I am rotating an NSImageView from its center which is working perfectly however when I start the animation the NSImageView hops from its location to a random location. I do not know why is it happening. Please help.
I am elaborating how I am doing it all. Also, I am providing a Github link so that you may run it if you want.
Code:
// on button press animation will be started
-(void)buttonPressed:(id)sender{
// setting the anchor point of the view
_img.layer.anchorPoint = CGPointMake(0.5f, 0.5f);
// calling the animation function
[self startRefreshAnimation];
}
// in order to repeate the animation
- (void)animationDidStop:(CAAnimation *)anim finished:(BOOL)flag
{
[self startRefreshAnimation];
}
// the function that will handel all the animation stuff
-(void)startRefreshAnimation {
CABasicAnimation *anim2 = [CABasicAnimation animationWithKeyPath:@"transform.rotation"];
anim2.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];
NSNumber* toValue = [NSNumber numberWithFloat:0 * (M_PI / 180.0f)];
NSNumber* fromValue = [NSNumber numberWithFloat:(360.0f) * (M_PI / 180.0f)];
anim2.fromValue = toValue;
anim2.toValue = fromValue;
anim2.duration = 1.0f;
anim2.delegate = self;
[_img.layer addAnimation:anim2 forKey:@"transform"];
}
The code looks fine to me for the animation task u require. Just move the anchorPoint line, like this:
- (void)applicationDidFinishLaunching:(NSNotification *)aNotification {
// Insert code here to initialize your application
_img.layer.anchorPoint = CGPointMake(0.5f, 0.5f);
}
EDIT: Basically, the position of a layer is specified in terms of the location of the layer's anchorPoint. When you set the position of the layer, you are then setting the location of the center of the layer in its superlayer's coordinate system. Because the position is relative to the anchorPoint of the layer, changing that anchorPoint while maintaining the same position moves the layer. So, you will have to set the anchorPoint before rendering the subview.
Also, for infinite repeat, you can avoid writing animationDidStop method, by using this property:
anim2.repeatCount = HUGE_VALF;