I am adding two CAText layers to a view and animating one of them. I want to animate one layer above the other but it doesn't get positioned correctly in the layer hierarchy until the animation has finished. Can anyone see what I have done wrong? The animation works, it is just running behind 'topcharlayer2' until the animation has finished.
- (CABasicAnimation *)topCharFlap
{
CABasicAnimation *flipAnimation;
flipAnimation = [CABasicAnimation animationWithKeyPath:#"transform"];
flipAnimation.toValue = [NSValue valueWithCATransform3D:CATransform3DMakeRotation(1.57f, 1, 0, 0)];
flipAnimation.fromValue = [NSValue valueWithCATransform3D:CATransform3DMakeRotation(0.0, 1, 0, 0)];
flipAnimation.autoreverses = NO;
flipAnimation.duration = 0.5f;
flipAnimation.repeatCount = 10;
return flipAnimation;
}
- (id)initWithFrame:(CGRect)frame {
if ((self = [super initWithFrame:frame])) {
[self setBackgroundColor:[UIColor clearColor]]; //makes this view transparent other than what is drawn.
[self initChar];
}
return self;
}
static CATransform3D CATransform3DMakePerspective(CGFloat z)
{
CATransform3D t = CATransform3DIdentity;
t.m34 = - 1. / z;
return t;
}
-(void) initChar
{
UIFont *theFont = [UIFont fontWithName:#"AmericanTypewriter" size:FONT_SIZE];
self.layer.sublayerTransform = CATransform3DMakePerspective(-1000.0f);
topHalfCharLayer2 = [CATextLayer layer];
topHalfCharLayer2.bounds = CGRectMake(0.0f, 0.0f, CHARACTERS_WIDTH, 100.0f);
topHalfCharLayer2.string = #"R";
topHalfCharLayer2.font = theFont.fontName;
topHalfCharLayer2.fontSize = FONT_SIZE;
topHalfCharLayer2.backgroundColor = [UIColor blackColor].CGColor;
topHalfCharLayer2.position = CGPointMake(CGRectGetMidX(self.bounds),CGRectGetMidY(self.bounds));
topHalfCharLayer2.wrapped = NO;
topHalfCharLayer1 = [CATextLayer layer];
topHalfCharLayer1.bounds = CGRectMake(0.0f, 0.0f, CHARACTERS_WIDTH, 100.0f);
topHalfCharLayer1.string = #"T";
topHalfCharLayer1.font = theFont.fontName;
topHalfCharLayer1.fontSize = FONT_SIZE;
topHalfCharLayer1.backgroundColor = [UIColor redColor].CGColor;
topHalfCharLayer1.position = CGPointMake(CGRectGetMidX(self.bounds),CGRectGetMidY(self.bounds));
topHalfCharLayer1.wrapped = NO;
//topHalfCharLayer1.zPosition = 100;
[topHalfCharLayer1 setAnchorPoint:CGPointMake(0.5f,1.0f)];
[[self layer] addSublayer:topHalfCharLayer1 ];
[[self layer] insertSublayer:topHalfCharLayer2 atIndex:0];
[topHalfCharLayer1 addAnimation:[self topCharFlap] forKey:#"anythingILikeApparently"];
}
The View which contains this code is loaded by a view controller in loadView. The initChar method is called in the view's initWithFrame method. The target is iOS4. I'm not using setWantsLayer as I've read that UIView in iOS is automatically layer backed and doesn't require this.
A couple thoughts come to mind:
Try adding the 'R' layer to the layer hierarchy before you start the animation.
Instead of inserting the 'T' layer at index 1, use [[self layer] addSublayer: topHalfCharLayer1]; to add it and then do the insert for the 'R' layer with [[self layer] insertSublayer:topHalfCharLayer2 atIndex:0];
Have you tried to play with the layer zPosition? This determines the visual appearance of the layers. It doesn't actually shift the layer order, but will change the way they display--e.g. which layers is in front of/behind which.
I would also suggest you remove the animation code until you get the layer view order sorted. Once you've done that, the animation should just work.
If you have further issues, let me know in the comments.
Best regards.
