CAShapeLayer animation flash when I set duration very small - objective-c

I want to realize a round progress, and the progress value can be set dynamically. The code is followed:
- (CGPoint)center {
return CGPointMake(self.view.frame.origin.x + self.view.frame.size.width / 2.0,
self.view.frame.origin.y + self.view.frame.size.height / 2.0);
}
- (void)viewDidLoad {
[super viewDidLoad];
// Do any additional setup after loading the view.
CGMutablePathRef roundPath = CGPathCreateMutable();
CGPathAddArc(roundPath, NULL, self.center.x, self.center.y,
20,
2 * M_PI + M_PI_2,
M_PI_2,
YES);
CAShapeLayer *backgroundLayer = [CAShapeLayer layer];
backgroundLayer.frame = self.view.layer.bounds;
backgroundLayer.path = roundPath;
backgroundLayer.strokeColor = [[NSColor blueColor] CGColor];
backgroundLayer.fillColor = nil;
backgroundLayer.lineWidth = 10.0f;
backgroundLayer.lineJoin = kCALineJoinBevel;
[self.view.layer addSublayer:backgroundLayer];
CAShapeLayer *pathLayer = [CAShapeLayer layer];
pathLayer.frame = self.view.layer.bounds;
pathLayer.path = roundPath;
pathLayer.strokeColor = [[NSColor whiteColor] CGColor];
pathLayer.fillColor = nil;
pathLayer.lineWidth = 10.0f;
pathLayer.lineJoin = kCALineJoinBevel;
[self.view.layer addSublayer:pathLayer];
self.pathLayer = pathLayer;
[self start];
}
- (void)start {
CABasicAnimation *pathAnimation = [CABasicAnimation animationWithKeyPath:#"strokeEnd"];
pathAnimation.duration = 0.01;
pathAnimation.fromValue = [NSNumber numberWithFloat:self.progress];
pathAnimation.toValue = [NSNumber numberWithFloat:self.progress+0.01];
[self.pathLayer setStrokeEnd:self.progress + 0.01];
[pathAnimation setDelegate:self];
[self.pathLayer addAnimation:pathAnimation forKey:#"strokeEndAnimation"];
}
- (void)animationDidStop:(CAAnimation *)anim finished:(BOOL)flag {
self.progress += 0.01;
if (self.progress < 1.0) {
[self start];
}
}
I found when I set the duration be 0.1f or even bigger, it will work right.But if I set the duration be 0.01f, the animation will not start from the correct value, it will animate from a bigger value then decrease to the correct value. So the whole animation always flash, anybody got the same question or know why? Thanks very much!

originaluser2 is probably right about the specific cause, but this design is incorrect.
At 60fps, one frame is 0.0167s. You're asking to animate the change in less than a single frame. Each of those animations has its own media timing (kCAMediaTimingFunctionDefault), which means your creating complicated ramp up/ramp down velocities through your animation. And your timing is going to be erratic anyway because you're picking up a little error in every step (animationDidStop can take slightly different amounts of time to run depending on many factors). The whole point of animations is that you don't need to do this kind of stuff. That's why you have an animation engine.
Just animate to progress over the time you want it to take. Don't try to inject many extra animation steps. Injecting steps is what the animation engine does.
CALayer is designed to do most of this stuff for you anyway. You don't need to be creating explicit animations for this; just use implicit. Something like (untested, uncompiled):
- (void)setProgress: (CGFloat)progress {
double velocity = 1.0;
[CATransaction begin];
double delta = fabs(_progress - progress);
[CATransaction setAnimationDuration: delta * velocity];
[self.pathLayer setStrokeEnd: progress];
[CATransaction commit];
}

As Rob says, adding repeated animations isn't the best idea. His solution will probably work out nicely for you. However if you're still insistent on using repeated animations, here's the fix for your current code:
The problem is you're calling this line of code before you add your animation.
