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  • UIView inside UIView with Shadow?

    - by Rnegi
    Hi, I've been trying to figure out how to draw a shadow for an UIView that was added inside a UIView with addSubview. I searched online and read the docs, but the Apple docs simply draw new shapes as shown below. I want to use the Core Graphics to add a shadow to the UIView, but am unsure how to do this to a UIView directly. CGContextRef myContext = UIGraphicsGetCurrentContext(); //CGContextRef myContext = myCGREF; CGSize myShadowOffset = CGSizeMake (10, 10);// 2 CGContextSetShadow (myContext, myShadowOffset, 0); // 3 CGContextBeginTransparencyLayer (myContext, NULL);// 4 // Your drawing code here// 5 CGContextSetRGBFillColor (myContext, 0, 1, 0, 1); CGContextFillRect (myContext, CGRectMake (a_view.frame.origin.x, a_view.frame.origin.y , wd, ht)); CGContextEndTransparencyLayer (myContext);// 6 I know I should put this in the SuperView drawRect method, but I don't know how to make it so it adds a shadow to the views I add in addSubView. Thanks!

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  • UIView Animation won't run transition

    - by dpelletier
    So, I've searched quite a bit for this and can't seem to find a solution. This code works: CGContextRef context = UIGraphicsGetCurrentContext(); [UIView beginAnimations:nil context:context]; [UIView setAnimationDuration:5]; [c setCenter:CGPointMake(200, 200)]; [UIView commitAnimations]; This code doesn't: CGContextRef context = UIGraphicsGetCurrentContext(); [UIView beginAnimations:nil context:context]; [UIView setAnimationBeginsFromCurrentState:YES]; [UIView setAnimationTransition:UIViewAnimationTransitionFlipFromLeft forView:c cache:YES]; [UIView setAnimationDuration:5]; [c exchangeSubviewAtIndex:0 withSubviewAtIndex:1]; [UIView commitAnimations]; And I know the call to exchangeSubViewAtIndex is working because if I remove it from the animation block it functions as expected. Anyone have any insight as to why this transition won't run? Something I need to import?

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  • iPhone - UIView Animation not looping correctly

    - by Robert
    Hey all, got a little problem here and can't figure out what I am doing wrong. I am trying to animate a UIView up and down repeatedly. When I start it, it goes down correctly and then back up but then immediately shoots to the "final" position of the animation. Code is as follows: UIImageView *guide = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"image.png"]]; guide.frame = CGRectMake(250, 80, 30, 30); [self.view addSubview:guide]; [UIView beginAnimations:nil context:nil]; [UIView setAnimationCurve:UIViewAnimationCurveEaseInOut]; [UIView setAnimationDuration:2]; [UIView setAnimationRepeatAutoreverses:YES]; [UIView setAnimationBeginsFromCurrentState:YES]; guide.frame = CGRectMake(250, 300, 30, 30); [UIView setAnimationRepeatCount:10]; [UIView commitAnimations]; Thanks in advance!

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  • iPad: Move UIView with animation, then move it back

    - by Joel
    I have the following code in a UIView subclass that will move it off the screen with an animation: float currentX = xposition; //variables that store where the UIView is located float currentY = yposition; float targetX = -5.0f - self.width; float targetY = -5.0f - self.height; moveX = targetX - currentX; //stored as an instance variable so I can hang on to it and move it back moveY = targetY - currentY; [UIView beginAnimations:@"UIBase Hide" context:nil]; [UIView setAnimationDuration:duration]; self.transform = CGAffineTransformMakeTranslation(moveX,moveY); [UIView commitAnimations]; It works just great. I've changed targetX/Y to 0 to see if it does indeed move to the specified point, and it does. The problem is when I try and move the view back to where it was originally: moveX = -moveX; moveY = -moveY; [UIView beginAnimations:@"UIBase Show" context:nil]; [UIView setAnimationDuration:duration]; self.transform = CGAffineTransformMakeTranslation(moveX,moveY); [UIView commitAnimations]; This puts the UIView about 3x as far as it should. So the view usually gets put off the right side of the screen (depending on where it is). Is there something with the CGAffineTransforMakeTranslation function that I should know? I read the documentation, and from what I can tell, it should be doing what I'm expecting it to do. Anyone have a suggestion of how to fix this? Thanks.

