I wrote an application a couple of years ago that still runs perfectly on Mac
OS X 10.7, 10.8 and 10.9. I built it with Xcode 3.x on 10.7. It uses core
animation and layer hosting views.
Now I have to update it for unrelated reasons. But when I build the same code
with Xcode 5.1 on OS X 10.9
I think this problem might go beyond Core Animation, unless NSAnimation is
using CoreAnimation under the hood.
Apple's sample code Image Transition and Cocoa Slides both crash when built
using Xcode 5.1 and run on 10.9.2. But built apps that apple provides with the
sample code still work
these
samples crash when you do something that causes a CoreImage filter to be
rendered.
I ran into this issue just now testing my only other Core Animation layers
application. The fix for this particular problem is well documented in the
AppKit Release Notes for 10.9 in the Changes to layer
Apple's sample code Image Transition and Cocoa Slides both crash when built
using Xcode 5.1 and run on 10.9.2
When built with 10.9 SDK, views using CIFilters need their
layerUsesCoreImageFilters set to YES.
Yeah, it bit me too...it's in the 10.9 release notes somewhere.
But built apps
On Dec 3, 2013, at 10:23 PM, Graham Cox graham@bigpond.com wrote:
I’m seeing quite a few of these being logged:
CoreAnimation: warning, deleted thread with uncommitted CATransaction; set
CA_DEBUG_TRANSACTIONS=1 in environment to log backtraces.
I’m not directly using Core Animation
On Dec 3, 2013, at 5:23 AM, Graham Cox graham@bigpond.com wrote:
I’m seeing quite a few of these being logged:
CoreAnimation: warning, deleted thread with uncommitted CATransaction; set
CA_DEBUG_TRANSACTIONS=1 in environment to log backtraces.
I’m not directly using Core Animation
I’m seeing quite a few of these being logged:
CoreAnimation: warning, deleted thread with uncommitted CATransaction; set
CA_DEBUG_TRANSACTIONS=1 in environment to log backtraces.
I’m not directly using Core Animation anywhere in this app, but I have started
to add quite a few threads, e.g
On Apr 16, 2013, at 9:40 PM, Ankuj Gupta ankuj2...@gmail.com wrote:
The problem that I have is I cant change the apis for creating the windows.
The only function which I can modify is when we are showing that window. That
is where I need to animate it
What exactly is the animation that you
Hi
Can we use Core Animation with NSWindow ? The apple's documentation
mentions that we can use only with NSView. If there is any documentation
for core animation used with NSWIndow
Thanks
Ankuj
___
Cocoa-dev mailing list (Cocoa-dev@lists.apple.com
On Apr 16, 2013, at 5:10 AM, Ankuj Gupta ankuj2...@gmail.com wrote:
Can we use Core Animation with NSWindow ? The apple's documentation
mentions that we can use only with NSView. If there is any documentation
for core animation used with NSWIndow
NSWindow doesn’t draw anything itself (aside
, at 5:10 AM, Ankuj Gupta ankuj2...@gmail.com wrote:
Can we use Core Animation with NSWindow ? The apple's documentation
mentions that we can use only with NSView. If there is any documentation
for core animation used with NSWIndow
NSWindow doesn’t draw anything itself (aside from the window
My Pointer Noodge application displays an animated image surrounding the mouse
pointer using a layer-hosting multi-screen view:
http://pfiddlesoft.com/pfiddles. I am having difficulty upgrading it to
handle a mix of retina and non-retina displays. All help appreciated.
The specific problem is
On Jan 12, 2013, at 7:08 AM, William J. Cheeseman wjcheese...@gmail.com wrote:
My best guess is that the problem results from the fact that the overlay
window spans all attached screens. An NSLog() call confirms that the window's
backingScaleFactor is always 1.0 (because it is initially
for each screen and go with the flow of the
frameworks.
I have a demo working now, in which I set up a separate overlay window for each
screen. It remains to be seen whether this will solve the retina display and
Core Animation issues. I have left the multi-screen window for mouse tracking
in place
On Jan 12, 2013, at 12:53 PM, William J. Cheeseman wjcheese...@gmail.com
wrote:
I have no prior experience in this area. Can a cursor be created that
animates using Core Animation?
I know you can do offscreen rendering with some parts of Core Animation. So
perhaps you could have your
Hi, I have a problem where it appears that a core animation task is being run
on something created in a background thread, but the thread is being removed
before the animation has finished.