[self.pathLayer setStrokeEnd:self.progress + 0.01];
This will create an implicit animation on the layer, and therefore when you come to add your explicit animation – it will cause problems (the flashes you were observing).
The solution is to update the model layer within a CATransaction after you start the animation. You'll also need to set disableActions to YES in order to prevent an implicit animation from being generated.
For example:
- (void)start {
CABasicAnimation *pathAnimation = [CABasicAnimation animationWithKeyPath:#"strokeEnd"];
pathAnimation.duration = 0.01;
pathAnimation.fromValue = [NSNumber numberWithFloat:self.progress];
pathAnimation.toValue = [NSNumber numberWithFloat:self.progress+0.01];
[pathAnimation setDelegate:self];
[self.pathLayer addAnimation:pathAnimation forKey:#"strokeEndAnimation"];
[CATransaction begin];
[CATransaction setDisableActions:YES];
[self.pathLayer setStrokeEnd:self.progress + 0.01];
[CATransaction commit];
}
Although, it's also worth noting you could just create your animation by just using a CATransaction, and the implicit animation for strokeEnd.
For example:
- (void)start {
[CATransaction begin];
[CATransaction setAnimationDuration:0.01];
[CATransaction setCompletionBlock:^{
self.progress += 0.01;
if (self.progress < 1.0) {
[self start];
}
}];
[self.pathLayer setStrokeEnd:self.progress + 0.01];
[CATransaction commit];
}
That way you don't have to create a new explicit animation on each iteration.

Related

Change CALayer color while animating

APPROACH 1
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"strokeStart"];
[CATransaction begin];
{
[CATransaction setAnimationDuration:15];//Dynamic Duration
[CATransaction setCompletionBlock:^{
}];
animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];
animation.autoreverses = NO;
animation.removedOnCompletion = NO;
animation.fromValue = #0;
animation.toValue = #1;
animation.timeOffset = 0;
animation.fillMode = kCAFillModeForwards;
[self.pathLayer addAnimation:animation forKey:animationKey];
}
[CATransaction commit];
I have added CAShapeLayer (pathLayer) in my view and I want it to animate around the view with stroke effect, the code above does the job but my problem is to change color in 3 equal proportions. So what I am assuming is to repeat the above code 3 times and change the following lines in respective order.
for 1st
animation.fromValue = #0;
animation.toValue = #(1/3);
animation.timeOffset = 0;
for 2nd
animation.fromValue = #(1/3);
animation.toValue = #(2/3);
animation.timeOffset = 0;// I don't know how to exactly set this active local
time since the duration which is currently 15 is dynamic can be 30 or 10.
for 3rd
animation.fromValue = #(2/3);
animation.toValue = #(3);
animation.timeOffset = 0;// Active local time- Not sure how and which value to set
APPROACH 2
Instead of 3 transactions with offset technique lets start 2nd transaction when 1st completes and 3rd when 2nd. But the fraction of time that is taken to start the new animation when one is completed a lag/jerk is visible.
APPROACH 3
SubClass CAShapeLayer
By doing SubClass, the drawInContext method is called only once, and if some extra property is added and it is changed the drawInContext method is called repeatedly and this way the layer color can be changed after specific progress period of time.
But overriding the drawInContext method doesn't serve the purpose.
Any Suggestions ? I don't want to implement NSTimer separately.
I'm not 100% clear on what you want here, but if the goal is just for the whole stroke to change color as it draws, but in three discrete stages, then I would propose adding the following. I cooked up these examples in a default "Single View Application" template. I've got a button set up with its action pointing at -doStuff:. If the whole stroke color were to change, it might look something like this:
To produce that, the code looked like:
#implementation MyViewController
{
CAShapeLayer* mLayer;
}
- (IBAction)doStuff:(id)sender
{
const NSUInteger numSegments = 3;
const CFTimeInterval duration = 2;
[mLayer removeFromSuperlayer];
mLayer = [[CAShapeLayer alloc] init];
mLayer.frame = CGRectInset(self.view.bounds, 100, 200);
mLayer.fillColor = [[UIColor purpleColor] CGColor];
mLayer.lineWidth = 12.0;
mLayer.lineCap = kCALineCapSquare;
mLayer.strokeEnd = 0.0;
mLayer.path = [[UIBezierPath bezierPathWithRect: mLayer.bounds] CGPath]; // This can be whatever.
