On Mon, 28 Sep 2009 14:16:36 +0300, Oleg Krupnov <oleg.krup...@gmail.com> said: >I'd like to use Core Animation to create an arbitrary animation, that >is, I have a number of custom-drawn frames that I want to render in a >sequence, with a good frame rate, using the Core Animation timing >engine. How do I do this? > >I am looking on CAKeyframeAnimation, which could do the job using the >code like this: > > CAKeyframeAnimation *anim; > NSMutableArray *images; > CGImageRef im; > int i; > > images = [NSMutableArray array]; > for (i = 0; i < N; i++) { > im = create_image (i); > [images addObject:(id)im]; > CGImageRelease (im); > } > > anim = [CAKeyframeAnimation animation]; > [anim setKeyPath:@"contents"]; > [anim setValues:images]; > [anim setCalculationMode:@"discrete"]; > [anim setRepeatCount:HUGE_VAL]; > [anim setDuration:1.0]; > > [layer addAnimation:anim]; > >However, I don't like to create all keyframe images at once, but >instead draw them in process of animation, when the particular frame >becomes the current frame, via the -[CALayer drawLayer:inContext:] >delegate method. How do I do this? The delegate method seems to get >called only once. Thanks!
You might find some architectural inspiration in Matt Gallagher's "Asteroids" Core Animation example: http://cocoawithlove.com/search/label/CoreAnimation m. -- matt neuburg, phd = m...@tidbits.com, <http://www.tidbits.com/matt/> A fool + a tool + an autorelease pool = cool! AppleScript: the Definitive Guide - Second Edition! http://www.tidbits.com/matt/default.html#applescriptthings _______________________________________________ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com