Got a question. I have a subclassed UIView that is acting as my background where I am scrolling the ground. The code is working really nice and according to the Instrumentation, I am not leaking nor is my created and still living Object allocation growing.
I have discovered else where in my application that adding an animation to a UIImageView that is owned by my subclassed UIView seems to bump up my retain count and removing all animations when I am done drops it back down.
My question is this, when you add an animation to a layer with a key, I am assuming that if there is already a used animation in that entry position in the backing dictionary that it is released and goes into the autorelease pool?
For example:
- (void)animationDidStop:(CAAnimation *)theAnimation finished:(BOOL)flag
{
NSString *keyValue = [theAnimation valueForKey:#"name"];
if ( [keyValue isEqual:#"step1"] && flag ) {
groundImageView2.layer.position = endPos;
CABasicAnimation *position = [CABasicAnimation animationWithKeyPath:#"position"];
position.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];
position.toValue = [NSValue valueWithCGPoint:midEndPos];
position.duration = (kGroundSpeed/3.8);
position.fillMode = kCAFillModeForwards;
[position setDelegate:self];
[position setRemovedOnCompletion:NO];
[position setValue:#"step2-1" forKey:#"name"];
[groundImageView2.layer addAnimation:position forKey:#"positionAnimation"];
groundImageView1.layer.position = startPos;
position = [CABasicAnimation animationWithKeyPath:#"position"];
position.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];
position.toValue = [NSValue valueWithCGPoint:midStartPos];
position.duration = (kGroundSpeed/3.8);
position.fillMode = kCAFillModeForwards;
[position setDelegate:self];
[position setRemovedOnCompletion:NO];
[position setValue:#"step2-2" forKey:#"name"];
[groundImageView1.layer addAnimation:position forKey:#"positionAnimation"];
}
else if ( [keyValue isEqual:#"step2-2"] && flag ) {
groundImageView1.layer.position = midStartPos;
CABasicAnimation *position = [CABasicAnimation animationWithKeyPath:#"position"];
position.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];
position.toValue = [NSValue valueWithCGPoint:endPos];
position.duration = 12;
position.fillMode = kCAFillModeForwards;
[position setDelegate:self];
[position setRemovedOnCompletion:NO];
[position setValue:#"step1" forKey:#"name"];
[groundImageView1.layer addAnimation:position forKey:#"positionAnimation"];
}
}
This chains animations infinitely, and as I said one it is running the created and living object allocation doesn't change. I am assuming everytime I add an animation the one that exists in that key position is released.
Just wondering I am correct. Also, I am relatively new to Core Animation. I tried to play around with re-using the animations but got a little impatient. Is it possible to reuse animations?
Thanks!
Bryan
Your assumption is difficult to verify without Apple's source code. When you call addAnimation:forKey:, the CALayer makes a copy of the animation object. There is no guarantee from the API (in the docs or elsewhere) that it will release a running animation when another is added for the same key. It would be much safer for you to explicitly call removeAnimation:forKey: rather than relying on the API to do what you want.
Also, why have you set removedOnCompletion to NO in the code above? The default behavior of a CAAnimation is to remove itself from the layer once it has completed, and then call animationDidStop:finished: on the delegate. You can then add any other animation to the layer with the same key. Isn't this exactly what you're trying to do? It seems like you might be over thinking it a little.
As for your question about reusing animations: since the animation object is copied when added to a CALayer, you can hold a reference to an animation object that you create and keep adding it to as many layers as you want as many times as you like.
Related
I'm animating UIImageView using iOS core animation "CABasicAnimation", all works fine for me but the only problem is when i animate to the position, after completeing animation it comes back to original position where it was. how can i overcome this? i need to keep UIImageView in moved position.
NOTE : I've seen few questions with success answers regarding this, but i have no idea why mine is not working like they say.
After rotating a CALayer using CABasicAnimation the layer jumps back to it's unrotated position
Here is my sample code,
CGPoint endPt = CGPointMake(160, 53);
CABasicAnimation *anim5 = [CABasicAnimation animationWithKeyPath:#"position"];
[anim5 setBeginTime:CACurrentMediaTime()+0.4];
anim5.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseOut];
anim5.fromValue = [NSValue valueWithCGPoint:imgRef.layer.position];
anim5.toValue = [NSValue valueWithCGPoint:endPt];
anim5.duration = 1.5;
anim5.speed = 2;
[imgRef.layer addAnimation:anim5 forKey:#"position"];
//this is what other answers ask to do
[anim5 setFillMode:kCAFillModeForwards];
[anim5 setRemovedOnCompletion:NO];
BTW [imgRef.layer setPosition:CGPointMake(160, 53)]; won't help me since i'm delaying animation with 4 milliseconds.