[self.view.layer addSublayer: mLayer];
[CATransaction begin];
{
[CATransaction setAnimationDuration: duration];// Dynamic Duration
[CATransaction setCompletionBlock:^{ NSLog(#"Done"); }];
const double portion = 1.0 / ((double)numSegments);
NSMutableArray* values = [NSMutableArray arrayWithCapacity: numSegments];
NSMutableArray* times = [NSMutableArray arrayWithCapacity: numSegments + 1];
for (NSUInteger i = 0; i < numSegments; i++)
{
[values addObject: (__bridge id)[[UIColor colorWithHue: i * portion saturation:1 brightness:1 alpha:1] CGColor]];
[times addObject: #(i * portion)];
}
[times addObject: #(1.0)]; // Have to add this, otherwise the last value wont get used.
{
CAKeyframeAnimation* animation = [CAKeyframeAnimation animationWithKeyPath: #"strokeColor"];
animation.keyTimes = times;
animation.values = values;
animation.calculationMode = kCAAnimationDiscrete;
animation.removedOnCompletion = NO;
animation.timeOffset = 0;
animation.fillMode = kCAFillModeForwards;
[mLayer addAnimation: animation forKey: #"strokeColor"];
}
{
CABasicAnimation* animation = [CABasicAnimation animationWithKeyPath: #"strokeEnd"];
animation.fromValue = #(0);
animation.toValue = #(1);
animation.removedOnCompletion = NO;
animation.timeOffset = 0;
animation.fillMode = kCAFillModeForwards;
[mLayer addAnimation: animation forKey: #"strokeEnd"];
}
}
[CATransaction commit];
}
#end
Alternately, if the goal is to have three different segments of the stroke, all with different colors, that's a little more complicated, but can still be done with the same basic principals. One thing to note is that, without custom drawing, your CAShapeLayers can't have more than one stroke color (AFAIK), so you'll need to break this up into several sublayers.
This next example puts a shape layer into the view and then adds the sublayers for each part of the stroke and sets up the animation such that it appears theres a single, multi-color stroke being drawn, where each segment is a separate color. Here's roughly what it looked like:
Here's the code:
#implementation MyViewController
{
CAShapeLayer* mLayer;
}
- (IBAction)doStuff:(id)sender
{
const NSUInteger numSegments = 3;
const CFTimeInterval duration = 2;
[mLayer removeFromSuperlayer];
mLayer = [[CAShapeLayer alloc] init];
mLayer.frame = CGRectInset(self.view.bounds, 100, 200);
mLayer.fillColor = [[UIColor purpleColor] CGColor];
mLayer.lineWidth = 12.0;
mLayer.lineCap = kCALineCapSquare;
mLayer.path = [[UIBezierPath bezierPathWithRect: mLayer.bounds] CGPath]; // This can be whatever.
[self.view.layer addSublayer: mLayer];
[CATransaction begin];
{
[CATransaction setAnimationDuration: duration];//Dynamic Duration
[CATransaction setCompletionBlock:^{ NSLog(#"Done"); }];
const double portion = 1.0 / ((double)numSegments);
for (NSUInteger i = 0; i < numSegments; i++)
{
CAShapeLayer* strokePart = [[CAShapeLayer alloc] init];
strokePart.fillColor = [[UIColor clearColor] CGColor];
strokePart.frame = mLayer.bounds;
strokePart.path = mLayer.path;
strokePart.lineCap = mLayer.lineCap;
strokePart.lineWidth = mLayer.lineWidth;
// These could come from an array or whatever, this is just easy...
