Animation Snaps back when the UIImage is changed - ios

I have an UIImageView that runs across the screen when a button is pressed and held. When the button is pressed is changes the UIImage of the UIImageView and when the button is let go I change it to its original UIImage. When ever the image changes back it snaps back to the location that the image started.
This Timer is called when the button is pressed:
//This is the image that changes when the button is pressed.
imView.image = image2;
runTimer = [NSTimer scheduledTimerWithTimeInterval:0.04
target:self
selector:#selector(perform)
userInfo:nil
repeats:YES];
This is called When the button stops being held:
- (IBAction)stopPerform:(id)sender{
[runTimer invalidate];
//THIS IS WHAT SNAPS THE ANIMATION BACK:
//Without this the animation does not snap back
imView.image = image1;
}
- (void)performRight{
CGPoint point0 = imView.layer.position;
CGPoint point1 = { point0.x + 4, point0.y };
CABasicAnimation *anim = [CABasicAnimation animationWithKeyPath:#"position.x"];
anim.fromValue = #(point0.x);
anim.toValue = #(point1.x);
anim.duration = 0.2f;
anim.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseIn];
// First we update the model layer's property.
imView.layer.position = point1;
// Now we attach the animation.
[imView.layer addAnimation:anim forKey:#"position.x"];
}
Do I need to add the change in images to the animation? If so how? Im really confused.

Core Animation uses different sets of properties to represent an object:
From Core Animation Programming Guide:
model layer tree (or simply “layer tree”) are the ones your app interacts with the most. The objects in this tree are the model objects that store the target values for any animations. Whenever you change the property of a layer, you use one of these objects.
presentation tree contain the in-flight values for any running animations. Whereas the layer tree objects contain the target values for an animation, the objects in the presentation tree reflect the current values as they appear onscreen. You should never modify the objects in this tree. Instead, you use these objects to read current animation values, perhaps to create a new animation starting at those values.
So when you animate the properties you change the presentation layer, but once the animation is finished the object reverts back to its model property values.
What you need to do to fix this is use the [CAAnimation animationDidStop:finished:] delegate method to set the final property value and anything else you would like to do. I think you could use this to dump that horrible NSTimer code you are using and one small part of the world will be that much better.

Related

CoreAnimation resets to initial value after animation completes [duplicate]

