多个 UIView 的动画与 UIBezierPath
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【中文标题】多个 UIView 的动画与 UIBezierPath【英文标题】:Multiple UIView's Animation with UIBezierPath 【发布时间】:2015-04-06 10:19:10 【问题描述】:我有以下屏幕:
当我点击获取更多按钮时,它会添加新的圆形按钮。我在UIView
上添加了平移手势,其中添加了所有圆形按钮,然后将仅从圆形按钮绘制UIBezierPath
。到目前为止,一切正常。
现在,我想要以下内容:
-
我有一个名为 playGroundView 的父
UIView
,它包含所有圆形按钮。这将为所有这些按钮绘制一个贝塞尔路径。
为所有按钮绘制 Bezier 路径后,我单击“移动按钮”立即为所有圆形按钮设置动画。
一旦所有 Button 移动到 Bezier Path 的终点,我就可以再次绘制 Bezier Path(为 Rounded Button 添加更多步骤)连接到相同按钮的相同路径。
此后,Final Move 按钮将立即为同一个按钮设置动画。
PlayGround UIView 子类参考以下代码:
@interface PlayGroundView : UIView
@property (nonatomic, weak) PlayGroundViewController *playViewController;
@end
#import "PlayGroundView.h"
#import "RoundedButton.h"
#import "PlayGroundViewController.h"
@interface PlayGroundView ()
UIBezierPath *path;
BOOL isDrawPointInside;
@end
@implementation PlayGroundView
#pragma mark - View Methods -
- (id)initWithCoder:(NSCoder *)aDecoder
if (self = [super initWithCoder:aDecoder])
[self commonInit];
return self;
- (id)initWithFrame:(CGRect)frame
if (self = [super initWithFrame:frame])
[self commonInit];
return self;
- (void)drawRect:(CGRect)rect
[[UIColor redColor] setStroke];
[path stroke];
#pragma mark - Action Methods -
- (void)pan:(UIPanGestureRecognizer *)pan
CGPoint currentPoint = [pan locationInView:self];
// NSLog(@"currentPoint: %@", NSStringFromCGPoint(currentPoint));
if (pan.state == UIGestureRecognizerStateBegan)
NSMutableArray *buttonAry = [NSMutableArray array];
buttonAry = self.playViewController.rBtnOpponentPlayerList;
[buttonAry addObjectsFromArray:self.playViewController.rBtnPlayerList];
for (int i=0; i<buttonAry.count; i++)
UIButton *btn = [buttonAry objectAtIndex:i];
CGRect nearByRect = CGRectMake(btn.frame.origin.x - 20, btn.frame.origin.y - 20, btn.frame.size.width + 40, btn.frame.size.height + 40);
if (CGRectContainsPoint(nearByRect, currentPoint))
isDrawPointInside = YES;
[path moveToPoint:btn.center];
// NSLog(@"point is inside....");
if (pan.state == UIGestureRecognizerStateChanged)
if (isDrawPointInside)
[path addLineToPoint:currentPoint];
[self setNeedsDisplay];
if (pan.state == UIGestureRecognizerStateEnded)
isDrawPointInside = NO;
// NSLog(@"pan ended");
#pragma mark - Helper Methods -
- (void)commonInit
path = [UIBezierPath bezierPath];
path.lineWidth = 3.0;
// Capture touches
UIPanGestureRecognizer *pan = [[UIPanGestureRecognizer alloc] initWithTarget:self action:@selector(pan:)];
pan.maximumNumberOfTouches = pan.minimumNumberOfTouches = 1;
[self addGestureRecognizer:pan];
// Erase with long press
[self addGestureRecognizer:[[UILongPressGestureRecognizer alloc] initWithTarget:self action:@selector(erase)]];
- (void)erase
path = [UIBezierPath bezierPath];
path.lineWidth = 3.0;
[self setNeedsDisplay];
@end
我仍然无法管理所有圆形按钮状态。告诉我在移动时管理圆形按钮所有步骤的最佳方法。
我参考过:http://nachbaur.com/blog/core-animation-part-4
我的完整演示代码位于:https://www.dropbox.com/s/f0ri0bff8ioxtpz/FreeHandDrawingDemo%202.zip?dl=0
【问题讨论】:
【参考方案1】:我假设,当你说“管理所有圆形按钮状态”时,你的意思是你想知道视图已经开始动画化,比如viewHasMovedABitAutomatically
回调:) 如果是这样的话,据我所知,CA 框架中没有实现的方法可以做到这一点。但是,看看这个问题:Core animation progress callback 这是一种看起来很不错的解决方法,也许你可以从这里开始做一些事情。
哦,还有一件事。我看到您正在使用平移手势识别器。我刚刚浏览了你的代码和tarmes'(另一个线程中的那个人;))但我认为他正在使用drawInContext
来检查正在绘制的图层。如果您的视图是可拖动的,这也可能会触发,因此,如果是这种情况,请考虑在 pan 方法上使用一些 viewIsBeingDragged
标志,并在回调中检查它。
编辑:抱歉,这似乎与您的实际问题无关。我了解您的意思是控制动画速度,以便它们都相应地移动。让我们详细说明一下。
据我所知,没有动画“步骤”之类的东西。使图像向左移动 20 像素的动画并不一定意味着图像将被重绘 20 次。图像将根据需要被渲染多次,因此我们不能依赖 render 方法来计算它。据我所知,控制动画速度的唯一方法是通过animateWithDuration:
的duration
参数。而且你不知道持续时间,你想让速度保持恒定,所以持续时间是任意的。
基本物理学:持续时间等于距离除以速度,所以如果我们有需要覆盖的距离,我们可以轻松计算动画持续时间。一开始我以为 UIBezierPath 可能有一个方法或一个属性来计算总长度,但我错了。但是,在这个线程Get CGPath total length 中有一个代码可以通过数值积分来计算它,你应该测试它是否有效。有了它之后,就可以做这样的事情了(我没测试,我只是输入伪代码)
#define SPEED_CALIBRATION 30.0 // or whatever
-(void)animateView:(UIView*)view withBezierPath:(UIBezierPath*)path
CGFloat distance = [self getBezierPathDistance:path];
CGFloat duration = distance / SPEED_CALIBRATION;
[self animateView:view withDuration:duration andBezierPath:path];
类似的东西。 getBezierPathDistance
是上面线程中的方法,假设它有效,animateView:withDuration:andBezierPath:
是您使用 CA 文档执行非线性动画的方法(我不太记得所有细节,但我记得它是相当长的代码块;))。
如果答案有点含糊,我很抱歉,希望对您有所帮助!
