ufm*_*ike 2 semaphore objective-c ios objective-c-blocks animatewithduration
我正在尝试创建一个方法,该方法利用UIView的"+ animateWithDuration:animations:completion"方法来执行动画,并等待完成.我很清楚我可以在完成块中放置通常会出现的代码,但我想避免这种情况,因为在包含更多动画之后会有大量代码,这会让我看到嵌套块.
我尝试使用信号量实现如下方法,但我不认为这是最好的方法,特别是因为它实际上不起作用.谁能告诉我我的代码有什么问题,和/或实现同一目标的最佳方法是什么?
+(void)animateAndWaitForCompletionWithDuration:(NSTimeInterval)duration animations:(void (^)(void))animations
{
dispatch_semaphore_t semaphore = dispatch_semaphore_create(0);
[UIView animateWithDuration:duration
animations:animations
completion:^(BOOL finished) {
dispatch_semaphore_signal(semaphore);
}];
dispatch_semaphore_wait(semaphore, DISPATCH_TIME_FOREVER);
}
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我不确定我的代码有什么问题但是当我调用下面显示的方法时,完成块永远不会运行,我最终陷入困境.
[Foo animateAndWaitForCompletionWithDuration:0.5 animations:^{
//do stuff
}];
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- - - - - - - - - - - - - - - - - - - - - -编辑 - - - -------------------------------------------
如果有人遇到类似问题,您可能会对我使用的代码感兴趣.它使用递归来使用每个完成块,而不必嵌套每个函数调用.
+(void)animateBlocks:(NSArray*)animations withDurations:(NSArray*)durations {
[Foo animateBlocks:animations withDurations:durations atIndex:0];
}
+(void)animateBlocks:(NSArray*)animations withDurations:(NSArray*)durations atIndex:(NSUInteger)i {
if (i < [animations count] && i < [durations count]) {
[UIView animateWithDuration:[(NSNumber*)durations[i] floatValue]
animations:(void(^)(void))animations[i]
completion:^(BOOL finished){
[Foo animateBlocks:animations withDurations:durations atIndex:i+1];
}];
}
}
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可以像这样使用
[Foo animateBlocks:@[^{/*first animation*/},
^{/*second animation*/}]
withDurations:@[[NSNumber numberWithFloat:2.0],
[NSNumber numberWithFloat:2.0]]];
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在iOS 7及更高版本中,人们通常会使用关键帧动画来实现此效果.
例如,两个动画序列由四个独立的动画组成,每个动画占整个动画的25%,每个动画序列如下所示:
[UIView animateKeyframesWithDuration:2.0 delay:0.0 options:UIViewKeyframeAnimationOptionRepeat animations:^{
[UIView addKeyframeWithRelativeStartTime:0.00 relativeDuration:0.25 animations:^{
viewToAnimate.frame = ...;
}];
[UIView addKeyframeWithRelativeStartTime:0.25 relativeDuration:0.25 animations:^{
viewToAnimate.frame = ...;
}];
[UIView addKeyframeWithRelativeStartTime:0.50 relativeDuration:0.25 animations:^{
viewToAnimate.frame = ...;
}];
[UIView addKeyframeWithRelativeStartTime:0.75 relativeDuration:0.25 animations:^{
viewToAnimate.frame = ...;
}];
} completion:nil];
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在早期的iOS版本中,您可以通过几种方式排队一系列动画,但我建议您避免在主线程上使用信号量.
一种方法是将动画包装在并发NSOperation子类中,这在动画完成之前不会完成.然后,您可以将动画添加到自己的自定义串行队列中:
NSOperationQueue *animationQueue = [[NSOperationQueue alloc] init];
animationQueue.maxConcurrentOperationCount = 1;
[animationQueue addOperation:[[AnimationOperation alloc] initWithDuration:1.0 delay:0.0 options:0 animations:^{
viewToAnimate.center = point1;
}]];
[animationQueue addOperation:[[AnimationOperation alloc] initWithDuration:1.0 delay:0.0 options:0 animations:^{
viewToAnimate.center = point2;
}]];
[animationQueue addOperation:[[AnimationOperation alloc] initWithDuration:1.0 delay:0.0 options:0 animations:^{
viewToAnimate.center = point3;
}]];
[animationQueue addOperation:[[AnimationOperation alloc] initWithDuration:1.0 delay:0.0 options:0 animations:^{
viewToAnimate.center = point4;
}]];
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该AnimationOperation子类可能看起来像:
// AnimationOperation.h
#import <Foundation/Foundation.h>
@interface AnimationOperation : NSOperation
- (instancetype)initWithDuration:(NSTimeInterval)duration delay:(NSTimeInterval)delay options:(UIViewAnimationOptions)options animations:(void (^)(void))animations;
@end
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和
// AnimationOperation.m
#import "AnimationOperation.h"
@interface AnimationOperation ()
@property (nonatomic, readwrite, getter = isFinished) BOOL finished;
@property (nonatomic, readwrite, getter = isExecuting) BOOL executing;
@property (nonatomic, copy) void (^animations)(void);
@property (nonatomic) UIViewAnimationOptions options;
@property (nonatomic) NSTimeInterval duration;
@property (nonatomic) NSTimeInterval delay;
@end
@implementation AnimationOperation
@synthesize finished = _finished;
@synthesize executing = _executing;
- (instancetype)initWithDuration:(NSTimeInterval)duration delay:(NSTimeInterval)delay options:(UIViewAnimationOptions)options animations:(void (^)(void))animations {
self = [super init];
if (self) {
_animations = animations;
_options = options;
_delay = delay;
_duration = duration;
}
return self;
}
- (void)start {
if ([self isCancelled]) {
self.finished = YES;
return;
}
self.executing = YES;
[self main];
}
- (void)main {
dispatch_async(dispatch_get_main_queue(), ^{
[UIView animateWithDuration:self.duration delay:self.delay options:self.options animations:self.animations completion:^(BOOL finished) {
[self completeOperation];
}];
});
}
#pragma mark - NSOperation methods
- (void)completeOperation {
if (self.isExecuting) self.executing = NO;
if (!self.isFinished) self.finished = YES;
}
- (BOOL)isAsynchronous {
return YES;
}
- (BOOL)isExecuting {
@synchronized(self) { return _executing; }
}
- (BOOL)isFinished {
@synchronized(self) { return _finished; }
}
- (void)setExecuting:(BOOL)executing {
if (_executing != executing) {
[self willChangeValueForKey:@"isExecuting"];
@synchronized(self) { _executing = executing; }
[self didChangeValueForKey:@"isExecuting"];
}
}
- (void)setFinished:(BOOL)finished {
if (_finished != finished) {
[self willChangeValueForKey:@"isFinished"];
@synchronized(self) { _finished = finished; }
[self didChangeValueForKey:@"isFinished"];
}
}
@end
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在上面的演示中,我使用了一个串行队列.但您也可以使用并发队列,但使用NSOperation依赖关系来管理各种动画操作之间的关系.这里有很多选择.
如果要取消动画,则可以执行以下操作:
CALayer *layer = [viewToAnimate.layer presentationLayer];
CGRect frame = layer.frame; // identify where it is now
[animationQueue cancelAllOperations]; // cancel the operations
[viewToAnimate.layer removeAllAnimations]; // cancel the animations
viewToAnimate.frame = frame; // set the final position to where it currently is
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如果需要,您也可以将其合并到操作中的自定义cancel方法中.
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