Swift Animation behaves weird after changing Label
I am currently working on an animation for my ios application. When it gets triggered three blocks (UIView with borders) move down and a new block comes in from the left.
It works perfectly until I change the text of the label (Block Number) before the animation starts. The blocks spawn in completely different positions and move back to the start position. They also change their order.
The following code shows my block class. For the animation I use the getBlockView and "view.frame = GCRect(...)". For changing the label text I use the setBlockName(number: String) function.
At the moment I don´t have any idea what could cause that and would be thankful for every suggestion what could cause this weird behaviour.
class myBlock
var positionID: Int
var blockNumber: String
let blockView: UIView
let blockNumberLabel: UILabel
init(blockNumber: String, heightScreen: CGFloat, widthScreen: CGFloat, positionID: Int)
self.positionID = positionID
self.blockNumber = blockNumber
blockView =
let view = UIView()
view.autoSetDimension(.height, toSize: heightScreen / 6)
view.autoSetDimension(.width, toSize: widthScreen - 80)
view.layer.borderWidth = 3
view.layer.borderColor = UIColor.MyTheme.primaryColor1.cgColor
return view
()
blockNumberLabel =
let label = UILabel()
label.textColor = UIColor.MyTheme.primaryColor1
label.font = UIFont(name: "ArialMT", size: 20)
label.numberOfLines = 2
label.textAlignment = .left
label.adjustsFontForContentSizeCategory = true
label.text = "Block Number: (blockNumber)"
label.isUserInteractionEnabled = false
return label
()
blockView.addSubview(blockNumberLabel)
blockNumberLabel.autoPinEdge(toSuperviewEdge: .top, withInset: 5.0)
blockNumberLabel.autoPinEdge(toSuperviewEdge: .left, withInset: 5.0)
blockNumberLabel.autoPinEdge(toSuperviewEdge: .right, withInset: 5.0)
func getBlockView() -> UIView
return blockView
func setBlockName(number: String)
self.blockNumberLabel.text = "Block Number: (number)"
func getBlockLabel() -> UILabel
return blockNumberLabel
func getID() -> Int
return positionID
func setID(id: Int)
self.positionID = id
print("(blockNumberLabel.text!): (id)")
Animation Code:
private func moveBlocksDown(blockNumber: String)
var resetBlock: UIView!
let animationHeight = (self.heightScreen / 6) + (self.blockDistance)
UIView.animate(withDuration: 2.0, animations:
for var block in self.blockList
let id = block.getID()
let blockView = block.getBlockView()
if block.getID() == 0
block.setBlockName(number: blockNumber)
print(id)
switch id
case 0:
blockView.frame = CGRect(x: self.topX, y: self.topY, width: blockView.frame.width, height: blockView.frame.height)
print(block.getBlockLabel().text!)
case 1:
blockView.frame = CGRect(x: self.topX, y: self.middleY, width: blockView.frame.width, height: blockView.frame.height)
print(block.getBlockLabel().text!)
case 2:
blockView.frame = CGRect(x: self.topX, y: self.bottomY, width: blockView.frame.width, height: blockView.frame.height)
print(block.getBlockLabel().text!)
case 3:
blockView.frame = CGRect(x: self.topX, y: (self.bottomY + animationHeight), width: blockView.frame.width, height: blockView.frame.height)
print(block.getBlockLabel().text!)
resetBlock = blockView
default:
print("Unknown ID")
print("NewID ((id + 1) % 4)")
block.setID(id: (id + 1) % 4)
, completion: finish in
resetBlock.frame = CGRect(x: self.newX, y: self.newY, width: resetBlock.frame.width, height: resetBlock.frame.height)
)
ios swift constraints ios-animations
add a comment |
I am currently working on an animation for my ios application. When it gets triggered three blocks (UIView with borders) move down and a new block comes in from the left.
It works perfectly until I change the text of the label (Block Number) before the animation starts. The blocks spawn in completely different positions and move back to the start position. They also change their order.
