Start new CAAnimation from current CAAnimation's state - ios

I'm using a pair of CALayers as image masks, allowing me to animate a bulb filling or emptying at a set speed while also following the current touch position. That is, one mask jumps to follow the touch and the other slides to that position. Since I use an explicit animation I'm forced to set the position of the mask sliding mask when I add the animation. This means that if I start a fill and then start an empty before the fill completes the empty will begin from the completed fill position (the opposite is also true).
Is there a way to get the position of the animation, set the position at each step of the animation, or to have the new animation begin from the current state of the active animation?
The code handling the animating is below:
- (void)masksFillTo:(CGFloat)height {
// Clamp the height we fill to inside the bulb. Remember Y gets bigger going down.
height = MIN(MAX(BULB_TOP, height), BULB_BOTTOM);
// We can find the target Y location by subtracting the Y value for the top of the
// bulb from the height.
CGFloat targetY = height - BULB_TOP;
// Find the bottom of the transparent mask to determine where the solid fill
// is sitting. Then find how far that fill needs to move.
// TODO: This works with the new set position, so overriding old anime doesn't work
CGFloat bottom = transMask.frame.origin.y + transMask.frame.size.height;
// If the target is above the bottom of the solid, we want to fill up.
// This means the empty mask jumps and the transparent mask slides.
CALayer *jumper;
CALayer *slider;
if (bottom - targetY >= 0) {
jumper = emptyMask;
slider = transMask;
// We need to reset the bottom to the emptyMask
bottom = emptyMask.frame.origin.y + emptyMask.frame.size.height;
} else {
jumper = transMask;
slider = emptyMask;
}
[jumper removeAllAnimations];
[slider removeAllAnimations];
CGFloat dy = bottom - targetY;
[CATransaction begin];
[CATransaction setValue:(id)kCFBooleanTrue forKey:kCATransactionDisableActions];
[jumper setPosition:CGPointMake(jumper.position.x, jumper.position.y - dy)];
[self slideMaskFillTo:height withMask:slider]; // Do this inside here or an odd flash glitch appears.
[CATransaction commit];
}
// TODO: Always starts from new position, even if animation hasn't reached it.
- (void)slideMaskFillTo:(CGFloat)height withMask:(CALayer *)slider {
// We can find the target Y location by subtracting the Y value for the top of the
// bulb from the height.
CGFloat targetY = height - BULB_TOP;
// We then find the bottom of the mask.
CGFloat bottom = slider.frame.origin.y + slider.frame.size.height;
CGFloat dy = bottom - targetY;
// Do the animation. Animating with duration doesn't appear to work properly.
// Apparently "When modifying layer properties from threads that don’t have a runloop,
// you must use explicit transactions."
CABasicAnimation *a = [CABasicAnimation animationWithKeyPath:#"position"];
a.duration = (dy > 0 ? dy : -dy) / PXL_PER_SEC; // Should be 2 seconds for a full fill
a.fromValue = [NSValue valueWithCGPoint:slider.position];
CGPoint newPosition = slider.position;
newPosition.y -= dy;
a.toValue = [NSValue valueWithCGPoint:newPosition];
a.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];
[slider addAnimation:a forKey:#"colorize"];
// Update the actual position
slider.position = newPosition;
}
And an example of how this is called. Notice this means it can be called mid-animation.
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint point = [touch locationInView:self.view];
[self masksFillTo:point.y];
}
If anyone finds it relevant, this is the creation of the images and masks.
// Instantiate the different bulb images - empty, transparent yellow, and solid yellow. This
// includes setting the frame sizes. This approach found at http://stackoverflow.com/a/11218097/264775
emptyBulb = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"Light.png"]];
transBulb = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"Light-moving.png"]];
solidBulb = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"Light-on.png"]];
[emptyBulb setFrame:CGRectMake(10, BULB_TOP, 300, BULB_HEIGHT)]; // 298 x 280
[transBulb setFrame:CGRectMake(10, BULB_TOP, 300, BULB_HEIGHT)]; // 298 x 280
[solidBulb setFrame:CGRectMake(10, BULB_TOP, 300, BULB_HEIGHT)]; // 298 x 280
[self.view addSubview:solidBulb]; // Empty on top, then trans, then solid.
[self.view addSubview:transBulb];
[self.view addSubview:emptyBulb];
// Create a mask for the empty layer so it will cover the other layers.
emptyMask = [CALayer layer];
[emptyMask setContentsScale:emptyBulb.layer.contentsScale]; // handle retina scaling
[emptyMask setFrame:emptyBulb.layer.bounds];
[emptyMask setBackgroundColor:[UIColor blackColor].CGColor];
emptyBulb.layer.mask = emptyMask;
// Also create a mask for the transparent image.
transMask = [CALayer layer];
[transMask setContentsScale:transBulb.layer.contentsScale]; // handle retina scaling
[transMask setFrame:transBulb.layer.bounds];
[transMask setBackgroundColor:[UIColor blackColor].CGColor];
transBulb.layer.mask = transMask;

