Hallo Jeshua
The following is all written from memory, not looking at actual code.
To receive notifications, you have to set and impplement a delegate and
use it in your CALayer. Like this:
- (void) setupLayer
{
CABasicAnimation *anim = [CABasicAnimation animation];
CALayer *myL
On Nov 2, 2008, at 1:57 PM, Patrick Mau wrote:
On 02.11.2008, at 20:10, Jeshua Lacock wrote:
Hello again,
Hi Jeshua
Hi Patrick,
Thanks for your help - that looks perfect!
I have one question - hopefully not for myself this time. :)
Is there a callback or some way to determine when a
On 02.11.2008, at 20:10, Jeshua Lacock wrote:
Hello again,
Hi Jeshua
I have one question - hopefully not for myself this time. :)
Is there a callback or some way to determine when a
CAKeyframeAnimation has finished playing? Or do I need to set up a
timer and calculate when a animation ha
On Nov 2, 2008, at 11:53 AM, Jeshua Lacock wrote:
On Nov 2, 2008, at 11:38 AM, Jeshua Lacock wrote:
It just occurred to me that I probably need my CAKeyframeAnimation
declaration to be an array with a capacity to support the maximum
number of animations I might have, and then use an availa
On Nov 2, 2008, at 11:38 AM, Jeshua Lacock wrote:
It just occurred to me that I probably need my CAKeyframeAnimation
declaration to be an array with a capacity to support the maximum
number of animations I might have, and then use an available
CAKeyframeAnimation to use for each occurrence
Hello,
It just occurred to me that I probably need my CAKeyframeAnimation
declaration to be an array with a capacity to support the maximum
number of animations I might have, and then use an available
CAKeyframeAnimation to use for each occurrence of the animation. Going
to test my theor
Greetings,
My flipbook animation is now working - thanks everyone!
I was under the impression that each CoreAnimation operated as an
independent thread. However, I created a function that sets the
"forKey" property to a unique indentifier each time it is called, and
each time it is called