Core animation for Mac OS X and the iPhone: Creating by Bill Dudney

By Bill Dudney

Mac OS X Leopard introduces a phenomenal new know-how that makes writing functions with lively and cinematic consumer interfaces a lot more uncomplicated. we will discover this new expertise by means of beginning with the known strategies from the pre-Leopard improvement kits.

Then we will see how they practice to the hot frameworks and APIs. we are going to construct in your latest wisdom of Cocoa and convey you successfully up to the mark on what center Animation is all approximately.

With this ebook in hand, you could upload middle Animation in your Cocoa functions, and make beautiful consumer interfaces that your user's may be exhibiting off to their friends.

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Additional info for Core animation for Mac OS X and the iPhone: Creating compelling dynamic user interfaces

Example text

The path will then be used to determine values instead of an interpolation. 2: Keyframe movement The path technique will work only with dual-valued properties, that is, any property with two values. Basically, this is any property that is typed as NSPoint or NSSize. The x values in the path are used by the animation to change either the x value of the point or the width value of the size, and the y values correspond to the y value of the point or the height value of the size. The next example will show this in action.

The CAKeyframeAnimation class is intended to allow us to build that very same kind of animation into our applications. 75], nil]; return animation; } One of the things we can do to eliminate some of the complexity and still get most of the control is to let the keyframe animation handle the timing. If we leave out setting the time values, the keyframe animation will just evenly distribute the values we provide over the time frame. If we provide three values, the first value is the starting value, the second value will be reached at 50% of the elapsed time, and the third value is at 100% of the time.

And remember that we have to set only the control points since 51 C OCOA A NIMATION T IMING the initial and final values are known to be {0, 0} and {1, 1}, respectively. In the move method, we are doing the typical thing of creating an animations dictionary for our mover and adding the custom animation to the dictionary. In this section, we have seen the curves we can use to control the timing of individual animations. Now let’s take a look at using the NSAnimationContext to control the overall animation duration for a set of animations.

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