Was just led to a solution via this answer. If one looks in the right part of the docs, you'll find the following:
- (id)presentationLayer
Returns a copy of the layer containing all properties as they were at the start of the current transaction, with any active animations applied.
So if I add this code before I first check the transparent mask location (aka solid level), I grab the current animated position and can switch between fill up and fill down.
CALayer *temp;
if (transMask.animationKeys.count > 0) {
temp = transMask.presentationLayer;
transMask.position = temp.position;
}
if (emptyMask.animationKeys.count > 0) {
temp = emptyMask.presentationLayer;
emptyMask.position = temp.position;
}

layer.presentation() makes copy of original layer each time you get it, and you need to override init(layer: Any) for every custom CALayer you have.
Another possible way to start from current state is to set animation's beginTime using current animation's beginTime. It allows to start new animation with offset.
In your case it could be (Swift):
if let currentAnimation = slider.animation(forKey: "colorize") {
let currentTime = CACurrentMediaTime()
let animationElapsedTime = currentAnimation.beginTime + currentAnimation.duration - currentTime
a.beginTime = currentTime - animationElapsedTime
}
However this works great for linear timings, but for others it could be difficult to calculate the proper time.

Related

how to make a gauge view as in the following image in iOS?

I have looked at the libraries like gaugekit but they does not solve my problem.
Are there any other libraries for making gauge view as in the image?
If not, then how can I go around about it?
As #DonMag pointed out.
I have tried to make the changes in gaugekit by adding a view on top the gauge view....but it does not turns out to be good.
So I am stuck out at making the spaces in between the actual gauge.
https://imgur.com/Qk1EpcV
I suggest you create your own custom view, it's not so difficult. Here is how I would do it. I have left out some details for clarity, but you can see in the comments my suggested solutions for that.
First, create a sub-class of UIVew. We will need one property to keep track of the gauge position. This goes into your .h file.
#interface GaugeView : UIView
#property (nonatomic) CGFloat knobPosition;
#end
Next, add the implementation. The GaugeView is a view in itself, so it will be used as the container for the other parts we want. I have used awakeFromNib function to do the initialization, so that you can use the class for a UIView in Storyboard. If you prefer, you can do the initialization from an init function also.
I have not provided code for the knob in the center, but I would suggest you simply create one view with a white disc (or two to make the gray circle) and the labels to hold the texts parts, and beneath that you add an image view with the gray pointer. The pointer can be moved by applying a rotational transform it.
- (void)awakeFromNib {
[super awakeFromNib];
// Initialization part could also be placed in init
[self createSegmentLayers];
// Add knob views to self
// :
// Start somewhere
self.knobPosition = 0.7;
}
Next, create the segments. The actual shapes are not added here, since they will require the size of the view. It is better to defer that to layoutSubviews.
- (void)createSegmentLayers {
for (NSInteger segment = 0; segment < 10; ++segment) {
// Create the shape layer and set fixed properties
CAShapeLayer *shapeLayer = [CAShapeLayer layer];
// Color can be set differently for each segment
shapeLayer.strokeColor = [UIColor blueColor].CGColor;
shapeLayer.lineWidth = 1.0;
[self.layer addSublayer:shapeLayer];
}
}
Next, we need to respond to size changes to the view. This is where we create the actual shapes too.
- (void)layoutSubviews {
[super layoutSubviews];
// Dynamically create the segment paths and scale them to the current view width
NSInteger segment = 0;
for (CAShapeLayer *layer in self.layer.sublayers) {
layer.frame = self.layer.bounds;
layer.path = [self createSegmentPath:segment radius:self.bounds.size.width / 2.0].CGPath;
// If we should fill or not depends on the knob position
// Since the knobPosition's range is 0.0..1.0 we can just multiply by 10
// and compare to the segment number
layer.fillColor = segment < (_knobPosition * 10) ? layer.strokeColor : nil;
// Assume we added the segment layers first
if (++segment >= 10)
break;
}
// Move and size knob images
// :
}
Then we need the shapes.
- (UIBezierPath *)createSegmentPath:(NSInteger)segment radius:(CGFloat)radius {
UIBezierPath *path = [UIBezierPath bezierPath];
// We could also use a table with start and end angles for different segment sizes
CGFloat startAngle = segment * 21.0 + 180.0 - 12.0;
CGFloat endAngle = startAngle + 15.0;
// Draw the path, two arcs and two implicit lines
[path addArcWithCenter:CGPointMake(radius, radius) radius:0.9 * radius startAngle:DEG2RAD(startAngle) endAngle:DEG2RAD(endAngle) clockwise:YES];
[path addArcWithCenter:CGPointMake(radius, radius) radius:0.75 * radius startAngle:DEG2RAD(endAngle) endAngle:DEG2RAD(startAngle) clockwise:NO];
[path closePath];
return path;
}
Finally, we want to respond to changes to the knobPosition property. Calling setNeedsLayout will trigger a call to layoutSubviews.
// Position is 0.0 .. 1.0
- (void)setKnobPosition:(CGFloat)knobPosition {
// Rotate the knob image to point at the right segment
// self.knobPointerImageView.transform = CGAffineTransformMakeRotation(DEG2RAD(knobPosition * 207.0 + 180.0));
_knobPosition = knobPosition;
[self setNeedsLayout];
}
This is what it will look like now. Add the knob, some colors and possibly different sized segments and you are done!
Based on the image I saw the easiest solution might be to create 12 images and then programmatically swap the images as the value it represents grows or shrinks.

