I have a UIView that draws itself using -drawRect: and I want to animate the colors used for the drawing. Basic UIView animation stuff doesn’t work for obvious reasons (drawRect).
I can’t simply use CAShapeLayer to draw and animate the view contents. I’d like to try faking the animation by hand, using a timer or CADisplayLink in combination with setNeedsDisplay. Is there a reasonably simple way to hide this magic behind the usual UIView animation API?
For example, let’s say there’s a color property I’d like to animate:
[UIView animateWithDuration:0.2 animations:^{
[customDrawingView setColor:[UIColor redColor]];
}];
Is there a way to “intercept” the animation call to read the animation parameters (time, target value) and process them by hand? I don’t want to swizzle UIView.
I had to do something like you did quite a few times. In general you can create some classes to handle stuff like floating point interpolation or CGPoint interpolation... and do it all properly but since the whole drawing already exists there is not much point in it.
So the UIView animateWithDuration will not work here but you can add your display link and do the interpolation manually. It is best done if no existing code is changed, only add a few methods:
Assuming you currently have something like this:
- (void)setColor:(UIColor *)color
{
_color = color;
[self setNeedsDisplay];
}
Now you can add setColorAnimated: and do all the additional functionality:
You need some additional parameters (properties), use what you want:
UIColor *_sourceColor;
UIColor *_targetColor;
NSDate *_startDate;
NSDate *_endDate;
CADisplayLink *_displayLink;
And the methods:
- (void)setColorAnimated:(UIColor *)color {
_sourceColor = self.color; // set start to current color
_targetColor = color; // destination color
_startDate = [NSDate date]; // begins currently, you could add some delay if you wish
_endDate = [_startDate dateByAddingTimeInterval:.3]; // will define animation duration
[_displayLink invalidate]; // if one already exists
_displayLink = [CADisplayLink displayLinkWithTarget:self selector:#selector(onFrame)]; // create the display link
}
- (UIColor *)interpolatedColor:(UIColor *)sourceColor withColor:(UIColor *)targetColor forScale:(CGFloat)scale {
// this will interpolate between two colors
CGFloat r1, g1, b1, a1;
CGFloat r2, g2, b2, a2;
[sourceColor getRed:&r1 green:&g1 blue:&b1 alpha:&a1];
[targetColor getRed:&r2 green:&g2 blue:&b2 alpha:&a2];
// do a linear interpolation on RGBA. You can use other
return [UIColor colorWithRed:r1+(r2-r1)*scale
green:g1+(g2-g1)*scale
blue:b1+(b2-b1)*scale
alpha:a1+(a2-a1)*scale];
}
- (void)onFrame {
// scale is valid between 0 and 1
CGFloat scale = [[NSDate date] timeIntervalSinceDate:_startDate] / [_endDate timeIntervalSinceDate:_startDate];
if(scale < .0f) {
// this can happen if delay is used
scale = .0f;
}
else if(scale > 1.0f)
{
// end animation
scale = 1.0f;
[_displayLink invalidate];
_displayLink = nil;
}
[self setColor:[self interpolatedColor:_sourceColor withColor:_targetColor forScale:scale]];
}
Animated (Fade in) new frame created via drawRect
- (void)drawRect:(CGRect)rect {
CABasicAnimation *animation;
animation = [CABasicAnimation animation];
[animation setDuration:0.5];
[[self layer] addAnimation:animation forKey:#"contents"];
.. your stuff here
}
Related
I want build interactive transition with UIViewAnimation.But there's few layer property that I can animate it.So i decided use the CAAnimation.
