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轉場的動畫現在很流行,效果大致如下
自定義轉場動畫
首先就要聲明一個遵守UIViewControllerAnimatedTransitioning
協議的類.
然後實現協議中的兩個函數
// This is used for percent driven interactive transitions, as well as for container controllers that have companion animations that might need to // 返回轉場時間 - (NSTimeInterval)transitionDuration:(nullable id <UIViewControllerContextTransitioning>)transitionContext; // 轉場的動作 - (void)animateTransition:(id <UIViewControllerContextTransitioning>)transitionContext;
push和pop都在animateTransition:
裡面實現,所以需要一個參數表示是push還是pop;還有一個參數表示轉場時間
#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
那麼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; } }
當然,要調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]; //目標視圖控制器 UIViewController *toVC = [transitionContext viewControllerForKey:UITransitionContextToViewControllerKey]; //在這個視圖上實現跳轉動畫 UIView *containView = [transitionContext containerView]; }
如上注釋,我們可以通過參數transitionContext
獲取到起始和目標控制。並在containView
這個視圖實現我們想要實現的動畫。
接下來就是轉場動畫的實現了,push動畫的流程大概就是:點擊第一個頁面的一個控件,模擬出控件然後移動到第二個界面同一個樣式控件的位置,之後再把第二個界面以控件的位置中心擴散顯示出來。
那麼現在我們就在協議方法中通過fromVC獲取到第一個視圖的控件,並制造一個鏡像視圖移動到toVC的目標控件的位置。在這裡,我調用了UIViewcontroller
分類關聯一個對象,用來記錄控件(非擁有關系)。
#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
產生targetView鏡像:
//產生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]; } }];
移動完之後,要以圓形擴散顯示出push之後的界面。就可以通過UIBezierPath
和CAShapeLayer
來實現。UIBezierPath
表示路徑,CAShapeLayer
可以根據路徑來顯示區域,那麼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,然後加入一個以collectionView
的中心為圓點,半徑為50的路徑,顯示的區域就為兩個路徑之間的區域。
然後再把代碼中的radius大小設為200
現在,我們創建一個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"];
現在就可以完成push的 轉場效果了。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,這裡就不說了。
好了,以上就是這篇文章的全部內容了,希望本文的內容對大家的學習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。