Listen carefully, because this is specific. I\'m trying to make an analog clock in iPhone SDK. I\'ve been trying to accomplish this for three weeks now, I\'ve asked five quest
You asked kind of the same question and I said that Layers is much better... well this time I have written the hole program in a record time than less than three weeks ;).
If you want to use images then get your images and set them inside initWithFrame:
Interface: ClockView.h
#import
#import
@interface ClockView : UIView {
CALayer *containerLayer;
CALayer *hourHand;
CALayer *minHand;
CALayer *secHand;
NSTimer *timer;
}
- (void) start;
- (void) stop;
@end
Implementation: ClockView.m
#import "ClockView.h"
@implementation ClockView
float Degrees2Radians(float degrees) { return degrees * M_PI / 180; }
- (void) start{
timer = [NSTimer scheduledTimerWithTimeInterval:1.0 target:self
selector:@selector(updateClock)
userInfo:nil repeats:YES];
}
- (void) stop{
[timer invalidate];
timer = nil;
}
- (void) updateClock{
NSDateComponents *dateComponents = [[NSCalendar currentCalendar] components:(NSHourCalendarUnit | NSMinuteCalendarUnit | NSSecondCalendarUnit)
fromDate:[NSDate date]];
NSInteger seconds = [dateComponents second];
NSInteger minutes = [dateComponents minute];
NSInteger hours = [dateComponents hour];
//correction of inverted clock
seconds += 30; seconds %=60;
minutes += 30; minutes %=60;
hours += 6; hours %=12;
hourHand.transform = CATransform3DMakeRotation (Degrees2Radians(hours*360/12), 0, 0, 1);
minHand.transform = CATransform3DMakeRotation (Degrees2Radians(minutes*360/60), 0, 0, 1);
secHand.transform = CATransform3DMakeRotation (Degrees2Radians(seconds*360/60), 0, 0, 1);
}
- (void) layoutSubviews{
[super layoutSubviews];
containerLayer.frame = CGRectMake(0, 0, self.frame.size.width, self.frame.size.height);
float length = MIN(self.frame.size.width, self.frame.size.height)/2;
CGPoint c = CGPointMake(self.frame.size.width/2, self.frame.size.height/2);
hourHand.position = minHand.position = secHand.position = c;
hourHand.bounds = CGRectMake(0,0,10,length*0.5);
minHand.bounds = CGRectMake(0,0,8,length*0.8);
secHand.bounds = CGRectMake(0,0,4,length);
hourHand.anchorPoint = CGPointMake(0.5,0.0);
minHand.anchorPoint = CGPointMake(0.5,0.0);
secHand.anchorPoint = CGPointMake(0.5,0.0);
}
- (id)initWithFrame:(CGRect)frame {
self = [super initWithFrame:frame];
if (self) {
containerLayer = [[CALayer layer] retain];
hourHand = [[CALayer layer] retain];
minHand = [[CALayer layer] retain];
secHand = [[CALayer layer] retain];
//paint your hands: simple colors
hourHand.backgroundColor = [UIColor blackColor].CGColor;
hourHand.cornerRadius = 3;
minHand.backgroundColor = [UIColor grayColor].CGColor;
secHand.backgroundColor = [UIColor whiteColor].CGColor;
secHand.borderWidth = 1.0;
secHand.borderColor = [UIColor grayColor].CGColor;
//put images
//hourHand.contents = (id)[UIImage imageNamed:@"hour.png"].CGImage;
//minHand.contents = (id)[UIImage imageNamed:@"min.png"].CGImage;
//secHand.contents = (id)[UIImage imageNamed:@"sec.png"].CGImage;
[containerLayer addSublayer:hourHand];
[containerLayer addSublayer:minHand];
[containerLayer addSublayer:secHand];
[self.layer addSublayer:containerLayer];
self.layer.borderColor = [UIColor greenColor].CGColor;
self.layer.borderWidth = 1.0;
}
return self;
}
- (void)dealloc {
[self stop];
[hourHand release];
[minHand release];
[secHand release];
[containerLayer release];
[super dealloc];
}
@end
Usage:
#import "ClockView.h"
- (void)viewDidLoad {
[super viewDidLoad];
ClockView *clockView = [[ClockView alloc] initWithFrame:CGRectMake(0,0,100,100)];
[self.view addSubview:clockView];
[clockView start];
[clockView release];
}