strokePart.strokeColor = [[UIColor colorWithHue: i * portion saturation:1 brightness:1 alpha:1] CGColor];
strokePart.strokeStart = i * portion;
strokePart.strokeEnd = (i + 1) * portion;
[mLayer addSublayer: strokePart];
CAKeyframeAnimation* animation = [CAKeyframeAnimation animationWithKeyPath: #"strokeEnd"];
NSArray* times = #[ #(0.0), // Note: This works because both the times and the stroke start/end are on scales of 0..1
#(strokePart.strokeStart),
#(strokePart.strokeEnd),
#(1.0) ];
NSArray* values = #[ #(strokePart.strokeStart),
#(strokePart.strokeStart),
#(strokePart.strokeEnd),
#(strokePart.strokeEnd) ];
animation.keyTimes = times;
animation.values = values;
animation.removedOnCompletion = NO;
animation.fillMode = kCAFillModeForwards;
[strokePart addAnimation: animation forKey: #"whatever"];
}
}
[CATransaction commit];
}
#end
I'm not sure I've exactly understood what you were going for, but hopefully one of these is helpful.

Creating a constant spinning UIImageView

I've tried using core animations like this:
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view.
[UIView animateWithDuration:2.0 delay:0.0 options:UIViewAnimationOptionRepeat | UIViewAnimationOptionCurveLinear animations:^{ CGAffineTransform transform = CGAffineTransformMakeRotation(3.14);
self->inner.transform = transform;
} completion:NULL];
}
This spins my UIImageView called outer, but it doesn't complete the 360 degree spin im after smoothly. It jumps after its 3/4 or so the way round. Should I not be rotating on PI?
If I want to change the direction of the rotation how could I do that? It rotates clockwise at the minute.
Thanks
If anyone else needs this at any point:
//outer ring
CABasicAnimation *fullRotationAnimation;
fullRotationAnimation = [CABasicAnimation animationWithKeyPath:#"transform.rotation"];
fullRotationAnimation.fromValue = [NSNumber numberWithFloat:0.0f];
fullRotationAnimation.toValue = [NSNumber numberWithFloat:2 * M_PI];
fullRotationAnimation.duration = 4;
fullRotationAnimation.repeatCount = 5000;
//fullRotationAnimation.cumulative = YES;
[self->outer.layer addAnimation:fullRotationAnimation forKey:#"360"];

Flip, Grow, and Translate Animation

Look at this video of the MLB At Bat app. Basically, I just want to present a modalViewController with the UIModalPresentationFormSheet style and have it grow from another view then flip. Like when you tap on a game in the scoreboard on the MLB app. Anyone know how I can accomplish this?
Thanks
EDIT: My main view is pretty much the same setup as the MLB app. I'm using AQGridView and want the animation to occur when a cell in the grid view is tapped.
EDIT 2: I'd also be open to ditching the UIViewController concept and just using a plain UIView, then replicate the style of UIModalPresentationFormSheet manually if that's easier.
EDIT 3: Okay, forget using a UIViewController to do this, since I haven't gotten any responses, I'll assume it isn't possible. My new question is just how do I replicate the animation in the posted video using just UIView's? So basically, the initial view needs to grow, move, and flip all at the same time.
EDIT 4: I think I have the actual animation figured out, now my only problem is calculating coordinates to feed into CATransform3DTranslate. My view needs to animate pretty much exactly like in the video. It needs to start over another view and animate to the center of the screen. Here's how I'm trying to calculate the coordinates for the view that pops up in the center:
CGPoint detailInitialPoint = [gridView convertPoint:view.frame.origin toView:detailView.frame.origin];
CGPoint detailFinalPoint = detailView.frame.origin;
gridView is the container view of my main view that holds the smaller grid items. view is the specific grid item that we are animating from. And detailView is the view that comes up in the middle of the screen.
You can implement your own transition using a category on UIViewControler.
