Is there a way to pause a CABasicAnimation?
I have a basic spinning animation of the iPhone. Is there any way that I can "pause" the animation so that the position of the view will be maintained? I guess one way of doing this would be to cause the animation to "complete" instead of calling "remove" on it, how would I do that?
CABasicAnimation* rotationAnimation;
rotationAnimation = [CABasicAnimation animationWithKeyPath:@"transform.rotation.z"];
rotationAnimation.toValue =开发者_如何转开发 [NSNumber numberWithFloat: M_PI * 2];
rotationAnimation.duration = 100;
rotationAnimation.cumulative = YES;
rotationAnimation.repeatCount = HUGE_VALF;
rotationAnimation.removedOnCompletion = NO;
rotationAnimation.fillMode = kCAFillModeForwards;
[myView.layer addAnimation:rotationAnimation forKey:@"rotationAnimation"];
Recently appeared Apple's technical note QA1673 describes how to pause/resume layer's animation.
Pause and resume animations listing is below:
-(void)pauseLayer:(CALayer*)layer
{
CFTimeInterval pausedTime = [layer convertTime:CACurrentMediaTime() fromLayer:nil];
layer.speed = 0.0;
layer.timeOffset = pausedTime;
}
-(void)resumeLayer:(CALayer*)layer
{
CFTimeInterval pausedTime = [layer timeOffset];
layer.speed = 1.0;
layer.timeOffset = 0.0;
layer.beginTime = 0.0;
CFTimeInterval timeSincePause = [layer convertTime:CACurrentMediaTime() fromLayer:nil] - pausedTime;
layer.beginTime = timeSincePause;
}
Edit: iOS 10 introduced new API - UIViewPropertyAnimator that allows to handle animations more interactively, for example it makes easy to pause and resume animation or 'seek' it to some particular progress value.
Answer For Swift 3:
Credits @Vladimir
Code:
func pauseAnimation(){
let pausedTime = layer.convertTime(CACurrentMediaTime(), fromLayer: nil)
layer.speed = 0.0
layer.timeOffset = pausedTime
}
func resumeAnimation(){
let pausedTime = layer.timeOffset
layer.speed = 1.0
layer.timeOffset = 0.0
layer.beginTime = 0.0
let timeSincePause = layer.convertTime(CACurrentMediaTime(), fromLayer: nil) - pausedTime
layer.beginTime = timeSincePause
}
Set the current state of your view's layer to match the state of the presentationLayer
, then remove the animation:
CALayer *pLayer = [myView.layer presentationLayer];
myView.layer.transform = pLayer.transform;
[myView.layer removeAnimationForKey:@"rotationAnimation"];
Credit to @Vladimir and @Supratik-Majumdar
Swift 5.1 as a CALayer extension
extension CALayer
{
func pauseAnimation() {
if isPaused() == false {
let pausedTime = convertTime(CACurrentMediaTime(), from: nil)
speed = 0.0
timeOffset = pausedTime
}
}
func resumeAnimation() {
if isPaused() {
let pausedTime = timeOffset
speed = 1.0
timeOffset = 0.0
beginTime = 0.0
let timeSincePause = convertTime(CACurrentMediaTime(), from: nil) - pausedTime
beginTime = timeSincePause
}
}
func isPaused() -> Bool {
return speed == 0
}
}
You can use a timer or handle the animation delegate method:
- (void)animationDidStop:(CAAnimation *)anim finished:(BOOL)flag
Here is my code:
// ...
[self startAnimation];
// ...
- (void)startAnimation {
CABasicAnimation* rotationAnimation;
rotationAnimation = [CABasicAnimation animationWithKeyPath:@"transform.rotation.z"];
rotationAnimation.fromValue = [NSNumber numberWithFloat:0];
rotationAnimation.toValue = [NSNumber numberWithFloat: M_2_PI];
rotationAnimation.duration = 1.0;
rotationAnimation.cumulative = YES;
// rotationAnimation.repeatCount = 0; // <- if repeatCount set to infinite, we'll not receive the animationDidStop notification when the animation is repeating
rotationAnimation.removedOnCompletion = NO;
rotationAnimation.fillMode = kCAFillModeForwards;
rotationAnimation.delegate = self; // <- hanlde the animationDidStop method
[myView.layer addAnimation:rotationAnimation forKey:@"rotationAnimation"];
}
- (void)animationDidStop:(CAAnimation *)anim finished:(BOOL)flag {
if (shouldContinueAnimation) // <- set a flag to start/stop the animation
[self startAnimation];
}
Hope it can help you.
Simplest One
self.viewBall.layer.position = self.viewBall.layer.presentationLayer().position
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