CAKeyframeAnimation Manual Progress - ios

I have a UIView whose backing layer has a CAKeyframeAnimation with a simple straight line path set as its `path`.
Can I have the animation "frozen", so to speak, and manually change its progress?
For example:
If the path is 100 points in length, setting the progress (offset?) to 0.45 should have the view move 45 points down the path.
I remember seeing an article that did something similar (moving a view along a path based on the value from a slider) via CAMediaTiming interfaces, but I haven't been able to find it, even after a few hours of searching. If I'm approaching this in a completely wrong way, please do let me know. Thanks.
Here's some sample code, if the above isn't clear enough.
- (void)setupAnimation
{
CAKeyFrameAnimation *animation = [CAKeyframeAnimation animationWithKeyPath:#"position"];
UIBezierPath *path = [UIBezierPath bezierPath];
[path moveToPoint:_label.layer.position];
[path addLineToPoint:(CGPoint){200, 200}];
animation.path = path.CGPath;
animation.duration = 1;
animation.autoreverses = NO;
animation.removedOnCompletion = NO;
animation.speed = 0;
// _label is just a UILabel in a storyboard
[_label.layer addAnimation:animation forKey:#"LabelPathAnimation"];
}
- (void)sliderDidSlide:(UISlider *)slider
{
// move _label along _animation.path for a distance that corresponds to slider.value
}

This is based on what Jonathan said, only a bit more to the point. The animation is set up correctly, but the slider action method should be as follows:
- (void)sliderDidSlide:(UISlider *)slider
{
// Create and configure a new CAKeyframeAnimation instance
CAKeyframeAnimation *animation = ...;
animation.duration = 1.0;
animation.speed = 0;
animation.removedOnCompletion = NO;
animation.timeOffset = slider.value;
// Replace the current animation with a new one having the desired timeOffset
[_label.layer addAnimation:animation forKey:#"LabelPathAnimation"];
}
This will make the label move along the animation's path based on timeOffset.

Yes you can do this with the CAMediaTiming interface. You can set the speed of the layer to 0 and manualy set the timeOffset. Example of a simple pause/resume method:
- (void)pauseAnimation {
CFTimeInterval pausedTime = [yourLayer convertTime:CACurrentMediaTime() fromLayer:nil];
yourLayer.speed = 0.0;
yourLayer.timeOffset = pausedTime;
}
- (void)resumeAnimation {
CFTimeInterval pausedTime = [yourLaye timeOffset];
if (pausedTime != 0) {
yourLayer.speed = 1.0;
yourLayer.timeOffset = 0.0;
yourLayer.beginTime = 0.0;
CFTimeInterval timeSincePause = [yourLayer convertTime:CACurrentMediaTime() fromLayer:nil] - pausedTime;
yourLayer.beginTime = timeSincePause;
}
}