UIViewController+ShowModalFromView.h
#import <Foundation/Foundation.h>
#import <QuartzCore/QuartzCore.h>
#interface UIViewController (ShowModalFromView)
- (void)presentModalViewController:(UIViewController *)modalViewController fromView:(UIView *)view;
#end
UIViewController+ShowModalFromView.m
#import "UIViewController+ShowModalFromView.h"
#implementation UIViewController (ShowModalFromView)
- (void)presentModalViewController:(UIViewController *)modalViewController fromView:(UIView *)view {
modalViewController.modalPresentationStyle = UIModalPresentationFormSheet;
// Add the modal viewController but don't animate it. We will handle the animation manually
[self presentModalViewController:modalViewController animated:NO];
// Remove the shadow. It causes weird artifacts while animating the view.
CGColorRef originalShadowColor = modalViewController.view.superview.layer.shadowColor;
modalViewController.view.superview.layer.shadowColor = [[UIColor clearColor] CGColor];
// Save the original size of the viewController's view
CGRect originalFrame = modalViewController.view.superview.frame;
// Set the frame to the one of the view we want to animate from
modalViewController.view.superview.frame = view.frame;
// Begin animation
[UIView animateWithDuration:1.0f
animations:^{
// Set the original frame back
modalViewController.view.superview.frame = originalFrame;
}
completion:^(BOOL finished) {
// Set the original shadow color back after the animation has finished
modalViewController.view.superview.layer.shadowColor = originalShadowColor;
}];
}
#end
This can easily be changed to use whatever animated transition you want; for your's, you might want to use a CA3DTransform. Hope this helps!
To do a flip, grow, and translate animation you can use the following code:
- (void)animate {
int newX, newY; //New position
int newW, newH; //New size
[UIView animateWithDuration:someDuration delay:someDelay animations:^{
yourView.transform = CATransform3DMakeRotation(M_PI_2,1.0,0.0,0.0); //flip halfway
yourView.frame = CGRectMake(newX/2, newY/2, newW/2, newH/2);
} completion:^{
while ([yourView.subviews count] > 0)
[[yourView.subviews lastObject] removeFromSuperview]; // remove all subviews
// Add your new views here
[UIView animateWithDuration:someDuration delay:someDelay animations:^{
yourView.transform = CATransform3DMakeRotation(M_PI,1.0,0.0,0.0); //finish the flip
yourView.frame = CGRectMake(newX, newY, newW, newH);
} completion:^{
// Flip completion code here
}];
}];
}
Hope this helps!
OK, I figured it out. Here's what I did:
CGFloat duration = 0.8;
/*
//Detail View Animations
*/
CATransform3D initialDetailScale = CATransform3DMakeScale(view.frame.size.width/vc.view.frame.size.width, view.frame.size.height/vc.view.frame.size.height, 1.0);
CATransform3D initialDetailTransform = CATransform3DRotate(initialDetailScale, -M_PI, 0.0, -1.0, 0.0);
CATransform3D finalDetailScale = CATransform3DMakeScale(1.0, 1.0, 1.0);
CATransform3D finalDetailTransform = CATransform3DRotate(finalDetailScale, 0.0, 0.0, -1.0, 0.0);
NSMutableArray *detailAnimations = [NSMutableArray array];
CABasicAnimation *detailTransform = [CABasicAnimation animationWithKeyPath:#"transform"];
detailTransform.fromValue = [NSValue valueWithCATransform3D:initialDetailTransform];
detailTransform.toValue = [NSValue valueWithCATransform3D:finalDetailTransform];
detailTransform.duration = duration;
[detailAnimations addObject:detailTransform];
CABasicAnimation *detailFadeIn = [CABasicAnimation animationWithKeyPath:#"opacity"];
detailFadeIn.fromValue = [NSNumber numberWithFloat:1.0];
