I have a UIslider setting the position for a AVAdioRecording:
CGRect frame = CGRectMake(50.0, 230.0, 200.0, 10.0);
aSlider = [[UISlider alloc] initWithFrame:frame];
// Set a timer which keep getting the current music time and update the UISlider in 1 sec interval
sliderTimer = [NSTimer scheduledTimerWithTimeInterval:0.4 target:self selector:@selector(updateSlider) userInfo:nil repeats:YES];
// Set the maximum value of the UISlider
aSlider.maximumValue = player.duration;
// Set the valueChanged target
[aSlider addTarget:self action:@selector(sliderChanged:) forControlEvents:UIControlEventValueChanged];
[self.ViewA addSubview:aSlider];
- (void)updateSlider {
// Update the slider about the music time
[UIView beginAnimations:@"returnSliderToInitialValue" context:NULL];
[UIView setAnimationCurve:UIViewAnimationCurveEaseOut];
[UIView setAnimationDuration:1.3];
aSlider.value = player.currentTime;
[UIView commitAnimations];
}
- (IBAction)sliderChanged:(UISlider *)sender {
// Fast skip the music when user scroll the UISlider
[player stop];
[player setCurrentTime:aSlider.value];
[player prepareToPlay];
[player play];
}
There are three questions i would like to ask.
1) Why does the animation for the value change not work? 2) Why does the slider position move only when I release my finger from the button and does not follow it? 3) Is using an NSTimer the best way to do it? I have heard that NSTimer is a lot memory consuming...
value
doesn't work You obviously found the value
property. Check the documentation and you will see this sentence
To render an animated transition from the current value to the new value, you should use the
setValue:animated:
method instead.
So, just as the documentation says use
[aSlider setValue:player.currentTime animated:YES];
The reason you only get events when you release the finger is that your slider is not continuous. From the documentation of the continuous
property:
If
YES
, the slider sends update events continuously to the associated target's action method. IfNO
, the slider only sends an action event when the user releases the slider's thumb control to set the final value.
No, using a NSTimer to animate a change like this is definitely not the best way, I would say it's very bad practice to use a timer. Not only is it ineffective and possibly imprecise but you also lose the built in support for easing the animation.
If you really can't do it without a timer, then you should at least use a CADisplayLink
instead of a NSTimer
. It is made to work with UI updates (as opposed to NSTimer which isn't).
You should probably use these:
Set slider property continuous
to YES
when your create the slider ,
in your case aSlider.continuous = YES;
Use setValue:animated
method,
in your case [aSlider setValue:player.currentTime animated:YES];
I was looking for a solution where I add a target to my UISlider
which will just be triggered once when the user stops moving the slider.
I wanted to save the value selected once and not on every single update, thats why I deseleceted continous
with NO
. I just realised, setting continous to NO won't animate the slider anymore. So after some tryings, I found out, the UISlider
will be animated if you use self.slider setValue:animated:
in combination with [UIView animateWithDuration:animations:]
like this:
Add the target
[self.sliderSkill addTarget:self
action:@selector(skillChange)
forControlEvents:UIControlEventValueChanged];
Target method
- (void)skillChange{
CGFloat fValue = self.sliderSkill.value;
[UIView animateWithDuration:0.5f animations:^{
if( fValue < 1.5f ){
[self.slider setValue:1 animated:YES];
} else if( fValue > 1.5f && fValue < 2.5f ){
[self.slider setValue:2 animated:YES];
} else {
[self.slider setValue:3 animated:YES];
}
}];
}
Maybe somebody can use this!
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