I am using CABasicAnimation to move and resize an image view. I want the image view to be added to the superview, animate, and then be removed from the superview.
In order to achieve that I am listening for delegate call of my CAAnimationGroup, and as soon as it gets called I remove the image view from the superview.
The problem is that sometimes the image blinks in the initial location before being removed from the superview. What's the best way to avoid this behavior?
CAAnimationGroup *animGroup = [CAAnimationGroup animation];
animGroup.animations = [NSArray arrayWithObjects:moveAnim, scaleAnim, opacityAnim, nil];
animGroup.duration = .5;
animGroup.delegate = self;
[imageView.layer addAnimation:animGroup forKey:nil];
When you add an animation to a layer, the animation does not change the layer's properties. Instead, the system creates a copy of the layer. The original layer is called the model layer, and the duplicate is called the presentation layer. The presentation layer's properties change as the animation progresses, but the model layer's properties stay unchanged.
When you remove the animation, the system destroys the presentation layer, leaving only the model layer, and the model layer's properties then control how the layer is drawn. So if the model layer's properties don't match the final animated values of the presentation layer's properties, the layer will instantly reset to its appearance before the animation.
To fix this, you need to set the model layer's properties to the final values of the animation, and then add the animation to the layer. You want to do it in this order because changing a layer property can add an implicit animation for the property, which would conflict with the animation you want to explicitly add. You want to make sure your explicit animation overrides the implicit animation.
So how do you do all this? The basic recipe looks like this:
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"position"];
animation.fromValue = [NSValue valueWithCGPoint:myLayer.position];
layer.position = newPosition; // HERE I UPDATE THE MODEL LAYER'S PROPERTY
animation.toValue = [NSValue valueWithCGPoint:myLayer.position];
animation.duration = .5;
[myLayer addAnimation:animation forKey:animation.keyPath];
I haven't used an animation group so I don't know exactly what you might need to change. I just add each animation separately to the layer.
I also find it easier to use the +[CATransaction setCompletionBlock:] method to set a completion handler for one or several animations, instead of trying to use an animation's delegate. You set the transaction's completion block, then add the animations:
[CATransaction begin]; {
[CATransaction setCompletionBlock:^{
[self.imageView removeFromSuperview];
}];
[self addPositionAnimation];
[self addScaleAnimation];
[self addOpacityAnimation];
} [CATransaction commit];
CAAnimations are removed automatically when complete. There is a property removedOnCompletion that controls this. You should set that to NO.
Additionally, there is something known as the fillMode which controls the animation's behavior before and after its duration. This is a property declared on CAMediaTiming (which CAAnimation conforms to). You should set this to kCAFillModeForwards.
With both of these changes the animation should persist after it's complete. However, I don't know if you need to change these on the group, or on the individual animations within the group, or both.
Heres an example in Swift that may help someone
It's an animation on a gradient layer. It's animating the .locations property.
The critical point as #robMayoff answer explains fully is that:
Surprisingly, when you do a layer animation, you actually set the final value, first, before you start the animation!
The following is a good example because the animation repeats endlessly.
When the animation repeats endlessly, you will see occasionally a "flash" between animations, if you make the classic mistake of "forgetting to set the value before you animate it!"
var previousLocations: [NSNumber] = []
...
func flexTheColors() { // "flex" the color bands randomly
let oldValues = previousTargetLocations
let newValues = randomLocations()
previousTargetLocations = newValues
// IN FACT, ACTUALLY "SET THE VALUES, BEFORE ANIMATING!"
theLayer.locations = newValues
// AND NOW ANIMATE:
CATransaction.begin()
// and by the way, this is how you endlessly animate:
CATransaction.setCompletionBlock{ [weak self] in
if self == nil { return }
self?.animeFlexColorsEndless()
}
let a = CABasicAnimation(keyPath: "locations")
a.isCumulative = false
a.autoreverses = false
a.isRemovedOnCompletion = true
a.repeatCount = 0
a.fromValue = oldValues
a.toValue = newValues
a.duration = (2.0...4.0).random()
theLayer.add(a, forKey: nil)
CATransaction.commit()
}
The following may help clarify something for new programmers. Note that in my code I do this:
// IN FACT, ACTUALLY "SET THE VALUES, BEFORE ANIMATING!"
theLayer.locations = newValues
// AND NOW ANIMATE:
CATransaction.begin()
...set up the animation...
CATransaction.commit()
however in the code example in the other answer, it's like this:
CATransaction.begin()
...set up the animation...
// IN FACT, ACTUALLY "SET THE VALUES, BEFORE ANIMATING!"
theLayer.locations = newValues
CATransaction.commit()
Regarding the position of the line of code where you "set the values, before animating!" ..
It's actually perfectly OK to have that line actually "inside" the begin-commit lines of code. So long as you do it before the .commit().
I only mention this as it may confuse new animators.

how to reset/restart an animation and have it appear continuous?

