Reputation: 119
Is there a method or function that can stop previous animation, when I switch segment controls? If I don't remove animation, image that was fading on first segment, starts rotating on the second and then moves on the third segment. While I switch segments, it works more like appending different animations all the time.
I tried: - removeAllAnimations(), but it doesn't work properly. - self.view.layer.removeAnimation(forKey: "moveAnimation"). Tried that one at the end of the code for each segment choice.
Maybe I am not putting it in the right spot, but I can't get it working properly
Here is my code:
import UIKit
class MoveViewController: UIViewController {
@IBOutlet var sgAction : UISegmentedControl!
var moveLayer : CALayer?
@IBAction func segmentDidChange(sender : UISegmentedControl){
updateAction()
}
func updateAction(){
let action = sgAction.selectedSegmentIndex
if action == 0 {
//fade
let fadeAnimation = CABasicAnimation(keyPath: "opacity")
self.view.layer.removeAnimation(forKey: "fadeAnimation")
fadeAnimation.timingFunction = CAMediaTimingFunction(name: CAMediaTimingFunctionName.easeInEaseOut)
fadeAnimation.fromValue = NSNumber.init(value: 1.0)
fadeAnimation.toValue = NSNumber.init(value: 0.0)
fadeAnimation.isRemovedOnCompletion = false
fadeAnimation.duration = 3.0
fadeAnimation.beginTime = 1.0
fadeAnimation.isAdditive = false
fadeAnimation.fillMode = CAMediaTimingFillMode.both
fadeAnimation.repeatCount = Float.infinity
moveLayer?.add(fadeAnimation, forKey: nil)
} else if action == 1 {
//2. rotate
let rotateAnimation = CABasicAnimation(keyPath: "transform.rotation")
self.view.layer.removeAnimation(forKey: "rotateAnimation")
rotateAnimation.timingFunction = CAMediaTimingFunction(name: CAMediaTimingFunctionName.easeInEaseOut)
rotateAnimation.fromValue = 0
rotateAnimation.toValue = 2 * Double.pi
rotateAnimation.isRemovedOnCompletion = false
rotateAnimation.duration = 1.0
rotateAnimation.repeatCount = Float.infinity
moveLayer?.add(rotateAnimation, forKey:nil)
} else {
//3. move
let moveAnimation = CABasicAnimation(keyPath: "position")
self.view.layer.removeAnimation(forKey: "moveAnimation")
moveAnimation.timingFunction = CAMediaTimingFunction(name: CAMediaTimingFunctionName.easeInEaseOut)
moveAnimation.fromValue = NSValue.init(cgPoint: CGPoint(x: 0, y: 0))
moveAnimation.toValue = NSValue.init(cgPoint: CGPoint(x: 700, y: 500))
moveAnimation.isRemovedOnCompletion = false
moveAnimation.duration = 3.0
moveAnimation.repeatCount = Float.infinity
moveLayer?.add(moveAnimation, forKey: nil)
}
}
// moveLayer?.removeAllAnimations()
func createImg(){
let displayImage = UIImage(named: "balloon.png")
moveLayer = CALayer.init()
moveLayer?.contents = displayImage?.cgImage
moveLayer?.bounds = CGRect(x: 0, y: 0, width: 150, height: 150)
moveLayer?.position = CGPoint(x: 300, y: 200)
self.view.layer.addSublayer(moveLayer!)
}
override func viewDidLoad() {
super.viewDidLoad()
createImg()
// moveLayer?.removeAllAnimations()
updateAction()
}
}
Upvotes: 0
Views: 264
Reputation: 7168
When you add moveLayer?.removeAllAnimations()
and self.moveLayer.layoutIfNeed()
to the segmentDidChange(sender : UISegmentedControl)
. Also the other key item that needs to get changed is moveLayer?.add(fadeAnimation, forKey: "nil")
to moveLayer?.add(fadeAnimation, forKey: "fadeAnimation")
.
import UIKit
class MoveViewController: UIViewController {
@IBOutlet var sgAction : UISegmentedControl!
var moveLayer : CALayer?
override func viewDidLoad() {
super.viewDidLoad()
createImg()
updateAction()
}
@IBAction func segmentDidChange(sender : UISegmentedControl){
moveLayer?.removeAllAnimations()
self.moveLayer?.layoutIfNeeded()
updateAction()
}
func updateAction(){
switch sgAction.selectedSegmentIndex {
case 0:
//fade
let fadeAnimation = CABasicAnimation(keyPath: "opacity")
fadeAnimation.timingFunction = CAMediaTimingFunction(name: CAMediaTimingFunctionName.easeInEaseOut)
fadeAnimation.fromValue = NSNumber.init(value: 1.0)
fadeAnimation.toValue = NSNumber.init(value: 0.0)
fadeAnimation.isRemovedOnCompletion = false
fadeAnimation.duration = 3.0
fadeAnimation.beginTime = 1.0
fadeAnimation.isAdditive = false
fadeAnimation.fillMode = CAMediaTimingFillMode.both
fadeAnimation.repeatCount = Float.infinity
moveLayer?.add(fadeAnimation, forKey: "fadeAnimation")
case 1:
//2. rotate
let rotateAnimation = CABasicAnimation(keyPath: "transform.rotation")
rotateAnimation.timingFunction = CAMediaTimingFunction(name: CAMediaTimingFunctionName.easeInEaseOut)
rotateAnimation.fromValue = 0
rotateAnimation.toValue = 2 * Double.pi
rotateAnimation.isRemovedOnCompletion = false
rotateAnimation.duration = 1.0
rotateAnimation.repeatCount = Float.infinity
moveLayer?.add(rotateAnimation, forKey: "rotateAnimation")
case 2:
//3. move
let moveAnimation = CABasicAnimation(keyPath: "position")
moveAnimation.timingFunction = CAMediaTimingFunction(name: CAMediaTimingFunctionName.easeInEaseOut)
moveAnimation.fromValue = NSValue.init(cgPoint: CGPoint(x: 0, y: 0))
moveAnimation.toValue = NSValue.init(cgPoint: CGPoint(x: 700, y: 500))
moveAnimation.isRemovedOnCompletion = false
moveAnimation.duration = 3.0
moveAnimation.repeatCount = Float.infinity
moveLayer?.add(moveAnimation, forKey: "position")
default: break
}
}
func createImg(){
let displayImage = UIImage(named: "balloon.png")
moveLayer = CALayer.init()
moveLayer?.contents = displayImage?.cgImage
moveLayer?.bounds = CGRect(x: 0, y: 0, width: 150, height: 150)
moveLayer?.position = CGPoint(x: 300, y: 200)
self.view.layer.addSublayer(moveLayer!)
}
}
Upvotes: 1