圆形到矩形的变换动画
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【中文标题】圆形到矩形的变换动画【英文标题】:Circle to rectangle transformation animation 【发布时间】:2016-01-27 08:41:13 【问题描述】:我对 ios 很陌生,我需要做以下动画:
圆形到矩形的转换应该是平滑的,但在上面的动画中它不是很平滑。
我所做的是使用以下代码 in this tutorial 创建一个圆形和一个矩形:
Circle :
class OvalLayer: CAShapeLayer
let animationDuration: CFTimeInterval = 0.3
override init()
super.init()
fillColor = Colors.red.CGColor
path = ovalPathSmall.CGPath
required init?(coder aDecoder: NSCoder)
fatalError("init(coder:) has not been implemented")
var ovalPathSmall: UIBezierPath
return UIBezierPath(ovalInRect: CGRect(x: 50.0, y: 50.0, width: 0.0, height: 0.0))
var ovalPathLarge: UIBezierPath
return UIBezierPath(ovalInRect: CGRect(x: 2.5, y: 17.5, width: 95.0, height: 95.0))
var ovalPathSquishVertical: UIBezierPath
return UIBezierPath(ovalInRect: CGRect(x: 2.5, y: 20.0, width: 95.0, height: 90.0))
var ovalPathSquishHorizontal: UIBezierPath
return UIBezierPath(ovalInRect: CGRect(x: 5.0, y: 20.0, width: 90.0, height: 90.0))
func expand()
let expandAnimation: CABasicAnimation = CABasicAnimation(keyPath: "path")
expandAnimation.fromValue = ovalPathLarge.CGPath// change ovalPathLarge to ovalPathSmail for animation
expandAnimation.toValue = ovalPathLarge.CGPath
expandAnimation.duration = animationDuration
expandAnimation.fillMode = kCAFillModeForwards
expandAnimation.removedOnCompletion = false
addAnimation(expandAnimation, forKey: nil)
Rectangle :
class RectangleLayer: CAShapeLayer
override init()
super.init()
fillColor = Colors.clear.CGColor
lineWidth = 5.0
path = rectanglePathFull.CGPath
required init?(coder aDecoder: NSCoder)
fatalError("init(coder:) has not been implemented")
var rectanglePathFull: UIBezierPath
let rectanglePath = UIBezierPath()
rectanglePath.moveToPoint(CGPoint(x: 0.0, y: 100.0))
rectanglePath.addLineToPoint(CGPoint(x: 0.0, y: -lineWidth))
rectanglePath.addLineToPoint(CGPoint(x: 100.0, y: -lineWidth))
rectanglePath.addLineToPoint(CGPoint(x: 100.0, y: 100.0))
rectanglePath.addLineToPoint(CGPoint(x: -lineWidth / 2, y: 100.0))
rectanglePath.closePath()
// fillColor = Colors.red.CGColor
return rectanglePath
// var topLeft: UIBezierPath
func animateStrokeWithColor(color: UIColor, view : UIView)
strokeColor = color.CGColor
// CATransaction.setDisableActions(true)
// view.layer.bounds.size.height = view.layer.bounds.width + 50
let strokeAnimation: CABasicAnimation = CABasicAnimation(keyPath: "bounds.size.width") //bounds.size.width
strokeAnimation.fromValue = view.layer.bounds.width
strokeAnimation.toValue = view.layer.bounds.size.width - 50
strokeAnimation.duration = 0.4
addAnimation(strokeAnimation, forKey: nil)
my view :
protocol HolderViewDelegate:class
func animateLabel()
class HolderView: UIView
let ovalLayer = OvalLayer()
let redRectangleLayer = RectangleLayer()
var parentFrame :CGRect = CGRectZero
weak var delegate:HolderViewDelegate?
override init(frame: CGRect)
super.init(frame: frame)
backgroundColor = Colors.clear
required init?(coder: NSCoder)
super.init(coder: coder)
func addOval()
layer.addSublayer(ovalLayer)
ovalLayer.expand()
// NSTimer.scheduledTimerWithTimeInterval(0.3, target: self, selector: "wobbleOval",
// userInfo: nil, repeats: false)
func expandRectangle()
NSTimer.scheduledTimerWithTimeInterval(0.45, target: self,
selector: "drawRedAnimatedRectangle",
userInfo: nil, repeats: false)
func drawRedAnimatedRectangle()
layer.addSublayer(redRectangleLayer)
redRectangleLayer.animateStrokeWithColor(Colors.red,view: self)
但我不知道如何制作我的动画,请谁能帮助我?
