Roi*_*lia 98 geometry progress drawrect uiviewanimation swift
我正在寻找一种动画绘制圆圈的方法.我已经能够创建圆圈,但它将所有这些组合在一起.
这是我的CircleView
班级:
import UIKit
class CircleView: UIView {
override init(frame: CGRect) {
super.init(frame: frame)
self.backgroundColor = UIColor.clearColor()
}
required init(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func drawRect(rect: CGRect) {
// Get the Graphics Context
var context = UIGraphicsGetCurrentContext();
// Set the circle outerline-width
CGContextSetLineWidth(context, 5.0);
// Set the circle outerline-colour
UIColor.redColor().set()
// Create Circle
CGContextAddArc(context, (frame.size.width)/2, frame.size.height/2, (frame.size.width - 10)/2, 0.0, CGFloat(M_PI * 2.0), 1)
// Draw
CGContextStrokePath(context);
}
}
Run Code Online (Sandbox Code Playgroud)
以下是我如何将其添加到视图控制器中的视图层次结构中:
func addCircleView() {
let diceRoll = CGFloat(Int(arc4random_uniform(7))*50)
var circleWidth = CGFloat(200)
var circleHeight = circleWidth
// Create a new CircleView
var circleView = CircleView(frame: CGRectMake(diceRoll, 0, circleWidth, circleHeight))
view.addSubview(circleView)
}
Run Code Online (Sandbox Code Playgroud)
有没有办法在1秒内为圆形绘制设置动画?
例如,在动画的某个部分,它看起来像这个图像中的蓝线:
Mik*_*e S 190
最简单的方法是使用核心动画的强大功能为您完成大部分工作.要做到这一点,我们必须将您的圆形绘图代码从您的drawRect
函数移动到CAShapeLayer
.然后,我们可以用一个CABasicAnimation
动画CAShapeLayer
的strokeEnd
从属性0.0
到1.0
.strokeEnd
是这里神奇的重要组成部分; 来自文档:
结合strokeStart属性,此属性定义笔划路径的子区域.此属性中的值指示在strokeStart属性定义起点时沿着路径完成描边的相对点.值0.0表示路径的开头,而值1.0表示路径的结尾.其间的值沿路径长度线性解释.
如果我们设置strokeEnd
到0.0
,也不会画什么.如果我们设置它1.0
,它将绘制一个完整的圆圈.如果我们设置它0.5
,它将绘制一个半圈.等等
所以,首先,让我们CAShapeLayer
在你CircleView
的init
函数中创建一个并将该图层添加到视图中sublayers
(同样一定要删除该drawRect
函数,因为图层现在将绘制圆圈):
let circleLayer: CAShapeLayer!
override init(frame: CGRect) {
super.init(frame: frame)
self.backgroundColor = UIColor.clearColor()
// Use UIBezierPath as an easy way to create the CGPath for the layer.
// The path should be the entire circle.
let circlePath = UIBezierPath(arcCenter: CGPoint(x: frame.size.width / 2.0, y: frame.size.height / 2.0), radius: (frame.size.width - 10)/2, startAngle: 0.0, endAngle: CGFloat(M_PI * 2.0), clockwise: true)
// Setup the CAShapeLayer with the path, colors, and line width
circleLayer = CAShapeLayer()
circleLayer.path = circlePath.CGPath
circleLayer.fillColor = UIColor.clearColor().CGColor
circleLayer.strokeColor = UIColor.redColor().CGColor
circleLayer.lineWidth = 5.0;
// Don't draw the circle initially
circleLayer.strokeEnd = 0.0
// Add the circleLayer to the view's layer's sublayers
layer.addSublayer(circleLayer)
}
Run Code Online (Sandbox Code Playgroud)
注意:我们设置circleLayer.strokeEnd = 0.0
的是不立即绘制圆圈.
