I'm not very familiar with CoreAnimation, so I hope I've just missed something pretty simple. I want to animate a custom property (NSGradient) of a NSView in a simple manner, with [[view animator] setGradient:gradient];
. I defined + (id)defaultAnimationForKey:(NSString *)key
and returned a simple CABasicAnimation, however, no animation is executed. Since this works for simpler types and NSColor, I guess CABasicAnimation doesn't work with gradients. Fine, but in this particular case gradients are trivial (two stops, always), so I can easily write an interpolation functions. The question: how can I define a custom interpolation? I googled around regarding delegates on view, layer and animations, subclassing animation class etc., but I wasn't able to figure the things out. Thanks!
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I thought I remembered passing by some Apple documentation when I was learning how to use Core Animation that showed how to set up animations that couldn't be handled by properticode describedes that are supplied with defined animations. Along the way I stumbled across some sample code from Apple that is described as:
That may be the answer to the specific task you already handled another way. I found it in the Documentation and API Reference within Xcode and the name of the sample code is simply Gradients. (Note that there is an original version 1.0 and an updated version 1.1 that was redone this year in April and so should be easier to use with current tools.
But, the larger question of creating a custom animation that can't be automated by Core Animation itself is to follow the example from Apple's Animation Programming Guide for Cocoa in the section Using an NSAnimation Object. It's described under the topic Subclassing NSAnimation and the recommended method is shown under the heading Smooth Animations. You override the
setCurrentProgress:
method so that each time it is called you first invokeSuper
so that NSAnimation updates the progress value, i.e., your custom animated property and then do any updating or drawing needed for the next frame of your animation. Here are the notes and example code provided by Apple in the referenced documentation:So basically you define a "progress value" (possibly composed of several values) that defines the state of your custom animation and write code that given the current "progress value" draws or changes what is drawn when the animation is at that particular state. Then you let NSAnimation run the animation using the normal methods of setting up an animation and it will execute your code to draw each frame of the animation at the appropriate time.
I hope that answers what you wanted to know. I doubt I could have found this easily by searching without having seen it before since I finally had to go to where I thought it might be and skim page by page through the entire topic to find it again!