Fat*_*tie 19 animation cadisplaylink swift
考虑使用这个简单的同步动画CADisplayLink
,
var link:CADisplayLink?
var startTime:Double = 0.0
let animTime:Double = 0.2
let animMaxVal:CGFloat = 0.4
private func yourAnim()
{
if ( link != nil )
{
link!.paused = true
//A:
link!.removeFromRunLoop(
NSRunLoop.mainRunLoop(), forMode:NSDefaultRunLoopMode)
link = nil
}
link = CADisplayLink(target: self, selector: #selector(doorStep) )
startTime = CACurrentMediaTime()
link!.addToRunLoop(
NSRunLoop.currentRunLoop(), forMode:NSDefaultRunLoopMode)
}
func doorStep()
{
let elapsed = CACurrentMediaTime() - startTime
var ping = elapsed
if (elapsed > (animTime / 2.0)) {ping = animTime - elapsed}
let frac = ping / (animTime / 2.0)
yourAnimFunction(CGFloat(frac) * animMaxVal)
if (elapsed > animTime)
{
//B:
link!.paused = true
link!.removeFromRunLoop(
NSRunLoop.mainRunLoop(), forMode:NSDefaultRunLoopMode)
link = nil
yourAnimFunction(0.0)
}
}
func killAnimation()
{
// for example if the cell disappears or is reused
//C:
????!!!!
}
Run Code Online (Sandbox Code Playgroud)
似乎存在各种问题.
在(A :),即使link
不为null,也可能无法从运行循环中删除它.(例如,有人可能已经初始化它link = link:CADisplayLink()
- 尝试崩溃.)
其次在(B :)它似乎是一团糟...肯定有一个更好的(和更多的Swift)方式,如果它是零,即使时间刚刚过期怎么办?
最后在(C :)如果你想打破这个目标......我感到沮丧并且不知道什么是最好的.
实际上A:和B:的代码应该是相同的呼叫权限,是一种清理呼叫.
Ham*_*ish 37
这是一个简单的例子,展示了我如何实现CADisplayLink
(在Swift 3中):
class C { // your view class or whatever
private var displayLink: CADisplayLink?
private var startTime = 0.0
private let animLength = 5.0
func startDisplayLink() {
stopDisplayLink() // make sure to stop a previous running display link
startTime = CACurrentMediaTime() // reset start time
// create displayLink & add it to the run-loop
let displayLink = CADisplayLink(
target: self, selector: #selector(displayLinkDidFire)
)
displayLink.add(to: .main, forMode: .commonModes)
self.displayLink = displayLink
}
@objc func displayLinkDidFire(_ displayLink: CADisplayLink) {
var elapsed = CACurrentMediaTime() - startTime
if elapsed > animLength {
stopDisplayLink()
elapsed = animLength // clamp the elapsed time to the anim length
}
// do your animation logic here
}
// invalidate display link if it's non-nil, then set to nil
func stopDisplayLink() {
displayLink?.invalidate()
displayLink = nil
}
}
Run Code Online (Sandbox Code Playgroud)
注意事项:
nil
这里用来表示显示链接未运行的状态 - 因为没有简单的方法从无效的显示链接获取此信息.removeFromRunLoop()
,我们正在使用invalidate()
,如果显示的链接还没有被添加到一个运行循环,不会崩溃.但是,这种情况绝不应该首先出现 - 因为我们总是在创建后立即将显示链接添加到运行循环中.displayLink
私有化,以防止外部类将其置于意外状态(例如使其无效但不将其设置为nil
).stopDisplayLink()
方法可以使显示链接无效(如果它是非零)并将其设置为nil
- 而不是复制和粘贴此逻辑.paused
于true
显示链接无效之前,因为这是多余的.displayLink
我们使用可选链接例如displayLink?.invalidate()
(invalidate()
如果显示链接不是nil 则调用),而不是强制解包后检查非nil.虽然力量展开在你给定的情况下可能是"安全的"(因为你正在检查为零) - 在未来的重构中它可能是不安全的,因为你可能会重新构造你的逻辑而不考虑它对力量展开的影响.elapsed
时间限制在动画持续时间内,以确保后面的动画逻辑不会产生超出预期范围的值.displayLinkDidFire(_:)
类型的单个参数.CADisplayLink
我意识到这个问题已经有一个很好的答案,但这里有另一种稍微不同的方法,它有助于实现独立于显示链接帧速率的平滑动画。
**(此答案底部提供的演示项目链接 - 更新:演示项目源代码现已更新为 Swift 4)
对于我的实现,我选择将显示链接包装在它自己的类中并设置一个委托引用,该引用将使用增量时间(上次显示链接调用和当前调用之间的时间)进行调用,因此我们可以执行更多动画顺利。