Related

CABasicAnimation flicker when applying the completion

I am trying to apply a rotation animation by number of degrees to a UIImageView and persist the rotation transformation in the completion block.
The problem that I am facing is that when the completion block is executed there is a visible flicker generated by passing from the end state of the animation to the completion block.
Here is the code that I am currently using:
if (futureAngle == currentAngle) {
return;
}
float rotationAngle;
if (futureAngle < currentAngle) {
rotationAngle = futureAngle - currentAngle;
}else{
rotationAngle = futureAngle - currentAngle;
}
float animationDuration = fabs(rotationAngle) / 100;
rotationAngle = GLKMathDegreesToRadians(rotationAngle);
[CATransaction begin];
CABasicAnimation *rotationAnimation;
rotationAnimation = [CABasicAnimation animationWithKeyPath:#"transform.rotation.z"];
rotationAnimation.byValue = [NSNumber numberWithFloat:rotationAngle];
rotationAnimation.duration = animationDuration;
rotationAnimation.removedOnCompletion = YES;
[CATransaction setCompletionBlock:^{
view.transform = CGAffineTransformRotate(view.transform, rotationAngle);
}];
[view.layer addAnimation:rotationAnimation forKey:#"rotationAnimation"];
[CATransaction commit];
When you say flicker, I assume you mean that at the end of the animation, that it momentarily returns to the initial state before returning back to the final state? This can be solved either by
setting the final view.transform before you start the animation (and you no longer need the completionBlock);
by setting the animation's fillMode to kCAFillModeForwards and set removedOnCompletion to false.
Personally, I think setting the animated property to its destination value before you start the animation is the easiest way to do this.
Thus:
- (void)rotate:(UIView *)view by:(CGFloat)delta {
float animationDuration = 2.0;
CGFloat currentAngle = self.angle; // retrieve saved angle
CGFloat nextAngle = self.angle + delta; // increment it
self.angle = nextAngle; // save new value
view.transform = CGAffineTransformMakeRotation(nextAngle); // set property to destination rotation
CABasicAnimation *rotationAnimation;
rotationAnimation = [CABasicAnimation animationWithKeyPath:#"transform.rotation.z"]; // now rotate
rotationAnimation.fromValue = #(currentAngle);
rotationAnimation.toValue = #(nextAngle);
rotationAnimation.duration = animationDuration;
rotationAnimation.removedOnCompletion = YES;
[view.layer addAnimation:rotationAnimation forKey:#"rotationAnimation"];
}
Or, I think even easier, just adjust the transform:
- (void)rotate:(UIView *)view by:(CGFloat)delta {
float animationDuration = 2.0;
CGAffineTransform transform = view.transform; // retrieve current transform
CGAffineTransform nextTransform = CGAffineTransformRotate(transform, delta); // increment it
view.transform = nextTransform; // set property to destination rotation
CABasicAnimation *rotationAnimation;
rotationAnimation = [CABasicAnimation animationWithKeyPath:#"transform"]; // now rotate
rotationAnimation.fromValue = [NSValue valueWithCGAffineTransform:transform];
rotationAnimation.toValue = [NSValue valueWithCGAffineTransform:nextTransform];
rotationAnimation.duration = animationDuration;
rotationAnimation.removedOnCompletion = YES;
[view.layer addAnimation:rotationAnimation forKey:#"rotationAnimation"];
}
I was seeing flickering even when using the suggested answer from Rob, but turns out it seems to just be a simulator bug. On real devices I dont see the flicker, if you have only been testing on simulator, try on a real device unless you want to waste hours of your life potentially like myself.

ios - cabasicanimation need to reset

I have 3 CABasicAnimation of 3 color bars which is following each other. After the third is completed, 3 bars will stay at their final position. Until here, everything is good, here is the code:
- (void)animationDidStop:(CABasicAnimation *)theAnimation finished:(BOOL)flag {
NSString* value = [theAnimation valueForKey:#"id"];
if([value isEqualToString:#"position1"]){
[self playVideoAtIndex:1];
}
else if([value isEqualToString:#"position2"]){
[self playVideoAtIndex:2];
}
else if([value isEqualToString:#"position3"]){
}
}
Before that, I created 3 animations like this:
-(void)createAnimationAtIndex:(NSInteger)index{
UILabel *label = (UILabel *)[barLabelArray objectAtIndex:index];
if(index==0){
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"position"];
animation.delegate = self;
//SOMETHING HERE
[label.layer addAnimation:animation forKey:#"position1"];
}
else if(index==1){
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"position"];
animation.delegate = self;
//SOMETHING HERE
[self.delegate startPlayVideoAtIndex:1];
[label.layer addAnimation:animation forKey:#"position2"];
}
else if(index==2){
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"position"];
animation.delegate = self;
//SOMETHING HERE
[label.layer addAnimation:animation forKey:#"position3"];
}
}
So if I wait until all animations stop, when I come back, they will start animation properly again. But sometimes I need stoping the animation in the middle of it. And then when I come back and start the animation again, all is messed up. Here is code for stoping animations:
-(void)reset{
for(UILabel *label in barLabelArray){
[label.layer removeAllAnimations];
}
}
So do you know what I am doing wrong here and how to fix it? Thank you !!
There is a way pause and resume any animations. Here is several good strings which can help you if I understand correctly
- (void) pauseLayer
{
CFTimeInterval pausedTime = [label.layer convertTime:CACurrentMediaTime() fromLayer:nil];
label.layer.speed = 0.0;
label.layer.timeOffset = pausedTime;
}
- (void) resumeLayer
{
CFTimeInterval pausedTime = [label.layer timeOffset];
label.layer.speed = 1.0;
label.layer.timeOffset = 0.0;
label.layer.beginTime = 0.0;
CFTimeInterval timeSincePause = [label.layer convertTime:CACurrentMediaTime() fromLayer:nil] - pausedTime;
label.layer.beginTime = timeSincePause;
}

How can I get the translated position of a CALayer after I have already translated it once?