现在,让我们添加一个我们可以调用的函数来触发圆形动画:
func animateCircle(duration: NSTimeInterval) {
// We want to animate the strokeEnd property of the circleLayer
let animation = CABasicAnimation(keyPath: "strokeEnd")
// Set the animation duration appropriately
animation.duration = duration
// Animate from 0 (no circle) to 1 (full circle)
animation.fromValue = 0
animation.toValue = 1
// Do a linear animation (i.e. the speed of the animation stays the same)
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionLinear)
// Set the circleLayer's strokeEnd property to 1.0 now so that it's the
// right value when the animation ends.
circleLayer.strokeEnd = 1.0
// Do the actual animation
circleLayer.addAnimation(animation, forKey: "animateCircle")
}
Run Code Online (Sandbox Code Playgroud)
然后,我们需要做的是改变你的addCircleView
功能,使得它触发当您添加动画CircleView
到它superview
:
func addCircleView() {
let diceRoll = CGFloat(Int(arc4random_uniform(7))*50)
var circleWidth = CGFloat(200)
var circleHeight = circleWidth
// Create a new CircleView
var circleView = CircleView(frame: CGRectMake(diceRoll, 0, circleWidth, circleHeight))
view.addSubview(circleView)
// Animate the drawing of the circle over the course of 1 second
circleView.animateCircle(1.0)
}
Run Code Online (Sandbox Code Playgroud)
所有放在一起的东西应该是这样的:
注意:它不会像那样重复,它会在动画后保持整整一圈.
Mic*_*ick 23
Mikes为Swift 3.0更新了答案
var circleLayer: CAShapeLayer!
override init(frame: CGRect) {
super.init(frame: frame)
self.backgroundColor = UIColor.clear
// Use UIBezierPath as an easy way to create the CGPath for the layer.
// The path should be the entire circle.
let circlePath = UIBezierPath(arcCenter: CGPoint(x: frame.size.width / 2.0, y: frame.size.height / 2.0), radius: (frame.size.width - 10)/2, startAngle: 0.0, endAngle: CGFloat(M_PI * 2.0), clockwise: true)
// Setup the CAShapeLayer with the path, colors, and line width
circleLayer = CAShapeLayer()
circleLayer.path = circlePath.cgPath
circleLayer.fillColor = UIColor.clear.cgColor
circleLayer.strokeColor = UIColor.red.cgColor
circleLayer.lineWidth = 5.0;
// Don't draw the circle initially
circleLayer.strokeEnd = 0.0
// Add the circleLayer to the view's layer's sublayers
layer.addSublayer(circleLayer)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
func animateCircle(duration: TimeInterval) {
// We want to animate the strokeEnd property of the circleLayer
let animation = CABasicAnimation(keyPath: "strokeEnd")
// Set the animation duration appropriately
animation.duration = duration
// Animate from 0 (no circle) to 1 (full circle)
animation.fromValue = 0
animation.toValue = 1
// Do a linear animation (i.e The speed of the animation stays the same)
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionLinear)
// Set the circleLayer's strokeEnd property to 1.0 now so that it's the
// Right value when the animation ends
circleLayer.strokeEnd = 1.0
// Do the actual animation
circleLayer.add(animation, forKey: "animateCircle")
}
Run Code Online (Sandbox Code Playgroud)
要调用该函数:
func addCircleView() {
let diceRoll = CGFloat(Int(arc4random_uniform(7))*50)
var circleWidth = CGFloat(200)
var circleHeight = circleWidth
// Create a new CircleView
let circleView = CircleView(frame: CGRect(x: diceRoll, y: 0, width: circleWidth, height: circleHeight))
//let test = CircleView(frame: CGRect(x: diceRoll, y: 0, width: circleWidth, height: circleHeight))
view.addSubview(circleView)
// Animate the drawing of the circle over the course of 1 second
circleView.animateCircle(duration: 1.0)
}
Run Code Online (Sandbox Code Playgroud)
bRo*_*bRo 16
迈克的回答太棒了!另一个很好而简单的方法是使用drawRect和setNeedsDisplay().看起来很迟钝,但不是:-)
我们想从顶部开始绘制一个圆圈,即-90°,结束于270°.圆的中心是(centerX,centerY),具有给定的半径.CurrentAngle是圆的终点的当前角度,从minAngle(-90)到maxAngle(270).
