClicked { if (viewToMove.center.x < 150) { [self animateTo200:@"Right to left" finished:nil context:nil]; } else { [self animateTo100:@"Right to left" finished:nil context:nil]; } } -(void)animateTo100:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context { [UIView beginAnimations:@"Right to left" context:nil]; [UIView setAnimationDuration:4]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(animateTo200:finished:context:)]; viewToMove.center = CGPointMake(100.0, 100.0); [UIView commitAnimations]; } -(void)animateTo200:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context { [UIView beginAnimations:@"Left to right" context:nil]; [UIView setAnimationDuration:4]; viewToMove.center = CGPointMake(200.0, 200.0); [UIView commitAnimations]; }

    Read the article

  • iPad: Move UIView with animation, then move it back

    - by Joel
    I have the following code in a UIView subclass that will move it off the screen with an animation: float currentX = xposition; //variables that store where the UIView is located float currentY = yposition; float targetX = -5.0f - self.width; float targetY = -5.0f - self.height; moveX = targetX - currentX; //stored as an instance variable so I can hang on to it and move it back moveY = targetY - currentY; [UIView beginAnimations:@"UIBase Hide" context:nil]; [UIView setAnimationDuration:duration]; self.transform = CGAffineTransformMakeTranslation(moveX,moveY); [UIView commitAnimations]; It works just great. I've changed targetX/Y to 0 to see if it does indeed move to the specified point, and it does. The problem is when I try and move the view back to where it was originally: moveX = -moveX; moveY = -moveY; [UIView beginAnimations:@"UIBase Show" context:nil]; [UIView setAnimationDuration:duration]; self.transform = CGAffineTransformMakeTranslation(moveX,moveY); [UIView commitAnimations]; This puts the UIView about 3x as far as it should. So the view usually gets put off the right side of the screen (depending on where it is). Is there something with the CGAffineTransforMakeTranslation function that I should know? I read the documentation, and from what I can tell, it should be doing what I'm expecting it to do. Anyone have a suggestion of how to fix this? Thanks.

    Read the article

  • Modify coverflow component ,add backview ?

    - by hib
    Hi all , I am developing an iPhone application in which I needs to implement a Coverflow component. I got a good library from here It is working nicely . Now I want to show a different back view with 6 buttons when a user double taps on the image in the coverflow . For that the tapkulibrary author has implemented a delegate method called which is : - (void) coverflowView:(TKCoverflowView*)coverflowView coverAtIndexWasDoubleTapped:(int)index{ TKCoverView *cover = [coverflowView coverAtIndex:index]; //if(cover == nil) return; // [UIView beginAnimations:nil context:nil]; // [UIView setAnimationDuration:1]; // [UIView setAnimationTransition:UIViewAnimationTransitionFlipFromLeft forView:cover cache:YES]; // [UIView commitAnimations]; *********************MY BACK View ******************************* UIView *c; NSArray *array = [[NSBundle mainBundle] loadNibNamed:@"TestMine" owner:nil options:nil]; c = [array objectAtIndex:0]; [cover addSubview:c]; [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:1.0]; [UIView setAnimationTransition:UIViewAnimationTransitionFlipFromLeft forView:cover cache:YES]; [UIView setAnimationDuration:1.0]; CGAffineTransform transform = CGAffineTransformMakeScale(1.2, 1.2); cover.transform = transform; [UIView commitAnimations]; NSLog(@"Index: %d",index); } I am not much aware about the drawing code used in this example my back view is not working perfectly . So can anyone modify me this method or code to push my back view when double tapping the image and again double tapping shows the real image again . I need help .

    Read the article

  • Scrolling screen upward to expose TextView above keyboard

    - by Matt Winters
    I think I'm missing something obvious and would appreciate an answer. I have a view with a 2-section grouped tableView, each section having one row and a textView, the heights of the rows 335 and 140. This allows for a box with nicely rounded corners to type text into when the keyboard appears (140 height section) and when the keyboard is dismissed, a nice box to read more text (notes); most of the time, use is without the keyboard. I also added a toolbar at the bottom of the screen to scroll up above the keyboard. A button on the toolbar dismisses the keyboard. This last part works fine with the keyboard going up and down using a notification and the following code in a keyboardWillShow method: [UIView beginAnimations:@"showKeyboardAnimation" context:nil]; [UIView setAnimationDuration:0.50]; self.view.frame = CGRectMake(self.view.frame.origin.x, self.view.frame.origin.y, self.view.frame.size.width, self.view.frame.size.height - 216); [UIView commitAnimations]; But with the above code, the 2 sections of the tableView remain unscrolled, only the toolbar and the keyboard move. With the following code (found both in previous posts), both the toolbar and the tableView sections move. [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:0.50]; CGRect rect = self.view.frame; rect.origin.y -= 216; self.view.frame = rect; [UIView commitAnimations]; Now I know that I have to tweak the numbers to get the everything as I want it but my first question is what is substantively different between the 2 sets of code that the sections move in the 2nd but not in the 1st? The toolbar also moves with the 2nd code. The second question is, am I going to be able to scroll the smaller height section from off the screen to above the keyboard while at the same time moving the toolbar up just 216? Thanks