So, I am fairly new to iOS programming, and have inherited a project from a former coworker. We are building an app that contains a gauge UI. When data comes in, we want to smoothly rotate our "layer" (which is a needle image) from the current angle to a new target angle. Here is what we have, which worked well with slow data:
-(void) MoveNeedleToAngle:(float) target
{
static float old_Value = 0.0;
CABasicAnimation *rotateCurrentPressureTick = [CABasicAnimation animationWithKeyPath:#"transform.rotation");
[rotateCurrentPressureTick setDelegate:self];
rotateCurrentPressureTick.fromValue = [NSSNumber numberWithFloat:old_value/57.2958];
rotateCurrentPressureTick.removedOnCompletion=NO;
rotateCurrentPressureTick.fillMode=kCAFillModeForwards;
rotateCurrentPressureTick.toValue=[NSSNumber numberWithFloat:target/57.2958];
rotateCurrentPressureTick.duration=3; // constant 3 second sweep
[imageView_Needle.layer addAnimation:rotateCurrentPressureTick forKey:#"rotateTick"];
old_Value = target;
}
The problem is we have a new data scheme in which new data can come in (and the above method called) faster, before the animation is complete. What's happening I think is that the animation is restarted from the old target to the new target, which makes it very jumpy.
So I was wondering how to modify the above function to add a continuous/restartable behavior, as follows:
Check if the current animation is in progress and
If so, figure out where the current animation angle is, and then
Cancel the current and start a new animation from the current rotation to the new target rotation
Is it possible to build that behavior into the above function?
Thanks. Sorry if the question seems uninformed, I have studied and understand the above objects/methods, but am not an expert.
Yes you can do this using your existing method, if you add this bit of magic:
- (void)removeAnimationsFromView:(UIView*)view {
CALayer *layer = view.layer.presentationLayer;
CGAffineTransform transform = layer.affineTransform;
[layer removeAllAnimations];
view.transform = transform;
}
The presentation layer encapsulates the actual state of the animation. The view itself doesn't carry the animation state properties, basically when you set an animation end state, the view acquires that state as soon as you trigger the animation. It is the presentation layer that you 'see' during the animation.
This method captures the state of the presentation layer at the exact moment you cancel the animation, and then applies that state to the view.
Now you can use this method in your animation method, which will look something like this:
-(void) MoveNeedleToAngle:(float) target{
[self removeAnimationsFromView:imageView_Needle];
id rotation = [imageView_Needle valueForKeyPath:#"layer.transform.rotation.z"];
CGFloat old_value = [rotation floatValue]*57.2958;
// static float old_value = 0.0;
CABasicAnimation *rotateCurrentPressureTick = [CABasicAnimation animationWithKeyPath:#"transform.rotation"];
[rotateCurrentPressureTick setDelegate:self];
rotateCurrentPressureTick.fromValue = [NSNumber numberWithFloat:old_value/57.2958];
rotateCurrentPressureTick.removedOnCompletion=NO;
rotateCurrentPressureTick.fillMode=kCAFillModeForwards;
rotateCurrentPressureTick.toValue=[NSNumber numberWithFloat:target/57.2958];
rotateCurrentPressureTick.duration=3; // constant 3 second sweep
[imageView_Needle.layer addAnimation:rotateCurrentPressureTick forKey:#"rotateTick"];
old_value = target;
}
(I have made minimal changes to your method: there are a few coding style changes i would also make, but they are not relevant to your problem)
By the way, I suggest you feed your method in radians, not degrees, that will mean you can remove those 57.2958 constants.
You can get the current rotation from presentation layer and just set the toValue angle. No need to keep old_value
-(void) MoveNeedleToAngle:(float) targetRadians{
CABasicAnimation *animation =[CABasicAnimation animationWithKeyPath:#"transform.rotation"];
animation.duration=5.0;
animation.fillMode=kCAFillModeForwards;
animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseOut];
animation.removedOnCompletion=NO;
animation.fromValue = [NSNumber numberWithFloat: [[layer.presentationLayer valueForKeyPath: #"transform.rotation"] floatValue]];
animation.toValue = [NSNumber numberWithFloat:targetRadians];
// layer.transform= CATransform3DMakeRotation(rads, 0, 0, 1);
[layer addAnimation:animation forKey:#"rotate"];
}
Another way i found (commented line above) is instead of using fromValue and toValue just set the layer transform. This will produce the same animation but the presentationLayer and the model will be in sync.