I wanna change the ViewController's view mask,Here is the code
-(NSTimeInterval)transitionDuration:(nullable id<UIViewControllerContextTransitioning>)transitionContext{
return 0.5f;
}
-(void)animateTransition:(nonnull id<UIViewControllerContextTransitioning>)transitionContext{
_transitionContext=transitionContext;
UIViewController *fromVC=
[transitionContext viewControllerForKey:UITransitionContextFromViewControllerKey];
UIViewController *toVC=
[transitionContext viewControllerForKey:UITransitionContextToViewControllerKey];
UIView *containerView=[transitionContext containerView];
_toVC=toVC;
_fromVC=fromVC;
[containerView insertSubview:toVC.view aboveSubview:fromVC.view];
//Create the BezierPath
UIBezierPath *initailPath=[UIBezierPath bezierPathWithRect:(CGRect) {{_cellRect.size.width/2,_cellRect.origin.y+_cellRect.size.height/2},.size= {0.5,0.5}}];
CGFloat radius;
CGFloat distance;
if (fromVC.view.frame.size.width>fromVC.view.frame.size.height) {
distance=fromVC.view.frame.size.width-_cellRect.origin.x;
radius=distance>_cellRect.origin.x?distance:_cellRect.origin.x+88;
}else{
distance=fromVC.view.frame.size.height-_cellRect.origin.y;
radius=distance>_cellRect.origin.y?distance:_cellRect.origin.y+88;
}
radius=radius*2;
UIBezierPath *finalPath=[UIBezierPath bezierPathWithOvalInRect:CGRectInset(_cellRect,
- radius,
- radius)];
_initaialPath=initailPath;
_finalPath=finalPath;
//Create a Layer Mask
_maskLayer=[[CAShapeLayer alloc] init];
_maskLayer.path=finalPath.CGPath;
toVC.view.layer.mask=_maskLayer;
[self animateLayer:_maskLayer withCompletion:^{
BOOL isComple=![transitionContext transitionWasCancelled];
if (!isComple) {
[containerView addSubview:fromVC.view];
[toVC.view removeFromSuperview];
}
[transitionContext completeTransition:isComple];
}];
}
-(void)startInteractiveTransition:(nonnull id<UIViewControllerContextTransitioning>)transitionContext{
_transitionContext=transitionContext;
[self animateTransition:transitionContext];
[self pauseTime:[_transitionContext containerView].layer];
}
This is the main animation,it work perfectly without interactive.
Then i tried to control it with these code:
-(void)updateInteractiveTransition:(CGFloat)percentComplete{
[_transitionContext updateInteractiveTransition:percentComplete];
[_transitionContext containerView].layer.timeOffset=_pausedTime + [self transitionDuration:_transitionContext]*percentComplete;
}
-(void)finishInteractiveTransition{
[_transitionContext finishInteractiveTransition];
[self resumeTime:[_transitionContext containerView].layer];
}
These two functions work perfectly
Buthere is the Problem with "Cancel Transition"
When i cancel the transition it disappear suddenly
(I have tried with the solution in this question But That's not work for me)
here is now my code:
- (void)cancelInteractiveTransition {
//Must Cancel System InteractiveTransition FRIST
[_transitionContext cancelInteractiveTransition];
//Then adjust the layer time
CALayer *maskLayer =[_transitionContext containerView].layer;
maskLayer.beginTime = CACurrentMediaTime();
//MOST IMPORTANT
[UIView animateWithDuration:0.5 animations:^{
maskLayer.timeOffset=0.0;
} completion:^(BOOL finished) {
[[_transitionContext containerView ] addSubview:_fromVC.view];
[_toVC.view removeFromSuperview];
}];
}
Now I almost spend whole week on this, If you can help me I really predicate that.
We can easily animate the layer's property from the initial value to the final value.
Generally when we want implement a interactive animation, we can just use the UIView's animation block to reach this(Go to final position or back to original position). But you can not do this with some property like BackgroundColour,CGPath.
Acturlly we can control the process by using CAAnimation, and control the
timeoffset of CALayer. When we control the animation process in some precise position. how can we make it back to the animation process? If the property you controlled is position.
[UIView animateWithDuration:/*Left time*/
delay:/*delay time*/
usingSpringWithDamping:/*damping*/
initialSpringVelocity:/*speed*/
options:/*option*/
animations:^{
/*Your animation*/
} completion:^(BOOL finished) {
}];
But it's not suitable for something like CGPath or BackgroundColor.
We need a way to drive the animation, apple have supported a Driver, this driver will call a function,that you specified.And it will perform it 60times per second just like iPhone screen.
The tech is CADisplayLink object. It is a timer object that allows your application to synchronise your drawing to the refresh rate of the display.