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  • UIView animation only animating some of the things I ask it to

    - by Ben
    I have a series of (say) boxes on the screen in a row, all subviews of my main view. Each is a UIView. I want to shift them all left and have a new view also enter the screen from the right in lockstep. Here's what I'm doing: // First add a dummy view offscreen UIView * stagingView = /* make this view, which sets up its width/height */ CGRect frame = [stagingView frame]; frame.origin.x = /* just off the right side of the screen */; [stagingView setFrame:frame]; [self stagingView]; And then I set up animations in one block for all of my subviews (which includes the one I just added): [UIView beginAnimations:@"shiftLeft" context:NULL]; [UIView setAnimationCurve:UIViewAnimationCurveEaseInOut]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(_animationDidStop:context:)]; [UIView setAnimationDuration:0.3]; for (UIView * view in [self subviews]) { CGRect frame = [view frame]; frame.origin.x -= (frame.size.width + viewPadding); [view setFrame:frame]; } [UIView commitAnimations]; Here's what I expect: The (three) views already on screen get shifted left and the newly staged view marches in from the right at the same time. Here's what happens: The newly staged view animates in exactly as expected, and the views already on the screen do not appear to move at all! (Or possibly they jump without animation to their end locations). And! If I comment out the whole business of creating the new subview offscreen... the ones onscreen do animate correctly! Huh? (Thanks!)

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  • UIView removeFromSuperView animation delay

    - by Mike
    I have a method which animates one of the subviews of UIWindow and then removes it from UIWindow using removeFromSuperview. But when I put removeFromSuperview after animation block, the animation never shows, because removeFromSuperview removes the UIView from UIWindow before the animation plays :-( How can I delay removeFromSuperview so the animation plays first, and then subview is removed? I tried [NSThread sleepForTimeInterval:1]; after animation block but that didn't have desired effect, because animation sleeps too for some reason. My code for this method: - (void) animateAndRemove { NSObject *mainWindow = [[UIApplication sharedApplication] keyWindow]; [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:0.8]; UIView *theView = nil; for (UIView *currentView in [mainWindow subviews]) { if (currentView.tag == 666) { currentView.backgroundColor = [UIColor colorWithRed:0.8 green:0.8 blue:0.8 alpha:0.0]; theView = currentView; } } [UIView setAnimationTransition: UIViewAnimationTransitionNone forView:theView cache:YES]; [UIView commitAnimations]; //[NSThread sleepForTimeInterval:1]; [theView removeFromSuperview]; }

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  • UIView Animation iPhone (obtaining information on the frame dynamically)

    - by Urizen
    I have a UIView called goalBar which is being animated by increasing the size of the frame according to a float value called destination: CGRect goalBarRect = CGRectMake(0, 0, destination, 29); [UIView beginAnimations:@"goal" context:nil]; [UIView setAnimationCurve:UIViewAnimationCurveEaseIn]; [UIView setAnimationDuration:2.0f]; goalBar.frame = goalBarRect; [UIView commitAnimations]; The animation works perfectly and the rectangular view increases its width over the course of the animation (from 0 to the value for destination). However, I wish to be able to extract the values for the frame of the UIView being animated (i.e. goalBar) as the animation takes place. By that I mean that I wish to place the value of the width for the animated frame in a separate UILabel so that the user sees a counter that provides the width of the UIView as it's being animated. Any help on how to do the above would be gratefully received.

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  • UIView animation VS core animation

    - by Tom Irving
    I'm trying to animate a view sliding into view and bouncing once it hits the side of the screen. A basic example of the slide I'm doing is as follows: // The view is added with a rect making it off screen. [UIView beginAnimations:nil context:NULL]; [UIView setAnimationBeginsFromCurrentState:YES]; [UIView setAnimationDuration:0.07]; [UIView setAnimationCurve:UIViewAnimationCurveLinear]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(animationDidStop:finished:context:)]; [theView setFrame:CGRectMake(-5, 0, theView.frame.size.width, theView.frame.size.height)]; [UIView commitAnimations]; More animations are then called in the didStopSelector to make the bounce effect. The problem is when more than one view is being animated, the bounce becomes jerky and, well, doesn't bounce anymore. Before I start reading up on how to do this in Core Animation, (I understand it's a little more difficult) I'd like to know if there is actually an advantage using Core Animation rather than UIView animations. If not, is there something I can do to improve performance?