// MARK: Properties
let centerX:CGFloat = 55
let centerY:CGFloat = 55
let radius:CGFloat = 50
var currentAngle:Float = -90
let minAngle:Float = -90
let maxAngle:Float = 270
Run Code Online (Sandbox Code Playgroud)
在drawRect中,我们指定圆圈应该如何显示:
override func drawRect(rect: CGRect) {
let context = UIGraphicsGetCurrentContext()
let path = CGPathCreateMutable()
CGPathAddArc(path, nil, centerX, centerY, radius, CGFloat(GLKMathDegreesToRadians(minAngle)), CGFloat(GLKMathDegreesToRadians(currentAngle)), false)
CGContextAddPath(context, path)
CGContextSetStrokeColorWithColor(context, UIColor.blueColor().CGColor)
CGContextSetLineWidth(context, 3)
CGContextStrokePath(context)
}
Run Code Online (Sandbox Code Playgroud)
现在的问题是,由于currentAngle没有改变,因此圆圈是静态的,甚至不显示,因为currentAngle = minAngle.
然后我们创建一个计时器,每当该计时器触发时,我们都会增加currentAngle.在班级的顶部,添加两次火灾之间的时间:
let timeBetweenDraw:CFTimeInterval = 0.01
Run Code Online (Sandbox Code Playgroud)
在你的init中,添加计时器:
NSTimer.scheduledTimerWithTimeInterval(timeBetweenDraw, target: self, selector: #selector(updateTimer), userInfo: nil, repeats: true)
Run Code Online (Sandbox Code Playgroud)
我们可以添加定时器触发时将调用的函数:
func updateTimer() {
if currentAngle < maxAngle {
currentAngle += 1
}
}
Run Code Online (Sandbox Code Playgroud)
遗憾的是,在运行应用程序时,没有任何内容显示,因为我们没有指定它应该再次绘制的系统.这是通过调用setNeedsDisplay()来完成的.这是更新的计时器功能:
func updateTimer() {
if currentAngle < maxAngle {
currentAngle += 1
setNeedsDisplay()
}
}
Run Code Online (Sandbox Code Playgroud)
_ _ _
您需要的所有代码总结如下:
import UIKit
import GLKit
class CircleClosing: UIView {
// MARK: Properties
let centerX:CGFloat = 55
let centerY:CGFloat = 55
let radius:CGFloat = 50
var currentAngle:Float = -90
let timeBetweenDraw:CFTimeInterval = 0.01
// MARK: Init
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
setup()
}
override init(frame: CGRect) {
super.init(frame: frame)
setup()
}
func setup() {
self.backgroundColor = UIColor.clearColor()
NSTimer.scheduledTimerWithTimeInterval(timeBetweenDraw, target: self, selector: #selector(updateTimer), userInfo: nil, repeats: true)
}
// MARK: Drawing
func updateTimer() {
if currentAngle < 270 {
currentAngle += 1
setNeedsDisplay()
}
}
override func drawRect(rect: CGRect) {
let context = UIGraphicsGetCurrentContext()
let path = CGPathCreateMutable()
CGPathAddArc(path, nil, centerX, centerY, radius, -CGFloat(M_PI/2), CGFloat(GLKMathDegreesToRadians(currentAngle)), false)
CGContextAddPath(context, path)
CGContextSetStrokeColorWithColor(context, UIColor.blueColor().CGColor)
CGContextSetLineWidth(context, 3)
CGContextStrokePath(context)
}
}
Run Code Online (Sandbox Code Playgroud)
如果要更改速度,只需修改updateTimer函数或调用此函数的速率.此外,您可能希望在圆圈完成后使计时器无效,我忘了这样做:-)
注意:要添加圆你的故事板,只需添加一个视图,选择它,去它的身份检查,并作为类,指定CircleClosing.
