This is a follow-up question to How to synchronize CALayer and UIView animations up and down a complex hierarchy
Lets say I have a composite layer (Top) that is a subclass of CALayer and has any number of children. Top has 2 child layers within it. The first sublayer (A) should always be a fixed width - lets say 100 pixels wide. The second sublayer (B) should be the remainder of the size of Top. Both A and B should occupy the entire height of Top. This is pretty straightforward to code up in layoutSubviews.
Let's presume that Top has no knowledge of A or B. Also presume that Top has a delegate that controls when it should be animated (the delegate provides actionForLayer:forKey: and no other CALayer delegate functions).
I'd like to devise a strategy where for every possible size of Top, the user will always see A and B rendered according to the constraints listed above - even when the size of Top is being animated, even when it is being animated with any variety of animation parameters (durations, functions, offsets, etc).
Just as Top's animations are driven from some containing view or layer through its delegate - it seems that A and B should have their animations setup their containing layer - Top. I want to keep things well-composed, so I don't want the layout of A & B within Top to need to be understood by anything other than Top.
So - the question is what's the best strategy to chain the animations down the layer tree to keep all of the animation parameters in sync?
Here's some sample code that does chaining through the use of actionForLayer:forKey:, but middle function has to go through some fairly involved work (which isn't included) to translate all of the settings from its animation to the sublayer's animation. Not included in this sample is any code that deals with interpolating the values of the bounds. For example, imagine a case where an animation is setup to use a different fromValue, or a keyframe animation. Those values would need to be solved for the sublayers and applied accordingly.
#import "ViewController.h"
#interface MyTopLayer : CALayer
#end
static const CGFloat fixedWidth = 100.0;
#implementation MyTopLayer
-(instancetype)init {
self = [super init];
if (self) {
self.backgroundColor = [[UIColor redColor] CGColor];
CALayer *fixedLayer = [[CALayer alloc] init];
CALayer *slackLayer = [[CALayer alloc] init];
[self addSublayer:fixedLayer];
[self addSublayer:slackLayer];
fixedLayer.anchorPoint = CGPointMake(0,0);
fixedLayer.position = CGPointMake(0,0);
slackLayer.anchorPoint = CGPointMake(0,0);
slackLayer.position = CGPointMake(fixedWidth,0);
fixedLayer.backgroundColor = [[UIColor yellowColor] CGColor];
slackLayer.backgroundColor = [[UIColor purpleColor] CGColor];
//fixedLayer.delegate = self; // no reason to ever animate this layer since it is static
slackLayer.delegate = self;
}
return self;
}
-(id<CAAction>)actionForLayer:(CALayer *)layer forKey:(NSString *)event {
if (![event isEqualToString:#"bounds"]) {
return nil;
}
CAAnimation *boundsAnim = [self animationForKey:#"bounds"];
NSLog(#"boundsAnim=%#", boundsAnim);
if (!boundsAnim) {
return (id<CAAction>)[NSNull null];
}
CAAnimation *sublayerBoundsAnim;
if ([boundsAnim isKindOfClass:[CABasicAnimation class]]) {
CABasicAnimation *subAnim = [CABasicAnimation animationWithKeyPath:#"bounds"];
// transform properties, like from, to & by value from boundsAnim (outer) to the inner layer's animation
sublayerBoundsAnim = subAnim;
} else {
CAKeyframeAnimation *subAnim = [CAKeyframeAnimation animationWithKeyPath:#"bounds"];
// copy/interpolate keyframes