I have checked through my code and don't see anything that could be doing this
explicitly, so am
On Oct 26, 2011, at 4:20 AM, Brad Stone cocoa-...@softraph.com wrote:
I understand there's an issue with focus rings not appearing in an editable
cell if, like I do, you have an NSOutlineView sitting on a view that has Core
Animation turned on.
I was under the impression that this was fixed
I understand there's an issue with focus rings not appearing in an editable
cell if, like I do, you have an NSOutlineView sitting on a view that has Core
Animation turned on. Since it's not working and I'm using the latest XCode I'm
assuming it's not fixed. I'd be interested in any work
On Oct 4, 2011, at 10:20 PM, Seth Willits wrote:
Can anyone offer any explanation for this?
Hmm. That would be an interesting one to play with if you can replicate it in
a new project. The weirdest one I've come across is the CALayer convertPoint
methods actually break CATransactions
just confirmed is fixed in 10.7 btw. It was broken in 10.6 and my
test project was still linking against the 10.6 SDK so it continued to be
broken on 10.7 when I tested it. Oops.
Mind elaborating on this? We have at least one application out right
now that relies heavily on Core Animation
right
now that relies heavily on Core Animation and supports 10.6.
Bug report along with project and demo movie:
http://www.sethwillits.com/temp/CAConvertPointBug.zip
--
Seth Willits
___
Cocoa-dev mailing list (Cocoa-dev@lists.apple.com)
Please
Here's a weird one.
I have some Core Animation layers (specifically, it's a CAReplicatorLayer), and
I'm changing the 'instanceTransform' property in order to shift the position of
the reflection up and down.
When I trigger this code from a mouse click (through a checkbox, in a different
Never mind - silly mistake elsewhere, as expected…..
G.
On 05/10/2011, at 10:56 AM, Graham Cox wrote:
Can anyone offer any explanation for this?
___
Cocoa-dev mailing list (Cocoa-dev@lists.apple.com)
Please do not post admin requests or
On Oct 4, 2011, at 4:56 PM, Graham Cox wrote:
Here's a weird one.
I have some Core Animation layers (specifically, it's a CAReplicatorLayer),
and I'm changing the 'instanceTransform' property in order to shift the
position of the reflection up and down.
When I trigger this code from
On 2011-08-13, at 8:40 PM, William Squires wrote:
Did you set a duration over which to animate? Also, if you return NO, won't
the window NOT close after all, thus defeating the purpose of animating it
disappearing? I believe you need to return YES after a synchronous operation
which will
I cannot possibly get Core Animation to work, while I did play with it in the
past to get some simple things animated.
I reduced my problem to a simple window fade:
- (BOOL)windowShouldClose:(id)window{
[self.window.animator setAlphaValue:0.0];
return NO;
}
The relevant view has its
On Aug 12, 2011, at 3:19 PM, Izak van Langevelde wrote:
- (BOOL)windowShouldClose:(id)window{
[self.window.animator setAlphaValue:0.0];
return NO;
}
The relevant view has its Core Animation Layer, as checked in X-Code, the
above code is executed when I try to close a window
On 2011-08-12, at 6:40 PM, Jens Alfke wrote:
On Aug 12, 2011, at 3:19 PM, Izak van Langevelde wrote:
- (BOOL)windowShouldClose:(id)window{
[self.window.animator setAlphaValue:0.0];
return NO;
}
The relevant view has its Core Animation Layer, as checked in X-Code
I'm new to Core Animation, so forgive me if I've missed something really
obvious.
I want to perform a 2-step animation of a layer's -transform, so it appears to
expand then shrink back to end up slightly larger than it started out. I can
easily do a 1-step animation by using a scaling
, 2011 at 9:46 PM, Graham Cox graham@bigpond.com wrote:
I'm new to Core Animation, so forgive me if I've missed something really
obvious.
I want to perform a 2-step animation of a layer's -transform, so it appears
to expand then shrink back to end up slightly larger than it started out. I
key, or they stop prematurely every time I hit the hot key.
Answering my own question: Although it's hard to be sure that a random problem
is really fixed, it appears that the solution was to stop creating Core
Animation layers in the view's -initWithFrame: method and instead create them
On May 17, 2011, at 1:26 AM, Bill Cheeseman wrote:
Answering my own question: Although it's hard to be sure that a random
problem is really fixed, it appears that the solution was to stop creating
Core Animation layers in the view's -initWithFrame: method and instead create
them
On May 17, 2011, at 11:33 AM, David Duncan wrote:
There should be no actual restriction like that however. That said, as you
point out, if you have view that supports layers and come from a nib, you
often have to duplicate work to allow it to work in both situations.