Is it possible to update the position of a button after a CAKeyFrameAnimation?

I have been trying to update the position of button(s) after the completion of a CAKeyFrameAnimation. As of now, I have stopped the animation at a certain angle on the arc (final angle) but, it seems the touches the buttons take is at the point it was earlier in before the animation takes place.
Here's the code that I have been using:
for(int i = 0; i <numberOfButtons; i++)
{
double angle = [[self.buttonsArray objectAtIndex:i] angle];
if(angle != -50 && angle !=270){
CGPoint arcStart = CGPointMake([[self.buttonsArray objectAtIndex:i] buttonForCricle].center.x, [[self.buttonsArray objectAtIndex:i] buttonForCricle].center.y);
CGPoint arcCenter = CGPointMake(centerPoint.x, centerPoint.y);
CGMutablePathRef arcPath = CGPathCreateMutable();
CGPathMoveToPoint(arcPath, NULL, arcStart.x, arcStart.y);
CGPathAddArc(arcPath, NULL, arcCenter.x, arcCenter.y, 150, ([[self.buttonsArray objectAtIndex:i] angle]*M_PI/180), (-50*M_PI/180), YES);
UIButton *moveButton = (UIButton *)[self.view viewWithTag:i+1];
CAKeyframeAnimation *pathAnimation = [CAKeyframeAnimation animationWithKeyPath:#"position"];
pathAnimation.calculationMode = kCAAnimationPaced;
pathAnimation.fillMode = kCAFillModeForwards;
// pathAnimation.values = #[#0];
pathAnimation.removedOnCompletion = NO;
pathAnimation.duration = 1.0;
pathAnimation.path = arcPath;
CGPathRelease(arcPath);
// UIView* drawArcView = nil;
// drawArcView = [[UIView alloc] initWithFrame: self.view.bounds];
// CAShapeLayer* showArcLayer = [[CAShapeLayer alloc] init];
// showArcLayer.frame = drawArcView.layer.bounds;
// showArcLayer.path = arcPath;
// showArcLayer.strokeColor = [[UIColor blackColor] CGColor];
// showArcLayer.fillColor = nil;
// showArcLayer.lineWidth = 1.0;
// [drawArcView.layer addSublayer: showArcLayer];
// [self.view addSubview:drawArcView];
[moveButton.layer addAnimation:pathAnimation forKey:#"arc"];
[CATransaction commit];
[self.view bringSubviewToFront:moveButton];
}
}
How can I update the buttons position after this?
Why this is happening
What you're seeing is that animations only change the "presentation values" of a layer, without changing the "model values". Add to this the fact that animations by default are removed when they complete and you have an explanation for why the button(s) would return to their original position after the animation finishes.
This is the state of the actual button, and the location where it is hit tested when the user taps on it.
The combination of removedOnCompletion = NO and fillMode = kCAFillModeForwards makes it look like the button has moved to it's final position, but it's actually causing the difference between presentation values and model values to persists.
Put simply, the button looks like it's in one position, but it's actually in another position.
How to fix it
For this type of situation, I recommend to let the animation be removed when it finishes, and to not specify any special fill mode, and then solve the problem of the button(s) position being incorrect.
They way to do this is to set the buttons position/center to its final value. This will make it so that the button's model position changes immediately, but during the animation its presentation position remains the same. After the animation finishes and is removed the button goes back to its model value, which is the same as the final value of the animation. So the button will both look and be in the correct position.
Usually the easiest place to update the model value is after having created the animation object but before adding it to the layer.
Changing the positions will create and add an implicit animation. But as long as the explicit animation (the one you're creating) is longer, the implicit animation won't be visible.
If you don't want this implicit animation to be created, then you can create a CATransansaction around only the line where the position property is updated, and disable actions (see setDisableActions:).
If you want to learn more, I have a blog post about how layers work with multiple animations and an answer to a question about when to update the layer.

