I have an animating set of UIImageView's that represent a current value and continually keeps ticking upwards...ideally never stopping, also in the view is a scrollView or to and whenever I'm scrolling or zooming in the scrollView, the animation stops, and starts up again when the scrollView stops moving completely. I believe this is due to a threading issue since redrawing elements all happens on the main thread, At first i tried UIView animation and then even core animation to no effect...Is there a way to have my cake and eat it too?
Any and all help would be appreciated
code follows
- (void)TestJackpotAtRate:(double)rateOfchange
{
double roc = rateOfchange;
for (int i = 0; i < [_jackPotDigits count]; ++i)
{
roc = rateOfchange/(pow(10, i));
UIImageView *jackpotDigit = [_jackPotDigits objectAtIndex:i];
float foreveryNseconds = 1/roc;
NSDictionary *dict = @{@"interval" : [NSNumber numberWithFloat:foreveryNseconds],
@"jackPotDigit" : jackpotDigit
};
[NSTimer scheduledTimerWithTimeInterval:foreveryNseconds target:self selector:@selector(AscendDigit:) userInfo:dict repeats:YES];
}
}
-(void)AscendDigit:(NSTimer*)timer
{
NSDictionary *dict = [timer userInfo];
NSTimeInterval interval = [(NSNumber*)[dict objectForKey:@"interval"] floatValue];
UIImageView *jackpotDigit = [dict objectForKey:@"jackPotDigit"];
float duration = (interval < 1) ? interval : 1;
if (jackpotDigit.frame.origin.y < -230 )
{
NSLog(@"hit");
[timer invalidate];
CGRect frame = jackpotDigit.frame;
frame.origin.y = 0;
[jackpotDigit setFrame:frame];
[NSTimer scheduledTimerWithTimeInterval:interval target:self selector:@selector(AscendDigit:) userInfo:dict repeats:YES];
}
[UIView animateWithDuration:duration delay:0 options:UIViewAnimationOptionAllowUserInteraction animations:^
{
CGRect frame = [jackpotDigit frame];
double yDisplacement = 25;
frame.origin.y -= yDisplacement;
[jackpotDigit setFrame:frame];
}
completion:^(BOOL finished)
{
}];
}