smooth animation in iOS using CoreAnimation - iphone

CoreAnimation is a pretty easy thing, but:
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:30];
MyImageView.frame = CGRectOffset(MyImageView.frame, 100, 0);
[UIView commitAnimations];
I want to move the ImageView by 100 Pixel veeeery slowly. Therefore all positioning values are double I expect the Layoutsystem to position the items with subpixel accuracy.
Butt when I watch this animation i see the ImageView "jumping" pixelwise instead of a smooth traveling.
Any ideas to come to a real subpixelpositioning?
I also tried to set the position with a timer and recalculate the frame-values, but same effect.
Update:
In an other part of my App I use the Accelerometer to update the position of a ImageView, and do basicly calculate the position ad size of the graphic an then do:
MyImageView.frame = newCGRect;
I get around 60 Updates/s from the Accelerometer and added the LowPass-Filter from the Accelerometer example from Apple.
Here the positioning is perfect?!?!
Why does this do not happen with CoreAnimation?
Thanks for any help.

Try using CGAffineTransformTranslate(MyImageView.transform, 100, 0) instead of CGRectOffset.
Reference here:
http://developer.apple.com/library/mac/#documentation/GraphicsImaging/Reference/CGAffineTransform/Reference/reference.html

If you use CABasicAnimation in QuartzCore framework, you can smoothen your animation using "CAMediaTimingFunction". Built-in alternatives worked for me but as far as I know you can define your own timing functions as well.
CABasicAnimation *starShineAnimation = [CABasicAnimation animationWithKeyPath:#"transform.rotation"];
starShineAnimation.removedOnCompletion = NO;
starShineAnimation.fillMode = kCAFillModeForwards;
starShineAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
....

Related

Rotate in z-axis like core-animation slot machine

I was to able to move or animate my UIView by this code down here:
- (void) makeAnim1{
//downward animation
[UIView animateWithDuration:1.5
delay:0.15
options: UIViewAnimationCurveLinear
animations:^{
carousel.frame = CGRectOffset(carousel.frame, 0, 650);
}
completion:^(BOOL finished){ //task after an animation ends
[self performSelector:#selector(makeAnim1_1) withObject:nil afterDelay:2.0];
NSLog(#"Done!");
}];
}
- (void) makeAnim1_1{
//upward animation
[UIView animateWithDuration:1.5
delay:0.1
options: UIViewAnimationCurveLinear
animations:^{
carousel.frame = CGRectOffset(carousel.frame, 0, -650);
}
completion:^(BOOL finished){
NSLog(#"Done!");
}];
}
But it only move the UIView up and down. How can I make it spin like a Slot machine but only contains one image or view. Like rotate in z axis. But make it look like it contains more than one image.
Thanks for the help.
Instead of changing the frame inside the animation block you change the transform. The transform can be used to scale, rotate and translate (move) the view. You can only rotate around the z-axis but that is what you asked for. The transform property on the view takes a CGAffineTransform, like this:
// rotate pi/2 degrees clockwise
carousel.transform = CGAffineTransformMakeRotation(M_PI_2);
If you need to do more advanced transforms like rotating around another axis then you would need to use a little bit of Core Animation and to set the transform property of the views layer (which takes a CATransform3D instead of a CGAffineTransform).
As with all Core Animation code you need to import QuartzCore.framework and include QuartzCore/QuartzCore.h in your code.
The above animations you are doing is UIView animations which are only meant to animate views but the animation you are asking for requires more advanced animations of the views layer. I suggest that you look at the documentation for CABasicAnimation and also take a look at the Core Animation Programming Guide for iOS to learn more.
You can animate the x rotation of a views layer like this:
CABasicAnimation *slotAnimation = [CABasicAnimation animationWithKeyPath:#"transform.rotation.x"];
[slotAnimation setToValue:[NSNumber numberWithFloat:M_PI_2]];
// animation customizations like duration and timing
// that you can read about in the documentation
[[carousel layer] addAnimation:slotAnimation forKey:#"mySlotAnimation"];
The above code will indeed rotate the view around the x axis but will look very silly without perspective (search SO for "perspective Core Animation", it has been asked about before). There is probably a lot of tweaking to get the correct look but this should be enough to get you started.

