问题
I am very new to iOS and I need to do following animation:
Transformation of the circle to rectangle should be smooth, but in above animation it's not very smooth.
What I did is create a circle and a rectangle using following code in this tutorial:
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)
}
But I have no idea how to do my animation, please can anyone help me?
回答1:
If you want both the scaling up and corner radius reduction to happen at the same time, you can simplify the code from my other answer significantly.
You now no longer need to 'chain' the animations together, so you can add them both to a single CAAnimationGroup
and run them concurrently.
The properties we use will remain almost identical, except with the addition of a groupAnim
property and deletion of the cornerRadiusUndoAnim
.
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)
...
We can now just add the setup for the CAAnimationGroup
, adding both our corner radius animation and our scaling animation
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
}
Finally, we can run the group animation when the view gets touched, and both animations will run concurrently together (and auto-reverse when done).
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
animLayer.addAnimation(groupAnim, forKey: "anims") // runs both animations concurrently
}
Result
Full project: https://github.com/hamishknight/Circle-to-Rect-Animation
回答2:
In order to get a smooth animation, you want to look at animating the cornerRadius
property instead of messing about with bezier paths.
So the animation is going to go something like this:
- Animate corner radius from current value down to zero
- Animate width out to the screen width
- Reverse width animation
- Reverse corner radius animation
So, let's get started by defining some properties that we're going to be working with:
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)
...
Here we define the layer we're going to be working with, the animations, the duration of one of the animation 'segments' and the size of the CALayer
.
Next, let's setup our animations in the viewDidLoad
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
}
Nothing too difficult here, we just define our layer & animation properties. I also added some timing functions in order to make the animation look nice and smooth, instead of linear.
Next, let's start our animation. I'm going to be doing this in the touchesBegan
function, but you can put this anywhere.
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()
}
Here we add our width
and cornerRadius
animations, assigning a delayed start to the width animation.
What's with the CATransation
you ask? Well once the cornerRadius
animation ends, Core Animation will snap the layer back to it's presentation layer. We don't want that, so we're going to set the value directly, while also making sure that Core Animation doesn't add an implicit animation when we do so. Using a CATransaction
avoids this as it's considered bad practice to use removedOnCompletion = false
& fillMode = kCAFillModeForwards
.
Finally, we want to undo the corner radius animation, once the width animation has reversed. We can do this as we assigned a delegate
to the width animation earlier, so we can override the animationDidStop
function.
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()
}
Again, we use a CATransaction
to set the cornerRadius
back to its original value. And that's it!
Final Result
Full project: https://github.com/hamishknight/Circle-to-Rect-Animation
来源:https://stackoverflow.com/questions/35032410/circle-to-rectangle-transformation-animation