Animation in UITextField delegate method does not execute - objective-c

When I click on text box txtAge, the delegate method gets called but animation does not execute:
-(void)textFieldDidBeginEditing:(UITextField *)textField {
NSLog(#"field Edited");
if (textField.tag == 0) {
NSLog(#"IF Block ");
[UIPickerView beginAnimations:nil context:nil];
[UIPickerView setAnimationDuration:0.3];
PkrView .frame = CGRectMake(0, 450, 414, 215);
}
else
{
NSLog(#" else");
}
return; }
Can you figure out why?

You missed commitAnimations call. However, quoted from Apple documentation about beginAnimations:
Use of this method is discouraged in iOS 4.0 and later. You should use the block-based animation methods to specify your animations instead.
You should convert your animation like the following:
[UIPickerView animateWithDuration:0.3 animations:^{
self.view.frame = CGRectMake(0, 450, 414, 215);
} completion:^(BOOL finished){
// optional, do something after animation completed
}];

Related

cannot move frame inside method inside textfielddidbeginediting

I am trying to move textfield frame when you begin editing; hacked it by putting method call in "keyboardWasShown". But that is delayed suboptimal solution. How can I move textfield around from method inside of didBeginEditing? The method gets called but it just seems to ignore moving the frame around. Interestingly, the frame moves correctly the second time I interact with the commentField. Code:
-(void)textFieldDidBeginEditing:(UITextField *)textField
{
if ([textField isEqual:self.commentField]) {
self.commentField.text=#"";
[self.commentField setTextColor:[UIColor blackColor]];
[self animateTextFieldUp:self.commentField];
}
}
- (void)textFieldDidEndEditing:(UITextField *)textField
{
[self animateTextFieldDown:self.commentField];
}
CGFloat KEYBOARD_HEIGHT;
- (void)keyboardWasShown:(NSNotification*)notification {
// Get the size of the keyboard.
CGSize keyboardSize = [[[notification userInfo] objectForKey:UIKeyboardFrameBeginUserInfoKey] CGRectValue].size;
KEYBOARD_HEIGHT=keyboardSize.height;
[self animateTextFieldUp:self.commentField];
}
-(void)animateTextFieldUp:(UITextField*)textField
{
int movement = movementDistance;
[UIView beginAnimations: #"animateTextField" context: nil];
[UIView setAnimationBeginsFromCurrentState: YES];
[UIView setAnimationDuration: movementDuration];
self.commentField.frame = CGRectOffset(self.commentField.frame, 0, movement);
self.bottomView.frame = CGRectOffset(self.bottomView.frame, 0, movement);
self.sendButton.frame = CGRectOffset(self.sendButton.frame, 0, movement);
[UIView commitAnimations];
}