Stop CABasicAnimation at specific point

I'm using a rotation animation created with CABasicAnimation. It rotates a UIView over 2 seconds. But I need to be able to stop it when the UIView is touched. If I remove the animation the view is in the same position as before the animation started.
Here's my animation code:
float duration = 2.0;
float rotationAngle = rotationDirection * ang * speed * duration;
//rotationAngle = 3*(2*M_PI);//(double)rotationAngle % (double)(2*M_PI) ;
CABasicAnimation* rotationAnimation;
rotationAnimation = [CABasicAnimation animationWithKeyPath:#"transform.rotation.z"];
rotationAnimation.toValue = [NSNumber numberWithFloat: rotationAngle ];
rotationAnimation.duration = duration;
rotationAnimation.cumulative = YES;
rotationAnimation.removedOnCompletion = NO;
rotationAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseOut];
rotationAnimation.fillMode = kCAFillModeForwards;
rotationAnimation.delegate = self;
[self.view.layer addAnimation:rotationAnimation forKey:#"rotationAnimation"];
How can I stop the UIView's rotation right where it is, when it's touched? I know how to manage the touch part, but I can't figure out how to stop the view at the animation's current angle.
Solution:
I solved the problem by getting the angle of the presentation layer, removing the animation and setting the view's transform. Here's the code:
[self.view.layer removeAllAnimations];
CALayer* presentLayer = self.view.layer.presentationLayer;
float currentAngle = [(NSNumber *)[presentLayer valueForKeyPath:#"transform.rotation.z"] floatValue];
self.view.transform = CGAffineTransformMakeRotation(currentAngle);
Good question! For this, it's helpful to know the Core Animation architecture.
If you check out the diagram in the Core Animation Programming Guide that describes the Core Animation Rendering Architecture, you can see that there's three trees.
You have the model tree. That's where you set the values of what you want to happen. Then there's the presentation tree. That's what is pretty much happening as far as the runtime is concerned. Then, finally is the render tree. That's what the user sees.
In your case, you want to query the values of the presentation tree.
It's easy to do. For the view that you have attached the animation, get the layer and for that layer, query the presentationLayer's values. For example:
CATransform3D myTransform = [(CALayer*)[self.view.layer presentationLayer] transform];
There's no way to "pause" an animation mid flow. All you can do is query the values, remove it, and then re-create it again from where you left off.
It's a bit of a pain!
Have a look at some of my other posts where I go into this in a bit more detail, e.g.
Restoring animation where it left off when app resumes from background
Don't forget also that when you add an animation to a view's layer, you aren't actually changing the underlying view's properties. So what happens? We'll you get weird effects where the animation stops and you see the view in it's original position.
That's where you need to use the CAAnimation delegates. Have a look at my answer to this post where I cover this:
CABasicAnimation rotate returns to original position
You need to set the rotation to the rotation of the presentationLayer and then remove the animation from the layer. You can read about the presentation layer in my blog post about Hit testing animating layers.
The code to set the final rotation would be something like:
self.view.layer.transform = [(CALayer*)[self.view.layer presentationLayer] transform];
[self.view.layer removeAnimationForKey:#"rotationAnimation"];

