Spawning infinite UIImageViews without name collisions
-
25-09-2019 - |
Question
iPad app. OS 4.2.
I have a button that, when pressed, calls this function that creates a UIImageView and animates it (and calls a second animation block). I created another button that calls the same function and passes different locations and different URL to a graphic.
I'm starting to get glitches—the first graphic spawned from the first button has the locations passed from the second button. This is probably due to the fact that I am not dynamically naming the UIImageView and getting collisions from that.
So how do I dynamically create and name any infinite number of UIImageViews? Especially since, to reference the UIImageView in two functions, it needs to be declared outside of the functions.
-(void)makeSoundEffectWordAppear:(NSString *)imageName:(int)startingX:(int)startingY:(int)endingX:(int)endingY{
myImage = [UIImage imageNamed:imageName];
[testWord setImage:myImage];
testWord = [[[UIImageView alloc] initWithFrame:CGRectMake(startingX,startingY,myImage.size.width,myImage.size.height)] autorelease];
[self.view addSubview:testWord];
testWord.alpha=0;
testWord.transform = CGAffineTransformMakeScale(.5, .5);
[UIView beginAnimations:@"moveWord" context:nil];
[UIView setAnimationDelegate:self];
[UIView setAnimationDidStopSelector:@selector(fadeWord:finished:context:)];
//[UIView setAnimationCurve:UIViewAnimationCurveEaseIn];
[UIView setAnimationDuration:1];
[UIView setAnimationCurve:UIViewAnimationCurveEaseIn];
[UIView setAnimationBeginsFromCurrentState:YES];
testWord.transform = CGAffineTransformMakeScale(1, 1);
testWord.center = CGPointMake(endingX,endingY);
testWord.alpha=1;
[UIView commitAnimations];
}
- (void)fadeWord:(NSString *)animationID finished:(BOOL)finished context:(void *)context{
[UIView beginAnimations:@"makeWordFade" context:nil];
[UIView setAnimationDelegate:self];
[UIView setAnimationDelay:5];
testWord.alpha=0;
testWord.transform = CGAffineTransformMakeScale(.5, .5);
[UIView setAnimationDuration:1];
[UIView commitAnimations];
}
Solution
You have a single pointer to testWord rather than a pointer for each instance. You should be using the context property of animations to pass in the specific UIImageView
you want to fade away:
-(void)makeSoundEffectWordAppear:(NSString *)imageName:(int)startingX:(int)startingY:(int)endingX:(int)endingY{
UIImage *myImage = [UIImage imageNamed:imageName];
UIImageView *testWord = [[[UIImageView alloc] initWithImage:myImage] autorelease];
CGRect frame = [testWord frame];
frame.origin.x = startingX;
frame.origin.y = startingY;
[testWord setFrame:frame];
[self.view addSubview:testWord];
testWord.alpha=0;
testWord.transform = CGAffineTransformMakeScale(.5, .5);
[UIView beginAnimations:@"moveWord" context:testWord];
[UIView setAnimationDelegate:self];
[UIView setAnimationDidStopSelector:@selector(fadeWord:finished:context:)];
//[UIView setAnimationCurve:UIViewAnimationCurveEaseIn];
[UIView setAnimationDuration:1];
[UIView setAnimationCurve:UIViewAnimationCurveEaseIn];
[UIView setAnimationBeginsFromCurrentState:YES];
testWord.transform = CGAffineTransformMakeScale(1, 1);
testWord.center = CGPointMake(endingX,endingY);
testWord.alpha=1;
[UIView commitAnimations];
}
- (void)fadeWord:(NSString *)animationID finished:(BOOL)finished context:(void *)context{
UIImageView *testWord = (UIImageView *)context;
[UIView beginAnimations:@"makeWordFade" context:context];
[UIView setAnimationDelegate:self];
[UIView setAnimationDelay:5];
testWord.alpha=0;
testWord.transform = CGAffineTransformMakeScale(.5, .5);
[UIView setAnimationDuration:1];
[UIView commitAnimations];
}