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  • Removing all CALayer's sublayers

    - by radex
    Hi. I have trouble with deleting all layer's sublayers. I do this manually, but it's unwanted code clutter. I found many topics about this in google, but no answer. I tried to do something like this: for(CALayer *layer in rootLayer.sublayers) { [layer removeFromSublayer]; } but it didn't work. Also, i tried to clone rootLayer.sublayers into separate NSArray, but result was the same. Any ideas? regards, radex PS. sorry for my English. Edit: I thought it works now, but I was wrong. It works good with CALayers, but it doesn't work with CATextLayers. Any ideas?

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  • CALayer Sublayers Flipping

    - by user128647
    Hello All, How to Flip CALayer Sublayer. i have tried : CGFloat timeOffset = 0; CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:@"transform"]; CATransform3D transform = CATransform3DMakeRotation(M_PI/2, 0, 1, 0); animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseIn]; animation.toValue = [NSValue valueWithCATransform3D:transform]; animation.duration = 0.2; animation.beginTime = CACurrentMediaTime() + timeOffset; animation.fillMode = kCAFillModeBoth; animation.removedOnCompletion = NO; [selectedLayer addAnimation:animation forKey:nil]; timeOffset += 0.1; in this code selected layer is not flipping properly, Give me some suggestions. Thank you

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  • How to Anti-Alias Layers in iPhoneOS

    - by Shannon A.
    We've had Reiner Knizia's Money out for a couple of months now. It's done pretty well, and so we've been updating it as time allows. However, one thing continues to bug me. I've never been able to get my layered cards to anti-alias correctly. Here's a sample: Cards that are laid straight are very clean, but whenever they're angled the black lines around the cards get jagged. I've tried this depending on both lines implicit to the artwork and lines drawn through drawRect:, and they both do the same thing. I've tried the edgeAntiAliasingMask and it doesn't do a thing as far as I can tell. I've tried masksToBounds for the sublayers set to NO and YES. Right now my card is set up as a CALayer that has sub-CALayers for the front and the back, plus for a few other things like a lightening mask and a darkening mask. Here's some snippets of the code: CArdLayer *theCardLayer = [CArdLayer layer]; theCardLayer.edgeAntialiasingMask = kCALayerLeftEdge | kCALayerRightEdge | kCALayerBottomEdge | kCALayerTopEdge; theCardLayer.front = [CALayer layer]; theCardLayer.front.edgeAntialiasingMask = kCALayerLeftEdge | kCALayerRightEdge | kCALayerBottomEdge | kCALayerTopEdge; theCardLayer.front.bounds = theCardLayer.bounds; theCardLayer.front.masksToBounds = YES; theCardLayer.front.contents = (id)[cardDrawing CGImage]; [theCardLayer addSublayer:theCardLayer.front]; Etc ... Any ideas on how to make the cards actually anti-alias?

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  • Added CAGradientLayer, getting this in my UIView dealloc: [CALayer release]: message sent to deallocated instance

    - by developerdoug
    Here there, I have a custom UIView. This view acts as a activity indicator but as label above the UIActivityIndicatorView. In the init, I add a CAGradientLayer. I allocate and initialize it and insert it at index 0 as a sublayer of the UIView layer property. In my dealloc method was called, I received a message in the console: - [CALayer release]: message sent to deallocated instance. My code: @interface LabelActivityIndicatorView () { UILabel *_label; UIActivityIndicatorView *_activityIndicatorView; CAGradientLayer *_gradientLayer; } @end @implementation LabelActivityIndicatorView //dealloc - (void) dealloc { [_label release]; [_activityIndicatorView release]; //even tried to remove the layer [_gradientLayer removeFromSuperLayer]; [_gradientLayer release]; [super dealloc]; } // init - (id) initWithFrame:(CGRect)frame { if ( (self = [super initWithFrame:frame]) ) { // init the label // init the gradient layer _gradientLayer = [[CAGradientLayer alloc] init]; [_gradientLayer setBounds:[self bounds]]; [_gradientLayer setPosition:CGPointMake(frame.size.width/2, frame.size.height/2)]; [[self layer] insertSublayer:_gradientLayer atIndex:0]; [[self layer] setNeedsDisplay]; } return self; } @end Anyone have any ideas. Since I'm allocating and initializing the gradient layer I'm responsible for releasing it. I should be able to alloc and init and assign to some ivar. Perhaps I should create a property with retain on it. Thanks,

