iOS 动画篇 之 Core Animation (一)

  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。

  iOS 动画篇 之 Core Animation (一)

  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。

  iOS 动画篇 之 Core Animation (一)

  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(, , , );
[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 = .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:

  iOS 动画篇 之 Core Animation (一)

  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();
if (WH < ) {
WH += ;
}
self.testLayer.bounds = CGRectMake(, , WH, WH);
UIColor *color = [UIColor colorWithRed:arc4random_uniform() / 255.0 green:arc4random_uniform() / 255.0 blue:arc4random_uniform() / 255.0 alpha:.f];
self.testLayer.backgroundColor = color.CGColor;//修改背景色的隐式动画
}

  效果如下

  iOS 动画篇 之 Core Animation (一)

  

  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:

  iOS 动画篇 之 Core Animation (一)

  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(, , , ); 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 = .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

  iOS 动画篇 之 Core Animation (一)

  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(, , , );
self.testLayer.cornerRadius = / ; //设置x轴方向的缩放动画
CAKeyframeAnimation *xScaleAnimation = [CAKeyframeAnimation animationWithKeyPath:@"transform.scale.x"];
xScaleAnimation.values = @[@, @0.9, @, @1.1, @0.9, @];
xScaleAnimation.duration = .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, @0.8, @, @0.9];
yScaleAnimation.duration = .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 = @[@, @, @(-), @, @, @];
xTranslationAnimation.duration = .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 = @[@, @, @, @-, @];
yTranslationAnimation.duration = .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 = .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

iOS 动画篇 之 Core Animation (一)

  对于具体的解释见代码:

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

  iOS 动画篇 之 Core Animation (一)

  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(, , , ); 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 = .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(, );
positionAnimation.fromValue = [NSValue valueWithCGPoint:fromPoint];
positionAnimation.toValue = [NSValue valueWithCGPoint:CGPointMake(, )];
positionAnimation.duration = .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();
if (WH < ) {
WH += ;
}
self.testLayer.bounds = CGRectMake(, , WH, WH);
[CATransaction commit];
}

效果:

iOS 动画篇 之 Core Animation (一)

  

  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:.f]
forKey:kCATransactionAnimationDuration]; CABasicAnimation *positionAnimation = [CABasicAnimation animationWithKeyPath:@"position"];
CGPoint fromPoint = CGPointMake(, );
positionAnimation.fromValue = [NSValue valueWithCGPoint:fromPoint];
positionAnimation.toValue = [NSValue valueWithCGPoint:CGPointMake(, )];
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

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

       

  

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