【讨论】:
嗨,我不想为动画完成而回调。我的要求是,我想以相对运动同时移动所有 RoundButtons。假设我的第一个按钮路径是 1 厘米,第二个按钮路径是 2 厘米,那么第一个按钮应该到达第一个按钮,第二个按钮应该花费两倍的时间,然后是第一个按钮。这个动画应该是同时的。 我的错,我根本不理解你 :) 我知道如何做到这一点,我现在正在编辑我的答案。【参考方案2】:为了实现的东西,我使用了UIBezierPath+Points 类。除此之外,在我的代码中使用了以下类和逻辑:
在 PlayGroundView 中,我在 drawRect 方法中编辑了代码,其余代码相同:
- (void)drawRect:(CGRect)rect
[[UIColor redColor] setStroke];
for (int i=0; i<[self subviews].count; i++)
RoundButton *tmpPlayerButton = [self.subviews objectAtIndex:i];
for (UIBezierPath *bezierPath in tmpPlayerButton.allPathsOfPlayer)
[bezierPath strokeWithBlendMode:kCGBlendModeNormal alpha:1.0];
[path stroke];
在我的 ViewController 类中,在 Get More Buttons 下面的代码中:
- (IBAction)getBallPressed:(id)sender
[self moveBalls];
// self.playView.viewController = self;
int xPos = self.view.frame.size.width-30;
int yPos = self.view.frame.size.height-30;
int btnXPos = arc4random_uniform(xPos);
int btnYPos = arc4random_uniform(yPos);
RoundButton *newButton = [[RoundButton alloc] initWithFrame:CGRectMake(btnXPos, btnYPos, 30, 30)];
[newButton setBackgroundColor:[UIColor redColor]];
newButton.layer.cornerRadius = newButton.frame.size.height/2;
[newButton setTitle:[self randomStringWithLength:1] forState:UIControlStateNormal];
UILongPressGestureRecognizer *longGesture = [[UILongPressGestureRecognizer alloc] initWithTarget:self action:@selector(longGestureRecognized:)];
[newButton addGestureRecognizer:longGesture];
[self.playView.playerArray addObject:newButton];
[self.playView addSubview:newButton];
- (void)moveBalls
for (int i=0; i<[self.playView subviews].count; i++)
RoundButton *playerButton = [self.playView.subviews objectAtIndex:i];
if (playerButton.isEditPath)
id point = [[[playerButton.allPathsOfPlayer lastObject] points] lastObject];
CGPoint lastPoint = [point CGPointValue];
NSLog(@"lastPoint: %@", NSStringFromCGPoint(lastPoint));
[playerButton setCenter:lastPoint];
在移动按钮中,下面的代码允许我同时移动所有圆形按钮,这是我的确切要求:
- (void)playAnimation
for (int i=0; i<self.playView.subviews.count; i++)
//Prepare the animation - we use keyframe animation for animations of this complexity
CAKeyframeAnimation *pathAnimation = [CAKeyframeAnimation animationWithKeyPath:@"position"];
//Set some variables on the animation
pathAnimation.calculationMode = kCAAnimationPaced;
//We want the animation to persist - not so important in this case - but kept for clarity
//If we animated something from left to right - and we wanted it to stay in the new position,
//then we would need these parameters
pathAnimation.fillMode = kCAFillModeForwards;
pathAnimation.removedOnCompletion = NO;
pathAnimation.duration = 2.0;
pathAnimation.repeatCount = 0;
RoundButton *tmpRoundButton;
UIBezierPath *path;
tmpRoundButton = [self.playView.subviews objectAtIndex:i];
for (int j=0; j<tmpRoundButton.allPathsOfPlayer.count; j++)
if (path)
[path appendPath:[tmpRoundButton.allPathsOfPlayer objectAtIndex:j]];
else
path = [tmpRoundButton.allPathsOfPlayer objectAtIndex:j];
//Now we have the path, we tell the animation we want to use this path - then we release the path
pathAnimation.path = [path CGPath];
[tmpRoundButton.layer addAnimation:pathAnimation forKey:@"moveTheSquare"];
[path moveToPoint:[[[path points] firstObject] CGPointValue]];
[self.playView setNeedsDisplay];
【讨论】:
【参考方案3】:let playerController = AVPlayerViewController()
playerController.delegate = self
player = AVPlayer(url: url as URL)
playerController.player = player
self.addChildViewController(playerController)
self.videoview.addSubview(playerController.view)
playerController.view.frame = self.videoview.bounds
player.play()
【讨论】:
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