Create smooth animation with UIImageView animation

I'm currently animating between 4 images like this:
UIImageView *tom3BeforeImage;
tom3Images = [NSArray arrayWithObjects: [UIImage imageNamed:#"floortom_before1.png"],[UIImage imageNamed:#"floortom_before2.png"],[UIImage imageNamed:#"floortom_before3.png"],[UIImage imageNamed:#"floortom_before4.png"], nil ];
tom3BeforeImage.animationImages = tom3Images;
tom3BeforeImage.animationDuration = 0.75;
[tom3BeforeImage startAnimating];
It works fine, except that the animation is choppy between the images. I need the duration to be exactly .75 seconds, so speeding it up is not an option.
What's the best way to have the animation be smoother between the images, kind of like blending between each image change?
Thanks!
If you're using frame based UIImageView animation, and the animation must be .75 seconds, then the only way I know of to make it smoother is to create more frames. Try 30 frames/second, or about 22 frames. That should give very smooth motion.
If you want some sort of cross-dissolve between frames then you won't be able to use UIView frame animation. you'll have to use UIView block animation (using animateWithDuration:animations: or its cousins.)
You could create a sequence of cross-dissolves between your frames where the total duration of the sequence is .75 seconds. Have each transition trigger the next transition in it's completion block.
Something like this:
You'll need 2 image views, stacked on top of each other. You'll fade one out and the other in at the same time. You'll need to set the opaque flag to NO on both.
Lets call them tom3BeforeImage1 and tom3BeforeImage2
Add an int instance variable imageCount and make your array of images, tom3Images, and instance variable as well:
- (void) animateImages;
{
CGFloat duration = .75 / ([tom3Images count] -1);
//Start with the current image fully visible in tom3BeforeImage1
tom3BeforeImage1.image = tom3Images[imageCount];
tom3BeforeImage1.alpha = 1.0;
//Get the next image ready, at alpha 0, in tom3BeforeImage2
tom3BeforeImage2.image = tom3Images[imageCount+1];
tom3BeforeImage2.alpha = 0;
imageCount++
[UIView animateWithDuration: duration
delay: 0
options: UIViewAnimationOptionCurveLinear
animations:
^{
//Fade out the current image
tom3BeforeImage1.alpha = 0.0;
//Fade in the new image
tom3BeforeImage2.alpha = 1.0;
}
completion:
^{
//When the current animation step completes, trigger the method again.
if (imageCount < [tom3Images count] -1)
[self animateImages];
}
];
}
Note that I banged out the code above in the forum editor without having had enough coffee. It likely contains syntax errors, and may even have logic problems. This is just to get you thinking about how to do it.
Edit #2:
I'm not sure why, but I decided to flesh this out into a full-blown example project. The code above works passably well after debugging, but since it's fading one image out at the same time it's fading another one in, the background behind both image views shows through.
I reworked it to have logic that only fades the top image in and out. It puts the first frame in the top image view and the second frame in the bottom image view, then fades out the top image view.
The project is up on github, called Animate-Img. (link)
Then it installs the third frame in the top image view and fades it IN,
Then it installs the 4th fame in the bottom image view and fades out the top to expose the bottom, etc, etc.
I ended up creating a generalized method
- (void) animateImagesWithDuration: (CGFloat) totalDuration
reverse: (BOOL) reverse
crossfade: (BOOL) doCrossfade
withCompletionBlock: (void (^)(void)) completionBlock;
It will animate a set of images, into a pair of image views, optionally reversing the animation once it's done. It takes a completion block that gets called once the animation is finished.
The animate button actually calls a method that repeats the whole animation sequence. It's currently set to only run it once, but changing a constant will make the program repeat the whole sequence, if desired.
I do had the requirement to have animation with array of images. Initially when i used animationImages property of imageview, I got the desired animation but the transition between the images were not smooth, I then used CAKeyframeAnimation to achieve the smooth transition, the catch is to use timingFunction along with correct calculationMode. I am not sure this is the exact the answer for the question but this is one way to make the animation smoother,
below is the code for that
For more info on calculation mode please see Apple Documentation
- (void) animate
{
NSMutableArray * imageArray = [[NSMutableArray alloc] init];
int imageCount = 8;
for (int i=0; i<=imageCount; i++) {
[imageArray addObject:(id)[UIImage imageNamed:[NSString stringWithFormat:#“image%d”,i]].CGImage];
}
CAKeyframeAnimation *animation = [CAKeyframeAnimation animationWithKeyPath:#"contents"];
animation.calculationMode = kCAAnimationLinear;// Make sure this is kCAAnimationLinear or kCAAnimationCubic other mode doesnt consider the timing function
animation.duration = 8.0;
animation.values = imageArray;
animation.repeatCount = 1; // Change it for repetition
animation.removedOnCompletion = NO;
animation.fillMode = kCAFillModeForwards; // To keep the last frame when animation ends
animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
[imageView.layer addAnimation:animation forKey:#"animation"];
}
UPDATE- Swift 3
func animate() {
var imageArray = [CGImage]()
let imageCount: Int = 3
for i in 0...imageCount {
imageArray.append((UIImage(named: String(format:"image\(i)"))?.cgImage!)!)
}
let animation = CAKeyframeAnimation(keyPath: "contents")
animation.calculationMode = kCAAnimationLinear
// Make sure this is kCAAnimationLinear or kCAAnimationCubic other mode doesnt consider the timing function
animation.duration = CFTimeInterval(floatLiteral: 8.0)
animation.values = imageArray
animation.repeatCount = 1
// Change it for repetition
animation.isRemovedOnCompletion = false
animation.fillMode = kCAFillModeForwards
// To keep the last frame when animation ends
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
animImageView.layer.add(animation, forKey: "animation")
}