The following code shows my block class. For the animation I use the getBlockView and "view.frame = GCRect(...)". For changing the label text I use the setBlockName(number: String) function.
At the moment I don´t have any idea what could cause that and would be thankful for every suggestion what could cause this weird behaviour.
class myBlock
var positionID: Int
var blockNumber: String
let blockView: UIView
let blockNumberLabel: UILabel
init(blockNumber: String, heightScreen: CGFloat, widthScreen: CGFloat, positionID: Int)
self.positionID = positionID
self.blockNumber = blockNumber
blockView =
let view = UIView()
view.autoSetDimension(.height, toSize: heightScreen / 6)
view.autoSetDimension(.width, toSize: widthScreen - 80)
view.layer.borderWidth = 3
view.layer.borderColor = UIColor.MyTheme.primaryColor1.cgColor
return view
()
blockNumberLabel =
let label = UILabel()
label.textColor = UIColor.MyTheme.primaryColor1
label.font = UIFont(name: "ArialMT", size: 20)
label.numberOfLines = 2
label.textAlignment = .left
label.adjustsFontForContentSizeCategory = true
label.text = "Block Number: (blockNumber)"
label.isUserInteractionEnabled = false
return label
()
blockView.addSubview(blockNumberLabel)
blockNumberLabel.autoPinEdge(toSuperviewEdge: .top, withInset: 5.0)
blockNumberLabel.autoPinEdge(toSuperviewEdge: .left, withInset: 5.0)
blockNumberLabel.autoPinEdge(toSuperviewEdge: .right, withInset: 5.0)
func getBlockView() -> UIView
return blockView
func setBlockName(number: String)
self.blockNumberLabel.text = "Block Number: (number)"
func getBlockLabel() -> UILabel
return blockNumberLabel
func getID() -> Int
return positionID
func setID(id: Int)
self.positionID = id
print("(blockNumberLabel.text!): (id)")
Animation Code:
private func moveBlocksDown(blockNumber: String)
var resetBlock: UIView!
let animationHeight = (self.heightScreen / 6) + (self.blockDistance)
UIView.animate(withDuration: 2.0, animations:
for var block in self.blockList
let id = block.getID()
let blockView = block.getBlockView()
if block.getID() == 0
block.setBlockName(number: blockNumber)
print(id)
switch id
case 0:
blockView.frame = CGRect(x: self.topX, y: self.topY, width: blockView.frame.width, height: blockView.frame.height)
print(block.getBlockLabel().text!)
case 1:
blockView.frame = CGRect(x: self.topX, y: self.middleY, width: blockView.frame.width, height: blockView.frame.height)
print(block.getBlockLabel().text!)
case 2:
blockView.frame = CGRect(x: self.topX, y: self.bottomY, width: blockView.frame.width, height: blockView.frame.height)
print(block.getBlockLabel().text!)
case 3:
blockView.frame = CGRect(x: self.topX, y: (self.bottomY + animationHeight), width: blockView.frame.width, height: blockView.frame.height)
print(block.getBlockLabel().text!)
resetBlock = blockView
default:
print("Unknown ID")
print("NewID ((id + 1) % 4)")
block.setID(id: (id + 1) % 4)
, completion: finish in
resetBlock.frame = CGRect(x: self.newX, y: self.newY, width: resetBlock.frame.width, height: resetBlock.frame.height)
)
ios swift constraints ios-animations
show the animation code to, this is more likely the issue
– AngryDuck
Nov 14 '18 at 13:53
I added the animation code.
– F.Fabian
Nov 21 '18 at 13:48
add a comment |
I am currently working on an animation for my ios application. When it gets triggered three blocks (UIView with borders) move down and a new block comes in from the left.
It works perfectly until I change the text of the label (Block Number) before the animation starts. The blocks spawn in completely different positions and move back to the start position. They also change their order.
The following code shows my block class. For the animation I use the getBlockView and "view.frame = GCRect(...)". For changing the label text I use the setBlockName(number: String) function.