I am just trying to translate the layer back to its original position, after already have translated it once. I can always store the layer position I translated to in a property, but it seems like there is a better way. I am doing something like this to translate my layer:
CABasicAnimation *slide = [CABasicAnimation animationWithKeyPath:#"transform.translation.x"];
slide.byValue = [NSNumber numberWithFloat:translationValue];
slide.duration = duration;
slide.removedOnCompletion = NO;
slide.fillMode = kCAFillModeForwards;
slide.autoreverses = NO;
[layer addAnimation:slide forKey:KEYPATH_POSITION];
I was trying to do something like the following, but this has no animation, it just appears back to its original position.
CABasicAnimation *slide = [CABasicAnimation animationWithKeyPath:#"position"];
slide.toValue = [layer valueForKey:#"position"];
slide.duration = duration;
slide.removedOnCompletion = NO;
slide.fillMode = kCAFillModeForwards;
slide.autoreverses = NO;
[layer addAnimation:slide forKey:KEYPATH_POSITION];

What is the maximum duration value (CFTimeInterval) for a CAAnimationGroup?

I have two rotation animations in my CAAnimationGroup, one that starts from zero and another that repeats and autoreverses from that state:
- (void)addWobbleAnimationToView:(UIView *)view amount:(float)amount speed:(float)speed
{
NSMutableArray *anims = [NSMutableArray array];
// initial wobble
CABasicAnimation *startWobble = [CABasicAnimation animationWithKeyPath:#"transform.rotation.z"];
startWobble.toValue = [NSNumber numberWithFloat:-amount];
startWobble.duration = speed/2.0;
startWobble.beginTime = 0;
startWobble.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
[anims addObject:startWobble];
// rest of wobble
CABasicAnimation *wobbleAnim = [CABasicAnimation animationWithKeyPath:#"transform.rotation.z"];
wobbleAnim.fromValue = [NSNumber numberWithFloat:-amount];
wobbleAnim.toValue = [NSNumber numberWithFloat:amount];
wobbleAnim.duration = speed;
wobbleAnim.beginTime = speed/2.0;
wobbleAnim.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
wobbleAnim.autoreverses = YES;
wobbleAnim.repeatCount = INFINITY;
[anims addObject:wobbleAnim];
CAAnimationGroup *wobbleGroup = [CAAnimationGroup animation];
wobbleGroup.duration = DBL_MAX; // this stops it from working
wobbleGroup.animations = anims;
[view.layer addAnimation:wobbleGroup forKey:#"wobble"];
}
Since CFTimeInterval is defined as a double, I try setting the duration of the animation group to DBL_MAX, but that stops the animation group from running. However, If I set it to a large number, such as 10000, it runs fine. What is the largest number I can use for a duration of a CAAnimationGroup, to ensure it runs for as near to infinity as possible?
UPDATE: It appears that if I put in a very large value such as DBL_MAX / 4.0 then it freezes for a second, then starts animating. If I put in the value DBL_MAX / 20.0 then the freeze at the beginning is a lot smaller. It seems that having such a large value for the duration is causing it to freeze up. Is there a better way of doing this other than using a very large value for the duration?
I am faced with the exact same issue right now... I hope someone proves me wrong, but the only reasonable way I see to handle this situation is by moving the first animation to a CATransaction, and chaining that with the autoreverse animation using:
[CATransaction setCompletionBlock:block];
It's not ideal, but gets the job done.
Regarding your question about the animations being paused when coming back from background, that's a classic limitation of the CoreAnimation framework, many solutions have been proposed for it. The way I solve it is by simply reseting the animations at a random point of the animation, by randomizing the timeOffset property. The user can't tell exactly what the animation state should be, since the app was in the background. Here is some code that could help (look for the //RANDOMIZE!! comment):
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(startAnimating)
name:UIApplicationWillEnterForegroundNotification
object:[UIApplication sharedApplication]];
...
for (CALayer* layer in _layers)
{
// RANDOMIZE!!!
int index = arc4random()%[levels count];
int level = ...;
CGFloat xOffset = ...;
layer.position = CGPointMake(xOffset, self.bounds.size.height/5.0f + yOffset * level);
CGFloat speed = (1.5f + (arc4random() % 40)/10.f);
CGFloat duration = (int)((self.bounds.size.width - xOffset)/speed);
NSString* keyPath = #"position.x";
CABasicAnimation* anim = [CABasicAnimation animationWithKeyPath:keyPath];
anim.fromValue = #(xOffset);
anim.toValue = #(self.bounds.size.width);
anim.duration = duration;
anim.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];
// RANDOMIZE!!
anim.timeOffset = arc4random() % (int) duration;
anim.repeatCount = INFINITY;
[layer removeAnimationForKey:keyPath];
[layer addAnimation:anim forKey:keyPath];
[_animatingLayers addObject:layer];
}
It is much simpler to use a single keyframe animation instead of a group of two separate animations.
- (void)addWobbleAnimationToView:(UIView *)view amount:(CGFloat)amount speed:(NSTimeInterval)speed {
CAKeyframeAnimation *animation = [CAKeyframeAnimation animationWithKeyPath:#"transform.rotation.z"];
animation.duration = 2 * speed;
animation.values = #[ #0.0f, #(-amount), #0.0f, #(amount), #0.0f ];
animation.keyTimes = #[ #0.0, #0.25, #0.5, #0.75, #1.0 ];
CAMediaTimingFunction *easeOut =[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseOut];
CAMediaTimingFunction *easeIn =[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseIn];
animation.timingFunctions = #[ easeOut, easeIn, easeOut, easeIn ];
animation.repeatCount = HUGE_VALF;
[view.layer addAnimation:animation forKey:animation.keyPath];
}