sublayerBoundsAnim = subAnim;
}
sublayerBoundsAnim.timeOffset = boundsAnim.timeOffset;
sublayerBoundsAnim.duration = boundsAnim.duration;
sublayerBoundsAnim.timingFunction = boundsAnim.timingFunction;
return sublayerBoundsAnim;
}
-(void)layoutSublayers {
{
CALayer *fixedLayer = [self.sublayers firstObject];
CGRect b = self.bounds;
b.size.width = fixedWidth;
fixedLayer.bounds = b;
}
{
CALayer *slackLayer = [self.sublayers lastObject];
CGRect b = self.bounds;
b.size.width -= fixedWidth;
slackLayer.bounds = b;
}
}
#end
#interface MyView : UIView
#end
#implementation MyView
{
bool _shouldAnimate;
}
+(Class)layerClass {
return [MyTopLayer class];
}
-(instancetype)initWithFrame:(CGRect)frame {
self = [super initWithFrame:frame];
if (self) {
self.layer.delegate = self;
UITapGestureRecognizer *doubleTapRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self
action:#selector(doubleTapRecognizer:)];
doubleTapRecognizer.numberOfTapsRequired = 2;
[self addGestureRecognizer:doubleTapRecognizer];
UITapGestureRecognizer *tapRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self
action:#selector(tapRecognizer:)];
[tapRecognizer requireGestureRecognizerToFail:doubleTapRecognizer];
[self addGestureRecognizer:tapRecognizer];
}
return self;
}
CGFloat getRandWidth() {
const static int maxWidth=1024;
const static int minWidth=fixedWidth*1.1;
return minWidth+((((CGFloat)rand())/(CGFloat)RAND_MAX)*(maxWidth-minWidth));
}
-(void)tapRecognizer:(UITapGestureRecognizer*) gr {
_shouldAnimate = true;
CGFloat w = getRandWidth();
self.layer.bounds = CGRectMake(0,0,w,self.layer.bounds.size.height);
}
-(void)doubleTapRecognizer:(UITapGestureRecognizer*) gr {
_shouldAnimate = false;
CGFloat w = getRandWidth();
self.layer.bounds = CGRectMake(0,0,w,self.layer.bounds.size.height);
}
-(id<CAAction>)actionForLayer:(CALayer *)layer forKey:(NSString *)event {
if (_shouldAnimate) {
if ([event isEqualToString:#"bounds"]) {
CABasicAnimation *anim = [CABasicAnimation animationWithKeyPath:event];
anim.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
anim.duration = 2.0;
//anim.timeOffset = 0.5;
anim.fromValue = [NSValue valueWithCGRect:CGRectMake(0,0,100,100)];
return anim;
} else {
return nil;
}
} else {
return (id<CAAction>)[NSNull null];
}
}
#end
My question is - does anybody have a better way to get this done? It seems a little bit scary that I've not seen any mention of this sort of hierarchical chaining anywhere. I'm aware that I would probably also need to do some more work on canceling sublayer animations when the top layer's animation is canceled. Relying simply on the currently attached animation, especially w/out concern for the current time that that function is in seems like it could be a source of errors somewhere down the line.
I'm also not sure how well this would perform in the wild since they aren't in the same animation group. Any thoughts there would be greatly appreciated.
Related
My friend gave me the following designs for iOS buttons, and I'm not sure the best way to implement this.
I need to make the reusable button shown below (in Objective-C).
I've tried:
Subclassing the button, but read that I shouldn't do that
Animating the border (while subclassed), but the border only goes inwards, so it seems like I need to animate the frame too
So how do I approach this? I'm assuming making a CustomButtonView class which has a button (composition) as well as an inner and outer circle view? How would I then animate that to grow? Would I have to animate the frame change too, or could I use insets?
What is the simplest code to make this work? Thanks!
