iOS實(shí)現(xiàn)類似格瓦拉電影的轉(zhuǎn)場(chǎng)動(dòng)畫(huà)
用過(guò)格瓦拉電影,或者其他app可能都知道,一種點(diǎn)擊按鈕用放大效果實(shí)現(xiàn)轉(zhuǎn)場(chǎng)的動(dòng)畫(huà)現(xiàn)在很流行,效果大致如下
自定義轉(zhuǎn)場(chǎng)動(dòng)畫(huà)
首先就要聲明一個(gè)遵守UIViewControllerAnimatedTransitioning
協(xié)議的類.
然后實(shí)現(xiàn)協(xié)議中的兩個(gè)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(chǎng)時(shí)間 - (NSTimeInterval)transitionDuration:(nullable id <UIViewControllerContextTransitioning>)transitionContext; // 轉(zhuǎn)場(chǎng)的動(dòng)作 - (void)animateTransition:(id <UIViewControllerContextTransitioning>)transitionContext;
push和pop都在animateTransition:
里面實(shí)現(xiàn),所以需要一個(gè)參數(shù)表示是push還是pop;還有一個(gè)參數(shù)表示轉(zhuǎn)場(chǎng)時(shí)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(duì)象呢?可以通過(guò)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(gè)方法還得先把UINavigationControllerDelegate
委托給視圖控制器
self.navigationController.delegate = self;
再來(lái)看看UIViewControllerAnimatedTransitioning
這個(gè)協(xié)議,返回時(shí)間的方法就不介紹了。重點(diǎn)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(gè)視圖上實(shí)現(xiàn)跳轉(zhuǎn)動(dòng)畫(huà) UIView *containView = [transitionContext containerView]; }
如上注釋,我們可以通過(guò)參數(shù)transitionContext
獲取到起始和目標(biāo)控制。并在containView
這個(gè)視圖實(shí)現(xiàn)我們想要實(shí)現(xiàn)的動(dòng)畫(huà)。
接下來(lái)就是轉(zhuǎn)場(chǎng)動(dòng)畫(huà)的實(shí)現(xiàn)了,push動(dòng)畫(huà)的流程大概就是:點(diǎn)擊第一個(gè)頁(yè)面的一個(gè)控件,模擬出控件然后移動(dòng)到第二個(gè)界面同一個(gè)樣式控件的位置,之后再把第二個(gè)界面以控件的位置中心擴(kuò)散顯示出來(lái)。
那么現(xiàn)在我們就在協(xié)議方法中通過(guò)fromVC獲取到第一個(gè)視圖的控件,并制造一個(gè)鏡像視圖移動(dòng)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(gè)對(duì)象,用來(lái)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(dòng)的動(dòng)畫(huà):
//起始位置 CGRect originFrame = [fromVC.sf_targetView convertRect:fromVC.sf_targetView.bounds toView:fromVC.view]; //動(dòng)畫(huà)移動(dòng)的視圖鏡像 UIView *customView = [self customSnapshoFromView:fromVC.sf_targetView]; customView.frame = originFrame; //移動(dòng)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(dòng)畫(huà) [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(dòng)完之后,要以圓形擴(kuò)散顯示出push之后的界面。就可以通過(guò)UIBezierPath
和CAShapeLayer
來(lái)實(shí)現(xiàn)。UIBezierPath
表示路徑,CAShapeLayer
可以根據(jù)路徑來(lái)顯示區(qū)域,那么我們可以以第一個(gè)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(huà)一個(gè)路徑,然后加入一個(gè)以collectionView
的中心為圓點(diǎn),半徑為50的路徑,顯示的區(qū)域就為兩個(gè)路徑之間的區(qū)域。
然后再把代碼中的radius大小設(shè)為200
現(xiàn)在,我們創(chuàng)建一個(gè)CABasicAnimation
對(duì)象去完成擴(kuò)散的動(dòng)畫(huà),起始位置是半徑為10的圓,終點(diǎn)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"];
現(xiàn)在就可以完成push的 轉(zhuǎn)場(chǎng)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(dòng)畫(huà) - (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(dòng)畫(huà)其實(shí)和push差不多,這里就不說(shuō)了。
好了,以上就是這篇文章的全部?jī)?nèi)容了,希望本文的內(nèi)容對(duì)大家的學(xué)習(xí)或者工作能帶來(lái)一定的幫助,如果有疑問(wèn)大家可以留言交流。
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