UICollectionView Performing Updates using performBatchUpdates - objective-c

I have a UICollectionView which I am trying to insert items into it dynamically/with animation. So I have some function that downloads images asynchronously and would like to insert the items in batches.
Once I have my data, I would like to do the following:
[self.collectionView performBatchUpdates:^{
for (UIImage *image in images) {
[self.collectionView insertItemsAtIndexPaths:****]
}
} completion:nil];
Now in place of the ***, I should be passing an array of NSIndexPaths, which should point to the location of the new items to be inserted. I am very confused since after providing the location, how do I provide the actual image that should be displayed at that position?
Thank you
UPDATE:
resultsSize contains the size of the data source array, self.results, before new data is added from the data at newImages.
[self.collectionView performBatchUpdates:^{
int resultsSize = [self.results count];
[self.results addObjectsFromArray:newImages];
NSMutableArray *arrayWithIndexPaths = [NSMutableArray array];
for (int i = resultsSize; i < resultsSize + newImages.count; i++)
[arrayWithIndexPaths addObject:[NSIndexPath indexPathForRow:i inSection:0]];
[self.collectionView insertItemsAtIndexPaths:arrayWithIndexPaths];
} completion:nil];

See Inserting, Deleting, and Moving Sections and Items from the "Collection View Programming Guide for iOS":
To insert, delete, or move a single section or item, you must follow
these steps:
Update the data in your data source object.
Call the appropriate method of the collection view to insert or delete the section or item.
It is critical that you update your data source before notifying the
collection view of any changes. The collection view methods assume
that your data source contains the currently correct data. If it does
not, the collection view might receive the wrong set of items from
your data source or ask for items that are not there and crash your
app.
So in your case, you must add an image to the collection view data source first and then call insertItemsAtIndexPaths. The collection view will then ask the data source delegate function to provide the view for the inserted item.

I just implemented that with Swift. So I would like to share my implementation.
First initialise an array of NSBlockOperations:
var blockOperations: [NSBlockOperation] = []
In controller will change, re-init the array:
func controllerWillChangeContent(controller: NSFetchedResultsController) {
blockOperations.removeAll(keepCapacity: false)
}
In the did change object method:
func controller(controller: NSFetchedResultsController, didChangeObject anObject: AnyObject, atIndexPath indexPath: NSIndexPath?, forChangeType type: NSFetchedResultsChangeType, newIndexPath: NSIndexPath?) {
if type == NSFetchedResultsChangeType.Insert {
println("Insert Object: \(newIndexPath)")
blockOperations.append(
NSBlockOperation(block: { [weak self] in
if let this = self {
this.collectionView!.insertItemsAtIndexPaths([newIndexPath!])
}
})
)
}
else if type == NSFetchedResultsChangeType.Update {
println("Update Object: \(indexPath)")
blockOperations.append(
NSBlockOperation(block: { [weak self] in
if let this = self {
this.collectionView!.reloadItemsAtIndexPaths([indexPath!])
}
})
)
}
else if type == NSFetchedResultsChangeType.Move {
println("Move Object: \(indexPath)")
blockOperations.append(
NSBlockOperation(block: { [weak self] in
if let this = self {
this.collectionView!.moveItemAtIndexPath(indexPath!, toIndexPath: newIndexPath!)
}
})
)
}
else if type == NSFetchedResultsChangeType.Delete {
println("Delete Object: \(indexPath)")
blockOperations.append(
NSBlockOperation(block: { [weak self] in
if let this = self {
this.collectionView!.deleteItemsAtIndexPaths([indexPath!])
}
})
)
}
}
In the did change section method:
func controller(controller: NSFetchedResultsController, didChangeSection sectionInfo: NSFetchedResultsSectionInfo, atIndex sectionIndex: Int, forChangeType type: NSFetchedResultsChangeType) {
if type == NSFetchedResultsChangeType.Insert {
println("Insert Section: \(sectionIndex)")
blockOperations.append(
NSBlockOperation(block: { [weak self] in
if let this = self {
this.collectionView!.insertSections(NSIndexSet(index: sectionIndex))
}
})
)
}
else if type == NSFetchedResultsChangeType.Update {
println("Update Section: \(sectionIndex)")
blockOperations.append(
NSBlockOperation(block: { [weak self] in
if let this = self {
this.collectionView!.reloadSections(NSIndexSet(index: sectionIndex))
}
})
)
}
else if type == NSFetchedResultsChangeType.Delete {
println("Delete Section: \(sectionIndex)")
blockOperations.append(
NSBlockOperation(block: { [weak self] in
if let this = self {
this.collectionView!.deleteSections(NSIndexSet(index: sectionIndex))
}
})
)
}
}
And finally, in the did controller did change content method:
func controllerDidChangeContent(controller: NSFetchedResultsController) {
collectionView!.performBatchUpdates({ () -> Void in
for operation: NSBlockOperation in self.blockOperations {
operation.start()
}
}, completion: { (finished) -> Void in
self.blockOperations.removeAll(keepCapacity: false)
})
}
I personally added some code in the deinit method as well, in order to cancel the operations when the ViewController is about to get deallocated:
deinit {
// Cancel all block operations when VC deallocates
for operation: NSBlockOperation in blockOperations {
operation.cancel()
}
blockOperations.removeAll(keepCapacity: false)
}