List of Buttons lighting up at random

The method im trying to achieve is set a button to 0.5 alpha then back to 1 in the space of three seconds. After its executed 5 time on the four buttons the block of code is finished. Im struggling to find a way in which this can be achieved becasue right now the block below will be an infinite loop when i want it to be only executed through once.
int rand=random()%5;
switch (rand) {
case 1:{
[UIView beginAnimations:NULL context:NULL];
[UIView setAnimationDuration:5.0];
[btnYellow setAlpha:0.5];
[btnYellow setAlpha:1];
[UIView commitAnimations];
}
break;
case 2:
[UIView beginAnimations:NULL context:NULL];
[UIView setAnimationDuration:5.0];
[btnRed setAlpha:0.5];
[btnRed setAlpha:1];
[UIView commitAnimations];
break;
case 3:
[UIView beginAnimations:NULL context:NULL];
[UIView setAnimationDuration:5.0];
[btnBlue setAlpha:1];
[UIView commitAnimations];
case 4:
[UIView beginAnimations:NULL context:NULL];
[UIView setAnimationDuration:5.0];
[btnGreen setAlpha:1];
[UIView commitAnimations];
break;
case 5:
[UIView beginAnimations:NULL context:NULL];
[UIView setAnimationDuration:5.0];
[btnYellow setAlpha:1];
[UIView commitAnimations];
break;
}
As you are setting up the button's alpha to 0.5 and then to 1 immediately, the button's alpha won't animate. You can get an idea this snippet
[UIView animateWithDuration:0.3 animations:^{
[your_btn setAlpha:0.5];
} completion:^(BOOL finished) {
if(finished)
[self performSelector:#selector(revertAlphaToOne) withObject:nil afterDelay:0.5];
}];
And in that revertAlphaToOne Method, you can revert the button's alpha to 1 as
[UIView animateWithDuration:0.3 animations:^{
[your_btn setAlpha:1.0];
} completion:nil
}];
Adjust the time variables according to your likings And/Or call the second snippet in the first block's completion block itself.
Well, I've been using this site for several years, and I was due for a nice thorough answer to give back.
I built a project and accomplished the functionality you desired. Some notes:
-The key is recursion! You need to animate the fade out (using the function I provided) and, upon completion, animating the fade back in using the same function. Once completed, exercise recursion and prepare to call itself (beginAnimations) until all ints=5.
-I decided to fade from 1->.5->1 because the .5 alpha was annoying me. Shouldn't be hard to switch that around if you want it reversed.
-To make sure no button fades more than fives times, you need to declare and increment an int corresponding to each button.
-Use arc4random(), not random(). Random is for debugging as you will have the same result every time.
-Keep your switch case's straight; was hard to understand what you wanted to be different between them. On this note, use breaks and a default statement! Good luck employing all this into your app.
.m
#import "ViewController.h"
#interface ViewController ()
#end
#implementation ViewController
- (void)viewDidLoad
{
[super viewDidLoad];
[self.view setBackgroundColor:[UIColor blackColor]];
//declare and define button specifics
btnYellow = [UIButton buttonWithType: UIButtonTypeCustom];
[btnYellow setBackgroundColor: [UIColor yellowColor]];
btnYellow = [self buttonTraits:btnYellow];
[btnYellow setFrame: CGRectMake(20, 20, 280, 30)];
[btnYellow setTitleColor:[UIColor blackColor] forState:UIControlStateNormal];
[btnYellow.titleLabel setFont:[UIFont boldSystemFontOfSize:14]];
btnRed = [UIButton buttonWithType: UIButtonTypeCustom];
[btnRed setBackgroundColor: [UIColor redColor]];
[btnRed setFrame: CGRectMake(20, 60, 280, 30)];
[btnRed setTitleColor:[UIColor blackColor] forState:UIControlStateNormal];
[btnRed.titleLabel setFont:[UIFont boldSystemFontOfSize:14]];
btnBlue = [UIButton buttonWithType: UIButtonTypeCustom];
[btnBlue setFrame: CGRectMake(20, 100, 280, 30)];
[btnBlue setTitleColor:[UIColor blackColor] forState:UIControlStateNormal];
[btnBlue.titleLabel setFont:[UIFont boldSystemFontOfSize:14]];
[btnBlue setBackgroundColor: [UIColor blueColor]];
