Changing my CALayer's anchorPoint moves the view

IphoneCocoaCocoa TouchUiview

Iphone Problem Overview


I want to alter the anchorPoint, but keep the view in the same place. I've tried NSLog-ing self.layer.position and self.center and they both stay the same regardless of changes to the anchorPoint. Yet my view moves!

Any tips on how to do this?

self.layer.anchorPoint = CGPointMake(0.5, 0.5);
NSLog(@"center point: %f %f", self.layer.position.x, self.layer.position.y);
self.layer.anchorPoint = CGPointMake(1, 1);
NSLog(@"center point: %f %f", self.layer.position.x, self.layer.position.y);
			

The output is:

2009-12-27 20:43:24.161 Type[11289:207] center point: 272.500000 242.500000
2009-12-27 20:43:24.162 Type[11289:207] center point: 272.500000 242.500000

Iphone Solutions


Solution 1 - Iphone

I had the same problem. Brad Larson's solution worked great even when the view is rotated. Here is his solution translated into code.

-(void)setAnchorPoint:(CGPoint)anchorPoint forView:(UIView *)view
{
    CGPoint newPoint = CGPointMake(view.bounds.size.width * anchorPoint.x, 
								   view.bounds.size.height * anchorPoint.y);
    CGPoint oldPoint = CGPointMake(view.bounds.size.width * view.layer.anchorPoint.x, 
								   view.bounds.size.height * view.layer.anchorPoint.y);

    newPoint = CGPointApplyAffineTransform(newPoint, view.transform);
    oldPoint = CGPointApplyAffineTransform(oldPoint, view.transform);
    
    CGPoint position = view.layer.position;
    
    position.x -= oldPoint.x;
    position.x += newPoint.x;
    
    position.y -= oldPoint.y;
    position.y += newPoint.y;
    
    view.layer.position = position;
    view.layer.anchorPoint = anchorPoint;
}

And the swift equivalent:

func setAnchorPoint(anchorPoint: CGPoint, forView view: UIView) {
    var newPoint = CGPointMake(view.bounds.size.width * anchorPoint.x, view.bounds.size.height * anchorPoint.y)
    var oldPoint = CGPointMake(view.bounds.size.width * view.layer.anchorPoint.x, view.bounds.size.height * view.layer.anchorPoint.y)
    
    newPoint = CGPointApplyAffineTransform(newPoint, view.transform)
    oldPoint = CGPointApplyAffineTransform(oldPoint, view.transform)
    
    var position = view.layer.position
    position.x -= oldPoint.x
    position.x += newPoint.x
    
    position.y -= oldPoint.y
    position.y += newPoint.y
    
    view.layer.position = position
    view.layer.anchorPoint = anchorPoint
}

> SWIFT 4.x

func setAnchorPoint(anchorPoint: CGPoint, forView view: UIView) {
    var newPoint = CGPoint(x: view.bounds.size.width * anchorPoint.x,
                           y: view.bounds.size.height * anchorPoint.y)
        
    
    var oldPoint = CGPoint(x: view.bounds.size.width * view.layer.anchorPoint.x,
                           y: view.bounds.size.height * view.layer.anchorPoint.y)
        
    newPoint = newPoint.applying(view.transform)
    oldPoint = oldPoint.applying(view.transform)
    
    var position = view.layer.position
    position.x -= oldPoint.x
    position.x += newPoint.x
    
    position.y -= oldPoint.y
    position.y += newPoint.y
    
    view.layer.position = position
    view.layer.anchorPoint = anchorPoint
}

Solution 2 - Iphone

The Layer Geometry and Transforms section of the Core Animation Programming Guide explains the relationship between a CALayer's position and anchorPoint properties. Basically, the position of a layer is specified in terms of the location of the layer's anchorPoint. By default, a layer's anchorPoint is (0.5, 0.5), which lies at the center of the layer. When you set the position of the layer, you are then setting the location of the center of the layer in its superlayer's coordinate system.

Because the position is relative to the anchorPoint of the layer, changing that anchorPoint while maintaining the same position moves the layer. In order to prevent this movement, you would need to adjust the layer's position to account for the new anchorPoint. One way I've done this is to grab the layer's bounds, multiply the bounds' width and height by the old and new anchorPoint's normalized values, take the difference of the two anchorPoints, and apply that difference to the position of the layer.

You might even be able to account for rotation this way by using CGPointApplyAffineTransform() with your UIView's CGAffineTransform.

Solution 3 - Iphone

The key to solving this was to use the frame property, which is weirdly the only thing that changes.

