国产探花免费观看_亚洲丰满少妇自慰呻吟_97日韩有码在线_资源在线日韩欧美_一区二区精品毛片,辰东完美世界有声小说,欢乐颂第一季,yy玄幻小说排行榜完本

首頁 > 系統(tǒng) > iOS > 正文

iOS實現(xiàn)類似格瓦拉電影的轉(zhuǎn)場動畫

2019-10-21 18:51:06
字體:
供稿:網(wǎng)友

用過格瓦拉電影,或者其他app可能都知道,一種點擊按鈕用放大效果實現(xiàn)轉(zhuǎn)場的動畫現(xiàn)在很流行,效果大致如下

ios,格瓦拉動畫效果,轉(zhuǎn)場動畫,push轉(zhuǎn)場動畫

自定義轉(zhuǎn)場動畫

首先就要聲明一個遵守UIViewControllerAnimatedTransitioning協(xié)議的類.

然后實現(xiàn)協(xié)議中的兩個函數(shù)

// This is used for percent driven interactive transitions, as well as for container controllers that have companion animations that might need to// 返回轉(zhuǎn)場時間- (NSTimeInterval)transitionDuration:(nullable id <UIViewControllerContextTransitioning>)transitionContext;// 轉(zhuǎn)場的動作- (void)animateTransition:(id <UIViewControllerContextTransitioning>)transitionContext;

push和pop都在animateTransition:里面實現(xiàn),所以需要一個參數(shù)表示是push還是pop;還有一個參數(shù)表示轉(zhuǎn)場時間

#import <UIKit/UIKit.h>#import <Foundation/Foundation.h>typedef enum : NSUInteger { animate_push = 0, animate_pop = 1,} Animate_Type;@interface SFTrainsitionAnimate : NSObject<UIViewControllerAnimatedTransitioning>- (instancetype)initWithAnimateType:(Animate_Type)type andDuration:(CGFloat)dura;@property (assign, nonatomic) CGFloat duration;@property (assign, nonatomic) Animate_Type type;@end

那么要如何使用新建的對象呢?可以通過UINavigationControllerDelegate中的

- (id<UIViewControllerAnimatedTransitioning>)navigationController:(UINavigationController *)navigationController animationControllerForOperation:(UINavigationControllerOperation)operation fromViewController:(UIViewController *)fromVC toViewController:(UIViewController *)toVC{ if (operation == UINavigationControllerOperationPush) { self.animate = [[SFTrainsitionAnimate alloc] init]; return self.animate; }else{ return nil; }}

當(dāng)然,要調(diào)用這個方法還得先把UINavigationControllerDelegate委托給視圖控制器

self.navigationController.delegate = self;

再來看看UIViewControllerAnimatedTransitioning這個協(xié)議,返回時間的方法就不介紹了。重點在

- (void)animateTransition:(id<UIViewControllerContextTransitioning>)transitionContext{ //起始視圖控制器 UIViewController *fromVC = [transitionContext viewControllerForKey:UITransitionContextFromViewControllerKey]; //目標(biāo)視圖控制器 UIViewController *toVC = [transitionContext viewControllerForKey:UITransitionContextToViewControllerKey]; //在這個視圖上實現(xiàn)跳轉(zhuǎn)動畫 UIView *containView = [transitionContext containerView];}

如上注釋,我們可以通過參數(shù)transitionContext獲取到起始和目標(biāo)控制。并在containView這個視圖實現(xiàn)我們想要實現(xiàn)的動畫。

接下來就是轉(zhuǎn)場動畫的實現(xiàn)了,push動畫的流程大概就是:點擊第一個頁面的一個控件,模擬出控件然后移動到第二個界面同一個樣式控件的位置,之后再把第二個界面以控件的位置中心擴散顯示出來。

那么現(xiàn)在我們就在協(xié)議方法中通過fromVC獲取到第一個視圖的控件,并制造一個鏡像視圖移動到toVC的目標(biāo)控件的位置。在這里,我調(diào)用了UIViewcontroller分類關(guān)聯(lián)一個對象,用來記錄控件(非擁有關(guān)系)。

#import <UIKit/UIKit.h>#import <Foundation/Foundation.h>@interface UIViewController (SFTrainsitionExtension)@property (assign, nonatomic) CGFloat sf_targetHeight;//灰白背景的分割線高度@property (weak , nonatomic) UIView *sf_targetView;@end

