How to synchronise animations with CAScrollLayer animation - objective-c

I have a table-like scrollable view with sections. The layout structure is on the right picture.
The view has a scroll layer that has sections. Each section has a title and rows.
When I scroll up I need the section title stay visible above the rows just like in normal UITableView.
When I scroll the layer I pass the scroll position to the section, so it can adjust position of the title. In the view:
- (void)updateContentVerticalScrollPosition
{
[CATransaction begin];
[_scrollableContentLayer scrollToRect:scrollRect];
[_section setVerticallScrollPositionInSuperlayer:_verticalScrollPosition];
[CATransaction commit];
}
In the section I update the position of the title:
_titleLayer.position = CGPointMake(0, titleLayerVerticalPosition);
It works, but even though I use a transaction the scroll layer and the title move with different speed. So, it looks like the title layer is floating.
Does anyone know how to synchronise animations of the scroll layer and the title layer?

I have found the solution. NSScrollLayer does not use the default timing function to animate the scrolling, but a linear one. So, all we need is to change the action for #"position" key.
CABasicAnimation* animation = [[CABasicAnimation alloc] init];
animation.duration = 0.25;
animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];
[_titleLayer setActions:[NSDictionary dictionaryWithObject:animation forKey:#"position"]];
[animation release];

Related

Animating label (NSTextField) horizontally

I have a NSTextField as a label, showing a string.
I want to animate this label from right to left, if the content of it is too large to be displayed at once.
I've done this with an NSTimer so far, it works, but it's just not a very good solution.
The labels are displayed in an NSTextFieldCell, in a Table View.
They often get out of sync, and I guess it's just eating up a lot of CPU/GPU resources.
Is there another way with Core Animation to do this?
I have tried it with layers, as you can see right here:
CALayer and drawRect
but I didn't get it working either.
I would really appreciate your help.
You can simply animate the position of NSTextField with animator like
[[textField animator] setFrameOrigin:NSMakePoint(x,y)];
you can also embed it in "CATrancation" code like this:
[CATransaction begin];
[CATransaction setAnimationDuration:0.5];
[CATransaction setAnimationTimingFunction:[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseOut]];
[[textField animator] setFrameOrigin:NSMakePoint(x,y)];
[CATransaction commit];
if you need animation delegate, you can use CABasicAnimation
CABasicAnimation* animation = [CABasicAnimation animation];
animation.delegate = self;
NSDictionary *animations = [NSDictionary dictionaryWithObjectsAndKeys:animation,#"frameOrigin",nil];
[textField setAnimations:animations];
[[textField animator] setFrameOrigin:NSMakePoint(x,y)];
Delegate methods are
- (void)animationDidStart:(CAAnimation *)theAnimation;
- (void)animationDidStop:(CAAnimation *)theAnimation finished:(BOOL)flag;
If you need to mask your text field, just embed it in other NSView.
First, animate the label using one of the functions offered in the other answers.
Then, if you want to display another view on the sides without overlapping, you can:
Insert the label in a subview with the limits you wish
Use bringSubviewtoFront: or sendSubviewToBack: to make sure your label stays in the back

