收錄:原文地址git
iOS 的動畫框架很成熟,提供必要的信息,譬如動畫的起始位置與終止位置,動畫效果就出來了面試
動畫的實現方式挺多的,app
有系統提供的簡單 API ,直接提供動畫般的交互效果。框架
有手動設置交互效果,看起來像是動畫,通常要用到插值。async
至於動畫框架,有 UIView 級別的,有功能強勁的 CALayer 級別的動畫。ide
CALayer 級別的動畫經過靈活設置的 CoreAnimation,CoreAnimation 的常規操做,就是自定義路徑函數
固然有蘋果推了幾年的 UIViewPropertyAnimator, 動畫可交互性作得比較好;工具
話很少說;直接來看案例佈局
navigationController?.hidesBarsOnSwipe = true
簡單設置 hidesBarsOnSwipe
屬性,就能夠了。學習
該屬性,除了能夠調節頭部導航欄,還能夠調節底部標籤工具欄 toolbar
一眼看起來有點炫,實際設置很簡單
func openLock() { UIView.animate(withDuration: 0.4, delay: 1.0, options: [], animations: { // Rotate keyhole. self.lockKeyhole.transform = CGAffineTransform(rotationAngle: CGFloat.pi) }, completion: { _ in UIView.animate(withDuration: 0.5, delay: 0.2, options: [], animations: { // Open lock. let yDelta = self.lockBorder.frame.maxY self.topLock.center.y -= yDelta self.lockKeyhole.center.y -= yDelta self.lockBorder.center.y -= yDelta self.bottomLock.center.y += yDelta }, completion: { _ in self.topLock.removeFromSuperview() self.lockKeyhole.removeFromSuperview() self.lockBorder.removeFromSuperview() self.bottomLock.removeFromSuperview() }) }) }
總共有四個控件,先讓中間的鎖控件旋轉一下,而後對四個控件,作移位操做
用簡單的關鍵幀動畫,處理要優雅一點
看上去有些眼花的動畫,能夠分解爲三個動畫
一波未平,一波又起,作一個動畫效果的疊加,就成了動畫的第一幅動畫
一個動畫波動效果,效果用到了透明度的變化,還有範圍的變化
範圍的變化,用的就是 CoreAnimation 的路徑 path
CoreAnimation 簡單設置,就是指明 from 、to,動畫的起始狀態,和動畫終止狀態,而後選擇使用哪種動畫效果。
動畫的起始狀態,通常是起始位置。簡單的動畫,就是讓他動起來
func sonar(_ beginTime: CFTimeInterval) { let circlePath1 = UIBezierPath(arcCenter: self.center, radius: CGFloat(3), startAngle: CGFloat(0), endAngle:CGFloat.pi * 2, clockwise: true) let circlePath2 = UIBezierPath(arcCenter: self.center, radius: CGFloat(80), startAngle: CGFloat(0), endAngle:CGFloat.pi * 2, clockwise: true) let shapeLayer = CAShapeLayer() shapeLayer.strokeColor = ColorPalette.green.cgColor shapeLayer.fillColor = ColorPalette.green.cgColor shapeLayer.path = circlePath1.cgPath self.layer.addSublayer(shapeLayer) // 兩個動畫 let pathAnimation = CABasicAnimation(keyPath: "path") pathAnimation.fromValue = circlePath1.cgPath pathAnimation.toValue = circlePath2.cgPath let alphaAnimation = CABasicAnimation(keyPath: "opacity") alphaAnimation.fromValue = 0.8 alphaAnimation.toValue = 0 // 組動畫 let animationGroup = CAAnimationGroup() animationGroup.beginTime = beginTime animationGroup.animations = [pathAnimation, alphaAnimation] // 時間有講究 animationGroup.duration = 2.76 // 不斷重複 animationGroup.repeatCount = Float.greatestFiniteMagnitude animationGroup.isRemovedOnCompletion = false animationGroup.fillMode = CAMediaTimingFillMode.forwards // Add the animation to the layer. // key 用來 debug shapeLayer.add(animationGroup, forKey: "sonar") }
波動效果調用了三次
func startAnimation() { // 三次動畫,效果合成, sonar(CACurrentMediaTime()) sonar(CACurrentMediaTime() + 0.92) sonar(CACurrentMediaTime() + 1.84) }
這是 UIView 框架自帶的動畫,看起來不錯,就是作了一個簡單的縮放,經過 transform
屬性作仿射變換