Then I got the solution:
if (!_displayLink) {
_displayLink=[CADisplayLink displayLinkWithTarget:self selector:#selector(animationTick:)];
[_displayLink addToRunLoop:[NSRunLoop mainRunLoop] forMode:NSRunLoopCommonModes];
}
AnimationTick Function is your function to refresh:
-(void)animationTick:(CADisplayLink *)displayLink{
CALayer *maskLayer=[_transitionContext containerView].layer;
CGFloat timeOffset=maskLayer.timeOffset;
timeOffset=MAX(0,timeOffset-_piceDistance);
maskLayer.timeOffset=timeOffset;
if (timeOffset==0) {
displayLink.paused=YES;
}
}
That's all
While i'm implementing a game, i'm just front of a matter, whose really easy i think, but don't know how to fix it. I'm a bit new in objective-c as you could see with my reputation :(
The problem is, i have an animation, which works correctly. Here is the code :
CABasicAnimation * bordgauche = [CABasicAnimation animationWithKeyPath:#"transform.translation.x"];
bordgauche.fromValue = [NSNumber numberWithFloat:0.0f];
bordgauche.toValue = [NSNumber numberWithFloat:749.0f];
bordgauche.duration = t;
bordgauche.repeatCount = 1;
[ImageSuivante.layer addAnimation:bordgauche forKey:#"bordgauche"];
And i want to get the current position of my image. So i use :
CALayer *currentLayer = (CALayer *)[ImageSuivante.layer presentationLayer];
currentX = [(NSNumber *)[currentLayer valueForKeyPath:#"transform.translation.x"] floatValue];
But i don't get it instantly. I get one time "Current = 0.0000", which is the starting value, when i use a nslog to print it, but not the others after.
I don't know how to get the instant position of my image, currentX, all the time.
I expect i was understable.
Thanks for your help :)
You can get the value from your layer's presentation layer.
CGPoint currentPos = [ImageSuivante.layer.presentationLayer position];
NSLog(#"%f %f",currentPos.x,currentPos.y);
I think you have 3 options here (pls comment if more exist):
option1: split your first animation into two and when the first half ends start the second half of the animation plus the other animation
...
bordgauche.toValue = [NSNumber numberWithFloat:749.0f / 2];
bordgauche.duration = t/2;
bordgauche.delegate = self // necessary to catch end of anim
[bordgauche setValue:#"bordgauche_1" forKey: #"animname"]; // to identify anim if more exist
...
- (void)animationDidStop:(CAAnimation *)theAnimation finished:(BOOL)flag {
if ([theAnimation valueForKey: #"animname"]==#"bordgauche_1") {
CABasicAnimation * bordgauche = [CABasicAnimation
animationWithKeyPath:#"transform.translation.x"];
bordgauche.fromValue = [NSNumber numberWithFloat:749.0f / 2];
bordgauche.toValue = [NSNumber numberWithFloat:749.0f];
bordgauche.duration = t/2;
bordgauche.repeatCount = 1;
[ImageSuivante.layer addAnimation:bordgauche forKey:#"bordgauche_2"];
// plus start your second anim
}
option2: setup a NSTimer or a CADisplayLink (this is better) callback and check continuously the parameters of your animating layer. Test the parameters for the required value to trigger the second anim.
displayLink = [NSClassFromString(#"CADisplayLink") displayLinkWithTarget:self selector:#selector(check_ca_anim)];
[displayLink setFrameInterval:1];
[displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSRunLoopCommonModes];
... or
animationTimer = [NSTimer scheduledTimerWithTimeInterval:(NSTimeInterval)(1.0 / 60.0) target:self selector:#selector(check_ca_anim) userInfo:nil repeats:TRUE];
[[NSRunLoop mainRunLoop] addTimer:animationTimer forMode:NSRunLoopCommonModes];
- (void) check_ca_anim {
...
CGPoint currentPosition = [[ImageSuivante.layer presentationLayer] position];
// test it and conditionally start something
...
}
option3: setup a CADisplayLink (can be called now as "gameloop") and manage the animation yourself by calculating and setting the proper parameters of the animating object. Not knowing what kind of game you would like to create I would say game loop might be useful for other game specific reasons. Also here I mention Cocos2d which is a great framework for game development.
You can try getting the value from your layer's presentation layer, which should be close to what is being presented on screen:
[ [ ImageSuivante.layer presentationLayer ] valueForKeyPath:#"transform.translation.x" ] ;
I would add one option to what #codedad pointed out. What's interesting, it gives a possibility of getting instant values of your animating layer precisely (you can see CALayer's list of animatable properties) and it's very simple.