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  • CALayers didn't get resized on its UIView's bounds change. Why?

    - by Geri
    I have a UIView which has about 8 different CALayer sublayers added to its layer. If I modify the view's bounds (animated), then the view itself gets shrinked (I checked it with a backgroundColor), but the sublayers' size remains unchanged. How to solve this? I've just started googleing but haven't found any useful. Thanks in advance.

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  • Hard crash when drawing content for CALayer using quartz

    - by Lukasz
    I am trying to figure out why iOS crash my application in the harsh way (no crash logs, immediate shudown with black screen of death with spinner shown for a while). It happens when I render content for CALayer using Quartz. I suspected the memory issue (happens only when testing on the device), but memory logs, as well as instruments allocation logs looks quite OK. Let me past in the fatal function: - (void)renderTiles{ if (rendering) { //NSLog(@"====== RENDERING TILES SKIP ======="); return; } rendering = YES; CGRect b = tileLayer.bounds; CGSize s = b.size; CGFloat imageScale = [[UIScreen mainScreen] scale]; s.height *= imageScale; s.width *= imageScale; dispatch_async(queue, ^{ NSLog(@""); NSLog(@"====== RENDERING TILES START ======="); NSLog(@"1. Before creating context"); report_memory(); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); NSLog(@"2. After creating color space"); report_memory(); NSLog(@"3. About to create context with size: %@", NSStringFromCGSize(s)); CGContextRef ctx = CGBitmapContextCreate(NULL, s.width, s.height, 8, 0, colorSpace, kCGImageAlphaPremultipliedLast); NSLog(@"4. After creating context"); report_memory(); CGAffineTransform flipTransform = CGAffineTransformMake(1.0, 0.0, 0.0, -1.0, 0.0, s.height); CGContextConcatCTM(ctx, flipTransform); CGRect tileRect = CGRectMake(0, 0, tileImageScaledSize.width, tileImageScaledSize.height); CGContextDrawTiledImage(ctx, tileRect, tileCGImageScaled); NSLog(@"5. Before creating cgimage from context"); report_memory(); CGImageRef cgImage = CGBitmapContextCreateImage(ctx); NSLog(@"6. After creating cgimage from context"); report_memory(); dispatch_sync(dispatch_get_main_queue(), ^{ tileLayer.contents = (id)cgImage; }); NSLog(@"7. After asgning tile layer contents = cgimage"); report_memory(); CGColorSpaceRelease(colorSpace); CGContextRelease(ctx); CGImageRelease(cgImage); NSLog(@"8. After releasing image and context context"); report_memory(); NSLog(@"====== RENDERING TILES END ======="); NSLog(@""); rendering = NO; }); } Here are the logs: ====== RENDERING TILES START ======= 1. Before creating context Memory in use (in bytes): 28340224 / 519442432 (5.5%) 2. After creating color space Memory in use (in bytes): 28340224 / 519442432 (5.5%) 3. About to create context with size: {6324, 5208} 4. After creating context Memory in use (in bytes): 28344320 / 651268096 (4.4%) 5. Before creating cgimage from context Memory in use (in bytes): 153649152 / 651333632 (23.6%) 6. After creating cgimage from context Memory in use (in bytes): 153649152 / 783159296 (19.6%) 7. After asgning tile layer contents = cgimage Memory in use (in bytes): 153653248 / 783253504 (19.6%) 8. After releasing image and context context Memory in use (in bytes): 21688320 / 651288576 (3.3%) ====== RENDERING TILES END ======= Application crashes in random places. Sometimes when reaching en of the function and sometime in random step. Which direction should I look for a solution? Is is possible that GDC is causing the problem? Or maybe the context size or some Core Animation underlying references?

