Re: Question about aliasing (analog clock hands)
Re: Question about aliasing (analog clock hands)
- Subject: Re: Question about aliasing (analog clock hands)
- From: "Eric E. Dolecki" <email@hidden>
- Date: Thu, 3 Dec 2009 15:34:41 -0500
Will do. One question - when I am rotating around z - it's using the top
left of the shapeLayer as the anchor point. Trying to set it differently
isn't changing the anchor point...
CABasicAnimation *rotationAnimation;
rotationAnimation =[CABasicAnimation animationWithKeyPath:@
"transform.rotation.z"];
[rotationAnimation setFromValue:DegreesToNumber(0)];
[rotationAnimation setToValue:DegreesToNumber(360)];
[rotationAnimation setDuration:2.0f];
[rotationAnimation setRepeatCount:10000];
[shapeLayer setAnchorPoint:CGPointMake(240, 160)];
[shapeLayer addAnimation:rotationAnimation forKey:@"rotate"];
It just rotates around the top left corner (meaning it comes into and out of
view)... I am looking to simply spin the shape where it sits from it's
center.
On Thu, Dec 3, 2009 at 3:17 PM, Kyle Sluder <email@hidden> wrote:
> On Thu, Dec 3, 2009 at 12:07 PM, Eric E. Dolecki <email@hidden>
> wrote:
> > If I use CAShapeLayer, can I use CGAffineTransform on it? I need to pour
> > through the docs now I guess.
>
> Yes, please brush up on Core Animation. You can apply arbitrary
> transformations to a layer, or you can use the rotation/position
> properties of the layer itself and let CA take care of all the nested
> coordinate systems for you. Since the iPhone uses layers for pretty
> much all drawing, you're going to need to get a handle on Core
> Animation sooner rather than later.
>
> --Kyle Sluder
>
--
http://ericd.net
Interactive design and development
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