1dayitwillmake
1dayitwillmake

Reputation: 2339

UIViewAnimation plays instantly, delay is ignored

I have a simple UIViewAnimation that is called once my view is loaded. However no matter what I place as the value for delay, it is ignored and the animation plays instantly.

[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:100.0];
[UIView setAnimationDelay:2.0];
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
[UIView setAnimationDelegate:self];
[UIView setAnimationDidStopSelector:@selector(faceRight:finished:context:)];
_chooseLabelContainer.center = CGPointMake(originalCenter.x, 0 - _chooseLabelContainer.frame.size.height);
[UIView commitAnimations];

Update: As a test I've mangeled this scenario and below the non-delayed animation happens instantly, but the one within the dispatch queue animates overtime as expected! UIView* objectToAnimate = self.hudController->_chooseLabelContainer;

dispatch_after(dispatch_time(DISPATCH_TIME_NOW, 2 * NSEC_PER_SEC), dispatch_get_current_queue(), ^{
    [UIView animateWithDuration:5.0 delay:2.0 options:UIViewAnimationOptionCurveEaseInOut animations:^{
        NSLog(@"Start Dispatch %@", NSStringFromCGPoint( objectToAnimate.center ) );
        objectToAnimate.center = CGPointMake(objectToAnimate.center.x, objectToAnimate.center.y+90);
    }completion:^(BOOL done){
        NSLog(@"Done Dispatch");
    }];


});

[UIView animateWithDuration:5.0 delay:2.0 options:UIViewAnimationOptionCurveEaseInOut animations:^{
    NSLog(@"Start %@", NSStringFromCGPoint( objectToAnimate.center ) );
    objectToAnimate.center = CGPointMake( objectToAnimate.center.x, objectToAnimate.center.y+30);
}completion:^(BOOL done){
    NSLog(@"Done");
}];

Upvotes: 3

Views: 421

Answers (1)

Mick MacCallum
Mick MacCallum

Reputation: 130222

This might not solve your problem, but as of iOS 4 Apple recommends you use UIView animation blocks:

[UIView animateWithDuration:100.0 delay:2.0 options:UIViewAnimationOptionCurveEaseInOut animations:^{
    _chooseLabelContainer.frame = CGPointMake(originalCenter.x, 0 - _chooseLabelContainer.frame.size.height);
}completion:^(BOOL done){
    [self faceRight:finished:context]; //will of course generate errors since I don't know what arguments to pass.
}];

Upvotes: 1

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