Here Is the approach I took to create this:
Subclass UIView to create your custom button
Use UITapGestureRecognizer or touchesBegan, touchesEnded... for your interaction
Add two CALayer's for your foreground and background layers
Add your icon layer (This can be an UIImageView or any other way of displaying an image)
- (id)initWithIcon:(UIImage *)icon backgroundColor:(UIColor *)backgroundColor foregroundColor:(UIColor *)foregroundColor {
if (self = [super init]) {
// Background Layer Setup
_backgroundLayer = [CALayer new];
[_backgroundLayer setBackgroundColor:backgroundColor.CGColor];
[self.layer addSublayer:_backgroundLayer];
// Foreground Layer Setup
_foregroundLayer = [CALayer new];
[_foregroundLayer setBackgroundColor:foregroundColor.CGColor];
[self.layer addSublayer:_foregroundLayer];
// Icon Setup
_icon = [[UIImageView alloc] initWithImage:icon];
[_icon setContentMode:UIViewContentModeCenter];
[self addSubview:_icon];
UIGestureRecognizer *tapGesture = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(buttonTapped:)];
[self addGestureRecognizer:tapGesture];
}
return self;
}
- (void)setFrame:(CGRect)frame {
// Make sure super is called
[super setFrame:frame];
// Build the layout of backgroundLayer
[self.backgroundLayer setFrame:CGRectMake(frame.size.width*0.1, frame.size.width*0.1, frame.size.width*0.8, frame.size.width*0.8)];
[self.backgroundLayer setCornerRadius:frame.size.width*0.8/2];
// Build the layout of forgroundLayer
[self.foregroundLayer setFrame:CGRectMake(frame.size.width*0.05, frame.size.width*0.05, frame.size.width*0.9, frame.size.width*0.9)];
[self.foregroundLayer setCornerRadius:frame.size.width*0.9/2];
// Build the frame of your icon
[self.icon setFrame:CGRectMake(0, 0, frame.size.width, frame.size.width)];
}
- (void)buttonTapped:(UIGestureRecognizer*)gesture {
// Animate the foreground getting smaller
CABasicAnimation *foregroundFrameChange = [CABasicAnimation animationWithKeyPath:#"frame"];
foregroundFrameChange.fromValue = [NSValue valueWithCGRect:_foregroundLayer.frame];
foregroundFrameChange.toValue = [NSValue valueWithCGRect:CGRectMake(self.frame.size.width*0.1,self.frame.size.width*0.1, self.frame.size.width*0.8, self.frame.size.width*0.8)];
self.foregroundLayer.frame = CGRectMake(self.frame.size.width*0.1,self.frame.size.width*0.1, self.frame.size.width*0.8, self.frame.size.width*0.8);
// Animate the forground cornerRadius to stay rounded
CABasicAnimation *foregroundRadiusChange = [CABasicAnimation animationWithKeyPath:#"cornerRadius"];
foregroundRadiusChange.fromValue = [NSNumber numberWithDouble:self.foregroundLayer.cornerRadius];
foregroundRadiusChange.toValue = [NSNumber numberWithDouble:self.frame.size.width*0.8/2];
[self.foregroundLayer setCornerRadius:self.frame.size.width*0.8/2];
// Animate the background getting larger
CABasicAnimation *backgroundFrameChange = [CABasicAnimation animationWithKeyPath:#"frame"];
backgroundFrameChange.fromValue = [NSValue valueWithCGRect:self.backgroundLayer.frame];
backgroundFrameChange.toValue = [NSValue valueWithCGRect:CGRectMake(0, 0, self.frame.size.width, self.frame.size.width)];
self.backgroundLayer.frame = CGRectMake(0, 0, self.frame.size.width, self.frame.size.width);
// Animate the background cornerRadius to stay rounded
CABasicAnimation *backgroundRadiusChange = [CABasicAnimation animationWithKeyPath:#"cornerRadius"];
backgroundRadiusChange.fromValue = [NSNumber numberWithDouble:self.backgroundLayer.cornerRadius];
backgroundRadiusChange.toValue = [NSNumber numberWithDouble:self.frame.size.width/2];
[self.backgroundLayer setCornerRadius:self.frame.size.width/2];
// Group all the animations to run simultaneously
CAAnimationGroup *allAnimations = [CAAnimationGroup animation];
allAnimations.duration = 2;
allAnimations.animations = #[foregroundFrameChange, foregroundRadiusChange, backgroundFrameChange, backgroundRadiusChange];
allAnimations.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
[self.layer addAnimation:allAnimations forKey:#"animate"];
// Create your button action callback here
}
This was a quick mock up and not a complete solution but it will give you something to play with.
Intention:
I want to draw a circle within a view that I can move, resize and re-colour from the ViewController.