If you override method
- (void)drawLayer:(CALayer *)layer inContext:(CGContextRef)ctx;
in your UIView class (yep, you'd need to implement a custom class derived from UIView for your "ImageSuivante" view), then the parameter layer which is passed there would give you exactly what you need. It contains precise values used for drawing.
E.g. in this method you could update a proper instant variable (to work with later) and then call super if you don't do drawing with you hands:
- (void)drawLayer:(CALayer *)layer inContext:(CGContextRef)context {
self.instantOpacity = layer.opacity;
self.instantTransform = layer.transform;
[super drawLayer:layer inContext:context];
}
Note that layer here is generally not the same object as self.layer (where self is your custom UIView), so e.g. self.layer.opacity will give you the target opacity, but not the instant one, whereas self.instantOpacity after the code above will contain the instant value you want.
Just be aware that this is a drawing method and it may be called very frequently, so no unnecessary calculations or any heavy operations there.
The source of this idea is Apple's Custom Animatable Property project.
I'm trying to create a UIView which shows a semitransparent circle with an opaque border inside its bounds. I want to be able to change the bounds in two ways - inside a -[UIView animateWithDuration:animations:] block and in a pinch gesture recogniser action which fires several times a second. I've tried three approaches based on answers elsewhere on SO, and none are suitable.
Setting the corner radius of the view's layer in layoutSubviews gives smooth translations, but the view doesn't stay circular during animations; it seems that cornerRadius isn't animatable.
Drawing the circle in drawRect: gives a consistently circular view, but if the circle gets too big then resizing in the pinch gesture gets choppy because the device is spending too much time redrawing the circle.
Adding a CAShapeLayer and setting its path property in layoutSublayersOfLayer, which doesn't animate inside UIView animations since path isn't implicitly animatable.
Is there a way for me to create a view which is consistently circular and smoothly resizable? Is there some other type of layer I could use to take advantage of the hardware acceleration?
UPDATE
A commenter has asked me to expand on what I mean when I say that I want to change the bounds inside a -[UIView animateWithDuration:animations:] block. In my code, I have a view which contains my circle view. The circle view (the version that uses cornerRadius) overrides -[setBounds:] in order to set the corner radius:
-(void)setBounds:(CGRect)bounds
{
self.layer.cornerRadius = fminf(bounds.size.width, bounds.size.height) / 2.0;
[super setBounds:bounds];
}
The bounds of the circle view are set in -[layoutSubviews]:
-(void)layoutSubviews
{
// some other layout is performed and circleRadius and circleCenter are
// calculated based on the properties and current size of the view.
self.circleView.bounds = CGRectMake(0, 0, circleRadius*2, circleRadius*2);
self.circleView.center = circleCenter;
}
The view is sometimes resized in animations, like so:
[UIView animateWithDuration:0.33 animations:^(void) {
myView.frame = CGRectMake(x, y, w, h);
[myView setNeedsLayout];
[myView layoutIfNeeded];
}];
but during these animations, if I draw the circle view using a layer with a cornerRadius, it goes funny shapes. I can't pass the animation duration in to layoutSubviews so I need to add the right animation within -[setBounds].
As the section on Animations in the "View Programming Guide for iOS" says
Both UIKit and Core Animation provide support for animations, but the level of support provided by each technology varies. In UIKit, animations are performed using UIView objects
The full list of properties that you can animate using either the older
[UIView beginAnimations:context:];
[UIView setAnimationDuration:];
// Change properties here...
[UIView commitAnimations];
or the newer
[UIView animateWithDuration:animations:];
(that you are using) are:
frame
bounds
center
transform (CGAffineTransform, not the CATransform3D)
alpha
backgroundColor
contentStretch
What confuses people is that you can also animate the same properties on the layer inside the UIView animation block, i.e. the frame, bounds, position, opacity, backgroundColor.
The same section goes on to say:
In places where you want to perform more sophisticated animations, or animations not supported by the UIView class, you can use Core Animation and the view’s underlying layer to create the animation. Because view and layer objects are intricately linked together, changes to a view’s layer affect the view itself.
