I'm trying to move 2 views together :
[UIView animateWithDuration:0.5
animations:^{
[currentView setCenter:CGPointMake(currentView.center.x + currentView.frame.size.width, currentView.center.y)];
[nextView setCenter:CGPointMake(nextView.center.x + nextView.frame.size.width, nextView.center.y)];
}];
However, I can't manage to do it. Only the nextView is moving.
If I just commit the animation on just one, it works fine.
What could be the reason?
Could it be because of my declaration :
nextView = [[UIView alloc] initWithFrame:currentView.frame];
If I read this correct you have 2 views with the exact same frame, being animated in the exact same way. Could it be that they are both moving but one is on top of the other so you only see the top view?
I've found a solution to my problem.
The main difference between my two view is that one is created from a .xib, the other programmatically.
And everything work by writing :
[currentView setTranslatesAutoresizingMaskIntoConstraints:YES];
So is there something to change in the .xib file, so I would not have to set this mask programmatically.
Related
When I am displaying some view in UIPopoverPresentationController and presenting it as popover
popoverCon?.modalPresentationStyle = UIModalPresentationStyle.popover
the content have moved upward toward and a some part is being display in the arrow.
Further I had border around the popover
popoverCon?.view.layer.borderColor = .orange
popoverCon?.view.layer.borderWidth = 1.0;
popoverCon?.view.layer.cornerRadius = 10.0;
popoverCon?.view.layer.masksToBounds = false;
it is not showing toward the part where arrow is but it displays a little of the border line in the tip of the arrow.
This was working fine until iOS 12 but in iOS 13 this issue is coming.
Any suggestions on how I can solve this?
The top of my tableView content was cut off by the arrow. This is how I fixed it in my case (code inserted in my tableViewController Swift file):
override func viewSafeAreaInsetsDidChange() {
if #available(iOS 11.0, *) {
super.viewSafeAreaInsetsDidChange()
self.tableView.contentInset = UIEdgeInsets(top: self.tableView.safeAreaInsets.top, left: 0, bottom: 0, right: 0)
}
}
My solution in Obj-C, for those who need an obj-c solution.
I had previously only popovercontroller, that was creating the error like shown in the question. I renamed it to childController for clarity and created a containing popoverController to make the solution given by #SaintMSent work in my situation of only one view originally. Also used https://stackoverflow.com/a/47076040/2148757 solution and https://useyourloaf.com/blog/self-sizing-child-views/ to resize appropriately since all of my childControllers set the preferred content size frequently.
//Create container popover controller and add child to it
UIViewController* popoverController = [[MyParentPopoverController alloc] init];
[popoverController.view addSubview:childController.view];
[popoverController addChildViewController:childController];
[popoverController setPreferredContentSize:childController.preferredContentSize];
//set popover settings on container
popoverController.modalPresentationStyle = UIModalPresentationPopover;
popoverController.popoverPresentationController.sourceRect = sourceRect;
popoverController.popoverPresentationController.sourceView = buttonView;
popoverController.popoverPresentationController.permittedArrowDirections = direction;
//Fix ios13 'bug' that Apple claims is a feature
UILayoutGuide* guide = popoverController.view.safeAreaLayoutGuide;
childController.view.translatesAutoresizingMaskIntoConstraints = NO;
[childController.view.leadingAnchor constraintEqualToAnchor:guide.leadingAnchor].active = YES;
[childController.view.trailingAnchor constraintEqualToAnchor:guide.trailingAnchor].active = YES;
[childController.view.topAnchor constraintEqualToAnchor:guide.topAnchor].active = YES;
[childController.view.bottomAnchor constraintEqualToAnchor:guide.bottomAnchor].active = YES;
[popoverController.view layoutIfNeeded];
//Show the popover
...
#interface MyParentPopoverController : UIViewController
#end
#implementation MyParentPopoverController
-(void)preferredContentSizeDidChangeForChildContentContainer:(id <UIContentContainer>)container {
[super preferredContentSizeDidChangeForChildContentContainer:container];
[self setPreferredContentSize:container.preferredContentSize];
}
#end
Note: I didn't check for ios11 compatibility because my user base is restricted to not use it.