Setup:
I subclassed UIView to create a view to just hold the circle:
#implementation CircleView
+ (Class)layerClass //override
{
return [CAShapeLayer class];
}
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self)
{
self.opaque = NO;
CAShapeLayer *layer = (CAShapeLayer *)self.layer;
layer.fillColor = nil;
layer.strokeColor = [UIColor colorWithWhite:1 alpha:1].CGColor;
layer.lineWidth = 2;
}
return self;
}
-(void) layoutSubviews
{
CAShapeLayer *layer = (CAShapeLayer *)self.layer;
layer.path = [UIBezierPath bezierPathWithOvalInRect:self.bounds].CGPath;
}
#end
I then initialise it like so in the parent view initWithFrame:
{
CGFloat diam = MIN(frame.size.width, frame.size.height);
self.circleView = [[VCCCircleView alloc] initWithFrame:ASRectCenteredOnPoint(ASRectGetCenter(frame), (CGSize){diam,diam})];
self.circleView.autoresizingMask = UIViewAutoresizingFlexibleBottomMargin | UIViewAutoresizingFlexibleLeftMargin|UIViewAutoresizingFlexibleTopMargin | UIViewAutoresizingFlexibleRightMargin;
[self addSubview:self.circleView];
}
Finally the parent view also provides a method for animating the view:
-(void)setCircleFrame:(CGRect)frame
{
CAShapeLayer *layer = (CAShapeLayer *)self.circleView.layer;
[UIView animateWithDuration:1 delay:10 options:UIViewAnimationOptionLayoutSubviews animations:^(void)
{
circleView.frame = frame;
//for debug: circleView.frame = CGRectInset(circleView.frame, -30, -30);
} completion:nil];
}
The idea being that you can just set the frame and the circle will move and resize. Simple right?
Problem:
The circle does *not*animate it's change in size but it does animate it's change in position. - the result being it jumps to the new size, then animates the movement of the origin. This is particularly obvious with the large delay I introduced to the animation.
I notice that if i just change the location of the circle, layoutSubviews of the circleView is not called but if I change the bounds it is.
I am not using any transform.
What I've tried:
Removing the autoresizemask stuff from the initialisation of the circle view
Various combinations of options to the animation (including: BeginFromCurrentState)
Calling [self layoutSubviews] in the animation block after the new frame is set
Editing the bounds rather than the frame
Combinations of the above
What I haven't tried:
Using a CABasicAnimation directly. Is this necessary? 'Frame' is
supposed to be animatable of UIView?
I'm trying to make a button that will show/hide a color-selection slider. That's the easy part.
What I am not sure how to do is to make the button be a circle with an outline (say black) and the fill be the color shown in the slider. As the user moves the slider, the color of the circle should change accordingly.
I am new to iOS development, so probably I am approaching this all wrong. I would really appreciate any ideas even they are completely different from what I have here.
I started to approach this with a subclass using QuartzCore layers, and the result is decent, but there are issues/things that bother me:
For some reason I get no highlight state when pressing the button
It's obviously odd to use rounded corners to achieve a circle
Unfortunately, it seems at the point were I draw the layers, the button is not laid out yet so I have had to hardcode the radius instead of making it based on the button size.
So, yeah I hardly think this approach is ideal. I will greatly appreciate any and all help. Thank you!
#import "ColorPickerButton.h"
#implementation ColorPickerButton
#pragma mark - UIButton Overrides
+ (ColorPickerButton *)buttonWithType:(UIButtonType)buttonType
{
return [super buttonWithType:UIButtonTypeCustom];
}
- (id)initWithCoder:(NSCoder *)aDecoder
{
self = [super initWithCoder:aDecoder];
if (self)
{
r = 0.3;
g = 0.6;
b = 0.9;
[self drawOutline];
[self drawColor];
}
return self;
}
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
// Initialization code
}
return self;
}
- (void)layoutSubviews
{
_outlineLayer.frame = CGRectInset(self.bounds, 5, 5);
_colorLayer.frame = CGRectInset(self.bounds, 5+_outlineLayer.borderWidth, 5+_outlineLayer.borderWidth);
[super layoutSubviews];
}
#pragma mark - Layer setters
- (void)drawOutline
{
if (!_outlineLayer)
{
_outlineLayer = [CALayer layer];
_outlineLayer.cornerRadius = 20.0;
_outlineLayer.borderWidth = 3;
_outlineLayer.borderColor = [[UIColor colorWithRed:170.0/255.0 green:170.0/255.0 blue:170.0/255.0 alpha:1.0] CGColor];
_outlineLayer.opacity = 0.6;
[self.layer insertSublayer:_outlineLayer atIndex:1];
}
}
- (void)drawColor
{
if (!_colorLayer)
{
_colorLayer = [CALayer layer];
}
_colorLayer.cornerRadius = 16.0;
_colorLayer.backgroundColor = [[UIColor colorWithRed:r green:g blue:b alpha:1.0] CGColor];
_colorLayer.opacity = 1.0;
[self.layer insertSublayer:_colorLayer atIndex:2];
}
- (void)changeColorWithRed:(CGFloat)red green:(CGFloat)green blue:(CGFloat)blue
{
r = red;
g = green;
b = blue;
[self drawColor];
}
#end
We do this in our app. We use the CALayer on the button and add rounded corners 1/2 the size of the component width. We add a border to the button and then set the button background color to achieve the 'fill' color. Works well.
