I am working on an iPad app where I am trying to show the clock hand for seconds show the second hand motion, like this which updated every second.
- (void) updateClock:(NSTimer *)theTimer{
dateComponents = [[NSCalendar currentCalendar] components:(NSHourCalendarUnit | NSMinuteCalendarUnit | NSSecondCalendarUnit) fromDate:[NSDate date]];
seconds = [dateComponents second];
minutes = [dateComponents minute];
hours = [dateComponents hour];
secAngle = Degrees2Radians(seconds/60.0*360);
minAngle = Degrees2Radians(minutes/60.0*360);
hourAngle = Degrees2Radians(hours/24.0*360) + minAngle/24.0;
secHand.transform = CATransform3DMakeRotation (secAngle+M_PI, 0, 0, 1);
hourHand.transform = CATransform3DMakeRotation (hourAngle+M_PI, 0, 0, 1);
minHand.transform = CATransform3DMakeRotation (minAngle+M_PI, 0, 0, 1);
}
- (void)start{
timer = [NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:@selector(updateClock:) userInfo:nil repeats:YES];
}
However, the way its works right now, it shows like it is ticking every second. But What I really want is to animate the layer so that it appears to be in continuously motion in a full rotation from 0 to 360 in 1 minute smoothly , however, I can only make it start to go from 0 to 360 to do a full rotation ,so I used for the seconds needle the following:
-(void)startSmooth{
started = YES;
CABasicAnimation *fullRotation;
fullRotation = [CABasicAnimation animationWithKeyPath:@"transform.rotation"];
fullRotation.fromValue = [NSNumber numberWithFloat:0];
fullRotation.toValue = [NSNumber numberWithFloat:((360*M_PI)/180)];
fullRotation.duration = 60.0f;
fullRotation.repeatCount = HUGE_VALF;
[secHand addAnimation:fullRotation forKey:@"360"];
}
However the problem with this is that it always starts rotating at 0 degree angle so the needle looks like it only always appear to start motion from 30 seconds no matter what the time is.
What I would like to do is have it begin from the actual point the seconds needle is supposed to be at. How can I achieve that?
There are actually two issues: Best way to animate and how to get milliseconds
NSTimer-based animationYou might want to consider using a CADisplayLink rather than NSTimer or Core Animation.
First, you can create a CADisplayLink property:
@property (nonatomic, strong) CADisplayLink *displayLink;
Second, you can set the display link and start it:
- (void)startDisplayLink
{
self.displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(handleDisplayLink:)];
[self.displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
}
Third, you can then put your clock hand drawing logic here:
- (void)handleDisplayLink:(CADisplayLink *)displayLink
{
// update your clock hands here
}
Finally, if you need to stop the display link, you can call:
- (void)stopDisplayLink
{
[self.displayLink invalidate];
self.displayLink = nil;
}
While I initially thought you were focusing on the animation issue, but I realize the root of your issue is that NSDateComponents sadly does not do milliseconds. There are a bunch of ways of getting the milliseconds, but I might just use a date formatter:
NSDateFormatter *formatter = [[NSDateFormatter alloc] init];
formatter.dateFormat = @"hh:mm:ss.SSS";
NSString *string = [formatter stringFromDate:[NSDate date]];
NSArray *timeComponents = [string componentsSeparatedByString:@":"];
// if time was 09:48:17.197, then
NSInteger hour = [timeComponents[0] integerValue]; // 9
NSInteger min = [timeComponents[1] integerValue]; // 48
CGFloat floatSec = [timeComponents[2] floatValue]; // 17.197
and if you want the hour and minute hands to sweep, just like the seconds hand, then you can calculate their fractional values, too:
CGFloat floatMin = min + (floatSec / 60.0); // 48.287
CGFloat floatHour = hour + (floatMin / 60.0); // 9.805
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