It is definitely a feature, they want you to use safe area since iOS 11, actually, but it seems now they want to force you to use it
Had the same problem as you, this worked for me
https://useyourloaf.com/blog/safe-area-layout-guide/
Definitely a bug. When you have a situation where you use UIPopoverArrowDirectionAny you will see that the problem only exists when the arrow is at the top or left of the popover and not when the arrow appears at the right or the bottom of the popover. If you make adjustments in your code to compensate it will work if you use UIPopoverArrowDirectionUp or UIPopoverArrowDirectionLeft but will not display correctly using that adjustment when using UIPopoverArrowDirectionAny and the popup appears above or to the right of the target rectangle.
I don't have an 'answer' yet, but I have identified what's going on and why it's so hard to fix.
ios13 UIPopoverViewController showing UITableViewController - Safe Area problems / Missing parts of table
Basically, any UITableView that has headers or footers is going to be broken in iOS 13 unless there's some way to alter the _UITableViewHeaderFooterViewBackground
That is notoriously problematic and doesn't play nicely with Auto-Layout - it's been known about for years, but Apple have never fixed it or made it easier to deal with and more publicly known.
https://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=video&cd=1&cad=rja&uact=8&ved=0ahUKEwibouuozfvkAhVCXRUIHVGsBegQtwIIKjAA&url=https%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DajsCY8SjJ1Y&usg=AOvVaw3_U_jy9EWH2dJrM8p-XhDQ
https://spin.atomicobject.com/2016/10/12/auto-layout-uitableview/
I'm unable to push my app to the App Store until I get this sorted.. I hope someone can identify how to manipulate this view so that it stops pushing the boundaries of the table out of whack with AutoLayout which causes this safe area intrusion.
Searching on the internet I got help from following link
Twitter
so I had to add safe area and manage my views accordingly
CGFloat topPadding = 0.0;
if (#available(iOS 11.0, *)) {
topPadding = self.view.safeAreaLayoutGuide.layoutFrame.origin.y;
}
Swift:
var topPadding: CGFloat = 0.0
if #available(iOS 11.0, *) {
topPadding = self.view.safeAreaLayoutGuide.layoutFrame.origin.y
}
but I haven't got solution to the border problem of mine yet.
Edit:
Temporarily I did solved the border problem by creating an invisible view on popover and giving it same frame as safe area and drawing its border.
You should use constraints. And also pay attention to topAnchor. It must be safeAreaLayoutGuide.topAnchor. In my case, it works correctly. For example:
[NSLayoutConstraint activateConstraints:#[
[toolbar.leftAnchor constraintEqualToAnchor:self.view.leftAnchor],
[toolbar.rightAnchor constraintEqualToAnchor:self.view.rightAnchor],
[toolbar.topAnchor constraintEqualToAnchor:self.view.safeAreaLayoutGuide.topAnchor],
[toolbar.heightAnchor constraintEqualToConstant:50]
]];
Embed the contents of the popover in another view with "safe area relative margins" on. This should have -21,-21 as the origin. Turn off vertical and horizontal auto resizing. Seems to work, although you lose auto-stretching.
Setup your popover's content UIViewController like such:
NSLayoutConstraint.activate([
myContentView.topAnchor.constraint(equalTo: view.safeAreaLayoutGuide.topAnchor),
myContentView.trailingAnchor.constraint(equalTo: view.safeAreaLayoutGuide.trailingAnchor),
myContentView.bottomAnchor.constraint(equalTo: view.safeAreaLayoutGuide.bottomAnchor),
myContentView.leadingAnchor.constraint(equalTo: view.safeAreaLayoutGuide.leadingAnchor)
])
I have a simple method for animate view.
-(void)animateSelf
{
CABasicAnimation * animation;
animation = [CABasicAnimation animationWithKeyPath:#"position.y"];
// settings ...
