By Marcus Zarra
Apple’s center Animation framework permits Mac OS X, iPhone, and iPod contact builders to create richer, extra visible applications–more simply than ever and with some distance much less code. Now, there’s a entire, example-rich, full-color connection with middle Animation for knowledgeable OS X and iPhone builders who intend to make the main of this strong framework.
Marcus Zarra and Matt lengthy demonstrate precisely what center Animation can and can’t do, the best way to use it so much effectively–and the right way to keep away from misusing it. development in your current wisdom of Objective-C, Cocoa, and Xcode, they current professional options, insights, and downloadable code for all elements of middle Animation programming, from keyframing to motion picture playback.
Zarra and lengthy completely evaluate similarities and variations among center Animation at the Mac and iPhone, assisting you write code which can simply circulate among structures. additionally they current an entire bankruptcy of leading edge ideas and confirmed “rules of thumb” for optimizing center Animation’s real-world functionality.
Taking complete good thing about center Animation’s light-weight layers and views
Using keyframes to realize whole keep watch over over your animations
Creating startling results with middle Animation transforms
Leveraging center Image’s strong filtering services from inside center Animation
Playing QuickTime videos utilizing center Animation’s QTMovieLayer
Using the OpenGL layer to accomplish larger keep an eye on over motion picture playback
Integrating complex Quartz Composer visualizations into your consumer interfaces
How to exploit helper layers to attract gradients, composite shapes, and mirror sublayers
Adding mouse and keyboard person interplay issues, and masses more…
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Extra resources for Core Animation: Simplified Animation Techniques for Mac and iPhone Development
When specified as discrete (kCAAnimationDiscrete), the keyframes are the only frames displayed, with no interpolation between frames. If you moved a layer to random points on a window, for instance, you would not see the layer move to each point. Instead, you would see the layer jump to each point when the time for that keyframe was reached. com/coreframeworks and open the demo project called Keyframe Steps. You notice we have added timers that fire at various stages of the animation to show which point we have reached in the animation.
It then sets the property as if you had called set on the property explicitly. The Differences Between Window, View, and Layer Animation The idea behind animation in windows, views, and layers is the same; however, the implementation differs. In this section, we discuss one of the most common animations you will likely want to implement—frame resizing. Window Resizing Since the first version of Mac OS X, the ability to animate a window’s frame has been available to developers in the method -(void)setFrame:(NSRect)windowFrame display:(BOOL)displayViews animate:(BOOL)performAnimation.
To move a layer from one point to another in its containing window, for example, we can create a basic animation using the keypath position. We give the animation a start value and an ending value and add the animation to the layer. The animation begins immediately in the next run loop. Listing 3-8 demonstrates how to animate the position of a layer. 0]; [layer addAnimation:animation forKey:@”position”]; } This code moves the position of a layer from startPoint to endPoint. These two values are NSPoint objects.