Synchronising image, text, and positioning with CoreAnimation

I am a bit of a beginner with animations and have been experimenting with CoreAnimation for a couple of days. Feel free to warn me if this question does not make sense, but I'm trying to achieve the following. I have three objects:
one should be an image, moving according to a given pattern
one should be an UIImage that swaps two images
one should be a text (CATextLayer?) whose content changes
The three actions should happen in sync.
As an example, think about a programme showing a sinusoid function, like in a ECG, oscillating between -1 and +1: the first image would then move according to the current value (-1, -0.9, -0.8, ... 0, +0.1, +0.2, ... 1), the swap image would show "+" for positive values and "-" for negative values, and the text would alternate between "Positive" and "Negative".
I've tried with CAAnimationGroup but I'm clearly missing something. Some code:
{
// image that moves
CALayer *img1 = [CALayer layer];
img1.bounds = CGRectMake(0, 0, 20, 20);
img1.position = CGPointMake(x1,y1);
UIImage *img1Image = [UIImage imageNamed:#"image.png"];
img1.contents = (id)img1Image.CGImage;
// image that changes
CALayer *swap = [CALayer layer];
swap.bounds = CGRectMake(0, 0, 30, 30);
swap.position = CGPointMake(x2,y2);
NSString* nameswap = #"img_swap_1.png"
UIImage *swapImg = [UIImage imageNamed:nameswap];
// text
CATextLayer *text = [CATextLayer layer];
text.bounds = CGRectMake(0, 0, 100, 100);
text.position = CGPointMake(x3,y3);
text.string = #"Text";
// create animations
CGFloat duration = 0.2;
CGFloat totalDuration = 0.0;
CGFloat start = 0;
NSMutableArray* animarray = [[NSMutableArray alloc] init];
NSMutableArray* swapanimarray = [[NSMutableArray alloc] init];
NSMutableArray* textanimarray = [[NSMutableArray alloc] init];
float prev_x = 0;
float prev_y = 0;
// I get my values for moving the object
for (NSDictionary* event in self.events) {
float actual_x = [[event valueForKey:#"x"] floatValue];
float actual_y = [[event valueForKey:#"y"] floatValue];
// image move animation
CABasicAnimation *anim = [CABasicAnimation animationWithKeyPath:#"position"];
CGPoint startPt = CGPointMake(prev_x,prev_y);
CGPoint endPt = CGPointMake(actual_x, actual_y);
anim.duration = duration;
anim.fromValue = [NSValue valueWithCGPoint:startPt];
anim.toValue = [NSValue valueWithCGPoint:endPt];
anim.beginTime = start;
anim.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
[animarray addObject:anim];
// image swap animation
CABasicAnimation *swapanim = [CABasicAnimation animationWithKeyPath:#"contents"];
swapanim.duration = duration;
swapanim.beginTime = start;
NSString* swapnamefrom = [NSString stringWithFormat:#"%#.png", prev_name];
NSString* swapnameto = [NSString stringWithFormat:#"%#.png", current_name];
UIImage *swapFromImage = [UIImage imageNamed:swapnamefrom];
UIImage *swapToImage = [UIImage imageNamed:swapnameto];
swapanim.fromValue = (id)(swapFromImage.CGImage);
swapanim.toValue = (id)(swapToImage.CGImage);
swapanim.fillMode = kCAFillModeForwards;
swapanim.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];
[swapanimarray addObject:swapanim];
//text animation
CABasicAnimation *textanim = [CABasicAnimation animationWithKeyPath:#"contents"];
textanim.duration = duration;
textanim.fromValue = #"Hey";
textanim.toValue = #"Hello";
textanim.beginTime = start;
[textanimarray addObject:textanim];
// final time settings
prev_x = actual_x;
prev_y = actual_y;
start = start + duration;
totalDuration = start + duration;
}
}
CAAnimationGroup* group = [CAAnimationGroup animation];
[group setDuration:totalDuration];
group.removedOnCompletion = NO;
group.fillMode = kCAFillModeForwards;
[group setAnimations:animarray];
CAAnimationGroup* swapgroup = [CAAnimationGroup animation];
[swapgroup setDuration:totalDuration];
swapgroup.removedOnCompletion = NO;
swapgroup.fillMode = kCAFillModeForwards;
[swapgroup setAnimations:swapanimarray];
CAAnimationGroup* textgroup = [CAAnimationGroup animation];
[textgroup setDuration:totalDuration];
textgroup.removedOnCompletion = NO;
