hmm .. actually it looks like I can TOTALLY use CALayer for this. I need a 
better book, the one I have doesn't cover this. Hitting google. 


On 23 Oct, 2012, at 7:37 PM, Roland King <[email protected]> wrote:

> I want to animate the drawing of  CGPath in a UIView, so it looks as if it's 
> being drawn. I have the UIView, I have the CGPath, I am able to split the 
> CGPath at any point from 0 to 100% into that which should be drawn and that 
> which shouldn't yet, that's all done, so I can, fairly efficiently, call 
> -(CGPath)[ myObject fractionalPath:(CGFloat)fraction ] and get a path. 
> 
> The idea is to call setNeedsDisplay on the UIView from time to time, then 
> figure out, when I get my -drawRect call how far through the animation I am, 
> call fractionalPath: for that fraction of the total animation time, and draw 
> it. The path isn't that complex, it doesn't take very long to draw and I'm 
> compositing already-fully-drawn paths into a backing UIImage so there's only 
> one 'live one' at any time. 
> 
> The bit I'm not sure about is how to sync this up with the natural framerate 
> of the device. I could call setNeedsDisplay on a timer, or with a delay after 
> each drawRect, but there is surely a better way to do this, is there not? If 
> I do call setNeedsDisplay a lot, will I only get drawRect at most at the 
> natural framerate of the device. 
> 
> Is there an obvious technology I'm missing? This is a pretty simple way to do 
> a quick animation of a single path, so OpenGL or anything like that is 
> massive overkill and I didn't see anything CALayer would give me which would 
> help, but wondered if I'd missed something there as that does have the 
> concept of animating a property, even a custom one, between two values and I 
> wondered if I could hook into that. 
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