I have two views: A and B. A is positioned at the top of the screen, B is positioned at the bottom of the screen.
When the user presses a button, view B animates upwards with a EaseInEaseOut bezier curve until it reaches y = 0. While B is on its way to its destination, it should push A up when it hits A. In other words, when B has passed a certain y coordinate (A's y origin + height) during its transition from bottom to top, A should stick to B so it seems B pushes A upwards.
What I have tried so far:
Any suggestions on what I can try next?
Two simple solutions:
Use animationWithDuration
only: You can break your animation into two nested animations, using "ease in" to animate the moving of "B" up to "A", and then using "ease out" to animate the moving of "B" and "A" the rest of the way. The only trick here is to make sure the two duration
values make sense so that the speed of the animation doesn't appear to change.
CGFloat animationDuration = 0.5;
CGFloat firstPortionDistance = self.b.frame.origin.y - (self.a.frame.origin.y + self.a.frame.size.height);
CGFloat secondPortionDistance = self.a.frame.size.height;
CGFloat firstPortionDuration = animationDuration * firstPortionDistance / (firstPortionDistance + secondPortionDistance);
CGFloat secondPortionDuration = animationDuration * secondPortionDistance / (firstPortionDistance + secondPortionDistance);
[UIView animateWithDuration:firstPortionDuration
delay:0.0
options:UIViewAnimationOptionCurveEaseIn
animations:^{
CGRect frame = self.b.frame;
frame.origin.y -= firstPortionDistance;
self.b.frame = frame;
}
completion:^(BOOL finished) {
[UIView animateWithDuration:secondPortionDuration
delay:0.0
options:UIViewAnimationOptionCurveEaseOut
animations:^{
CGRect frame = self.b.frame;
frame.origin.y -= secondPortionDistance;
self.b.frame = frame;
frame = self.a.frame;
frame.origin.y -= secondPortionDistance;
self.a.frame = frame;
}
completion:nil];
}];
You can let animateWithDuration
handle the full animation of "B", but then use CADisplayLink
and use presentationLayer
to retrieve B's current frame
and to adjust A's frame accordingly:
[self startDisplayLink];
[UIView animateWithDuration:0.5
delay:0.0
options:UIViewAnimationOptionCurveEaseInOut
animations:^{
CGRect frame = self.b.frame;
frame.origin.y = self.a.frame.origin.y;
self.b.frame = frame;
}
completion:^(BOOL finished) {
[self stopDisplayLink];
}];
where the methods to start, stop, and handle the display link are defined as follows:
- (void)startDisplayLink
{
self.displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(handleDisplayLink:)];
[self.displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
}
- (void)stopDisplayLink
{
[self.displayLink invalidate];
self.displayLink = nil;
}
- (void)handleDisplayLink:(CADisplayLink *)displayLink
{
CALayer *presentationLayer = self.b.layer.presentationLayer;
if (presentationLayer.frame.origin.y < (self.a.frame.origin.y + self.a.frame.size.height))
{
CGRect frame = self.a.frame;
frame.origin.y = presentationLayer.frame.origin.y - self.a.frame.size.height;
self.a.frame = frame;
}
}
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