I was facing the similar issue while deleting the item from index and this is what i think we need to do while using performBatchUpdates: method.
1# first call deleteItemAtIndexPath to delete the item from collection view.
2# Delete the element from array.
3# Update collection view by reloading data.
[self.collectionView performBatchUpdates:^{
NSIndexPath *indexPath = [NSIndexPath indexPathForRow:sender.tag inSection:0];
[self.collectionView deleteItemsAtIndexPaths:[NSArray arrayWithObject:indexPath]];
[self.addNewDocumentArray removeObjectAtIndex:sender.tag];
} completion:^(BOOL finished) {
[self.collectionView reloadData];
}];
This help me to remove all the crash and assertion failures.

Related

UIContextMenuConfiguration in objc

I would like to implement the UIContextMenuConfiguration in objC
There are many examples in swift , but I have to close a matter in objc ...
So in swift I found examples like this
override func tableView(_ tableView: UITableView, contextMenuConfigurationForRowAt indexPath: IndexPath, point: CGPoint) -> UIContextMenuConfiguration? {
let configuration = UIContextMenuConfiguration(identifier: nil, previewProvider: nil) { actions -> UIMenu<UIAction>? in
let action = UIAction(__title: "Custom action", image: nil, options: []) { action in
// Put button handler here
}
return UIMenu<UIAction>.create(title: "Menu", children: [action])
}
return configuration
}
In objc I can not define the actions
I can only produce mistakes ...
this is my example code...
- (UIContextMenuConfiguration *)tableView:(UITableView *)tableView
contextMenuConfigurationForRowAtIndexPath:(NSIndexPath *)indexPath
point:(CGPoint)point API_AVAILABLE(ios(13.0)){
BlogPost *blogPost = [self.blogPosts objectAtIndex:indexPath.row];
UIAction * lettura = [UIAction actionWithTitle:#"Leggi"
image:nil
identifier:nil
handler:^(UIAction *action){[self presentSF:indexPath];}
];
UIMenu * menu = [UIMenu menuWithTitle:#"" children:#[lettura]];
UIContextMenuConfiguration * config = [UIContextMenuConfiguration configurationWithIdentifier:nil
previewProvider:^ UIViewController* {
SFSafariViewController *previewSFController = [[SFSafariViewController alloc] initWithURL:blogPost.url entersReaderIfAvailable:NO];
previewSFController.preferredControlTintColor=[UIColor blackColor];
previewSFController.delegate = self;
return previewSFController;
}
actionProvider:nil];
return config;
}
Someone can help me
Thank you so much in advance for your help
Vanni
Sorry you people
I solved ...
I just had to pass an array...
actionProvider:^(NSArray* suggestedAction){return menu;}
- (UIContextMenuConfiguration*)tableView:(UITableView*)tableView contextMenuConfigurationForRowAtIndexPath:(NSIndexPath*)indexPath point:(CGPoint)point
{
UIContextMenuConfiguration* config = [UIContextMenuConfiguration configurationWithIdentifier:nil
previewProvider:nil
actionProvider:^UIMenu* _Nullable(NSArray<UIMenuElement*>* _Nonnull suggestedActions) {
NSMutableArray* actions = [[NSMutableArray alloc] init];
//Your Action
[actions addObject:[UIAction actionWithTitle:#"Favoritar!" image:[UIImage systemImageNamed:#"star"] identifier:nil handler:^(__kindof UIAction* _Nonnull action) {
[self updateFavoriteTournament:self.tournamentArray[indexPath.row][#"_id"]];
}]];
UIMenu* menu = [UIMenu menuWithTitle:#"" children:actions];
return menu;
}];
return config;
}