btnGreen = [UIButton buttonWithType: UIButtonTypeCustom];
[btnGreen setFrame: CGRectMake(20, 140, 280, 30)];
[btnGreen setTitleColor:[UIColor blackColor] forState:UIControlStateNormal];
[btnGreen.titleLabel setFont:[UIFont boldSystemFontOfSize:14]];
[btnGreen setBackgroundColor: [UIColor greenColor]];
//add buttons to the view
[self.view addSubview:btnYellow];
[self.view addSubview:btnRed];
[self.view addSubview:btnBlue];
[self.view addSubview:btnGreen];
//set the counting ints to 0
yellowCount = 0, redCount = 0, blueCount = 0, greenCount = 0;
//run through the animations the first time
[self beginAnimations];
}
-(void)beginAnimations
{
if (!(yellowCount==5 && redCount==5 && blueCount == 5 && greenCount == 5))
{
//if you want 5 buttons, define another one, then the next line would be int rand=random()%6;
int rand=((arc4random()%5)+1); //arc4random gives 0-3; add 1 for 1-4
switch (rand) {
case 1:
{
//make sure this button hasn't gone through the process 5 times already
if (yellowCount<5)
{
//increment the button's count
yellowCount++;
//set up animation with 1.5 second duration (alpha decline from 1->.5)
[UIView animateWithDuration:1.5 delay:0 options: UIViewAnimationOptionCurveEaseOut animations:^{
[btnYellow setAlpha:.5];
} completion:^(BOOL finished)
{
if(finished==TRUE)
{
[UIView animateWithDuration:1.5 delay:0 options: UIViewAnimationOptionCurveEaseOut animations:^{
[btnYellow setAlpha:1];
} completion:^(BOOL finished) {
if(finished==TRUE)
{
[self beginAnimations];
}
}];
}
}];
}
else
{
//restart the animation hoping to get another button that hasn't gone 5 times yet
[self beginAnimations];
}
}
break; //you forgot a break here. can cause troubles
case 2:
{
if (redCount<5)
{
redCount++;
[UIView animateWithDuration:1.5 delay:0 options: UIViewAnimationOptionCurveEaseOut animations:^
{
[btnRed setAlpha:.5];
} completion:^(BOOL finished)
{
if(finished==TRUE)
{
[UIView animateWithDuration:1.5 delay:0 options: UIViewAnimationOptionCurveEaseOut animations:^{
[btnRed setAlpha:1];
} completion:^(BOOL finished) {
if(finished==TRUE)
{
[self beginAnimations];
}
}];
}
}];
}
else
{
[self beginAnimations];
}
}
break;
case 3:
{
if (blueCount<5)
{
blueCount++;
[UIView animateWithDuration:1.5 delay:0 options: UIViewAnimationOptionCurveEaseOut animations:^
{
[btnBlue setAlpha:.5];
} completion:^(BOOL finished)
{
if(finished==TRUE)
{
[UIView animateWithDuration:1.5 delay:0 options: UIViewAnimationOptionCurveEaseOut animations:^{
[btnBlue setAlpha:1];
} completion:^(BOOL finished) {
if(finished==TRUE)
{
[self beginAnimations];
}
}];
}
}];
}
else
{
[self beginAnimations];
}
}
break; //you forgot another break here. can cause troubles
case 4:
{
if (greenCount<5)
{
greenCount++;
[UIView animateWithDuration:1.5 delay:0 options: UIViewAnimationOptionCurveEaseOut animations:^
{
[btnGreen setAlpha:.5];
} completion:^(BOOL finished)
{
if(finished==TRUE)
{
[UIView animateWithDuration:1.5 delay:0 options: UIViewAnimationOptionCurveEaseOut animations:^{
[btnGreen setAlpha:1];
} completion:^(BOOL finished) {
if(finished==TRUE)
{
[self beginAnimations];
}
}];
}
}];
}
else
{
[self beginAnimations];
}
}
break;
default:
{
//in case of an awry number, restart the process (be wary; infinite loop potential)
[self beginAnimations];
}
break; //it is of good practice to always have a default method in switch statements
}
}
else
{
//the process is complete
}
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
.h
#import <UIKit/UIKit.h>
#interface ViewController : UIViewController
{
UIButton *btnYellow;
UIButton *btnRed;
UIButton *btnBlue;
UIButton *btnGreen;
int yellowCount;
int redCount;
int blueCount;
int greenCount;
}
#end
The problem is that in cases 1 and 2, you set the alpha value to 0.5 and then IMMEDIATELY back to 1. So when the animation starts, it is simply 1 and will remain so. Just delete the 2nd assignment, and the animation will change alpha to 0.5. PS: As already mentioned, the random number generated is from 0 to 4, and not from 1 to 5.

