how to stop animation after using beginAnimations? - cocoa-touch

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];

- (void)doAnimation
{
[UIView animateWithDuration:12.8f
delay: 0.0
options: UIViewAnimationCurveLinear
animations:^{
frame = label1.frame;
frame.origin.x = -12;
label1.frame = frame;
}
completion:^(BOOL finished){
if(keepAnimating) {
[self doAnimation];
}
}];
}
In header:
BOOL keepAnimating;
To start animation:
keepAnimating = YES;
[self doAnimation];
To stop animation:
keepAnimating = NO;
This solution uses the block-based animation methods on UIView. Concerning the old set of animation methods ( [UIView beginAnimations] etc ) the UIView class reference states:
Use of the methods in this section is discouraged in iOS 4 and later. Use the block-based animation methods instead.

Related

setAnimationDidStopSelector: not getting called

I know this question gets asked a lot but i have tried all the other answers and i can't figure out why the animation stop selector does not get called. Here is the code:
-(void) moveImage:(UIImageView *)image duration:(NSTimeInterval)duration curve:(int)curve x:(CGFloat)x y:(CGFloat)y annKey:(NSString *) annKey{
[UIView setAnimationDelegate:self];
[UIView setAnimationDuration:duration];
[UIView setAnimationCurve:curve];
[UIView setAnimationBeginsFromCurrentState:YES];
[UIView setAnimationDidStopSelector:#selector(animationFinished:finished:context:)];
CGAffineTransform transform = CGAffineTransformMakeTranslation(x, y);
image.transform = transform;
[UIView beginAnimations:annKey context:NULL];
[UIView commitAnimations];
}
This is the main animation function that gets sent all the correct parameters.
- (void)animationFinished:(NSString *)animationID finished:(BOOL)finished context:(void *)context
{
if ([animationID isEqualToString:#"Burn"])
{
NSLog(#"Animation: %# has finished.",animationID);
}
NSLog(#"This does not get called, why not?");
}
None of my NSLogs display text. What am i doing wrong?
You need tho do -
[UIView beginAnimations:annKey context:NULL];
[UIView setAnimationDelegate:self];
[UIView setAnimationDidStopSelector:#selector(animationFinished:finished:context:)];
// Now define rest.
[UIView setAnimationDuration:duration];
[UIView setAnimationCurve:curve];
[UIView setAnimationBeginsFromCurrentState:YES];
CGAffineTransform transform = CGAffineTransformMakeTranslation(x, y);
image.transform = transform;
[UIView commitAnimations];
Not sure what the problem is, but you really shouldn't be using beginAnimations/commitAnimations. Instead, use block animations. You define the completion code directly in the completion portion of the call.
[UIView animateWithDuration:2.0
delay:0.0
options:UIViewAnimationOptionCurveEaseOut
animations:^{
// animation code
}
completion:^(BOOL finished){
// completion code
}];

UIView animation change size of button

I started trying to recreate the buy button from the app store which requires a 2-stage click to buy something. I to animate the button expanding. So far I have this
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.75];
sender.autoresizesSubviews = NO;
sender.clipsToBounds = NO;
sender.frame = CGRectMake(63,326,200,37);
[UIView commitAnimations];
which just causes the button to become larger, it doesn't animate at all. Have I done something wrong or has anyone else implemented this type of button behaviour?
EDIT:
- (IBAction) buyButtonAction: (UIButton *) sender {
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:1.5];
[UIView setAnimationDelay:0.5];
[UIView setAnimationCurve:UIViewAnimationCurveEaseIn];
sender.clipsToBounds = NO;
sender.frame = CGRectMake( CGRectGetMinX( sender.frame) - 30, CGRectGetMinY(sender.frame), 200, 37);
[sender setTitle:#"Touched Touched Touched" forState:UIControlStateNormal];
[UIView commitAnimations];
}
Are you targeting an iOS that doesn't support Blocks?
I've implemented a "button animates on touch" using the following nauseatingly simple code.
[UIView animateWithDuration:0.5 animations:^{
self.navigationItem.rightBarButtonItem.title = #"Quoting...";
}];
Alternatively, this code seems to work as well to animate a button on touch, if you can't support blocks (it also includes the blocks commented out if you go that route):
-(IBAction) clicked:(UIButton*)sender{
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.5];
[UIView setAnimationDelay:0];
[UIView setAnimationCurve:UIViewAnimationCurveEaseIn];
//[UIView animateWithDuration:2.5 animations:^{
sender.autoresizesSubviews = NO;
sender.clipsToBounds = NO;
sender.frame = CGRectMake(63,326,200,37);
//sender.frame = CGRectMake( CGRectGetMinX( self.theButton.frame) - 100, CGRectGetMinY(self.theButton.frame), 300, 40);
//[sender setTitle:#"Touched Touched Touched" forState:UIControlStateNormal];
//}];

method "wait your turn"!

