Reputation: 547
I have a UIViewController that, depending on the frequency set by user, displays images in a animateWithDuration fade-in/fade-out every X seconds (say, 5 or 10). To manage the regularly timed calls to fade-in/out the images, I have a NSTimer that is set every time viewWillAppear is called.
Some function that does the animation, let's call it "showImageNow":
// on...
[UIView animateWithDuration:someInterval
delay:0
options:UIViewAnimationCurveEaseInOut
animations:
^{
// UI alpha = ... code here
}
// off...
completion:^(BOOL finished){
[UIView animateWithDuration:someOtherInterval
delay:yetAnotherValue
options:UIViewAnimationCurveEaseInOut
animations:
^{
// UI alpha = ... code here
}
completion:nil
];
}
];
In viewWillAppear:
if(myTimer != nil)
{
[myTimer invalidate]; // in case user changed the frequency in settings view
}
myTimer = [NSTimer scheduledTimerWithTimeInterval: [[NSUserDefaults standardUserDefaults] doubleForKey:@"userFrequency"]
target:self
selector: @selector(showImageNow:)
userInfo: nil
repeats: YES];
In viewDidAppear:
if(myTimer) { [myTimer fire]; }
While everything works as expected most of the time, the fade-out part of the first animation is cut off/stutters every time the UIViewController is re-appeared (from say, app went to background or app was in another view). The fade-in part of the animation works always, oddly enough. This is observed on a real device, not the simulator. So the fade-in/out works for every animation except the first one (the fade-out part doesn't work).
Notes:
So this is perplexing. I've tried using CADisplayLink but apparently that's not the right way to do it. Any ideas how to resolve this issue?
Upvotes: 0
Views: 263
Reputation: 2369
I'd try enabling the UIViewAnimationOptionBeginFromCurrentState
option in your animation code and see if that helps
Upvotes: 1