detailFadeIn.toValue = [NSNumber numberWithFloat:1.0];
detailFadeIn.duration = duration/2;
detailFadeIn.beginTime = duration/2;
[detailAnimations addObject:detailFadeIn];
CABasicAnimation *detailMove = [CABasicAnimation animationWithKeyPath:#"position"];
detailMove.fromValue = [NSValue valueWithCGPoint:vc.view.layer.position];
detailMove.toValue = [NSValue valueWithCGPoint:self.view.layer.position];
detailMove.duration = duration;
[detailAnimations addObject:detailMove];
CAAnimationGroup *detailGroup = [CAAnimationGroup animation];
[detailGroup setAnimations:detailAnimations];
[detailGroup setDuration:duration];
detailGroup.removedOnCompletion = NO;
detailGroup.fillMode = kCAFillModeForwards;
detailGroup.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
[vc.view.layer addAnimation:detailGroup forKey:#"anim"];
/*
//Grid Item View Animations
*/
CATransform3D initialGridScale = CATransform3DMakeScale(1.0, 1.0, 1.0);
CATransform3D initialGridTransform = CATransform3DRotate(initialGridScale, 0.0, 0.0, 1.0, 0.0);
CATransform3D finalGridScale = CATransform3DMakeScale(vc.view.frame.size.width/view.frame.size.width, vc.view.frame.size.height/view.frame.size.height, 1.0);
CATransform3D finalGridTransform = CATransform3DRotate(finalGridScale, M_PI, 0.0, 1.0, 0.0);
NSMutableArray *gridAnimations = [NSMutableArray array];
CABasicAnimation *gridTransform = [CABasicAnimation animationWithKeyPath:#"transform"];
gridTransform.fromValue = [NSValue valueWithCATransform3D:initialGridTransform];
gridTransform.toValue = [NSValue valueWithCATransform3D:finalGridTransform];
gridTransform.duration = duration;
[gridAnimations addObject:gridTransform];
CABasicAnimation *gridFadeOut = [CABasicAnimation animationWithKeyPath:#"opacity"];
gridFadeOut.fromValue = [NSNumber numberWithFloat:0.0];
gridFadeOut.toValue = [NSNumber numberWithFloat:0.0];
gridFadeOut.duration = duration/2;
gridFadeOut.beginTime = duration/2;
[gridAnimations addObject:gridFadeOut];
CABasicAnimation *gridMove = [CABasicAnimation animationWithKeyPath:#"position"];
gridMove.fromValue = [NSValue valueWithCGPoint:view.layer.position];
gridMove.toValue = [NSValue valueWithCGPoint:[self.view.layer convertPoint:self.view.layer.position toLayer:gridView.layer]];
gridMove.duration = duration;
[gridAnimations addObject:gridMove];
CAAnimationGroup *gridGroup = [CAAnimationGroup animation];
[gridGroup setAnimations:gridAnimations];
gridGroup.duration = duration;
gridGroup.fillMode = kCAFillModeForwards;
gridGroup.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
gridGroup.removedOnCompletion = NO;
[view.layer addAnimation:gridGroup forKey:#"anim"];
I'm doing this with an item in an AQGridView. In my code sample view is the instance of AQGridViewCell that I am animating. And vc.view is my detail UIViewController/UIView that I'm displaying.
I would highly recommend taking a look at this post.
You shouldn't need to actually handle all this animation yourself.
If you use the UIView class method transitionFromView:toView:duration:options:completion: and passing in UIViewAnimationOptionTransitionFlipFromLeft or UIViewAnimationOptionTransitionFlipFromRight -- whichever way you want the animation to flip.
I have implemented the same thing as shown in the MLB app using this method. Your from view would be the cell in the grid and the to view would be the thing that would on the "back" of the cell.
Hope this will reduce the overall code you'll need.
I would use a UICollectionView with a custom UICollectionViewCell and animate in with its delegate call... Just an example for others to pick at.
