Reputation: 5813
I am making an iOS App. I have several CALayer
objects that eventually will be deleted by a (shrinking) animation. When the animation is completed, and animationDidStop:finished
is invoked, I would like to remove the CALayer
object from the super view and delete it.
CALayer
object in
animationDidStop:finished
? I would have guessed that the
CAanimation
-object had a pointer to the layer, but I can't find it
in the doc. Upvotes: 6
Views: 6036
Reputation: 623
It's been a long time since this question has been answered, however i'll try and add a more swifty solution, in case anybody is still looking for a more clean solution nowadays.
If everything you're interested in is simply remove the layer as soon as the CAAnimation is finished, you can assign the animation's delegate to a simple NSObject that holds a reference to the target layer and waits for the animation callback in order to dismiss it.
Let's call this helper object LayerRemover:
class LayerRemover: NSObject, CAAnimationDelegate {
private weak var layer: CALayer?
init(for layer: CALayer) {
self.layer = layer
super.init()
}
func animationDidStop(_ anim: CAAnimation, finished flag: Bool) {
layer?.removeFromSuperlayer()
}
}
Everything this object does is receiving a CALayer reference via initializer and waiting for the animationDidStop callback before removing the layer. At this point, as soon as the CAAnimation that's retaining it via the delegate property is deinitialized, the Layer remover gets purged too.
Now, all you have to do is actually instatiate this remover and use it:
let layer = CAShapeLayer()
layer.path = UIBezierPath(ovalIn: CGRect(x: 0, y: 0, width: 200, height: 100)).cgPath
let myAnimation = CABasicAnimation(keyPath: "strokeEnd")
...
myAnimation.delegate = LayerRemover(for: layer)
That's it!
Please note that you don't have to retain any reference to the LayerRemover object since from the Apple documentation we can read that
The delegate object is retained by the receiver. This is a rare exception to the memory management rules described in Advanced Memory Management Programming Guide.
Upvotes: 10
Reputation: 5813
One alternativ solution is to add a layer pointer to the animation object's dictionary, as follows
// in some define section
#define kAnimationRemoveLayer @"animationRemoveLayer"
then, in the animationDidStop,
- (void)animationDidStop:(CAAnimation *)theAnimation finished:(BOOL)flag{
CALayer *lay = [theAnimation valueForKey:kAnimationRemoveLayer];
if(lay){
[lay removeAllAnimations];
[lay removeFromSuperlayer];
}
}
and, finally, in the animation setup,
CALAyer * lay = ... ; BOOL shouldRemove = .... ; CABasicAnimation* anim = [CABasicAnimation animationWithKeyPath:@"position"]; anim.delegate = self; if (shouldRemove) [anim setValue:lay forKey:kAnimationRemoveLayer];
Upvotes: 0
Reputation: 3447
When you create the animation and set the delegate, just pass the CALayer you want to remove with your animation.
As for removing all the animations, you have two options:
Upvotes: 1
Reputation: 1724
See if this answer helps: Perform an action after the animation has finished I find animateWithDuration:animations:completion: to be way easier to use than working directly with CALayer. You can chain multiple animations via the completion handler and then remove the layer in the last one. eg:
[UIView animateWithDuration:1.0 animations:^{
// do first animation in the sequence
} completion:^(BOOL finished) {
[UIView animateWithDuration:1.0 animations:^{
// do second animation in the sequence
} completion:^(BOOL finished) {
[UIView animateWithDuration:1.0 animations:^{
// do third animation in the sequence
} completion:^(BOOL finished) {
// remove layer after all are done
}];
}];
}];
Possibly a little messy this way, but you could refactor these into their own method calls, for instance.
Upvotes: 0