func startAnimation() { dotOne.transform = CGAffineTransform(scaleX: 0.01, y: 0.01) dotTwo.transform = CGAffineTransform(scaleX: 0.01, y: 0.01) dotThree.transform = CGAffineTransform(scaleX: 0.01, y: 0.01) // 三個不一樣的 delay, 漸進時間 UIView.animate(withDuration: 0.6, delay: 0.0, options: [.repeat, .autoreverse], animations: { self.dotOne.transform = CGAffineTransform.identity }, completion: nil) UIView.animate(withDuration: 0.6, delay: 0.2, options: [.repeat, .autoreverse], animations: { self.dotTwo.transform = CGAffineTransform.identity }, completion: nil) UIView.animate(withDuration: 0.6, delay: 0.4, options: [.repeat, .autoreverse], animations: { self.dotThree.transform = CGAffineTransform.identity }, completion: nil) }
這個也是 UIView 的動畫
動畫的實現效果,是經過更改約束。
約束動畫要注意的是,確保動畫的起始位置準確,起始的時候,通常要調用其父視圖的 layoutIfNeeded
方法,確保視圖的實際位置與約束設置的一致。
這裏的約束動畫,是經過 NSLayoutAnchor
作得。
通常咱們用的是 SnapKit 設置約束,調用也差很少。
func animateContraintsForUnderlineView(_ underlineView: UIView, toSide: Side) { switch toSide { case .left: for constraint in underlineView.superview!.constraints { if constraint.identifier == ConstraintIdentifiers.centerRightConstraintIdentifier { constraint.isActive = false let leftButton = optionsBar.arrangedSubviews[0] let centerLeftConstraint = underlineView.centerXAnchor.constraint(equalTo: leftButton.centerXAnchor) centerLeftConstraint.identifier = ConstraintIdentifiers.centerLeftConstraintIdentifier NSLayoutConstraint.activate([centerLeftConstraint]) } } case .right: for constraint in underlineView.superview!.constraints { if constraint.identifier == ConstraintIdentifiers.centerLeftConstraintIdentifier { // 先失效,舊的約束 constraint.isActive = false // 再新建約束,並激活 let rightButton = optionsBar.arrangedSubviews[1] let centerRightConstraint = underlineView.centerXAnchor.constraint(equalTo: rightButton.centerXAnchor) centerRightConstraint.identifier = ConstraintIdentifiers.centerRightConstraintIdentifier NSLayoutConstraint.activate([centerRightConstraint]) } } } UIView.animate(withDuration: 0.6, delay: 0.0, usingSpringWithDamping: 0.6, initialSpringVelocity: 0.0, options: [], animations: { self.view.layoutIfNeeded() }, completion: nil) }
這個沒有用到動畫框架,就是作了一個交互插值
就是補插連續的函數 scrollViewDidScroll
, 及時更新列表視圖頭部的位置、尺寸
override func scrollViewDidScroll(_ scrollView: UIScrollView) { updateHeaderView() } func updateHeaderView() { var headerRect = CGRect(x: 0, y: -tableHeaderHeight, width: tableView.bounds.width, height: tableHeaderHeight) // 決定拉動的方向 if tableView.contentOffset.y < -tableHeaderHeight { // 就是改 frame headerRect.origin.y = tableView.contentOffset.y headerRect.size.height = -tableView.contentOffset.y } headerView.frame = headerRect }
用到了 CoreAnimation,也用到了插值。
每一段插值都是一個 CoreAnimation 動畫,進度的完成分爲屢次插值。
這裏動畫效果的主要用到 strokeEnd
屬性, 筆畫結束
插值的時候,要注意,下一段動畫的開始,正是上一段動畫的結束
// 這個用來,主要的效果 let progressLayer = CAShapeLayer() // 這個用來,附加的顏色 let gradientLayer = CAGradientLayer() // 給個默認值,外部設置 var range: CGFloat = 128 var curValue: CGFloat = 0 { didSet { animateStroke() } } func setupLayers() { progressLayer.position = CGPoint.zero progressLayer.lineWidth = 3.0 progressLayer.strokeEnd = 0.0 progressLayer.fillColor = nil progressLayer.strokeColor = UIColor.black.cgColor let radius = CGFloat(bounds.height/2) - progressLayer.lineWidth let startAngle = CGFloat.pi * (-0.5) let endAngle = CGFloat.pi * 1.5 let width = bounds.width let height = bounds.height let modelCenter = CGPoint(x: width / 2, y: height / 2) let path = UIBezierPath(arcCenter: modelCenter, radius: radius, startAngle: startAngle, endAngle: endAngle, clockwise: true) // 指定路徑 progressLayer.path = path.cgPath layer.addSublayer(progressLayer) // 有一個漸變 gradientLayer.frame = CGRect(x: 0.0, y: 0.0, width: bounds.width, height: bounds.height) // teal, 藍綠色 gradientLayer.colors = [ColorPalette.teal.cgColor, ColorPalette.orange.cgColor, ColorPalette.pink.cgColor] gradientLayer.startPoint = CGPoint(x: 0.5, y: 0) gradientLayer.endPoint = CGPoint(x: 0.5, y: 1) gradientLayer.mask = progressLayer // Use progress layer as mask for gradient layer. layer.addSublayer(gradientLayer) } func animateStroke() { // 前一段的終點 let fromValue = progressLayer.strokeEnd let toValue = curValue / range let animation = CABasicAnimation(keyPath: "strokeEnd") animation.fromValue = fromValue animation.toValue = toValue progressLayer.add(animation, forKey: "stroke") progressLayer.strokeEnd = toValue } } // 動畫路徑,結合插值
這個漸變更畫,主要用到了漸變圖層 CAGradientLayer
的 locations
位置屬性,用來調整漸變區域的分佈
另外一個關鍵點是用了圖層 CALayer
的遮罩 mask
,
簡單理解,把漸變圖層所有蒙起來,只露出文本的形狀,就是那幾個字母的痕跡
class LoadingLabel: UIView { let gradientLayer: CAGradientLayer = { let gradientLayer = CAGradientLayer() gradientLayer.startPoint = CGPoint(x: 0.0, y: 0.5) gradientLayer.endPoint = CGPoint(x: 1.0, y: 0.5) // 灰, 白, 灰 let colors = [UIColor.gray.cgColor, UIColor.white.cgColor, UIColor.gray.cgColor] gradientLayer.colors = colors let locations = [0.25, 0.5, 0.75] gradientLayer.locations = locations as [NSNumber]? return gradientLayer }() // 文字轉圖片,而後繪製到視圖上 // 經過設置漸變圖層的遮罩 `mask` , 爲指定文字,來設置漸變閃爍的效果 @IBInspectable var text: String! { didSet { setNeedsDisplay() UIGraphicsBeginImageContextWithOptions(frame.size, false, 0) text.draw(in: bounds, withAttributes: textAttributes) let image = UIGraphicsGetImageFromCurrentImageContext() UIGraphicsEndImageContext() // 從文字中,抽取圖片 let maskLayer = CALayer() maskLayer.backgroundColor = UIColor.clear.cgColor maskLayer.frame = bounds.offsetBy(dx: bounds.size.width, dy: 0) maskLayer.contents = image?.cgImage gradientLayer.mask = maskLayer } } // 設置位置與尺寸 override func layoutSubviews() { gradientLayer.frame = CGRect(x: -bounds.size.width, y: bounds.origin.y, width: 2 * bounds.size.width, height: bounds.size.height) } override func didMoveToWindow() { super.didMoveToWindow() layer.addSublayer(gradientLayer) let gradientAnimation = CABasicAnimation(keyPath: "locations") gradientAnimation.fromValue = [0.0, 0.0, 0.25] gradientAnimation.toValue = [0.75, 1.0, 1.0] gradientAnimation.duration = 1.7 // 一直循環 gradientAnimation.repeatCount = Float.infinity gradientAnimation.isRemovedOnCompletion = false gradientAnimation.fillMode = CAMediaTimingFillMode.forwards gradientLayer.add(gradientAnimation, forKey: nil) } }
首先經過方法 scrollViewDidScroll
和 scrollViewWillEndDragging
作插值
