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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