I need to run a complex custom animation in an iOS app. For this, I wrote a function that needs to be called repeatedly and uses the current time-stamp to calculate positions, colors, shadows, etc. of UIView elements on the screen.
There seem to be a whole bunch of different approaches I could use to have this function called:
I tried calling my animation-function from a separate thread first, but while the thread does run, I don't see any screen updates until I trigger a refresh manually with a device rotation, so I must be missing some step where I call the update functions from inside the GUI Thread instead of my own or invalidating the View or something... But I don't even know if this is the best approach...
What is the preferred way to keep calling a function (for an animation, for example) as quickly as possible (or with a small delay of 10ms or so) without blocking the GUI and in such a way that if this function, for example, changes the background color or position of a view, the screen gets updated?
If possible, I would like to use a method that is as backward-compatible as possible, so preferably something that doesn't use any features introduced in iOS 8.1 (exaggeration)... :)
Aside:
Sorry for not posting a code example. I'm using RoboVM and don't want to "scare off" any answers from true XCode developers. Also, this is more of a general conceptual question rather than a specific bug-fix.
I've found the best performance from CADisplayLink
.
displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(displayLinkTick)];
[displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSRunLoopCommonModes];
- (void)displayLinkTick {
// Update your animation.
}
Don't forget to teardown when you're destroying this view or else you'll have your displayLinkTick
called until your application exits:
[displayLink removeFromRunLoop:[NSRunLoop currentRunLoop] forMode:NSRunLoopCommonModes];
Alternatively, if you're using (or convert to) CALayer
, your subclass would return YES
from needsDisplayForKey:
on your animating key. Then, in your CALayer
subclass' display
method, you'd apply the changes that your self.presentationLayer
has for your animation.
@property (assign) CGFloat myAnimatingProperty;
@implementation MyAnimatingLayer : CALayer
+ (BOOL)needsDisplayForKey:(NSString *)key {
if ([key isEqualToString:@"myAnimatingProperty"]) {
return YES;
}
return [super needsDisplayForKey:key];
}
- (void)display {
if ([self.animationKeys containsObject:@"myAnimatingProperty"]) {
CGFloat currentValue = self.presentationLayer.myAnimatingProperty;
// Update.
}
}
@end
This second way will allow you to link in with the built-in easing functions really easily.