Trying to delay CABasicAnimation position and opacity of layer by 3 seconds but

I am trying to delay the animation of layer's opacity and position by 3 seconds using setBeginTime. I have called the layer boxLayer. The animation is going well however during the first 3 seconds (the layer is not supposed to show yet) the layer is displayed at its final position and opacity. It should not. Group animation does not resolve the issue. Could anyone help? See code below:
// Create an animation that will change the opacity of a layer
CABasicAnimation *fader = [CABasicAnimation animationWithKeyPath:#"opacity"];
// It will last 1 second and will be delayed by 3 seconds
[fader setDuration:1.0];
[fader setBeginTime:CACurrentMediaTime()+3.0];
// The layer's opacity will start at 0.0 (completely transparent)
[fader setFromValue:[NSNumber numberWithFloat:startOpacity]];
// And the layer will end at 1.0 (completely opaque)
[fader setToValue:[NSNumber numberWithFloat:endOpacity]];
// Add it to the layer
[boxLayer addAnimation:fader forKey:#"BigFade"];
// Maintain opacity to 1.0 JUST TO MAKE SURE IT DOES NOT GO BACK TO ORIGINAL OPACITY
[boxLayer setOpacity:endOpacity];
// Create an animation that will change the position of a layer
CABasicAnimation *mover = [CABasicAnimation animationWithKeyPath:#"position"];
// It will last 1 second and will be delayed by 3 seconds
[mover setDuration:1.0];
[mover setBeginTime:CACurrentMediaTime()+3.0];
// Setting starting position
[mover setFromValue:[NSValue valueWithCGPoint:CGPointMake(startX, startY)]];
// Setting ending position
[mover setToValue:[NSValue valueWithCGPoint:CGPointMake(endX, endY)]];
// Add it to the layer
[boxLayer addAnimation:mover forKey:#"BigMove"];
// Maintain the end position at 400.0 450.0 OTHERWISE IT IS GOING BACK TO ORIGINAL POSITION
[boxLayer setPosition:CGPointMake(endX, endY)];
The problem is that you're setting the boxLayer properties of position and of opacity to their end values. You need to:
Set the boxLayer properties to their starting values, not their ending values (this is why it's starting in the ending position/opacity ... usually if the animation starts immediately, this isn't an issue, but because you're deferring the start, using the ending positions is problematic);
For your two animations, you have to change removedOnCompletion to NO and fillMode to kCAFillModeForwards (this is the correct way to keep it from reverting back to the original position upon completion).
Thus:
// Create an animation that will change the opacity of a layer
CABasicAnimation *fader = [CABasicAnimation animationWithKeyPath:#"opacity"];
// It will last 1 second and will be delayed by 3 seconds
[fader setDuration:1.0];
[fader setBeginTime:CACurrentMediaTime()+3.0];
// The layer's opacity will start at 0.0 (completely transparent)
[fader setFromValue:[NSNumber numberWithFloat:startOpacity]];
// And the layer will end at 1.0 (completely opaque)
[fader setToValue:[NSNumber numberWithFloat:endOpacity]];
// MAKE SURE IT DOESN'T CHANGE OPACITY BACK TO STARTING VALUE
[fader setRemovedOnCompletion:NO];
[fader setFillMode:kCAFillModeForwards];
// Add it to the layer
[boxLayer addAnimation:fader forKey:#"BigFade"];
// SET THE OPACITY TO THE STARTING VALUE
[boxLayer setOpacity:startOpacity];
// Create an animation that will change the position of a layer
CABasicAnimation *mover = [CABasicAnimation animationWithKeyPath:#"position"];
// It will last 1 second and will be delayed by 3 seconds
[mover setDuration:1.0];
[mover setBeginTime:CACurrentMediaTime()+3.0];
// Setting starting position
[mover setFromValue:[NSValue valueWithCGPoint:CGPointMake(startX, startY)]];
// Setting ending position
[mover setToValue:[NSValue valueWithCGPoint:CGPointMake(endX, endY)]];
