问题
i have a view (self.view
) that is masked with another view (not a layer) using the
UIView.mask
property. on self.view
i installed a UIPanGestureRecognizer
so when i pan across the screen the mask gets smaller and larger accordingly. in addition i installed on self.view
a UITapGestureRecognizer
which adds animatable UIImageView
s to the screen and they are animating across a UIBezierPath
. i am updating the mask size with constraints.
the problem is that after i tap the screen to add animatable views the changes i make on the mask constraint stop taking affect. i can see in the log that i do indeed change the constant of the constraint and that the UIPanGestureRecognizer
is still working.
so i mean that the mask view constraint stop affecting its view. why is that? thanks
video illustration: https://youtu.be/UtNuc8nicgs
here is the code:
class UICircle: UIView {
init() {
super.init(frame: .zero)
self.clipsToBounds = true
self.backgroundColor = .yellow
self.isUserInteractionEnabled = false
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
var diameterConstraint: NSLayoutConstraint?
var animating = false
func updateSize(_ delta: CGFloat, animated: Bool = false) {
if animating { return }
if animated {
animating = true
diameterConstraint?.constant = UIScreen.main.bounds.height * 2.1
let duration: TimeInterval = 0.6
let animation = CABasicAnimation(keyPath: "cornerRadius")
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseOut)
animation.fromValue = self.layer.cornerRadius
animation.toValue = UIScreen.main.bounds.height * 2.1 / 2
animation.duration = duration
self.layer.add(animation, forKey: nil)
UIView.animate(withDuration: duration, delay: 0, options: [.curveEaseOut], animations: {
self.superview?.layoutIfNeeded()
}, completion: { (success) in
if success {
self.animating = false
}
})
} else {
let newSize = diameterConstraint!.constant + (delta * 2.85)
if newSize > 60 && newSize < UIScreen.main.bounds.height * 2.1 {
diameterConstraint?.constant = newSize
}
}
}
override func didMoveToSuperview() {
super.didMoveToSuperview()
if let superv = superview {
self.makeSquare()
self.centerHorizontallyTo(superv)
let c = NSLayoutConstraint.init(item: self, attribute: .centerY, relatedBy: .equal, toItem: superv, attribute: .bottom, multiplier: 1, constant: -40)
c.isActive = true
diameterConstraint = self.constrainHeight(superv.frame.height * 2.1)
}
}
override func layoutSubviews() {
super.layoutSubviews()
self.layer.cornerRadius = self.frame.width / 2
}
}
class ViewController: UIViewController, UIGestureRecognizerDelegate {
var circle = UICircle()
override func viewDidLoad() {
super.viewDidLoad()
self.view.backgroundColor = UIColor.init(red: 48/255, green: 242/255, blue: 194/255, alpha: 1)
self.view.clipsToBounds = true
let tap = UITapGestureRecognizer(target: self, action: #selector(handleTap))
tap.delegate = self
self.view.addGestureRecognizer(tap)
setupCircle()
}
func setupCircle() {
let panGesture = UIPanGestureRecognizer(target: self, action: #selector(handlePan(_:)))
panGesture.delegate = self
self.view.addGestureRecognizer(panGesture)
self.view.mask = circle
}
func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldRecognizeSimultaneouslyWith otherGestureRecognizer: UIGestureRecognizer) -> Bool {
return true
}
var panStarted = false
func handlePan(_ pan: UIPanGestureRecognizer) {
let delta = pan.translation(in: self.view).y
if pan.state == .began {
if delta > 0 {
panStarted = true
circle.updateSize(-delta)
}
} else if pan.state == .changed {
if panStarted {
circle.updateSize(-delta)
}
} else if pan.state == .ended || pan.state == .cancelled {
if panStarted {
circle.updateSize(self.view.frame.height * 2.1, animated: true)
}
panStarted = false
}
pan.setTranslation(.zero, in: self.view)
}
func handleTap() {
let num = Int(5 + drand48() * 10)
(1 ... num).forEach { (_) in
addView()
}
}
override var prefersStatusBarHidden: Bool {
get {
return true
}
}
func addView() {
var image: UIImageView!
