Supposedly you mean an animation that rotates a UIImagearound a full 360 °? In my experience, the way to fully rotate the circle is to combine several animations together:
- (IBAction)rotate:(id)sender
{
[UIView beginAnimations:@"step1" context:NULL]; {
[UIView setAnimationDuration:1.0];
[UIView setAnimationDidStopSelector:@selector(animationDidStop:finished:context:)];
[UIView setAnimationDelegate:self];
[imageView.transform = CGAffineTransformMakeRotation(120 * M_PI / 180);
} [UIView commitAnimations];
}
- (void)animationDidStop:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context
{
if ([animationID isEqualToString:@"step1"]) {
[UIView beginAnimations:@"step2" context:NULL]; {
[UIView setAnimationDuration:1.0];
[UIView setAnimationDidStopSelector:@selector(animationDidStop:finished:context:)];
[UIView setAnimationDelegate:self];
imageView.transform = CGAffineTransformMakeRotation(240 * M_PI / 180);
} [UIView commitAnimations];
}
else if ([animationID isEqualToString:@"step2"]) {
[UIView beginAnimations:@"step3" context:NULL]; {
[UIView setAnimationDuration:1.0];
[UIView setAnimationDidStopSelector:@selector(animationDidStop:finished:context:)];
[UIView setAnimationDelegate:self];
imageView.transform = CGAffineTransformMakeRotation(0);
} [UIView commitAnimations];
}
}
I left the curve easeIn/easeOut(instead of linear) in place so you can see individual animations.