how to spin an image continuously

I have an wheel image in .png format, I want to know how can i animate so that it rotates continuously, I searched on stackoverflow and found certain snippets of code which helped me rotate my image but it wouldn't rotate continuously, it would just rotate for a few seconds and stop, the code as follows
the code in viewdidload
UIImageView *imageToMove =
[[UIImageView alloc] initWithImage:[UIImageimageNamed:#"horo_circle.png"]];
[self.view addSubview:imageToMove];
[self rotateImage:imageToMove duration:5.0
curve:UIViewAnimationCurveEaseIn degrees:180];
and the animation
- (void)rotateImage:(UIImageView *)image duration:(NSTimeInterval)duration
curve:(int)curve degrees:(CGFloat)degrees
{
// Setup the animation
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:duration];
[UIView setAnimationCurve:curve];
[UIView setAnimationBeginsFromCurrentState:YES];
// The transform matrix
CGAffineTransform transform =
CGAffineTransformMakeRotation(DEGREES_TO_RADIANS(degrees));
image.transform = transform;
// Commit the changes
[UIView commitAnimations];
}
and the following lines after the import
#define M_PI 3.14159265358979323846264338327950288 /* pi */
#define DEGREES_TO_RADIANS(angle) (angle / 180.0 * M_PI)
You are better of doing this with a CABasicAnimation:
if ([self.spinnerOverlay animationForKey:#"SpinAnimation"] == nil) {
CABasicAnimation* animation = [CABasicAnimation animationWithKeyPath:#"transform.rotation.z"];
animation.fromValue = [NSNumber numberWithFloat:0.0f];
animation.toValue = [NSNumber numberWithFloat: 2*M_PI];
animation.duration = 10.0f;
animation.repeatCount = INFINITY;
[self.spinnerOverlay.layer addAnimation:animation forKey:#"SpinAnimation"];
}
In this code I check whether the animation is all ready set, not need to set it again.
The spinnerOverlay is in your case the UIImageView you want to rotate.
To stop the animation:
[self.spinnerOverlay.layer removeAnimationForKey:#"SpinAnimation"];
The code bellow will spin a UIImageView called iconView continiously until rotate == NO.
The image will always return to its original position.
- (void)performRotationAnimated
{
[UIView animateWithDuration:0.5
delay:0
options:UIViewAnimationOptionCurveLinear
animations:^{
self.iconView.transform = CGAffineTransformMakeRotation(M_PI);
}
completion:^(BOOL finished){
[UIView animateWithDuration:0.5
delay:0
options:UIViewAnimationOptionCurveLinear
animations:^{
self.iconView.transform = CGAffineTransformMakeRotation(0);
}
completion:^(BOOL finished){
if (_rotate) {
[self performRotationAnimated];
}
}];
}];
}
This is a variation on the same theme.
(Total duration: 2 * 0.5 = 1 sec for a spin)
Works like magic!
Here is another way to do it with a timer.
In your viewController.h file, you'll need to declare your timer and image:
#interface ViewController : UIViewController
{
IBOutlet UIImageView *spinningImage;
NSTimer *spinTimer;
}
Next, in your ViewController.m, you add this code and can make the spin go faster by lowering the time interval or by increasing the transform interval.
-(void) viewDidLoad {
spinTimer = [NSTimer scheduledTimerWithTimeInterval:.01 target: self selector:#selector(spinVoid) userInfo:nil repeats:YES];
}
-(void) spinVoid {
spinningImage.transform = CGAffineTransformRotate(spinningImage.transform, 0.001);
}
Hope this helps!
Now that we're at iOS6, please consider switching to block based animations (that are available since iOS 4.0) rather than the classical method. Try this:
[UIView animateWithDuration:duration delay:0.0 options:UIViewAnimationOptionRepeat animations:^{
image.transform = CGAffineTransformMakeRotation(DEGREES_TO_RADIANS(degrees));
} completion:nil];
Using the method you've chosen for animations :
[UIView setAnimationRepeatCount:10000000];
or, you can specify the UIViewAnimationOptionRepeat flag in the blocks method animateWithDuration:delay:options:animations:completion:

