animatewithduration

Weird behaviour happens when using UIView animate and CGAffineTransform

拜拜、爱过 提交于 2019-12-06 15:22:28
I created some animations in my project. Basically, I use UIView animate and CGAffineTransform, but a very strange thing happened and I have no idea. Hope someone can help me solve this problem. Thanks in advance. This is the strange thing: After the user clicks on a button, the button slides off screen and another two buttons slide on the screen (I just changed the center point of these buttons to achieve this animation). And, some time later, a view on the screen start shaking (I use CGAffineTransform to achieve this). At this moment, the strange thing happens - the button that previous slid

Moving a button in swift using animate with duration with constraints and detecting a touch during it

爷,独闯天下 提交于 2019-12-06 13:02:41
问题 I want to move a button from point A to point B. Point A: leadingConstraint = 120, topConstraint = 400 . Point B: leadingConstraint = 120, topConstraint = 200 . For my game purpose, I can't use frames. I also want to be able to detect a touch on it while its moving (I have no idea how to do this). I have this code where I'm attempting to move the button (using animate with duration) but whats happening is that its starting from the top left corner (small size) instead of starting from point A

UITableView Drag & Drop Outside Table = Crash

拟墨画扇 提交于 2019-12-05 13:48:24
The Good My drag & drop function almost works wonderfully. I longPress a cell and it smoothly allows me to move the pressed cell to a new location between two other cells. The table adjusts and the changes save to core data. Great! The Bad My problem is that if I drag the cell below the bottom cell in the table, even if I don't let go (un-press) of the cell... the app crashes. If I do the drag slowly, really it crashes as the cell crosses the y-center of the last cell... so I do think it's a problem related to the snapshot getting a location. Less important, but possibly related, is that if I

using UIView animateWithDuration: delay: Xcode

☆樱花仙子☆ 提交于 2019-12-03 10:17:15
问题 I am trying to use [UIView animateWithDuration:1 delay:2 options:UIViewAnimationOptionCurveEaseIn animations:^{ } completion:^ (BOOL completed) {} ]; however no matter what number I put for the delay, there is no delay. I am trying to have a series of buttons fade in one after the other when another button is touched. So I use a series of UIView animate with various lengths of delay but they all show up at the same time no matter what time delay I enter. Does anyone have some suggestions? 回答1

using UIView animateWithDuration: delay: Xcode

帅比萌擦擦* 提交于 2019-12-03 00:45:30
I am trying to use [UIView animateWithDuration:1 delay:2 options:UIViewAnimationOptionCurveEaseIn animations:^{ } completion:^ (BOOL completed) {} ]; however no matter what number I put for the delay, there is no delay. I am trying to have a series of buttons fade in one after the other when another button is touched. So I use a series of UIView animate with various lengths of delay but they all show up at the same time no matter what time delay I enter. Does anyone have some suggestions? First of all, the values animateWithDuration and delay are float values, and should be as 1.0 and 2.0

Consecutive Animation Calls Not Working

≯℡__Kan透↙ 提交于 2019-11-29 10:49:51
I have a button that calls an animateWithDuration code that fades an image out, fades text & a new bg color in , and then resets back to normal. The animation takes a few seconds to complete and works great. However! There's a problem: Sometimes this button will be pushed again before the animation finishes. When this happens, I want the current animate to stop and start over again. Researched Solution Not Working According to my reading, the solution should be simple, just import QuartzCore and add: button.layer.removeAllAnimations() This does remove the animation but the new/second animation

Creating a method to perform animations and wait for completion using a semaphore in objective c

回眸只為那壹抹淺笑 提交于 2019-11-28 14:16:55
I am trying to create a method which makes use of UIView's "+animateWithDuration:animations:completion" method to perform animations, and wait for completion. I am well aware that I could just place the code that would normally come after it in a completion block, but I would like to avoid this because there is a substantial amount of code after it including more animations, which would leave me with nested blocks. I tried to implement this method as below using a semaphore, but I don't think this is the best way to do it, especially because it doesn't actually work. Can anyone tell me what is

animateWithDuration:animations:completion: in Swift

落花浮王杯 提交于 2019-11-28 12:12:28
In objective-C my animation bit would look something like this: [UIView animateWithDuration:0.5 animations:^{ [[[_storedCells lastObject] topLayerView] setFrame:CGRectMake(0, 0, swipeableCell.bounds.size.width, swipeableCell.bounds.size.height)]; } completion:^(BOOL finished) { [_storedCells removeLastObject]; }]; If I translate that into Swift it should look something like this: UIView.animateWithDuration(0.5, animations: { self.storedCells[1].topLayerView.frame = CGRectMake(0, 0, cell.bounds.size.width, cell.bounds.size.height) }, completion: { (finished: Bool) in //self.storedCells

Consecutive Animation Calls Not Working

我的梦境 提交于 2019-11-28 04:06:17
问题 I have a button that calls an animateWithDuration code that fades an image out, fades text & a new bg color in , and then resets back to normal. The animation takes a few seconds to complete and works great. However! There's a problem: Sometimes this button will be pushed again before the animation finishes. When this happens, I want the current animate to stop and start over again. Researched Solution Not Working According to my reading, the solution should be simple, just import QuartzCore

Creating a method to perform animations and wait for completion using a semaphore in objective c

天涯浪子 提交于 2019-11-27 08:19:27
问题 I am trying to create a method which makes use of UIView's "+animateWithDuration:animations:completion" method to perform animations, and wait for completion. I am well aware that I could just place the code that would normally come after it in a completion block, but I would like to avoid this because there is a substantial amount of code after it including more animations, which would leave me with nested blocks. I tried to implement this method as below using a semaphore, but I don't think