cabasicanimation

CABasicAnimation resets to initial value after animation completes

血红的双手。 提交于 2019-11-28 02:42:06
I am rotating a CALayer and trying to stop it at its final position after animation is completed. But after animation completes it resets to its initial position. (xcode docs explicitly say that the animation will not update the value of the property.) any suggestions how to achieve this. Nilesh Ukey Edit : Here's the answer, it's a combination of my answer and Krishnan's. cabasicanimation.fillMode = kCAFillModeForwards; cabasicanimation.removedOnCompletion = NO; The default value is kCAFillModeRemoved . (Which is the reset behavior you're seeing.) The problem with removedOnCompletion is the

Animation of stroke of circle segment ends in complete stroke

风流意气都作罢 提交于 2019-11-27 19:55:58
I'm trying to animate the appearance of a segment of a circle. To archive this I use a CABasicAnimations which works quiet fine. The animation starts on top and moves quiet nicely to one third of the whole circle. But when the animation finishes, the circle is being drawn completely immediately. How can I prevent that? Here is the source code of my custom UIView: - (void)drawRect:(CGRect)rect { int radius = 100; int strokeWidth = 10; CGColorRef color = [UIColor redColor].CGColor; int timeInSeconds = 5; CGFloat startAngle = 0; CGFloat endAngle = 0.33; CAShapeLayer *circle = [CAShapeLayer layer]

How to chain different CAAnimation in an iOS application

最后都变了- 提交于 2019-11-27 18:49:55
I need to chain animations, CABasicAnimation or CAAnimationGroup but I don't know how to do it, the only that I do is that all the animation execute at the same time for the same layer. How could I do it? For example, a layer with its contents set to a car image: 1st: move X points to right 2nd: Rotate 90ª to left 3rd: Move X point 4th: Scale the layer All this animations must be executed in a secuencial way, but I can't do it :S BTW: I am not english, sorry if I made some mistakes in my grammar :D tl;dr: You need to manually add each animation after the previous finishes. There is no built in

Draw circle with UIBezierPath

一个人想着一个人 提交于 2019-11-27 13:55:46
问题 I'm trying to draw a circle using UIBezierPath addArcWithCenter method : UIBezierPath *bezierPath = [UIBezierPath bezierPathWithOvalInRect:CGRectMake(0., 0., 100., 100.)]; [bezierPath addArcWithCenter:center radius:0. startAngle:0 endAngle:2 * M_PI clockwise:YES]; CAShapeLayer *progressLayer = [[CAShapeLayer alloc] init]; [progressLayer setPath:bezierPath.CGPath]; [progressLayer setStrokeColor:[UIColor colorWithWhite:1. alpha:.2].CGColor]; [progressLayer setFillColor:[UIColor clearColor]

replacing CALayer and CABasicAnimation with SKScene and SKActions

女生的网名这么多〃 提交于 2019-11-27 05:41:23
问题 I am trying to restructure this Github Swift project on Metaballs so that the circles are represented by SKShapeNodes that are moved around by SKActions instead of CABasicAnimation . I am not interested in the various Metaball parameters (the handleLenRate, Spacing and so on) appearing in the viewController. I basically want to be able to specify a start and end position for the animation using SKActions. I am not certain how to achieve this, especially how to replace the startAnimation

CAShapeLayer Animating Path Glitches / Flickers (From Ellipse to Rect and back)

∥☆過路亽.° 提交于 2019-11-27 02:54:10
问题 I am running into an issue when I create an explicit animation to change the value of a CAShapeLayer's path from an ellipse to a rect. In my canvas controller I setup a basic CAShapeLayer and add it to the root view's layer: CAShapeLayer *aLayer; aLayer = [CAShapeLayer layer]; aLayer.frame = CGRectMake(100, 100, 100, 100); aLayer.path = CGPathCreateWithEllipseInRect(aLayer.frame, nil); aLayer.lineWidth = 10.0f; aLayer.strokeColor = [UIColor blackColor].CGColor; aLayer.fillColor = [UIColor

How to chain different CAAnimation in an iOS application

雨燕双飞 提交于 2019-11-26 22:43:51
问题 I need to chain animations, CABasicAnimation or CAAnimationGroup but I don't know how to do it, the only that I do is that all the animation execute at the same time for the same layer. How could I do it? For example, a layer with its contents set to a car image: 1st: move X points to right 2nd: Rotate 90ª to left 3rd: Move X point 4th: Scale the layer All this animations must be executed in a secuencial way, but I can't do it :S BTW: I am not english, sorry if I made some mistakes in my

Animation of stroke of circle segment ends in complete stroke

こ雲淡風輕ζ 提交于 2019-11-26 20:03:21
问题 I'm trying to animate the appearance of a segment of a circle. To archive this I use a CABasicAnimations which works quiet fine. The animation starts on top and moves quiet nicely to one third of the whole circle. But when the animation finishes, the circle is being drawn completely immediately. How can I prevent that? Here is the source code of my custom UIView: - (void)drawRect:(CGRect)rect { int radius = 100; int strokeWidth = 10; CGColorRef color = [UIColor redColor].CGColor; int

CABasicAnimation rotate returns to original position

扶醉桌前 提交于 2019-11-26 17:21:22
问题 i'm rotating a CALayer using CABasicAnimation and works fine. The problem is, when I try to rotate the same layer, it returns back to its original position before it will rotate. My expected output is that, for the next rotation, it should start from where it has ended. Here's my code: CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:@"transform.rotation"]; animation.fromValue = 0; animation.toValue = [NSNumber numberWithFloat:3.0]; animation.duration = 3.0; animation

Is there a way to pause a CABasicAnimation?

做~自己de王妃 提交于 2019-11-26 03:05:30
问题 I have a basic spinning animation of the iPhone. Is there any way that I can \"pause\" the animation so that the position of the view will be maintained? I guess one way of doing this would be to cause the animation to \"complete\" instead of calling \"remove\" on it, how would I do that? CABasicAnimation* rotationAnimation; rotationAnimation = [CABasicAnimation animationWithKeyPath:@\"transform.rotation.z\"]; rotationAnimation.toValue = [NSNumber numberWithFloat: M_PI * 2]; rotationAnimation