產(chǎn)生targetView鏡像:

//產(chǎn)生targetView鏡像- (UIView *)customSnapshoFromView:(UIView *)inputView { // Make an image from the input view. UIGraphicsBeginImageContextWithOptions(inputView.bounds.size, NO, 0); [inputView.layer renderInContext:UIGraphicsGetCurrentContext()]; UIImage *image = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); // Create an image view. UIView *snapshot = [[UIImageView alloc] initWithImage:image]; snapshot.layer.masksToBounds = NO; snapshot.layer.cornerRadius = 0.0; snapshot.layer.shadowOffset = CGSizeMake(0.0, 0.0); snapshot.layer.shadowRadius = 5.0; snapshot.layer.shadowOpacity = 0.4; return snapshot;}

現(xiàn)在就可以制作移動的動畫:

//起始位置 CGRect originFrame = [fromVC.sf_targetView convertRect:fromVC.sf_targetView.bounds toView:fromVC.view]; //動畫移動的視圖鏡像 UIView *customView = [self customSnapshoFromView:fromVC.sf_targetView]; customView.frame = originFrame; //移動的目標(biāo)位置 CGRect finishFrame = [toVC.sf_targetView convertRect:toVC.sf_targetView.bounds toView:toVC.view]; UIView *containView = [transitionContext containerView]; //背景視圖 灰色高度 CGFloat height = CGRectGetMidY(finishFrame); toVC.sf_targetHeight = height; //背景視圖 灰色 UIView *backgray = [[UIView alloc] initWithFrame:CGRectMake(0, 0, k_SF_SCREEN_WIDTH, k_SF_SCREEN_HIGHT)]; backgray.backgroundColor = [UIColor lightGrayColor]; //背景視圖 白色 UIView *backwhite = [[UIView alloc] initWithFrame:CGRectMake(0, height, k_SF_SCREEN_HIGHT, k_SF_SCREEN_HIGHT-height)]; backwhite.backgroundColor = [UIColor whiteColor]; toVC.view.frame = [transitionContext finalFrameForViewController:toVC]; //注意添加順序 [containView addSubview:toVC.view]; [containView addSubview:backgray]; [backgray addSubview:backwhite]; [containView addSubview:customView]; //動畫 [UIView animateWithDuration:_duration/3 animations:^{ customView.frame = finishFrame; customView.transform = CGAffineTransformMakeScale(1.1, 1.1); } completion:^(BOOL finished) { if (finished) {  [UIView animateWithDuration:_duration/3 animations:^{  customView.transform = CGAffineTransformIdentity;  } completion:^(BOOL finished) {  if (finished) {   [UIView animateWithDuration:_duration/3 animations:^{   customView.alpha = 0.0;   } completion:^(BOOL finished) {   if (finished) {    [backgray removeFromSuperview];    [customView removeFromSuperview];    [transitionContext completeTransition:YES];   }   }];   [self addPathAnimateWithView:backgray fromPoint:customView.center];  }  }];

移動完之后,要以圓形擴散顯示出push之后的界面。就可以通過UIBezierPathCAShapeLayer來實現(xiàn)。UIBezierPath表示路徑,CAShapeLayer可以根據(jù)路徑來顯示區(qū)域,那么我們可以以第一個界面的視圖先看看效果。

 UIBezierPath *path = [UIBezierPath bezierPathWithRect:self.collectionView.bounds]; [path appendPath:[UIBezierPath bezierPathWithArcCenter:self.collectionView.center radius:50 startAngle:0 endAngle:2*M_PI clockwise:NO]]; CAShapeLayer *layer = [CAShapeLayer layer]; layer.path = path.CGPath; self.collectionView.layer.mask = layer;

初始化path路徑以collectionView的四邊畫一個路徑,然后加入一個以collectionView的中心為圓點,半徑為50的路徑,顯示的區(qū)域就為兩個路徑之間的區(qū)域。

ios,格瓦拉動畫效果,轉(zhuǎn)場動畫,push轉(zhuǎn)場動畫

然后再把代碼中的radius大小設(shè)為200

ios,格瓦拉動畫效果,轉(zhuǎn)場動畫,push轉(zhuǎn)場動畫

現(xiàn)在,我們創(chuàng)建一個CABasicAnimation對象去完成擴散的動畫,起始位置是半徑為10的圓,終點位置是半徑為200的圓.