    Read the article

  • Image animation over CGContextDrawPDFPage

    - by BittenApple
    I'm modifying the QuartzDemo sample app from Apple. In QuartzViewController.m I have modifications (by DyingCactus) which replac the back button and add a method to handle the back button press as follows: -(void)viewDidLoad { // Add the QuartzView [scrollView addSubview:self.quartzView]; //add custom back button if this is the PDF view... if ([self.quartzView isKindOfClass:[QuartzPDFView class]]) { self.navigationItem.leftBarButtonItem = [[UIBarButtonItem alloc] initWithTitle:@"QuartzDemo" style:UIBarButtonItemStyleBordered target:self action:@selector(myBackButtonHandler:)]; } } - (void)myBackButtonHandler:(id)sender { [self.quartzView setFrame:CGRectMake(150, -200, 100, 200)]; [UIView beginAnimations:nil context:nil]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(animationDidStop:finished:context:)]; [UIView setAnimationDuration:1.0]; [self.quartzView setFrame:CGRectMake(150, 0, 100, 200)]; [UIView commitAnimations]; } - (void)animationDidStop:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context { [self.navigationController popViewControllerAnimated:YES]; } I have a PNG image in resources folder called "bookmark.png" and would like to have that image animate as in animation in the example above. The image can be loaded in an UImageview or something and lets say that I have one called bookmark. How do I call that instead of self.quartzview in this part of code: [self.quartzView setFrame:CGRectMake(150, -200, 100, 200)]; [UIView beginAnimations:nil context:nil]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(animationDidStop:finished:context:)]; [UIView setAnimationDuration:1.0]; [self.quartzView setFrame:CGRectMake(150, 0, 100, 200)]; [UIView commitAnimations];

    Read the article

  • My Core Animation block isn't working as I'd expect

    - by Alex Reynolds
    I have a UIView called activityView, which contains two subviews activityIndicator and cancelOperationsButton. These views are embedded in a XIB and wired up to my view controller. I have two methods that deal with activating (showing) and deactivating (hiding) these two subviews: - (void) enableActivityIndicator { [activityIndicator startAnimating]; [cancelOperationsButton setHidden:NO]; } - (void) disableActivityIndicator { [activityIndicator stopAnimating]; [cancelOperationsButton setHidden:YES]; } By themselves, these two methods work fine. To give this a bit of polish, I'd like to add an animation that fades these subviews in and out: - (void) enableActivityIndicator { [activityIndicator startAnimating]; [cancelOperationsButton setHidden:NO]; [UIView beginAnimations:@"fadeIn" context:nil]; [UIView setAnimationDelay:0.0f]; [UIView setAnimationDuration:1.0f]; [UIView setAnimationCurve:UIViewAnimationCurveEaseIn]; activityView.alpha = 1.0f; [UIView commitAnimations]; } - (void) disableActivityIndicator { [UIView beginAnimations:@"fadeOut" context:nil]; [UIView setAnimationDelay:0.0f]; [UIView setAnimationDuration:1.0f]; [UIView setAnimationCurve:UIViewAnimationCurveEaseOut]; activityView.alpha = 0.0f; [UIView commitAnimations]; [activityIndicator stopAnimating]; [cancelOperationsButton setHidden:YES]; } But the animations are not working — the subviews just show up or disappear without the parent view's alpha property having an effect on transparency. How should I write these methods to get the fade-in, fade-out effect I am after?

    Read the article

  • Stall in animation

    - by tech74
    Hi , I am using this code from this site http://ramin.firoozye.com/2009/09/29/semi-modal-transparent-dialogs-on-the-iphone/ to show a modal view and remove it. It displays fine ie drops in from the top but when being removed it stalls just on its way out just for a fraction of second but its noticeable how do i get rid of the stall. The view i am showing is view of a viewcontroller which is a memeber of the parent viewcontroller so i call methods like this to display [self showModal:self.modalController.view] to hide [self hideModal:self.modalController.view]; (void) showModal:(UIView*) modalView { UIWindow* mainWindow = (((SessionTalkAppDelegate*) [UIApplication sharedApplication].delegate).window); //CGPoint middleCenter = modalView.center; CGPoint middleCenter = CGPointMake(160, 205); CGSize offSize = [UIScreen mainScreen].bounds.size; //CGPoint offScreenCenter = CGPointMake(offSize.width / 2.0, offSize.height * 1.5); CGPoint offScreenCenter = CGPointMake(offSize.width / 2.0, -100); // start from top modalView.center = offScreenCenter; // we start off-screen [mainWindow addSubview:modalView]; // Show it with a transition effect [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:0.3]; // animation duration in seconds [UIView setAnimationCurve:UIViewAnimationCurveEaseInOut]; modalView.center = middleCenter; [UIView commitAnimations]; } // Use this to slide the semi-modal back up. - (void) hideModal:(UIView*) modalView { CGSize offSize = [UIScreen mainScreen].bounds.size; //CGPoint offScreenCenter = CGPointMake(offSize.width / 2.0, offSize.height * 1.5); CGPoint offScreenCenter = CGPointMake(offSize.width / 2.0, -100); [UIView beginAnimations:nil context:modalView]; [UIView setAnimationDuration:0.3]; [UIView setAnimationCurve:UIViewAnimationCurveEaseInOut]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(hideModalEnded:finished:context:)]; modalView.center = offScreenCenter; [UIView commitAnimations]; } (void) hideModalEnded:(NSString *)animationID finished:(NSNumber *)finished context:(void )context { UIView modalView = (UIView *)context; [modalView removeFromSuperview]; //[modalView release]; }

