I was wondering if it is possible to make an alertview looks like this.
I was searching on github after a library that overrides alertviews. But didn't find anything. Is is possible to do this or should I find another method ?
Kind regards
Edit
This is how my xib looks like at the moment
best to create your own UIViewController
make the view controller the same size as the page to block other touches and make it transparent so it looks like an alert view.
Make it so that instead of your function calling an alert, it loads your new View controller
This is a good example of an animation for your UIViewController to make it act like a typical IOS AlertView
-(void)initialDelayEnded {
self.view.transform = CGAffineTransformScale(CGAffineTransformIdentity, 0.001, 0.001);
self.view.alpha = 1.0;
[UIView animateWithDuration:kTransitionDuration/1.5 animations:^{
self.view.transform = CGAffineTransformScale(CGAffineTransformIdentity, 1.1, 1.1);
}completion:^(BOOL complete){
[UIView animateWithDuration:kTransitionDuration/2 animations:^{
self.view.transform = CGAffineTransformScale(CGAffineTransformIdentity, 0.9, 0.9);
}completion:^(BOOL complete){
[UIView animateWithDuration:kTransitionDuration/2 animations:^{
self.view.transform = CGAffineTransformIdentity;
}];
}];
}];
}
Related
I am not familiar with iOS animation, and here is my problem:
On the login screen of our app, there is a login button. When that button is clicked, we need to move it up then change its title. Moving it up is animated like this:
[UIView animateWithDuration:0.5
animations:^{
loginButton.frame = newLoginButtonFrame;
}
completion:^ (BOOL finished) {
}];
This works as expected.
Then after we try to change the title in the completion callback like this:
[UIView animateWithDuration:0.5
animations:^{
loginButton.frame = newLoginButtonFrame;
}
completion:^ (BOOL finished) {
[loginButton setTitle:#"Cancel" forState:UIControlStateNormal];
}];
something weird happens: the button "jumps" back to the original position as if the animation was cancelled.
What is going on here?
If you are using auto layout you should animate the constraints not the frame. For example you can set an outlet for the bottom constraint and animate like this:
viewBottomConstraint.constant = 32;
[UIView animateWithDuration:0.5
animations:^{
[self.view layoutIfNeeded]; // Called on parent view
}];
}
You can find more information in the documentation here
I'm trying to scale a UIView (with animation) after I move it (with animation). The problem is, when the scaling animation begins, it jumps back to the original position. Why?
[UIView animateWithDuration:t delay:0 options:UIViewAnimationOptionCurveEaseIn animations:^{
// Drop the ball
CGRect frame = coinView.frame;
frame.origin.y += d;
coinView.frame = frame;
coinView.shouldSparkle = NO;
} completion:^(BOOL finished) {
[UIView animateWithDuration:0.3 animations:^{
// Initial scale up for ball "poof"
coinView.transform = CGAffineTransformScale(coinView.transform, 1.5, 1.5);
} completion:^(BOOL finished) {
[UIView animateWithDuration:0.3 animations:^{
coinView.transform = CGAffineTransformScale(coinView.transform, 0.000001, 0.000001);
} completion:^(BOOL finished) {
[coinView removeFromSuperview];
}];
}];
}];
EDIT: This is how I generated my d:
static CGFloat groundPositionY = 325;
CGRect convertedFrame = [coinView.superview convertRect:coinView.frame toView:self.view];
CGFloat d = groundPositionY - CGRectGetMaxY(convertedFrame);
EDIT2: Okay, so I changed the second UIView animation to the following and I discovered that the jump (and the scale down) happens before the second animation occurs, i.e. when animateWithDuration:delay:options:animations:completion: is called.
[UIView animateWithDuration:5 delay:3 options:0 animations:^{
coinView.transform = CGAffineTransformScale(coinView.transform, 1.5, 1.5);
} completion:nil];
I tested your code and it works fine for me. How do you generate your d? and on which block exactly it goes back?
I found the problem...
The coinView is a subview of a child view controller's view. The problem comes from the fact that I overrode that child view controller's viewDidLayoutSubviews method to lay out all the coinView's, so whenever that method was called, the coin view would move back to its original position and size intended by the child view controller.
Thanks for all of your help, repoguy and sergio!!
I'm looking for a way to add a multiline UITextView to an UIAlertView. I googled a lot, but I couldn't find a working solution.
I'm using iOS 5.
Or is that only possible with a subclass of UIAlertView?
EDIT: I need a multiple-line input.
Editing UIAlertViews is flagged as bad practice by apple. So its probably best to create your own custom UIViewController which looks like an alert view.
