I have this code which should create a splash image with either no animation or a fade in, then call code to dismiss the image out after a delay. The SplashViewAnimationNone
works fine and creates the full screen image, but the Fade code fades the image in but then immediately disappears.
- (void)startSplash {
[[[[UIApplication sharedApplication] windows] objectAtIndex:0] addSubview:self];
splashImage = [[UIImageView alloc] initWithImage:self.image];
if (self.animationIn == SplashViewAnimationNone)
{
[self addSubview:splashImage];
}
else if (self.animationIn == SplashViewAnimationFade)
{
[self addSubview:splashImage];
CABasicAnimation *animSplash = [CABasicAnimation animationWithKeyPath:@"opacity"];
animSplash.duration = self.animationDelay开发者_C百科;
animSplash.removedOnCompletion = NO;
animSplash.fillMode = kCAFillModeForwards;
animSplash.fromValue = [NSNumber numberWithFloat:0.0];
animSplash.toValue = [NSNumber numberWithFloat:1.0];
animSplash.delegate = self;
[self.layer addAnimation:animSplash forKey:@"animateOpacity"];
}
// Dismiss after delay.
[self performSelector:@selector(dismissSplash) withObject:self afterDelay:self.delay];
}
I was able to get the same behavior with a CATransition animation:
else if (self.animationIn == SplashViewAnimationFade)
{
// add the splash image
[self addSubview:splashImage];
// set up a transition animation
CATransition *anim = [CATransition animation];
[anim setDuration:self.animationDelay];
[anim setType:kCATransitionPush];
[anim setSubtype:kCATransitionFade];
[anim setTimingFunction:[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]];
[[self layer] addAnimation:anim forKey:@"fade in"];
}
I'll leave the question open for a bit longer in case someone knows why the original didn't work.
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