Swift 2

let oldFrame = self.frame
self.layer.anchorPoint = CGPointMake(1, 1)
self.frame = oldFrame

Swift 3

let oldFrame = self.frame
self.layer.anchorPoint = CGPoint(x: 1, y: 1)
self.frame = oldFrame

Then I do my resize, where it scales from the anchorPoint. Then I have to restore the old anchorPoint;

Swift 2

let oldFrame = self.frame
self.layer.anchorPoint = CGPointMake(0.5,0.5)
self.frame = oldFrame

Swift 3

let oldFrame = self.frame
self.layer.anchorPoint = CGPoint(x: 0.5, y: 0.5)
self.frame = oldFrame

EDIT: this flakes out if the view is rotated, as the frame property is undefined if a CGAffineTransform has been applied.

Solution 4 - Iphone

For me understanding position and anchorPoint was easiest when I started comparing it with my understanding of frame.origin in UIView. A UIView with frame.origin = (20,30) means that the UIView is 20 points from left and 30 points from top of its parent view. This distance is calculated from which point of a UIView? Its calculated from top-left corner of a UIView.

In layer anchorPoint marks the point (in normalized form i.e. 0 to 1) from where this distance is calculated so e.g. layer.position = (20, 30) means that the layer anchorPoint is 20 points from left and 30 points from top of its parent layer. By default a layer anchorPoint is (0.5, 0.5) so the distance calculation point is right in the center of the layer. The following figure will help clarify my point:

enter image description here

anchorPoint also happens to be the point around which rotation will happen in case you apply a transform to the layer.

Solution 5 - Iphone

There is such a simple solution. This is based on Kenny's answer. But instead of applying the old frame, use it's origin and the new one to calculate the translation, then apply that translation to the center. It works with rotated view too! Here's the code, a lot simpler than other solutions:

func setAnchorPoint(anchorPoint: CGPoint, view: UIView) {
   let oldOrigin = view.frame.origin
   view.layer.anchorPoint = anchorPoint
   let newOrigin = view.frame.origin
 
   let translation = CGPoint(x: newOrigin.x - oldOrigin.x, y: newOrigin.y - oldOrigin.y)

   view.center = CGPoint(x: view.center.x - translation.x, y: view.center.y - translation.y)
}

Solution 6 - Iphone

For those who need it, here is Magnus's solution in Swift:

func setAnchorPoint(anchorPoint: CGPoint, view: UIView) {
    var newPoint: CGPoint = CGPointMake(view.bounds.size.width * anchorPoint.x, view.bounds.size.height * anchorPoint.y)
    var oldPoint: CGPoint = CGPointMake(view.bounds.size.width * view.layer.anchorPoint.x, view.bounds.size.height * view.layer.anchorPoint.y)
    
    newPoint = CGPointApplyAffineTransform(newPoint, view.transform)
    oldPoint = CGPointApplyAffineTransform(oldPoint, view.transform)
    
    var position: CGPoint = view.layer.position
    
    position.x -= oldPoint.x
    position.x += newPoint.x
    
    position.y -= oldPoint.y
    position.y += newPoint.y
    
    view.setTranslatesAutoresizingMaskIntoConstraints(true)     // Added to deal with auto layout constraints
    view.layer.anchorPoint = anchorPoint
    view.layer.position = position
}

Solution 7 - Iphone

Here is user945711's answer adjusted for NSView on OS X. Besides NSView not having a .center property, the NSView's frame doesn't change (probably because NSViews do not come with a CALayer by default) but the CALayer frame origin changes when the anchorPoint is changed.

func setAnchorPoint(anchorPoint: NSPoint, view: NSView) {
    guard let layer = view.layer else { return }
    
    let oldOrigin = layer.frame.origin
    layer.anchorPoint = anchorPoint
    let newOrigin = layer.frame.origin
    
    let transition = NSMakePoint(newOrigin.x - oldOrigin.x, newOrigin.y - oldOrigin.y)
    layer.frame.origin = NSMakePoint(layer.frame.origin.x - transition.x, layer.frame.origin.y - transition.y)
}

Solution 8 - Iphone

If you change anchorPoint, its position will change too, UNLESS you origin is zero point CGPointZero.

position.x == origin.x + anchorPoint.x;
position.y == origin.y + anchorPoint.y;

Solution 9 - Iphone

#Edit and See UIView's Anchor Point Right on Storyboard (Swift 3)

This is an alternate solution which allows you to change the anchor point through the Attributes Inspector and has another property to view the anchor point for confirmation.