干杯! BRO
tdo*_*don 11
如果你想要一个完成处理程序,这是另一个类似于Mike S的解决方案,在Swift 3.0中完成
func animateCircleFull(duration: TimeInterval) {
CATransaction.begin()
let animation = CABasicAnimation(keyPath: "strokeEnd")
animation.duration = duration
animation.fromValue = 0
animation.toValue = 1
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
circleLayer.strokeEnd = 1.0
CATransaction.setCompletionBlock {
print("animation complete")
}
// Do the actual animation
circleLayer.add(animation, forKey: "animateCircle")
CATransaction.commit()
}
Run Code Online (Sandbox Code Playgroud)
使用完成处理程序,您可以通过递归调用相同的函数再次运行动画(这看起来不太好),或者您可以使用反向函数来连续链接直到满足条件, 例如:
func animate(duration: TimeInterval){
self.isAnimating = true
self.animateCircleFull(duration: 1)
}
func endAnimate(){
self.isAnimating = false
}
func animateCircleFull(duration: TimeInterval) {
if self.isAnimating{
CATransaction.begin()
let animation = CABasicAnimation(keyPath: "strokeEnd")
animation.duration = duration
animation.fromValue = 0
animation.toValue = 1
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
circleLayer.strokeEnd = 1.0
CATransaction.setCompletionBlock {
self.animateCircleEmpty(duration: duration)
}
// Do the actual animation
circleLayer.add(animation, forKey: "animateCircle")
CATransaction.commit()
}
}
func animateCircleEmpty(duration: TimeInterval){
if self.isAnimating{
CATransaction.begin()
let animation = CABasicAnimation(keyPath: "strokeEnd")
animation.duration = duration
animation.fromValue = 1
animation.toValue = 0
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
circleLayer.strokeEnd = 0
CATransaction.setCompletionBlock {
self.animateCircleFull(duration: duration)
}
// Do the actual animation
circleLayer.add(animation, forKey: "animateCircle")
CATransaction.commit()
}
}
Run Code Online (Sandbox Code Playgroud)
为了使它更加漂亮,你可以像这样改变动画的方向:
func setCircleClockwise(){
let circlePath = UIBezierPath(arcCenter: CGPoint(x: frame.size.width / 2.0, y: frame.size.height / 2.0), radius: (frame.size.width - 10)/2, startAngle: 0.0, endAngle: CGFloat(M_PI * 2.0), clockwise: true)
self.circleLayer.removeFromSuperlayer()
self.circleLayer = formatCirle(circlePath: circlePath)
self.layer.addSublayer(self.circleLayer)
}
func setCircleCounterClockwise(){
let circlePath = UIBezierPath(arcCenter: CGPoint(x: frame.size.width / 2.0, y: frame.size.height / 2.0), radius: (frame.size.width - 10)/2, startAngle: 0.0, endAngle: CGFloat(M_PI * 2.0), clockwise: false)
self.circleLayer.removeFromSuperlayer()
self.circleLayer = formatCirle(circlePath: circlePath)
self.layer.addSublayer(self.circleLayer)
}
func formatCirle(circlePath: UIBezierPath) -> CAShapeLayer{
let circleShape = CAShapeLayer()
circleShape.path = circlePath.cgPath
circleShape.fillColor = UIColor.clear.cgColor
circleShape.strokeColor = UIColor.red.cgColor
circleShape.lineWidth = 10.0;
circleShape.strokeEnd = 0.0
return circleShape
}
func animate(duration: TimeInterval){
self.isAnimating = true
self.animateCircleFull(duration: 1)
}
func endAnimate(){
self.isAnimating = false
}
func animateCircleFull(duration: TimeInterval) {
if self.isAnimating{
CATransaction.begin()
let animation = CABasicAnimation(keyPath: "strokeEnd")
animation.duration = duration
animation.fromValue = 0
animation.toValue = 1
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
circleLayer.strokeEnd = 1.0
CATransaction.setCompletionBlock {
self.setCircleCounterClockwise()
self.animateCircleEmpty(duration: duration)
}
// Do the actual animation
circleLayer.add(animation, forKey: "animateCircle")
CATransaction.commit()
}
}
func animateCircleEmpty(duration: TimeInterval){
if self.isAnimating{
CATransaction.begin()
let animation = CABasicAnimation(keyPath: "strokeEnd")
animation.duration = duration
animation.fromValue = 1
animation.toValue = 0
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