extension PullRefreshView: UIScrollViewDelegate{ // MARK: - UIScrollViewDelegate func scrollViewDidScroll(_ scrollView: UIScrollView) { let offsetY = CGFloat(max(-(scrollView.contentOffset.y + scrollView.contentInset.top), 0.0)) self.progress = min(max(offsetY / frame.size.height, 0.0), 1.0) // 作互斥的狀態管理 if !isRefreshing { redrawFromProgress(self.progress) } } func scrollViewWillEndDragging(_ scrollView: UIScrollView, withVelocity velocity: CGPoint, targetContentOffset: UnsafeMutablePointer<CGPoint>) { if !isRefreshing && self.progress >= 1.0 { delegate?.PullRefreshViewDidRefresh(self) beginRefreshing() } } }
畫面中飛碟動來動去,是經過 CAKeyframeAnimation(keyPath: "position")
,關鍵幀動畫的位置屬性,設置的
func redrawFromProgress(_ progress: CGFloat) { /* PART 1 ENTER ANIMATION */ let enterPath = paths.start // 動畫指定路徑走 let pathAnimation = CAKeyframeAnimation(keyPath: "position") pathAnimation.path = enterPath.cgPath pathAnimation.calculationMode = CAAnimationCalculationMode.paced pathAnimation.timingFunctions = [CAMediaTimingFunction(name: CAMediaTimingFunctionName.easeOut)] pathAnimation.beginTime = 1e-100 pathAnimation.duration = 1.0 pathAnimation.timeOffset = CFTimeInterval() + Double(progress) pathAnimation.isRemovedOnCompletion = false pathAnimation.fillMode = CAMediaTimingFillMode.forwards flyingSaucerLayer.add(pathAnimation, forKey: nil) flyingSaucerLayer.position = enterPath.currentPoint let sizeAlongEnterPathAnimation = CABasicAnimation(keyPath: "transform.scale") sizeAlongEnterPathAnimation.fromValue = 0 sizeAlongEnterPathAnimation.toValue = progress sizeAlongEnterPathAnimation.beginTime = 1e-100 sizeAlongEnterPathAnimation.duration = 1.0 sizeAlongEnterPathAnimation.isRemovedOnCompletion = false sizeAlongEnterPathAnimation.fillMode = CAMediaTimingFillMode.forwards flyingSaucerLayer.add(sizeAlongEnterPathAnimation, forKey: nil) } // 設置路徑 func customPaths(frame: CGRect = CGRect(x: 4, y: 3, width: 166, height: 74)) -> ( UIBezierPath, UIBezierPath) { // 兩條路徑 let startY = 0.09459 * frame.height let enterPath = UIBezierPath() // ... enterPath.addCurve(to: CGPoint(x: frame.minX + 0.21694 * frame.width, y: frame.minY + 0.85855 * frame.height), controlPoint1: CGPoint(x: frame.minX + 0.04828 * frame.width, y: frame.minY + 0.68225 * frame.height), controlPoint2: CGPoint(x: frame.minX + 0.21694 * frame.width, y: frame.minY + 0.85855 * frame.height)) enterPath.addCurve(to: CGPoint(x: frame.minX + 0.36994 * frame.width, y: frame.minY + 0.92990 * frame.height), controlPoint1: CGPoint(x: frame.minX + 0.21694 * frame.width, y: frame.minY + 0.85855 * frame.height), controlPoint2: CGPoint(x: frame.minX + 0.33123 * frame.width, y: frame.minY + 0.93830 * frame.height)) // ... enterPath.usesEvenOddFillRule = true let exitPath = UIBezierPath() exitPath.move(to: CGPoint(x: frame.minX + 0.98193 * frame.width, y: frame.minY + 0.15336 * frame.height)) exitPath.addLine(to: CGPoint(x: frame.minX + 0.51372 * frame.width, y: frame.minY + 0.28558 * frame.height)) // ... exitPath.miterLimit = 4 exitPath.usesEvenOddFillRule = true return (enterPath, exitPath) } }
這個動畫比較複雜,須要作大量的數學計算,還要調試,具體看文尾的 git repo.
