Building Visually Rich User Experiences
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- Suzanna Allen
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1 Session App Frameworks #WWDC17 Building Visually Rich User Experiences 235 Noah Witherspoon, Software Engineer Warren Moore, Software Engineer 2017 Apple Inc. All rights reserved. Redistribution or public display not permitted without written permission from Apple.
2 Platform overview Core Animation best practices Tips and tricks
3 Color space Render server Timing functions Pixel format Interpolation Projection Filter chain Convolution Dithering Transform matrix Shader Multisampling Image unit Blend mode Transition Presentation layer Fill mode Texture atlas Content gravity Compositing Post-processing Depth buffer Graphics context Rasterization Mask Framebuffer Vibrancy Shadow mapping Offscreen pass Interpolator Winding order Pipeline descriptor Sprite Minification filter
4 Platform Overview
5 UIKit and AppKit
6 UIKit and AppKit
7 Core Animation
8 Core Animation
9 Core Graphics
10 Core Image
11 Core Image Filter
12 Core Image Filter Filter
13 Core Image Filter Filter Filter Filter
14 SceneKit and SpriteKit
15 Metal
16
17 Platform Overview UIKit/AppKit Core Animation Core Graphics/Core Image SceneKit/SpriteKit Metal
18 Demo Warren Moore
19 Core Animation Best Practices
20 Animations
21 Animations
22 Animations
23 Animations Model Presentation
24 Animations Model Presentation Animation Animation
25 Animations Model Presentation Animation Animation animation.removedoncompletion = false animation.fillmode = kcafillmodeforwards
26 Animations To value Model Presentation Animation Animation To value
27 Animations let animation = let animation = CABasicAnimation(keyPath: "opacity") animation.duration = 0.5 animation.fromvalue = 1 animation.tovalue = 0 layer.add(animation, forkey: nil) layer.opacity = 0
28 Animations Be aware of model/presentation layers Apply final state when adding animations
29 Transforms and Frames layer.frame = CGRect(x: 0, y: 0, width: 200, height: 100)
30 Transforms and Frames layer.transform = CGAffineTransform(scaleX: 0.25, y: 0.25)
31 Transforms and Frames layer.transform = CGAffineTransform(scaleX: 0.25, y: 0.25)
32 Transforms and Frames layer.frame = CGRect(x: 0, y: 0, width: 200, height: 100)
33 Transforms and Frames layer.frame = CGRect(x: 0, y: 0, width: 200, height: 100)
34 Transforms and Frames layer.transform = CGAffineTransform(rotationAngle: 0.2)
35 Transforms and Frames layer.transform = CGAffineTransform(rotationAngle: 0.2)
36 Transforms and Frames transform 25% scale frame bounds
37 Transforms and Frames layer.transform = CATransform3D(scaleX: 0.25, y: 0.25) // let newframe = CGRect(x: 0, y: 0, width: 200, height: 100) layer.frame = newframe
38 Transforms and Frames layer.transform = CATransform3D(scaleX: 0.25, y: 0.25) // let newframe = CGRect(x: 0, y: 0, width: 200, height: 100) layer.bounds = CGRect(x: 0, y: 0, width: newframe.width, height: newframe.height) layer.position = CGPoint(x: somerect.midx, y: somerect.midy)
39 Transforms and Frames Frame is affected by transform Set bounds/position directly instead
40
41 Mask
42 Mask Shadow
43 !"#$ Mask %&'( *+, -./ :;<
44 !"#$ %&'( *+, -./ :;<
45 !"#$ %&'( *+, -./ :;<
46
47 Multiple Masks!"#$ %&'( *+, -./ :;<
48 Multiple Masks!"#$ %&'( *+, -./ :;< %&'( *+, -./ :;<
49 Multiple Masks!"#$ %&'( *+, -./ :;< %&'( *+, -./ :;< %&'( *+, -./ :;<
50 Multiple Masks!"#$ %&'( *+, -./ :;< %&'( *+, -./ :;< %&'( *+, -./ :;<
51 !"#$ %&'( *+, -./ :;<
52 !"#$ %&'( *+, -./ :;<
53 Masks Each mask has a cost Layer size matters Use shortcuts where possible
54 Shadow
55 Shadows
56 Shadows
57 Shadows
58 Shadows
59 Shadows
60 Shadows
61 Shadows Shadows come from layer and all its sublayers Blending is expensive Use shadow paths
62 Tips and Tricks
63 Shape Layers strokecolor path fillcolor
64 Shape Layers
65 Shape Layers strokestart / strokeend
66 Shape Layers strokestart / strokeend linedashphase
67 Gradient Layers startpoint colors locations endpoint
68 Gradient Layers startpoint/endpoint
69 Layer Speed Layers can have different time scales Sublayers inherit time from superlayers 1.0 Animations use layer s local time
70 Layer Speed With speed at 0, animations pause Interactive scrubbing with timeoffset
71 Demo Noah Witherspoon
72 Summary Broaden your toolbox Know best practices Experiment with the API
73 More Information
74 Related Sessions Going Beyond 2D with SpriteKit Executive Ballroom Friday 9:00AM Introducing Metal 2 WWDC 2017 SceneKit in Swift Playgrounds WWDC 2017 Advances in Core Image: Filters, Metal, Vision, and More WWDC 2017 Advanced Animations with UIKit WWDC 2017
75 Labs Metal 2 Lab Technology Lab F Fri 9:00AM 12:00PM SpriteKit Lab Technology Lab G Fri 12:00PM 2:30PM Cocoa Touch and Haptics Lab Technology Lab C Fri 12:00PM 1:50PM Cocoa Lab Technology Lab B Fri 1:50PM 3:20PM
76
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