• iOS 动画篇(一) Core Animation


      iOS中实现动画有两种方式,一种是自己不断的通过drawRect:方法来绘制,另外一种就是使用核心动画(Core Animation)。

      导语:

      核心动画提供高帧速率和流畅的动画,而不会增加CPU的负担和减慢你的应用程序。换句话说,使用核心动画你就不用担心性能的事了。同时,使用核心动画只需要提供少数参数,使用起来很简单。需要注意的是核心动画针对的是CALayer而不是UIView,所以对使用核心动画前,需要先对CALayer的知识有过了解。

      一、系统层级介绍

      如图所示,核心动画位于AppKit和UIKit之下,并紧密集成到Cocoa和Cocoa Touch的视图工作流中。

      

      二、核心动画类图介绍

      先来一张类图(ps:这类图是盗的,等我会画的时候就自己画了)。如图所示,CAAnimation作为虚基类实现了CAMediaTiming协议(其实还实现了CAAction协议)。CAAnimation有三个子类CAAnimationGroup(组动画)、CAPropertyAnimation(属性动画)、CATrasition(渐变动画)。CAAnimation不能直接使用,应该使用它的子类。作为CAPropertyAnimation也有两个子类CABasicAnimation(基础动画)、CAKeyFrameAnimation(关键帧动画)。CAPropertyAnimation也不能直接使用,应该使用两个子类。综上所诉要使用核心动画,可以使用的就是以下四个类(CAAnimationGroup、CATrasition、CABasicAnimation、CAKeyFrameAnimation)。

      PS:在iOS9.0+以后,核心动画又加入了CASpringAnimation(弹性动画),CASpringAnimation继承自CABasicAnimation。

      

      三、基本使用示例

      在这里先介绍一下代码统一的代码,所有的示例代码均继承父类创建TestLayer代码

    self.testLayer = ({
            CALayer *tempLayer = [CALayer new];
            tempLayer.backgroundColor = [UIColor cyanColor].CGColor;
            tempLayer.position = self.view.center;
            tempLayer.bounds = CGRectMake(0, 0, 100, 100);
            [self.view.layer addSublayer:tempLayer];
            tempLayer;
        });

      首先要介绍CAPropertyAnimation(属性动画),属性动画创建的时候需要指定keyPath,可以动画的属性可以在官网文档查看

      3.1 CABasicAnimation

      使用代码示例

    - (void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
    {
        UITouch *touch = [touches anyObject];
        CGPoint point = [touch locationInView:self.view];
        CABasicAnimation *positionAnimation = [CABasicAnimation animationWithKeyPath:@"position"];
        positionAnimation.fromValue = [NSValue valueWithCGPoint:self.testLayer.presentationLayer.position];
        positionAnimation.toValue = [NSValue valueWithCGPoint:point];
        positionAnimation.duration = 1.f;//动画时长
        positionAnimation.removedOnCompletion = NO;//是否在完成时移除
        positionAnimation.fillMode = kCAFillModeForwards;//动画结束后是否保持状态
        [self.testLayer addAnimation:positionAnimation forKey:@"positionAnimation"];
    }

      上面的示例代码通过使用CABasicAnimation来实现了位置动画,让testLayer每次动画移动到点击的位置,在使用基础动画的时候需要指定三个属性:fromValue(可省略,默认值为动画的keyPath对应的当前属性值),toValue,duration(默认值为0.25s)。

      运行效果如下:

      

      3.2 隐式动画

      如果对于基础动画,不需要设置其他值,仅仅想要设置toValue来实现动画的话,那么就可以使用隐式动画。隐式动画其实通过直接修改layer的动画属性,系统会按照基础动画的默认值来实现动画。代码如下

    - (void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
    {
        UITouch *touch = [touches anyObject];
        self.testLayer.position = [touch locationInView:self.view];//修改位置的隐式动画
        CGFloat WH = arc4random_uniform(100);
        if (WH < 20) {
            WH += 50;
        }
        self.testLayer.bounds = CGRectMake(0, 0, WH, WH);
        UIColor *color = [UIColor colorWithRed:arc4random_uniform(255) / 255.0 green:arc4random_uniform(255) / 255.0 blue:arc4random_uniform(255) / 255.0 alpha:1.f];
        self.testLayer.backgroundColor = color.CGColor;//修改背景色的隐式动画
    }

