Reputation: 790
I've made a custom class of CAGradientLayer (added radial gradient option). I works but I can't figure out why I can't animate the colors.
Here's my code.
The animation is a simple CABasicAnimation where I set the toValue to a new array with colors.
#import "ExtCAGradientLayer.h"
NSString * const kExt_CAGradientLayerRadial = @"RadialGradient";
@implementation ExtCAGradientLayer
@synthesize gradientDrawingOptions;
+(BOOL)needsDisplayForKey:(NSString *)key
{
return [key isEqualToString:@"type"] || [super needsDisplayForKey:key];
}
- (void)drawInContext:(CGContextRef)theContext
{
if ([self.type isEqualToString:kExt_CAGradientLayerRadial]) {
size_t num_locations = self.locations.count;
int numbOfComponents = 0;
CGColorSpaceRef colorSpace = NULL;
if (self.colors.count) {
CGColorRef colorRef = (__bridge CGColorRef)[self.colors objectAtIndex:0];
numbOfComponents = CGColorGetNumberOfComponents(colorRef);
colorSpace = CGColorGetColorSpace(colorRef);
}
float *locations = calloc(num_locations, sizeof(float));
float *components = calloc(num_locations, numbOfComponents * sizeof(float));
for (int x = 0; x < num_locations; x++) {
locations[x] = [[self.locations objectAtIndex:x] floatValue];
const CGFloat *comps = CGColorGetComponents((__bridge CGColorRef)[self.colors objectAtIndex:x]);
for (int y = 0; y < numbOfComponents; y++) {
int shift = numbOfComponents * x;
components[shift + y] = comps[y];
}
}
CGPoint position = CGPointMake(CGRectGetMidX(self.bounds), CGRectGetMidY(self.bounds));
CGFloat radius = floorf(MIN(self.bounds.size.width, self.bounds.size.height) / 2);
CGGradientRef gradient = CGGradientCreateWithColorComponents(colorSpace, components, locations, num_locations);
CGContextDrawRadialGradient(theContext, gradient, position, 0, position, radius, self.gradientDrawingOptions);
free(locations);
free(components);
}
Upvotes: 1
Views: 2102
Reputation: 299623
Layers have a bunch of implicit animations tied to them. This can make them a little funny when interacting with CABasicAnimation
. My first recommendation is to avoid CABasicAnimation
when working with layers. There's almost never a good reason for it, since layers know how to animate themselves. It's much easier just to do this:
[CATransaction begin];
[CATransaction setAnimationDuration:3];
layer.colors = [NSArray arrayWithObjects:
(__bridge id)[UIColor redColor].CGColor,
[UIColor greenColor].CGColor,
nil];
[CATransaction commit];
That's a 3-second animation of the colors. Easy. The begin/commit aren't technically needed in most cases, but they limit the scope of the setAnimationDuration:
in case you're animating other things in this transaction.
But maybe you like CABasicAnimation
, or you're using it something that returns them (I do that sometimes). You can still combine them with CALayer
, but you have to tell CALayer
to stop its automatic animation (setDisableActions:
). And you still want to use the layer setters rather than toValue:
.
[CATransaction begin];
[CATransaction setDisableActions:YES];
CABasicAnimation *anim = [[CABasicAnimation alloc] init];
anim.duration = 3;
[layer addAnimation:anim forKey:@"colors"];
layer.colors = [NSArray arrayWithObjects:
(__bridge id)[UIColor redColor].CGColor,
[UIColor greenColor].CGColor,
nil];
[CATransaction commit];
If you use toValue:
rather than the setter, it will work, but will "jump back" to the original value at the end.
Avoid solutions that suggest setting fillMode
and removedOnCompletion
. These generate many subtle problems if you don't understand exactly what they're doing. They seldom are what you really mean; they just happen to work as long as things are very simple.
Upvotes: 4