I'm not sure I follow
On May 17, 2011, at 9:49 AM, Bill Cheeseman wrote:
On May 17, 2011, at 11:33 AM, David Duncan wrote:
There should be no actual restriction like that however. That said, as you
point out, if you have view that supports layers and come from a nib, you
often have to duplicate work to allow
The basic problem comes about when a view in the nib has wantsLayer=NO, but
the view itself always wants to be layer backed. If you setWantsLayer:YES
inside of -initWithFrame:, then by the time you get to -awakeFromNib
wantsLayer=NO again
Would there be any issue with overriding
On Tue, May 17, 2011 at 10:21 AM, Keith Duncan ke...@33software.com wrote:
The basic problem comes about when a view in the nib has wantsLayer=NO, but
the view itself always wants to be layer backed. If you setWantsLayer:YES
inside of -initWithFrame:, then by the time you get to
On May 17, 2011, at 12:58 PM, David Duncan wrote:
The basic problem comes about when a view in the nib has wantsLayer=NO, but
the view itself always wants to be layer backed. If you setWantsLayer:YES
inside of -initWithFrame:, then by the time you get to -awakeFromNib
wantsLayer=NO again.
On Tue, May 17, 2011 at 11:35 AM, Bill Cheeseman wjcheese...@gmail.com wrote:
I agree that the explanation doesn't logically lead to a prohibition on
creating layers in -initWithFrame:. That's why I initially created them
there, deferring only the construction of the layer tree to
On May 17, 2011, at 2:58 PM, Kyle Sluder wrote:
You could also try using -makeBackingLayer. That's useful if your view
can be used both programmatically and in a nib.
I wonder if that method works for a layer-hosting view, which is what my view
is -- not a layer-backed view. But even if it
My Mac OS X application has an borderless transparent overlay window with a
layer-hosting view. The view's layers add a bunch of animations in response to
a hot key. It all works correctly -- sometimes.
When I quit and relaunch the application, the animations sometimes don't run
for the full
On Mon, 16 May 2011 08:11:36 -0400, Bill Cheeseman wjcheese...@gmail.com said:
My Mac OS X application has an borderless transparent overlay window with a
layer-hosting view. The view's layers add a bunch of animations in response to
a hot key. It all works correctly -- sometimes.
What could
On Tue, Apr 26, 2011 at 9:45 PM, Simone Manganelli s...@mac.com wrote:
I'm aware of the fact that Core Animation disables sub-pixel rendering for
text when drawing to transparent backgrounds, so I've intentionally designed
my CALayers so that they have opaque backgrounds. Sub-pixel rendering
I'm adding some Core Animation to my existing project, and I'm encountering
some differences in the font rendering compared to non-Core Animation code.
Here's the code used to draw my strings:
NSShadow *selectedShadow = [[NSShadow alloc] init];
[selectedShadow setShadowOffset:NSMakeSize(0,-1
• CGContextSetAllowsFontSubpixelPositioning
• CGContextSetShouldSubpixelPositionFonts
• CGContextSetAllowsFontSubpixelQuantization
• CGContextSetShouldSubpixelQuantizeFonts
-ev
On Apr 27, 2011, at 12:45, Simone Manganelli wrote:
I'm adding some Core Animation to my existing project, and I'm
responds appropriately. If I
turn off wants-layer for the contentView and run the app again, I can now see
the button, though it looks wrong because of the missing Core Animation
features with transparency and shadow.
The other half of the puzzle is that this view used to work fine. It broke
(closures) however took me a little while
to wrap my brain around, having never used them previously.
Good question. One problem is that I have not understood a fundamental
property of Core Animation.
I have always assumed that the animation, once I have set it up, is done by
the OS / Core Animation
question. One problem is that I have not understood a fundamental property
of Core Animation.
I have always assumed that the animation, once I have set it up, is done by the
OS / Core Animation in the background, i.e., in a separate thread.
Is that correct?
If yes, then wouldn't that mean
block the UI. Isn’t this
about the same issue?
Good question. One problem is that I have not understood a fundamental
property of Core Animation.
I have always assumed that the animation, once I have set it up, is done by
the OS / Core Animation in the background, i.e., in a separate thread
You will want to decouple the image load and decode operation from the
render side of things as much as you can. You can do that with
threading, async loading, and/or operations/blocks.