The root cause is that the animation just transitions the property between two values, it doesn't actually change the ending value. You need to change the ending value when the animation completes, there are three ways to do that.
1) Use the delegate property on the CAAnimation superclass to be notified of when the animation completes. At that point you can set the property to it's end value. See: https://developer.apple.com/library/mac/#documentation/GraphicsImaging/Reference/CAAnimation_class/Introduction/Introduction.html#//apple_ref/occ/cl/CAAnimation The animationDidStop:finished: is the method you'll need to implement on the delegate.
2) Set a completion block on the surrounding CATransaction. You'll need to manually start the CATransaction rather than having CABasicAnimation do that automatically for you. See: Objective-C - CABasicAnimation applying changes after animation?
3) See OMZ's comment below...
The right answer is to set the layer's position property, but as you've pointed out, it makes it more difficult because you're wanting a 0.4 second delay prior to the position change. Is there any reason you couldn't perform the delay first and then do the animation? Something like this:
- (IBAction)didTapMove:(id)sender
{
[self performSelector:#selector(animate) withObject:nil afterDelay:0.4];
}
- (void)animate
{
CGPoint endPt = CGPointMake(160, 53);
CABasicAnimation *anim5 = [CABasicAnimation animationWithKeyPath:#"position"];
anim5.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseOut];
anim5.fromValue = [NSValue valueWithCGPoint:_imageView.layer.position];
anim5.toValue = [NSValue valueWithCGPoint:endPt];
anim5.duration = 1.5;
anim5.speed = 2;
[_imageView.layer addAnimation:anim5 forKey:#"position"];
[_imageView.layer setPosition:CGPointMake(160, 53)];
}
Noticed I've removed your begin time from the animation since the delay is occurring in the perform selector call.
- (void)fadeOutStuff
{
CABasicAnimation *anim = [CABasicAnimation animationWithKeyPath:#"opacity"];
anim.delegate = self;
anim.duration = 0.25f;
anim.removedOnCompletion = NO;
anim.fillMode = kCAFillModeForwards;
anim.fromValue = [NSNumber numberWithFloat:1.0f];
anim.fromValue = [NSNumber numberWithFloat:0.0f];
[self.searchList.layer addAnimation:anim forKey:#"animationOpacity"];
}
I have this code to simply animate an object in and out, and after the animation is complete, the layer is not touchable. Is the animation process setting the layer down a level/index? I can still touch elements behind the animated layer, but not the animated layer itself. Am I missing a setting? Am I going about animation the wrong way, based on this code?
I figure this out, and the property fillMode is mainly responsible for disabling touch events in animated objects. Do not use it if whatever you're animating needs to handle touch events. Basically, the workaround I used was removed the fillMode property, and set the final stage of the animation manually after adding the animation to the layer
[self.searchList.layer addAnimation:anim forKey:#"animationOpacity"];
[self.searchList.layer setValue:[NSNumber numberWithFloat:endingOpacityValue forKey:#"opacity"]];
If I remember correctly, hidden objects won't receive touches. I don't know if the applies if it's just opacity set to zero, but try seeing what happens if you do it to just 0.01f instead of all the way to 0.
By the way, I don't know if it's a typo or not, but you set anim.fromValue twice, and you don't set anim.toValue.
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];
}
I am trying to perform some kind of animation of a layer in my iPhone application. It does not matter what I do I always get the same results: after the animation is done it jerks back into it's original position. Even though I set removedOnCompletion to false there is no difference.
What am I missing here?
Thanks in advance!
EDIT: Really need help with this one guys. I am creating animations with CAKeyframeAnimation and CABasicAnimation objects, then adding them to a CAAnimationGroup which I in turn att to the layer. The animation works as predicted except that it always snaps back to it's original state. This is the case even though I set removedOnCompletion = NO; on all animation-objects and the animation group.