#pragma mark - UICollectionViewDelegate
- (void)collectionView:(UICollectionView *)collectionView didSelectItemAtIndexPath:
(NSIndexPath *)indexPath
{
[UIView beginAnimations:#"showImage" context:Nil];
CGRect cellFrame = cell.frame;
CGRect imgFram = cell.imageView.frame;
[UIView setAnimationDuration:0.8];
[UIView setAnimationTransition:UIViewAnimationTransitionFlipFromLeft forView:cell
cache:YES];
cellFrame.size = CGSizeMake(200, 200);
cellFrame.origin.y = 10;
cellFrame.origin.x = 45;
cell.frame = cellFrame;
imgFram.size = CGSizeMake(200, 200);
cell.imageView.frame = imgFram;
[collectionView bringSubviewToFront:cell];
[UIView commitAnimations];
}

Slow down & accelerate animations with CoreAnimation

I am trying to apply a slow-motion effect to my application, pretty much like how you can slow down most graphical effects of Mac OS if you press Shift.
My application uses CoreAnimation, so I thought it should be no biggie: set speed to some slower value (like 0.1) and set it back to 1 once I'm done, and here I go.
It seems, unfortunately, that this is not the right way. The slowdown works great, however when I want to get back to normal speed, it resumes as if the speed was 1 the whole time. This basically means that if I held Shift for long enough, as soon as I release it, the animation instantly completes.
I found a Technical QA page explaining how to pause and resume an animation, but I can't seem to get it right if it's not about entirely pausing the animation. I'm definitely not very good at time warping.
What would be the right way to slow down then resume an animation with CoreAnimation?
Here's the useful code:
-(void)flagsChanged:(NSEvent *)theEvent
{
CALayer* layer = self.layer;
[CATransaction begin];
CATransaction.disableActions = YES;
layer.speed = (theEvent.modifierFlags & NSShiftKeyMask) ? 0.1 : 1;
[CATransaction commit];
}
Tricky problem...
I set up a test with a basic UIView.
I initiate an animation of its layer from it's current point to a target point.
In order to slow down the core animation, I actually had to construct and replace a new animation (since you can't modify the existing animation).
It's especially important to figure out how far along the current animation has already proceeded. This is done by accessing beginTime, currentTime, calculating the elapsed time and then figuring out how long should be the duration of the new animation.
- (void)initiate {
if(!initiated) {
[CATransaction begin];
[CATransaction disableActions];
[CATransaction setAnimationTimingFunction:[CAMediaTimingFunction functionWithName: kCAMediaTimingFunctionEaseInEaseOut]];
CABasicAnimation *ba = [CABasicAnimation animationWithKeyPath:#"position"];
ba.duration = 10.0f;
ba.fromValue = [NSValue valueWithCGPoint:view.layer.position];
ba.toValue = [NSValue valueWithCGPoint:CGPointMake(384, 512)];
[view.layer addAnimation:ba forKey:#"animatePosition"];
[CATransaction commit];
initiated = YES;
}
}
- (void)slow {
[CATransaction begin];
CABasicAnimation *old = (CABasicAnimation *)[view.layer animationForKey:#"animatePosition"];
CABasicAnimation *ba = [CABasicAnimation animationWithKeyPath:#"position"];
CFTimeInterval animationBegin = old.beginTime;
CFTimeInterval currentTime = CACurrentMediaTime();
CFTimeInterval elapsed = currentTime - animationBegin;
ba.duration = [[old valueForKey:#"duration"] floatValue] - elapsed;
ba.duration = [[old valueForKey:#"duration"] floatValue];
ba.autoreverses = [[old valueForKey:#"autoreverses"] boolValue];
ba.repeatCount = [[old valueForKey:#"repeatCount"] floatValue];
ba.fromValue = [NSValue valueWithCGPoint:((CALayer *)[view.layer presentationLayer]).position];
ba.toValue = [old valueForKey:#"toValue"];
ba.speed = 0.1;
[view.layer addAnimation:ba forKey:#"animatePosition"];
[CATransaction commit];
}
- (void)normal {
[CATransaction begin];
CABasicAnimation *old = (CABasicAnimation *)[view.layer animationForKey:#"animatePosition"];
CABasicAnimation *ba = [CABasicAnimation animationWithKeyPath:#"position"];
CFTimeInterval animationBegin = old.beginTime;
CFTimeInterval currentTime = CACurrentMediaTime();
CFTimeInterval elapsed = currentTime - animationBegin;
ba.duration = [[old valueForKey:#"duration"] floatValue] - elapsed;
ba.autoreverses = [[old valueForKey:#"autoreverses"] boolValue];
ba.repeatCount = [[old valueForKey:#"repeatCount"] floatValue];
ba.fromValue = [NSValue valueWithCGPoint:((CALayer *)[view.layer presentationLayer]).position];
ba.toValue = [old valueForKey:#"toValue"];
ba.speed = 1;
[view.layer addAnimation:ba forKey:#"animatePosition"];
[CATransaction commit];
}
Note: The above code works only in 1 direction, not with animations that autoreverse...