IOS - animation not responding

I want to create an animated menu.
first it's hidden outside screen
when user taps the screen, it will slide in
user can tap it and it do something
then after 3s it will slide outside screen
But problem is it not response when I tap it. Why?
example code: All code is in my UIView class.
showing = NO;
box = [[UIView alloc] initWithFrame:CGRectMake(500,-200,200,200)];
box.backgroundColor = [UIColor redColor];
UITapGestureRecognizer *tapBox = [[[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(tapMenuHandler:)] autorelease];
[box addGestureRecognizer:tapBox];
[self addSubView:box];
and:
-(void) tapMenuHandler: (UIView *)obj {
//Do something
NSLog(#"tap box");
}
and:
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
if (!showing) {
box.frame = CGRectMake(500, -200, 200, 200);
[UIView animateWithDuration:0.5f delay:0.3f options:(UIViewAnimationOptionAllowUserInteraction) animations:^{
box.frame = CGRectMake(500, 200, 200, 200);
} completion:^(BOOL finished) {
showing = YES;
[UIView animateWithDuration:0.5f delay:3.0f options:(UIViewAnimationOptionAllowUserInteraction) animations:^{
box.frame = CGRectMake(500, -200, 200,200);
} completion:^(BOOL finished) {
showing = NO;
}];
}];
}
}
Thank for your help and sorry for my English :)
Edit: more detail
I tried set start my box's origin in screen (ex. 500,600), It still always response when tap at start point (500,600) even though my box move to another position.
Update:
I changed my way to move box outside screen by use NSTimer then it's work!
[UIView animateWithDuration:0.5f delay:0.3f options:UIViewAnimationOptionAllowUserInteraction animations:^{
box.frame = CGRectMake(500,200,200,200);
} completion:^(BOOL finished) {
isShowMenubar = YES;
//use NSTimer instead of delay
[NSTimer scheduledTimerWithTimeInterval:3.0f target:self selector:#selector(hideBox) userInfo:nil repeats:NO];
}];
and
-(void)hideBox {
[UIView animateWithDuration:0.5f delay:0.0f options:UIViewAnimationOptionAllowUserInteraction animations:^{
box.frame = CGRectMake(500,-200,200,200);} completion:^(BOOL finished) {
isShowMenubar = NO;
}];
}
The reason why the box is not receiving touches has to do with how animation works. Your box is actually offscreen, but visually, it's going through the animation.
Even though you set the delay as 3.0, it still moves the box beforehand (due to the animation method still being called). So in your current code, if you tapped on the box at (500, -200) then it will receive the touch.
To fix this, either use an NSTimer or Grand Central Dispatch to delay.
NSTimer:
[NSTimer scheduledTimerWithTimeInterval:3.0 target:self action:#selector(dismissBox) userInfo:nil repeats:NO];
The problem with NSTimer is that you'll have to put that animation code in a separate method.
Grand Central Dispatch:
double delayInSeconds = 3.0;
dispatch_time_t popTime = dispatch_time(DISPATCH_TIME_NOW, delayInSeconds * NSEC_PER_SEC);
dispatch_after(popTime, dispatch_get_main_queue(), ^(void){
[UIView animateWithDuration:0.5f animations:^{
box.frame = CGRectMake(box.frame.origin.x, -200, 200,200);
}completion:^(BOOL finished) {
showing = NO;
}];
});
I ran the code and didn't see the red view either. Then playing around for a bit, I got that your view is animating but is still out of bounds so you never see it. try changing the animation block to something like (the origin of the frame is at the left bottom corner)
box.frame = CGRectMake(100, 100, 200, 200);
and hopefully it will come animating.
Also, assuming that you run these in your view controller, the correct method should be
[self.view addSubview:box];
hope this helps

How to flip an individual UIView (without flipping the parent view)