How do we rotate 2 UIView planes simultaneously in 3D space

I'm trying to create a "page flip effect" using UIView instead of CALayer due to a project limitation. This requires flipping 1 UIView 180 degrees and essentially "sticking it" to the back of the other UIView. You then rotate the two UIViews simultaneously by rotating the superview in 3D space.
I'm trying to port AFKPageFlipper's "initFlip" method to use UIView instead of UIImage.
Below is a snippet of my attempt to port it. The initial page flip works, but the "front layer" in the code doesn't seem to show up. As if I"m not able to see the backend of the page. When I'm flipping the page, the animation is initially correct (back layer is fine), but then the other side of the page (front layer), I see the inverted view of the first page (backLayer).
Any help would be awesome!
flipAnimationLayer = [[UIView alloc] init];
flipAnimationLayer.layer.anchorPoint = CGPointMake(1.0, 0.5);
flipAnimationLayer.layer.frame = rect;
[self addSubview:flipAnimationLayer];
UIView *backLayer;
UIView *frontLayer;
if (flipDirection == AFKPageFlipperDirectionRight)
{
backLayer = currentViewSnap2;
backLayer.layer.contentsGravity = kCAGravityLeft;
frontLayer = nextViewSnap2;
frontLayer.layer.contentsGravity = kCAGravityRight;
}else
{
backLayer = nextViewSnap2;
backLayer.layer.contentsGravity = kCAGravityLeft;
frontLayer= currentViewSnap2;
frontLayer.layer.contentsGravity = kCAGravityRight;
}
backLayer.frame = flipAnimationLayer.bounds;
backLayer.layer.doubleSided = NO;
backLayer.clipsToBounds = YES;
[flipAnimationLayer addSubview:backLayer];
frontLayer.frame = flipAnimationLayer.bounds;
frontLayer.layer.doubleSided = NO;
frontLayer.clipsToBounds = YES;
frontLayer.layer.transform = CATransform3DMakeRotation(M_PI, 0, 1.0, 0);
[flipAnimationLayer addSubview:frontLayer];
if (flipDirection == AFKPageFlipperDirectionRight)
{
CATransform3D transform = CATransform3DMakeRotation(0.0, 0.0, 1.0, 0.0);
transform.m34 = 1.0f / 2500.0f;
flipAnimationLayer.layer.transform = transform;
currentAngle = startFlipAngle = 0;
endFlipAngle = -M_PI;
} else
{
CATransform3D transform = CATransform3DMakeRotation(-M_PI / 1.1, 0.0, 1.0, 0.0);
transform.m34 = 1.0f / 2500.0f;
flipAnimationLayer.layer.transform = transform;
currentAngle = startFlipAngle = -M_PI;
endFlipAngle = 0;
}
Your code is rotating layers, not views. That's fine.
I would not expect the code you posted to animate, since a layer's backing view doesn't do implicit animation, You could make it animate by using a CABasicAnimation. Or, you could create layers for your front and back views and attach them as sublayers of your view's layers. If you do that than manipulating the transform on the layers will use implicit animations.
What I've done to create my own font-to-back flip as you describe is to fake it.
I animate in 2 steps: First from zero degrees (flat) to 90 degrees (where the layers become invisible.) At that moment I hide the first layer and make the second layer visible, rotated 90 degrees the other way, and then rotate the other layer back to zero. This creates the same visual effect as showing the back face of the rotation.
If you use implicit layer animation to do this you'll need to put the changes to the transform inside a CATransaction block and set the animation timing to linear, or use ease-in for the first half and ease-out for the second half. That's because animations default to ease-in,ease-out timing, and the first animation to 90 degrees will slow down at the end, and then the second 90 degree animation will ease in.

How to draw a border around the content of a UIScrollView?