Note to casual readers: Despite the title, this question has nothing to do with the UIScrollView properties bounces (scrolling related) or bouncesZoom.
I am using UIScrollView to add zooming to a custom view. The custom view uses sublayers to draw its content. Each sublayer is a CALayer instance that is added to the view's main layer with [CALayer addSublayer:]. Sublayers use CoreGraphics to render their content.
After each zoom completes, the custom view needs to redraw its content at the new zoom scale so that the content appears crisp and sharp again. I am currently trying to get the
approach to work that is shown in this SO question, i.e. I reset the scroll view's zoomScale property to 1.0 after each zoom operation, then I adjust the minimumZoomScale and maximumZoomScale properties so that the user cannot zoom in/out more than originally intended.
The content redrawing already works correctly (!), but what I am missing is a smooth GUI update so that the zoomed content is redrawn in place without appearing to move. With my current solution (code example follows at bottom of this question), I observe a kind of "bounce" effect: As soon as the zoom operation ends, the zoomed content briefly moves to a different location, then immediately moves back to its original location.
I am not entirely sure what the reason for the "bounce" effect is: Either there are two GUI update cycles (one for resetting zoomScale to 1.0, and another for setNeedsDisplay), or some sort of animation is taking place that makes both changes visible, one after the other.
My question is: How can I prevent the "bounce" effect described above?
UPDATE: The following is a minimal but complete code example that you can simply copy&paste to observe the effect that I am talking about.
Create a new Xcode project using the "Empty application" template.
Add the code below to AppDelegate.h and AppDelegate.m, respectively.
In the project's Link build phase, add a reference to QuartzCore.framework.
Stuff that goes into AppDelegate.h:
#import <UIKit/UIKit.h>
#class LayerView;
#interface AppDelegate : UIResponder <UIApplicationDelegate, UIScrollViewDelegate>
#property (nonatomic, retain) UIWindow* window;
#property (nonatomic, retain) LayerView* layerView;
#end
Stuff that goes into AppDelegate.m:
#import "AppDelegate.h"
#import <QuartzCore/QuartzCore.h>
#class LayerDelegate;
#interface LayerView : UIView
#property (nonatomic, retain) LayerDelegate* layerDelegate;
#end
#interface LayerDelegate : NSObject
#property(nonatomic, retain) CALayer* layer;
#property (nonatomic, assign) CGFloat zoomScale;
#end
static CGFloat kMinimumZoomScale = 1.0;
static CGFloat kMaximumZoomScale = 5.0;
#implementation AppDelegate
- (void) dealloc
{
self.window = nil;
self.layerView = nil;
[super dealloc];
}
- (BOOL) application:(UIApplication*)application didFinishLaunchingWithOptions:(NSDictionary*)launchOptions
{
[UIApplication sharedApplication].statusBarHidden = YES;
self.window = [[[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]] autorelease];
self.window.backgroundColor = [UIColor whiteColor];
UIScrollView* scrollView = [[[UIScrollView alloc] initWithFrame:self.window.bounds] autorelease];
[self.window addSubview:scrollView];
scrollView.contentSize = scrollView.bounds.size;
scrollView.delegate = self;
scrollView.minimumZoomScale = kMinimumZoomScale;
scrollView.maximumZoomScale = kMaximumZoomScale;
scrollView.zoomScale = 1.0f;
scrollView.bouncesZoom = NO;
self.layerView = [[[LayerView alloc] initWithFrame:scrollView.bounds] autorelease];
[scrollView addSubview:self.layerView];
[self.window makeKeyAndVisible];
return YES;
}
- (UIView*) viewForZoomingInScrollView:(UIScrollView*)scrollView
{
return self.layerView;
}
- (void) scrollViewDidEndZooming:(UIScrollView*)scrollView withView:(UIView*)view atScale:(float)scale
{
CGPoint contentOffset = scrollView.contentOffset;
CGSize contentSize = scrollView.contentSize;
scrollView.maximumZoomScale = scrollView.maximumZoomScale / scale;
