I have an endlessly looping CABasicAnimation
of a repeating image tile in my view:
a = [CABasicAnimation animationWithKeyPath:@\"position\"];
a
After quite a lot of searching and talks with iOS development gurus, it appears that QA1673 doesn't help when it comes to pausing, backgrounding, then moving to foreground. My experimentation even shows that delegate methods that fire off from animations, such asanimationDidStop
become unreliable.
Sometimes they fire, sometimes they don't.
This creates a lot of problems because it means that, not only are you looking at a different screen that you were when you paused, but also the sequence of events currently in motion can be disrupted.
My solution thus far has been as follows:
When the animation starts, I get the start time:
mStartTime = [layer convertTime:CACurrentMediaTime() fromLayer:nil];
When the user hits the pause button, I remove the animation from theCALayer
:
[layer removeAnimationForKey:key];
I get the absolute time usingCACurrentMediaTime()
:
CFTimeInterval stopTime = [layer convertTime:CACurrentMediaTime() fromLayer:nil];
Using themStartTime
andstopTime
I calculate an offset time:
mTimeOffset = stopTime - mStartTime;
I also set the model values of the object to be that of thepresentationLayer
. So, mystop
method looks like this:
//--------------------------------------------------------------------------------------------------
- (void)stop
{
const CALayer *presentationLayer = layer.presentationLayer;
layer.bounds = presentationLayer.bounds;
layer.opacity = presentationLayer.opacity;
layer.contentsRect = presentationLayer.contentsRect;
layer.position = presentationLayer.position;
[layer removeAnimationForKey:key];
CFTimeInterval stopTime = [layer convertTime:CACurrentMediaTime() fromLayer:nil];
mTimeOffset = stopTime - mStartTime;
}
On resume, I recalculate what's left of the paused animation based upon themTimeOffset
. That's a bit messy because I'm usingCAKeyframeAnimation
. I figure out what keyframes are outstanding based on themTimeOffset
. Also, I take into account that the pause may have occurred mid frame, e.g. halfway betweenf1
andf2
. That time is deducted from the time of that keyframe.
I then add this animation to the layer afresh:
[layer addAnimation:animationGroup forKey:key];
The other thing to remember is that you will need to check the flag inanimationDidStop
and only remove the animated layer from the parent withremoveFromSuperlayer
if the flag isYES
. That means that the layer is still visible during the pause.
This method does seem very laborious. It does work though! I'd love to be able to simply do this using QA1673. But at the moment for backgrounding, it doesn't work and this seems to be the only solution.
I was able to restore the animation (but not the animation position) by saving a copy of the current animation and adding it back on resume. I called startAnimation on load and when entering the foreground and pause when entering the background.
- (void) startAnimation {
// On first call, setup our ivar
if (!self.myAnimation) {
self.myAnimation = [CABasicAnimation animationWithKeyPath:@"transform"];
/*
Finish setting up myAnimation
*/
}
// Add the animation to the layer if it hasn't been or got removed
if (![self.layer animationForKey:@"myAnimation"]) {
[self.layer addAnimation:self.spinAnimation forKey:@"myAnimation"];
}
}
- (void) pauseAnimation {
// Save the current state of the animation
// when we call startAnimation again, this saved animation will be added/restored
self.myAnimation = [[self.layer animationForKey:@"myAnimation"] copy];
}
Just in case anyone needs a Swift 3 solution for this problem:
All you have to do is to subclass your animated view from this class. It always persist and resume all animations on it's layer.