      效果如下

      

      

      3.3 CAKeyFrameAnimation

      关键帧动画的使用中可以设置path,也可以设置values,在设置values的时候,默认会把动画时间按照values的个数进行平均分配。下面是使用path来做的动画,同时显示了轨迹。

      先上效果:

      

      代码如下:

    - (void)viewDidLoad {
        [super viewDidLoad];
        
        NSLog(@"CAKeyframeAnimation");
        //重新设置初始位置
        self.testLayer.position = CGPointMake(33.5, 409.5);
        self.testLayer.bounds = CGRectMake(0, 0, 50, 50);
        
        CGPathRef bezirePath = [self bezirePath];
        
        //绘制轨迹
        CAShapeLayer *positionTrackLayer = [[CAShapeLayer alloc] init];
        
        positionTrackLayer.path = bezirePath;
        positionTrackLayer.strokeColor = [UIColor redColor].CGColor;
        positionTrackLayer.fillColor = [UIColor clearColor].CGColor;
        [self.view.layer addSublayer:positionTrackLayer];
        
        //添加保存动画
        self.positionAnimation = [self keyframeAnimation:bezirePath];
    }
    
    - (CGPathRef)bezirePath
    {
        UIBezierPath* bezierPath = UIBezierPath.bezierPath;
        CGPoint fromPoint = CGPointMake(33.5, 409.5);
        [bezierPath moveToPoint: fromPoint];
        [bezierPath addCurveToPoint: CGPointMake(127.5, 119.78) controlPoint1: CGPointMake(58.5, 433.93) controlPoint2: CGPointMake(86.5, 95.16)];
        [bezierPath addCurveToPoint: CGPointMake(183.5, 554.5) controlPoint1: CGPointMake(168.5, 144.4) controlPoint2: CGPointMake(112.5, 557.05)];
        [bezierPath addCurveToPoint: CGPointMake(251.5, 119.78) controlPoint1: CGPointMake(254.5, 551.95) controlPoint2: CGPointMake(251.5, 119.78)];
        return bezierPath.CGPath;
    }
    
    - (CAKeyframeAnimation *)keyframeAnimation:(CGPathRef)bezirePath
    {
        CAKeyframeAnimation *moveAnimation = [CAKeyframeAnimation animationWithKeyPath:@"position"];
        
        moveAnimation.path = bezirePath;
        moveAnimation.fillMode = kCAFillModeForwards;
        moveAnimation.removedOnCompletion = NO;
        moveAnimation.duration = 3.f;
        
        return moveAnimation;
    }
    
    - (void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
    {
        [self.testLayer addAnimation:self.positionAnimation forKey:@"position"];
    }

      3.4 AnimationGroup(组动画)

      组动画的作用是可以把多个动画组合在一起比如移动、旋转、缩放、透明度等等。在使用动画组时需要先将需要组合的动画创建好,最后放到CAAnimationGroup的animations数组中即可,animationGroup其他设置与基础动画差不多

      先来一个类似于漂浮气泡的动画

      

      这个动画的实现实际上就是使用组动画来同时改变layer在x,y轴上的缩放、x,y轴上的移动来实现的,以下为实现代码:

    - (void)viewDidLoad {
        [super viewDidLoad];
        
        NSLog(@"CAAnimationGroup");
        
        //重新设置layer大小与圆角
        self.testLayer.bounds = CGRectMake(0, 0, 30, 30);
        self.testLayer.cornerRadius = 30 / 2;
        
        //设置x轴方向的缩放动画
        CAKeyframeAnimation *xScaleAnimation = [CAKeyframeAnimation animationWithKeyPath:@"transform.scale.x"];
        xScaleAnimation.values = @[@1, @0.9, @1, @1.1, @0.9, @1];
        xScaleAnimation.duration = 3.f;
        xScaleAnimation.repeatCount = CGFLOAT_MAX;
        xScaleAnimation.removedOnCompletion = NO;
        xScaleAnimation.fillMode = kCAFillModeForwards;
        
