iOS中實現動畫有兩種方式,一種是自己不斷的通過drawRect:方法來繪制,另外一種就是使用核心動畫(Core Animation)。
導語:
核心動畫提供高幀速率和流暢的動畫,而不會增加CPU的負擔和減慢你的應用程序。換句話說,使用核心動畫你就不用擔心性能的事了。同時,使用核心動畫只需要提供少數參數,使用起來很簡單。需要注意的是核心動畫針對的是CALayer而不是UIView,所以對使用核心動畫前,需要先對CALayer的知識有過了解。
一、系統層級介紹
如圖所示,核心動畫位於AppKit和UIKit之下,並緊密集成到Cocoa和Cocoa Touch的視圖工作流中。

二、核心動畫類圖介紹
先來一張類圖(ps:這類圖是盜的,等我會畫的時候就自己畫了)。如圖所示,CAAnimation作為虛基類實現了CAMediaTiming協議(其實還實現了CAAction協議)。CAAnimation有三個子類CAAnimationGroup(組動畫)、CAPropertyAnimation(屬性動畫)、CATrasition(漸變動畫)。CAAnimation不能直接使用,應該使用它的子類。作為CAPropertyAnimation也有兩個子類CABasicAnimation(基礎動畫)、CAKeyFrameAnimation(關鍵幀動畫)。CAPropertyAnimation也不能直接使用,應該使用兩個子類。綜上所訴要使用核心動畫,可以使用的就是以下四個類(CAAnimationGroup、CATrasition、CABasicAnimation、CAKeyFrameAnimation)。
PS:在iOS9.0+以后,核心動畫又加入了CASpringAnimation(彈性動畫),CASpringAnimation繼承自CABasicAnimation。

三、基本使用示例
在這里先介紹一下代碼統一的代碼,所有的示例代碼均繼承父類創建TestLayer代碼
self.testLayer = ({ CALayer *tempLayer = [CALayer new]; tempLayer.backgroundColor = [UIColor cyanColor].CGColor; tempLayer.position = self.view.center; tempLayer.bounds = CGRectMake(0, 0, 100, 100); [self.view.layer addSublayer:tempLayer]; tempLayer; });
首先要介紹CAPropertyAnimation(屬性動畫),屬性動畫創建的時候需要指定keyPath,可以動畫的屬性可以在官網文檔查看
3.1 CABasicAnimation
使用代碼示例
- (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 = 1.f;//動畫時長 positionAnimation.removedOnCompletion = NO;//是否在完成時移除 positionAnimation.fillMode = kCAFillModeForwards;//動畫結束后是否保持狀態 [self.testLayer addAnimation:positionAnimation forKey:@"positionAnimation"]; }
上面的示例代碼通過使用CABasicAnimation來實現了位置動畫,讓testLayer每次動畫移動到點擊的位置,在使用基礎動畫的時候需要指定三個屬性:fromValue(可省略,默認值為動畫的keyPath對應的當前屬性值),toValue,duration(默認值為0.25s)。
運行效果如下:

3.2 隱式動畫
如果對於基礎動畫,不需要設置其他值,僅僅想要設置toValue來實現動畫的話,那么就可以使用隱式動畫。隱式動畫其實通過直接修改layer的動畫屬性,系統會按照基礎動畫的默認值來實現動畫。代碼如下
- (void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; self.testLayer.position = [touch locationInView:self.view];//修改位置的隱式動畫 CGFloat WH = arc4random_uniform(100); if (WH < 20) { WH += 50; } self.testLayer.bounds = CGRectMake(0, 0, WH, WH); UIColor *color = [UIColor colorWithRed:arc4random_uniform(255) / 255.0 green:arc4random_uniform(255) / 255.0 blue:arc4random_uniform(255) / 255.0 alpha:1.f]; self.testLayer.backgroundColor = color.CGColor;//修改背景色的隱式動畫 }
效果如下

3.3 CAKeyFrameAnimation
關鍵幀動畫的使用中可以設置path,也可以設置values,在設置values的時候,默認會把動畫時間按照values的個數進行平均分配。下面是使用path來做的動畫,同時顯示了軌跡。
先上效果:

代碼如下:
- (void)viewDidLoad { [super viewDidLoad]; NSLog(@"CAKeyframeAnimation"); //重新設置初始位置 self.testLayer.position = CGPointMake(33.5, 409.5); self.testLayer.bounds = CGRectMake(0, 0, 50, 50); CGPathRef bezirePath = [self bezirePath]; //繪制軌跡 CAShapeLayer *positionTrackLayer = [[CAShapeLayer alloc] init]; positionTrackLayer.path = bezirePath; positionTrackLayer.strokeColor = [UIColor redColor].CGColor; positionTrackLayer.fillColor = [UIColor clearColor].CGColor; [self.view.layer addSublayer:positionTrackLayer]; //添加保存動畫 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 = 3.f; return moveAnimation; } - (void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event { [self.testLayer addAnimation:self.positionAnimation forKey:@"position"]; }
3.4 AnimationGroup(組動畫)
組動畫的作用是可以把多個動畫組合在一起比如移動、旋轉、縮放、透明度等等。在使用動畫組時需要先將需要組合的動畫創建好,最后放到CAAnimationGroup的animations數組中即可,animationGroup其他設置與基礎動畫差不多
先來一個類似於漂浮氣泡的動畫