Core data: concurency conflict between save and fetch

These two function calls seem to be conflicting:
MagicalRecord.save({ (localContext) in
let items = NewsItem.staleNewsItems(in: localContext)
if ((items?.count)! > 0){
items?.forEach({ (item) in
if let object = item as? NSManagedObject {
object.mr_deleteEntity(in: localContext)
}
})
}
})
and
- (void) buildAndFetchFRCsInContext:(NSManagedObjectContext*)context {
self.newsItemsFRC = [self buildFetchResultsControllerForClass:[NewsItem class] sortedBy:#"id" withPredicate:nil inContext:context];
[context performBlock:^{
__unused NSDate* start = [NSDate date];
NSError* error;
[self.newsItemsFRC performFetch:&error]; // this line crashes
[self calculateAndBroadcastCounts];
}];
}
Is this save call thread safe? If so what could cause these two functions to cause each-other to crash?
The issue is I'm modifying the news items outside of the context they were created in. So to fix the issue I had to move the code to the main thread. I switched from using magical records save to just performBlockAndWait which is guaranteed to run on the calling thread:
private static func cleanUpNewsItems() -> Void {
let context = NSManagedObjectContext.mr_()
context.performAndWait {
var itemsToDelete = [NSManagedObject]()
if let items = NewsItem.staleNewsItems(in: context) {
items.forEach({ (item) in
itemsToDelete.append(item as! NSManagedObject)
})
}
for item in itemsToDelete {
context.delete(item)
}
do {
try context.save()
} catch let error as NSError {
print("Error While Deleting Note: \(error.userInfo)")
}
}
}