class ViewWithPersistentAnimations : UIView {
private var persistentAnimations: [String: CAAnimation] = [:]
private var persistentSpeed: Float = 0.0
override init(frame: CGRect) {
super.init(frame: frame)
self.commonInit()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
self.commonInit()
}
func commonInit() {
NotificationCenter.default.addObserver(self, selector: #selector(didBecomeActive), name: NSNotification.Name.UIApplicationWillEnterForeground, object: nil)
NotificationCenter.default.addObserver(self, selector: #selector(willResignActive), name: NSNotification.Name.UIApplicationDidEnterBackground, object: nil)
}
deinit {
NotificationCenter.default.removeObserver(self)
}
func didBecomeActive() {
self.restoreAnimations(withKeys: Array(self.persistentAnimations.keys))
self.persistentAnimations.removeAll()
if self.persistentSpeed == 1.0 { //if layer was plaiyng before backgorund, resume it
self.layer.resume()
}
}
func willResignActive() {
self.persistentSpeed = self.layer.speed
self.layer.speed = 1.0 //in case layer was paused from outside, set speed to 1.0 to get all animations
self.persistAnimations(withKeys: self.layer.animationKeys())
self.layer.speed = self.persistentSpeed //restore original speed
self.layer.pause()
}
func persistAnimations(withKeys: [String]?) {
withKeys?.forEach({ (key) in
if let animation = self.layer.animation(forKey: key) {
self.persistentAnimations[key] = animation
}
})
}
func restoreAnimations(withKeys: [String]?) {
withKeys?.forEach { key in
if let persistentAnimation = self.persistentAnimations[key] {
self.layer.add(persistentAnimation, forKey: key)
}
}
}
}
extension CALayer {
func pause() {
if self.isPaused() == false {
let pausedTime: CFTimeInterval = self.convertTime(CACurrentMediaTime(), from: nil)
self.speed = 0.0
self.timeOffset = pausedTime
}
}
func isPaused() -> Bool {
return self.speed == 0.0
}
func resume() {
let pausedTime: CFTimeInterval = self.timeOffset
self.speed = 1.0
self.timeOffset = 0.0
self.beginTime = 0.0
let timeSincePause: CFTimeInterval = self.convertTime(CACurrentMediaTime(), from: nil) - pausedTime
self.beginTime = timeSincePause
}
}
On Gist: https://gist.github.com/grzegorzkrukowski/a5ed8b38bec548f9620bb95665c06128
I write a Swift 4.2 version extension based on @cclogg and @Matej Bukovinski answers. All you need is to call layer.makeAnimationsPersistent()
Full Gist here: CALayer+AnimationPlayback.swift, CALayer+PersistentAnimations.swift
Core part:
public extension CALayer {
static private var persistentHelperKey = "CALayer.LayerPersistentHelper"
public func makeAnimationsPersistent() {
var object = objc_getAssociatedObject(self, &CALayer.persistentHelperKey)
if object == nil {
object = LayerPersistentHelper(with: self)
let nonatomic = objc_AssociationPolicy.OBJC_ASSOCIATION_RETAIN_NONATOMIC
objc_setAssociatedObject(self, &CALayer.persistentHelperKey, object, nonatomic)
}
}
}
public class LayerPersistentHelper {
private var persistentAnimations: [String: CAAnimation] = [:]
private var persistentSpeed: Float = 0.0
private weak var layer: CALayer?
public init(with layer: CALayer) {
self.layer = layer
addNotificationObservers()
}
deinit {
removeNotificationObservers()
}
}
private extension LayerPersistentHelper {
func addNotificationObservers() {
let center = NotificationCenter.default
let enterForeground = UIApplication.willEnterForegroundNotification
let enterBackground = UIApplication.didEnterBackgroundNotification
center.addObserver(self, selector: #selector(didBecomeActive), name: enterForeground, object: nil)
center.addObserver(self, selector: #selector(willResignActive), name: enterBackground, object: nil)
}
func removeNotificationObservers() {
NotificationCenter.default.removeObserver(self)
}
func persistAnimations(with keys: [String]?) {
guard let layer = self.layer else { return }
keys?.forEach { (key) in
if let animation = layer.animation(forKey: key) {
persistentAnimations[key] = animation
}
}
}
func restoreAnimations(with keys: [String]?) {
guard let layer = self.layer else { return }
keys?.forEach { (key) in
if let animation = persistentAnimations[key] {
layer.add(animation, forKey: key)
}
}
}
}
@objc extension LayerPersistentHelper {
func didBecomeActive() {
guard let layer = self.layer else { return }
restoreAnimations(with: Array(persistentAnimations.keys))
persistentAnimations.removeAll()
if persistentSpeed == 1.0 { // if layer was playing before background, resume it
layer.resumeAnimations()
}
}
func willResignActive() {
guard let layer = self.layer else { return }
persistentSpeed = layer.speed
layer.speed = 1.0 // in case layer was paused from outside, set speed to 1.0 to get all animations
persistAnimations(with: layer.animationKeys())
layer.speed = persistentSpeed // restore original speed
layer.pauseAnimations()
}
}