        //设置y轴方向的缩放动画
        CAKeyframeAnimation *yScaleAnimation = [CAKeyframeAnimation animationWithKeyPath:@"transform.scale.x"];
        yScaleAnimation.values = @[@0.9, @1, @1.1, @0.8, @1, @0.9];
        yScaleAnimation.duration = 3.f;
        yScaleAnimation.repeatCount = CGFLOAT_MAX;
        yScaleAnimation.removedOnCompletion = NO;
        yScaleAnimation.fillMode = kCAFillModeForwards;
        
        //设置x轴方向的移动动画
        CAKeyframeAnimation *xTranslationAnimation = [CAKeyframeAnimation animationWithKeyPath:@"transform.translation.x"];
        xTranslationAnimation.values = @[@0, @5, @(-5), @0, @5, @0];
        xTranslationAnimation.duration = 3.f;
        xTranslationAnimation.repeatCount = CGFLOAT_MAX;
        xTranslationAnimation.removedOnCompletion = NO;
        xTranslationAnimation.fillMode = kCAFillModeForwards;
        
        //设置y轴方向的移动动画
        CAKeyframeAnimation *yTranslationAnimation = [CAKeyframeAnimation animationWithKeyPath:@"transform.translation.y"];
        yTranslationAnimation.values = @[@0, @5, @1, @-5, @0];
        yTranslationAnimation.duration = 3.f;
        yTranslationAnimation.repeatCount = CGFLOAT_MAX;
        yTranslationAnimation.removedOnCompletion = NO;
        yTranslationAnimation.fillMode = kCAFillModeForwards;
        
        //组动画
        CAAnimationGroup *groupAnimation = [[CAAnimationGroup alloc] init];
        groupAnimation.animations = @[xScaleAnimation, yScaleAnimation, xTranslationAnimation, yTranslationAnimation];//将所有动画添加到动画组
        groupAnimation.duration = 3.f;
        groupAnimation.repeatCount = CGFLOAT_MAX;
        groupAnimation.removedOnCompletion = NO;
        groupAnimation.fillMode = kCAFillModeForwards;
        
        [self.testLayer addAnimation:groupAnimation forKey:@"groupAnimation"];
    }

      3.5 CATransition(过渡动画)

      过渡动画的使用方式和属性动画就不同了,还是先来效果

      对于具体的解释见代码:

    - (void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
    {
        CATransition *transition = [CATransition animation];
        transition.startProgress = 0;//开始进度
        transition.endProgress = 1;//结束进度
        transition.type = kCATransitionReveal;//过渡类型
        transition.subtype = kCATransitionFromLeft;//过渡方向
        transition.duration = 1.f;
        
        UIColor *color = [UIColor colorWithRed:arc4random_uniform(255) / 255.0 green:arc4random_uniform(255) / 255.0 blue:arc4random_uniform(255) / 255.0 alpha:1.f];
        self.testLayer.backgroundColor = color.CGColor;
        
        [self.testLayer addAnimation:transition forKey:@"transition"];
    }

      以上就是核心动画的基本使用了

      接下来介绍核心动画的进阶使用

        四、核心动画进阶使用

      核心动画允许我们在动画过程中进行操作,如:暂停、恢复、移除

      4.1 动画的暂停与恢复

      暂停动画需要做两步操作:

      1. 利用layer的timeOffset来记录当前暂停的时间点

      2. 设置layer的speed为0

      恢复动画需要做以下操作:

      1. 取出暂停时间的时间点

      2. 恢复speed为1

      3. 设置timeOffset为0

      4. 设置beginTimer为0

      5. 计算当前时间与暂停时间点的时间差

      6. 将beginTimer设置为计算出来的时间差

      还是先来一个暂停效果:

      

      具体的暂停与恢复的代码如下:

    @interface ViewController6 ()
    
    @property (nonatomic, strong) CAKeyframeAnimation *positionAnimation;
    @property (nonatomic, assign) BOOL isPositionAnimation;
    