Non-Smooth animation with Core Animation

This is a weird request, but I'm using Core Animation (CALayers), and I want my animation to be choppy and non-smooth. I want an image I set up to rotate like a second hand on a clock. Here's my code:
UIImage *arrowImage = [UIImage imageNamed:#"arrow.jpg"];
CALayer *arrow = [CALayer layer];
arrow.contents = (id)arrowImage.CGImage;
arrow.bounds = CGRectMake(0, 0, 169.25, 45.25);
arrow.position = CGPointMake(self.view.bounds.size.width / 2, arrowImage.size.height / 2);
arrow.anchorPoint = CGPointMake(0.0, 0.5);
[self.view.layer addSublayer:arrow];
CABasicAnimation *anim1 = [CABasicAnimation animationWithKeyPath:#"transform.rotation"];
anim1.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];
anim1.fromValue = [NSNumber numberWithFloat:0];
anim1.toValue = [NSNumber numberWithFloat:((360*M_PI)/180)];
anim1.duration = 4.0;
[arrow addAnimation:anim1 forKey:#"transform"];
It produces a gliding motion, which I don't want. How do I get around this?
Any help is appreciated.
If you want it to be really choppy, don't use Core Animation at all. On the other hand, if you want something somewhere in between those two extremes, don't use linear media timing. Instead, you might want to try kCAMediaTimingFunctionEaseIn so that the animation accelerates slightly as the hand moves.
The simple way to do this would be to simply apply a transform to your view. The second hand would snap from one position to the next. Just change the rotation by 360/60 = 6 degrees for each second.
If you want the second-hand to do an animation for each tick, you could use a very fast UIView block-based animation. (say with a 1/15 second duration or so.)
Take a look at the UIView class methods who's names start with animateWithDuration.
Something like this:
- (void) moveSecondHand;
{
seconds++;
angle = M_PI*2*seconds/60 - M_PI/2;
CGAffineTransform transform = CGAffineTransformMakeRotation(angle);
[UIView animateWithDuration: 1.0/15
animations: *{
secondHand.transform = transform
}];
}
That's about all it would take. You're trigger that code with a timer once a second. By default animations use ease-in, ease-out timing, which models physical movement pretty well. Try different durations, but 1/15 is probably a good starting point (you want it fast, but not too fast to see.)
If you want a wobble to your animation you will need to get much fancier, and create an animation group that first moves it by the full amount, and then does a repeating animation that overshoots the stopping point by a small amount and then goes back.

