I have the following method called by viewDidLoad. This method is to create a CALayer to show a image. This layer has a mask whose path is a UIBezierPath created by my private method. I want the mask to rotate infinitely, and then I add a CABasicAnimation object to the mask.
- (void) createPathLmask
{
// mask layer
self.pathLayer = [CALayer layer];
self.pathLayer.bounds = CGRectMake(0.0, 0.0, 120, 120);
CGPoint position = self.view.layer.position;
position.y += 140;
self.pathLayer.position = position;
self.pathLayer.backgroundColor = [UIColor redColor].CGColor;
UIImage *backimage = [UIImage imageNamed:@"image2"];
self.pathLayer.contents = (__bridge id)backimage.CGImage;
self.pathLayer.contentsGravity = kCAGravityResizeAspectFill;
// mask
CAShapeLayer *mask = [CAShapeLayer layer];
mask.bounds = CGRectMake(0.0, 0.0, 120, 120);
mask.position = CGPointMake(60.0f, 60.0f);
mask.contentsGravity = kCAGravityResizeAspectFill;
mask.path = [self createBezierPathInRect:mask.bounds].CGPath;
dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(1.0 * NSEC_PER_SEC)), dispatch_get_main_queue(), ^{
// rotate the mask repeatedly
CABasicAnimation *animation = [CABasicAnimation animation];
animation.keyPath = @"transform.rotation";
animation.duration = 4.0f;
animation.byValue = @(M_PI * 2);
animation.repeatCount = HUGE_VALF;
[mask addAnimation:animation forKey:@"rotation_repeatedly"];
});
self.pathLayer.mask = mask;
[self.view.layer addSublayer:self.pathLayer ];
}
I find that the rotation animation can only work when I put the addAnimation:forKey into the dispatch_after block with 1 second delay. If those codes are moved out of the block, the mask will not rotate.
So there must be something not ready when animation is added to the layer in viewDidLoaded. I am wondering what is not ready yet? Is there any document or explanation about the suitable chance to add the animation?