##Create new file to include in your project import UIKit

@IBDesignable
class UIViewAnchorPoint: UIView {
    
    @IBInspectable var showAnchorPoint: Bool = false
    @IBInspectable var anchorPoint: CGPoint = CGPoint(x: 0.5, y: 0.5) {
        didSet {
            setAnchorPoint(anchorPoint: anchorPoint)
        }
    }
    
    override func draw(_ rect: CGRect) {
        if showAnchorPoint {
            let anchorPointlayer = CALayer()
            anchorPointlayer.backgroundColor = UIColor.red.cgColor
            anchorPointlayer.bounds = CGRect(x: 0, y: 0, width: 6, height: 6)
            anchorPointlayer.cornerRadius = 3
            
            let anchor = layer.anchorPoint
            let size = layer.bounds.size
            
            anchorPointlayer.position = CGPoint(x: anchor.x * size.width, y: anchor.y * size.height)
            layer.addSublayer(anchorPointlayer)
        }
    }
    
    func setAnchorPoint(anchorPoint: CGPoint) {
        var newPoint = CGPoint(x: bounds.size.width * anchorPoint.x, y: bounds.size.height * anchorPoint.y)
        var oldPoint = CGPoint(x: bounds.size.width * layer.anchorPoint.x, y: bounds.size.height * layer.anchorPoint.y)
        
        newPoint = newPoint.applying(transform)
        oldPoint = oldPoint.applying(transform)
        
        var position = layer.position
        position.x -= oldPoint.x
        position.x += newPoint.x
        
        position.y -= oldPoint.y
        position.y += newPoint.y
        
        layer.position = position
        layer.anchorPoint = anchorPoint
    }
}

##Add View to Storyboard and set the Custom Class Custom Class

##Now set the New Anchor Point for the UIView Demonstration

Turning on the Show Anchor Point will show a red dot so you can better see where the anchor point will be visually. You can always turn it off later.

This really helped me when planning transforms on UIViews.

Solution 10 - Iphone

For Swift 3:

func setAnchorPoint(_ anchorPoint: CGPoint, forView view: UIView) {
    var newPoint = CGPoint(x: view.bounds.size.width * anchorPoint.x, y: view.bounds.size.height * anchorPoint.y)
    var oldPoint = CGPoint(x: view.bounds.size.width * view.layer.anchorPoint.x, y: view.bounds.size.height * view.layer.anchorPoint.y)
    
    newPoint = newPoint.applying(view.transform)
    oldPoint = oldPoint.applying(view.transform)
    
    var position = view.layer.position
    position.x -= oldPoint.x
    position.x += newPoint.x
    
    position.y -= oldPoint.y
    position.y += newPoint.y
    
    view.layer.position = position
    view.layer.anchorPoint = anchorPoint
}

Solution 11 - Iphone

Expanding on Magnus' great & thorough answer, I have created a version that works on sub layers:

-(void)setAnchorPoint:(CGPoint)anchorPoint forLayer:(CALayer *)layer
{
    CGPoint newPoint = CGPointMake(layer.bounds.size.width * anchorPoint.x, layer.bounds.size.height * anchorPoint.y);
    CGPoint oldPoint = CGPointMake(layer.bounds.size.width * layer.anchorPoint.x, layer.bounds.size.height * layer.anchorPoint.y);
    CGPoint position = layer.position;
    position.x -= oldPoint.x;
    position.x += newPoint.x;
    position.y -= oldPoint.y;
    position.y += newPoint.y;
    layer.position = position;
    layer.anchorPoint = anchorPoint;
}

Attributions

All content for this solution is sourced from the original question on Stackoverflow.

The content on this page is licensed under the Attribution-ShareAlike 4.0 International (CC BY-SA 4.0) license.

Content TypeOriginal AuthorOriginal Content on Stackoverflow
QuestionKenny WinkerView Question on Stackoverflow
Solution 1 - IphoneMagnusView Answer on Stackoverflow
Solution 2 - IphoneBrad LarsonView Answer on Stackoverflow
Solution 3 - IphoneKenny WinkerView Answer on Stackoverflow
Solution 4 - Iphone2cupsOfTechView Answer on Stackoverflow
Solution 5 - IphoneFried RiceView Answer on Stackoverflow
Solution 6 - IphoneCorey DavisView Answer on Stackoverflow
Solution 7 - IphoneiMaddinView Answer on Stackoverflow
Solution 8 - Iphoneuser3156083View Answer on Stackoverflow
Solution 9 - IphoneMark MoeykensView Answer on Stackoverflow
Solution 10 - IphoneAJ9View Answer on Stackoverflow
Solution 11 - IphoneCharles RobertsonView Answer on Stackoverflow