[self.view.layer addAnimation:animation forKey:#"position.y"];
animation = [CABasicAnimation animationWithKeyPath:#"transform.rotation.z"];
// settings ...
[self.view.layer addAnimation:animation forKey:#"transform.rotation.z"];
[UIView animateWithDuration: 1.0 animations:^{
CGRect rect = self.view.frame;
rect.origin.y += 800;
self.view.frame = rect;
} completion:nil];
}
For iOS 7 it worked well. But for iOS 8 animation behaves unpredictably. Is there a way to combine these animations for iOS 8?
I tried to replace animateWithDuration: by another CABasicAnimation, but it did not help.
The view.frame logs are correct, but the animation of view.frame jumps out of obscure origin.
After removing CABasicAnimation for position.y (the first one) bug is gone.
You have three animations:
You animate the layer's position
You animate the layer's transform
You animate the view's frame which in turn animates the layer's position.
Animations 1 and 3 collide.
On iOS 7 the behavior is that animation 3 cancels animation 1.
On iOS 8 the behavior is that animations 1 and 3 run concurrently ("Additive Animations").
I suggest you just remove animation 1 and also check out the related WWDC 2014 video (I think it was Building Interruptible and Responsive Interactions).
What worked for me was disabling autolayouts on the view and THE SUBVIEWS of the view I was animating at some point before doing the animation. Disabling autolayouts from the storyboard was not enough in iOS8.
[viewToAnimate removeFromSuperview];
[viewToAnimate setTranslatesAutoresizingMaskIntoConstraints:YES];
//addSubview again at original index
[superView insertSubview:viewToAnimate atIndex:index];
This example might help you, I wish I had discovered it before wasting hours. Rather than animate the frame, animates its contraints. Click on the auto layout constraint you would like to adjust (in interface builder e.g top constraint). Next make this an IBOutlet;
#property (strong, nonatomic) IBOutlet NSLayoutConstraint *topConstraint;
Animate upwards;
self.topConstraint.constant = -100;
[self.viewToAnimate setNeedsUpdateConstraints];
[UIView animateWithDuration:1.5 animations:^{
[self.viewToAnimate layoutIfNeeded];
}];
Animate back to original place
self.topConstraint.constant = 0;
[self.viewToAnimate setNeedsUpdateConstraints];
[UIView animateWithDuration:1.5 animations:^{
[self.viewToAnimate layoutIfNeeded];
}];
Originally posted by me here
So you would adjust the constraint for self.view.frame in your example.
I also got an issue of little nasty differences between iOS7 and iOS8 animation.
In most cases it was broken it was either:
single combination of Scale, Transform and Rotate CGAffineTransforms - the result was dependant on iOS version
or complex sequence of animations on different views - some views were 'reseting' their positions before commencing a new piece of animations. About 5% of animation pieces were affected.
I'm pretty sure there were no simultaneous animations on the problematic views.
Autolayout and constraints suggestions did not help (moreover, all animated views were create in code as autolayout interfered with animation a lot even before iOS8).
What turned out to be a universal solution for both problems is to put the problematic views into a wrapper view and use it to split-off Rotation animation or to do the animation that causes 'reset' effect. Now it functions the same in 7.1.1 and 8.1.1.
I have a slider that is functioning as 2 sliders, according to the audio played - when 1 type of audio (some kind of vocal guidance) is disabled, a music is played, and the slider controls the music's volume.
When changing roles, the slider changes positions, according the its role (guidance - upper in the view, music - lower) and adjusts the its value (the volume) to a saved volume value for that type of sound (guidance sound or music sound).
The type of effect I was looking for was -
Move the slider to its new location, using [UIView
animateWithDuration]
When the slider reaches its location, change its value to reflect the
volume, again, using [UIView animateWithDuration].