scrollView.minimumZoomScale = scrollView.minimumZoomScale / scale;
// Big change here: This resets the scroll view's contentSize and
// contentOffset, and also the LayerView's frame, bounds and transform
// properties
scrollView.zoomScale = 1.0f;
CGFloat newZoomScale = self.layerView.layerDelegate.zoomScale * scale;
self.layerView.layerDelegate.zoomScale = newZoomScale;
self.layerView.frame = CGRectMake(0, 0, contentSize.width, contentSize.height);
scrollView.contentSize = contentSize;
[scrollView setContentOffset:contentOffset animated:NO];
[self.layerView setNeedsDisplay];
}
#end
#implementation LayerView
- (id) initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self)
{
self.layerDelegate = [[[LayerDelegate alloc] init] autorelease];
[self.layer addSublayer:self.layerDelegate.layer];
// super's initWithFrame already invoked setNeedsDisplay, but we need to
// repeat because at that time our layerDelegate property was still empty
[self setNeedsDisplay];
}
return self;
}
- (void) dealloc
{
self.layerDelegate = nil;
[super dealloc];
}
- (void) setNeedsDisplay
{
[super setNeedsDisplay];
// Zooming changes the view's frame, but not the frame of the layer
self.layerDelegate.layer.frame = self.bounds;
[self.layerDelegate.layer setNeedsDisplay];
}
#end
#implementation LayerDelegate
- (id) init
{
self = [super init];
if (self)
{
self.layer = [CALayer layer];
self.layer.delegate = self;
self.zoomScale = 1.0f;
}
return self;
}
- (void) dealloc
{
self.layer = nil;
[super dealloc];
}
- (void) drawLayer:(CALayer*)layer inContext:(CGContextRef)context
{
CGRect layerRect = self.layer.bounds;
CGFloat radius = 25 * self.zoomScale;
CGFloat centerDistanceFromEdge = 5 * self.zoomScale + radius;
CGPoint topLeftCenter = CGPointMake(CGRectGetMinX(layerRect) + centerDistanceFromEdge,
CGRectGetMinY(layerRect) + centerDistanceFromEdge);
[self drawCircleWithCenter:topLeftCenter radius:radius fillColor:[UIColor redColor] inContext:context];
CGPoint layerCenter = CGPointMake(CGRectGetMidX(layerRect), CGRectGetMidY(layerRect));
[self drawCircleWithCenter:layerCenter radius:radius fillColor:[UIColor greenColor] inContext:context];
CGPoint bottomRightCenter = CGPointMake(CGRectGetMaxX(layerRect) - centerDistanceFromEdge,
CGRectGetMaxY(layerRect) - centerDistanceFromEdge);
[self drawCircleWithCenter:bottomRightCenter radius:radius fillColor:[UIColor blueColor] inContext:context];
}
- (void) drawCircleWithCenter:(CGPoint)center
radius:(CGFloat)radius
fillColor:(UIColor*)color
inContext:(CGContextRef)context
{
const int startRadius = [self radians:0];
const int endRadius = [self radians:360];
const int clockwise = 0;
CGContextAddArc(context, center.x, center.y, radius,
startRadius, endRadius, clockwise);
CGContextSetFillColorWithColor(context, color.CGColor);
CGContextFillPath(context);
}
- (double) radians:(double)degrees
{
return degrees * M_PI / 180;
}
#end
Based on your sample project, the key is that you're manipulating a CALayer directly. By default, setting CALayer properties, such as frame, cause animations. The suggestion to use [UIView setAnimationsEnabled:NO] was on the right track, but only affects UIView-based animations. If you do the CALayer equivalent, say in your setNeedsDisplay: method:
[CATransaction begin];
[CATransaction setDisableActions:YES];
self.layerDelegate.layer.frame = self.bounds;
[CATransaction commit];
It prevents the implicit frame-changing animation and looks right to me. You can also disable these implicit animations via a CALayerDelegate method in your LayerDelegate class:
- (id<CAAction>)actionForLayer:(CALayer *)layer forKey:(NSString *)event {
return (id)[NSNull null]; // NSNull means "don't do any implicit animations"
}
Original Suggestions:
Perhaps you are in an animation block without knowing it? Or, perhaps one of the methods you're calling is setting up an animation block? What if you [UIView setAnimationsEnabled:NO] before your code and re-enable them after?
