Baseflow / Baseflow/LottieXamarin
iOS PlayMinAndMaxFrame doesnt work as intended
- Dominant language
- C#
- Stars
- 1.2k
- Forks
- 253
- PR merge metrics
- No merged PRs in 30d
Description
## 🐛 Bug Report
PlayMinAndMaxFrame for different frame ranges one after another is not working as intended
https://user-images.githubusercontent.com/21352870/133672090-234c227a-eeef-40be-9dca-a8c6f20f607f.mov
### Expected behavior
### Reproduction steps
Add a AnimationView in Xamarin forms ,
Dynamically call the frame ranges one after previous completion(OnFinishedAnimation works as intended)
Notice that it doesnt work fine on iOS
If we include text with font family , that also doesnt work (but that is whole different issue may not be supported completely ) : can be ignored.
### Configuration
As is
**Version:** 4.0.10 nuget
**Platform:**
- [x] :iphone: iOS
- [ ] :robot: Android
- [ ] :checkered_flag: WPF
- [ ] :earth_americas: UWP
- [ ] :apple: MacOS
- [ ] :tv: tvOS
- [x] :monkey: Xamarin.Forms
Contributor guide
Research direction
Start by reproducing the issue with an AnimationView in Xamarin.Forms on iOS using version 4.0.10, calling PlayMinAndMaxFrame for successive ranges after OnFinishedAnimation. Compare the behavior with the expected sequential playback; done means each requested frame range plays correctly on iOS. The font-family text problem is explicitly out of scope.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- csharp, ios
- Domain
- mobile
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 35/100