這個動畫的實現實際上就是使用組動畫來同時改變layer在x,y軸上的縮放、x,y軸上的移動來實現的,以下為實現代碼:
- (void)viewDidLoad { [super viewDidLoad]; NSLog(@"CAAnimationGroup"); //重新設置layer大小與圓角 self.testLayer.bounds = CGRectMake(0, 0, 30, 30); self.testLayer.cornerRadius = 30 / 2; //設置x軸方向的縮放動畫 CAKeyframeAnimation *xScaleAnimation = [CAKeyframeAnimation animationWithKeyPath:@"transform.scale.x"]; xScaleAnimation.values = @[@1, @0.9, @1, @1.1, @0.9, @1]; xScaleAnimation.duration = 3.f; xScaleAnimation.repeatCount = CGFLOAT_MAX; xScaleAnimation.removedOnCompletion = NO; xScaleAnimation.fillMode = kCAFillModeForwards; //設置y軸方向的縮放動畫 CAKeyframeAnimation *yScaleAnimation = [CAKeyframeAnimation animationWithKeyPath:@"transform.scale.x"]; yScaleAnimation.values = @[@0.9, @1, @1.1, @0.8, @1, @0.9]; yScaleAnimation.duration = 3.f; yScaleAnimation.repeatCount = CGFLOAT_MAX; yScaleAnimation.removedOnCompletion = NO; yScaleAnimation.fillMode = kCAFillModeForwards; //設置x軸方向的移動動畫 CAKeyframeAnimation *xTranslationAnimation = [CAKeyframeAnimation animationWithKeyPath:@"transform.translation.x"]; xTranslationAnimation.values = @[@0, @5, @(-5), @0, @5, @0]; xTranslationAnimation.duration = 3.f; xTranslationAnimation.repeatCount = CGFLOAT_MAX; xTranslationAnimation.removedOnCompletion = NO; xTranslationAnimation.fillMode = kCAFillModeForwards; //設置y軸方向的移動動畫 CAKeyframeAnimation *yTranslationAnimation = [CAKeyframeAnimation animationWithKeyPath:@"transform.translation.y"]; yTranslationAnimation.values = @[@0, @5, @1, @-5, @0]; yTranslationAnimation.duration = 3.f; yTranslationAnimation.repeatCount = CGFLOAT_MAX; yTranslationAnimation.removedOnCompletion = NO; yTranslationAnimation.fillMode = kCAFillModeForwards; //組動畫 CAAnimationGroup *groupAnimation = [[CAAnimationGroup alloc] init]; groupAnimation.animations = @[xScaleAnimation, yScaleAnimation, xTranslationAnimation, yTranslationAnimation];//將所有動畫添加到動畫組 groupAnimation.duration = 3.f; groupAnimation.repeatCount = CGFLOAT_MAX; groupAnimation.removedOnCompletion = NO; groupAnimation.fillMode = kCAFillModeForwards; [self.testLayer addAnimation:groupAnimation forKey:@"groupAnimation"]; }
3.5 CATransition(過渡動畫)
過渡動畫的使用方式和屬性動畫就不同了,還是先來效果

對於具體的解釋見代碼:
- (void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event { CATransition *transition = [CATransition animation]; transition.startProgress = 0;//開始進度 transition.endProgress = 1;//結束進度 transition.type = kCATransitionReveal;//過渡類型 transition.subtype = kCATransitionFromLeft;//過渡方向 transition.duration = 1.f; UIColor *color = [UIColor colorWithRed:arc4random_uniform(255) / 255.0 green:arc4random_uniform(255) / 255.0 blue:arc4random_uniform(255) / 255.0 alpha:1.f]; self.testLayer.backgroundColor = color.CGColor; [self.testLayer addAnimation:transition forKey:@"transition"]; }
以上就是核心動畫的基本使用了
接下來介紹核心動畫的進階使用
四、核心動畫進階使用
核心動畫允許我們在動畫過程中進行操作,如:暫停、恢復、移除
4.1 動畫的暫停與恢復
暫停動畫需要做兩步操作:
1. 利用layer的timeOffset來記錄當前暫停的時間點
2. 設置layer的speed為0
恢復動畫需要做以下操作:
1. 取出暫停時間的時間點
2. 恢復speed為1
3. 設置timeOffset為0
4. 設置beginTimer為0
5. 計算當前時間與暫停時間點的時間差
6. 將beginTimer設置為計算出來的時間差
還是先來一個暫停效果:

具體的暫停與恢復的代碼如下:
@interface ViewController6 () @property (nonatomic, strong) CAKeyframeAnimation *positionAnimation; @property (nonatomic, assign) BOOL isPositionAnimation; @end @implementation ViewController6 - (void)viewDidLoad { [super viewDidLoad]; NSLog(@"動畫的暫停與恢復"); //重新設置初始位置 self.testLayer.position = CGPointMake(33.5, 409.5); self.testLayer.bounds = CGRectMake(0, 0, 50, 50); CGPathRef bezirePath = [self bezirePath]; //繪制軌跡 CAShapeLayer *positionTrackLayer = [[CAShapeLayer alloc] init]; positionTrackLayer.path = bezirePath; positionTrackLayer.strokeColor = [UIColor redColor].CGColor; positionTrackLayer.fillColor = [UIColor clearColor].CGColor; [self.view.layer addSublayer:positionTrackLayer]; //添加保存動畫 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 = 3.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 - 動畫的暫停與恢復 /** 暫停動畫 @param layer 要暫停的layer */ -(void)pauseLayer:(CALayer *)layer { CFTimeInterval pausedTime = [layer convertTime:CACurrentMediaTime() fromLayer:nil]; layer.speed = 0.0; layer.timeOffset = pausedTime; } /** 恢復動畫 @param layer 要恢復的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 監聽動畫的完成狀態
有時候我們需要監聽動畫的開始與完成,這就要靠設置動畫的delegate來實現了
@protocol CAAnimationDelegate <NSObject> @optional //在動畫開始時被調用 - (void)animationDidStart:(CAAnimation *)anim; //在動畫結束時被調用, 如果是動畫被移除則flag為false,正常結束為true - (void)animationDidStop:(CAAnimation *)anim finished:(BOOL)flag; @end
示例代碼如下:
需要注意的是
- (void)viewDidLoad { [super viewDidLoad]; NSLog(@"監聽動畫完成狀態"); CABasicAnimation *positionAnimation = [CABasicAnimation animationWithKeyPath:@"position"]; CGPoint fromPoint = CGPointMake(100, 100); positionAnimation.fromValue = [NSValue valueWithCGPoint:fromPoint]; positionAnimation.toValue = [NSValue valueWithCGPoint:CGPointMake(300, 300)]; positionAnimation.duration = 3.f; positionAnimation.fillMode = kCAFillModeForwards; positionAnimation.removedOnCompletion = NO; positionAnimation.delegate = self; [positionAnimation setValue:@"位置動畫" forKey:@"animationName"];//添加屬性名 [self.testLayer addAnimation:positionAnimation forKey:@"positionAnimation"]; } //在動畫開始時被調用 - (void)animationDidStart:(CAAnimation *)anim { NSLog(@"%@-----動畫開始", [anim valueForKey:@"animationName"]); } //在動畫結束時被調用, 如果是動畫被移除則flag為false,正常結束為true - (void)animationDidStop:(CAAnimation *)anim finished:(BOOL)flag { if (flag) { NSLog(@"%@-----動畫正常結束", [anim valueForKey:@"animationName"]); }else{ NSLog(@"%@-----動畫移除結束", [anim valueForKey:@"animationName"]); } }
4.2 CATransaction(事務)的使用
4.2.1 關閉隱式動畫
我們可以利用事務來關閉隱式動畫,使用方式如下,關閉隱式動畫之后在修改layer的屬性就不會在觸發動畫了。
- (void)touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event { [CATransaction begin]; [CATransaction setDisableActions:YES];//關閉動畫行為 UITouch *touch = [touches anyObject]; self.testLayer.position = [touch locationInView:self.view];//修改位置的隱式動畫 CGFloat WH = arc4random_uniform(100); if (WH < 20) { WH += 50; } self.testLayer.bounds = CGRectMake(0, 0, WH, WH); [CATransaction commit]; }
效果:

4.2.1 利用事務統一設置動畫參數
可以統一設置的參數有以下四種
kCATransactionAnimationDuration //動畫時長 kCATransactionDisableActions //關閉動畫行為 kCATransactionAnimationTimingFunction //動畫時間曲線 kCATransactionCompletionBlock //動畫完成block
我們以統一設置動畫時長為例,以下代碼統一設置動畫時長為5s
[CATransaction begin]; [CATransaction setValue:[NSNumber numberWithFloat:5.f] forKey:kCATransactionAnimationDuration]; CABasicAnimation *positionAnimation = [CABasicAnimation animationWithKeyPath:@"position"]; CGPoint fromPoint = CGPointMake(100, 100); positionAnimation.fromValue = [NSValue valueWithCGPoint:fromPoint]; positionAnimation.toValue = [NSValue valueWithCGPoint:CGPointMake(300, 300)]; positionAnimation.fillMode = kCAFillModeForwards; positionAnimation.removedOnCompletion = NO; [positionAnimation setValue:@"位置動畫" forKey:@"animationName"];//添加屬性名 [self.testLayer addAnimation:positionAnimation forKey:@"positionAnimation"]; [CATransaction commit];
以上就是Core Animation的基本使用了,你可以在這里下載代碼
本文個人原創,轉載請注明出處 (http://www.cnblogs.com/pretty-guy/p/8259657.html)
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