let dd = drand48()
if dd < 0.5 {
image = UIImageView(image: #imageLiteral(resourceName: "heart1"))
} else {
image = UIImageView(image: #imageLiteral(resourceName: "heart2"))
}
image.isUserInteractionEnabled = false
image.contentMode = .scaleAspectFit
let dim: CGFloat = 20 + CGFloat(10 * drand48())
image.constrainHeight(dim)
image.constrainWidth(dim)
let animation = CAKeyframeAnimation(keyPath: "position")
let duration = Double(1.5 * self.view.frame.width / CGFloat((60 + drand48() * 40))) // duration = way / speed
animation.path = getPath().cgPath
animation.duration = duration
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseOut)
animation.fillMode = kCAFillModeForwards
animation.isRemovedOnCompletion = false
image.layer.add(animation, forKey: nil)
DispatchQueue.global().asyncAfter(deadline: DispatchTime.now() + duration + 1) {
DispatchQueue.main.async {
image.removeFromSuperview()
}
}
if drand48() < 0.3 {
UIView.animate(withDuration: 0.2 + 0.1 * drand48() , delay: TimeInterval(drand48() * 1), options: [.curveEaseOut, .repeat, .autoreverse], animations: {
image.transform = CGAffineTransform.init(scaleX: 1.5, y: 1.5)
}, completion: nil)
}
self.view.addSubview(image)
}
func getPath() -> UIBezierPath {
let path = UIBezierPath()
let startPoint = CGPoint.init(x: -30, y: self.view.frame.height / 2)
path.move(to: startPoint)
let r = CGFloat(400 * drand48())
let cp1 = CGPoint.init(x: self.view.frame.width * 0.33, y: self.view.frame.height * 0.25 - r)
let cp2 = CGPoint.init(x: self.view.frame.width * 0.66, y: self.view.frame.height * 0.75 + r)
let endPoint = CGPoint.init(x: self.view.frame.width + 30, y: self.view.frame.height / 2)
path.addCurve(to: endPoint, controlPoint1: cp1, controlPoint2: cp2)
return path
}
}
extension UIView {
@discardableResult
func makeSquare() -> NSLayoutConstraint {
self.turnOffMaskResizing()
let constraint = NSLayoutConstraint(item: self, attribute: NSLayoutAttribute.width, relatedBy: NSLayoutRelation.equal, toItem: self, attribute: NSLayoutAttribute.height, multiplier: 1.0, constant: 0)
NSLayoutConstraint.activate([constraint])
return constraint
}
@discardableResult
func centerHorizontallyTo(_ toItem: UIView, padding: CGFloat) -> NSLayoutConstraint {
self.turnOffMaskResizing()
let constraint = NSLayoutConstraint(item: self, attribute: NSLayoutAttribute.centerX, relatedBy: NSLayoutRelation.equal, toItem: toItem, attribute: NSLayoutAttribute.centerX, multiplier: 1.0, constant: padding)
NSLayoutConstraint.activate([constraint])
return constraint
}
@discardableResult
func constrainHeight(_ height: CGFloat, priority: UILayoutPriority = 1000) -> NSLayoutConstraint {
self.turnOffMaskResizing()
let constraint = NSLayoutConstraint(item: self, attribute: NSLayoutAttribute.height, relatedBy: NSLayoutRelation.equal, toItem: nil, attribute: NSLayoutAttribute.height, multiplier: 0, constant: height)
constraint.priority = priority
NSLayoutConstraint.activate([constraint])
return constraint
}
@discardableResult
func constrainWidth(_ width: CGFloat) -> [NSLayoutConstraint] {
self.turnOffMaskResizing()
let constraints = NSLayoutConstraint.constraints(withVisualFormat: "H:[item(width)]", metrics: ["width" : width], views: ["item" : self])
NSLayoutConstraint.activate(constraints)
return constraints
}
func turnOffMaskResizing() {
self.translatesAutoresizingMaskIntoConstraints = false
}
}
回答1:
I think it is because you add new objects to that view which will affect the constraints, and they break. What I propose is to add circle as a subview so it is not related to the other objects.
This is what I tried and it worked
override func viewDidLoad() {
super.viewDidLoad()
let tap = UITapGestureRecognizer(target: self, action: #selector(handleTap))
tap.delegate = self
self.view.addGestureRecognizer(tap)
setupCircle()
}
func setupCircle() {
let panGesture = UIPanGestureRecognizer(target: self, action: #selector(handlePan(_:)))
panGesture.delegate = self
self.view.addSubview(circle)
self.circle.backgroundColor = UIColor.init(red: 48/255, green: 242/255, blue: 194/255, alpha: 1)
self.circle.clipsToBounds = true
self.view.addGestureRecognizer(panGesture)
}
EDIT:Added images of change what will happen in your hierarchy
Before tap
After tap
Your mask seems removed after the tap - But I am not sure how to fix that, still do not see reason why can't you add subview
回答2:
This is proof of my concept, took and reworked CircleMaskView from https://stackoverflow.com/a/33076583/4284508. This does what you need. It is little bit mess, so do not take it as a done thing. I use your class to get frame and radius for the other mask, so you will need to get rid of it somehow and compute radius and frame in some other manner. But it will serve
/// Apply a circle mask on a target view. You can customize radius, color and opacity of the mask.
