使用UIBezierPath的多个UIView动画

时间:2015-04-06 10:19:10

标签: ios objective-c animation uiview calayer

我有以下屏幕:

enter image description here

当我点击获取更多按钮时,它将添加新的圆形按钮。我在UIView添加了Pan Gesture,其中添加了所有圆形按钮,然后仅从圆形按钮中绘制UIBezierPath。到目前为止,一切正常。

现在,我想要以下内容:

  1. 我有一个名为playGroundView的父UIView,其中包含所有圆形按钮。这将为所有这些按钮绘制Bezier路径。
  2. 为所有按钮绘制Bezier路径后,单击“移动按钮”立即为所有圆形按钮设置动画。
  3. 有一次,所有按钮都在Bezier路径的终点移动,然后我可以再次绘制Bezier路径(为圆形按钮添加更多步骤)连接到相同按钮的相同路径。
  4. 此后,“最终移动”按钮将同时为同一个按钮设置整体动画。
  5. 请参阅PlayGround UIView子类的以下代码:

    @interface PlayGroundView : UIView
    @property (nonatomic, weak) PlayGroundViewController *playViewController;
    @end
    
    #import "PlayGroundView.h"
    #import "RoundedButton.h"
    #import "PlayGroundViewController.h"
    
    @interface PlayGroundView () {
        UIBezierPath *path;
        BOOL isDrawPointInside;
    }
    
    @end
    
    @implementation PlayGroundView
    
    #pragma mark - View Methods -
    - (id)initWithCoder:(NSCoder *)aDecoder {
        if (self = [super initWithCoder:aDecoder])
            [self commonInit];
        return self;
    }
    
    - (id)initWithFrame:(CGRect)frame {
        if (self = [super initWithFrame:frame])
            [self commonInit];
        return self;
    }
    
    - (void)drawRect:(CGRect)rect {
        [[UIColor redColor] setStroke];
        [path stroke];
    }
    
    #pragma mark - Action Methods -
    - (void)pan:(UIPanGestureRecognizer *)pan {
        CGPoint currentPoint = [pan locationInView:self];
        //    NSLog(@"currentPoint: %@", NSStringFromCGPoint(currentPoint));
        if (pan.state == UIGestureRecognizerStateBegan) {
            NSMutableArray *buttonAry = [NSMutableArray array];
            buttonAry = self.playViewController.rBtnOpponentPlayerList;
            [buttonAry addObjectsFromArray:self.playViewController.rBtnPlayerList];
            for (int i=0; i<buttonAry.count; i++) {
                UIButton *btn = [buttonAry objectAtIndex:i];
                CGRect nearByRect = CGRectMake(btn.frame.origin.x - 20, btn.frame.origin.y - 20, btn.frame.size.width + 40, btn.frame.size.height + 40);
                if (CGRectContainsPoint(nearByRect, currentPoint)) {
                    isDrawPointInside = YES;
                    [path moveToPoint:btn.center];
                    //                NSLog(@"point is inside....");
                }
            }
        }
        if (pan.state == UIGestureRecognizerStateChanged) {
            if (isDrawPointInside) {
                [path addLineToPoint:currentPoint];
                [self setNeedsDisplay];
            }
        }
    
        if (pan.state == UIGestureRecognizerStateEnded) {
            isDrawPointInside = NO;
            //        NSLog(@"pan ended");
        }
    }
    
    #pragma mark - Helper Methods -
    - (void)commonInit {
        path = [UIBezierPath bezierPath];
        path.lineWidth = 3.0;
    
        // Capture touches
        UIPanGestureRecognizer *pan = [[UIPanGestureRecognizer alloc] initWithTarget:self action:@selector(pan:)];
        pan.maximumNumberOfTouches = pan.minimumNumberOfTouches = 1;
        [self addGestureRecognizer:pan];
    
        // Erase with long press
        [self addGestureRecognizer:[[UILongPressGestureRecognizer alloc] initWithTarget:self action:@selector(erase)]];
    }
    
    - (void)erase {
        path = [UIBezierPath bezierPath];
        path.lineWidth = 3.0;
    
        [self setNeedsDisplay];
    }
    
    @end
    

    我仍然无法管理所有Rounded Button状态。让我知道在移动时管理圆形按钮的所有步骤的最佳方法。

    我提到过:http://nachbaur.com/blog/core-animation-part-4

    我的完整演示代码位于:https://www.dropbox.com/s/f0ri0bff8ioxtpz/FreeHandDrawingDemo%202.zip?dl=0

3 个答案:

答案 0 :(得分:2)

我假设,当你说'#34;管理所有圆形按钮状态&#34;时,你的意思是你想要知道视图已经开始制作动画,比如{{1} }回调:)如果是这样的话,据我所知,CA框架中没有实现的方法。但是,请看一下这个问题:Core animation progress callback这是一种方法,可以做一个看起来很漂亮的解决方法,也许你可以从这里开始做一些工作。

哦,有一件事。我看到你正在使用Pan手势识别器。我只是浏览了你的代码和目标。 (另一个线程中的人;))但我认为他正在使用viewHasMovedABitAutomatically来检查正在绘制的图层。如果您的视图是可拖动的,这也可能会触发,如果是这种情况,请考虑在pan方法上使用一些drawInContext标志,并在回调中检查它。

编辑:对不起,这似乎与您的实际问题无关。我明白你的意思是控制动画速度,以便它们都相应地移动。让我们详细说明一下。

据我所知,没有像动画这样的东西&#34; step&#34;。动画图像将其向左移动20个像素并不一定意味着图像将被重绘20次。图像将根据需要进行多次渲染,因此我们无法依靠渲染方法来计算图像。据我所知,控制动画速度的唯一方法是通过viewIsBeingDragged的{​​{1}}参数。你不知道持续时间,你想让速度保持不变,所以持续时间就是它所需要的。