A few lines down you can read the list of Core Animation animatable properties where you see this one:
The layer’s border (including whether the layer’s corners are rounded)
There are at least two good options for achieving the effect that you are after:
Animating the corner radius
Using a CAShapeLayer and animating the path
Both of these require that you do the animations with Core Animation. You can create a CAAnimationGroup and add an array of animations to it if you need multiple animations to run as one.
Update:
Fixing things with as few code changes as possible would be done by doing the corner radius animation on the layer at the "same time" as the other animations. I put quotations marks around same time since it is not guaranteed that animations that are not in the same group will finish at exactly the same time. Depending on what other animations you are doing it might be better to use only basic animations and animations groups. If you are applying changes to many different views in the same view animation block then maybe you could look into CATransactions.
The below code animates the frame and corner radius much like you describe.
UIView *circle = [[UIView alloc] initWithFrame:CGRectMake(30, 30, 100, 100)];
[[circle layer] setCornerRadius:50];
[[circle layer] setBorderColor:[[UIColor orangeColor] CGColor]];
[[circle layer] setBorderWidth:2.0];
[[circle layer] setBackgroundColor:[[[UIColor orangeColor] colorWithAlphaComponent:0.5] CGColor]];
[[self view] addSubview:circle];
CGFloat animationDuration = 4.0; // Your duration
CGFloat animationDelay = 3.0; // Your delay (if any)
CABasicAnimation *cornerRadiusAnimation = [CABasicAnimation animationWithKeyPath:#"cornerRadius"];
[cornerRadiusAnimation setFromValue:[NSNumber numberWithFloat:50.0]]; // The current value
[cornerRadiusAnimation setToValue:[NSNumber numberWithFloat:10.0]]; // The new value
[cornerRadiusAnimation setDuration:animationDuration];
[cornerRadiusAnimation setBeginTime:CACurrentMediaTime() + animationDelay];
// If your UIView animation uses a timing funcition then your basic animation needs the same one
[cornerRadiusAnimation setTimingFunction:[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]];
// This will keep make the animation look as the "from" and "to" values before and after the animation
[cornerRadiusAnimation setFillMode:kCAFillModeBoth];
[[circle layer] addAnimation:cornerRadiusAnimation forKey:#"keepAsCircle"];
[[circle layer] setCornerRadius:10.0]; // Core Animation doesn't change the real value so we have to.
[UIView animateWithDuration:animationDuration
delay:animationDelay
options:UIViewAnimationOptionCurveEaseInOut
animations:^{
[[circle layer] setFrame:CGRectMake(50, 50, 20, 20)]; // Arbitrary frame ...
// You other UIView animations in here...
} completion:^(BOOL finished) {
// Maybe you have your completion in here...
}];
With many thanks to David, this is the solution I found. In the end what turned out to be the key to it was using the view's -[actionForLayer:forKey:] method, since that's used inside UIView blocks instead of whatever the layer's -[actionForKey] returns.
#implementation SGBRoundView
-(CGFloat)radiusForBounds:(CGRect)bounds
{
return fminf(bounds.size.width, bounds.size.height) / 2;
}
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
self.backgroundColor = [UIColor clearColor];
self.opaque = NO;
self.layer.backgroundColor = [[UIColor purpleColor] CGColor];
self.layer.borderColor = [[UIColor greenColor] CGColor];
self.layer.borderWidth = 3;
self.layer.cornerRadius = [self radiusForBounds:self.bounds];
}
return self;
}
-(void)setBounds:(CGRect)bounds
{
self.layer.cornerRadius = [self radiusForBounds:bounds];
[super setBounds:bounds];
}
-(id<CAAction>)actionForLayer:(CALayer *)layer forKey:(NSString *)event
{
id<CAAction> action = [super actionForLayer:layer forKey:event];
if ([event isEqualToString:#"cornerRadius"])
{
CABasicAnimation *boundsAction = (CABasicAnimation *)[self actionForLayer:layer forKey:#"bounds"];
if ([boundsAction isKindOfClass:[CABasicAnimation class]] && [boundsAction.fromValue isKindOfClass:[NSValue class]])
{
CABasicAnimation *cornerRadiusAction = [CABasicAnimation animationWithKeyPath:#"cornerRadius"];
cornerRadiusAction.delegate = boundsAction.delegate;
cornerRadiusAction.duration = boundsAction.duration;
cornerRadiusAction.fillMode = boundsAction.fillMode;
cornerRadiusAction.timingFunction = boundsAction.timingFunction;
CGRect fromBounds = [(NSValue *)boundsAction.fromValue CGRectValue];
CGFloat fromRadius = [self radiusForBounds:fromBounds];
cornerRadiusAction.fromValue = [NSNumber numberWithFloat:fromRadius];
return cornerRadiusAction;
}
}
return action;
}
#end
By using the action that the view provides for the bounds, I was able to get the right duration, fill mode and timing function, and most importantly delegate - without that, the completion block of UIView animations didn't run.