From the quartz-dev apple mailing list:
Generally in a 2D case, addSublayer will draw the new layer above the
previous. However, I believe this implementation mechanism is
independent of zPosition and probably just uses something like
painter's algorithm. But the moment you add zPositions and 3D, I don't
think you can solely rely on layer ordering. But I am actually unclear
if Apple guarantees anything in the case where you have not set
zPositions on your layers but have a 3D transform matrix set.
So, it seems I have to set the zPosition explicitly when applying 3D transforms to layers.
/* Insert 'layer' at position 'idx' in the receiver's sublayers array.
* If 'layer' already has a superlayer, it will be removed before being
* inserted. */
open func insertSublayer(_ layer: CALayer, at idx: UInt32)
Related
What I have:
I have a UIView (named pView) which has as sublayer a CAGradientLayer. Practically is this:
ViewController -> View ->pView -> CAGradientLayer
This is the code that creates all this:
#implementation ViewController
- (void)viewDidLoad {
[super viewDidLoad];
UITestView * pView = nil;
UIColor * scolor = nil, *ecolor = nil;
self.view.backgroundColor = [UIColor yellowColor];
pView = [[UITestView alloc] initWithFrame: CGRectMake(self.view.frame.origin.x, 100.0, self.view.frame.size.width, 100.0)];
scolor = [UIColor colorWithRed:(14/255.0) green: (238/255.0) blue:(123/255.0) alpha:1];
ecolor = [UIColor colorWithRed:(6/255.0) green: (216/255.0) blue:(69/255.0) alpha:1];
// creating the gradient layer
CAGradientLayer * layer = [[CAGradientLayer alloc] init];
layer.frame = self.bounds;
layer.colors = #[(id)scolor.CGColor,(id)ecolor.CGColor];
[pView.layer insertSublayer:layer atIndex:0];
// creating a tapGestureRecognizer
[pView addGestureRecognizer:[[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(handleTapInViews:)]];
[self.view addSubview:pView];
touched = NO;
}
....
#end
What I'm trying to do
Once a tap gesture is detected over pView I want to increase the height of pView by 100.0 but animatedly. If pView was previously touched (that is, its height was already increased by 100.0) I want to decrease the height of pView by 100.0 (that is, returning it to its original size);
What I already know
I know that since I want to change the frame of pView I must change also the frame (or bounds) of the CAGradientLayer attached to pView. Since I want to animate these changes, I want these animations occurs at the same time and have the same duration.
I know that the frame (or bounds) of a layer is only animatable inside an animation block.
What I do:
This is the option I've test:
- (void) handleTapInViews: (nonnull UITapGestureRecognizer *) sender {
pView = sender.view;
if (touched) {
[UIView animateWithDuration:0.4 animations:^{
pView.frame = CGRectMake(pView.frame.origin.x, pView.frame.origin.y, pView.frame.size.width, pView.frame.size.height - 100.0);
pView.layer.sublayers[0].frame = pView.bounds;
[self.view setNeedsLayout];
} completion:^(BOOL finished) {
touched = NO;
}];
}
else {
[UIView animateWithDuration:0.4 animations:^{
pView.frame = CGRectMake(pView.frame.origin.x, pView.frame.origin.y, pView.frame.size.width, pView.frame.size.height + 100.0);
pView.layer.sublayers[0].frame = pView.bounds;
[self.view setNeedsLayout];
} completion:^(BOOL finished) {
touched = YES;
}];
}
}
This option actually works (that is, both the frame of pView and the frame of the layer change animatedly) but they are not synchronised; that is, the changes in the frame of the layer are slightly (but perceptible) more faster than the changes in the frame of pView. This effect is more evident when the height of pView is decreased.
I 've also read about CABasicAnimation and CAAnimationGroup, in order to animate both the bounds and position of the layer. In this case also the animation of the layer is bit faster than the animation of the view (it is perceptible and it is not a matter of seconds in case anyone ask about setting duration or whatever) and also in this case, after the animation the bound of the layer return to its original size which is not the desired effect. I already know this last matter can be fixed assigned the new values to the layer at the end of the animation but I certainty do not know where in my code put that.
Most of what i've read regarding this other option is from these links:
link1
link2
link3
link4
In any case, does anybody please knows how can I fix this?? thanks in advance.
Well I ended setting the backgroundColor of Pview as ecolor = [UIColor colorWithRed:(6/255.0) green: (216/255.0) blue:(69/255.0) alpha:1. This way, the effect I commented about the animation of the layer been faster than the animation of the view is not noticeable now. I think maybe this is not the proper answer but it suit me.