Make it so that instead of your function calling an alert, it loads your new View controller
This is a good example of an animation for your UIViewController to make it act like a typical IOS AlertView
-(void)initialDelayEnded {
self.view.transform = CGAffineTransformScale(CGAffineTransformIdentity, 0.001, 0.001);
self.view.alpha = 1.0;
[UIView animateWithDuration:kTransitionDuration/1.5 animations:^{
self.view.transform = CGAffineTransformScale(CGAffineTransformIdentity, 1.1, 1.1);
}completion:^(BOOL complete){
[UIView animateWithDuration:kTransitionDuration/2 animations:^{
self.view.transform = CGAffineTransformScale(CGAffineTransformIdentity, 0.9, 0.9);
}completion:^(BOOL complete){
[UIView animateWithDuration:kTransitionDuration/2 animations:^{
self.view.transform = CGAffineTransformIdentity;
}];
}];
}];
}
I have a UIScrollView which contains various subviews (UIImageViews, UILabels and standard UIViews). Some of the UIImageViews are partially covered by other UIViews.
However, when I fade out the UIScrollView, the partially covered parts of the UIImageViews are being exposed for the brief moment of the animation.
I want to be able to fade the scrollview and all it's contents at the same time in the same animation - i.e. not revealing any of the partially covered images.
If it's not possible, I can always add a UIView on top of all the other controls and fade it from alpha 0 upto 1 to hide everything, but I'm sure there's a way to perform a complete fade on a view and all it's subviews.
I tried this:
[UIView beginAnimations:nil context:NULL];
[scrollViewResults setAlpha:0.0f];
[UIView commitAnimations];
And I've tried this:
- (IBAction)questionGroupChanged:(UIButton*)sender {
[UIView beginAnimations:nil context:NULL];
[self fadeViewHierarchy:scrollViewResults toAlpha:0.0f];
[UIView commitAnimations];
}
- (void)fadeViewHierarchy:(UIView*)parentView toAlpha:(float)alpha {
[parentView setAlpha:alpha];
for (UIView *subView in parentView.subviews) {
[self fadeViewHierarchy:subView toAlpha:alpha];
}
}
But I've still not cracked it. Any ideas?
This happens because of the way the compositor works. You need to enable rasterization on the view's layer when fading it in/out:
view.layer.shouldRasterize = YES;
You should probably only enable this for the duration of the animation because it will take up some extra memory and graphics processing time.
Mike's answer is the correct one and he deserves all credit for this. Just to illustrate, it might look like:
- (void)fadeView:(UIView*)view toAlpha:(CGFloat)alpha
{
view.layer.shouldRasterize = YES;
[UIView animateWithDuration:0.75
animations:^{
view.alpha = alpha;
}
completion:^(BOOL finished){
view.layer.shouldRasterize = NO;
}];
}
Thus, using your scrollViewResults, it would be invoked as:
[self fadeView:scrollViewResults toAlpha:0.0f];
Did you try with UIView class methods +animateWithDuration:* (available on iOS 4 and +)
Like :
- (void)fadeAllViews
{
[UIView animateWithDuration:2
animations:^{
for (UIView *view in allViewsToFade)
view.alpha = 0.0;
}
completion:^(BOOL finished){}
];
}
I have no idea, why it is not working.
All I want to do is a simple UIView animation in the viewDidLoad.
Here's my code:
[UIView animateWithDuration:3.0f animations:^{
[self.headline setCenter:CGPointMake(0.0, 200.0)];
}];
Nothing happens. When I test the general approach of calling a animation method on that particular object like this:
[UIView animateWithDuration:3.0f animations:^{
[self.headline setAlpha:0.0];
}];
it works!!! Why am I not able to move the view across the screen? I am using latest Xcode 4.5.
Thanks for any advice!
UPDATE:
When I add a view manually in code it works. But for the UIViews I create as Outlets in the Interface Builder it doesn't work.
UILabel *testLabel = [[UILabel alloc] initWithFrame:CGRectMake(0.0, 0.0, 200.0, 100.0)];
testLabel.backgroundColor = [UIColor redColor];
[self.view addSubview:testLabel];
[UIView animateWithDuration:3.0 animations:^{
testLabel.center = CGPointMake(0.0, 200);
}];
So obviously I am doing something wrong in the .xib file
Dont do it in viewDidLoad. The view is not pressent at that time yet.
Try it in viewDidAppear.
Well, I think the reason for the missing animation was the fact that I called a different push navigation animation from the view controller that was pushing the actual view on screen:
- (IBAction)goForSelection:(id)sender
{
SelectionViewController *selectionViewController = [[SelectionViewController alloc] initWithNibName:#"SelectionViewController" bundle:nil];
//[self.navigationController pushViewController:selectionViewController animated:YES];
[UIView transitionWithView:self.navigationController.view duration:1.0 options:UIViewAnimationOptionTransitionFlipFromRight animations:^{
[self.navigationController pushViewController:selectionViewController animated:NO];
} completion:^(BOOL finished) {
[selectionViewController startIntroAnimation];
}];
}
First I checked what happens when I use the default navigation controller segue. And to my surprise the animation did start. Then I inserted the call to the [selectionViewController startIntroAnimation] to the completion block and this works as well.