Autosave Expanded Items of NSOutlineView doesn't work

I am trying to use the "Autosave Expanded Items" feature. When I expand a group with its children and restart the application all children are collapsed again and I don't know why they won't stay expanded.
I'm using core data to store my source list items.
This is what I have done/set so far:
Checked "Autosave Expanded Items" in NSOutlineView (Source List)
Set a name for "Autosave"
dataSource and delegate outlets assigned to my controller
This is my implementation for outlineView:persistentObjectForItem and outlineView:itemForPersistentObject.
- (id)outlineView:(NSOutlineView *)anOutlineView itemForPersistentObject:(id)object
{
NSURL *objectURI = [[NSURL alloc] initWithString:(NSString *)object];
NSManagedObjectID *mObjectID = [_persistentStoreCoordinator managedObjectIDForURIRepresentation:objectURI];
NSManagedObject *item = [_managedObjectContext existingObjectWithID:mObjectID error:nil];
return item;
}
- (id)outlineView:(NSOutlineView *)anOutlineView persistentObjectForItem:(id)item
{
NSManagedObject *object = [item representedObject];
NSManagedObjectID *objectID = [object objectID];
return [[objectID URIRepresentation] absoluteString];
}
Any ideas? Thanks.
EDIT:
I have a clue! The problem is maybe that the tree controller has not prepared its content on time. The methods applicationDidFinishLaunching, outlineView:persistentObjectForItem etc. are being be executed before the data has loaded or rather the NSOutlineView hasn't finished initializing yet. Any ideas how to solve this?
I've had the problem that my implementation of -outlineView:itemForPersistentObject: was not called at all. It turns out that this method is called when either "autosaveExpandedItems" or "autosaveName" is set.
My solution was to set both properties in Code and NOT in InterfaceBuilder. When i set the properties after the delegate is assigned, the method gets called.
I got this to work - you need to return the corresponding tree node instead of "just" its represented object.
In itemForPersistentObject:, instead of return item; you need return [self itemForObject:item inNodes:[_treeController.arrangedObjects childNodes]];
with
- (id)itemForObject:(id)object inNodes:(NSArray *)nodes {
for (NSTreeNode *node in nodes) {
if ([node representedObject] == object)
return node;
id item = [self itemForObject:object inNodes:node.childNodes];
if (item)
return item;
}
return nil;
}
where _treeController is the NSTreeController instance that you use to populate the outline view.
Expanding on Karsten's solution:
The method -outlineView:itemForPersistentObject: gets called after doing what Karsten suggests, but ONLY if you also set the datasource before setting the delegate.
So if Karsten's answer doesn't seem to work, check where your datasource is set and adjust accordingly.
(wanted to write this as a comment but I'm not allowed due to my newbie status ...)
Swift 5 answer
Karsten is right, itemForPersistentObject must return a NSTreeNode.
Here is a Swift 5 version of the solution:
// This method should return a NSTreeNode object
func outlineView(_ outlineView: NSOutlineView, itemForPersistentObject object: Any) -> Any? {
guard let uriAsString = object as? String,
let uri = URL(string: uriAsString) else { return nil }
if let psc = self.managedObjectContext.persistentStoreCoordinator,
let moID = psc.managedObjectID(forURIRepresentation: uri),
let group = self.managedObjectContext.object(with: moID) as? MyGroupEntity,
let nodes = self.expensesTreeController.arrangedObjects.children {
return self.findNode(for: group, in: nodes)
}
return nil
}
/// Utility method to find the corresponding NSTreeNode for a given represented object
private func findNode(for object: NSManagedObject, in nodes: [NSTreeNode]) -> NSTreeNode? {
for treeNode in nodes {
if (treeNode.representedObject as? NSManagedObject) === object {
return treeNode
}
}
return nil
}
I never got this working.
This is my current way of doing it:
First, I added an attribute "isExpanded" and saved for each node the status in the database.
Second, I expand the nodes when my treeController has prepared its content.
- (void)applicationDidFinishLaunching:(NSNotification *)aNotification
{
[treeSectionController addObserver:self
forKeyPath:#"content"
options:0
context:nil];
}
- (void)observeValueForKeyPath:(NSString *)keyPath ofObject:(id)object change:(NSDictionary *)change context:(void *)context
{
if (object == treeSectionController) {
NSArray *sectionArray = [[treeSectionController arrangedObjects] childNodes];
for (NSTreeNode *node in sectionArray) {
if([[node representedObject] isExpandedValue]) {
[outlinePilesView expandItem:node];
}
}
[treeSectionController removeObserver:self forKeyPath:#"content"];
}
}
Wow! 6 years later and this is still causing headaches.
I couldn't get this working initially, even with Karsten's helpful solution re setting autoSaveName & autosaveExpandedItems in code; itemForPersistentObject was still being called before the outlineView was populated. The solution for me, whilst not very elegant, was to set a delay of .5 seconds before setting autosaveExpandedItems & autoSaveName. The half second delay in my app is not noticeable. I used Vomi's code as well. Delegate and dataSource are set in IB bindings. Here's full solution:
override func viewDidLoad() {
super.viewDidLoad()
let _ = Timer.scheduledTimer(withTimeInterval: 0.5, repeats: false) { (timer) in
self.keywordsOutlineView.autosaveExpandedItems = true
self.keywordsOutlineView.autosaveName = "KeywordsOutlineView"
timer.invalidate()
}
}
func outlineView(_ outlineView: NSOutlineView, persistentObjectForItem item: Any?) -> Any? {
if let node = item as? NSTreeNode {
if let object = node.representedObject as? FTKeyword {
return object.objectID.uriRepresentation().absoluteString
}
}
return nil
}
// This method should return a NSTreeNode object
func outlineView(_ outlineView: NSOutlineView, itemForPersistentObject object: Any) -> Any? {
if outlineView == keywordsOutlineView {
guard let uriAsString = object as? String,
let uri = URL(string: uriAsString) else { return nil }
if let psc = self.managedObjectContext.persistentStoreCoordinator,
let moID = psc.managedObjectID(forURIRepresentation: uri),
let group = self.managedObjectContext.object(with: moID) as? FTKeyword,
let nodes = self.keywordsTreeController.arrangedObjects.children {
return self.findNode(for: group, in: nodes)
}
return nil
}
return nil
}
/// Utility method to find the corresponding NSTreeNode for a given represented object
private func findNode(for object: NSManagedObject, in nodes: [NSTreeNode]) -> NSTreeNode? {
for treeNode in nodes {
if (treeNode.representedObject as? NSManagedObject) === object {
return treeNode
}
}
return nil
}

