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Old 11-20-2011, 12:25 PM   #1 (permalink)
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Default problem with setting new frame.

Hi All

I need set new frame before rotate view. but my view size does not change
here is how I do it .
Code:
[view setFrame:CGRectMake(0, 0, 50 , 100)];
[[AnimationHelper getInstance] changeCenterWithRotation:view center:retPosition rotation:(90.0) withAnimation:YES target:self finishSelector:nil];

-(void) changeCenterWithRotation:(UIView *)view center:(CGPoint)center rotation:(double)angle withAnimation:(BOOL)animation target:(id)target finishSelector:(SEL)finishSelector{
    if(animation) {
        [UIView beginAnimations:nil context:nil];
        [UIView setAnimationDuration:animationDuration];
        [UIView setAnimationDelegate:target];
        [UIView setAnimationDidStopSelector:finishSelector];   
    }
    
	view.center = center;
    view.transform = CGAffineTransformMakeRotation(M_PI * angle / 180.0);
    
    if(animation) {
        [UIView commitAnimations]; 
    }
}

Thanks.
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Old 11-20-2011, 12:44 PM   #2 (permalink)
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Quote:
Originally Posted by knut View Post
Hi All

I need set new frame before rotate view. but my view size does not change
here is how I do it .
Code:
[view setFrame:CGRectMake(0, 0, 50 , 100)];
[[AnimationHelper getInstance] changeCenterWithRotation:view center:retPosition rotation:(90.0) withAnimation:YES target:self finishSelector:nil];

-(void) changeCenterWithRotation:(UIView *)view center:(CGPoint)center rotation:(double)angle withAnimation:(BOOL)animation target:(id)target finishSelector:(SEL)finishSelector{
    if(animation) {
        [UIView beginAnimations:nil context:nil];
        [UIView setAnimationDuration:animationDuration];
        [UIView setAnimationDelegate:target];
        [UIView setAnimationDidStopSelector:finishSelector];   
    }
    
	view.center = center;
    view.transform = CGAffineTransformMakeRotation(M_PI * angle / 180.0);
    
    if(animation) {
        [UIView commitAnimations]; 
    }
}

Thanks.
It's a little hard to tell what's going wrong without knowing more about your project.

One thing to look into:

The docs on UIView state that the frame property is undefined if the transformation matrix is not the identity matrix:

Quote:
Warning: If the transform property is not the identity transform, the value of this property [frame] is undefined and therefore should be ignored.
If you want your view to shrink, you could use the transformation matrix to reduce it's scale as well as rotate it.
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See this tutorial on using UIView animations and layer animations:

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Old 11-20-2011, 01:19 PM   #3 (permalink)
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Default

Thanks for replay.


my view is card. I am writing game. so I need rotate card and after rotation I need make card smaller i.e set new frame to my card view.

Thanks.
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Old 11-20-2011, 03:11 PM   #4 (permalink)
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Quote:
Originally Posted by knut View Post
Thanks for replay.


my view is card. I am writing game. so I need rotate card and after rotation I need make card smaller i.e set new frame to my card view.

Thanks.

So apply a scale factor to the card view's transform once the animation completes.

As I said in my previous post, you can't use the frame property if you apply a transform to a view.
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Check out our apps in the Apple App store


Check out this password generator app that shows various techniques including using a data container singleton object to share data between objects in your project.

See this tutorial on using UIView animations and layer animations:

See this thread on generating random, non-repeating text

Check out a very cool Macintosh Kaleidoscopes app called ScopeWorks that we released to the Mac App store.
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