This is an iPad project where I have a UIView with several subViews, and I am trying to animate one of this UIViews using [UIView transitionFromView:toView:duration:options:completion], but when I run this method the whole parent view gets flipped!
This is the code I'm using:
UIView *secondView = [[UIView alloc] initWithFrame:CGRectMake(200, 200, 300, 300)];
[newView setBackgroundColor:[UIColor redColor]];
[UIView transitionFromView:self.firstView.view toView:secondView duration:1.0 options:UIViewAnimationOptionTransitionFlipFromLeft completion:nil];
Any idea on how can I flip between this views without animating the whole parent view?
Thanks!
this code may helps you:
put the two views you want to flip inside an unnamed view with the same size
and link the IBOutlet UIView *newView,*oldView; to the views and put the new view on top
bool a = NO;
#implementation ViewController
- (IBAction)flip:(id)sender
{
if (a == NO) {
[UIView transitionFromView:oldView toView:newView
duration:1.0
options:UIViewAnimationOptionTransitionFlipFromLeft
completion:NULL];
a = YES; // a = !a;
}
else {
[UIView transitionFromView:newView toView:oldView
duration:1.0
options:UIViewAnimationOptionTransitionFlipFromLeft
completion:NULL];
a = NO; // a = !a;
}
}
I had problems getting this to work also. I used the code written by Floris, but although it worked for the first "flip" the next flip started to go weird where the buttons and labels on the frontside UI View lost there positions.
I put the code below into place and it is working fine.
Couple of things to note:
panelView is a UIView control on the ViewController that has two other UIViews nested inside it (subviews). The first one is called frontView, second one is called backView. (see picture below)
I have a bool property called displayingFront on the class
(in my .h)
#property BOOL displayingFront;
in my .m
#synthesize displayingFront;
in my viewDidLoad method
self.displayingFront = YES;
This is the code in the .m that i have rigged up to the two buttons if front and back UIViews...
- (IBAction)flip:(id)sender
{
[UIView transitionWithView:self.panelView
duration:1.0
options:(displayingFront ? UIViewAnimationOptionTransitionFlipFromRight :
UIViewAnimationOptionTransitionFlipFromLeft)
animations: ^{
if(displayingFront)
{
self.frontView.hidden = true;
self.backView.hidden = false;
}
else
{
self.frontView.hidden = false;
self.backView.hidden = true;
}
}
completion:^(BOOL finished) {
if (finished) {
displayingFront = !displayingFront;
}
}];
}
Use a container view to hold your subviews, and make the container view the same size as your subview that you're trying to animate.
So, you can setup your views like this.
self.view-> "a container view" -> subviews
**//flipping view continuously**
bool a = NO;
-(void)viewDidLoad
{
// THIS is the canvass holding the two views this view is flipping
UIView *v=[[UIView alloc]initWithFrame:CGRectMake(40, 40, 150, 150)];
v.backgroundColor=[UIColor clearColor];
[self.view addSubview:v];
[v addSubview:yourfirstview];
[v addSubview:yoursecondview];
// calling the method
[NSTimer scheduledTimerWithTimeInterval:2.0
target:self
selector:#selector(flip)
userInfo:nil
repeats:YES];
}
//flipping view randomly
-(void)flip
{
if (a == NO)
{
[UIView transitionFromView:yourfirstview toView:yoursecondview duration:1.0 options:UIViewAnimationOptionTransitionFlipFromLeft completion:NULL];
a = YES;
}
else if(a==YES)
{
[UIView transitionFromView:yoursecondview toView:yourfirstview duration:1.0 options:UIViewAnimationOptionTransitionFlipFromLeft completion:NULL];
a = NO;
}
}
I fixed this problem by using old-school animations:
[UIView beginAnimations:#"Flip" context:nil];
[UIView setAnimationDuration:1];
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
[UIView setAnimationTransition:UIViewAnimationTransitionFlipFromRight forView:firstView cache:YES];
[self addSubview:secondView];
[UIView commitAnimations];
Additionally you can remove the firstView:
[firstView removeFromSuperview];
I'd like to make an update of Steve Parker's answer in SWIFT 4:-
var displayBlankView:Bool = true
UIView.transition(with:flipView, duration:1.0, options:displayBlankView ? .transitionFlipFromLeft:.transitionFlipFromRight, animations:{
if(self.displayBlankView){
self.view1.isHidden=true
self.view2.isHidden=false
}else{
self.view1.isHidden=false
self.view2.isHidden=true
}
}, completion:{
(finished: Bool) in
self.displayBlankView = !self.displayBlankView;
})