How to synchronously animate a UIView and a CALayer

To illustrate this question, I gisted a very small Xcode project on Github (two classes, 11kb download). Have a look at the gist here or use git clone git#gist.github.com:93982af3b65d2151672e.git.
Please consider the following scenario. A custom view of mine, called 'container view', contains two little squares. Illustrated in this screenshot:
The blue square is a 22x22 pt UIView instance and the red square is a 22x22 pt CALayer instance. For purposes of this question I want the two squares to 'stick' to the bottom right corner of the outer view, while I animate the frame of that outer view.
I change the container view's frame within a UIView's class method animateWithDuration:delay:options:animations:completion:, with a non-default easing parameter of type UIViewAnimationCurveEaseOut.
[UIView animateWithDuration:1.0 delay:0
options:UIViewAnimationCurveEaseOut
animations:^{ _containerView.frame = randomFrame; }
completion:nil];
Note: Both the blue UIView's and the red CALayer's frame are set in the overridden setFrame: method of the container view, but results would have been the same if I had set the blue UIView's autoresizingMask property to UIView flexible left and top margins.
In the resulting animation, the blue square 'sticks' to the corner just the way I intended it, but the red square completely disregards both timing and easing of the animation. I assume this is because of the implicit animation feature of Core Animation, a feature that has helped me in many occasions before.
Here are a few screenshots in the animation sequence that illustrate the asynchronicity of the two squares:
On to the question: Is there a way to synchronize the two frame changes so that the red CALayer and the blue UIView both move with the same animation duration and easing curve, sticking to each other as if they were one view?
P.S. Of course the required visual result of the two squares sticking together could be achieved in any number of ways, for example by having both layers become either CALayers or UIViews, but the project that the real issue is in has a very legit cause for the one to be a CALayer and the other to be a UIView.
I'm assuming that you got the end position correct and that after the animation that the view and the layer are aligned. That has nothing to do with the animation, just geometry.
When you change the property of a CALayer that isn't the layer of a view (like in your case) it will implicitly animate to its new value. To customize this animation you could use an explicit animation, like a basic animation. Changing the frame in a basic animation would look something like this.
CABasicAnimation *myAnimation = [CABasicAnimation animationWithKeyPath:#"frame"];
[myAnimation setToValue:[NSValue valueWithCGRect:myNewFrame]];
[myAnimation setFromValue:[NSValue valueWithCGRect:[myLayer frame]]];
[myAnimation setDuration:1.0];
[myAnimation setTimingFunction:[CAMediaTimingFuntion functionWithName: kCAMediaTimingFunctionEaseOut]];
[myLayer setFrame:myNewFrame];
[myLayer addAnimation:myAnimation forKey:#"someKeyForMyAnimation"];
If the timing function and the duration of both animations are the same then they should stay aligned.
Also note that explicit animations doesn't change the value and hat you have to both add the animation and set the new value (like in the sample above)
Yes, there are a number of ways to achieve the same effect. One example is having the view and the layer be subviews of the same subview (that in turn is a subview of the outer frame).
Edit
You can't easily group the UIView-animation with an explicit animation. Neither can you use an animation group (since you are applying them to different layers) but yo can use a CATransaction:
[CATransaction begin];
[CATransaction setAnimationDuration:1.0];
[CATransaction setAnimationTimingFunction:[CAMediaTimingFuntion functionWithName: kCAMediaTimingFunctionEaseOut]];
// Layer animation
CABasicAnimation *myAnimation = [CABasicAnimation animationWithKeyPath:#"frame"];
[myAnimation setToValue:[NSValue valueWithCGRect:myNewFrame]];
[myAnimation setFromValue:[NSValue valueWithCGRect:[myLayer frame]]];
[myLayer setFrame:myNewFrame];
[myLayer addAnimation:myAnimation forKey:#"someKeyForMyAnimation"];
// Outer animation
CABasicAnimation *outerAnimation = [CABasicAnimation animationWithKeyPath:#"frame"];
[outerAnimation setToValue:[NSValue valueWithCGRect:myNewOuterFrame]];
[outerAnimation setFromValue:[NSValue valueWithCGRect:[outerView frame]]];
[[outerView layer] setFrame:myNewOuterFrame];
[[outerView layer] addAnimation:outerAnimation forKey:#"someKeyForMyOuterAnimation"];
[CATransaction commit];
If you want David Rönnqvist's snippet in Swift 3.0, here you have it:
CATransaction.begin()
CATransaction.setAnimationDuration(1.0)
CATransaction.setAnimationTimingFunction(CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseOut))
// Layer animation
let myAnimation = CABasicAnimation(keyPath: "frame");
myAnimation.toValue = NSValue(cgRect: myNewFrame)
myAnimation.fromValue = NSValue(cgRect: myLayer.frame)
myLayer.frame = myNewFrame
myLayer.add(myAnimation, forKey: "someKeyForMyAnimation")
// Outer animation
let outerAnimation = CABasicAnimation(keyPath: "frame")
outerAnimation.toValue = NSValue(cgRect: myNewOuterFrame)
outerAnimation.fromValue = NSValue(cgRect: outerView.frame)
outerView.layer.frame = myNewOuterFrame
outerView.layer.add(outerAnimation, forKey: "someKeyForMyOuterAnimation")
CATransaction.commit()