class CircleMaskView {
private var fillLayer = CAShapeLayer()
var target: UIView?
var fillColor: UIColor = UIColor.gray {
didSet {
self.fillLayer.fillColor = self.fillColor.cgColor
}
}
var radius: CGFloat? {
didSet {
self.draw()
}
}
var opacity: Float = 0.5 {
didSet {
self.fillLayer.opacity = self.opacity
}
}
/**
Constructor
- parameter drawIn: target view
- returns: object instance
*/
init(drawIn: UIView) {
self.target = drawIn
}
/**
Draw a circle mask on target view
*/
func draw() {
guard let target = target else {
print("target is nil")
return
}
var rad: CGFloat = 0
let size = target.frame.size
if let r = self.radius {
rad = r
} else {
rad = min(size.height, size.width)
}
let path = UIBezierPath(roundedRect: CGRect(x:0, y:0, width:size.width, height:size.height), cornerRadius: 0.0)
let circlePath = UIBezierPath(roundedRect: CGRect(x:size.width / 2.0 - rad / 2.0, y:0, width:rad, height:rad), cornerRadius: rad)
path.append(circlePath)
path.usesEvenOddFillRule = true
fillLayer.path = path.cgPath
fillLayer.fillRule = kCAFillRuleEvenOdd
fillLayer.fillColor = self.fillColor.cgColor
fillLayer.opacity = self.opacity
target.layer.addSublayer(fillLayer)
}
func redraw(withCircle circle: UICircle) {
guard let target = target else {
print("target is nil")
return
}
var rad: CGFloat = 0
let size = target.frame.size
if let r = self.radius {
rad = r
} else {
rad = min(size.height, size.width)
}
let path = UIBezierPath(roundedRect: CGRect(x:0, y:0, width:size.width, height:size.height), cornerRadius: 0.0)
let circlePath = UIBezierPath(roundedRect: circle.frame, cornerRadius: circle.diameterConstraint!.constant)
path.append(circlePath)
path.usesEvenOddFillRule = true
fillLayer.path = path.cgPath
fillLayer.fillRule = kCAFillRuleEvenOdd
fillLayer.fillColor = self.fillColor.cgColor
fillLayer.opacity = self.opacity
target.layer.sublayers?.forEach { $0.removeFromSuperlayer() }
target.layer.addSublayer(fillLayer)
}
/**
Remove circle mask
*/
func remove() {
self.fillLayer.removeFromSuperlayer()
}
}
var circle = UICircle()
var circleMask: CircleMaskView?
var subviewC = UIView()
override func viewDidLoad() {
super.viewDidLoad()
self.subviewC.clipsToBounds = true
let tap = UITapGestureRecognizer(target: self, action: #selector(handleTap))
tap.delegate = self
self.view.addGestureRecognizer(tap)
view.backgroundColor = UIColor.init(red: 48/255, green: 242/255, blue: 194/255, alpha: 1)
subviewC.backgroundColor = .clear
subviewC.frame = view.frame
self.view.addSubview(subviewC)
self.view.addSubview(circle)
circle.backgroundColor = .clear
setupCircle()
}
func setupCircle() {
let panGesture = UIPanGestureRecognizer(target: self, action: #selector(handlePan(_:)))
panGesture.delegate = self
self.subviewC.addGestureRecognizer(panGesture)
circleMask = CircleMaskView(drawIn: subviewC)
circleMask?.opacity = 1.0
circleMask?.draw()
}
override func viewDidLayoutSubviews() {
circleMask?.redraw(withCircle: circle)
}
func handlePan(_ pan: UIPanGestureRecognizer) {
let delta = pan.translation(in: self.view).y
if pan.state == .began {
if delta > 0 {
panStarted = true
circle.updateSize(-delta)
circleMask?.redraw(withCircle: circle)
}
} else if pan.state == .changed {
if panStarted {
circle.updateSize(-delta)
circleMask?.redraw(withCircle: circle)
}
} else if pan.state == .ended || pan.state == .cancelled {
if panStarted {
circle.updateSize(self.view.frame.height * 2.1, animated: true)
circleMask?.redraw(withCircle: circle)
}
panStarted = false
}
pan.setTranslation(.zero, in: self.view)
}
来源:https://stackoverflow.com/questions/43707944/nslayoutconsstraint-constant-not-affecting-view-after-uitapgesturerecognizer-was