I am developing an app that contains lots of custom NSView objects being moved around. I have implemented a gaussian blur background filter for one of the custom NSView subclasses like so:
- (id)init {
self = [super init];
if (self) {
...
CIFilter *saturationFilter = [CIFilter filterWithName:#"CIColorControls"];
[saturationFilter setDefaults];
[saturationFilter setValue:#.5 forKey:#"inputSaturation"];
CIFilter *blurFilter = [CIFilter filterWithName:#"CIGaussianBlur"];
[blurFilter setDefaults];
[blurFilter setValue:#2.0 forKey:#"inputRadius"];
self.wantsLayer = YES;
self.layer.backgroundColor = [NSColor clearColor].CGColor;
self.layer.masksToBounds = YES;
self.layer.needsDisplayOnBoundsChange = YES;
self.layerUsesCoreImageFilters = YES;
[self updateFrame]; //this is where the frame size is set
self.layer.backgroundFilters = #[saturationFilter, blurFilter];
...
return self;
}
else return nil;
}
This works great and creates a gaussian blur effect within the entire contents of the view. The problem is that I do not want the gaussian blur to cover the entire view. There is about an (intentional) 12px padding between the actual size of the NSView and the drawing of its content box:
- (void)drawRect:(NSRect)dirtyRect {
[super drawRect:dirtyRect];
NSColor* strokeColor = [NSColor colorWithRed:.5 green:.8 blue:1 alpha:1];
NSColor* fillColor = [NSColor colorWithRed:.5 green:.8 blue:1 alpha:.2];
...
[strokeColor setStroke];
[fillColor setFill];
NSBezierPath *box = [NSBezierPath bezierPathWithRoundedRect:NSMakeRect(self.bounds.origin.x + 12, self.bounds.origin.y + 12, self.bounds.size.width - 24, self.bounds.size.height - 24) xRadius:6 yRadius:6];
box.lineWidth = 6;
[box stroke];
[box fill];
...
}
The reason for this padding is that there are some pieces of the GUI that inhabit this region and are drawn seamlessly into the containing box. I would like to mask the Blur effect to only have effect on the interior of the drawn box rather than the entire view. Here is what I have tried.
ATTEMPT 1: Create a sublayer
I created a sublayer in the NSView with the appropriately sized frame, and added the blur effect to this sublayer. PROBLEM: The blur effect seems to only apply to the immediate parent layer, so rather than blur the contents behind the NSView, it blurs the contents of the NSView's self.layer (which is basically empty).
ATTEMPT 2: Create a masking layer
I tried to create a masking layer and set it to self.layer.mask. However, since the positions of the GUI content do change (via the DrawRect function), I would need to get a copy of the current layer to use as the masking layer. I tried the following code, but it had no effect.
self.layer.mask = nil;
NSArray *bgFilters = self.layer.backgroundFilters;
self.layer.backgroundFilters = nil;
CALayer *maskingLayer = self.layer.presentationLayer;
self.layer.mask = maskingLayer;
self.layer.backgroundFilters = bgFilters;
ATTEMPT 3: Draw a masking layer directly
I could not find any examples of how to draw directly on a layer. I can not use a static UIImage to mast with, because, as I said above, the mask has to change with user interaction. I was looking for something equivalent to the DrawRect function. Any help would be appreciated.
SO...
It seems to me that the sublayer way would be the best and simplest way to go, if I could just figure out how to change the priority of the blur effect to be the background behind the NSView not the NSView's background layer behind the sublayer.
Well, I would still like to know if there is a more elegant way, but I have found a solution that works. Basically, I have created a masking layer from an NSImage drawn from a modified version of the drawRect function:
- (id)init {
self = [super init];
if (self) {
// SETUP VIEW SAME AS ABOVE
CALayer *maskLayer = [CALayer layer];
maskLayer.contents = [NSImage imageWithSize:self.frame.size flipped:YES drawingHandler:^BOOL(NSRect dstRect) {
[self drawMask:self.bounds];
return YES;
}];
maskLayer.frame = self.bounds;
self.layer.mask = maskLayer;
return self;
}
else return nil;
}
- (void)drawMask:(NSRect)dirtyRect {
[[NSColor clearColor] set];
NSRectFill(self.bounds);
[[NSColor blackColor] set];
// SAME DRAWING CODE AS drawRect
// EXCEPT EVERYTHING IS SOLID BLACK (NO ALPHA TRANSPARENCY)
// AND ONLY NEED TO DRAW PARTS THAT EFFECT THE EXTERNAL BOUNDARIES
}
I draw a series of images to various CALayer sublayers, then add those sublayers to a superlayer:
- (void)renderImagesFromArray:(NSArray *)array {
CALayer *superLayer = [CALayer layer];
for (id object in array) {
CALayer* subLayer = [CALayer layer];
// Disregard...