    @end
    
    @implementation ViewController6
    
    - (void)viewDidLoad {
        [super viewDidLoad];
        
        NSLog(@"动画的暂停与恢复");
        //重新设置初始位置
        self.testLayer.position = CGPointMake(33.5, 409.5);
        self.testLayer.bounds = CGRectMake(0, 0, 50, 50);
        
        CGPathRef bezirePath = [self bezirePath];
        
        //绘制轨迹
        CAShapeLayer *positionTrackLayer = [[CAShapeLayer alloc] init];
        
        positionTrackLayer.path = bezirePath;
        positionTrackLayer.strokeColor = [UIColor redColor].CGColor;
        positionTrackLayer.fillColor = [UIColor clearColor].CGColor;
        [self.view.layer addSublayer:positionTrackLayer];
        
        //添加保存动画
        self.positionAnimation = [self keyframeAnimation:bezirePath];
    }
    
    - (CGPathRef)bezirePath
    {
        UIBezierPath* bezierPath = UIBezierPath.bezierPath;
        CGPoint fromPoint = CGPointMake(33.5, 409.5);
        [bezierPath moveToPoint: fromPoint];
        [bezierPath addCurveToPoint: CGPointMake(127.5, 119.78) controlPoint1: CGPointMake(58.5, 433.93) controlPoint2: CGPointMake(86.5, 95.16)];
        [bezierPath addCurveToPoint: CGPointMake(183.5, 554.5) controlPoint1: CGPointMake(168.5, 144.4) controlPoint2: CGPointMake(112.5, 557.05)];
        [bezierPath addCurveToPoint: CGPointMake(251.5, 119.78) controlPoint1: CGPointMake(254.5, 551.95) controlPoint2: CGPointMake(251.5, 119.78)];
        return bezierPath.CGPath;
    }
    
    - (CAKeyframeAnimation *)keyframeAnimation:(CGPathRef)bezirePath
    {
        CAKeyframeAnimation *moveAnimation = [CAKeyframeAnimation animationWithKeyPath:@"position"];
        
        moveAnimation.path = bezirePath;
        moveAnimation.fillMode = kCAFillModeForwards;
        moveAnimation.removedOnCompletion = NO;
        moveAnimation.duration = 3.f;
        
        return moveAnimation;
    }
    
    - (void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
    {
        if ([self.testLayer animationForKey:[self.testLayer.animationKeys firstObject]] == nil) {
            [self.testLayer addAnimation:self.positionAnimation forKey:@"position"];
            
            self.isPositionAnimation = YES;
            return;
        }
        
        if (self.isPositionAnimation) {
            [self pauseLayer:self.testLayer];
            self.isPositionAnimation = NO;
        }else{
            self.isPositionAnimation = YES;
            [self resumeLayer:self.testLayer];
        }
    }
    
    #pragma mark - 动画的暂停与恢复
    
    /**
     暂停动画
    
     @param layer 要暂停的layer
     */
    -(void)pauseLayer:(CALayer *)layer {
        CFTimeInterval pausedTime = [layer convertTime:CACurrentMediaTime() fromLayer:nil];
        layer.speed = 0.0;
        layer.timeOffset = pausedTime;
    }
    
    /**
     恢复动画
    
     @param layer 要恢复的layer
     */
    -(void)resumeLayer:(CALayer *)layer {
        CFTimeInterval pausedTime = [layer timeOffset];
        layer.speed = 1.0;
        layer.timeOffset = 0.0;
        layer.beginTime = 0.0;
        CFTimeInterval timeSincePause = [layer convertTime:CACurrentMediaTime() fromLayer:nil] - pausedTime;
        layer.beginTime = timeSincePause;
    }

      4.2 监听动画的完成状态

      有时候我们需要监听动画的开始与完成,这就要靠设置动画的delegate来实现了

     

    @protocol CAAnimationDelegate <NSObject>
    @optional
    
    //在动画开始时被调用
    - (void)animationDidStart:(CAAnimation *)anim;
    
