ios - CAKeyFrameAnimation with Color from patternImage -


i trying animate backgroundcolor of calayer cakeyframeanimation. when make classics colors works; color generated patternimage uicolor(patternimage:"imagename").cgcolor, doesn't work @ all.

@ibaction func animfirstview(sender: anyobject) {     addanim(view1, colors: [uicolor.blackcolor().cgcolor, uicolor.redcolor().cgcolor]) // works   }  @ibaction func animsecondview(sender: anyobject) {      var firstcolor = uicolor(patternimage: uiimage(named:"stars1")!).cgcolor;     addanim(view2,         colors: [firstcolor]); // doesn't works @ :( }  func addanim(view:uiview, colors:[cgcolor]) {     let anim = cakeyframeanimation(keypath:"backgroundcolor")           anim.values = colors;     anim.keytimes = [0.0, 0.25, 0.5, 0.75, 1];     anim.calculationmode = kcaanimationdiscrete     anim.duration = 0.3;     anim.repeatcount = float.infinity;     view.layer.addanimation(anim, forkey: "backgroundcolor");  } 

someone has idea?

isn't possible or doing wrong?

a test case of "bug" https://github.com/lastmove/patternbugdemo

i don't know why setting backgroundcolor pattern color part of keyframe animation doesn't work. solved imitating my own existing example set contents keyframe animation:

@ibaction func animsecondview(sender: anyobject) {     var firstcolor = uicolor(patternimage: uiimage(named:"stars1")!)     var secondcolor = uicolor(patternimage: uiimage(named:"stars2")!)     addanim(view2,         colors: [firstcolor, secondcolor, firstcolor, secondcolor]); }  func addanim(view:uiview, colors:[uicolor]) {     let anim = cakeyframeanimation(keypath:"contents")     anim.values = colors.map {         col in         uigraphicsbeginimagecontextwithoptions(view.bounds.size, true, 0)         col.setfill()         uibezierpath(rect: view.bounds).fill()         let im = uigraphicsgetimagefromcurrentimagecontext()         uigraphicsendimagecontext()         return im.cgimage     }     anim.keytimes = [0.0, 0.25, 0.75, 1.0];     anim.calculationmode = kcaanimationdiscrete     anim.duration = 1;     anim.repeatcount = float.infinity;     view.layer.addanimation(anim, forkey: nil); } 

enter image description here

edit: here's workaround: keep using layer background color, change directly, timer:

@iboutlet weak var view2: uiview! var colors = [uicolor]() var timer : nstimer! var second = false  @ibaction func animsecondview(sender: anyobject) {     var firstcolor = uicolor(patternimage: uiimage(named:"stars1")!)     var secondcolor = uicolor(patternimage: uiimage(named:"stars2")!)     self.colors = [firstcolor, secondcolor]     if let timer = self.timer {         timer.invalidate()     }     self.timer = nstimer.scheduledtimerwithtimeinterval(0.5, target: self, selector: "anim:", userinfo: nil, repeats: true) } func anim(t:nstimer) {     view2.layer.backgroundcolor = self.colors[self.second ? 1 : 0].cgcolor     self.second = !self.second } 

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