// MAKE SURE IT DOESN'T MOVE BACK TO STARTING POSITION
[mover setRemovedOnCompletion:NO];
[mover setFillMode:kCAFillModeForwards];
// Add it to the layer
[boxLayer addAnimation:mover forKey:#"BigMove"];
// SET THE POSITION TO THE STARTING POSITION
[boxLayer setPosition:CGPointMake(startX, startY)];
Personally, I think you're doing a lot of work for something that's done far more easily with block-based animation on the view (for the purposes of this demonstration, I'm assuming your boxLayer is a CALayer for a control called box). You don't need Quartz 2D, either, if you do it this way:
box.alpha = startOpacity;
box.frame = CGRectMake(startX, startY, box.frame.size.width, box.frame.size.height);
[UIView animateWithDuration:1.0
delay:3.0
options:0
animations:^{
box.alpha = endOpacity;
box.frame = CGRectMake(endX, endY, box.frame.size.width, box.frame.size.height);
}
completion:nil];
For using beginTime you should make necessary configuration of your animation object and set fillMode to kCAFillModeBackwards like
zoomAnimation.fillMode = kCAFillModeBackwards;
That's said in Apple documentation:
Use the beginTime property to set the start time of an animation. Normally, animations begin during the next update cycle. You can use the beginTime parameter to delay the animation start time by several seconds. The way to chain two animations together is to set the begin time of one animation to match the end time of the other animation.
If you delay the start of an animation, you might also want to set the fillMode property to kCAFillModeBackwards. This fill mode causes the layer to display the animation’s start value, even if the layer object in the layer tree contains a different value. Without this fill mode, you would see a jump to the final value before the animation starts executing. Other fill modes are available too.
https://developer.apple.com/library/content/documentation/Cocoa/Conceptual/CoreAnimation_guide/AdvancedAnimationTricks/AdvancedAnimationTricks.html#//apple_ref/doc/uid/TP40004514-CH8-SW2
Also, from Rob's answer:
For your two animations, you have to change removedOnCompletion to NO and fillMode to kCAFillModeForwards (this is the correct way to keep it from reverting back to the original position upon completion).
It's a kind of controversial statement, because:
Once the animation is removed, the presentation layer will fall back to the values of the model layer, and since we’ve never modified that layer’s position, our spaceship reappears right where it started.
There are two ways to deal with this issue:
The first approach is to update the property directly on the model layer. This is the recommended approach, since it makes the animation completely optional.
Alternatively, you can tell the animation to remain in its final state by setting its fillMode property to kCAFillModeForwards and prevent it from being automatically removed by setting removedOnCompletion to NO. However, it’s a good practice to keep the model and presentation layers in sync, so this approach should be used carefully.
From https://www.objc.io/issues/12-animations/animations-explained/
This article explains well why you shouldn't use removedOnCompletion with fillMode https://www.objc.io/issues/12-animations/animations-explained/
In my case I'm animating the layer of a view that functions as a navigation but delaying a bounce animation that is inside that view ; I NEED BOTH OF THESE POSITIONS UPDATED ON THE LAYER since it can be dismissed and then shown again. Using removedOnCompletion will not update the layer's value once the animation completes
The way I do it is update the layer in a CATransaction completion block
CATransaction.setCompletionBlock {
// update the layer value
}
CATransaction.begin()
// setup and add your animation
CATransaction.commit()