    Read the article

  • iPhone: contentInset isn't animating

    - by Cuzog
    In my app, I have a table view. When the user clicks a button, a UIView overlays part of that table view. It's essentially a partial modal. That table view is intentionally still scrollable while that modal is active. To allow the user to scroll to the bottom of the table view, I change the contentInset and scrollIndicatorInsets values to adjust for the smaller area above the modal. When the modal is taken away, I reset those inset values. The problem is that when the user has scrolled to the bottom of the newly adjusted inset and then dismisses the modal, the table view jumps abruptly to a new scroll position because the inset is changed instantly. I would like to animate it so there is a transition, but the beginAnimation/commitAnimations methods aren't affecting it for some reason. Any ideas as to why the values aren't getting animated? Any help is greatly appreciated! The relevant code from the table view controller is here: - (void)viewDidLoad { [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(modalOpened) name:@"ModalStartedOpening" object:nil]; [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(modalDismissed) name:@"ModalStartedClosing" object:nil]; [super viewDidLoad]; } - (void)modalOpened { [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:0.5]; [UIView setAnimationDelegate:self]; self.tableView.contentInset = UIEdgeInsetsMake(0, 0, 201, 0); self.tableView.scrollIndicatorInsets = UIEdgeInsetsMake(0, 0, 201, 0); [UIView commitAnimations]; } - (void)modalDismissed { [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:0.5]; [UIView setAnimationDelegate:self]; self.tableView.contentInset = UIEdgeInsetsMake(0, 0, 0, 0); self.tableView.scrollIndicatorInsets = UIEdgeInsetsMake(0, 0, 0, 0); [UIView commitAnimations]; }

    Read the article

  • iPhone: Animating a view when another view appears/disappears

    - by MacTouch
    I have the following view hierarchy UITabBarController - UINavigationController - UITableViewController When the table view appears (animated) I create a toolbar and add it as subview of the TabBar at the bottom of the page and let it animate in with the table view. Same procedure in other direction, when the table view disappears. It does not work as expected. The animation duration is OK, but somehow not exact the same as the animation of the table view when it becomes visible When I display the table view for the second time, the toolbar does not disappear at all and remains at the bottom of the parent view. What's wrong with it? - (void)animationDone:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context { UIView *toolBar = [[[self tabBarController] view] viewWithTag:1000]; [toolBar removeFromSuperview]; } - (void)viewWillAppear:(BOOL)animated { UIEdgeInsets insets = UIEdgeInsetsMake(0, 0, 44, 0); [[self tableView] setContentInset:insets]; [[self tableView] setScrollIndicatorInsets:insets]; // Toolbar initially placed outside of the visible frame (x=320) UIView *toolBar = [[UIToolbar alloc] initWithFrame:CGRectMake(320, 480-44, 320, 44)]; [toolBar setTag:1000]; [[[self tabBarController] view] addSubview:toolBar]; [UIView beginAnimations:nil context:nil]; [UIView setAnimationCurve:UIViewAnimationCurveEaseInOut]; [UIView setAnimationDuration:0.35]; [toolBar setFrame:CGRectMake(0, 480-44, 320, 44)]; [UIView commitAnimations]; [toolBar release]; [super viewWillAppear:animated]; } - (void)viewWillDisappear:(BOOL)animated { UIView *toolBar = [[[self tabBarController] view] viewWithTag:1000]; [UIView beginAnimations:nil context:nil]; [UIView setAnimationCurve:UIViewAnimationCurveEaseInOut]; [UIView setAnimationDuration:0.35]; [UIView setAnimationDidStopSelector:@selector(animationDone:finished:context:)]; [toolBar setFrame:CGRectMake(320, 480-44, 320, 44)]; [UIView commitAnimations]; [super viewWillDisappear:animated]; }

    Read the article

1 2 3 4 5 6  | Next Page >