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  • UIView Animation: Shrink

    - by Moduspwnens
    I'm looking to have my main view shrink to reveal the next view in the same way the Facebook app's views shrink when you press the top-left button. I already have it working with one of the included animations like this: [UIView beginAnimations:nil context:nil]; [UIView setAnimationCurve:UIViewAnimationCurveEaseInOut]; [UIView setAnimationDuration:1.0]; [UIView setAnimationTransition:UIViewAnimationTransitionFlipFromLeft forView:self.navigationController.view cache:NO]; [self.navigationController popToRootViewControllerAnimated:YES]; [UIView commitAnimations]; I'm fairly well-experienced with the iPhone SDK but haven't spent a lot of time with UIView animations.

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  • UIView animation not working

    - by Daniel
    I have the following code to do a UIView animation: [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:1.0]; [UIView setAnimationDelegate:self]; [UIView setAnimationTransition:UIViewAnimationTransitionFlipFromRight forView:mapView.view cache:NO]; [self addSubview:detailView]; [mapView removeFromSuperview]; [UIView commitAnimations]; It works when I dont add the detailView. What actually happens is the equivalent of this: [self addSubview:detailView]; [mapView removeFromSuperview]; Please help.

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  • iPhone UIView Animation Disables UIButton Subview

    - by bensnider
    So I've got a problem with buttons and animations. Basically, I'm animating a view using the UIView animations while also trying to listen for taps on the button inside the view. The view is just as large as the button, and the view is actually a subclass of UIImageView with an image below the button. The view is a subview of a container view placed in Interface Builder with user interaction enabled and clipping enabled. All the animation and button handling is done in this UIImageView subclass, while the startFloating message is sent from a separate class as needed. If I do no animation, the buttonTapped: message gets sent correctly, but during the animation it does not get sent. I've also tried implementing the touchesEnded method, and the same behavior occurs. UIImageView subclass init (I have the button filled with a color so I can see the frame gets set properly, which it does): - (id)initWithImage:(UIImage *)image { self = [super initWithImage:image]; if (self != nil) { // ...stuffs UIButton *tapBtn = [UIButton buttonWithType:UIButtonTypeCustom]; tapBtn.frame = CGRectMake(0, 0, self.frame.size.width, self.frame.size.height); [tapBtn addTarget:self action:@selector(buttonTapped:) forControlEvents:UIControlEventTouchUpInside]; tapBtn.backgroundColor = [UIColor cyanColor]; [self addSubview:tapBtn]; self.userInteractionEnabled = YES; } return self; } Animation method that starts the animation (if I don't call this the button works correctly): - (void)startFloating { [UIView beginAnimations:@"floating" context:nil]; [UIView setAnimationDelegate:self]; [UIView setAnimationCurve:UIViewAnimationCurveLinear]; [UIView setAnimationDuration:10.0f]; self.frame = CGRectMake(self.frame.origin.x, -self.frame.size.height, self.frame.size.width, self.frame.size.height); [UIView commitAnimations]; } So, to be clear: Using the UIView animation effectively disables the button. Disabling the animation causes the button to work. The button is correctly sized and positioned on screen, and moves along with the view correctly.

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  • Detect if certain UIView was touched amongst other UIViews

    - by Rudiger
    HI Guys, Sorry if this has been answered elsewhere but I can't seem to get it to work. I have 3 UIViews, layered on top of one large uiview. I want to know if the user touches the top one and not care about the other ones. I will have a couple of buttons in the second UIView and a UITable in the 3rd UIView. Problem is I turn userInteractionEngabled on on the first view and that works, but all the other views respond in the same way even if I turn it off. If I disable userInteractionEnabled on self.view none of them respond. I also can't detect which view was touched in the touchesBegan delegate method. my code: UIView *aView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 320, 150)]; aView = userInteractionEnabled = YES; [self.view addSubview:aView]; UIView *bView = [[UIView alloc] initWithFrame:CGRectMake(0, 150, 320, 50)]; bView.userInteractionEnabled = NO; [self.view addSubview:bView]; -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { //This gets called for a touch anywhere } Thanks for any help.