ios transform.rotation.y breaks up window

I have an odd problem in one of my chain animations. I have block object for each of the blocks on my screen (26 of them), and when the user presses them I perform a flip. It works great, but I'm adding a scale animation before I do these to make them about 50% bigger on the screen. So, my sequence is:
enlarge
delay (let user see the large image)
spin-out 90% (removes block from view) - using transform.rotation.y
change image & spin-in
shrink.
I have setup the window view controller to be a delegate of these blocks, such that it can pass a counter to the blocks so I can position the right sublayer on the top (using setZposition).
It all works great, except when I have 2 blocks on positioned above/below each other on the screen, such that the enlarge will cause them to overlap, and then when the spin-out animation starts, it immediately has the right side of the block pop behind the block below it. I've tried changing the animation to transform.rotation.x and get the same behavior when the blocks are side-to-side.
I'm not sure if it's an iOS bug of if I'm just not doing something correct. Any suggestions are greatly appreciated. Here is the spin-out method:
- (void)spinOut:(id)sender
{
NSTimeInterval animationTime=0.85;
[UIView animateWithDuration:animationTime
delay:0
options: UIViewAnimationOptionCurveLinear
animations:^{
// setup the animation to spin the current view out
[CATransaction begin];
[CATransaction setDisableActions:YES];
CABasicAnimation *spinOut = [CABasicAnimation animationWithKeyPath:#"transform.rotation.y"];
[spinOut setDelegate:self];
[spinOut setDuration:animationTime];
CAMediaTimingFunction *tf = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseIn];
[spinOut setTimingFunction:tf];
[spinOut setFromValue:[NSNumber numberWithFloat:M_PI * 0.0]];
[spinOut setToValue:[NSNumber numberWithFloat:M_PI * 0.5]];
[spinOut setRemovedOnCompletion:NO];
[spinOut setFillMode:kCAFillModeForwards];
// setup variables used to roll in the next view on animation completion.
[pageView.layer addAnimation:spinOut forKey:kMyVeryOwnABCsSpinOutKey];
[CATransaction commit];
}
completion:^(BOOL finished){
[self setFlipOutAnimationTimer:[NSTimer scheduledTimerWithTimeInterval:animationTime target:self selector:#selector(spinIn:) userInfo:nil repeats:NO]];
}];
}
OK - this is an old question, but I kindof figured out this problem. Since I was flipping these images around the Y axis, I was able to change the animated image's Zposition. In my startAnimation method, I added:
float pageLevelLayerPosition;
// logic to set the zposition variable 100 more than anything nearby
_originalImageViewZPosition = bigImageView.layer.zPosition;
[bigImageView.layer setZPosition:pageLevelLayerPosition];
and then when in the animationDidStop, I added the relevant line of code to reset it back to 0 where I was removing the animation. I had some code to manage the variable so that I was assured that the number was greater than anything nearby.
I guess if I ever get into 3-D animation, then I'll need to control this much more closely, but that is what was causing my problem.

