I did the following and it works fine.. and is simple and easy to understand..
CATransition* transition = [CATransition animation];
transition.duration = 0.5;
transition.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
transition.type = kCATransitionFade; //kCATransitionMoveIn; //, kCATransitionPush, kCATransitionReveal, kCATransitionFade
//transition.subtype = kCATransitionFromTop; //kCATransitionFromLeft, kCATransitionFromRight, kCATransitionFromTop, kCATransitionFromBottom
[self.navigationController.view.layer addAnimation:transition forKey:nil];
[[self navigationController] popViewControllerAnimated:NO];
And the same thing for push..
Swift 3.0 version:
let transition = CATransition()
transition.duration = 0.5
transition.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
transition.type = kCATransitionFade
self.navigationController?.view.layer.add(transition, forKey: nil)
_ = self.navigationController?.popToRootViewController(animated: false)
This is how I've always managed to complete this task.
For Push:
MainView *nextView=[[MainView alloc] init];
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
[UIView setAnimationDuration:0.75];
[self.navigationController pushViewController:nextView animated:NO];
[UIView setAnimationTransition:UIViewAnimationTransitionFlipFromRight forView:self.navigationController.view cache:NO];
[UIView commitAnimations];
[nextView release];
For Pop:
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
[UIView setAnimationDuration:0.75];
[UIView setAnimationTransition:UIViewAnimationTransitionFlipFromLeft forView:self.navigationController.view cache:NO];
[UIView commitAnimations];
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDelay:0.375];
[self.navigationController popViewControllerAnimated:NO];
[UIView commitAnimations];
I still get a lot of feedback from this so I'm going to go ahead and update it to use animation blocks which is the Apple recommended way to do animations anyway.
For Push:
MainView *nextView = [[MainView alloc] init];
[UIView animateWithDuration:0.75
animations:^{
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
[self.navigationController pushViewController:nextView animated:NO];
[UIView setAnimationTransition:UIViewAnimationTransitionFlipFromRight forView:self.navigationController.view cache:NO];
}];
For Pop:
[UIView animateWithDuration:0.75
animations:^{
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
[UIView setAnimationTransition:UIViewAnimationTransitionFlipFromLeft forView:self.navigationController.view cache:NO];
}];
[self.navigationController popViewControllerAnimated:NO];
How to change the Push and Pop animations in a navigation based app...
Preamble:
Say you are new to iOS development. Confusingly, Apple provide two transitions which can be used easily. These are: "crossfade" and "flip".
But of course, "crossfade" and "flip" are useless. They are never used. Nobody knows why Apple provided those two useless transitions!
So:
Say you want to do an ordinary, common, transition such as "slide". In that case, you have to do a HUGE amount of work!.
That work, is explained in this post.
Just to repeat:
Surprisingly: with iOS, if you want the simplest, most common, everyday transitions (such as an ordinary slide), you do have to all the work of implementing a full custom transition.
Here's how to do it ...
UIViewControllerAnimatedTransitioning
You need a bool of your own like popStyle
. (Is it popping on, or popping off?)
You must include transitionDuration
(trivial) and the main call, animateTransition
In fact you must write two different routines for inside animateTransition
. One for the push, and one for the pop. Probably name them animatePush
and animatePop
. Inside animateTransition
, just branch on popStyle
to the two routines
The example below does a simple move-over/move-off
In your animatePush
and animatePop
routines. You must get the "from view" and the "to view". (How to do that, is shown in the code example.)
and you must addSubview
for the new "to" view.
and you must call completeTransition
at the end of your anime
So ..
class SimpleOver: NSObject, UIViewControllerAnimatedTransitioning {
var popStyle: Bool = false
func transitionDuration(
using transitionContext: UIViewControllerContextTransitioning?) -> TimeInterval {
return 0.20
}
func animateTransition(using transitionContext: UIViewControllerContextTransitioning) {
if popStyle {
animatePop(using: transitionContext)
return
}
let fz = transitionContext.viewController(forKey: UITransitionContextViewControllerKey.from)!
let tz = transitionContext.viewController(forKey: UITransitionContextViewControllerKey.to)!
let f = transitionContext.finalFrame(for: tz)
let fOff = f.offsetBy(dx: f.width, dy: 55)
tz.view.frame = fOff
transitionContext.containerView.insertSubview(tz.view, aboveSubview: fz.view)
UIView.animate(
withDuration: transitionDuration(using: transitionContext),
animations: {
tz.view.frame = f
}, completion: {_ in
transitionContext.completeTransition(true)
})
}
func animatePop(using transitionContext: UIViewControllerContextTransitioning) {
let fz = transitionContext.viewController(forKey: UITransitionContextViewControllerKey.from)!
let tz = transitionContext.viewController(forKey: UITransitionContextViewControllerKey.to)!
let f = transitionContext.initialFrame(for: fz)
let fOffPop = f.offsetBy(dx: f.width, dy: 55)
transitionContext.containerView.insertSubview(tz.view, belowSubview: fz.view)
UIView.animate(
withDuration: transitionDuration(using: transitionContext),
animations: {
fz.view.frame = fOffPop
}, completion: {_ in
transitionContext.completeTransition(true)
})
}
}
And then ...