If it's not an animation, then it's probably as you suspect; two view updates of some kind. (Perhaps one from the scroll view, and one from your code somehow?) Some runnable sample code would be great in that case.
(Out of curiosity, have you tried using CALayer's shouldRasterize and rasterizationScale rather than faking out the zoom level?)
In the X Code user interface builder there's a Bounce setting (it's under Scroll View).
I'm trying to animate a UIBezierPath and I've installed a CAShapeLayer to try to do it. Unfortunately the animation isn't working and I'm not sure any of the layers are having any affect (as the code is doing the same thing it was doing before I had the layers).
Here is the actual code - would love any help. Draw2D is an implementation of UIView that is embedded in a UIViewController. All the drawing is happening inside the Draw2D class. The call to [_helper createDrawing... ] simply populates the _uipath variable with points.
Draw2D.h defines the following properties:
#define defaultPointCount ((int) 25)
#property Draw2DHelper *helper;
#property drawingTypes drawingType;
#property int graphPoints;
#property UIBezierPath *uipath;
#property CALayer *animationLayer;
#property CAShapeLayer *pathLayer;
- (void)refreshRect:(CGRect)rect;
below is the actual implementation :
//
// Draw2D.m
// Draw2D
//
// Created by Marina on 2/19/13.
// Copyright (c) 2013 Marina. All rights reserved.
//
#import "Draw2D.h"
#import"Draw2DHelper.h"
#include <stdlib.h>
#import "Foundation/Foundation.h"
#import <QuartzCore/QuartzCore.h>
int MAX_WIDTH;
int MAX_HEIGHT;
#implementation Draw2D
- (id)initWithFrame:(CGRect)frame {
self = [super initWithFrame:frame];
if (self) {
// Initialization code
if (self.pathLayer != nil) {
[self.pathLayer removeFromSuperlayer];
self.pathLayer = nil;
}
self.animationLayer = [CALayer layer];
self.animationLayer.frame = self.bounds;
[self.layer addSublayer:self.animationLayer];
CAShapeLayer *l_pathLayer = [CAShapeLayer layer];
l_pathLayer.frame = self.frame;
l_pathLayer.bounds = self.bounds;
l_pathLayer.geometryFlipped = YES;
l_pathLayer.path = _uipath.CGPath;
l_pathLayer.strokeColor = [[UIColor grayColor] CGColor];
l_pathLayer.fillColor = nil;
l_pathLayer.lineWidth = 1.5f;
l_pathLayer.lineJoin = kCALineJoinBevel;
[self.animationLayer addSublayer:l_pathLayer];
self.pathLayer = l_pathLayer;
[self.layer addSublayer:l_pathLayer];
}
return self;
}
// Only override drawRect: if you perform custom drawing.
// An empty implementation adversely affects performance during animation.