    //在动画结束时被调用, 如果是动画被移除则flag为false,正常结束为true
    - (void)animationDidStop:(CAAnimation *)anim finished:(BOOL)flag;
    
    @end

      示例代码如下:

      需要注意的是

    - (void)viewDidLoad {
        [super viewDidLoad];
        
        NSLog(@"监听动画完成状态");
        CABasicAnimation *positionAnimation = [CABasicAnimation animationWithKeyPath:@"position"];
        CGPoint fromPoint = CGPointMake(100, 100);
        positionAnimation.fromValue = [NSValue valueWithCGPoint:fromPoint];
        positionAnimation.toValue = [NSValue valueWithCGPoint:CGPointMake(300, 300)];
        positionAnimation.duration = 3.f;
        positionAnimation.fillMode = kCAFillModeForwards;
        positionAnimation.removedOnCompletion = NO;
        
        positionAnimation.delegate = self;
        
        [positionAnimation setValue:@"位置动画" forKey:@"animationName"];//添加属性名
        
        [self.testLayer addAnimation:positionAnimation forKey:@"positionAnimation"];
    }
    
    
    //在动画开始时被调用
    - (void)animationDidStart:(CAAnimation *)anim
    {
        NSLog(@"%@-----动画开始", [anim valueForKey:@"animationName"]);
    }
    
    //在动画结束时被调用, 如果是动画被移除则flag为false,正常结束为true
    - (void)animationDidStop:(CAAnimation *)anim finished:(BOOL)flag
    {
        if (flag) {
            NSLog(@"%@-----动画正常结束", [anim valueForKey:@"animationName"]);
        }else{
            NSLog(@"%@-----动画移除结束", [anim valueForKey:@"animationName"]);
        }
    }

      4.2  CATransaction(事务)的使用

        4.2.1 关闭隐式动画

      我们可以利用事务来关闭隐式动画,使用方式如下,关闭隐式动画之后在修改layer的属性就不会在触发动画了。

      

    - (void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
    {
        [CATransaction begin];
        [CATransaction setDisableActions:YES];//关闭动画行为
        
        UITouch *touch = [touches anyObject];
        self.testLayer.position = [touch locationInView:self.view];//修改位置的隐式动画
        CGFloat WH = arc4random_uniform(100);
        if (WH < 20) {
            WH += 50;
        }
        self.testLayer.bounds = CGRectMake(0, 0, WH, WH);
        [CATransaction commit];
    }

    效果:

      

      4.2.1 利用事务统一设置动画参数

      可以统一设置的参数有以下四种

    kCATransactionAnimationDuration //动画时长
    kCATransactionDisableActions //关闭动画行为
    kCATransactionAnimationTimingFunction //动画时间曲线
    kCATransactionCompletionBlock //动画完成block

      我们以统一设置动画时长为例,以下代码统一设置动画时长为5s

      

    [CATransaction begin];
        
        [CATransaction setValue:[NSNumber numberWithFloat:5.f]
                         forKey:kCATransactionAnimationDuration];
        
        CABasicAnimation *positionAnimation = [CABasicAnimation animationWithKeyPath:@"position"];
        CGPoint fromPoint = CGPointMake(100, 100);
        positionAnimation.fromValue = [NSValue valueWithCGPoint:fromPoint];
        positionAnimation.toValue = [NSValue valueWithCGPoint:CGPointMake(300, 300)];
        positionAnimation.fillMode = kCAFillModeForwards;
        positionAnimation.removedOnCompletion = NO;
        
        [positionAnimation setValue:@"位置动画" forKey:@"animationName"];//添加属性名
        
        [self.testLayer addAnimation:positionAnimation forKey:@"positionAnimation"];
        
        [CATransaction commit];

    以上就是Core Animation的基本使用了,你可以在这里下载代码

    本文个人原创,转载请注明出处 (http://www.cnblogs.com/pretty-guy/p/8259657.html)

    下一篇文章讲Core Animation 与 CAShapeLayer组合起来使用

           

      

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  • 原文地址:https://www.cnblogs.com/pretty-guy/p/8259657.html
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