Reputation: 585
I'm making an app where I'm programmatically moving an image around the screen by reading a CGPoint from an array and setting the center of the image accordingly. In the most simple form it's like this:
for point in array {
image.center = point
sleep(1)
}
It happens after pressing a button so the for-loop is inside the @IBAction func ...
of the button.
The problem is that the screen isn't updating after an image.center
change, but only after the whole for-loop is done, so when the image is at the last point in the array. How do I force the view to update? Or what is the best way to deal with this in general?
Upvotes: 0
Views: 1630
Reputation: 104082
One more way to do this is to use animateWithDuration:delay:options:animations:completion: and use the delay parameter to give you what delay you want between moves. The following code starts the first move immediately, then each subsequent one after one second.
Swift 2
class ViewController: UIViewController {
var block = UIView()
var pointArray = [CGPoint(x: 30, y: 30), CGPoint(x: 100, y: 30), CGPoint(x: 50, y: 300), CGPoint(x: 300, y: 170)]
var counter = 1
override func viewDidLoad() {
super.viewDidLoad()
block.frame = CGRect(origin: CGPointZero, size: CGSize(width: 50, height: 50))
block.center = pointArray[0]
block.backgroundColor = UIColor.redColor()
view.addSubview(block)
moveView()
}
func moveView() {
var delay = counter == 1 ? Double(0) : Double(1)
UIView.animateWithDuration(0.3, delay: delay, options: .CurveLinear, animations: { () -> Void in
self.block.center = self.pointArray[self.counter]
}) { (finished) -> Void in
self.counter++
if self.counter < self.pointArray.count {
self.moveView()
}
}
}
}
Swift 3, 4, 5
class ViewController: UIViewController {
var block = UIView()
var pointArray = [CGPoint(x: 30, y: 30), CGPoint(x: 100, y: 30), CGPoint(x: 50, y: 300), CGPoint(x: 300, y: 170)]
var counter = 1
override func viewDidLoad() {
super.viewDidLoad()
block.frame = CGRect(origin: CGPoint.zero, size: CGSize(width: 50, height: 50))
block.center = pointArray[0]
block.backgroundColor = UIColor.red
view.addSubview(block)
moveView()
}
func moveView() {
let delay = counter == 1 ? Double(0) : Double(1)
UIView.animate(withDuration: 0.3, delay: delay, options: .curveLinear, animations: { () -> Void in
self.block.center = self.pointArray[self.counter]
}) { (finished) -> Void in
self.counter+=1
if self.counter < self.pointArray.count {
self.moveView()
}
}
}
}
Upvotes: 0
Reputation: 25459
I would use keyframe animation. Lets assume this is your points:
let val: [CGPoint] = [CGPoint(x:10, y:20), CGPoint(x:100, y:80), CGPoint(x:200, y:80), CGPoint(x:200, y:400), CGPoint(x:30, y:400), CGPoint(x:30, y:100)]
After you press button you call animation:
let duration = NSTimeInterval(2)
UIView.animateKeyframesWithDuration(duration, delay: 0.0, options: nil, animations: {
self.myView.center = CGPoint(x: 10, y: 20)
for (index, point) in enumerate(self.val) {
UIView.addKeyframeWithRelativeStartTime(Double(index) * 1.0 / Double(self.val.count), relativeDuration: 1.0 / Double(self.val.count), animations: {
self.myView.center = point
})
}
}, completion: nil)
Of course you can customise your animation duration, delay and so on. Just remember in
UIView.addKeyframeWithRelativeStartTime relativeDuration...
there are relative values so for example duration should be between 0-1 where 1 is your total duration you specified in
UIView.animateKeyframesWithDuration...
Upvotes: 1
Reputation: 143
Remove the sleep as @matt advised and try to call the method layoutifneeded on the parent view of your image instead of the sleep. The view needs to be redrawn, so I think this could make the trick...
Upvotes: 0