In this example.
I'm animating the PhotoViewerViewController's frame when I animate out the tabBarController (for fullscreen effect). The PhotoViewer uses a uiscrollview to generate the same sort of effect Apple's photos app does. For whatever reason sometimes it animates along with my PhotoViewer frame, and sometimes it doesn't.
You can see in the first example it jumps when increasing the frame size, but animates nicely when decreasing the frame size (and restoring the tab bar).
However in this example when the photo is vertical it jumps in both directions.
In both cases if I zoom in on the photo at all with the scrollview, it animates correctly in both directions.
I know the evidence is there, but I can't put my finger on what's happening here.
Here's my animation block:
void (^updateProperties) (void) = ^ {
self.navigationController.navigationBar.alpha = hidden ? 0.0f : 1.0f;
self.navigationController.toolbar.alpha = hidden ? 0.0f : 1.0f;
if (self.tabBarController) {
int height = self.tabBarController.tabBar.bounds.size.height;
for(UIView *view in self.tabBarController.view.subviews)
{
int newHeight;
UIInterfaceOrientation orientation = [[UIApplication sharedApplication] statusBarOrientation];
if (UIInterfaceOrientationIsPortrait(orientation)) {
newHeight = hidden ? [[UIScreen mainScreen] bounds].size.height : [[UIScreen mainScreen] bounds].size.height - height;
} else {
newHeight = hidden ? [[UIScreen mainScreen] bounds].size.width : [[UIScreen mainScreen] bounds].size.width - height;
}
if([view isKindOfClass:[UITabBar class]])
{
[view setFrame:CGRectMake(view.frame.origin.x, newHeight, view.frame.size.width, view.frame.size.height)];
}
else
{
CGRect newFrame = CGRectMake(view.frame.origin.x, view.frame.origin.y, view.frame.size.width, newHeight);
[view setFrame:newFrame];
// update our VC frame with animation
[self.view setFrame:newFrame];
}
}
}
};
Code adapted from a post on SO: UITabBar wont hide
Full source on github.
In general, if animations sometimes work and sometimes don't, it's because in the latter case a delayed perform is causing them to be effectively cancelled by setting the property concerned to its final value.
In the particular case of UIScrollView it often happens that -layoutSubviews is called without animation one run loop after your animation blocks have closed. For this reason I usually try to avoid doing any layout in that method where I have a UIScrollView in the view hierarchy (because particularly prior to iOS 5, UIScrollView is really trigger-happy on setting itself to need layout).
I would recommend removing your call to -[EGOPhotoImageView layoutScrollViewAnimated:] from -layoutSubviews and add it to an overridden -setFrame: instead.
If you can target iOS4 and above, take a look at UIViewAnimationOptionLayoutSubviews too. Using a block-based animation with this as an option might just work without changing anything else.
I tried your github code on iPad 4.2 and 4.3 simulators and it works fine... no image resizing whatsoever! There might be some version issues.
Also, I tried changing your animations block and the following serves the same purpose:
void (^updateProperties) (void) = ^ {
self.navigationController.navigationBar.alpha = hidden ? 0.0f : 1.0f;
self.navigationController.toolbar.alpha = hidden ? 0.0f : 1.0f; }
Let me know if I'm missing something :)
Related
I've created a RootViewController / RootView that:
Handles the content layout for the app
Exposes and interface for performing application level behaviors, like presenting the "hamburger" menu or overlay views with CAKeyframe animations.
This is in accordance with good practice.
The Problem:
When the main content view presents a form, there's a utility to animate the frame of that view, when a field is selected that would otherwise be obscured by the keyboard. This has been working fine all the way up until iOS 8.0.2
On iOS 8.0.2 the frame for the form will no longer animate if you set a negative value for origin.y. Instead of going from the current origin.y to the required origin.y it jerks down by the amount it was supposed to move, then animates back to 0.
If I present the form outside of the RootVC it works correctly.
What I've tried:
Checked that RootView is not doing anything in layout subviews to prevent the animation. (In iOS8.0 it was. I removed this and problem was solved. Only to return in iOS8.0.2)
Checked the BeginFromCurrentState flags.
