Re: CABasicAnimation, CALayers, and rotation

2008-11-04 Thread Michael A. Crawford
Thanks for the code reference, Matt. I'll go look it up after I reply to this thread. I think I'm just going to use Graham's suggestion, to multiply by -1. This seems to give me the behavior I'm looking for. -Michael On Nov 4, 2008, at 5:16 PM, Matt Long wrote: Others have answered the

Re: CABasicAnimation, CALayers, and rotation

2008-11-04 Thread Michael A. Crawford
Unless North is 0 and East is 90, which it is in my context after I execute the following code snippet: // // Center and rotate the drawing context so that 0,0 is at the center and // zero degrees is at the top of the context. // CGContextTranslateCTM(ctx, CGRectGetMidX(l

Re: CABasicAnimation, CALayers, and rotation

2008-11-04 Thread Matt Long
Others have answered the question, but here's some code. Gotta love code. ;-) http://www.cimgf.com/2008/10/25/core-animation-tutorial-slider-based-layer-rotation/ -Matt On Nov 4, 2008, at 5:30 PM, Michael A. Crawford wrote: By default, positive angle values assigned to a rotation animation

Re: CABasicAnimation, CALayers, and rotation

2008-11-04 Thread David Duncan
On Nov 4, 2008, at 4:30 PM, Michael A. Crawford wrote: By default, positive angle values assigned to a rotation animation result in counter clockwise rotation. Is there a way to cause the rotation to occur in the clock-wise direction, with positive values? For example, consider a needle r

Re: CABasicAnimation, CALayers, and rotation

2008-11-04 Thread Graham Cox
On 5 Nov 2008, at 11:30 am, Michael A. Crawford wrote: By default, positive angle values assigned to a rotation animation result in counter clockwise rotation. Is there a way to cause the rotation to occur in the clock-wise direction, with positive values? For example, consider a needle