Some one please point me in the right direction! I you live in the Stockholm area I will buy you a coffe. =) New code posted below:
CABasicAnimation *leveloutLeafAnimation = [CABasicAnimation animationWithKeyPath:#"transform"];
leveloutLeafAnimation.removedOnCompletion = NO;
leveloutLeafAnimation.duration = 1.0;
leveloutLeafAnimation.repeatDuration = 20;
CATransform3D transformLeafToRotation = CATransform3DMakeRotation(0.0, 0.0, 0.0, 1);
CATransform3D transformLeafFromRotation = CATransform3DMakeRotation([self _degreesToRadians:270.0], 0.0, 0.0, 1);
leveloutLeafAnimation.fromValue = [NSValue valueWithCATransform3D:transformLeafFromRotation];
leveloutLeafAnimation.toValue = [NSValue valueWithCATransform3D:transformLeafToRotation];
//Create an animation group to combine the animations.
CAAnimationGroup *theAnimationGroup = [CAAnimationGroup animation];
//The animationgroup conf.
theAnimationGroup.delegate = self;
theAnimationGroup.duration = animationDuration;
theAnimationGroup.removedOnCompletion = NO;
theAnimationGroup.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];
theAnimationGroup.animations = [NSArray arrayWithObjects:leveloutLeafAnimation, leafMoveAnimation, nil];
// Add the animation group to the leaf layer.
[leafViewLayer addAnimation:theAnimationGroup forKey:#"animatLeafFalling"];
Not sure if this is helpful, but this guy seems like he was having a similar problem.
You might have to set the transform property of the layer while the animation is running to transformLeafToRotation.
Good luck!
I am trying to create a falling coin. The coin image is a CALayer with 2 CABasicAnimations on it - a falling down and a rotation one. When the falling down animation gets to its end, it stays there. The rotation animation though, which is supposed to be random and end up in a different angle every time, just pops back to the original CALAyer image.
I want it to stay in the angle it finished the animation on. Is it possible? How do I do it?
Code:
//Moving down animation:
CABasicAnimation *anim = [CABasicAnimation animationWithKeyPath:#"transform.translation.y"];
anim.duration = 1;
anim.autoreverses = NO;
anim.removedOnCompletion = YES;
anim.fromValue = [NSNumber numberWithInt: -80 - row_height * (8 - _col)];
anim.toValue = [NSNumber numberWithInt: 0];
//Rotation Animation:
CABasicAnimation *rota = [CABasicAnimation animationWithKeyPath:#"transform.rotation"];
rota.duration = 4;
rota.autoreverses = NO;
rota.removedOnCompletion = NO;
rota.fromValue = [NSNumber numberWithFloat: 0];
rota.toValue = [NSNumber numberWithFloat: 2.5 * 3.15 ];
[cl addAnimation: rota forKey: #"rotation"];
[cl addAnimation: anim forKey: #"animateFalling"];
Have you set the removedOnCompletion property of the rotation animation to NO, e.g.,
rota.removedOnCompletion = NO;
That should leave the presentation layer where it was when the animation finished. The default is YES, which will snap back to the model value, i.e., the behavior you describe.
The fillMode should also be set, i.e.,
rota.fillMode = kCAFillModeForwards;
I was trying to rotate an arrow back and forth, like the Twitter/Facebook "Pull to Refresh" effect.
The problem is, I was doing the rotation back and forth on the same UIView, so after adding
rotation.removedOnCompletion = NO;
rotation.fillMode = kCAFillModeForwards;
The forward animation war working OK but the backwards animation was not working at all.
So I added the last line suggested by yeahdixon, and in addition set the view's transform to the animation's completed state: (rotation by 180 degrees)
[myview.layer removeAllAnimations];
myView.transform = CGAffineTransformMakeRotation(M_PI);
For the 'restore' animation (backwards) I do this on completion:
myView.transform = CGAffineTransformMakeRotation(0);
...and it works fine. Somehow it doesn't need the removeAllAnimations call.
I found that by setting : removedOnCompletion = NO;
did not produce a visible leak in instruments, but did not get deallocated and was accumulating a small amount of memory. IDK if its my implementation or what, but by adding removeAllAnimations at the end of the animation seemed to clear out this tiny bit of residual memory.
[myview.layer removeAllAnimations];