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  • UIScrollView zoomToRect not zooming to given rect (created from UITouch CGPoint)

    - by pmhart
    My application has a UIScrollView with one subview. The subview is an extended UIView which prints a PDF page to itself using layers in the drawLayer event. Zooming using the built in pinching works great. setZoomScale also works as expected. I have been struggling with the zoomToRect function. I found an example online which makes a CGRect zoomRect variable from a given CGPoint. In the touchesEnded function, if there was a double tap and they are all the way zoomed out, I want to zoom in to that PDFUIView I created as though they were pinching out with the center of the pinch where they double tapped. So assume that I pass the UITouch variable to my function which utilizes zoomToRect if they double tap. I started with the following function I found on apples site: http://developer.apple.com/iphone/library/documentation/WindowsViews/Conceptual/UIScrollView_pg/ZoomZoom/ZoomZoom.html The following is a modified version for my UIScrollView extended class: - (void)zoomToCenter:(float)scale withCenter:(CGPoint)center { CGRect zoomRect; zoomRect.size.height = self.frame.size.height / scale; zoomRect.size.width = self.frame.size.width / scale; zoomRect.origin.x = center.x - (zoomRect.size.width / 2.0); zoomRect.origin.y = center.y - (zoomRect.size.height / 2.0); //return zoomRect; [self zoomToRect:zoomRect animated:YES]; } When I do this, the UIScrollView seems to zoom using the bottom right edge of the zoomRect above and not the center. If I make UIView like this UIView *v = [[UIView alloc] initWithFrame:zoomRect]; [v setBackgroundColor:[UIView redColor]]; [self addSubview:v]; The red box shows up with the touch point dead in the center. Please note: I am writing this from my PC, I recall messing around with the divided by two part on my Mac, so just assume that this draws a rect with the touch point in the center. If the UIView drew off center but zoomed to the right spot it would be all good. However, what happens is when it preforms the zoomToRect it seems to use the bottom right off the zoomRect at the top left of the zoomed in results. Also, I noticed that depending on where I click on the UIScrollView, it anchors to diffrent spots. It almost seems like there is a cross down the middle and it's reflecting the points somehow as though anywhere left of the middle is a negative reflection and anywhere right of the middle is a positive reflection? This seems to complicated, shouldn't it just zoom to the rect that was drawn as the UIView was able to draw? I used a lot of research to figure out how to create a PDF that scales in high quality, so I am assuming that using the CALayer may be throwing off the coordinate system? But to the UIScrollView it should just treat it as a view with 768x985 dimensions. This is sort of advanced, please assume the code for creating the zoomRect is all good. There is something deeper with the CALayer in the UIView which is in the UIScrollView....

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  • CAKeyframeAnimation - Examples

    - by Brian
    I have a a menu that is a CALayer that will slide across the screen to a given point. I want the effect where the menu will go a little past the point, then a little before the point, and then land on the point. I can move the menu by applying a transform, but I was hoping to get this bouncing effect to work. I was looking into CAKeyframeAnimation, but I'm having trouble locating an example/tutorial. Any links or help would be great. Thanks.

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  • addSublayer vs addSubView which is more efficient?

    - by soonio
    I have 5 UIImageViews for displaying 5 images. For my app, I need swap the order of them depending on some events. I achieve this by calling: [anImageView1 removeFromSuperview]; [self.view insertSubview:anImageView1 aboveSubview:anImageView2]; Recently, I've come across a different method for doing this using 1 UIView and 5 UIImageViews. Each layer of UIImageViews are added to this UIView by calling [aView.layer addSublayer:anImageView1.layer]; [aView.layer addSublayer:anImageView2.layer]; etc. and then in order to swap the order of things by calling [anImageView1.layer removeFromSuperLayer]; [aView.layer insertSublayer:anImageView1 above: anImageView2] Both methods work fine, but can someone please point out which method is better and why? I really can't seem to be able to find much on CALayer... Please help! Thank you so much!