Skip to Previous AVPlayerItem on AVQueuePlayer / Play selected Item from queue

I am playing a Tv-show that has been sliced to different chapters on my project using an AVQueuePlayer.
I also want to offer the possibility to skip to the previous/next chapter or to select a different chapter on the fly, while the AVQueuePlayer is already playing.
Skipping to next Item is no problem with the advanceToNextItem provided by AVQueuePlayer, but there is nothing alike for skipping back or playing a certainitem from the queue.
So I am not quite sure what would be the best approach here:
Using an AVPlayer instead of AVQueuePlayer, invoke replaceCurrentItemWithPlayerItem: at actionAtItemEnd to play the nextItem and just use 'replaceCurrentItemWithPlayerItem' to let the User select a certain Chapter
or
reorganise the queue or the current player by using 'insertItem:afterItem:' and 'removeAllItems'
Additional information:
I store the Path to the different videos in the order they should appear in a NSArray
The user is supposed to jump to certain chapters by pressing buttons that represent the chapter. The Buttons have tags, that are also the indexes of the corresponding videos in the array.
Hope I could make myself clear?
Anyone having any experience with this situation?
If anyone knows where to buy a good IOS VideoPlayerFramework which provides the functionality, I would also appreciate the link.
If you want your program can play previous item and play the selected item from your playeritems(NSArray),you can do this.
- (void)playAtIndex:(NSInteger)index
{
[player removeAllItems];
for (int i = index; i <playerItems.count; i ++) {
AVPlayerItem* obj = [playerItems objectAtIndex:i];
if ([player canInsertItem:obj afterItem:nil]) {
[obj seekToTime:kCMTimeZero];
[player insertItem:obj afterItem:nil];
}
}
}
edit:
playerItems is the NSMutableArray(NSArray) where you store your AVPlayerItems.
The first answer removes all items from AVQueuePlayer, and repopulates queue starting with iteration passed as index arg. This would start the newly populated queue with previous item(assuming you passed correct index) as well the rest of the items in existing playerItems array from that point forward, BUT it does not allow for multiple reverses, e.g. you are on track 10 and want to go back and replay track 9, then replay track 5, with above you cannot accomplish. But here you can...
-(IBAction) prevSongTapped: (id) sender
{
if (globalSongCount>1){ //keep running tally of items already played
[self resetAVQueue]; //removes all items from AVQueuePlayer
for (int i = 1; i < globalSongCount-1; i++){
[audioQueuePlayer advanceToNextItem];
}
globalSongCount--;
[audioQueuePlayer play];
}
}
The following code allows you to jump to any item in your. No playerhead advancing. Plain and simple. playerItemList is your NSArray with AVPlayerItem objects.
- (void)playAtIndex:(NSInteger)index
{
[audioPlayer removeAllItems];
AVPlayerItem* obj = [playerItemList objectAtIndex:index];
[obj seekToTime:kCMTimeZero];
[audioPlayer insertItem:obj afterItem:nil];
[audioPlayer play];
}
djiovann created a subclass of AVQueuePlayer that provides exactly this functionality.
You can find it on github.