 UIBezierPath *path = [UIBezierPath bezierPathWithRect:self.collectionView.bounds]; [path appendPath:[UIBezierPath bezierPathWithArcCenter:self.collectionView.center radius:10 startAngle:0 endAngle:2*M_PI clockwise:NO]]; UIBezierPath *path2 = [UIBezierPath bezierPathWithRect:self.collectionView.bounds]; [path2 appendPath:[UIBezierPath bezierPathWithArcCenter:self.collectionView.center radius:200 startAngle:0 endAngle:2*M_PI clockwise:NO]]; CAShapeLayer *layer = [CAShapeLayer layer]; self.collectionView.layer.mask = layer; CABasicAnimation *pathAnimation = [CABasicAnimation animationWithKeyPath:@"path"]; pathAnimation.fromValue = (__bridge id)path.CGPath; pathAnimation.toValue = (__bridge id)path2.CGPath; pathAnimation.duration = 1.0; pathAnimation.repeatCount = 1; pathAnimation.removedOnCompletion = NO; pathAnimation.fillMode = kCAFillModeForwards; pathAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseOut]; [layer addAnimation:pathAnimation forKey:@"pathAnimate"];

ios,格瓦拉動畫效果,轉(zhuǎn)場動畫,push轉(zhuǎn)場動畫

現(xiàn)在就可以完成push的 轉(zhuǎn)場效果了。注意圓圈白色部分顯示的是collectionView底部的self.view的視圖。

//加入收合動畫- (void)addPathAnimateWithView:(UIView *)toView fromPoint:(CGPoint)point{ //create path UIBezierPath *path = [UIBezierPath bezierPathWithRect:CGRectMake(0, 0, k_SF_SCREEN_WIDTH, k_SF_SCREEN_HIGHT)]; //create path [path appendPath:[UIBezierPath bezierPathWithArcCenter:point radius:0.1 startAngle:0 endAngle:2*M_PI clockwise:NO]]; CGFloat radius = point.y > 0?k_SF_SCREEN_HIGHT*3/4: k_SF_SCREEN_HIGHT*3/4-point.y; UIBezierPath *path2 = [UIBezierPath bezierPathWithRect:CGRectMake(0, 0, k_SF_SCREEN_WIDTH, k_SF_SCREEN_HIGHT)]; [path2 appendPath:[UIBezierPath bezierPathWithArcCenter:point radius:radius startAngle:0 endAngle:2*M_PI clockwise:NO]]; CAShapeLayer *shapeLayer = [CAShapeLayer layer]; //shapeLayer.path = path.CGPath; toView.layer.mask = shapeLayer; CABasicAnimation *pathAnimation = [CABasicAnimation animationWithKeyPath:@"path"]; pathAnimation.fromValue = _type == animate_push? (__bridge id)path.CGPath:(__bridge id)path2.CGPath; pathAnimation.toValue = _type == animate_push? (__bridge id)path2.CGPath:(__bridge id)path.CGPath; pathAnimation.duration = _duration/3; pathAnimation.repeatCount = 1; pathAnimation.removedOnCompletion = NO; pathAnimation.fillMode = kCAFillModeForwards; pathAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseOut]; [shapeLayer addAnimation:pathAnimation forKey:@"pathAnimate"];}

pop動畫其實和push差不多,這里就不說了。

好了,以上就是這篇文章的全部內(nèi)容了,希望本文的內(nèi)容對大家的學(xué)習(xí)或者工作能帶來一定的幫助,如果有疑問大家可以留言交流。


注:相關(guān)教程知識閱讀請移步到IOS開發(fā)頻道。
發(fā)表評論 共有條評論
用戶名: 密碼:
驗證碼: 匿名發(fā)表
主站蜘蛛池模板: 洮南市| 肇州县| 沙坪坝区| 兴化市| 新宾| 临桂县| 鸡西市| 兰州市| 新乐市| 平湖市| 凤山市| 介休市| 灵台县| 扶沟县| 怀安县| 苏尼特左旗| 台州市| 攀枝花市| 新建县| 眉山市| 拉孜县| 昌邑市| 宜良县| 梁平县| 米脂县| 敦化市| 巴青县| 中超| 土默特左旗| 莱芜市| 诸城市| 天津市| 雷州市| 怀宁县| 法库县| 闸北区| 古田县| 闽侯县| 当涂县| 嘉禾县| 刚察县|