Note: strangely, you only have to do this in the "first" view controller. (The one which is "underneath".)
With the one that you pop on top, do nothing. Easy.
So your class...
class SomeScreen: UIViewController {
}
becomes...
class FrontScreen: UIViewController,
UIViewControllerTransitioningDelegate, UINavigationControllerDelegate {
let simpleOver = SimpleOver()
override func viewDidLoad() {
super.viewDidLoad()
navigationController?.delegate = self
}
func navigationController(
_ navigationController: UINavigationController,
animationControllerFor operation: UINavigationControllerOperation,
from fromVC: UIViewController,
to toVC: UIViewController) -> UIViewControllerAnimatedTransitioning? {
simpleOver.popStyle = (operation == .pop)
return simpleOver
}
}
That's it.
Push and pop exactly as normal, no change. To push ...
let n = UIStoryboard(name: "nextScreenStoryboardName", bundle: nil)
.instantiateViewController(withIdentifier: "nextScreenStoryboardID")
as! NextScreen
navigationController?.pushViewController(n, animated: true)
and to pop it, you can if you like just do that on the next screen:
class NextScreen: TotallyOrdinaryUIViewController {
@IBAction func userClickedBackOrDismissOrSomethingLikeThat() {
navigationController?.popViewController(animated: true)
}
}
Phew.
Scroll to @AlanZeino and @elias answer for more discussion on how to AnimatedTransitioning
in iOS apps these days!
for push
CATransition *transition = [CATransition animation];
transition.duration = 0.3;
transition.type = kCATransitionFade;
//transition.subtype = kCATransitionFromTop;
[self.navigationController.view.layer addAnimation:transition forKey:kCATransition];
[self.navigationController pushViewController:ViewControllerYouWantToPush animated:NO];
for pop
CATransition *transition = [CATransition animation];
transition.duration = 0.3;
transition.type = kCATransitionFade;
//transition.subtype = kCATransitionFromTop;
[self.navigationController.view.layer addAnimation:transition forKey:kCATransition];
[self.navigationController popViewControllerAnimated:NO];
@Magnus answer, only then for Swift (2.0)
let transition = CATransition()
transition.duration = 0.5
transition.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
transition.type = kCATransitionPush
transition.subtype = kCATransitionFromTop
self.navigationController!.view.layer.addAnimation(transition, forKey: nil)
let writeView : WriteViewController = self.storyboard?.instantiateViewControllerWithIdentifier("WriteView") as! WriteViewController
self.navigationController?.pushViewController(writeView, animated: false)
Some sidenotes:
You can do this as well with Segue, just implement this in prepareForSegue
or shouldPerformSegueWithIdentifier
. However, this will keep the default animation in it as well. To fix this you have to go to the storyboard, click the Segue, and uncheck the box 'Animates'. But this will limit your app for IOS 9.0 and above (atleast when I did it in Xcode 7).
When doing in a segue, the last two lines should be replaced with:
self.navigationController?.popViewControllerAnimated(false)
Even though I set false, it kind of ignores it.
Remember that in Swift, extension are definitely your friends!
public extension UINavigationController {
/**
Pop current view controller to previous view controller.
- parameter type: transition animation type.
- parameter duration: transition animation duration.
*/
func pop(transitionType type: String = kCATransitionFade, duration: CFTimeInterval = 0.3) {
self.addTransition(transitionType: type, duration: duration)
self.popViewControllerAnimated(false)
}
/**
Push a new view controller on the view controllers's stack.
- parameter vc: view controller to push.
- parameter type: transition animation type.
- parameter duration: transition animation duration.
*/
func push(viewController vc: UIViewController, transitionType type: String = kCATransitionFade, duration: CFTimeInterval = 0.3) {
self.addTransition(transitionType: type, duration: duration)
self.pushViewController(vc, animated: false)
}
private func addTransition(transitionType type: String = kCATransitionFade, duration: CFTimeInterval = 0.3) {
let transition = CATransition()
transition.duration = duration
transition.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
transition.type = type
self.view.layer.addAnimation(transition, forKey: nil)
}
}
Using private calls is a bad idea as Apple no longer approve apps that do that. Maybe you could try this:
//Init Animation
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration: 0.50];
[UIView setAnimationTransition:UIViewAnimationTransitionCurlUp forView:self.navigationController.view cache:YES];
//Create ViewController
MyViewController *myVC = [[MyViewController alloc] initWith...];
[self.navigationController pushViewController:myVC animated:NO];
[myVC release];
//Start Animation
[UIView commitAnimations];
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