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  • Custom UIView built with Interface Builder accessible/positionable via Interface Builder

    - by Nader
    This shouldn't be this confusing. I have a custom UIView with a bunch on controls on it. UILabels, buttons, etc. I've created this Nib using Interface Builder. I want to be able to position this custom uiview on another UIView using the interface builder. How do I link my UIView custom class, to the nib? initWithCoder gets called, but I want this class to get loaded from the nib. Thanks

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  • Get size of UIView after applying CGAffineTransform

    - by Ican Zilb
    I was surprised not to find an answer to this question, maybe is something very simple I somehow overlook : How to get the real size of an UIView after I apply a CGAffineTransform to it? eg. my UIView has size 300 x 200, I apply a scaling transform let's say factor 2 both horizontal and vertical, so the UIView now takes 600 x 400 on the screen, but it's bounds and it's layer's bounds are still returning a size of 300 x 200 ... where do I find the real size of the UIView ?

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  • Adding UIView animation mysteriously changes starting frame

    - by clozach
    I'm working on an app that shows a thumbnail of a photo taken by the user. In order to show a seemless transition from the full-screen image shown in the UIImagePickerController to the thumbnail, I set the frame on my copy of the image to [[UIScreen mainScreen] bounds] and then change the frame to match the frame of an invisible button. (The button allows users to re-take their photo by tapping the thumbnail image.) The trouble is that the starting x-origin of my UIImageView (imageView) is mysteriously starting nearly offscreen to the left: As you can see from the alert, the imageView purports to be located at (0,0), yet it's displaying at something like (-255,0). Here's the code: CGRect frame = [[UIScreen mainScreen] bounds]; imageView.frame = frame; [[[[UIAlertView alloc] initWithTitle:@"Yo!" message:[NSString stringWithFormat:@"starting frame:%@",NSStringFromCGRect(imageView.frame)] delegate:nil cancelButtonTitle:@"K." otherButtonTitles:nil] autorelease] show]; // Slide the enlarged image seamlessly "onto" the photo button [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:1000]; [UIView setAnimationDelay:.5]; imageView.frame = pictureButton.frame; [UIView commitAnimations]; As if to taunt me, the image actually does go full screen if I comment out the animation code: CGRect frame = [[UIScreen mainScreen] bounds]; imageView.frame = frame; [[[[UIAlertView alloc] initWithTitle:@"Yo!" message:[NSString stringWithFormat:@"starting frame:%@",NSStringFromCGRect(imageView.frame)] delegate:nil cancelButtonTitle:@"K." otherButtonTitles:nil] autorelease] show]; // Slide the enlarged image seamlessly "onto" the photo button // [UIView beginAnimations:nil context:nil]; // [UIView setAnimationDuration:1000]; // [UIView setAnimationDelay:.5]; // // imageView.frame = pictureButton.frame; // // [UIView commitAnimations]; (Note: animationDuration will of course be set to something more like .5 in production, not 1000 seconds.) Update — Other weirdness worth mentioning in case it's relevant: It turns out the offset changes depending on the orientation of the camera when the photo was taken. If I take the picture with the phone upside-down, for instance, then the image gets offset vertically as well as horizontally. The picker seems to be filling the image's imageOrientation incorrectly: I have to hold the phone sideways, Home button on the left, to get an image with UIImageOrientationUp. At one point I experimented with setting imageView.clipsToBounds = YES;, which revealed that my image view's frame is in fact correct. Rather, it's the UIImage's placement within the UIImageView that gets offset. Fwiw, the image view's contentMode is the default, UIViewContentModeScaleToFill.

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  • Allowing interaction with a UIView under another UIView

    - by delany
    Is there a simple way of allowing interaction with a button in a UIView that lies under another UIView - where there are no actual objects from the top UIView on top of the button? For instance, at the moment I have a UIView (A) with an object at the top and an object at the bottom of the screen and nothing in the middle. This sits on top of another UIView that has buttons in the middle (B). However, I cannot seem to interact with the buttons in the middle of B. I can see the buttons in B - I've set the background of A to clearColor - but the buttons in B do not seem to receive touches despite the fact that there are no objects from A actually on top of those buttons. EDIT - I still want to be able to interact with the objects in the top UIView Surely there is a simple way of doing this? Many thanks, D

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  • uiview animation used to work on iphone sdk 2.2 and now it doesn't on sdk 3.0

    - by nico
    hello! I have an animation block that worked fine when runnung the app on iphone OS 2.2. Now I compile the same code for iphone OS 3.0 and it doesn't work. UIViewAnimationTransition trans = UIViewAnimationTransitionFlipFromLeft; [UIView beginAnimations: nil context: NULL]; UIView *forview = [[self view] superview]; [UIView setAnimationTransition: trans forView:forview cache: YES]; [UIView setAnimationDuration:1.0]; [[self navigationController] popViewControllerAnimated:NO]; [UIView commitAnimations]; What the code does, it uses the navigation controller to change the top most view, but with the flip transition and not with the built in one. any ideas on what might have change in the sdk or what I'm doing wrong? thanks!!