First, I wrote it like that -
[UIView animateWithDuration:0.3
animations:^{self.volumeSlider.frame = sliderFrame;}
completion:^(BOOL finished){
[UIView animateWithDuration:0.3
animations:^{self.volumeSlider.value = newValue;}
];
}];
Which worked very well in the iOS 6 simulator (using Xcode 4.6.3), but when changing to my phone, running iOS 7, the slider changed its position and then the slider's value jumped to the new value.
The same problem occurred again when running in the iOS 7 simulator that comes with Xcode 5, so I assume it's an iOS 7 problem.
I did some experiments, all with different results:
I tried setting the volume using '[UIView animateWithDuration:0.3 delay:0.3 options: animations: completion:]', meaning, not in the completion part, but the same thing happend.
When putting just the 2 animations one after another (each as separate animation, each without a delay, one after another) the result will vary according to the order of the animations.
[UIView animateWithDuration:0.3 animations:^{self.volumeSlider.value = newValue;}];
[UIView animateWithDuration:0.3 animations:^{self.volumeSlider.frame = sliderFrame;}];
Will move both the slider and its value together, both animated, while
[UIView animateWithDuration:0.3
animations:^{self.volumeSlider.frame = sliderFrame;}];
[UIView animateWithDuration:0.3
animations:^{self.volumeSlider.value = newValue;}];
Will move the slider's position, and then change its value without animation.
I tried calling the 2nd animation through
[self performSelector:#selector(animateVolume:) withObject:nil afterDelay:0.3];
And again - the slider moved, and then the value changed at once.
WHY, OH WHY??
If it helps, this is the description of the slider, BEFORE the first animation -
<UISlider: 0xcc860d0; frame = (23 156; 276 35); autoresize = RM+BM;
layer = <CALayer: 0xcc86a10>; value: 1.000000>
And After the first animation ended -
<UISlider: 0xcc860d0; frame = (23 78; 276 35); autoresize = RM+BM;
animations = { position=<CABasicAnimation: 0xbce5390>; };
layer = <CALayer: 0xcc86a10>; value: 0.000000>
Notice the animations section, that shouldn't be there by now (the description is logged from [self animateVolume] which is called with a delay of .3 seconds).
I know its a weird problem, but I would very much appreciate help with it.
Thank :)
Dan
UPDATE
As Christopher Mann suggested, changing the value in the UIView:animationWithDuration is not the official way of using it, and the correct way would be to use UISlider's setValue:animated.
However, for the people who will encounter such problem in the future - it seems that iOS 7 has some difficulties with that method, such that it is not animated in some cases (I think it will not be animated if the project was started in Xcode < 5).
The problem and its solution are described here.
My code that solved this problem is:
[UIView animateWithDuration:0.3
animations:^{self.volumeSlider.frame = sliderFrame;}
completion:^(BOOL finished){
[UIView animateWithDuration:1.0 animations:^{
[self.volumeSlider setValue:newValue animated:YES];
}];
currentSliderMode = mode;
}];
If you want to animate the change in slider value you should use setValue:animated: instead of setting .value directly. Changing volumeSlider.value inside the UIView animation block is likely interfering the the animation.
I need to make a wizard with multiple interactive pages that gathers data from the user. Making so many pages is a tough work by making every single window. Is there any simple class or command to manage it?
There's a couple approaches you could take to do this. First off you could use a UINavigationController which allows you to easily move between multiple view controllers. This is probably the best option if you are okay with using multiple view controllers.
To push to the next controller in a navigation stack you can use:
UIViewController *controller = [self.storyboard instantiateViewControllerWithIdentifier:#"someID"];
[self.navigationController pushViewController:controller animated:YES];
UIScrollView is also an option but would require careful manual memory management when items moved on and off screen, however this could be done all in one class.