Instead of animating the form view, animate [UIScreen mainScreen].keyWindow. Works but causes some other side effects that I don't want.
Question:
What has changed with animation of UIViewControllers that are contained in another view in iOS8.0.2. It seems to be something very fundamental.
The code that animates frame to move input fields out the keyboard's way:
Looks something like this:
- (void)scrollToAccommodateField:(UIView *)view
{
UIView *rootView = [UIApplication sharedApplication].keyWindow.rootViewController.view;
CGPoint position = [view convertPoint:view.bounds.origin toView:rootView];
CGFloat y = position.y;
CGFloat scrollAmount = 0;
CGFloat margin = 25;
CGSize screenSize = [self screenSizeWithOrientation:[UIApplication sharedApplication].statusBarOrientation];
CGSize accessorySize = CGSizeMake(_view.width, 44);
CGFloat maxVisibleY = screenSize.height - [self keyboardSize].height - accessorySize.height - margin;
if (y > maxVisibleY)
{
scrollAmount = maxVisibleY - y;
CGFloat scrollDelta = scrollAmount - _currentScrollAmount;
_currentScrollAmount = scrollAmount;
[self scrollByAmount:scrollDelta];
}
else
{
if (_currentScrollAmount != 0)
{
_currentScrollAmount = 0;
[UIView transitionWithView:_view duration:0.30
options:UIViewAnimationOptionBeginFromCurrentState | UIViewAnimationOptionCurveEaseOut animations:^
{
_view.frame = [_view bounds];
} completion:nil];
}
}
}
Update:
I've since installed TPKeyboardAvoiding pod and its working very well. . leaving this open, in case its of interest to others.
I am trying to use UIViewController's transitionFromViewController:toViewController:duration method but with a custom animation.
I have the following two view controllers added as children to a custom container UIViewController:
firstController - This is an instance of UITabBarController
secondController - This is a subclass of UIViewController
The following code works as expected:
[self transitionFromViewController:firstController
toViewController:secondController
duration:2
options:UIViewAnimationOptionTransitionFlipFromLeft
animations:^(void){}
completion:^(BOOL finished){}];
However I would like to create a custom animation where the where firstController slides to the left and is replaced by secondController sliding in from the right similar to how UINavigationControllers push and pop methods work. After changing the options to UIViewAnimationOptionTransitionNone I have tried to implement custom animations in the animations block but have had absolutely no success. firstController is immediately swapped for secondController without and animations.
I would really appreciate any help.
Thank you
This is actually really easy. For some reason I assumed that the secondController's view would be be under/ behind that of firstController's. I had only tried to animate the firstController's view. This of course is wrong. As soon as transitionFromViewController:toViewController:duration is called secondController's view is placed over firstController's view. The following code works:
CGFloat width = self.view.frame.size.width;
CGFloat height = self.view.frame.size.height;
secondController.view.frame = CGRectMake(width, 0, width, height);
[self transitionFromViewController:firstController
toViewController:secondController
duration:0.4
options:UIViewAnimationOptionTransitionNone
animations:^(void) {
firstController.view.frame = CGRectMake(0 - width, 0, width, height);
secondController.view.frame = CGRectMake(0, 0, width, height);
}
completion:^(BOOL finished){
[secondController didMoveToParentViewController:self];
}
];
I have a main view that is supposed to display several subviews. Those subviews are directly above and below one another (in the z axis) and will drop down (in the y axis) and move up using this code:
if (!CGRectIsNull(rectIntersection)) {
CGRect newFrame = CGRectOffset (rectIntersection, 0, -2);
[backgroundView setFrame:newFrame];
} else{
[viewsUpdater invalidate];
viewsUpdater = nil;
}
rectIntersection is used to tell when the view has entirely moved down and is no longer behind the front one (when they no longer overlap rectIntersection is null), it moves down by 2 pixels at a time because this is all inside a repeating timer. I want my main view, the one that contains these two other views, to resize downward so that it expands just as the view in the background is being lowered. This is the code I'm trying for that:
CGRect mainViewFrame = [mainView frame];
if (!CGRectContainsRect(mainViewFrame, backgroundFrame)) {
CGRect newMainViewFrame = CGRectMake(0,
0,
mainViewFrame.size.width,
(mainViewFrame.size.height + 2));
[mainView setFrame:newMainViewFrame];
}
The idea is to check if the mainView contains this background view. When the backgroundView is lowered, the main view no longer contains it, and it (should) expand downward by 2 pixels. This would happen until the background view stopped moving and the mainView finally contains backgroundView.