CALayer fade from current value

My app uses CALayer to draw views. More precisely, it uses the drawLayer:inContext: method on a sublayer of a UIView's top layer. This is a nice way to get the 'implicit' animation of consecutive drawLayer:inContext: drawings to fade into each other over time. The fading animations happen fairly fast, maybe in 0.25 seconds, but to change its duration, simply implement another delegate method called actionForLayer:forKey:. In this perfectly working example implementation here the default duration is stretched to 2.0 seconds:
- (id<CAAction>)actionForLayer:(CALayer *)layer forKey:(NSString *)event
{
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:event];
animation.duration = 2.0;
return animation;
// or return nil for the default duration.
}
On to the issue at hand.
If you call [sublayer setNeedsDisplay] faster than the fades have time to complete, with each new fade you'll see a sudden jump. From the looks of it, the fade that's in progress is cancelled and it's final state is used as the starting point of the new fade. This might not be very surprising, but the visual result is rather unwanted.
Consider the scenario of a ten second fade from black to white, with another fade, to black, triggered five seconds after the start. The animation will start fading from black to white, but when it's at a 'half way gray' it jumps to full white before fading to black again.
Is there a way to prevent this from happening? Can I get the layer to fade from the gray back down to black? Is there a CALayer drawing equivalent of saying UIViewAnimationOptionBeginFromCurrentState (used in UIView animations)?
Cheers.
A layer's animation is only a visual representation of what the layer should look like as it animates. In CA when you animate from one state to another, the entire state of the layer changes immediately. A presentation layer is created and displays the animation, and when the animation completes the actual layer is left in place at the end.
So, my guess is that when you want to transition from one state to another, and the current animation hasn't completed yet, you have to capture the current state of the animation and then use this as the starting point for your next animation.
The problem lies in not being able to modify a layer's current animation.
In the following post I capture the current state of an animation, set that as the current state for the layer and use that as the beginning value from which to animate. The post applies this technique to the speed / duration of an animation, but can also be applied to your scenario.
https://stackoverflow.com/a/9544674/1218605
I'm a little stumped on this one too.
Did you forget to specify the fillMode kCAFillModeForwards. There's more info about that in the reference docs.
For example, I got this to work without any snapping, although I'm not changing the duration.
#implementation FadingLayer
- (void)fadeOut {
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"backgroundColor"];
animation.fillMode = kCAFillModeForwards;
animation.fromValue = (id)[UIColor redColor].CGColor;
animation.toValue = (id)[UIColor colorWithRed:1.0 green:0.0 blue:0.0 alpha:0.0].CGColor;
animation.removedOnCompletion = FALSE;
animation.delegate = self;
[self addAnimation:animation
forKey:#"test"];
}
- (void)fadeIn {
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"backgroundColor"];
animation.fillMode = kCAFillModeForwards;
animation.fromValue = (id)[UIColor colorWithRed:1.0 green:0.0 blue:0.0 alpha:0.0].CGColor;
animation.toValue = (id)[UIColor redColor].CGColor;
animation.removedOnCompletion = FALSE;
animation.delegate = self;
[self addAnimation:animation
forKey:#"test"];
}
#end
You'll probably want to animate a custom property however.
Hope this helps :/
I wanted to accomplish the same thing with a zoom animation of a layer tree. I have a zoom in/out key-equivalent where the user can zoom the layer tree accordingly. However, if the user presses the zoom key-equivalent in rapid succession, there would be a temporary snap-back to the values prior to the onset of the animation, since the previous animation hadn't yet completed.
At the end of the animation code, performing a sole [CATransaction commit] forced any pending transactions to be committed to the layer model before the start of the next animation, and solved the problem.
The documentation says:
+ commit
Commit all changes made during the current transaction.
Declaration
+ (void)commit
Special Considerations
Raises an exception if no current transaction exists.
However, testing this with many [CATransaction commit] messages in succession doesn't actually raise an exception. I've used this same technique to squelch warnings of the form:
CoreAnimation: warning, deleted thread with uncommitted
CATransaction;
in an NSOperation whose thread of execution finishes before layer animations do. It could be that Apple changed this behaviour in recent OS releases to a no-op (which would be much saner) if no current transaction exists, without updating the documentation.

Animating the UIButton Layer?

I'm trying to bring the ripple effect seen in the dashboard application to iphone. My idea is whenever i place a button in the layout view there should be ripple effect around the button.
However, I`m able to bring the ripple effect for the whole view but I needs the effect only around the button. I don know where I went wrong. I tried the following code.
LayoutButton *tempLayoutButton=[[LayoutButton alloc] initWithObject:object];
tempLayoutButton.center=copyImage.center;
[layoutView addSubview:tempLayoutButton];
CALayer *templayer=[CALayer layer];
tempLayoutButton.layer.masksToBounds=NO;
templayer.frame=CGRectMake(0,0,50,50);
[tempLayoutButton.layer addSublayer:templayer];
CATransition *animation = [CATransition animation];
animation.delegate = self;
animation.duration = 1.0f;
animation.timingFunction = UIViewAnimationCurveEaseInOut;
animation.type = #"rippleEffect";
[templayer addAnimation:animation forKey:#"animation"];
[tempLayoutButton release];
[tempLayoutButton.layer addSublayer:templayer];
If I replace templayer with LayoutView layer I can see the riple effect from the whole view. Can anyone tell me the solution
Thanks in advance
I found the answer in one of apples mailing list. The animation is apple`s own animation and no one can use that. And there is no guarantee for the animation to appear properly in the screen. If we need the same type of animation we need to manipulate the layers and get the animation