问题
I just saw this image and it's interesting to me, how to create such type of animation in Swift:
So, I have many gray teeth in circle and when I set the angle, for example 45degree it will fill these gray teeth into blue within 0..45 degree.
You can just explain me the right way of doing it or you can show different snippets(it would be great). And later I will search or read about it.
Thanks in advance!
回答1:
If you only need the individual 'teeth' to change color, instead of using the teeth as masks for a solid fill, you can use Core Graphics instead of Core Animation (although Core Animation is generally preferred). So in order to do this, we should be doing the following:
- Subclass
UIView
to insert our drawing code - Create an array of path objects, wrapped in
UIBezierPath
- Setup a timer to update a progress value and
setNeedsDisplay
- In
drawRect:
, draw the paths and assign a fill to each depending on the progress
First of all, lets define the variables we're going to be working with in this UIView
subclass.
class TeethLoaderView : UIView {
let numberOfTeeth = UInt(60) // Number of teeth to render
let teethSize = CGSize(width:8, height:45) // The size of each individual tooth
let animationDuration = NSTimeInterval(5.0) // The duration of the animation
let highlightColor = UIColor(red: 29.0/255.0, green: 175.0/255.0, blue: 255.0/255.0, alpha: 1) // The color of a tooth when it's 'highlighted'
let inactiveColor = UIColor(red: 233.0/255.0, green: 235.0/255.0, blue: 236.0/255.0, alpha: 1) // The color of a tooth when it isn't 'hightlighted'
var progress = NSTimeInterval(0.0) // The progress of the loader
var paths = [UIBezierPath]() // The array containing the UIBezier paths
var displayLink = CADisplayLink() // The display link to update the progress
var teethHighlighted = UInt(0) // Number of teeth highlighted
...
Now let's add a function to create our paths.
func getPaths(size:CGSize, teethCount:UInt, teethSize:CGSize, radius:CGFloat) -> [UIBezierPath] {
let halfHeight = size.height*0.5;
let halfWidth = size.width*0.5;
let deltaAngle = CGFloat(2*M_PI)/CGFloat(teethCount); // The change in angle between paths
// Create the template path of a single shape.
let p = CGPathCreateWithRect(CGRectMake(-teethSize.width*0.5, radius, teethSize.width, teethSize.height), nil);
var pathArray = [UIBezierPath]()
for i in 0..<teethCount { // Copy, translate and rotate shapes around
let translate = CGAffineTransformMakeTranslation(halfWidth, halfHeight);
var rotate = CGAffineTransformRotate(translate, deltaAngle*CGFloat(i))
let pathCopy = CGPathCreateCopyByTransformingPath(p, &rotate)!
pathArray.append(UIBezierPath(CGPath: pathCopy)) // Populate the array
}
return pathArray
}
This is fairly simple. We just create a path for a single 'tooth' and then copy this path for how many teeth we need, translating and rotating the path for each one.
Next we want to setup our view. I'm going to a CADisplayLink
for the timer so that the animation performs at the same speed on all devices.
override init(frame: CGRect) {
super.init(frame: frame)
commonSetup()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
commonSetup()
}
private func commonSetup() {
self.backgroundColor = UIColor.whiteColor()
paths = getPaths(frame.size, teethCount: numberOfTeeth, teethSize: teethSize, radius: ((frame.width*0.5)-teethSize.height))
displayLink = CADisplayLink(target: self, selector: #selector(displayLinkDidFire));
displayLink.addToRunLoop(NSRunLoop.mainRunLoop(), forMode: NSRunLoopCommonModes)
}
Here we just set the background color, as well as setup our timer and initialise the paths we're going to be using. Next we want to setup a function to change the progress of the view when the CADisplayLink
fires.
func displayLinkDidFire() {
progress += displayLink.duration/animationDuration
if (progress > 1) {
progress -= 1
}
let t = teethHighlighted
teethHighlighted = UInt(round(progress*NSTimeInterval(numberOfTeeth))) // Calculate the number of teeth to highlight
if (t != teethHighlighted) { // Only call setNeedsDisplay if the teethHighlighted changed
setNeedsDisplay()
}
}
Nothing complicated here, we just update the progress and teethHighlighted
and call setNeedsDisplay()
to redraw the view, if teethHighlighted
changed.