At the moment I don´t have any idea what could cause that and would be thankful for every suggestion what could cause this weird behaviour.
class myBlock
var positionID: Int
var blockNumber: String
let blockView: UIView
let blockNumberLabel: UILabel
init(blockNumber: String, heightScreen: CGFloat, widthScreen: CGFloat, positionID: Int)
self.positionID = positionID
self.blockNumber = blockNumber
blockView =
let view = UIView()
view.autoSetDimension(.height, toSize: heightScreen / 6)
view.autoSetDimension(.width, toSize: widthScreen - 80)
view.layer.borderWidth = 3
view.layer.borderColor = UIColor.MyTheme.primaryColor1.cgColor
return view
()
blockNumberLabel =
let label = UILabel()
label.textColor = UIColor.MyTheme.primaryColor1
label.font = UIFont(name: "ArialMT", size: 20)
label.numberOfLines = 2
label.textAlignment = .left
label.adjustsFontForContentSizeCategory = true
label.text = "Block Number: (blockNumber)"
label.isUserInteractionEnabled = false
return label
()
blockView.addSubview(blockNumberLabel)
blockNumberLabel.autoPinEdge(toSuperviewEdge: .top, withInset: 5.0)
blockNumberLabel.autoPinEdge(toSuperviewEdge: .left, withInset: 5.0)
blockNumberLabel.autoPinEdge(toSuperviewEdge: .right, withInset: 5.0)
func getBlockView() -> UIView
return blockView
func setBlockName(number: String)
self.blockNumberLabel.text = "Block Number: (number)"
func getBlockLabel() -> UILabel
return blockNumberLabel
func getID() -> Int
return positionID
func setID(id: Int)
self.positionID = id
print("(blockNumberLabel.text!): (id)")
Animation Code:
private func moveBlocksDown(blockNumber: String)
var resetBlock: UIView!
let animationHeight = (self.heightScreen / 6) + (self.blockDistance)
UIView.animate(withDuration: 2.0, animations:
for var block in self.blockList
let id = block.getID()
let blockView = block.getBlockView()
if block.getID() == 0
block.setBlockName(number: blockNumber)
print(id)
switch id
case 0:
blockView.frame = CGRect(x: self.topX, y: self.topY, width: blockView.frame.width, height: blockView.frame.height)
print(block.getBlockLabel().text!)
case 1:
blockView.frame = CGRect(x: self.topX, y: self.middleY, width: blockView.frame.width, height: blockView.frame.height)
print(block.getBlockLabel().text!)
case 2:
blockView.frame = CGRect(x: self.topX, y: self.bottomY, width: blockView.frame.width, height: blockView.frame.height)
print(block.getBlockLabel().text!)
case 3:
blockView.frame = CGRect(x: self.topX, y: (self.bottomY + animationHeight), width: blockView.frame.width, height: blockView.frame.height)
print(block.getBlockLabel().text!)
resetBlock = blockView
default:
print("Unknown ID")
print("NewID ((id + 1) % 4)")
block.setID(id: (id + 1) % 4)
, completion: finish in
resetBlock.frame = CGRect(x: self.newX, y: self.newY, width: resetBlock.frame.width, height: resetBlock.frame.height)
)
ios swift constraints ios-animations
I am currently working on an animation for my ios application. When it gets triggered three blocks (UIView with borders) move down and a new block comes in from the left.
It works perfectly until I change the text of the label (Block Number) before the animation starts. The blocks spawn in completely different positions and move back to the start position. They also change their order.
The following code shows my block class. For the animation I use the getBlockView and "view.frame = GCRect(...)". For changing the label text I use the setBlockName(number: String) function.
