In your YourAppDelegate.h create a reference to a UIImageView and also whip up a method you'll call through code:
@interface YourAppDelegate : NSObject <UIApplicationDelegate> { UIWindow *window; YourAppViewController *viewController; UIImageView *splashView; } - (void)startupAnimationDone:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context;Now, in YourAppDelegate.m add the guts of that method and some additional code in your applicationDidFinishLaunching:
- (void)startupAnimationDone:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context { [splashView removeFromSuperview]; [splashView release]; } - (void)applicationDidFinishLaunching:(UIApplication *)application { [window addSubview:viewController.view]; [window makeKeyAndVisible]; // Make this interesting. splashView = [[UIImageView alloc] initWithFrame:CGRectMake(0,0, 320, 480)]; splashView.image = [UIImage imageNamed:@"Default.png"]; [window addSubview:splashView]; [window bringSubviewToFront:splashView]; [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:2.0]; [UIView setAnimationTransition:UIViewAnimationTransitionNone forView:window cache:YES]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(startupAnimationDone:finished:context:)]; splashView.alpha = 0.0; splashView.frame = CGRectMake(-60, -85, 440, 635); [UIView commitAnimations]; }You're done. You could mess with this in other ways, but it makes the whole entry into your application a lot more appealing in my opinion
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