NSURL *path = [NSURL fileURLWithPathComponents:#[NSHomeDirectory(), #"Desktop", object]];
NSImage *image = [[NSImage alloc] initWithContentsOfURL:path];
[self positionImage:image layer:subLayer];
subLayer.contents = image;
subLayer.hidden = YES;
[superLayer addSublayer:subLayer];
}
[self.view setLayer:superLayer];
[self.view setWantsLayer:YES];
// Show top layer
CALayer *top = superLayer.sublayers[0];
top.hidden = NO;
}
I then call [self positionImage: layer:] to stretch the CALayer to it's maximum bounds (essentially using the algorithm for the CSS cover property), and position it in the center of the window:
- (void)positionImage:(NSImage *)image layer:(CALayer *)layer{
float imageWidth = image.size.width;
float imageHeight = image.size.height;
float frameWidth = self.view.frame.size.width;
float frameHeight = self.view.frame.size.height;
float aspectRatioFrame = frameWidth/frameHeight;
float aspectRatioImage = imageWidth/imageHeight;
float computedImageWidth;
float computedImageHeight;
float verticalSpace;
float horizontalSpace;
if (aspectRatioImage <= aspectRatioFrame){
computedImageWidth = frameHeight * aspectRatioImage;
computedImageHeight = frameHeight;
verticalSpace = 0;
horizontalSpace = (frameWidth - computedImageWidth)/2;
} else {
computedImageWidth = frameWidth;
computedImageHeight = frameWidth / aspectRatioImage;
horizontalSpace = 0;
verticalSpace = (frameHeight - computedImageHeight)/2;
}
[CATransaction flush];
[CATransaction begin];
CATransaction.disableActions = YES;
layer.frame = CGRectMake(horizontalSpace, verticalSpace, computedImageWidth, computedImageHeight);
[CATransaction commit];
}
This all works fine, except when the window gets resized. I solved this (in a very ugly way) by subclassing NSView, then implementing the only method that was actually called when the window resized, viewWillDraw::
- (void)viewWillDraw{
[super viewWillDraw];
[self redraw];
}
- (void)redraw{
AppDelegate *appDelegate = (AppDelegate *)[[NSApplication sharedApplication] delegate];
CALayer *superLayer = self.layer;
NSArray *sublayers = superLayer.sublayers;
NSImage *image;
CALayer *current;
for (CALayer *view in sublayers){
if (!view.isHidden){
current = view;
image = view.contents;
}
}
[appDelegate positionImage:image layer:current];
}
So... what's the right way to do this? viewWillDraw: get's called too many times which means I have to do unnecessary and redundant calculations, and I can't use viewWillStartLiveResize: because I need to constantly keep the image in its correct position. What am I overlooking?
Peter Hosey was right; my original method was clunky, and I shouldn't have been overriding setNeedsDisplayInRect:. I first made sure that I was using an auto layout in my app, then implemented the following:
subLayer.layoutManager = [CAConstraintLayoutManager layoutManager];
subLayer.autoresizingMask = kCALayerHeightSizable | kCALayerWidthSizable;
subLayer.contentsGravity = kCAGravityResizeAspect;
Basically, I set the sublayer's autoResizingMask to stretch both horizontally and vertically, and then set contentsGravity to preserve the aspect ratio.
That last variable I found by chance, but it's worth noting that you can only use a few contentsGravity constants if, like in my case, you're setting an NSImage as the layer's contents:
That method creates an image that is suited for use as the contents of a layer and that is supports all of the layer’s gravity modes. By contrast, the NSImage class supports only the kCAGravityResize, kCAGravityResizeAspect, and kCAGravityResizeAspectFill modes.
