Remove UIButton after animation stops
I am adding a button to a UIView and creating an animation. How do I remove the button when the animation stops? Here is my code...
if (myImageCounter < MAX_IMAGES)
{
// Set Counter
my开发者_JS百科ImageCounter++;
// Add Image
OBShapedButton *button = [OBShapedButton buttonWithType:UIButtonTypeCustom];
UIImage *image = [UIImage imageNamed:@"images/Happy.gif"];
int width = [self randomNumberBetween:MAX_WIDTH and:MIN_WIDTH];
int height = width;
// Set button properties
button.adjustsImageWhenHighlighted = NO;
button.adjustsImageWhenDisabled = NO;
[button setImage:image forState:UIControlStateNormal];
button.frame = CGRectMake(0, 0, width, height);
[button addTarget:self action:@selector(buttonClick:) forControlEvents:UIControlEventTouchUpInside];
// Add button to view
[self.view addSubview:button];
// Animate image
int adjustedMaxX = MAX_X - height;
int adjustedMaxY = MAX_Y - width;
int x0 = [self randomNumberBetween: adjustedMaxX and: MIN_X];
int y0 = [self randomNumberBetween: adjustedMaxY and: MIN_Y];
int x1 = [self randomNumberBetween: adjustedMaxX and: MIN_X];
int y1 = [self randomNumberBetween: adjustedMaxY and: MIN_Y];
int x2 = [self randomNumberBetween: adjustedMaxX and: MIN_X];
int y2 = [self randomNumberBetween: adjustedMaxY and: MIN_Y];
int x3 = [self randomNumberBetween: adjustedMaxX and: MIN_X];
int y3 = [self randomNumberBetween: adjustedMaxY and: MIN_Y];
// Create animage
CAKeyframeAnimation *pathAnimation = [CAKeyframeAnimation animationWithKeyPath:@"position"];
pathAnimation.calculationMode = kCAAnimationPaced;
pathAnimation.fillMode = kCAFillModeForwards;
pathAnimation.removedOnCompletion = NO;
pathAnimation.duration = 1;
// Create path
CGMutablePathRef curvedPath = CGPathCreateMutable();
CGPathMoveToPoint(curvedPath, NULL, x0, y0);
CGPathAddCurveToPoint(curvedPath, NULL, x1, y1, x2, y2, x3, y3);
// Set path
pathAnimation.path = curvedPath;
// Draw path
[myView drawPath:curvedPath];
// Run animation
[button.layer addAnimation:pathAnimation forKey:nil];
// Release path
CGPathRelease(curvedPath);
// Increment image count
[self setImage:(myImageCounter + 1)];
}
I ended up doing:
button.tag = uniqueID;
[pathAnimation setValue:[NSString stringWithFormat:@"%d", uniqueID] forKey:@"name"];
Then:
- (void)animationDidStop:(CAAnimation *)theAnimation finished:(BOOL)flag
{
NSString* name = [theAnimation valueForKey:@"name"];
[self removeImage:[myView viewWithTag:[name intValue]]];
[name release];
}
You could just use a simple tag, like this....
Creating the button
#define kButtonTag 1
UIButton *myButton = [UIButton buttonWithType:UIButtonTypeRoundedRect];
[myButton setFrame:CGRectMake(50.0, 50.0, 220.0, 80.0)];
[myButton setTag:kButtonTag];
[myButton addTarget:self action:@selector(myAction:) forControlEvents:UIControlEventTouchUpInside];
[self.view addSubview:myButton];
Removing the button
[[self.view viewWithTag:kButtonTag] removeFromSuperview];
You may simply call
[button removeFromSuperview];
at the end of your animation code.
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