[arrayOfViews enumerateObjectsUsingBlock:^(id obj, NSUInteger idx,BOOL *stop) {
UIView *subView = [[UIView alloc] initWithFrame:CGRectMake(320 * idx, 0, 320, 480)];
float randNum = arc4random() % 255;
[subView setBackgroundColor:[UIColor colorWithRed:randNum/255.0 green:randNum/255.0 blue:randNum/255.0 alpha:1.0]];
[myScrollView addSubview:subView];
[myScrollView setContentSize:CGSizeMake(320 * (idx + 1), 480)];
}];
Then your final and most flexible option would be to just make subviews of your main view and you could make your own custom animations for how every item moves around on screen.
[UIView animateWithDuration:0.5 delay:0.0 options:UIViewAnimationOptionCurveEaseInOut animations:^{
[someSubview setTransform:CGAffineTransformConcat(CGAffineTransformMakeScale(0.5, 0.5), CGAffineTransformMakeTranslation(-300, -300))];
}completion:^(BOOL done){
//some completion items
}];
Expanding on H2CO3's comment, you'll want to probably use a UINavigationController, assuming the users are allowed to go backwards at will. Then, to go forwards, you'll just push a new UIViewController onto the stack.
Alternatively, you can check out storyboards, which let you define the whole thing, in a row, with transitions using IB. However, those end up being embedded in a UINavigationController anyway.
I have a subview loaded into an UIView. In the subview's .m file I have the following:
- (void)startAnimation {
// Array to hold png images
imageArray = [[NSMutableArray alloc] initWithCapacity:22];
animatedImages = [[UIImageView alloc] initWithImage:viewForImage];
// Build array of images, cycling through image names
for (int i = 1; i < 22; i++){
[imageArray addObject:[UIImage imageNamed:[NSString stringWithFormat:#"image%d.png", i]]];
}
animatedImages.animationImages = [NSArray arrayWithArray:imageArray];
// One cycle through all the images takes 1 seconds
animatedImages.animationDuration = 2.0;
// Repeat forever
animatedImages.animationRepeatCount = 0;
// Add subview and make window visible
[viewForMovie addSubview:animatedImages];
// Start it up
animatedImages.startAnimating;
NSLog(#"Executed");
}
Please be noted that I have in the .h file:
UIImageView *animatedImages;
NSMutableArray *imageArray;
UIView *viewForMovie;
#property(nonatomic,retain)IBOutlet UIView *viewForMovie;
and in the .m file:
#synthesize viewForMovie;
and I have connected viewForMovie to a UIView in IB. I've been on this for several hours now and have tried many variations I've found on the web but cannot get it to work. There are no errors and the other GUI graphics in the subview appear very nicely....but the animation just doesn't appear over top where it should. Also the NSlog reports that the method has in fact been called from the parent. Can anyone see any blaring issues? Thx.
PS: I'm pretty new at this.
Based on the code shown and the behavior you see so far, here are my suggestions:
Make sure the viewForMovie IBOutlet is connected properly in Interface Builder. If it's not connected properly (and so nil), nothing will appear. If you didn't mean to make it an IBOutlet in the first place, then you'll need to manually create it and add it as a subview to self before using it.
Not sure why you have the viewForMovie UIView in the first place. Is this subview's class (let's call it MySubview) a subclass of UIView? You can just show the animation in self instead of adding another subview inside it. Are you going to add more uiviews to this subview besides the viewForMovie?
To get rid of the "may not respond to" warning, declare the startAnimation method in the MySubview.h file (under the #property line):
-(void)startAnimation;
The fact that the warning says "UIView may not respond" also tells you that the parent view has declared newView as a UIView instead of MySubview (or whatever you've named the subview class). Change the declaration in the parent from UIView *newView; to MySubview *newView;.
In the initWithImage, what is "viewForImage"? Is it a UIImage variable or something else?
If all of the images are the same size and fit in the subview as-is, you don't need to set the frame--the initWithImage will automatically size the UIImageView using the init-image dimensions.
Double check that the images you are referencing in the for-loop are named exactly as they are in the code and that they have actually been added to the project.
Finally, you should release the objects you alloc in startAnimation. At the end of the method, add:
[imageArray release];
[animatedImages release];
The only item, however, that I think is actually preventing the animation from appearing right now is item 1.