通常這種動畫,咱們用 Lottie
這個動畫有些複雜,重點使用了 CoreAnimation 的組動畫,疊加了五種效果,縮放、尺寸、佈局、位置與透明度。
具體看文尾的 git repo.
class func animation(_ layer: CALayer, duration: TimeInterval, delay: TimeInterval, animations: (() -> ())?, completion: ((_ finished: Bool)-> ())?) { let animation = CLMLayerAnimation() DispatchQueue.main.asyncAfter(deadline: DispatchTime.now() + Double(Int64(delay * Double(NSEC_PER_SEC))) / Double(NSEC_PER_SEC)) { var animationGroup: CAAnimationGroup? let oldLayer = self.animatableLayerCopy(layer) animation.completionClosure = completion if let layerAnimations = animations { CATransaction.begin() CATransaction.setDisableActions(true) layerAnimations() CATransaction.commit() } animationGroup = groupAnimationsForDifferences(oldLayer, newLayer: layer) if let differenceAnimation = animationGroup { differenceAnimation.timingFunction = CAMediaTimingFunction(name: CAMediaTimingFunctionName.easeInEaseOut) differenceAnimation.duration = duration differenceAnimation.beginTime = CACurrentMediaTime() layer.add(differenceAnimation, forKey: nil) } else { if let completion = animation.completionClosure { completion(true) } } } } class func groupAnimationsForDifferences(_ oldLayer: CALayer, newLayer: CALayer) -> CAAnimationGroup? { var animationGroup: CAAnimationGroup? var animations = [CABasicAnimation]() // 疊加了五種效果 if !CATransform3DEqualToTransform(oldLayer.transform, newLayer.transform) { let animation = CABasicAnimation(keyPath: "transform") animation.fromValue = NSValue(caTransform3D: oldLayer.transform) animation.toValue = NSValue(caTransform3D: newLayer.transform) animations.append(animation) } if !oldLayer.bounds.equalTo(newLayer.bounds) { let animation = CABasicAnimation(keyPath: "bounds") animation.fromValue = NSValue(cgRect: oldLayer.bounds) animation.toValue = NSValue(cgRect: newLayer.bounds) animations.append(animation) } if !oldLayer.frame.equalTo(newLayer.frame) { let animation = CABasicAnimation(keyPath: "frame") animation.fromValue = NSValue(cgRect: oldLayer.frame) animation.toValue = NSValue(cgRect: newLayer.frame) animations.append(animation) } if !oldLayer.position.equalTo(newLayer.position) { let animation = CABasicAnimation(keyPath: "position") animation.fromValue = NSValue(cgPoint: oldLayer.position) animation.toValue = NSValue(cgPoint: newLayer.position) animations.append(animation) } if oldLayer.opacity != newLayer.opacity { let animation = CABasicAnimation(keyPath: "opacity") animation.fromValue = oldLayer.opacity animation.toValue = newLayer.opacity animations.append(animation) } if animations.count > 0 { animationGroup = CAAnimationGroup() animationGroup!.animations = animations } return animationGroup }
從 gif 文件裏面取出每楨圖片,算出持續時間,設置動畫圖片
internal class func animatedImageWithSource(_ source: CGImageSource) -> UIImage? { // 須要喂圖片, // 喂動畫持續時間 let count = CGImageSourceGetCount(source) var data: (images: [CGImage], delays: [Int]) = ([CGImage](), [Int]()) // Fill arrays for i in 0..<count { // Add image if let image = CGImageSourceCreateImageAtIndex(source, i, nil) { data.images.append(image) } let delaySeconds = UIImage.delayForImageAtIndex(Int(i), source: source) data.delays.append(Int(delaySeconds * 1000.0)) // Seconds to ms } // Calculate full duration let duration: Int = { var sum = 0 for val: Int in data.delays { sum += val } return sum }() let gcd = gcdForArray(data.delays) var frames = [UIImage]() var frame: UIImage var frameCount: Int for i in 0..<count { frame = UIImage(cgImage: data.images[Int(i)]) frameCount = Int(data.delays[Int(i)] / gcd) for _ in 0..<frameCount { frames.append(frame) } } let animation = UIImage.animatedImage(with: frames, duration: Double(duration) / 1000.0) return animation }