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  • [CA_COLOR_OPAQUE] things that make a layer non-opaque. scaled CAGradientLayer?

    - by mahal tertin
    i spent some time with the environment variable CA_COLOR_OPAQUE = 1 and have my findings to share. things that make a CALayer non-opaque (slow, more memory, ...): * contents with alpha (like an NSImage with an icon) * NSImage/CGImage from a pdf as contents (even when the pdf does not contain any alpha and opaque=YES) * backgroundColor = nil * CATextLayer with text in a (because it is contents with alpha) * rounded corners? maybe/sometimes * masksToBounds? not necessarily as we scale most of tree with CATransform3DScale on sublayerTransform i found also these rather irritating non-opaque: * CAGradientLayer that is somewhere down in this scaled tree (even when set all the gradient colors without alpha) * edgeAntialiasingMask != 0 of a layer that is somewhere down in this scaled tree the last two do not make sense to me. why should it be non opaque? what do i see? if anyone has any thoughts on these findings, i'm happy to learn as i couldn't find such a list yet.

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  • highlight scrolling text on iphone(about lyrics show )

    - by ????
    hi all, i'm in troubled show lyrics .i use uitextview show lyrics code snips IBOutlet UILabel *lrcshow; IBOutlet UITextView *showlrc; self.lrcshow.text = [lrcDictss objectForKey:[NSString stringWithFormat:@"%d",(int)self.player.currentTime]]; if (self.lrcshow.text!=nil) { NSRange selection = [self.showlrc.text rangeOfString:self.lrcshow.text]; if( selection.location != NSNotFound ) { showlrc.selectedRange = selection; } } lyrics line by line scrolling show,the problem is now playing(selectedRange) lyric is not highlight, i want this line highlight how can i code ? any suggestion?or use calayer ?cgcontext quartz core instead it? how can i code ? ps.use uitextview show is rigidly ,not smooth! lr style show pic url this is my app style: http://www.flickr.com/photos/53054715@N05/5359722887/ this is good style: flickr.com/photos/53054715@N05/5360345226/

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  • iPhone: CATiledLayer/UIScrollView wont scroll after zooming and only zooms to anchor point

    - by Brodie4598
    Here is the problem... I am using CA Tiled Layer to display a large jpg. The view loads okay, and when I go to scroll around, it works fine. However, as soon as I zoom in or out once, it scrolls to the top left (to the anchor point) and will not scroll at all. The zooming works fine, but I just cannot scroll. Here is my code: #import <QuartzCore/QuartzCore.h> #import "PracticeViewController.h" @implementation practiceViewController //@synthesize image; - (void)viewDidLoad { NSString *path = [[NSBundle mainBundle] pathForResource:@"H-5" ofType:@"jpg"]; NSData *data = [NSData dataWithContentsOfFile:path]; image = [UIImage imageWithData:data]; CGRect pageRect = CGRectMake(0, 0, image.size.width, image.size.height); CATiledLayer *tiledLayer = [CATiledLayer layer]; tiledLayer.anchorPoint = CGPointMake(0.0f, 1.0f); tiledLayer.delegate = self; tiledLayer.tileSize = CGSizeMake(1000, 1000); tiledLayer.levelsOfDetail = 6; tiledLayer.levelsOfDetailBias = 0; tiledLayer.bounds = pageRect; tiledLayer.transform = CATransform3DMakeScale(1.0f, -1.0f, 0.3f); myContentView = [[UIView alloc] initWithFrame:self.view.bounds]; [myContentView.layer addSublayer:tiledLayer]; UIScrollView *scrollView = [[UIScrollView alloc] initWithFrame:self.view.bounds]; scrollView.delegate = self; scrollView.contentSize = pageRect.size; scrollView.minimumZoomScale = .2; scrollView.maximumZoomScale = 1; [scrollView addSubview:myContentView]; [self.view addSubview:scrollView]; } - (UIView *)viewForZoomingInScrollView:(UIScrollView *)scrollView { return myContentView; } - (void)drawLayer:(CALayer *)layer inContext:(CGContextRef)ctx { NSString *path = [[NSBundle mainBundle] pathForResource:@"H-5" ofType:@"jpg"]; NSData *data = [NSData dataWithContentsOfFile:path]; image = [UIImage imageWithData:data]; CGRect imageRect = CGRectMake (0.0, 0.0, image.size.width, image.size.height); CGContextDrawImage (ctx, imageRect, [image CGImage]); } @end