Basically you will want to load the image ahead of time before it is
needed for any animation. Then while a
GCD is Grand Central Dispatch,
Ah, the part of the kernel that deals with multiple cores, right?
the brain that the OS uses to execute all running processes. You might want
to read on that subject in the developer documentation.
Definitely! In particular, since I haven't used
You will want to decouple the image load and decode operation from the
render side of things as much as you can.
The point is that on the render side there is actually very little work to be
done.
All I do in my code is to set up a new Core Animation layer every 10 seconds.
So, will moving
.
All I do in my code is to set up a new Core Animation layer every 10 seconds.
So, will moving the image loading (which is the only CPU intensive operation
during the setup of the new layer) to another thread really help?
You can do that with
threading, async loading, and/or operations/blocks
I am implementing a screensaver that is basically a photo show.
The photos are animated using Core Animation (nothing complicated).
The problem now is that when the screensaver switches to the next photo, the
animation judders.
The judder happens, as far as I can tell, only with large images
Hello,
since no one replied so far, I’d take a try. I’m not much familiar with desktop
Cocoa, but on iOS we have to be careful to keep longer actions from the main
thread, since delays in the main thread block the UI. Isn’t this about the same
issue? Image loading would be the first thing I
On Feb 3, 2011, at 11:11 PM, Sasikumar JP wrote:
During the Edit mode(Wiggle Animation), Image in Grid(Layer) is not
displayed properly.Even though i get 60 FPS during the wiggle
animation,image edge is not smooth.
On iOS antialiasing doesn't occur between layers, which is why you get the
David,
On 04-Feb-2011, at 10:05 PM, David Duncan wrote:
On Feb 3, 2011, at 11:11 PM, Sasikumar JP wrote:
During the Edit mode(Wiggle Animation), Image in Grid(Layer) is not
displayed properly.Even though i get 60 FPS during the wiggle
animation,image edge is not smooth.
On iOS
On Feb 4, 2011, at 8:55 AM, Sasikumar JP wrote:
I understood the issue here. But i am not clear how to implement your
solution. could you guide me what type of API i should use to implement your
solution.
You already mentioned them yourself. You just draw the image into the a
slightly
board view with core animation layers. Each
page displays 9 Grids in 3x3 format.
I have used layer.content property to display the icon image for all the
Grid. Look and Feel of the Spring Board view is fine in the normal mode.
During the Edit mode(Wiggle Animation), Image in Grid(Layer
Hi,
the documentation for -[NSView setAlphaValue:] states:
Sending this message to a view that is not managing a Core Animation layer
causes an exception.
But experiment under 10.6 shows that not only no exception is thrown, setting
the alpha value on views without Core Animation layer even
in UIView/ UIViewController as only these two are
inherited from UIResponder. I am able to detect touches but after applying
core animation on layers the touches do not move, they stay where they were
before the animation, so if i click new position of layer nothing happens.
IF I do
from UIResponder. I am able to detect touches but after applying
core animation on layers the touches do not move, they stay where they were
before the animation, so if i click new position of layer nothing happens.
IF I do not explicitly change the properties of layer position (as given
in the code
:@
flag];
The problem here is that the sublayers do not scale horizontaly like the
firstWheelLayer should I set their bounds here too?
I'm a little rusty on my Core Animation, but have you tried using the
actual scale property in Core Animation instead of using the bounds
property? I think
On 8/21/10, Ahsan Shafiq ahsan.shafiq...@gmail.com wrote:
Yes, you are right but now I am unable to handle touches.
As I said in my previous post, I also want to update the model. Simply
scaling as you mentioned does scale down or scale up the sublayers as well
but how to update the model. In
bump*
On Thu, Aug 19, 2010 at 10:47 AM, Ahsan Shafiq ahsan.shafiq...@gmail.comwrote:
Hi
I have read that in explicit animation, say translation, to really change
the model layer position we have to change it's position too. So here is my
code:
CABasicAnimation *animation =
setBounds:newVal];
[firstWheelLayer addAnimation:animation forKey:@flag];
The problem here is that the sublayers do not scale horizontaly like the
firstWheelLayer should I set their bounds here too?
I'm a little rusty on my Core Animation, but have you tried using the
actual scale property
Hi
I have read that in explicit animation, say translation, to really change
the model layer position we have to change it's position too. So here is my
code:
CABasicAnimation *animation =
[CABasicAnimation animationWithKeyPath:@position];
CGPoint pt =
Hi,
I'm using quite a few animations in my app's UI, using the Core
Animation, and all of the animations work wonderfully smooth and
quick.