textgroup.fillMode = kCAFillModeForwards;
[textgroup setAnimations:textanimarray];
[ball addAnimation:group forKey:#"position"];
[swap addAnimation:flaggroup forKey:#"position"];
[text addAnimation:textgroup forKey:#"contents"];
[self.layer addSublayer:ball];
[self.layer addSublayer:swap];
[self.layer addSublayer:text];
}
Now... the problems:
1) the swap image reverts to the original at every swap. So, if I swap A->B, I see it going from A to B in the expected duration time, but then reverting to A. I've read a number of threads on SO about this but couldn't get it to work.
2) changing the string of the text layer in a timed fashion... is this possible with this infrastructure? Basically, I'm trying to get the text and the swap image to change as soon as the first image moves, as described in the example.
3) setting the delegate for the CABasicAnimation doesn't have any effect, although it does for the CAAnimationGroup: as a result, you can't manage events like animationDidStop for every single animation, just for the whole group. Is there any alternative way to do so?
4) following from 3), is it possible, using CAAnimationGroup, to intercept the events to create a stop/start behaviour? Let's suppose I wanted to have play/stop buttons, and to resume the animation from exactly where I had left it?
As a conclusive question, I would simply like to know if anyone did something similar and, most importantly, if this way of doing things (using a CAAnimationGroup) is actually the way to go or if it's better to use CAKeyFrameAnimation or something else.
I managed to solve the problem, albeit with some workarounds.
1) The trick here is that
removedOnCompletion = NO;
fillMode = kCAFillModeForwards;
need to be assigned to every single animation, not to the CAAnimationGroup.
2) This requires a separate animation to be determined for the CATextLayer, and animating the "string" property. In this case, the code was right except for the "contents" key-value which should have been
[text addAnimation:textgroup forKey:#"contentAnimate"];
Alternatively, see point 3. The callback way of operation allows to change a label.text.
3) The only way to do this is to actually not use the CAAnimationGroup and set up a sequence of CABasicAnimation. The general schema is: create the first CABasicAnimation in a function, assign the delegate. In the animationDidStop method, add a callback to the function that creates the CABasicAnimation. This way, each animation will be created. At the same time, this allows to intercept and react to specific events within the animation.
-(void)performNextAnimation:(int)index {
// ... this gives for granted you have an object for #index ...
NSDictionary* thisEvent = [self.events objectAtIndex:index];
float prev_x = [thisEvent valueForKey:#"prev_x"];
float prev_y = [thisEvent valueForKey:#"prev_x"];
float actual_x = [thisEvent valueForKey:#"prev_x"];
float actual_y = [thisEvent valueForKey:#"prev_x"];
CABasicAnimation *anim = [CABasicAnimation animationWithKeyPath:#"position"];
GPoint startPt = CGPointMake(prev_x,prev_y);
CGPoint endPt = CGPointMake(actual_x, actual_y);
anim.duration = 0.5;
anim.fromValue = [NSValue valueWithCGPoint:startPt];
anim.toValue = [NSValue valueWithCGPoint:endPt];
anim.beginTime = start;
[anim setDelegate:self];
anim.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
[object addAnimation:anim forKey:#"position"];
}
- (void)animationDidStop:(CAAnimation *)theAnimation finished:(BOOL)flag {
// ... your conditions go here ...
// ... your actions go here ...
// e.g. set label.text
[self performNextAnimation];
}
4) Following from 3, this is not possible in CAAnimationGroup. Reading the docs, I would say that CAAnimationGroup is not intended to be used for sequences in which each event represents a step forward in time (for this you need to use CAKeyFrameAnimation or a sequence of CABasicAnimation with a callback function, as I did). CAAnimationGroup is intended for linked animation that should be executed on an all-or-nothing basis (similarly to CATransaction).

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