UIView animateWithDuration: 1.0 animations: ^{ tableViewExercises scrollToRowAtIndexPath:NSIndexPath indexPathForRow:previousSelectedExerciseCell inSection:0 atScrollPosition:UITableViewScrollPositionTop animated:NO; }completion: ^(BOOL finished){ } Work only with animated:NO.
UIView animateWithDuration: 1.0 animations: ^{ tableViewExercises scrollToRowAtIndexPath:NSIndexPath indexPathForRow:previousSelectedExerciseCell inSection:0 atScrollPosition:UITableViewScrollPositionTop animated:NO; }completion: ^(BOOL finished){ } ; Work only with animated:NO.
1 For me this only workes when the destination cell is on the screen. When it is not. All cells passing by the screen will not be initialized... I have 100 cells.
And scroll from the first to the 80th. When it is starts, every turns blank, then 80th and higher come on the screen and it stops scrolling. – Mats Stijlaart Apr 20 at 8:36 yep, thats because the animation is running on the main thread just like the tableViewCell-construction.
You could run the animation on a background thread but as you should know it's not thread-safe to run UI operations on a background thread. Nonetheless it should work most of the time. (actually maybe scrollToRowAtIndexPath: isn't a UI method directly but if so you could get really strange bugs from time to time and you will not guess where they came from) – iPortable Oct 17 at 20:09.
Because a UITableView inherits from UIScrollView you might also use setContentOffset:animated: This way you can make your tableview "scroll" a certain amount of pixels of your choosing to any side you like. This can be done the same with the scrollToRowAtIndexPath:atScrollPosition:animated: I made a prototype just to show you how it works. Because this is done with timers and stuff you can set how long the autoScroll will last and how fast (and how far if you're using the contentoffset) the animation will go.
This is the . H file: #import @interface AutomaticTableViewScrollViewController : UIViewController { UITableView *slotMachine; NSMutableArray *listOfItems; NSTimer *tableTimer; } @property (nonatomic,retain) UITableView *slotmachine; @property (nonatomic,retain) NSMutableArray *listOfItems; @property (nonatomic,retain) NSTimer *tableTimer; -(void)automaticScroll; -(void)stopscroll; @end This is the . M file: #import "AutomaticTableViewScrollViewController.
H" @implementation AutomaticTableViewScrollViewController @synthesize slotmachine; @synthesize listOfItems; @synthesize tableTimer; -(void)loadView { super loadView; slotmachine = UITableView alloc initWithFrame:self.view. Frame style:UITableViewStylePlain; slotmachine. Delegate = self; slotmachine.
DataSource = self; self. View addSubview:slotmachine; } - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *CellIdentifier = @"Cell"; UITableViewCell *cell = tableView dequeueReusableCellWithIdentifier:CellIdentifier; if (cell == nil) { cell = UITableViewCell alloc initWithStyle:UITableViewCellStyleDefault reuseIdentifier:CellIdentifier; } // Set up the cell... if (indexPath. Row % 2 == 0) { cell.textLabel.
Text = @"blalala"; } return cell; } - (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section { return 99999; } - (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath { //you might want to do this action in your buttonTargetMethod //start timers tableTimer = NSTimer scheduledTimerWithTimeInterval:0.2 //this value arranges the speed of the autoScroll target:self selector:@selector(automaticScroll) userInfo:nil repeats:YES; NSTimer scheduledTimerWithTimeInterval:5 //this arranges the duration of the scroll target:self selector:@selector(stopscroll) userInfo:nil repeats:NO; } -(void)automaticScroll { slotmachine setContentOffset:CGPointMake(slotmachine.contentOffset. X, slotmachine.contentOffset. Y + 50) animated:YES; //the 50 stands for the amount of movement every tick the timer will make } -(void)stopscroll { //stop tabletimer again tableTimer invalidate; } -(BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation { return YES; } @end If you have any question feel free to leave a comment and I will elaborate.
If you can require iOS 5, you could use the UIScrollViewDelegate method scrollViewWillEndDragging:withVelocity:targetContentOffset:. This allows you to see, how fast the user was moving the finger, where the deceleration animation would end with the default speed, and it allows you to override the animation speed, so that it ends at a different point.
The common way to make apps-slot-machines is with UIPickerView maybe you should check this..
You can't (to my knowledge, I have been looking everywhere for a way to do this) make a speed that isn't constant for - scrollToRowAtIndexPath:atScrollPosition:animated: So I would suggest... that if you really need it, make your own out of some animation or something, or do something alot easier that would save you some time, use UIPickerView.
How about setup a timer and then call the scroll when timer fires: start_index = 0; dest_index = 20; timer = NSTimer scheduledTimerWithTimeInterval:(0.1) target:self selector:@selector(rolling) userInfo:nil repeats:YES; - (void)rolling { start_index++; if (start_index.
I've been using the Sparrow framework's tweening features to do similar animations. The link above has an example of how to set it up. You can animate any numeric property of any Objective C object, and you can use transitions like "easy in", "ease out", "ease in elastic", etc., or just good old linear animations.
The property contentSize is a CGPoint though, so you would need actually animate a different property on one of your classes and then implement an actual method for the property setter function so that it updates the contentOffset. - (void) setTableScrollPosition:(CGFloat)position { CGPoint newOffset = CGPointMake(0.0, position); scrollView. ContentOffset = newOffset; }.
Or you can just use CAMediaTimingFunction, which I didn't know about until today! Doh! – MindJuice Oct 21 at 20:30.
I'm building a custom slot machine with a column that exists of a uitableview. When the user pulls a lever the tableview should scroll to a certain position with an index. But this method will make the table scroll with a constant duration.
So you will not really recognize a long or short spin. A) Slow down the scroll animation. B) Change the duration for the scroll animation to a self defined value.
The normal scroll animation (with the finger) does show this effect. Maybe it is a stupid idea, but is it an idea to invoke a touchesBegan and touchesDidEnd method on my tableView?
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