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  • CAShapeLayer slowing down interface rotation

    - by MrMage
    Hi, I am trying to move some custom drawing code from a view into a CAShapeLayer, which then get added as a sublayer to the original view's CALayer. This also works well, but when rotating the device, the animation starts to stutter, e.g. you just see the frame in the original orientation and then the final orientation, with at most one frame in between - not smooth at all. Slide-in and slide-out animations of the corresponding UIViewController are a bit jerky, too (but not that much). All the CAShapeLayer has in its path is one CGPathAddRect, it is set to be opaque, its opacity is 1.0f and the fillColor is set to opaque blue. When drawing the path directly in the views drawRect method, however, the animation is smooth. So I suppose it has something to do with the CAShapeLayer being animated during the rotation. Could you tell me how to either get rid of those jerkiness or just hide the CAShapeLayer when animating? Getting back to just draw CGPaths directly is not an option to me because I rely on the ability of CAShapeLayer to animate its path (it is not animated in my tries with rotating the view). /update: this also happens when the rotating UIViewControllers view contains a view with a subclass of CAGradientLayer as its layerClass (e.g. a view with a gradient layer as background). Cheers MrMage

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  • iPhone Dev:Blurring of CALayers when rotated

    - by user153231
    Hello All, I have a CALayer with a png image as its content.When rotation is applied the layer looks blurry. I've searched for a cause for this problem and found out that the problem might be the half pixel problem, which makes the layer blurry if its frame.origin lays on fractions like 96.5, and they suggest to make the origin a whole number. Now, my layer's origin contains fractions because of the rotation i make as in: tempLayer.anchorPoint = CGPointMake(0.5,0.5); tempLayer.position = CGPointMake(200,100); tempLayer.bounds = CGRectMake(0,0,70,88); tempLayer.transform = CATransform3DMakeRotation(10.f*M_PI/180.f, 0.f, 0.f, 1.f); tempLayer.contents = (id)myImage; Basically i have three questions: 1) Is there a better way to rotate the layer? 2) The frame values are derived from the anchorPoint, position, bounds and transform values, how can i round my frame values to integer values and keep my rotation intact? 3) Can the CGRectIntegral function help me? If yes how? Thank you all in advance.

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  • The best way to implement drawing features like Keynote

    - by Shamseddine
    Hi all, I'm trying to make a little iPad tool's for drawing simple geometrical objects (rect, rounded rect, ellipse, star, ...). My goal is to make something very close to Keynote (drawing feature), i.e. let the user add a rect (for instance), resizing it and moving it. I want too the user can select many objects and move them together. I've thought about at least 3 differents ways to do that : Extends UIView for each object type, a class for Rect, another for Ellipse, ... With custom drawing method. Then add this view as subview of the global view. Extends CALayer for each object type, a class for Rect, another for Ellipse, ... With custom drawing method. Then add this layer as sublayer of the global view layer's. Extends NSObject for each object type, a class for Rect, another for Ellipse, ... With just a drawing method which will get as argument a CGContext and a Rect and draw directly the form in it. Those methods will be called by the drawing method of the global view. I'm aware that the two first ways come with functions to detect touch on each object, to add easily shadows,... but I'm afraid that they are a little too heavy ? That's why I thought about the last way, which it seems to be straight forward. Which way will be the more efficient ??? Or maybe I didn't thought another way ? Any help will be appreciated ;-) Thanks.