【问题讨论】:
【参考方案1】:如果您希望放大和缩小圆角半径同时发生,您可以显着简化the code from my other answer。
您现在不再需要将动画“链接”在一起,因此您可以将它们都添加到单个 CAAnimationGroup
并同时运行它们。
除了添加groupAnim
属性和删除cornerRadiusUndoAnim
之外,我们使用的属性几乎保持不变。
class ViewController2: UIViewController
let animLayer = CALayer() // the layer that is going to be animated
let cornerRadiusAnim = CABasicAnimation(keyPath: "cornerRadius") // the corner radius reducing animation
let widthAnim = CABasicAnimation(keyPath: "bounds.size.width") // the width animation
let groupAnim = CAAnimationGroup() // the combination of the corner and width animation
let animDuration = NSTimeInterval(1.0) // the duration of one 'segment' of the animation
let layerSize = CGFloat(100) // the width & height of the layer (when it's a square)
...
我们现在可以添加 CAAnimationGroup
的设置,添加我们的圆角半径动画和缩放动画
override func viewDidLoad()
super.viewDidLoad()
let rect = view.frame
animLayer.backgroundColor = UIColor.blueColor().CGColor // color of the layer, feel free to change
animLayer.frame = CGRect(x: rect.width-layerSize*0.5, y: rect.height-layerSize*0.5, width: layerSize, height: layerSize)
animLayer.cornerRadius = layerSize*0.5;
animLayer.anchorPoint = CGPoint(x: 1, y: 1) // sets so that when the width is changed, it goes to the left
view.layer.addSublayer(animLayer)
// decreases the corner radius
cornerRadiusAnim.duration = animDuration
cornerRadiusAnim.fromValue = animLayer.cornerRadius
cornerRadiusAnim.toValue = 0;
cornerRadiusAnim.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut) // timing function to make it look nice
// increases the width
widthAnim.duration = animDuration
widthAnim.fromValue = animLayer.frame.size.width
widthAnim.toValue = rect.size.width
widthAnim.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut) // timing function to make it look nice
// adds both animations to a group animation
groupAnim.animations = [cornerRadiusAnim, widthAnim]
groupAnim.duration = animDuration;
groupAnim.autoreverses = true; // auto-reverses the animation once completed
最后,我们可以在视图被触摸时运行组动画,两个动画将同时运行(完成后自动反转)。
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?)
animLayer.addAnimation(groupAnim, forKey: "anims") // runs both animations concurrently
结果
完整项目:https://github.com/hamishknight/Circle-to-Rect-Animation
【讨论】:
嗨,我的代码有问题:我删除了自动反转,但是当动画结束时,我的视图会立即恢复到原来的状态......有什么想法吗?谢谢!【参考方案2】:为了获得流畅的动画效果,您希望查看为cornerRadius
属性设置动画,而不是使用贝塞尔路径。
所以动画会变成这样:
-
动画圆角半径从当前值降至零
动画宽度超出屏幕宽度
反向宽度动画
反转圆角半径动画
所以,让我们从定义一些我们将要使用的属性开始:
class ViewController: UIViewController
let animLayer = CALayer() // the layer that is going to be animated
let cornerRadiusAnim = CABasicAnimation(keyPath: "cornerRadius") // the corner radius reducing animation
let cornerRadiusUndoAnim = CABasicAnimation(keyPath: "cornerRadius") // the corner radius increasing animation
let widthAnim = CABasicAnimation(keyPath: "bounds.size.width") // the width animation
let animDuration = NSTimeInterval(1.0) // the duration of one 'segment' of the animation
let layerSize = CGFloat(100) // the width & height of the layer (when it's a square)
...