I'm working on a document viewer. The document is displayed inside a UIScrollView so that it can be scrolled and zoomed. I need to draw a border around the document in order to separate it visually from the background of the UIScrollView. The border must not be zoomed together with the document -- it should maintain a constant thickness regardless of the zoom scale.
My current setup consists of a UIScrollView with two UIView children -- one for the document, and one for the border. I've overriden viewForZoomingInScrollView: to return the document view. I've also overridden layoutSubviews to center the document view (in case it's smaller than the UIScrollView) and then resize and position the border view behind it so that it looks like a frame. This works OK when the user is scrolling and zooming manually. But when I use zoomToRect:animated: to zoom programatically, layoutSubviews is called before the animation starts and my border view gets resized immediately with the document view catching up a bit later.
Clarification: The border needs to be tightly fitting around the document view and not around the UIScrollView itself.
Sample Code :
yourScrollView.layer.cornerRadius=8.0f;
yourScrollView.layer.masksToBounds=YES;
yourScrollView.layer.borderColor=[[UIColor redColor]CGColor];
yourScrollView.layer.borderWidth= 1.0f;
Don't Forget : #Import <QuartzCore/QuartzCore.h>
First you need to Import QuartzCore framework to your App.
then import that .h file on which class where you want to set the border.
like this.
#import <QuartzCore/QuartzCore.h>
Setup for Border.
ScrollView.layer.cornerRadius=5.0f;
ScrollView.layer.masksToBounds=YES;
ScrollView.layer.borderColor=[[UIColor redColor]CGColor];
ScrollView.layer.borderWidth= 4.0f;
check this one really helpful to you.
Finally, I was able to fix the problem with animated zooming. My setup is the same as described in the question. I just added some code to my layoutSubview implementation in order to detect any running UIScrollView animation and match it with a similar animation for resizing the border.
Here is the code:
- (void)layoutSubviews
{
[super layoutSubviews];
// _pageView displays the document
// _borderView represents the border around it
. . .
// _pageView is now centered -- we have to move/resize _borderView
// layers backing a view are not implicitly animated
// the following two lines work just fine if we don't need animation
_borderView.layer.bounds = CGRectMake(0.0, 0.0, frameToCenter.size.width + 2.0 * 15.0, frameToCenter.size.height + 2.0 * 15.0);
_borderView.layer.position = _pageView.center;
if (_pageView.layer.animationKeys.count > 0)
{
// UIScrollView is animating its content (_pageView)
// so we need to setup a matching animation for _borderView
[CATransaction begin];
CAAnimation *animation = [_pageView.layer animationForKey:[_pageView.layer.animationKeys lastObject]];
CFTimeInterval beginTime = animation.beginTime;
CFTimeInterval duration = animation.duration;
if (beginTime != 0.0) // 0.0 means the animation starts now
{
CFTimeInterval currentTime = [_pageView.layer convertTime:CACurrentMediaTime() fromLayer:nil];
duration = MAX(beginTime + duration - currentTime, 0.0);
}
[CATransaction setAnimationDuration:duration];
[CATransaction setAnimationTimingFunction:animation.timingFunction];
// calculate the initial state for _borderView animation from _pageView presentation layer
CGPoint presentationPos = [_pageView.layer.presentationLayer position];
CGRect presentationBounds = [_pageView.layer.presentationLayer frame];
presentationBounds.origin = CGPointZero;
presentationBounds.size.width += 2.0 * 15.0;
presentationBounds.size.height += 2.0 * 15.0;
CABasicAnimation *boundsAnim = [CABasicAnimation animationWithKeyPath:#"bounds"];
boundsAnim.fromValue = [NSValue valueWithCGRect:presentationBounds];
boundsAnim.toValue = [NSValue valueWithCGRect:_borderView.layer.bounds];
[_borderView.layer addAnimation:boundsAnim forKey:#"bounds"];
CABasicAnimation *posAnim = [CABasicAnimation animationWithKeyPath:#"position"];
posAnim.fromValue = [NSValue valueWithCGPoint:presentationPos];
posAnim.toValue = [NSValue valueWithCGPoint:_borderView.layer.position];
[_borderView.layer addAnimation:posAnim forKey:#"position"];
[CATransaction commit];
}
}
It looks hacky but it works. I wish I didn't have to reverse engineer UIScrollView in order to make a simple border look good during animation...
Import QuartzCore framework:
#import <QuartzCore/QuartzCore.h>
Now Add color to its view:
[scrollViewObj.layer setBorderColor:[[UIColor redColor] CGColor]];
[scrollViewObj.layer setBorderWidth:2.0f];

How do I create a smoothly resizable circular UIView?

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.

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