circleLayer.strokeEnd = 0
CATransaction.setCompletionBlock {
self.setCircleClockwise()
self.animateCircleFull(duration: duration)
}
// Do the actual animation
circleLayer.add(animation, forKey: "animateCircle")
CATransaction.commit()
}
}
Run Code Online (Sandbox Code Playgroud)
更新 @Mike S\'s 对Swift 5的回答
\n\nframe manually
\xe3\x80\x81 storyboard setup
\xe3\x80\x81autolayout setup
class CircleView: UIView {\n\n let circleLayer: CAShapeLayer = {\n // Setup the CAShapeLayer with the path, colors, and line width\n let circle = CAShapeLayer()\n circle.fillColor = UIColor.clear.cgColor\n circle.strokeColor = UIColor.red.cgColor\n circle.lineWidth = 5.0\n\n // Don\'t draw the circle initially\n circle.strokeEnd = 0.0\n return circle\n }()\n\n override init(frame: CGRect) {\n super.init(frame: frame)\n setup()\n }\n\n required init?(coder: NSCoder) {\n super.init(coder: coder)\n setup()\n }\n\n func setup(){\n backgroundColor = UIColor.clear\n\n // Add the circleLayer to the view\'s layer\'s sublayers\n layer.addSublayer(circleLayer)\n }\n\n override func layoutSubviews() {\n super.layoutSubviews()\n // Use UIBezierPath as an easy way to create the CGPath for the layer.\n // The path should be the entire circle.\n let circlePath = UIBezierPath(arcCenter: CGPoint(x: frame.size.width / 2.0, y: frame.size.height / 2.0), radius: (frame.size.width - 10)/2, startAngle: 0.0, endAngle: CGFloat(Double.pi * 2.0), clockwise: true)\n\n circleLayer.path = circlePath.cgPath\n }\n\n func animateCircle(duration t: TimeInterval) {\n // We want to animate the strokeEnd property of the circleLayer\n let animation = CABasicAnimation(keyPath: "strokeEnd")\n\n // Set the animation duration appropriately\n animation.duration = t\n\n // Animate from 0 (no circle) to 1 (full circle)\n animation.fromValue = 0\n animation.toValue = 1\n\n // Do a linear animation (i.e. the speed of the animation stays the same)\n animation.timingFunction = CAMediaTimingFunction(name: CAMediaTimingFunctionName.linear)\n\n // Set the circleLayer\'s strokeEnd property to 1.0 now so that it\'s the\n // right value when the animation ends.\n circleLayer.strokeEnd = 1.0\n\n // Do the actual animation\n circleLayer.add(animation, forKey: "animateCircle")\n }\n}\n
Run Code Online (Sandbox Code Playgroud)\n\n用法 :
\n\nframe manually
\xe3\x80\x81 storyboard setup
\xe3\x80\x81的示例代码autolayout setup
class ViewController: UIViewController {\n\n @IBOutlet weak var circleV: CircleView!\n\n override func viewDidLoad() {\n super.viewDidLoad()\n }\n\n @IBAction func animateFrame(_ sender: UIButton) {\n\n\n let diceRoll = CGFloat(Int(arc4random_uniform(7))*30)\n let circleEdge = CGFloat(200)\n\n // Create a new CircleView\n let circleView = CircleView(frame: CGRect(x: 50, y: diceRoll, width: circleEdge, height: circleEdge))\n\n view.addSubview(circleView)\n\n // Animate the drawing of the circle over the course of 1 second\n circleView.animateCircle(duration: 1.0)\n\n\n }\n\n @IBAction func animateAutolayout(_ sender: UIButton) {\n\n let circleView = CircleView(frame: CGRect.zero)\n circleView.translatesAutoresizingMaskIntoConstraints = false\n view.addSubview(circleView)\n circleView.centerXAnchor.constraint(equalTo: view.centerXAnchor).isActive = true\n circleView.centerYAnchor.constraint(equalTo: view.centerYAnchor).isActive = true\n circleView.widthAnchor.constraint(equalToConstant: 250).isActive = true\n circleView.heightAnchor.constraint(equalToConstant: 250).isActive = true\n // Animate the drawing of the circle over the course of 1 second\n circleView.animateCircle(duration: 1.0)\n }\n\n @IBAction func animateStoryboard(_ sender: UIButton) {\n // Animate the drawing of the circle over the course of 1 second\n circleV.animateCircle(duration: 1.0)\n\n }\n\n}\n
Run Code Online (Sandbox Code Playgroud)\n