CABasicAnimation not animating my property

I've been trying to understand what is wrong with my animation and I still haven't figure it out. I think it should be really straight forward, but there is probably something I'm missing, even after reading lot of examples and documentation.
My problem comes originally form the fact that on the iPhone, you cannot resize layers automatically (with the view). The documentation says otherwise but there is no autoresizeMask for the layer in the SDKs. So I decided to make a little workaround and animate the layer myself.
I've got this simple piece of code that should do a simple resize animation. The values are good and I even set the delegate in order to trace if the anim start/end.
// I've got a property named layerImage (which is a CALayer)
- (void)animateTestWithFrame:(CGRect)value {
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"layerImage.frame"];
animation.duration = 1;
animation.fromValue = [NSValue valueWithCGRect:self.frame];
animation.toValue = [NSValue valueWithCGRect:value];
animation.removedOnCompletion = YES;
animation.delegate = self;
[self.layer addAnimation:animation forKey:#"layerImage.frame"];
}
So, any ideas? (This view that contains the code is the subview of a subview of the window if that could make a difference)
--- EDIT ---
It seems that frame is not animatable via CABasicAnimation and the named property "frame". When using bounds, I've got some strange result, but at least I'm getting something. Will continue investigating on this.
So it's good that you've figured things out here, but your answer to your own question has some inaccuracies. Let me correct a few things:
The frame property can be animated--just not with explicit animation. If you do the following to a layer other than the root layer of a view, the frame will animate just fine:
[CATransaction begin];
[CATransaction setAnimationDuration:2.0f];
[animationLayer setFrame:CGRectMake(100.0f, 100.0f, 100.0f, 100.0f)];
[CATransaction commit];
Remember that setting a property on a layer will animate that property change by default. In fact you have to disable animations on a property change if you don't want it to animate. (Of course this is only true if you are animating a layer other than the root layer of a view.) You are correct in animating both position and bounds if you need to use an explicit animation.
You can animate the frame on a UIView using implicit animation:
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:3.0f];
[[self view] setFrame:CGRectMake(45.0f, 45.0f, 100.0f, 100.0f)];
[UIView commitAnimations];
This will animate from the view's current frame (bounds and position) to x = 45.0, y = 45.0, w = 100.0, h = 100.0.
It seems you may also be misunderstanding the difference between an animation and a layer. You add animations to layers, but adding an animation to a layer does not automatically set the property that you're animating.
CALayers are model objects. They contain information about the layer that eventually gets rendered to screen. You must set a layer's property if you want that property to actually have that value. If you simply animate the property, it will only be a visual representation and not actual--which is to say this is why the value snaps back to the original value of the layer because you never actually changed it.
Which leads me to the next point. You said:
Use "animation.removedOnCompletion =
NO; animation.fillMode =
kCAFillModeForwards;" to ensure that
the values are not reseted at the end
of the animation
This is not exactly right. These two values simply cause the animation to remain at it's final position visually, however, the layer's actual values have not changed. They are still the exact same values they were when you started the animation. In general (with a few exceptions) you don't want to use these two parameters because they are visual only. What you want is to actually set the layer value for the property you're animating.
Say, for example, that you want to animate the position of your layer using an explicit animation. Here is the code you want:
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"position"];
[animation setFromValue:[NSValue valueWithCGPoint:CGPointMake(70.0f, 70.0f)]];
[animation setToValue:[NSValue valueWithCGPoint:CGPointMake(150.0f, 150.0f)]];
[animation setDuration:2.0f];
// Actually set the position on the *layer* that you want it to be
// when the animation finishes.
[animationLayer setPosition:CGPointMake(150.0f, 150.0f)];
// Add the animation for the position key to ensure that you
// override the animation for position changes with your animation.
[animationLayer addAnimation:animation forKey:#"position"];
You may also want to consider animation grouping. With an animation group, you can group several animations together and then control how they relate to each other. In your case the duration for your bounds and position animations are the same and so what you are trying to do will work fine without a group, but if you wanted to offset the start of the animations, for example you didn't want the position animation to start until a second or two into the frame animation, you could stagger them by setting the beginTime value of the position animation.
Finally, I would be curious to know why you couldn't use the implicit animations available on UIView. I use these in the vast majority of the Core Animation code I write and can't see why this wouldn't work for your situation.
Best regards.
The key path should only be the key path of the property, not the name of the object as well.
Use this
[CABasicAnimation animationWithKeyPath:#"frame"]
instead of this
[CABasicAnimation animationWithKeyPath:#"layerImage.frame"]
And just BTW, when you add animation to a layer, the key doen't mean the key property to animate. Just the key (name) that you want this animation to have (this refers to the last line your code)
So, the solution was to animate the #"bounds" and the #"position" of the layer because frame is not animatable on iPhone. It took me some time to understand that the position was the center of the layer and the resize of the bounds was extending from the center, but that was the easy part.
So, what I did in resume was:
In the setFrame, create 2 animations with the bounds and position property.
Use "animation.removedOnCompletion = NO; animation.fillMode = kCAFillModeForwards;" to ensure that the values are not reseted at the end of the animation
Register the delegate to self in order to implements "animationDidStop:finished:". It seems that you still need to set the values: "layerImage.bounds = [animation.toValue CGRectValue]; layerImage.position = [animation.toValue CGPointValue];".
I wasn't able to use the UIView animation system directly because it wasn't doing what I wanted on the layers.
Thanks tadej5553 for pointing me out the layer problem I had with the "addAnimation". So here is the code for those who would like to see what it looks like.
- (void)animationDidStop:(CAAnimation *)anim finished:(BOOL)flag {
CABasicAnimation *animation = (CABasicAnimation*)anim;
if ([animation.keyPath isEqualToString:#"bounds"]) {
layerImage.bounds = [animation.toValue CGRectValue];
} else if ([animation.keyPath isEqualToString:#"position"]) {
layerImage.position = [animation.toValue CGPointValue];
}
}
- (void)setFrame:(CGRect)value {
CGRect bounds = CGRectMake(0, 0, value.size.width, value.size.height);
if ([UIView isAnimationStarted]) {
// animate the bounds
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:#"bounds"];
animation.duration = [UIView animationDuration];
animation.fromValue = [NSValue valueWithCGRect:layerImage.bounds];
animation.toValue = [NSValue valueWithCGRect:bounds];
animation.removedOnCompletion = NO;
animation.fillMode = kCAFillModeForwards;
animation.timingFunction = [UIView animationFunction];
animation.delegate = self;
[layerImage addAnimation:animation forKey:#"BoundsAnimation"];
// animate the position so it stays at 0, 0 of the frame.
animation = [CABasicAnimation animationWithKeyPath:#"position"];
animation.duration = [UIView animationDuration];
animation.fromValue = [NSValue valueWithCGPoint:layerImage.position];
animation.toValue = [NSValue valueWithCGPoint:CGPointMake(bounds.size.width / 2, bounds.size.height / 2)];
animation.removedOnCompletion = NO;
animation.fillMode = kCAFillModeForwards;
animation.timingFunction = [UIView animationFunction];
animation.delegate = self;
[layerImage addAnimation:animation forKey:#"PositionAnimation"];
} else {
layerImage.frame = bounds;
}
[super setFrame:value];
}