Finally, we want to draw the view.
override func drawRect(rect: CGRect) {
let ctx = UIGraphicsGetCurrentContext()
CGContextScaleCTM(ctx, -1, -1) // Flip the context to the correct orientation
CGContextTranslateCTM(ctx, -rect.size.width, -rect.size.height)
for (index, path) in paths.enumerate() { // Draw each 'tooth'
CGContextAddPath(ctx, path.CGPath);
let fillColor = (UInt(index) <= teethHighlighted) ? highlightColor:inactiveColor;
CGContextSetFillColorWithColor(ctx, fillColor.CGColor)
CGContextFillPath(ctx)
}
}
If you wanted to go down the Core Animation path, I adapted this code into a Core Animation layer
Final Result
Full project: https://github.com/hamishknight/Circle-Loader
回答2:
Well, in the spirit of "go big or go home" (and because I'm actually having some fun doing this), I created a Core Animation version of my Core Graphics answer. It's quite a bit less code and animates smoother, so I'd actually prefer to use this.
First off, let's subclass a UIView
again (this isn't strictly necessary, but it's nice to contain everything in a single view) and define our variables:
class TeethLoaderViewCA : UIView {
let numberOfTeeth = UInt(60) // Number of teetch to render
let teethSize = CGSize(width:8, height:45) // The size of each individual tooth
let animationDuration = NSTimeInterval(5.0) // The duration of the animation
let highlightColor = UIColor(red: 29.0/255.0, green: 175.0/255.0, blue: 255.0/255.0, alpha: 1) // The color of a tooth when it's 'highlighted'
let inactiveColor = UIColor(red: 233.0/255.0, green: 235.0/255.0, blue: 236.0/255.0, alpha: 1) // The color of a tooth when it isn't 'hightlighted'
let shapeLayer = CAShapeLayer() // The teeth shape layer
let drawLayer = CAShapeLayer() // The arc fill layer
let anim = CABasicAnimation(keyPath: "strokeEnd") // The stroke animation
...
This is mostly the same as the Core Graphics version, but with a couple of Core Animation objects and without the timing logic. Next, we can pretty much copy the getPaths
function we created in the other version, except with a few tweaks.
func getPathMask(size:CGSize, teethCount:UInt, teethSize:CGSize, radius:CGFloat) -> CGPathRef? {
let halfHeight = size.height*0.5
let halfWidth = size.width*0.5
let deltaAngle = CGFloat(2*M_PI)/CGFloat(teethCount); // The change in angle between paths
// Create the template path of a single shape.
let p = CGPathCreateWithRect(CGRectMake(-teethSize.width*0.5, radius, teethSize.width, teethSize.height), nil)
let returnPath = CGPathCreateMutable()
for i in 0..<teethCount { // Copy, translate and rotate shapes around
let translate = CGAffineTransformMakeTranslation(halfWidth, halfHeight)
var rotate = CGAffineTransformRotate(translate, deltaAngle*CGFloat(i))
CGPathAddPath(returnPath, &rotate, p)
}
return CGPathCreateCopy(returnPath)
}
This time, all the paths are grouped into one big path and the function returns that path.
Finally, we just have to create our layer objects & setup the animation.
private func commonSetup() {
// set your background color
self.backgroundColor = UIColor.whiteColor()
// Get the group of paths we created.
shapeLayer.path = getPathMask(frame.size, teethCount: numberOfTeeth, teethSize: teethSize, radius: ((frame.width*0.5)-teethSize.height))
let halfWidth = frame.size.width*0.5
let halfHeight = frame.size.height*0.5
let halfDeltaAngle = CGFloat(M_PI/Double(numberOfTeeth))
// Creates an arc path, with a given offset to allow it to be presented nicely
drawLayer.path = UIBezierPath(arcCenter: CGPointMake(halfWidth, halfHeight), radius: halfWidth, startAngle: CGFloat(-M_PI_2)-halfDeltaAngle, endAngle: CGFloat(M_PI*1.5)+halfDeltaAngle, clockwise: true).CGPath
drawLayer.frame = frame
drawLayer.fillColor = inactiveColor.CGColor
drawLayer.strokeColor = highlightColor.CGColor
drawLayer.strokeEnd = 0
drawLayer.lineWidth = halfWidth
drawLayer.mask = shapeLayer
layer.addSublayer(drawLayer)
// Optional, but looks nice
anim.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
}
All we're doing here is assigning the group of paths to a CAShapeLayer
, which we will use as a mask over the drawLayer
, which we will be animating around the view (using a stroke on an arch path).
Final Result
Full project: https://github.com/hamishknight/Circle-Loader
来源:https://stackoverflow.com/questions/34956852/what-is-the-right-way-of-creating-circle-animation