The radius animation follows that of the bounds in almost all circumstances - there are a few edge cases that I'm trying to iron out, but it's basically there. It's also worth mentioning that the pinch gestures are still sometimes jerky - I guess even the accelerated drawing is still costly.
Starting in iOS 11, UIKit animates cornerRadius if you change it inside an animation block.
The path property of a CAShapeLayer isn't implicitly animatable, but it is animatable. It should be pretty easy to create a CABasicAnimation that changes the size of the circle path. Just makes sure that the path has the same number of control points (e.g. changing the radius of a full-circle arc.) If you change the number of control points, things get really strange. "Results are undefined", according to the documentaiton.
I have a feeling I'm overlooking something elementary, but what better way to find it than to be wrong on the internet?
I have a fairly basic UI. The view for my UIViewController is a subclass whose +layerClass is CAGradientLayer. Depending on the user's actions, I need to move some UI elements around, and change the values of the background's gradient. The code looks something like this:
[UIView animateWithDuration:0.3 animations:^{
self.subview1.frame = CGRectMake(...);
self.subview2.frame = CGRectMake(...);
self.subview2.alpha = 0;
NSArray* newColors = [NSArray arrayWithObjects:
(id)firstColor.CGColor,
(id)secondColor.CGColor,
nil];
[(CAGradientLayer *)self.layer setColors:newColors];
}];
The issue is that the changes I make in this block to the subviews animate just fine (stuff moves and fades), but the change to the gradient's colors does not. It just swaps.
Now, the documentation does say that Core Animation code within an animation block won't inherit the block's properties (duration, easing, etc.). But is it the case that that doesn't define an animation transaction at all? (The implication of the docs seems to be that you'll get a default animation, where I get none.)
Do I have to use explicit CAAnimation to make this work? (And if so, why?)
There seem to be two things going on here. The first (as Travis correctly points out, and the documentation states) is that UIKit animations don't seem to hold any sway over the implicit animation applied to CALayer property changes. I think this is weird (UIKit must be using Core Animation), but it is what it is.
Here's a (possibly very dumb?) workaround for that problem:
NSTimeInterval duration = 2.0; // slow things down for ease of debugging
[UIView animateWithDuration:duration animations:^{
[CATransaction begin];
[CATransaction setAnimationDuration:duration];
// ... do stuff to things here ...
[CATransaction commit];
}];
The other key is that this gradient layer is my view's layer. That means that my view is the layer's delegate (where, if the gradient layer was just a sublayer, it wouldn't have a delegate). And the UIView implementation of -actionForLayer:forKey: returns NSNull for the "colors" event. (Probably every event that isn't on a specific list of UIView animations.)
Adding the following code to my view will cause the color change to be animated as expected:
- (id<CAAction>)actionForLayer:(CALayer *)layer forKey:(NSString *)event
{
id<CAAction> action = [super actionForLayer:layer forKey:event];
if( [#"colors" isEqualToString:event]
&& (nil == action || (id)[NSNull null] == action) ) {
action = [CABasicAnimation animationWithKeyPath:event];
}
return action;
}
You have to use explicit CAAnimations, because you're changing the value of a CALayer.
UIViewAnimations work on UIView properties, but not directly on their CALayer's properties...
Actually, you should use a CABasicAnimation so that you can access its fromValue and toValue properties.