hi
when certain events occur, I call a number of methods (unlocked trophies in a game) they do appear and disappear a sub-view.
Crash (rightly) occurs when these events occur simultaneously and overlap.
How do I make sure that " wait your turn :) "?
thanks
-(void)trofeiLaunch:(int)x {
CGRect loseFrame = CGRectMake(0, 0, 480, 320);
TrofeoView = [[UIView alloc] initWithFrame:loseFrame];
TrofeoView.alpha = 0.0;
[UIView beginAnimations:nil context:self];
[UIView setAnimationCurve:UIViewAnimationCurveEaseOut];
[UIView setAnimationDuration:0.5];
[UIImageView setAnimationDelegate:self];
TrofeoView.alpha = 1.0;
[UIView setAnimationDidStopSelector:#selector(bridgeTrofei)];
[UIView commitAnimations];
[self.view addSubview:TrofeoView];
[TrofeoView release];
....
}
-(void)bridgeTrofei {
TrofeoView.alpha = 1.0;
[UIView beginAnimations:nil context:self];
[UIView setAnimationCurve:UIViewAnimationCurveEaseOut];
[UIView setAnimationDuration:0.5];
[UIView setAnimationDelegate:self];
TrofeoView.alpha = 0.0;
[UIView commitAnimations];
[self performSelector:#selector(deleteTrofei) withObject:self afterDelay:1.0];
}
-(void)deleteTrofei {
[TrofeoView removeFromSuperview];
NSLog(#"delete");
}
Crash (rightly) occurs when these events occur simultaneously and overlap.
How do I make sure that " wait your turn :) "?
thanks
If the second animation starts before the first animation is complete, TrofeoView will get reassigned and you will lose the earlier reference. You also flout memory management rules when you release TrofeoView in 'trofeiLaunch:` method. You use this variable again later with having taken ownership. You should only release an object if you are done with it which you are not.
I think the most important thing going down this path is to make sure that three methods refer to the correct object. First one is ok by default so you need to handle the next two. I have modified your code to do that.
- (IBAction)start {
animatingView = [[UIView alloc] initWithFrame:CGRectMake(100, 100, 200, 200)];
animatingView.backgroundColor = [UIColor greenColor];
animatingView.alpha = 0.0;
[UIView beginAnimations:#"Trophy Display" context:animatingView];
[UIView setAnimationCurve:UIViewAnimationCurveEaseOut];
[UIView setAnimationDuration:0.5];
[UIImageView setAnimationDelegate:self];
[UIView setAnimationDidStopSelector:#selector(animationDidStop:finished:context:)];
animatingView.alpha = 1.0;
[UIView commitAnimations];
[self.window addSubview:animatingView];
}
- (void)animationDidStop:(NSString*)animationID finished:(NSNumber*)finished context:(void *)context {
if ( [animationID isEqualToString:#"Trophy Display"] ) {
UIView *aView = (UIView *)context;
[UIView beginAnimations:nil context:aView];
[UIView setAnimationCurve:UIViewAnimationCurveEaseOut];
[UIView setAnimationDuration:0.5];
[UIView setAnimationDelegate:self];
aView.alpha = 0.0;
[UIView commitAnimations];
[self performSelector:#selector(finishAnimation:) withObject:aView afterDelay:1.0];
}
}
- (void)finishAnimation:(UIView*)aView {
[aView removeFromSuperview];
[aView release];
}
I pass the view via context to the second method and withObject: part to the third method. I am hoping the code is self explanatory. Let me know if you don't get this.
Next point is about whether this is the right way. Can't you manage this using an array? Push only if there is no view in display.

I want to flash an UIImageview on the iPad, how do I do that?