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  • How can I create "glass" effect on my own UIViews?

    - by lindes
    Hi there, I'm working on an iPhone app that has some non-rectangular UI elements. Currently, I'm subclassing UIView, and in drawRect I'm using a CGPathRef to draw black border and a color-filled interior. I'd like to make these items look more like "buttons", though, so I'd like to have some of the same sort of "glass effects" that are used on e.g. the icons for an iPhone app (when you don't set UIPrerenderedIcon to true), or in other buttons. I hunted around, and found this, which seems to be close to what I need: http://stackoverflow.com/questions/422066/gradients-on-uiview-and-uilabels-on-iphone But I'm having difficulty figuring out how to clip the gradient to my shape. It seems like the mask property on the view would be the right place to go, which seems like it would call for me to create a new CALayer object, with the clipping somehow applied to it. I'm hoping there's some nice convenience function for doing this, though if I need to write something more complicated, that's OK, too. I'm just having difficulty figuring out how to apply the path as a mask. I'm unsure if I need to create a new drawing context and draw the path into it? And then use CGContextClip? I think I've got a lot of the right pieces figured out, I'm just having difficulty understanding how to assemble them. Could someone please point me in the right direction? (I'm happy to read more in the docs, just point me in the right direction, please.)

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  • Animating the drawing of a line

    - by jkigel
    I'm trying to animate the drawing of a line by the following way: .h CAShapeLayer *rootLayer; CAShapeLayer *lineLayer; CGMutablePathRef path; .m path = CGPathCreateMutable(); CGPathMoveToPoint(path, nil, self.frame.size.width/2-100, 260); CGPathAddLineToPoint(path, nil, self.frame.size.width/2+100.0, 260); CGPathCloseSubpath(path); self.rootLayer = [CALayer layer]; rootLayer.frame = self.bounds; [self.layer addSublayer:rootLayer]; self.lineLayer = [CAShapeLayer layer]; [lineLayer setPath:path]; [lineLayer setFillColor:[UIColor redColor].CGColor]; [lineLayer setStrokeColor:[UIColor blueColor].CGColor]; [lineLayer setLineWidth:1.5]; [lineLayer setFillRule:kCAFillRuleNonZero]; [rootLayer addSublayer:lineLayer]; [self performSelector:@selector(startTotalLine) withObject:nil afterDelay:1.5]; - (void)startTotalLine { CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:@"animatePath"]; [animation setDuration:3.5]; animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]; [animation setAutoreverses:NO]; [animation setFromValue:(id)path]; [animation setToValue:(id)path]; [lineLayer addAnimation:animation forKey:@"animatePath"]; } The line had drawn before the startTotalLine method is invoked. Also, the startTotalLine method doesn't affect the line. I want it to animate the the line drawing from right to left

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  • Darkening a UIView

    - by igul222
    I'd like to "darken" a UIView by a certain amount. Right now, I'm doing the darkening like this: UIView *overlay = [[UIView alloc] initWithFrame:mainView.bounds]; overlay.backgroundColor = [UIColor blackColor]; overlay.alpha = 0.5f; [mainView addSubview:overlay]; Unfortunately, this also adds a semi-transparent black overlay to parts of mainView that are transparent. Is there any way to only darken the non-transparent sections?