I haven't tested it yet but from browsing through the code it seems to get the job done. Also the code is well documented, so it should at least serve as a good reference for a custom implementation of the functionality (I suggest using a category instead of subclassing though).
This should be the responsability of the AVQueuePlayer object and not your view controller itself, thus you should make it reusable and expose other answers implementations through an extension and use it in a similar way of advanceToNextItem() :
extension AVQueuePlayer {
func advanceToPreviousItem(for currentItem: Int, with initialItems: [AVPlayerItem]) {
self.removeAllItems()
for i in currentItem..<initialItems.count {
let obj: AVPlayerItem? = initialItems[i]
if self.canInsert(obj!, after: nil) {
obj?.seek(to: kCMTimeZero, completionHandler: nil)
self.insert(obj!, after: nil)
}
}
}
}
Usage (you only have to store an index and a reference to initial queue player items) :
self.queuePlayer.advanceToPreviousItem(for: self.currentIndex, with: self.playerItems)
One way of maintaining an index is to observe the AVPlayerItemDidPlayToEndTime notification for each of your video items :
func addDidFinishObserver() {
queuePlayer.items().forEach { item in
NotificationCenter.default.addObserver(self, selector: #selector(playerDidFinishPlaying), name: Notification.Name.AVPlayerItemDidPlayToEndTime, object: item)
}
}
func removeDidFinishObserver() {
queuePlayer.items().forEach { item in
NotificationCenter.default.removeObserver(self, name: NSNotification.Name.AVPlayerItemDidPlayToEndTime, object: item)
}
}
#objc func playerDidFinishPlaying(note: NSNotification) {
if queuePlayer.currentItem == queuePlayer.items().last {
print("last item finished")
} else {
print("item \(currentIndex) finished")
currentIndex += 1
}
}
This observation can also be really useful for other use cases (progress bar, current video timer reset ...).
Swift 5.2
var playerItems = [AVPlayerItem]()
func play(at itemIndex: Int) {
player.removeAllItems()
for index in itemIndex...playerItems.count {
if let item = playerItems[safe: index] {
if player.canInsert(item, after: nil) {
item.seek(to: .zero, completionHandler: nil)
player.insert(item, after: nil)
}
}
}
}
#saiday's answer works for me, here is swift version of his answer
func play(at index: Int) {
queue.removeAllItems()
for i in index..<items.count {
let obj: AVPlayerItem? = items[i]
if queue.canInsert(obj!, after: nil) {
obj?.seek(to: kCMTimeZero, completionHandler: nil)
queue.insert(obj!, after: nil)
}
}
}
If you want to play a song from any index using AVQueuePlayer.Then this below code can help to.
NSMutableArray *musicListarray (add song that you want to play in queue);
AVQueuePlayer *audioPlayer;
AVPlayerItem *item;
-(void) nextTapped
{
nowPlayingIndex = nowPlayingIndex + 1;
if (nowPlayingIndex > musicListarray.count)
{
}
else
{
[self playTrack];
}
}
-(void) playback
{
if (nowPlayingIndex < 0)
{
}
else
{
nowPlayingIndex = nowPlayingIndex - 1;
[self playTrack];
}
}
-(void) playTrack
{
#try
{
if (musicArray.count > 0)
{
item =[[AVPlayerItem alloc] initWithURL: [NSURL URLWithString:musicListarray
[nowPlayingIndex]]];
[audioPlayer replaceCurrentItemWithPlayerItem:item];
[audioPlayer play];
}
}
#catch (NSException *exception)
{
}
}
-(void) PlaySongAtIndex
{
//yore code...
nowPlayingIndex = i (stating index from queue)[audioPlayer play];
[self playTrack];
}
Here PlaySongAtIndex call when you want to play a song.

