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13.6.3 Expanding on the example
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If you want to expand this example into a more complete application, you can take several routes. The first and most obvious expansion is to select a color before drawing a line. The hard part is creating a color picker, although you can make a standalone class that you can then reuse elsewhere. With that in hand, it s simple to add a color variable to your line arrays, by always saving it as the 0 element of a subarray. The program could also benefit from a more sophisticated line-drawing algorithm that tosses out nearby points and smoothes the lines into curves, removing some of the sharp edges that show up in the current program. In any case, that ends our look at Quartz 2D. There s a lot more you can learn, but you should have the foundation you need to move forward. Two other ways you can draw using the SDK are Core Animation and OpenGL. We don t have the space in this introductory book to give full attention to either, but we ll introduce them and show you where to go for more information, beginning with Core Animation.
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13.7 An introduction to Core Animation
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Core Animation is a fundamental technology on the iPhone and iPad. It manages all the nifty scrolls, pivots, zoom-ins, zoom-outs, and other bits of animation that make up the user interface. As you ve already seen, many UIKit classes give you an option to use animation or not, usually by having an animated: argument as part of a method. Core Animation is also tightly integrated with Quartz. As you ve seen, each UIView is linked to a graphical layer called the CALayer, which is the Core Animation layer. Though you ve only used it to depict simple graphics and images so far, you can also use it to manage more complex changes.
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An introduction to Core Animation
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Figure 13.6 A jet moves across the screen on an iPhone, thanks to Core Animation.
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But you don t have to use Quartz at all to create animations. There s a CALayer behind every UIView; and because almost everything is built on a UIView, you can animate your existing UIViews, possibly including pictures that you ve loaded into UIImageViews. For example, figure 13.6 shows how you can use Core Animation to show an approaching plane by moving its UIImageView and turning it opaque as it approaches. This is the example we ll show later in this section, using two different means to create the animation.
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13.7.1 The fundamentals of Core Animation
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When we speak of animation using Core Animation, we re talking about changing the properties of the CALayer and then smoothly animating those property changes. The CALayer class reference lists which properties can be animated; they include anchorPoint, backgroundColor, opacity, position, transform, and several others. This means you can use Core Animation to animate the position of an object, its color, its transparency, and also its CGAffine transformations. Before we get further into Core Animation, we want to talk about its fundamentals those terms and ideas that you ll meet throughout this section: Layer This is where animation occurs. You always have one CALayer hooked up to every UIView, accessible via the layer property. You can call up additional layers with a [CALayer layer] class message and then add them to your existing CALayer with the addSublayer: method. Adding layers this way results in inverted coordinate systems. Each layer can be individually animated, allowing for complex interactions between numerous animated properties. You may find it as easy to create a more complex animation by creating multiple UIKit objects (most likely multiple UIImageViews) and animating each one.
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Graphics: Quartz, Core Animation, and OpenGL
Implicit animation This is the simplest type of animation. You tell the UIView that it should animate and then you change the properties. Explicit animation This is an animation created with CABasicAnimation that allows you to more explicitly define how the property change animates. Key-frame animation This is an even more explicit type of animation, where you define not only the start and end of the animation but also some of the frames in between. You can also create much more complex animations, such as redefining how implicit animations work, collecting animations into transactions, and building complex animation layer hierarchies. For more information, look at the Core Animation Programming Guide and the Core Animation Cookbook, both available from Apple.
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