I have a series of 8 UIView animations that occur directly after my view is loaded. Right now, I am accomplishing this by using the animationDidStop:finished:context
delegate method, and everything works as expected. The problem is that I have a new method for each animation. Most of the code in each of these methods is repeated, with only the animation duration and the actual positioning of elements changing.
I tried to create a single method which would be called and have the context hold the parameters needed to change the UI appropriately, but it seems to be recursively calling itself well past the amount of times I call it:
-(void)animationDidStop:(NSString *)animationID finished:(BOOL)finished context:(void *)context{
NSNumber *number = (NSNumber *)context;
int animationStep = [number intValue];
int nextAnimationStep = animationStep + 1;
NSNumber *nextAnimationStepNumber = [NSNumber numberWithInt:nextAnimationStep];
NSLog(@"Animation Step: %i", animationStep);
CGRect firstFrame = CGRectMake(self.feedsScroll.frame.size.width * 2, 0.0f, self.secondFeedView.view.frame.size.width, self.secondFeedView.view.frame.size.height);
CGRect thirdFrame = CGRectMake(self.feedsScroll.frame.size.width * 2, 0.0f, self.thirdFeedView.view.frame.size.width, self.thirdFeedView.view.frame.size.height);
[UIView beginAnimations:nil context:nextAnimationStepNumber];
[UIView setAnimationBeginsFromCurrentState:YES];
[UIView setAnimationCurve:UIViewAnimationCurveLinear];
[UIView setAnimationDelegate:self];
if (animationStep < 8)
[UIView setAnimationDidStopSelector:@selector(animationDidStop:finished:context:)];
NSLog(@"Beginning animations");
switch (animationStep) {
case 0:
[UIView setAnimationDuration:.3];
self.firstFeedView.view.center = CGPointMake(self.firstFeedView.view.center.x + 30, self.firstFeedView.view.center.y);
break;
case 1:
[UIView setAnimationDuration:.3];
self.firstFeedView.view.center = CGPointMake(self.firstFeedView.view.center.x - 30, self.firstFeedView.view.center.y);
break;
case 2:
[UIView setAnimationDuration:.3];
[self.secondFeedView.view setFrame:firstFrame];
break;
case 3:
[UIView setAnimationDuration:.3];
self.secondFeedView.view.center = CGPointMake(self.secondFeedView.view.center.x + 30, self.firstFeedView.view.center.y);
break;
case 4:
[UIView setAnimationDuration:.3];
self.secondFeedView.view.center = CGPointMake(self.secondFeedView.view.center.x - 30, self.firstFeedView.view.center.y);
break;
case 5:
NSLog(@"Animation step 6");
[UIView setAnimationDuration:.5];
self.firstFeedView.view.center = CGPointMake(self.firstFeedView.view.center.x - 230, self.firstFeedView.view.center.y);
self.secondFeedView.view.center = CGPointMake(self.secondFeedView.view.center.x - 230, self.firstFeedView.view.center.y);
break;
case 6:
[UIView setAnimationDuration:.5];
[self.thirdFeedView.view setFrame:thirdFrame];
break;
case 7:
[UIView setAnimationDuration:.3];
self.thirdFeedView.view.center = CGPointMake(self.thirdFeedView.view.center.x + 30, self.firstFeedView.view.center.y);
break;
case 8:
[UIView setAnimationDuration:.3];
self.thirdFeedView.view.center = CGPointMake(self.thirdFeedView.view.center.x - 30, self.thirdFeedView.view.center.y);
break;
default:
break;
}
[UIView commitAnimations];
}
I know this is probably a naive implementation. I am new to iPhone development, and am looking for some best practices to apply here. Am I going about this in the wrong way?
put this in the ViewDidLoad
The "context" is a void*, and therefore not retained. There are a few options:
id
).int animationStep = [animationID intValue];
and[UIView beginAnimations:[NSString stringWithFormat:@"%d", nextAnimationStep] context:NULL];
. This also feels icky.int animationStep = (int)context;
and[UIView beginAnimations:nil context:(void*)nextAnimationStep];
. This is icky (and probably causes undefined behaviour according to the C standard).On another note,
finished:(BOOL)finished
should befinished:(NSNumber*)finished
. They made a mistake in the original docs; it was presumably easier to change the docs to reflect the API instead of changing the API and having to magically maintain backwards compatibility (even though passing a bool is more sensible).You can use blocks for this purpose and get a very clean result.
Taken from: http://xibxor.com/objective-c/uiview-animation-without-nested-hell/
If you're willing to step up to iOS 4.0, the new blocks-based animation approach can make this animation chaining trivial. For example:
will cause
view
to animate to (0, 0) over a duration of 1 second, fade out for 0.2 seconds, then be removed from its superview. These animations will be sequential.The first block in the
+animateWithDuration:animations:completion:
class method contains the property changes to animate at once, and the second is the action to be performed on completion of the animation. Because this callback can contain another animation of this sort, you can nest them to create arbitrary chains of animations.We created a component for chaining animation steps declaratively using blocks (CPAnimationSequence on Github). We described the motivations and the rationale in our iOS development blog.
It gives you very readable code, something like this: