I'm new to Objective C and X-code and I'm having trouble getting my UIImageView animation to stay on screen for at least one complete cycle. I am using it as a custom wait animation for when a button is tapped and a bunch of saving and processing stuff happens. I perform those actions in a separate thread using NSOpearationQueue. Here's the first part of my code:
My animation is defined in ViewDidLoad and it's called 'myAnimation'. it's a UIImageView animation made from an array of UIImages. I set it hidden immediately and show it when I need to.
-(void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
NSArray *myAnimationArray = [[NSArray alloc] initWithObjects:
[UIImage imageNamed:@"arisprite_0000.png"],
[UIImage imageNamed:@"arisprite_0001.png"],
[UIImage imageNamed:@"arisprite_0002.png"],
[UIImage imageNamed:@"arisprite_0003.png"],
[UIImage imageNamed:@"arisprite_0004.png"],
[UIImage imageNamed:@"arisprite_0005.png"],
[UIImage imageNamed:@"arisprite_0006.png"],
[UIImage imageNamed:@"arisprite_0007.png"],
[UIImage imageNamed:@"arisprite_0008.png"],
[UIImage imageNamed:@"arisprite_0009.png"],
[UIImage imageNamed:@"arisprite_0010.png"],
[UIImage imageNamed:@"arisprite_0011.png"],
[UIImage imageNamed:@"arisprite_0012.png"],
[UIImage imageNamed:@"arisprite_0013.png"],
[UIImage imageNamed:@"arisprite_0014.png"],
[UIImage imageNamed:@"arisprite_0015.png"],
[UIImage imageNamed:@"arisprite_0016.png"],
[UIImage imageNamed:@"arisprite_0017.png"],
[UIImage imageNamed:@"arisprite_0018.png"],
[UIImage imageNamed:@"arisprite_0019.png"],
[UIImage imageNamed:@"arisprite_0020.png"],
[UIImage imageNamed:@"arisprite_0021.png"],
[UIImage imageNamed:@"arisprite_0022.png"],
[UIImage imageNamed:@"arisprite_0023.png"],
[UIImage imageNamed:@"arisprite_0024.png"],
[UIImage imageNamed:@"arisprite_0025.png"],
[UIImage imageNamed:@"arisprite_0026.png"],
[UIImage imageNamed:@"arisprite_0027.png"],
[UIImage imageNamed:@"arisprite_0028.png"],
[UIImage imageNamed:@"arisprite_0029.png"],
[UIImage imageNamed:@"arisprite_0030.png"],
[UIImage imageNamed:@"arisprite_0031.png"],
[UIImage imageNamed:@"arisprite_0032.png"],
[UIImage imageNamed:@"arisprite_0033.png"],
[UIImage imageNamed:@"arisprite_0034.png"],
[UIImage imageNamed:@"arisprite_0035.png"],
[UIImage imageNamed:@"arisprite_0036.png"],
[UIImage imageNamed:@"arisprite_0037.png"],
nil];
myAnimation.animationImages = myAnimationArray;
myAnimation.animationDuration = 2.5;
[myAnimation.layer setBorderColor:[[UIColor blackColor] CGColor]];
[myAnimation.layer setBorderWidth:2.0];
[self.view addSubview:myAnimation];
[myAnimation setHidden:YES];
...
...
...
}
-(IBAction)saveToYYY:(id)sender
{
// hide current view and show save screen
[self showAnimatedSaveScreen];
// show the saving screen
[self.view bringSubviewToFront:savingBackgroundView];
[self.view bringSubviewToFront:savingText];
[self.view bringSubviewToFront:myAnimation];
/* Operation Queue init */
NSOperationQueue *queue = [NSOperationQueue new];
/* Create our NSInvocationOperation to call save code, passing in nil */
NSInvocationOperation *saveToYYYOperation = [[NSInvocationOperation alloc]
initWithTarget:self
selector:@selector(saveToYYYWithOperation)
object:nil];
NSInvocationOperation *saveToXXXOperation = [[NSInvocationOperation alloc]
initWithTarget:self
selector:@selector(saveToXXXWithOperation)
object:nil];
/* Add the operation to the queue */
[saveToXXXOperation addDependency:saveToYYYOperation];
[queue addOperation:saveToYYYOperation];
[queue addOperation:saveToXXXOperation];
}
then, in my last queue operation i have
-(void)saveToXXXWithOperation
{
...
a bunch of processing
...
[self performSelectorOnMainThread:@selector(hideAnimatedSaveScreen) withObject:nil waitUntilDone:YES];
}
Everything seems to be working fine, except that when these save operations are too fast, especially on iPads, myAnimation doesn't get to finish it's duration of 2.5. I'd like to play at least once before I hide my animation. Is there a way to implement this?