Always fun when a complicated solution can be simplified to 3 lines of code.
I am using this code proposed by Bartosz to add a mask to an UIImageView. It works fine.
#import <QuartzCore/QuartzCore.h>
CALayer *mask = [CALayer layer];
mask.contents = (id)[[UIImage imageNamed:#"mask.png"] CGImage];
mask.frame = CGRectMake(0, 0, 320.0, 100.0);
yourImageView.layer.mask = mask;
yourImageView.layer.masksToBounds = YES;
In addition, I want to animate the mask, e.g. sliding the mask to the right, so that at the end of the animation, the mask is not applied to the UIImageView any more.
In my specific case, the mask uses a fully transparent image, so the UIImageView is not visible at the initial state (which works fine), but is expected to be so at the end of the animation. However, the idea may be reused to any other use case were masks need to be animated.
The idea is to manipulate the x-origin portion of the frame of the mask. So, I came up with this code:
[UIView animateWithDuration: 0.2
delay: 0
options: UIViewAnimationCurveEaseInOut
animations:^{
CGRect maskFrame = yourImageView.layer.mask.frame;
maskFrame.origin.x = 320.0;
yourImageView.layer.mask.frame = maskFrame;
}
completion:^(BOOL finished){}];
Unfortunately, the mask is applied to the whole UIImageView at any time, it's not sliding to the right.
UPDATE 1:
This is the code I am actually using the set up the view and mask: It's a UITableViewCell.
APPCell.m (APPCell.h "extends" UITableViewCell)
#import "APPCell.h"
#import <QuartzCore/QuartzCore.h>
#interface APPCell()
#property (strong, nonatomic) UIImageView *menu;
#property (strong, nonatomic) CALayer *menuMask;
...
#end
#implementation APPCell
...
- (id)initWithStyle:(UITableViewCellStyle)style reuseIdentifier:(NSString *)reuseIdentifier
{
self.menu = [[UIImageView alloc] initWithFrame:CGRectMake(0, 0, 320.0, 88.0)];
[self.menu setBackgroundColor:[UIColor clearColor]];
[self.menu setImage:[UIImage imageNamed:#"cell_back"]];
[self addSubview:self.menu];
self.menuMask = [CALayer layer];
self.menuMask.contents = (id)[[UIImage imageNamed:#"cell_mask"] CGImage];
self.menuMask.frame = CGRectMake(0, 0, 320.0, 88.0);
self.menu.layer.mask = self.menuMask;
self.menu.layer.masksToBounds = YES;
}
...
Instead of animating with the help of UIKit, I am now using implicit animation of CoreAnimation to move the mask layer:
APPCell.m
...
- (void)swipeLeft
{
self.menuMask.position = CGPointMake(-320.0, 0.0);
}
...
I can confirm that swipeLeft is called. I expect the mask "to be gone" and to see the [UIImage imageNamed:#"cell_back"]], which I do when I uncomment self.menu.layer.mask = self.menuMask.
Solution:
Instead of setting the content on the CALayer, I set the background color to white. This is the code I am using:
self.menuSubMenuMask = [CALayer layer];
self.menuSubMenuMask.backgroundColor = [[UIColor whiteColor] CGColor];
self.menuSubMenuMask.frame = CGRectMake(320.0, 0.0, 320.0, 88.0);
self.tableCellSubMenu.layer.mask = self.menuSubMenuMask;
self.tableCellSubMenu.layer.masksToBounds = YES;
In order to show the UIImageView the CALayer is applied to, the CALayer must NOT be "above" the UIImageView.
Animation with UIKit of UIViews is much more limited than using Core Animation directly. In particular what you are trying to animate is not one of animatable properties of a UIView. In addition as clarified in the View Programming Guide for iOS:
Note: If your view hosts custom layer objects—that is, layer objects without an associated view—you must use Core Animation to animate any changes to them.
This is the case in your example. You have added a CALayer to your view and UIKit will not be able to animate the result for you. On the other hand you can use Core Animation directly to animate the motion of your mask layer. You should be able to do this easily using implicit animation as described in the Core Animation Programming Guide. Please note that from the list of CALayer Animatable Properties that frame is not animatable. Instead you should use position.