I want to let a UIImageView flash several times.
Currently I don't know how to do that.
Actual code:
-(void)arrowsAnimate{
[UIView animateWithDuration:1.0 animations:^{
arrow1.alpha = 1.0;
arrow2.alpha = 1.0;
arrow3.alpha = 1.0;
NSLog(#"alpha 1");
} completion:^(BOOL finished){
[self arrowsAnimate2];
}];
}
-(void)arrowsAnimate2{
[UIView animateWithDuration:1.0 animations:^{
arrow1.alpha = 0.0;
arrow2.alpha = 0.0;
arrow3.alpha = 0.0;
NSLog(#"alpha 0");
} completion:^(BOOL finished){;}];
}
later on I call it like this:
for (int i = 0;i < 10; i++){
[self arrowsAnimate]; }
This gives me 10x alpha 1, and then 10x alpha 0. In the middle we see only one animation.
Any suggestions?
Thanks.
There is a simpler way to achieve a flashing animation using only 1 animation block:
aview.alpha = 1.0f;
[UIView animateWithDuration:0.5f
delay:0.0f
options:UIViewAnimationOptionAutoreverse
animations:^ {
[UIView setAnimationRepeatCount:10.0f/2.0f];
aview.alpha = 0.0f;
} completion:^(BOOL finished) {
[aview removeFromSuperview];
}];
The trick is to use [UIView setAnimationRepeatCount:NTIMES/2]; *_inside_* your animation block.
No need for extra functions or extra loops.
Use
+ (void)animateWithDuration:(NSTimeInterval)duration delay:(NSTimeInterval)delay options:(UIViewAnimationOptions)options animations:(void (^)(void))animations completion:(void (^)(BOOL finished))completion
and pass the UIViewAnimationOptionRepeat and probably UIViewAnimationOptionAutoreverse in your options. You shouldn't need to provide a completion block and only perform the first animation.
Edit: here is some sample code for an image that fades in and out indefinitely.
[UIView animateWithDuration:1.0
delay:0.0
options:(UIViewAnimationOptionRepeat | UIViewAnimationOptionAutoreverse)
animations:^{
self.myImageView.alpha = 1.0;
}
completion:NULL];
Edit 2: I see you actually need to flash it 10 times only. I wasn't able to do that with blocks actually. When the completion block executed, the animation seemed to complete instantly the remaining 9 times. I was however able to do this with just the old-style animations quite easily.
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:1.0];
[UIView setAnimationRepeatCount:10.0];
[UIView setAnimationRepeatAutoreverses:YES];
self.myImageView.alpha = 1.0;
[UIView commitAnimations];
Edit 3: I found a way to do this with blocks.
- (void)animate
{
if (self.animationCount < 10)
{
[UIView animateWithDuration:1.0
animations:^{
self.myImageView.alpha = 1.0;
}
completion:^(BOOL finished){
[self animateBack];
}];
}
}
- (void)animateBack
{
[UIView animateWithDuration:1.0
animations:^{
self.myImageView.alpha = 0.0;
}
completion:^(BOOL finished){
self.animationCount++;
[self animate];
}];
}
Above blinking may not work when your app go background and foreground at time of blinking.
Instead of these you can take a transparent image and your actual image and animate your ImageView
UIImageView *imageview=[UIImageView new];
imageview.animationDuration=1;
imageview.animationImages = your array of images;
[imageview startAnimating];
You need to wait for an animation to complete before launching a new one. You could chain your completion block in animate2 to go back to animate, and stop based on a counter property, implementing your loop in the animate/completion blocks instead of a separate loop.

Is it possible to hide a UIToolbar with an animation?

I know this code is available to UINavigationController only.
[self.navigationController setNavigationBarHidden:YES animated:YES];
An example using blocks. This will hide a toolbar at the top of an iPad screen.
[UIView animateWithDuration:.7
animations:^(void)
{
CGRect toolbarFrame = self.toolbar.frame;
toolbarFrame.origin.y = -44; // moves iPad Toolbar off screen
self.toolbar.frame = toolbarFrame;
}
completion:^(BOOL finished)
{
self.toolbar.hidden = YES;
}];
Here is the Code:
[UIView beginAnimations:#"hideView" context:nil];
[UIView setAnimationDuration:0.7];
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
[UIView setAnimationTransition:UIViewAnimationTransitionNone forView:toolBar cache:YES];
toolbarFrame.origin.y = 380;
toolBar.frame = toolbarFrame;
[UIView commitAnimations];
you can modify the toolBar 'y' origin.