I am posting this question in response to one of the answers on my previous question here: Multiple CALayer masks causing performance issues
So, now that I am attempting to go down the pre-rendered animation approach, I am still unable to get a smooth animation. Not only that, but when run on an actual device, the app crashes periodically due to memory issues.
You can see the animation running here: http://cl.ly/e3Qu (It may not look so bad from the video, but focus on the edge of animation, and it performs worse on an actual device.)
Here is my code:
static CGFloat const animationDuration = 1.5;
static CGFloat const calculationRate = (1.0/40.0); // 40fps max.
static CGFloat const calculationCycles = animationDuration/calculationRate;
@implementation splashView {
CADisplayLink* l;
CGImageRef backgroundImg;
UIColor* color;
NSMutableArray* animationImages;
NSTimeInterval currentTime;
}
-(void) beginAnimating {
static dispatch_once_t d;
dispatch_once(&d, ^{
CGFloat totalDistance = 0;
CGFloat screenProgress = 0;
CGFloat deltaScreenProgress = 0;
totalDistance = screenHeight()+screenWidth();
color = [[lzyColors colors] randomColor];
backgroundImg = textBG(color, screenSize()).CGImage;
animationImages = [NSMutableArray array];
NSLog(@"start");
UIGraphicsBeginImageContextWithOptions(screenSize(), YES, 0);
CGContextRef c = UIGraphicsGetCurrentContext();
for (int i = 0; i <= (calculationCycles+1); i++) {
UIImage* img = lzyCGImageFromDrawing(^{
CGFloat height = screenHeight();
CGFloat width = screenWidth();
CGMutablePathRef p = CGPathCreateMutable();
CGPoint startingPoint = [self pointBForProgress:screenProgress];
CGPathMoveToPoint(p, nil, startingPoint.x, startingPoint.y);
lzyCGPathAddLineToPath(p, [self pointAForProgress:screenProgress]);
if ((width < screenProgress) && (screenProgress-deltaScreenProgress) < width) {
lzyCGPathAddLineToPath(p, (CGPoint){width, 0});
}
if (deltaScreenProgress != 0) lzyCGPathAddLineToPath(p, [self pointAForProgress:screenProgress-deltaScreenProgress-1]);
if (deltaScreenProgress != 0) lzyCGPathAddLineToPath(p, [self pointBForProgress:screenProgress-deltaScreenProgress-1]);
if ((height < screenProgress) && (screenProgress-deltaScreenProgress) < height) {
lzyCGPathAddLineToPath(p, (CGPoint){0, height});
}
CGPathCloseSubpath(p);
CGContextAddPath(c, p);
CGContextClip(c);
CGPathRelease(p);
CGContextSetFillColorWithColor(c, color.CGColor);
CGContextFillRect(c, self.bounds);
CGContextDrawImage(c, self.bounds, backgroundImg);
});
[animationImages addObject:img];
deltaScreenProgress = screenProgress;
screenProgress = (i*totalDistance)/calculationCycles;
deltaScreenProgress = screenProgress-deltaScreenProgress;
}
NSLog(@"stop");
currentTime = 0;
l = [CADisplayLink displayLinkWithTarget:self selector:@selector(displayLinkDidFire)];
[l addToRunLoop:[NSRunLoop mainRunLoop] forMode:NSRunLoopCommonModes];
});
}
-(void) displayLinkDidFire {
NSTimeInterval deltaTime = l.duration;
currentTime += deltaTime;
if (currentTime <= animationDuration) {
CGFloat prg = (currentTime/animationDuration);
NSInteger image = roundf(([animationImages count]-1)*prg);
[CATransaction begin];
[CATransaction setDisableActions:YES];
self.layer.contents = (__bridge id _Nullable)(((UIImage*)[animationImages objectAtIndex:image]).CGImage);
[CATransaction commit];
} else {
[CATransaction begin];
[CATransaction setDisableActions:YES];
self.layer.contents = (__bridge id _Nullable)(((UIImage*)[animationImages lastObject]).CGImage);
[CATransaction commit];
[l invalidate];
animationImages = nil;
}
}
-(CGPoint) pointAForProgress:(CGFloat)progressVar {
CGFloat width = screenWidth();
return (CGPoint){(progressVar<width)?progressVar:width+1, (progressVar>width)?progressVar-width:-1};
}
-(CGPoint) pointBForProgress:(CGFloat)progressVar {
CGFloat height = screenHeight();
return (CGPoint){(progressVar>height)?(progressVar-height):-1, (progressVar<height)?progressVar:height+1};
}
@end
The textBG()
function just does some fairly simple Core Graphics drawing to get the background image.
I can only assume I'm doing something fundamentally wrong here, but I can't think of what it is.
Any suggestions on how to improve performance and reduce memory consumption (without degrading the quality of the animation)?