基本物理:持续时间等于距离除以速度,因此如果我们需要覆盖距离,我们可以轻松计算动画持续时间。起初我以为可能UIBezierPath有一个方法或属性来计算总长度,但我错了。但是,在这个线程Get CGPath total length中有一个通过数值积分计算它的代码,你应该测试它以查看它是否有效。一旦你拥有它,你可以做这样的事情(我没有测试它,我只是进入伪代码)

duration

像这样的东西。 animateWithDuration:是上述主题中的方法,假设它有效,#define SPEED_CALIBRATION 30.0 // or whatever -(void)animateView:(UIView*)view withBezierPath:(UIBezierPath*)path { CGFloat distance = [self getBezierPathDistance:path]; CGFloat duration = distance / SPEED_CALIBRATION; [self animateView:view withDuration:duration andBezierPath:path]; } 是使用CA文档执行非线性动画的方法(我不记得所有细节,但我记得这是一段很长的代码;))。

如果答案有点模糊,我很抱歉,让我们希望它有所帮助!

答案 1 :(得分:0)

为了实现这些目标,我使用了UIBezierPath + Points类别。除此之外,在我的代码中使用了以下类和逻辑:

在PlayGroundView中,我在drawRect方法中编辑了代码,其余代码相同:

- (void)drawRect:(CGRect)rect {
    [[UIColor redColor] setStroke];
    for (int i=0; i<[self subviews].count; i++) {
        RoundButton *tmpPlayerButton = [self.subviews objectAtIndex:i];
        for (UIBezierPath *bezierPath in tmpPlayerButton.allPathsOfPlayer) {
            [bezierPath strokeWithBlendMode:kCGBlendModeNormal alpha:1.0];
        }
    }
    [path stroke];
}

在我的ViewController类中,在下面的Get More Buttons中,代码为:

- (IBAction)getBallPressed:(id)sender {
    [self moveBalls];

//    self.playView.viewController = self;

    int xPos = self.view.frame.size.width-30;
    int yPos = self.view.frame.size.height-30;
    int btnXPos = arc4random_uniform(xPos);
    int btnYPos = arc4random_uniform(yPos);

    RoundButton *newButton = [[RoundButton alloc] initWithFrame:CGRectMake(btnXPos, btnYPos, 30, 30)];
    [newButton setBackgroundColor:[UIColor redColor]];
    newButton.layer.cornerRadius = newButton.frame.size.height/2;
    [newButton setTitle:[self randomStringWithLength:1] forState:UIControlStateNormal];

    UILongPressGestureRecognizer *longGesture = [[UILongPressGestureRecognizer alloc] initWithTarget:self action:@selector(longGestureRecognized:)];
    [newButton addGestureRecognizer:longGesture];

    [self.playView.playerArray addObject:newButton];
    [self.playView addSubview:newButton];
}

- (void)moveBalls {
    for (int i=0; i<[self.playView subviews].count; i++) {
        RoundButton *playerButton = [self.playView.subviews objectAtIndex:i];
        if (playerButton.isEditPath) {
            id point = [[[playerButton.allPathsOfPlayer lastObject] points] lastObject];
            CGPoint lastPoint = [point CGPointValue];
            NSLog(@"lastPoint: %@", NSStringFromCGPoint(lastPoint));
            [playerButton setCenter:lastPoint];
        }
    }
}

在移动按钮中,下面的代码进入,这允许我同时移动我的所有圆形按钮,这是我的确切要求:

- (void)playAnimation {
    for (int i=0; i<self.playView.subviews.count; i++) {
        //Prepare the animation - we use keyframe animation for animations of this complexity
        CAKeyframeAnimation *pathAnimation = [CAKeyframeAnimation animationWithKeyPath:@"position"];
        //Set some variables on the animation
        pathAnimation.calculationMode = kCAAnimationPaced;

        //We want the animation to persist - not so important in this case - but kept for clarity
        //If we animated something from left to right - and we wanted it to stay in the new position,
        //then we would need these parameters
        pathAnimation.fillMode = kCAFillModeForwards;
        pathAnimation.removedOnCompletion = NO;
        pathAnimation.duration = 2.0;
        pathAnimation.repeatCount = 0;

        RoundButton *tmpRoundButton;
        UIBezierPath *path;

        tmpRoundButton = [self.playView.subviews objectAtIndex:i];

        for (int j=0; j<tmpRoundButton.allPathsOfPlayer.count; j++) {
            if (path)
                [path appendPath:[tmpRoundButton.allPathsOfPlayer objectAtIndex:j]];
            else
                path = [tmpRoundButton.allPathsOfPlayer objectAtIndex:j];

            //Now we have the path, we tell the animation we want to use this path - then we release the path
            pathAnimation.path = [path CGPath];
            [tmpRoundButton.layer addAnimation:pathAnimation forKey:@"moveTheSquare"];
        }
        [path moveToPoint:[[[path points] firstObject] CGPointValue]];
    }
    [self.playView setNeedsDisplay];
}

答案 2 :(得分:0)

let playerController = AVPlayerViewController()
    playerController.delegate = self
    player = AVPlayer(url: url as URL)
    playerController.player = player
    self.addChildViewController(playerController)
    self.videoview.addSubview(playerController.view)
    playerController.view.frame = self.videoview.bounds
    player.play()
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