在这里,我们定义了我们将要使用的层、动画、动画“片段”之一的持续时间以及CALayer
的大小。
接下来,让我们在viewDidLoad
中设置动画
override func viewDidLoad()
super.viewDidLoad()
let rect = view.frame
animLayer.backgroundColor = UIColor.blueColor().CGColor // color of the layer, feel free to change
animLayer.frame = CGRect(x: rect.width-layerSize*0.5, y: rect.height-layerSize*0.5, width: layerSize, height: layerSize)
animLayer.cornerRadius = layerSize*0.5;
animLayer.anchorPoint = CGPoint(x: 1, y: 1) // sets so that when the width is changed, it goes to the left
view.layer.addSublayer(animLayer)
// decreases the corner radius
cornerRadiusAnim.duration = animDuration
cornerRadiusAnim.fromValue = animLayer.cornerRadius
cornerRadiusAnim.toValue = 0;
cornerRadiusAnim.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseIn) // timing function to make it look nice
// inverse of the cornerRadiusAnim
cornerRadiusUndoAnim.duration = animDuration
cornerRadiusUndoAnim.fromValue = 0;
cornerRadiusUndoAnim.toValue = animLayer.cornerRadius
cornerRadiusUndoAnim.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseOut) // timing function to make it look nice
// increases the width, and autoreverses on completion
widthAnim.duration = animDuration
widthAnim.fromValue = animLayer.frame.size.width
widthAnim.toValue = rect.size.width
widthAnim.autoreverses = true
widthAnim.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut) // timing function to make it look nice
widthAnim.delegate = self // so that we get notified when the width animation finishes
这里没什么难的,我们只是定义我们的图层和动画属性。我还添加了一些计时功能,以使动画看起来漂亮流畅,而不是线性的。
接下来,让我们开始我们的动画。我将在 touchesBegan
函数中执行此操作,但您可以将其放在任何地方。
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?)
widthAnim.beginTime = CACurrentMediaTime()+animDuration // starts after the corner radius anim has finished
animLayer.addAnimation(widthAnim, forKey: "widthAnim")
animLayer.addAnimation(cornerRadiusAnim, forKey: "cornerRadius")
CATransaction.begin()
CATransaction.setDisableActions(true) // disables implicit animations
animLayer.cornerRadius = 0
CATransaction.commit()
在这里,我们添加了 width
和 cornerRadius
动画,为宽度动画指定延迟开始。
你问的CATransation
是怎么回事?好吧,一旦cornerRadius
动画结束,Core Animation 就会将该层捕捉回它的表示层。我们不希望这样,所以我们将直接设置该值,同时还要确保 Core Animation 在我们这样做时不会添加隐式动画。使用CATransaction
可以避免这种情况,因为使用removedOnCompletion = false
和fillMode = kCAFillModeForwards
被认为是不好的做法。
最后,一旦宽度动画反转,我们要撤消圆角半径动画。我们可以这样做,因为我们之前为宽度动画分配了 delegate
,因此我们可以覆盖 animationDidStop
函数。
override func animationDidStop(anim: CAAnimation, finished flag: Bool)
animLayer.addAnimation(cornerRadiusUndoAnim, forKey: "cornerRadiusUndo")
CATransaction.begin()
CATransaction.setDisableActions(true)
animLayer.cornerRadius = layerSize*0.5
CATransaction.commit()
再次,我们使用CATransaction
将cornerRadius
设置回其原始值。就是这样!
最终结果
完整项目:https://github.com/hamishknight/Circle-to-Rect-Animation
【讨论】:
你知道如何在放大的同时减小cornerRadius吗?两者都应该发生一次。 我添加了另一个答案(因为这个答案已经足够长了!)展示了你将如何做到这一点:)以上是关于圆形到矩形的变换动画的主要内容,如果未能解决你的问题,请参考以下文章