Drawing and Animating with UIView or CALayer?

i am trying to implement a graph which a uiview draws. There are 3 UIViews to animate a left/right slide. The problem is, that i can't cancel the UIView animation. So I replaced the UIViews by CALayer. Now, the question is if CALayer is appicable for this? Is it normal to draw on a CALayer like this? And why is a CALayer so slow when I manipulate the frame properties.
CGRect frame = curve.frame;
frame.origin.x -= diffX;
[curve setFrame:frame];
Is there a alternativ?
P.S. I am a german guy. Sorry for mistakes.
I got the animation with CATransaction, but now I will animate a x move with CABasicAnimation. That's no problem expect that the position of the layer go back to the previous x.
CABasicAnimation *theAnimation;
theAnimation = [CABasicAnimation animationWithKeyPath:#"position"];
theAnimation.delegate = self;
theAnimation.duration = 1.0;
theAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseOut];
CGPoint position = [[curves objectAtIndex:i]position];
position.x = [[curves objectAtIndex:i]position].x - diffX;
[theAnimation setToValue:[NSValue valueWithCGPoint:position]];
[[curves objectAtIndex:i] addAnimation:theAnimation forKey:[NSString stringWithFormat: #"translate.x.%d", index]];
The position changes the position (e.g. xStart = 100, xEnd = 200), but when the animation ends the layer goes back to the beginning x (e.g. x = 100).
Is that normal? How can I solve this problem, that the end position doesn't change anymore?
I tried to changed the removeOnComplete property but that didn't effect.
Hope for help.
Markus
Not sure what you mean by 'slow', but setting the frame of a CALayer in this way uses 'implicit animation'. That is, it will animated the transition from the old frame to the new frame. You can turn this off:
[CATransaction begin];
[CATransaction setValue: (id) kCFBooleanTrue forKey: kCATransactionDisableActions];
[curve setFrame:frame];
[CATransaction commit];
However, this is usually considered an advantage of CALayer. You way want to just use UIViews here, which will not, by default, animate transitions such as this.
Instead of setting the destination position in theAnimation, just set the position property of the thing you want to move.
When you addAnimation:theAnimation, you're setting the "visual style" of any changes to the keyPath property you specified.
When you change the position of the object that the animation is attached to, say from (0,0) to (500,500), CoreAnimation will animate the change for you. The theAnimation object doesn't need the start and end positions, since the underlying object has them.