At the moment I don´t have any idea what could cause that and would be thankful for every suggestion what could cause this weird behaviour.
class myBlock
var positionID: Int
var blockNumber: String
let blockView: UIView
let blockNumberLabel: UILabel
init(blockNumber: String, heightScreen: CGFloat, widthScreen: CGFloat, positionID: Int)
self.positionID = positionID
self.blockNumber = blockNumber
blockView =
let view = UIView()
view.autoSetDimension(.height, toSize: heightScreen / 6)
view.autoSetDimension(.width, toSize: widthScreen - 80)
view.layer.borderWidth = 3
view.layer.borderColor = UIColor.MyTheme.primaryColor1.cgColor
return view
()
blockNumberLabel =
let label = UILabel()
label.textColor = UIColor.MyTheme.primaryColor1
label.font = UIFont(name: "ArialMT", size: 20)
label.numberOfLines = 2
label.textAlignment = .left
label.adjustsFontForContentSizeCategory = true
label.text = "Block Number: (blockNumber)"
label.isUserInteractionEnabled = false
return label
()
blockView.addSubview(blockNumberLabel)
blockNumberLabel.autoPinEdge(toSuperviewEdge: .top, withInset: 5.0)
blockNumberLabel.autoPinEdge(toSuperviewEdge: .left, withInset: 5.0)
blockNumberLabel.autoPinEdge(toSuperviewEdge: .right, withInset: 5.0)
func getBlockView() -> UIView
return blockView
func setBlockName(number: String)
self.blockNumberLabel.text = "Block Number: (number)"
func getBlockLabel() -> UILabel
return blockNumberLabel
func getID() -> Int
return positionID
func setID(id: Int)
self.positionID = id
print("(blockNumberLabel.text!): (id)")
Animation Code:
private func moveBlocksDown(blockNumber: String)
var resetBlock: UIView!
let animationHeight = (self.heightScreen / 6) + (self.blockDistance)
UIView.animate(withDuration: 2.0, animations:
for var block in self.blockList
let id = block.getID()
let blockView = block.getBlockView()
if block.getID() == 0
block.setBlockName(number: blockNumber)
print(id)
switch id
case 0:
blockView.frame = CGRect(x: self.topX, y: self.topY, width: blockView.frame.width, height: blockView.frame.height)
print(block.getBlockLabel().text!)
case 1:
blockView.frame = CGRect(x: self.topX, y: self.middleY, width: blockView.frame.width, height: blockView.frame.height)
print(block.getBlockLabel().text!)
case 2:
blockView.frame = CGRect(x: self.topX, y: self.bottomY, width: blockView.frame.width, height: blockView.frame.height)
print(block.getBlockLabel().text!)
case 3:
blockView.frame = CGRect(x: self.topX, y: (self.bottomY + animationHeight), width: blockView.frame.width, height: blockView.frame.height)
print(block.getBlockLabel().text!)
resetBlock = blockView
default:
print("Unknown ID")
print("NewID ((id + 1) % 4)")
block.setID(id: (id + 1) % 4)
, completion: finish in
resetBlock.frame = CGRect(x: self.newX, y: self.newY, width: resetBlock.frame.width, height: resetBlock.frame.height)
)
ios swift constraints ios-animations
ios swift constraints ios-animations
edited Nov 15 '18 at 17:09
F.Fabian
asked Nov 14 '18 at 9:09
F.FabianF.Fabian
124
124
show the animation code to, this is more likely the issue
– AngryDuck
Nov 14 '18 at 13:53
I added the animation code.
– F.Fabian
Nov 21 '18 at 13:48
add a comment |
show the animation code to, this is more likely the issue
– AngryDuck
Nov 14 '18 at 13:53
I added the animation code.
– F.Fabian
Nov 21 '18 at 13:48
show the animation code to, this is more likely the issue
– AngryDuck
Nov 14 '18 at 13:53
show the animation code to, this is more likely the issue
– AngryDuck
Nov 14 '18 at 13:53
I added the animation code.
– F.Fabian
Nov 21 '18 at 13:48
I added the animation code.
– F.Fabian
Nov 21 '18 at 13:48
add a comment |
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show the animation code to, this is more likely the issue
– AngryDuck
Nov 14 '18 at 13:53
I added the animation code.
– F.Fabian
Nov 21 '18 at 13:48