- (void)drawRect:(CGRect)rect :(int) points :(drawingTypes) type //:(Boolean) initial
{
//CGRect bounds = [[UIScreen mainScreen] bounds];
CGRect appframe= [[UIScreen mainScreen] applicationFrame];
CGContextRef context = UIGraphicsGetCurrentContext();
_helper = [[Draw2DHelper alloc ] initWithBounds :appframe.size.width :appframe.size.height :type];
CGPoint startPoint = [_helper generatePoint] ;
[_uipath moveToPoint:startPoint];
[_uipath setLineWidth: 1.5];
CGContextSetStrokeColorWithColor(context, [UIColor lightGrayColor].CGColor);
CGPoint center = CGPointMake(self.center.y, self.center.x) ;
[_helper createDrawing :type :_uipath :( (points>0) ? points : defaultPointCount) :center];
self.pathLayer.path = (__bridge CGPathRef)(_uipath);
[_uipath stroke];
[self startAnimation];
}
- (void) startAnimation {
[self.pathLayer removeAllAnimations];
CABasicAnimation *pathAnimation = [CABasicAnimation animationWithKeyPath:#"strokeEnd"];
pathAnimation.duration = 3.0;
pathAnimation.fromValue = [NSNumber numberWithFloat:0.0f];
pathAnimation.toValue = [NSNumber numberWithFloat:1.0f];
[self.pathLayer addAnimation:pathAnimation forKey:#"strokeEnd"];
}
- (void)drawRect:(CGRect)rect {
if (_uipath == NULL)
_uipath = [[UIBezierPath alloc] init];
else
[_uipath removeAllPoints];
[self drawRect:rect :self.graphPoints :self.drawingType ];
}
- (void)refreshRect:(CGRect)rect {
[self setNeedsDisplay];
}
#end
I know there's probably an obvious reason for why the path isn't animating as it's being drawing (as opposed to being shown immediately which is what happens now) but I've been staring at the thing for so long that I just don't see it.
Also, if anyone can recommend a basic primer on CAShapeLayers and animation in general I would appreciate it. Haven't come up across any that are good enough.
thanks in advance.
It looks like you're trying to animate within drawRect (indirectly, at least). That doesn't quite make sense. You don't animate within drawRect. The drawRect is used for drawing a single frame. Some animation is done with timers or CADisplayLink that repeatedly calls setNeedsDisplay (which will cause iOS to call your drawRect) during which you might draw the single frame that shows the progress of the animation at that point. But you simply don't have drawRect initiating any animation on its own.
But, since you're using Core Animation's CAShapeLayer and CABasicAnimation, you don't need a custom drawRect at all. Quartz's Core Animation just takes care of everything for you. For example, here is my code for animating the drawing of a UIBezierPath:
#import <QuartzCore/QuartzCore.h>
#interface View ()
#property (nonatomic, weak) CAShapeLayer *pathLayer;
#end
#implementation View
/*
// I'm not doing anything here, so I can comment this out
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
// Initialization code
}
return self;
}
*/
/*
// Only override drawRect: if you perform custom drawing.
// An empty implementation adversely affects performance during animation.
- (void)drawRect:(CGRect)rect
{
// Drawing code
}
*/
// It doesn't matter what my path is. I could make it anything I wanted.
- (UIBezierPath *)samplePath
{
UIBezierPath *path = [UIBezierPath bezierPath];
// build the path here
return path;
}
- (void)startAnimation
{
if (self.pathLayer == nil)
{
CAShapeLayer *shapeLayer = [CAShapeLayer layer];
shapeLayer.path = [[self samplePath] CGPath];
shapeLayer.strokeColor = [[UIColor grayColor] CGColor];
shapeLayer.fillColor = nil;
shapeLayer.lineWidth = 1.5f;
shapeLayer.lineJoin = kCALineJoinBevel;
[self.layer addSublayer:shapeLayer];
self.pathLayer = shapeLayer;
}
CABasicAnimation *pathAnimation = [CABasicAnimation animationWithKeyPath:#"strokeEnd"];
pathAnimation.duration = 3.0;
pathAnimation.fromValue = #(0.0f);
pathAnimation.toValue = #(1.0f);
[self.pathLayer addAnimation:pathAnimation forKey:#"strokeEnd"];
}
#end
Then, when I want to start drawing the animation, I just call my startAnimation method. I probably don't even need a UIView subclass at all for something as simple as this, since I'm not actually changing any UIView behavior. There are definitely times that you subclass UIView with a custom drawRect implementation, but it's not needed here.
You asked for some references:
I would probably start with a review of Apple's Core Animation Programming Guide, if you haven't seen that.
For me, it all fell into place when I went through Mike Nachbaur's Core Animation Tutorial Part 4, actually reproducing his demo from scratch. Clearly, you can check out parts 1 through 3, too.