However, when I need to animate the frame of the window (namely,
change its size), it feels so sluggish and jagged.
I guess this is because, unlike
Aside from Core Animation, you could also try -setFrame:display:animate:
It blocks the main thread while running, but is generally pretty smooth.
On 16 Jul 2010, at 10:55, Oleg Krupnov wrote:
Hi,
I'm using quite a few animations in my app's UI, using the Core
Animation, and all
Thanks Mike,
I forgot to mention that I've already tried -[NSWindow
setFrame:display:animate:], but it does not seem to differ from the
other methods I mentioned.
Well, it's all quite smooth, but very noticeably less smooth than the
Core Animation-powered animations of the views inside
Le 16 juil. 2010 à 12:38, Oleg Krupnov a écrit :
Any other ideas?
Is your view CALayer backed?
Vincent___
Cocoa-dev mailing list (Cocoa-dev@lists.apple.com)
Please do not post admin requests or moderator comments to the list.
Contact the moderators
My table view is layer-hosting.
The contentView of my window is layer-backed.
I even tried to setWantsLayer:YES for the superview of the
contentView, that is, the theme frame view of the window, but it does
not seem to bring Core Animation into the window frame animation.
On Fri, Jul 16, 2010
Krupnov wrote:
Thanks Mike,
I forgot to mention that I've already tried -[NSWindow
setFrame:display:animate:], but it does not seem to differ from the
other methods I mentioned.
Well, it's all quite smooth, but very noticeably less smooth than the
Core Animation-powered animations of the views
Hello,
I have replaced a bunch of NSImageViews with IKImageViews in my app. These
image views are presented inside an NSCollectionView. Both the NSImageViews and
the IKImageViews had shadows turned on in IB. The NSImageViews' shadows showed
up fine, but the IKImageViews' shadows are nowhere to
Greetings,
I'm about to undertake an almost complete rewrite of my user
interface. I've made the decision to drop support for OS X 10.4,
which will allow me to (finally) use Core Animation and Grand
Central extensively.
Now I'm faced with how to engineer the many table, outline,
browser
I am looking for a realtime editing window tool like a script console
that will display Obj-C Core Animation instructions.
Just like Processing and it's many variants Node Box Ruby etc.
Or like Quartz Composer but pure code not nodes.
Can Quartz Composer take Obj-C Code in realtime
David, Rodolfo,
I'm interested in this too so please excuse me for interfering. What is the
root cause for Rodolfo's problem? He doesn't seem to set
'removedOnCompletion' to 'NO' (default is 'YES' according to docu) so I'm
wondering if this could cause the unwanted effect (by the way I cannot see
Hello,
Neither I did figure out how to use David's code. I thought that overriding the
implicit animation implies the use of layer actions. I can't see how
[layer addAnimation:rotation forKey:@transform];
can change the implicit animation.
Besides, most of my attempts resulted in a
.
According to the Core Animation Programming Guide certain properties of a
layer are connected to implicit animations, exerpt from the Core Animation
Programming Guide: Changing the value of an animatable layer property
causes the layer to implicitly animate the change from the old value to the
new
On May 31, 2010, at 11:51 PM, Tino Rachui wrote:
I'm interested in this too so please excuse me for interfering. What is the
root cause for Rodolfo's problem? He doesn't seem to set
'removedOnCompletion' to 'NO' (default is 'YES' according to docu) so I'm
wondering if this could cause the
THANKS David! I understand and got the code to run smoothly. Again one step
towards understanding CA better, I'm happy. :)
@Rodolfo: If you are interested I can send you my complete little sample
project. Just let me know.
Regards,
Tino
Am 01.06.2010 um 19:08 schrieb David Duncan:
On May
Le 1 juin 2010 à 21:02, Tino Rachui a écrit :
THANKS David! I understand and got the code to run smoothly. Again one step
towards understanding CA better, I'm happy. :)
OK, the same happened to me! My animations now run exactly as intended. The
EXC_BAD_ACCESS was due to the fact that I
Dear list,
I have a CALayer called textLayer which displays some message, for example
Hello. I perform two consecutive animations on it. At the end of the first
animation, the text is no more visible. The message then gets updated (to Good
bye, let's say) and the second animation brings the
On May 31, 2010, at 2:24 PM, Rodolfo Niborski wrote:
My problem is that at the end of the first animation, the Hello message
shows up in its initial position for a fraction of a second.