UIView displays improperly after its layer has been animated

I have a problem I don't understand regarding UIViews and Core Animation. Here's what I want to do:
A small view is presented above a bigger view by putting it as one of its subviews.
When I click a button inside this view, the view should minimize and move to a specified CGRect.
Then the view is removed from its superview.
The first time I present, minimize-and-move and remove the view, everything works fine. But when I present the view again, it displays at the modified position (even though it's supposed to be set at the original position by a call to theView.frame = CGRectMake(600.0, 160.0, 339.0, 327.0);), while all the different responder elements (buttons, textviews, etc.) contained in the view act as if they were at the original position. It's like the view and the layer gets dissynchronized by the animation, and I do not know how to get them back in sync.
Having something like self.view.layer.frame = CGRectMake(600.0, 160.0, 339.0, 327.0); does not get anything right.
My minimize-and-move animation code is given below:
[CATransaction flush];
CABasicAnimation *scale, *translateX, *translateY;
CAAnimationGroup *group = [CAAnimationGroup animation];
group.delegate = delegate;
group.duration = duration;
scale = [CABasicAnimation animationWithKeyPath:#"transform.scale"];
translateX = [CABasicAnimation animationWithKeyPath:#"transform.translation.x"];
translateY = [CABasicAnimation animationWithKeyPath:#"transform.translation.y"];
scale.toValue = [NSNumber numberWithFloat:0.13];
translateX.toValue = [NSNumber numberWithFloat:137.0];
translateY.toValue = [NSNumber numberWithFloat:-290.0];
group.animations = [NSArray arrayWithObjects: scale, translateX, translateY, nil];
group.fillMode = kCAFillModeForwards;
group.removedOnCompletion = NO;
[theView.layer addAnimation:group forKey:#"MyAnimation"];
How to get the layer back to the view after the animation?
What happens if you remove these two lines?
group.fillMode = kCAFillModeForwards;
group.removedOnCompletion = NO;
What you are telling core animation with those lines is that you want it to continue to display in the forward (final) state of the animation. Meanwhile, you didn't actually set the transform on the layer to have the properties you used for the animation. This would make things appear to be out of sync.
Now, the issue you're going to run into is that removing those lines will cause your transforms to revert back to the starting state when the animation has completed. What you need to do is actually set the transforms on the layer in order for them to hold their position when the animation completes.
Another option is to leave the two lines in and then actually explicitly remove the animation from the layer instead of setting the layer frame as you mentioned when you are ready to revert back to the original state. You do this with:
[theView.layer removeAnimationForKey:#"MyAnimation"];
The -removedOnCompletion property told the layer not to remove the animation when it finished. Now you can explicitly remove it and it should revert back.
HTH.

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