I am working on an iPad app where I am trying to show the clock hand for seconds show the second hand motion, like this which updated every second.
- (void) updateClock:(NSTimer *)theTimer{
dateComponents = [[NSCalendar currentCalendar] components:(NSHourCalendarUnit | NSMinuteCalendarUnit | NSSecondCalendarUnit) fromDate:[NSDate date]];
seconds = [dateComponents second];
minutes = [dateComponents minute];
hours = [dateComponents hour];
secAngle = Degrees2Radians(seconds/60.0*360);
minAngle = Degrees2Radians(minutes/60.0*360);
hourAngle = Degrees2Radians(hours/24.0*360) + minAngle/24.0;
secHand.transform = CATransform3DMakeRotation (secAngle+M_PI, 0, 0, 1);
hourHand.transform = CATransform3DMakeRotation (hourAngle+M_PI, 0, 0, 1);
minHand.transform = CATransform3DMakeRotation (minAngle+M_PI, 0, 0, 1);
}
- (void)start{
timer = [NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:@selector(updateClock:) userInfo:nil repeats:YES];
}
However, the way its works right now, it shows like it is ticking every second. But What I really want is to animate the layer so that it appears to be in continuously motion in a full rotation from 0 to 360 in 1 minute smoothly , however, I can only make it start to go from 0 to 360 to do a full rotation ,so I used for the seconds needle the following:
-(void)startSmooth{
started = YES;
CABasicAnimation *fullRotation;
fullRotation = [CABasicAnimation animationWithKeyPath:@"transform.rotation"];
fullRotation.fromValue = [NSNumber numberWithFloat:0];
fullRotation.toValue = [NSNumber numberWithFloat:((360*M_PI)/180)];
fullRotation.duration = 60.0f;
fullRotation.repeatCount = HUGE_VALF;
[secHand addAnimation:fullRotation forKey:@"360"];
}
However the problem with this is that it always starts rotating at 0 degree angle so the needle looks like it only always appear to start motion from 30 seconds no matter what the time is.
What I would like to do is have it begin from the actual point the seconds needle is supposed to be at. How can I achieve that?
Thank you all, I found out the answer to my own question using the developer docs by using fromValue and byValue instead of fromValue and toValue
Just needed to change :
-(void)startSmooth{
CABasicAnimation *fullRotationSec;
fullRotationSec = [CABasicAnimation animationWithKeyPath:@"transform.rotation"];
fullRotationSec.fromValue = [NSNumber numberWithFloat:secAngle+M_PI];
fullRotationSec.byValue = [NSNumber numberWithFloat:((360*M_PI)/180)];
fullRotationSec.duration = 60.0f;
fullRotationSec.repeatCount = HUGE_VALF;
[secHandView addAnimation:fullRotation forKey:@"360"];
}