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  • UIView Subview Does not autoresize on orientation change

    - by Jason
    In my iPhone app, I have a view controller with two views (essentially, a front & back view). The front view is the main UIView, and the back view is a secondary UIView which is added as a subview using [self.view addSubview:backView] when showing the back and [backView removeFromSuperview] when hiding it. However, when the orientation changes, I have the following issue: the main UIView (frontView) rotates & all of its elements resize properly, but the secondary/subview UIView (backView) does not rotate & all of its elements do not resize properly. Does anyone have suggestions on how to make the secondary UIView autoresize properly according to the rules I have set in Interface Builder?

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  • Animating resizing and moving UIView at the same time

    - by chouchou
    I'd like to "Stretch" a UIView to the right side, meaning increase it's frame.size.width by foo pixels and at the same time decreasing it's frame.origin.x by foo pixels, using [UIView beginAnimations] syntax. However, if I do that, when the animation begins the view immediately resizes, and then starts the animation for the origin. CGRect currFrame = someView.frame; currFrame.size.width += 100; currFrame.origin.x -= 100; [UIView beginAnimations:@"Anim1" context:nil]; someView.frame = currFrame; [UIView setAnimationDuration:0.7]; [UIView commitAnimations]; I've also tried breaking the animation down to 2 parts but then I can't keep the right position in place. Any help is much appreciated!

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  • Removing a UIView from its superView and expanding its frame to full screen

    - by Magic Bullet Dave
    I have an object that is a subclass of UIView that can be added to a view hierarchy as a subView. I want to be able to remove the UIView from its superView and add it as a subView of the main window and then expand to full screen. Something along the lines of: // Remove from superView and add to mainWindow [self retain]; [self removeFromSuperView]; [self addSubView:mainWindow]; // Animate to full screen [UIView beginAnimations:@"expandToFullScreen" context:nil]; [UIView setAnimationDuration:1.0]; self.frame = [[UIScreen mainScreen] applicationFrame]; [UIView commitAnimations]; [self release]; Firstly am I on the right lines? Secondly, is there an easily way for the object to get a pointer to the mainWindow? Thanks Dave

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  • Reload UIVIew on UIVIew from Xib

    - by ludo
    Hi, I have a UIViewController that I launch from a Xib file who's contain a UIView (0,0,320,480) and this UIView contain another UIView (0,0,320,250). Inside my ViewController, I need to reload the second UIView bu clicking on a button, how to do that? Thanks,

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  • Reset or clear the UIView from UILabels

    - by Nicsoft
    Hello, I have created an UIView on which I have a number of labels and I'm also drawing some lines in the same UIView. Sometimes I update the lines that I'm drawing. Now, the problem I am having is that when I update the lines, they get drawn according to my wish. But the labels are overwriting themselves. This shouldn't have been a problem if it wasn't for that the position is changed about 1 pixel and that makes the text go blurry. I don't know how to remove the labels before they are redrawn. I do remove the labels from the superview and add them back when drawRect is called, but the SetNeedDisplay doesn't clear the screen before the graphic is updated, I guess (I think I read that SetNeedsDisplay/drawRect doesn't clear the screen, just updating the content. Couldn't find the text now while searching)? What is the pattern to use here, should I create a retangle with the size of the screen (or the area where the labels are) and fill it with the background colour, or is there any other way to clear or reset the UIView (I don't want to release and create the UIView again). The view is created in IB and associated with a custom UIView. In IB I add some buttons and other static labels. The above labels and graphics is created programatically. Any comments would be helpful! Thanks in advance!

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  • UIView shadow drawing wrong

    - by dc
    Trying to draw a shadow using code from this question: http://stackoverflow.com/questions/805872/how-do-i-draw-a-shadow-under-a-uiview I implement it in a UIView subclass as discussed, but when I try and use it using UIView *shadow = [[ShadowView alloc]initWithFrame:CGRectMake(100,100,100,100)]; I get only a black square, rather than something resembling shadow. Am I missing something here?

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