The problem is that the mainView is not resizing at all. the background view is being lowered, and I can see it until it disappears off the bottom of the mainView. mainView should have resized but it does not change in any direction. I tried using setFrame and setBounds (with and without setNeedsDisplay) but nothing worked.
I'm really just looking for a way to programmatically change the size of the main view.
I think I understood, what the problem is. I read carefuly the code.
if (!CGRectIsNull(rectIntersection)) {
// here you set the wrong frame
//CGRect newFrame = CGRectOffset (rectIntersection, 0, -2);
CGRect newFrame = CGRectOffset (backgroundView.frame, 0, -2);
[backgroundView setFrame:newFrame];
} else{
[viewsUpdater invalidate];
viewsUpdater = nil;
}
rectIntersection is actually the intersection of the two views, that overlap, and as the backgroundView is moved downward, that rect's height decreases.
That way the mainView gets resized only one time.
To add on this, here is a simple solution using block syntax, to animate your views, this code would typically take place in your custom view controller.
// eventually a control action method, pass nil for direct call
-(void)performBackgroundViewAnimation:(id)sender {
// first, double the mainView's frame height
CGFrame newFrame = CGRectMake(mainView.frame.origin.x,
mainView.frame.origin.y,
mainView.frame.size.width,
mainView.frame.size.height*2);
// then get the backgroundView's destination rect
CGFrame newBVFrame = CGRectOffset(backgroundView.frame,
0,
-(backgroundView.frame.size.height));
// run the animation
[UIView animateWithDuration:1.0
animations:^{
mainView.frame = newFrame;
backgroundView.frame = newBVFrame;
}
];
}
I am trying to create a higher resolution image of a UIView, specifically UITextView.
This question and answer is exactly what I am trying to figure out:
Retain the resolution of the label after scaling in iphone
But, when I do the same, my text is still blurry:
self.view.transform = CGAffineTransformMakeScale(2.f, 2.f);
[myText setContentScaleFactor:2.f]; // myText is a subview of self.view object
I have also tried the same in the Apple sample project "UICatalog" to UILabel and it is also blurry.
I can't understand why it would work for Warrior from the other question and not for me. I would have asked there — but I can't seem to leave a comment or a question there.
Setting the contentScaleFactor and contentsScale is in fact the key, as #dbotha pointed out, however you have to walk the view and layer hierarchies separately in order to reach every internal CATiledLayer that actually does the text rendering. Adding the screen scale might also make sense.
So the correct implementation would be something like this:
- (void)updateForZoomScale:(CGFloat)zoomScale {
CGFloat screenAndZoomScale = zoomScale * [UIScreen mainScreen].scale;
// Walk the layer and view hierarchies separately. We need to reach all tiled layers.
[self applyScale:(zoomScale * [UIScreen mainScreen].scale) toView:self.textView];
[self applyScale:(zoomScale * [UIScreen mainScreen].scale) toLayer:self.textView.layer];
}
- (void)applyScale:(CGFloat)scale toView:(UIView *)view {
view.contentScaleFactor = scale;
for (UIView *subview in view.subviews) {
[self applyScale:scale toView:subview];
}
}
- (void)applyScale:(CGFloat)scale toLayer:(CALayer *)layer {
layer.contentsScale = scale;
for (CALayer *sublayer in layer.sublayers) {
[self applyScale:scale toLayer:sublayer];
}
}
UITextView has textInputView property, which "both draws the text and provides a coordinate system" (https://developer.apple.com/reference/uikit/uitextinput/1614564-textinputview)
So i'm using the following code to scale UITextView - without any font changes, without using any "CALayer" property and keeping high quality:
float screenScaleFactor = [[UIScreen mainScreen] scale];
float scale = 5.0;
textView.transform = CGAffineTransformMakeScale(scale, scale);
textView.textInputView.contentScaleFactor = screenScaleFactor * scale;
Comment the last line if you need low quality (but better performance) scaling.