iphone sdk MapView update users location

I've successfully put together a mapview with a pin annotation representing the users current position that updates at a set interval. When the location manager updates the user's position, the pin annotation disappears and reappears at the new location. Has anyone played with getting the current user's GPS location to update through the use of an animation, like what is done in Apple's offical mapping application? If so, I'd love some pointers to get this to work. Thanks!
Solution 1:
First, you need to make your view controller implement MKMapViewDelegate if it doesn't already.
Then, implement this method:
- (void)mapView:(MKMapView *)mapView didAddAnnotationViews:(NSArray *)views {
MKAnnotationView *aV;
for (aV in views) {
CGRect endFrame = aV.frame;
aV.frame = CGRectMake(aV.frame.origin.x, aV.frame.origin.y - 230.0, aV.frame.size.width, aV.frame.size.height);
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.45];
[UIView setAnimationCurve:UIViewAnimationCurveEaseInOut];
[aV setFrame:endFrame];
[UIView commitAnimations];
}
}
Add your annotations to the MapView and when they are added, this delegate method will be called and will animate the pins from top to bottom as they are added.
The values for timing and positioning can be changed a little bit but I've tweaked it to make it look best/closest to the traditional drop (as far as I've tested).
Solution 2:
Alternatively, if you're making a MKAnnotationView subclass, you can use didMoveToSuperview to trigger the animation. The following does a drop that ends in a slight 'squish' effect
#define kDropCompressAmount 0.1
#implementation MyAnnotationViewSubclass
...
- (void)didMoveToSuperview {
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"transform"];
animation.duration = 0.4;
animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseIn];
animation.fromValue = [NSValue valueWithCATransform3D:CATransform3DMakeTranslation(0, -400, 0)];
animation.toValue = [NSValue valueWithCATransform3D:CATransform3DIdentity];
CABasicAnimation *animation2 = [CABasicAnimation animationWithKeyPath:#"transform"];
animation2.duration = 0.10;
animation2.beginTime = animation.duration;
animation2.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseOut];
animation2.toValue = [NSValue valueWithCATransform3D:CATransform3DScale(CATransform3DMakeTranslation(0, self.layer.frame.size.height*kDropCompressAmount, 0), 1.0, 1.0-kDropCompressAmount, 1.0)];
animation2.fillMode = kCAFillModeForwards;
CABasicAnimation *animation3 = [CABasicAnimation animationWithKeyPath:#"transform"];
animation3.duration = 0.15;
animation3.beginTime = animation.duration+animation2.duration;
animation3.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseOut];
animation3.toValue = [NSValue valueWithCATransform3D:CATransform3DIdentity];
animation3.fillMode = kCAFillModeForwards;
CAAnimationGroup *group = [CAAnimationGroup animation];
group.animations = [NSArray arrayWithObjects:animation, animation2, animation3, nil];
group.duration = animation.duration+animation2.duration+animation3.duration;
group.fillMode = kCAFillModeForwards;
[self.layer addAnimation:group forKey:nil];
}
Hope this helps!
PK