How to resume a CAAnimation after coming back from multitasking

in my app i have an array of CALayer that I have animated along a bezierPath. When I close and reopen the app my layers are not animating and not in the same position as before closing the app. I have implemented two methods, pauseLayer and resumeLayer that works when I trigger them with two buttons inside my app but they won't work after closing the app. The code is the following
- (void)pauseLayers{
for(int y=0; y<=end;y++)
{
CFTimeInterval pausedTime = [car[y] convertTime:CACurrentMediaTime() fromLayer:nil];
car[y].speed = 0.0;
car[y].timeOffset = pausedTime;
standardUserDefaults[y] = [NSUserDefaults standardUserDefaults];
if (standardUserDefaults[y]) {
[standardUserDefaults[y] setDouble:pausedTime forKey:#"pausedTime"];
[standardUserDefaults[y] synchronize];
}
NSLog(#"saving positions");
}
}
-(void)resumeLayers
{
for(int y=0; y<=end;y++)
{
standardUserDefaults[y] = [NSUserDefaults standardUserDefaults];
car[y].timeOffset = [standardUserDefaults[y] doubleForKey:#"pausedTime"];
CFTimeInterval pausedTime = [car[y] timeOffset];
car[y].speed = 1.0;
car[y].timeOffset = 0.0;
car[y].beginTime = 0.0;
CFTimeInterval timeSincePause = [car[y] convertTime:CACurrentMediaTime() fromLayer:nil] - pausedTime;
car[y].beginTime = timeSincePause;
}
}
- (void)applicationDidEnterBackground:(UIApplication *)application {
mosquitosViewController *mvc = [[mosquitosViewController alloc] init];
[mvc pauseLayers];
}
The problem with what you are trying to do above is that you are creating a completely new instance of your view controller, which is not the one that was showing onscreen. That's why nothing happens when you send the pauseLayers message.
What you should do is register to receive notifications for when your app goes to and comes from the background and call the appropriate methods (pauseLayers and resumeLayers) when that notification arrives.
You should add the following code somewhere in your mosquitosViewController implementation (I usually do so in viewDidLoad):
// Register for notification that app did enter background
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(pauseLayers)
name:UIApplicationDidEnterBackgroundNotification
object:[UIApplication sharedApplication]];
// Register for notification that app did enter foreground
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(resumeLayers)
name:UIApplicationWillEnterForegroundNotification
object:[UIApplication sharedApplication]];
I write a Swift 4 version extension based on #cclogg and #Matej Bukovinski answers from this thread. All you need is to call layer.makeAnimationsPersistent()
Full Gist here: CALayer+AnimationPlayback.swift, CALayer+PersistentAnimations.swift
Core part:
public extension CALayer {
static private var persistentHelperKey = "CALayer.LayerPersistentHelper"
public func makeAnimationsPersistent() {
var object = objc_getAssociatedObject(self, &CALayer.persistentHelperKey)
if object == nil {
object = LayerPersistentHelper(with: self)
let nonatomic = objc_AssociationPolicy.OBJC_ASSOCIATION_RETAIN_NONATOMIC
objc_setAssociatedObject(self, &CALayer.persistentHelperKey, object, nonatomic)
}
}
}
public class LayerPersistentHelper {
private var persistentAnimations: [String: CAAnimation] = [:]
private var persistentSpeed: Float = 0.0
private weak var layer: CALayer?
public init(with layer: CALayer) {
self.layer = layer
addNotificationObservers()
}
deinit {
removeNotificationObservers()
}
}
private extension LayerPersistentHelper {
func addNotificationObservers() {
let center = NotificationCenter.default
let enterForeground = NSNotification.Name.UIApplicationWillEnterForeground
let enterBackground = NSNotification.Name.UIApplicationDidEnterBackground
center.addObserver(self, selector: #selector(didBecomeActive), name: enterForeground, object: nil)
center.addObserver(self, selector: #selector(willResignActive), name: enterBackground, object: nil)
}
func removeNotificationObservers() {
NotificationCenter.default.removeObserver(self)
}
func persistAnimations(with keys: [String]?) {
guard let layer = self.layer else { return }
keys?.forEach { (key) in
if let animation = layer.animation(forKey: key) {
persistentAnimations[key] = animation
}
}
}
func restoreAnimations(with keys: [String]?) {
guard let layer = self.layer else { return }
keys?.forEach { (key) in
if let animation = persistentAnimations[key] {
layer.add(animation, forKey: key)
}
}
}
}
#objc extension LayerPersistentHelper {
func didBecomeActive() {
guard let layer = self.layer else { return }
restoreAnimations(with: Array(persistentAnimations.keys))
persistentAnimations.removeAll()
if persistentSpeed == 1.0 { // if layer was playing before background, resume it
layer.resumeAnimations()
}
}
func willResignActive() {
guard let layer = self.layer else { return }
persistentSpeed = layer.speed
layer.speed = 1.0 // in case layer was paused from outside, set speed to 1.0 to get all animations
persistAnimations(with: layer.animationKeys())
layer.speed = persistentSpeed // restore original speed
layer.pauseAnimations()
}
}
- (void)applicationDidEnterBackground:(UIApplication *)application
{
NSLog(#"1");
mosquitosViewController *mvc = [[mosquitosViewController alloc] init];
[mvc pauseLayers];
/*
Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
*/
}
See my answer to this post for details on how to restart an animation after multitasking:
Restoring animation where it left off when app resumes from background