Trying to fade in a UIView without success - objective-c

I am trying to fade in a UIView as a subview of my main view. The UIView I am trying to fade in has the dimensions of 320x55.
I setup the view and a timer;
secondView.frame = CGRectMake(0, 361, 320, 55);
secondView.alpha = 0.0;
[self.view addSubview:secondView];
[NSTimer scheduledTimerWithTimeInterval:.5 target:self selector:#selector(fadeView) userInfo:NO repeats:NO];
The timer triggers the following code;
secondView.alpha = 1.0;
CABasicAnimation *fadeInAnimation;
fadeInAnimation = [CABasicAnimation animationWithKeyPath:#"opacity"];
fadeInAnimation.duration = 1.5;
fadeInAnimation.fromValue = [NSNumber numberWithFloat:0.0];
fadeInAnimation.toValue = [NSNumber numberWithFloat:1.0];
[fadeInAnimation setDelegate:self];
[secondView.layer addAnimation:fadeInAnimation forKey:#"animateOpacity"];
My secondView is connected in Interface Builder and responds to other messages but I can't see anything happening on screen.
Can anyone please help me figure out what's going on here?
Thanks,
Ricky.
In reply to a following recommendation:
I'm a bit unsure here. Initially I put this code in (because I see secondView as an instance of UIView?):
[secondView beginAnimations:nil context:NULL];
[secondView setAnimationDuration:0.5];
[secondView setAlpha:1.0];
[secondView commitAnimations];
I then tried your suggestion which didn't produce warnings or errors, but it still does brings nothing to the surface:
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.5];
[secondView setAlpha:1.0];
[UIView commitAnimations];
Thanks! Ricky.

You should be able to do this a bit simpler. Have you tried something like this?
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.5];
[secondView setAlpha:1.0];
[UIView commitAnimations];

it seems to me that one thing you're missing is that your view may already have an alpha of 1.0. make sure the alpha is 0 (or whatever you desire it to be) prior to the animation call.
i prefer to use block animations for this. it's cleaner and more self-contained.
secondView.alpha = 0.0f;
[UIView animateWithDuration:1.5 animations:^() {
secondView.alpha = 1.0f;
}];

This won't answer your question if you insist on using CoreAnimations, but for iPhoneOS it's much easier to use animation blocks for UIView animations.
secondView.alpha = 0.0f;
[UIView beginAnimations:#"fadeInSecondView" context:NULL];
[UIView setAnimationDuration:1.5];
secondView.alpha = 1.0f;
[UIView commitAnimations];
Also, you can invoke a delegate in delayed time with
[self performSelector:#selector(fadeView) withObject:nil afterDelay:0.5];

Here is also a good alternative with many options and easy to use.
[secondViewController.view setAlpha:0.0];
[UIView animateWithDuration:1.5
delay:0.0
options:UIViewAnimationOptionCurveEaseIn // See other options
animations:^{
[secondViewController.view setAlpha:1.0];
}
completion:^(BOOL finished) {
// Completion Block
}];

Related

UIButton not responding when animating

For some reason my UIButton won't respond to UIControlEvents while animating. Here's how I animate:
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:[duration intValue]];
[UIView setAnimationCurve:UIViewAnimationCurveLinear];
// change parent UIView's frame
[UIView commitAnimations];
When it reaches the end, it will let me tap it... but not while it's animating. I am using UIControlEventTouchUpInside, by the way.
Thanks.
You should set the UIViewAnimationOptionAllowUserInteraction animation option
easier done with block animations:
[UIView animateWithDuration:[duration intValue] options:UIViewAnimationOptionAllowUserInteraction animations^{
//set parent UIView's frame
}];

custom UIView animation in dismissModalViewController

Where is the correct place to put custom animation code for dismissing a modalviewcontroller.
I tried putting the following into viewdiddisappear, viewwilldisappear but doesn't behave correctly. Any thoughts? THanks!!
[UIView beginAnimations:#"suck" context:NULL];
[UIView setAnimationDuration:1.0];
[UIView setAnimationTransition:103 forView:self.navigationController.view cache:YES];
[UIView setAnimationPosition:CGPointMake(260, 431)];
[UIView commitAnimations];
Try this:
UIViewController *myController = [[[MyViewController alloc] init] autorelease];
UIViewAnimationTransition transition = UIViewAnimationTransitionCurlUp; // or whatever effect you want
[UIView beginAnimations:nil context:nil];
[UIView setAnimationTransition:transition forView:[self window] cache:YES];
[navController presentModalViewController:myController animated:NO]; // or dismissModalViewController in your case
[UIView commitAnimations];
I think I figured it out. I followed the example in:
http://developer.apple.com/library/ios/#samplecode/BubbleLevel/Introduction/Intro.html
Basically removed the second view from superview and inserted the first view back in. The transition works correctly afterwords.
THanks for the help.

animate multiple images simultaneously

I have five images, and all i need is to animate them differently and simultaneously on the screen. I got different animation codes but they use sequence of images to create animation .. or they animate a single image. Please help
Thankyou so much #Rob and #Aadhira for your interest. Here is my code that moves one image linearly.. How can i animate it in a curve
if(isAnimate) {
NSLog(#"+30,+15");
[UIView beginAnimations: #"moveView" context: nil];
[UIView setAnimationDelegate: self];
[UIView setAnimationDuration: 0.5];
[UIView setAnimationCurve: UIViewAnimationCurveEaseInOut];
searchLight1.frame = CGRectMake(searchLight1.frame.origin.x+30, searchLight1.frame.origin.y + 15, searchLight1.frame.size.width, searchLight1.frame.size.height);
[UIView commitAnimations];
isAnimate = NO;
}
else {
NSLog(#"-30,-15");
[UIView beginAnimations: #"moveView" context: nil];
[UIView setAnimationDelegate: self];
[UIView setAnimationDuration: 0.5];
[UIView setAnimationCurve: UIViewAnimationCurveEaseInOut];
searchLight1.frame = CGRectMake(searchLight1.frame.origin.x-30, searchLight1.frame.origin.y -15, searchLight1.frame.size.width, searchLight1.frame.size.height);
[UIView commitAnimations];
isAnimate = YES;
}
It all depends on what kind of animation you want and what code you are having. If you post that, it would be better.
Anyhow you know how to animate a single image. Then start animating the 5 images in 5 different blocks.

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.