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  • Layer bigger than iPhone bounds : how to drag , pinch it and somm it with my finger

    - by Tibi
    Hi there, I'd like to set up a layer tree containing images. the super layer will be bigger than the iPhone bounds and i'd like the user to drag it with the finger to let him discovering pictures that are out of the screen... is it feasible ? In the same way, I'd like to user to be able to zoom and turn the layer to see more details on images ... I plan to use core animation with layer tree having the super layer holding all images ... Am I on the right path ?

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  • Why can I not add a animation to a UIImageView?

    - by Flocked
    Hello, Im trying to add a animation to a UIImageView, but it always fails. Why? Here is the code: //(…) UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext(); animationImage = [[UIImageView alloc]initWithImage:newImage]; [self.view addSubview:animationImage]; CATransition *animation = [CATransition animation]; [animation setDelegate:self]; [animation setDuration:0.35]; [animation setTimingFunction:UIViewAnimationCurveEaseInOut]; animation.type = @"pageCurl"; animation.fillMode = kCAFillModeForwards; animation.endProgress = 0.58; [animation setRemovedOnCompletion:NO]; [[animationImage layer] addAnimation:animation forKey:@"pageCurlAnimation"];

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  • Can not add a animation to a UIImageView:

    - by Flocked
    Hello, Im trying to add a animation to a UIImageView, but it always fails. Why? Here is the code: UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext(); animationImage = [[UIImageView alloc]initWithImage:newImage]; [self.view addSubview:animationImage]; CATransition *animation = [CATransition animation]; [animation setDelegate:self]; [animation setDuration:0.35]; [animation setTimingFunction:UIViewAnimationCurveEaseInOut]; animation.type = @"pageCurl"; animation.fillMode = kCAFillModeForwards; animation.endProgress = 0.58; [animation setRemovedOnCompletion:NO]; [[animationImage layer] addAnimation:animation forKey:@"pageCurlAnimation"];

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  • Animate a GIF using Core Animation layers?

    - by Cliff
    I'm trying to animate a GIF and I hit a roadblock. I have an example of what I'm trying to do that uses the individual frames of the GIF and setting the animationImages property of a UIView. However in my project, the thing I want to animate is drawn using Layers. I'm looking for a quick and easy way to animate the frames without introducing too much complexity. Is there any animationImages equivalent with Layers? Does anybody have any ideas?

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  • how do i get a layer's frame to automatically resize based on its superlayer's frame or its view's f

    - by Kevlar
    I'm experimenting with using cagradientlayer to draw gradients in our app instead of having a subclass of uiview manage gradients. One snafu that i've come across is that when the view that has the gradient as a sublayer of its main layer gets resized to fit the data i am trying to show, the layer doesn't resize along with it. I end up having the gradient layer end at the original frame size while my view's frame is much larger. Is there a way to have the sublayer autoresize to fit its superlayer's frame, or the superlayer's view's frame?

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  • How do I keep a CALayer, sublayer of a CATiledLayer, from changing it's scale after a zoom ?

    - by David
    I have a CATiledLayer that is used to display a PDF page (this CATiledLayer is the layer type of my UIView which is a subview of a UIScrollView). I want to add overlay markers on this page. So I add a sublayer to my CATiledLayer. This sublayer again hosts the different marker's layers and acts as a grouping layer. So graphically, I have: (keep in mind that I have multiple markers which are CALayers also, this is ascii art after all) pdf page (CATiledLayer) ---------------------- | CALayer | | +---------+ | | | +----+ | | | | |mker| | | | | +----+ | | | +---------+ | | | ---------------------- I have set up the canonical drawLayer:inContext: in my view for drawing the pdf. When I zoom to have more detail, the pdf gets rendered correctly, but the markers get scaled. No matter what I do to the bounds of the CALayer, my markers always become bigger and appear jagged. I would like to have the markers always the same size, as when they were initialized and first shown when the view was drawn. Is this possible ? or am I using a wrong approach ? Should I do special drawing for my contained CALayer in the drawLAyer:inContext: message ? As you see, there are things that I am missing to resolve my problem. Thank you for any help you provide.

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