You can achieve something you want by using CATransition, although this might not be the solution you want:
1) At first, set mask for your layer just as you did
2) When you want to remove mask and reveal your image, use the following code:
CATransition* transition = [CATransition animation];
transition.type = kCATransitionPush;
transition.subtype = kCATransitionFromRight;
transition.duration = 1.0;
[mask addAnimation:transition forKey:kCATransition];
imageView.layer.mask.contents = [UIImage imageNamed:#"black.png"].CGImage;
The main trick here - we created transition animation for our mask layer, so this animation will be applied when you change any (i'm not sure about any) property of mask layer. Now we set mask's content to completely black image to remove masking at all - now we've got smooth pushing animation where our masked image is going to the left and unmasked image is getting into its place
The easiest way is to use CoreAnimation itself:
CGPoint fromPoint = mask.position;
CGPoint toPoint = CGPointMake(fromPoint.x*3.0, fromPoint.y);
mask.position = toPoint; // CoreAnimation animations do *not* persist
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"position"];
animation.fromValue = [NSValue valueWithCGPoint:fromPoint];
animation.toValue = [NSValue valueWithCGPoint:toPoint];
animation.duration = 4.0f;
[mask addAnimation:animation forKey:#"position"];
I want to animate through an array of CATextLayers, one after the other. The layers are created and added in a loop. I need to the animation to work like a flip book. Up to now, as a proof of concept, I have Used CABasicAnimations but in order to animate multiple layers in sequence, I think I need one of the other Core Animation options but am not sure which one. Here's the loop adding the sublayers:
- (void) initLayers: (NSString *)endChar
{
CALayer *rootLayer = self.layer;
int counter =0;
for (NSString *element in alphabet) {
NSLog(#"element: %#",element);
NSString *topLayerName = [NSString stringWithFormat:#"TOP_%d_%#",counter,element];
NSString *bottomLayerName = [NSString stringWithFormat:#"BOT_%d_%#",counter,element];
//get index of endchar - indexOfObject
if (element != endChar) { //change to if key value is less than or equal to endchar index value
CATextLayer *topLayer = [CATextLayer layer];
topLayer.name = topLayerName;
[topLayer setAnchorPoint:CGPointMake(0.5f,1.0f)]; // set the anchorpoint for the transform. This affects layer position too
topLayer.bounds = CGRectMake(0.0f, 0.0f, CHARACTER_WIDTH, CHARACTER_HEIGHT/2);
topLayer.string = element;
topLayer.font = solariFont.fontName;
topLayer.fontSize = FONT_SIZE;
topLayer.backgroundColor = [UIColor blackColor].CGColor;
topLayer.position = CGPointMake(30,30);
topLayer.wrapped = NO;
[rootLayer addSublayer:topLayer];
CATextLayer *bottomLayer = [CATextLayer layer];
bottomLayer.name =bottomLayerName;
[bottomLayer setAnchorPoint:CGPointMake(0.5f,0.0f)]; // set the anchorpoint for the transform. This affects layer position too
bottomLayer.bounds = CGRectMake(0.0f,CHARACTER_HEIGHT/4, CHARACTER_WIDTH, CHARACTER_HEIGHT/2);
bottomLayer.string = element;
bottomLayer.font = solariFont.fontName;
bottomLayer.fontSize = FONT_SIZE;
bottomLayer.backgroundColor = [UIColor blackColor].CGColor;
bottomLayer.position = CGPointMake(topLayer.position.x,topLayer.position.y+2);
bottomLayer.wrapped = NO;
[rootLayer addSublayer:bottomLayer];
counter++;
}
}
[self animChars:rootLayer.sublayers];
}
The question is how can I animate the layers one after the other without the animation for every layer happening at the same time? I want to be able to loop through the sublayers array and animate each CATextLayer in sequence. Do I need CATransactions, MediaTiming? I've been through the core animation guide but am none the wiser.
This is very easy actually. You first need to determine the interval between the animations that you want. When you add the layer to the root layer inside the for loop, set the animations media timing's property beginTime with a CGFloat that increments every time the loop fires.
for the animation use a CABasicAnimation... if you don't know how to set one of those up there are plenty of resources on the web.
I did this by giving each animation a key and testing for this in animationDidStop:
- (void)animationDidStop:(CAAnimation *)anim finished:(BOOL)flag {
if (anim ==[topFront animationForKey:#"topCharFlip"]) { ....