You want to use Core Animation. The basic principle is to create a bunch of "layer" objects, which can either be bitmap images, vector shapes, or text. Each layer is stored on the GPU and most operations can be animated at 60 frames per second.
Think of layers like a DOM node in a HTML page, they can be nested inside each other and you can apply attributes to each one similar to CSS. The list of attributes available matches everything the GPU can do efficiently.
It sounds like you want vector shapes. Basically you create all your shapes at startup, for example in the awakeFromNib
method of a UIView
subclass. For simple rectangles use CALayer
and set a background colour. For more complicated shapes create a CAShapeLayer
and a UIBezierPath
, then apply it with shapeLayer.path = bezierPath.CGPath;
.
Then, whenever you want to change something, you apply those changes to the layer object. For example, here I'm rotating a layer with a 1 second linear animation:
[CATransaction begin];
[CATransaction setAnimationDuration:1];
[CATransaction setAnimationTimingFunction:[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear]];
[self.needleLayer setValue:[NSNumber numberWithFloat:DegreesToRadians(degrees) forKeyPath:@"transform.rotation.z"];
[CATransaction commit];
// you'll want to declare this somewhere
CGFloat DegreesToRadians(CGFloat degrees)
{
return degrees * M_PI / 180;
}
More complicated animations, eg a series of changes scheduled to execute back to back, can be done using a CAKeyframeAnimation
: https://developer.apple.com/library/ios/documentation/Cocoa/Conceptual/CoreAnimation_guide/CreatingBasicAnimations/CreatingBasicAnimations.html
Note Core Animation only does 2D graphics. Apple has Scene Kit which is basically the same thing for 3D, but so far it's only available on OS X. Hopefully iOS 8 will include it, but until then if you want 3D graphics on iOS you need to use Open GL.