The following code should work for you:
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
[UIView animateWithDuration:2.0f
delay:0.0f
options:UIViewAnimationCurveEaseInOut
animations:^{
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"colors"];
animation.duration = 2.0f;
animation.delegate = self;
animation.fromValue = ((CAGradientLayer *)self.layer).colors;
animation.toValue = [NSArray arrayWithObjects:(id)[UIColor blackColor].CGColor,(id)[UIColor whiteColor].CGColor,nil];
[self.layer addAnimation:animation forKey:#"animateColors"];
}
completion:nil];
}
-(void)animationDidStop:(CAAnimation *)anim finished:(BOOL)flag {
NSString *keyPath = ((CAPropertyAnimation *)anim).keyPath;
if ([keyPath isEqualToString:#"colors"]) {
((CAGradientLayer *)self.layer).colors = ((CABasicAnimation *)anim).toValue;
}
}
There is a trick with CAAnimations in that you HAVE to explicitly set the value of the property AFTER you complete the animation.
You do this by setting the delegate, in this case I set it to the object which calls the animation, and then override its animationDidStop:finished: method to include the setting of the CAGradientLayer's colors to their final value.
You'll also have to do a bit of casting in the animationDidStop: method, to access the properties of the animation.
I actually stuck on a problem with animating a UILabel in my iOS Application.
After 2 days of searching the web for code snippets, still no result.
Every sample I found was about how to animate UIImage, adding it as a subview to UIView by layer. Is there any good example about animating a UILabel?
I found a nice solution for a blinking animation by setting the alpha property, like this:
My function:
- (void)blinkAnimation:(NSString *)animationID finished:(BOOL)finished target:(UIView *)target
{
NSString *selectedSpeed = [[NSUserDefaults standardUserDefaults] stringForKey:#"EffectSpeed"];
float speedFloat = (1.00 - [selectedSpeed floatValue]);
[UIView beginAnimations:animationID context:target];
[UIView setAnimationDuration:speedFloat];
[UIView setAnimationDelegate:self];
[UIView setAnimationDidStopSelector:#selector(blinkAnimation:finished:target:)];
if([target alpha] == 1.0f)
[target setAlpha:0.0f];
else
[target setAlpha:1.0f];
[UIView commitAnimations];
}
Call my function on the UILabel:
[self blinkAnimation:#"blinkAnimation" finished:YES target:labelView];
But how about a Pulse, or scaling animation?
Unfortunately font size is not an animatable property of NSView. In order to scale a UILabel, you'll need to use more advanced Core Animation techniques, using CAKeyframeAnimation:
Import the QuartzCore.framework into your project, and #import <QuartzCore/QuartzCore.h> in your code.
Create a new CAKeyframeAnimation object that you can add your key frames to.
Create a CATransform3D value defining the scaling operation (don't get confused by the 3D part--you use this object to do any transformations on a layer).
Make the transformation one of the keyframes in the animation by adding it to the CAKeyframeAnimation object using its setValues method.
Set a duration for the animation by calling its setDuration method
Finally, add the animation to the label's layer using [[yourLabelObject layer] addAnimation:yourCAKeyframeAnimationObject forKey:#"anyArbitraryString"]
The final code could look something like this:
// Create the keyframe animation object
CAKeyframeAnimation *scaleAnimation =
[CAKeyframeAnimation animationWithKeyPath:#"transform"];
// Set the animation's delegate to self so that we can add callbacks if we want
scaleAnimation.delegate = self;
// Create the transform; we'll scale x and y by 1.5, leaving z alone
// since this is a 2D animation.
CATransform3D transform = CATransform3DMakeScale(1.5, 1.5, 1); // Scale in x and y
// Add the keyframes. Note we have to start and end with CATransformIdentity,
// so that the label starts from and returns to its non-transformed state.
[scaleAnimation setValues:[NSArray arrayWithObjects:
[NSValue valueWithCATransform3D:CATransform3DIdentity],
[NSValue valueWithCATransform3D:transform],
[NSValue valueWithCATransform3D:CATransform3DIdentity],
nil]];
// set the duration of the animation
[scaleAnimation setDuration: .5];
// animate your label layer = rock and roll!
[[self.label layer] addAnimation:scaleAnimation forKey:#"scaleText"];
I'll leave the repeating "pulse" animation as an exercise for you: hint, it involves the animationDidStop method!
One other note--the full list of CALayer animatable properties (of which "transform" is one) can be found here. Happy tweening!