Transform uses view.center as scaling center point, so adding a 'translate transform' is needed to scale around view corner.
Be sure to apply the contentScaleFactor to all subviews of the UITextView. I've just tested the following with a UITextView and found it to work:
- (void)applyScale:(CGFloat)scale toView:(UIView *)view {
view.contentScaleFactor = scale;
view.layer.contentsScale = scale;
for (UIView *subview in view.subviews) {
[self applyScale:scale toView:subview];
}
}
I'm currently using the method shown in this Cocoa with Love article to create a custom NSWindow subclass. As in the example, I needed to have a roughly 10px margin around the content of the window in order to draw an arrow (I'm creating a popover style window). I had to have the margin around the entire window instead of just the side with the arrow on it because I wanted to be able to change the arrow position without having to reposition the content.
To summarize, the method I'm using to do this is (relevant code is at the bottom):
Override the contentRectForFrameRect: and frameRectForContentRect:styleMask: methods of NSWindow to add the padding around the content:
Sets the custom drawn frame view of the window as the contentView and then overrides the setter and getter for the contentView so that the view that is passed in is added as a subview of the frame view.
The problem is that the autoresizing masks of views inside the actual content view of the window are completely messed up. Here is how I'm setting up the content in interface builder:
Here's how the autoresizing mask of the table view scroll view is set up:
And here's how the text label's autoresizing mask is set:
And here's what the result looks like in-app:
Relevant code (derived from the aforementioned article)
#define CONTENT_MARGIN 10.0
- (NSRect)contentRectForFrameRect:(NSRect)windowFrame
{
windowFrame.origin = NSZeroPoint;
return NSInsetRect(windowFrame, CONTENT_MARGIN, ICONTENT_MARGIN);
}
- (NSRect)frameRectForContentRect:(NSRect)contentRect
{
return NSInsetRect(contentRect, -CONTENT_MARGINT, -CONTENT_MARGIN);
}
+ (NSRect)frameRectForContentRect:(NSRect)contentRect
styleMask:(NSUInteger)windowStyle
{
return NSInsetRect(contentRect, -CONTENT_MARGIN, -CONTENT_MARGIN);
}
- (NSView*)contentView
{
return _popoverContentView;
}
- (void)setContentView:(NSView *)aView
{
if ([_popoverContentView isEqualTo:aView]) { return; }
NSRect bounds = [self frame];
bounds.origin = NSZeroPoint;
SearchPopoverWindowFrame *frameView = [super contentView];
if (!frameView) {
frameView = [[[SearchPopoverWindowFrame alloc] initWithFrame:bounds] autorelease];
[super setContentView:frameView];
}
if (_popoverContentView) {
[_popoverContentView removeFromSuperview];
}
_popoverContentView = aView;
[_popoverContentView setFrame:[self contentRectForFrameRect:bounds]];
[_popoverContentView setAutoresizingMask:(NSViewWidthSizable | NSViewHeightSizable)];
[frameView addSubview:_popoverContentView];
}
I thought that maybe the popover content was going over the margins somehow, so I drew a border around the content view, but no, everything is as should be. The only issue is that the autoresizing masks of the label and table view inside the content view do not work as they should. Any advice is greatly appreciated.
EDIT: If anyone's interested, I've open-sourced the complete code for this popover window/controller on github as INPopoverController. Includes a sample project in case you want to try and reproduce the issue.
-( void )scaleWindowForHeight:( float )height
{
if (height > 22)
{
NSWindow* window = [self window];
NSRect old_window_frame = [window frame];
NSRect old_content_rect = [window contentRectForFrameRect: old_window_frame];
NSSize new_content_size = NSMakeSize( old_window_frame.size.width, height );
// need to move window by Y-axis because NSWindow origin point is at lower side:
NSRect new_content_rect = NSMakeRect( NSMinX( old_content_rect ), NSMaxY( old_content_rect ) - new_content_size.height, new_content_size.width, new_content_size.height );
NSRect new_window_frame = [window frameRectForContentRect: new_content_rect];
[window setFrame: new_window_frame display:YES animate: [window isVisible] ];
}
else
NSLog(#"window size too small");
}