I've tried to set the fillMode of the first animation to kCAFillModeForwards
with no effect.
What you
David,
Thank you for your quick answer, I'll try this and let you know what happened.
By the way, I forgot to say that my question was on iPhone, but everything you
mention seems to be available in iPhone OS 3.0.
Rodolfo Niborski
http://itunes.com/apps/yiddishforkids1-alefbeys
Le 31 mai 2010
There's a CoreAnimation sample project that does just this, called LightBoard.
--Kyle Sluder
Thank you and thanks everyone else. I didn't find the LightBoard
sample but I found GeekGameBoard which helped me a lot.
John.
___
Cocoa-dev mailing list
Hi there,
in my app I want to have a light table to sort photos. Basically it's
just a huge view with lots of photos in it and you can drag the photos
around. Photos can overlap, they don't fall into a grid like in
iPhoto.
So every photo needs to respond to mouse events. Do I make every photo
). You
can represent each photo in a separate layer so you can move it arround as
needed. You can also group layers if needed.
Check Apple's documentation on CA, I also recommend Bill Dudley's Core
Animation book from pragmatic programmers.
Tom
___
Cocoa
On Tue, Mar 16, 2010 at 5:16 AM, john fogg john...@gmail.com wrote:
Photos need to be in layers as well so I can change the stacking
order. Do I use CoreAnimation for this?
There's a CoreAnimation sample project that does just this, called LightBoard.
--Kyle Sluder
Am 12.03.2010 um 03:13 schrieb Mazen M. Abdel-Rahman:
For the calendar grid I was creating an NSTrackingArea for each cell - in my
case (the calendar is for 7 days with 15 minutes per cell) there was 672
NSTrackingAreas.
I will have to look at alternative solutions to all these
have to be
constantly called to render the calendar.
For something as relatively simple as this would moving to core animation -
i.e. trying to render the calendar on a layer instead (I am still trying to
learn core animation) add performance benefits? And would it allow for
smoother
assumption is that it's because the NSBezier stroke functions have to be
constantly called to render the calendar.
For something as relatively simple as this would moving to core animation -
i.e. trying to render the calendar on a layer instead (I am still trying to
learn core animation) add
the NSBezier stroke functions have to be
constantly called to render the calendar.
For something as relatively simple as this would moving to core animation -
i.e. trying to render the calendar on a layer instead (I am still trying to
learn core animation) add performance benefits? And would
as this would moving to core animation -
i.e. trying to render the calendar on a layer instead (I am still trying to
learn core animation) add performance benefits? And would it allow for
smoother scrolling?
As no one else has offered an opinion:
Moving to CA might offer benefits but you can
as relatively simple as this would moving to core animation -
i.e. trying to render the calendar on a layer instead (I am still trying to
learn core animation) add performance benefits? And would it allow for
smoother scrolling?
Thanks,
Mazen Abdel-Rahman
On Feb 25, 2010, at 8:13 PM, Eric E. Dolecki wrote:
I don't know enough about the specifics, but could an image with a moving
mask reveal the trail?
You might be able to do that, its worth a shot at least. You would create a
masking layer that is large enough to obscure all of your content,
Hello, all ...
I'm interested in having a CAKeyframeAnimation leave a trail i.e. imagine the
image of a pencil being animated across the screen -- I want to draw a path of
where the pencil has been along with the animated pencil. However, i'm not sure
how to do this, since Core Animation
not sure how to do this, since Core Animation is doing the drawing for
me. If anyone can offer some pointers, i'd be quite appreciative :-)
There isn't a simple way to do this on iPhone OS – the class that would make it
simpler (CAEmitterLayer) is not available.
There are various approaches that all
a trail i.e.
imagine the image of a pencil being animated across the screen -- I want to
draw a path of where the pencil has been along with the animated pencil.
However, i'm not sure how to do this, since Core Animation is doing the
drawing for me. If anyone can offer some pointers, i'd be quite
In documentation of the protocol NSAnimatablePropertyContainer, -setAnimations:
Sets the option dictionary that maps event trigger keys to animation objects.
What is a trigger key? I can't find any mention of trigger key in Core
Animation Programming Guide. Any relation to an animatable
Le 28 janv. 2010 à 08:43, K.Darcy Otto a écrit :
NSRect rect = NSRectFromCGRect([hitLayer frame]);
float width = rect.size.width;
That is, it returns a width, but not the width in the current window
coordinates. Any ideas? Thanks.
What do you mean by not the width in the current window
1 - 100 of 263 matches
Mail list logo