我目前正在使用这种方法在游戏中同时为屏幕周围的约 60 个视图设置动画。
首先,我们将定义我们的包装器将调用以通知更新事件的委托协议。
// defines an interface for receiving display update notifications
protocol DisplayUpdateReceiver: class {
func displayWillUpdate(deltaTime: CFTimeInterval)
}
Run Code Online (Sandbox Code Playgroud)
接下来我们将定义我们的显示链接包装类。此类将在初始化时采用委托引用。初始化后,它会自动启动我们的显示链接,并在 deinit 上清理它。
import UIKit
class DisplayUpdateNotifier {
// **********************************************
// MARK: Variables
// **********************************************
/// A weak reference to the delegate/listener that will be notified/called on display updates
weak var listener: DisplayUpdateReceiver?
/// The display link that will be initiating our updates
internal var displayLink: CADisplayLink? = nil
/// Tracks the timestamp from the previous displayLink call
internal var lastTime: CFTimeInterval = 0.0
// **********************************************
// MARK: Setup & Tear Down
// **********************************************
deinit {
stopDisplayLink()
}
init(listener: DisplayUpdateReceiver) {
// setup our delegate listener reference
self.listener = listener
// setup & kick off the display link
startDisplayLink()
}
// **********************************************
// MARK: CADisplay Link
// **********************************************
/// Creates a new display link if one is not already running
private func startDisplayLink() {
guard displayLink == nil else {
return
}
displayLink = CADisplayLink(target: self, selector: #selector(linkUpdate))
displayLink?.add(to: .main, forMode: .commonModes)
lastTime = 0.0
}
/// Invalidates and destroys the current display link. Resets timestamp var to zero
private func stopDisplayLink() {
displayLink?.invalidate()
displayLink = nil
lastTime = 0.0
}
/// Notifier function called by display link. Calculates the delta time and passes it in the delegate call.
@objc private func linkUpdate() {
// bail if our display link is no longer valid
guard let displayLink = displayLink else {
return
}
// get the current time
let currentTime = displayLink.timestamp
// calculate delta (
let delta: CFTimeInterval = currentTime - lastTime
// store as previous
lastTime = currentTime
// call delegate
listener?.displayWillUpdate(deltaTime: delta)
}
}
Run Code Online (Sandbox Code Playgroud)
要使用它,您只需初始化包装器的一个实例,传入委托侦听器引用,然后根据增量时间更新动画。在此示例中,委托将更新调用传递给可动画视图(这样您可以跟踪多个动画视图并通过此调用更新每个视图的位置)。
class ViewController: UIViewController, DisplayUpdateReceiver {
var displayLinker: DisplayUpdateNotifier?
var animView: MoveableView?
override func viewDidLoad() {
super.viewDidLoad()
// setup our animatable view and add as subview
animView = MoveableView.init(frame: CGRect.init(x: 150.0, y: 400.0, width: 20.0, height: 20.0))
animView?.configureMovement()
animView?.backgroundColor = .blue
view.addSubview(animView!)
// setup our display link notifier wrapper class
displayLinker = DisplayUpdateNotifier.init(listener: self)
}
// implement DisplayUpdateReceiver function to receive updates from display link wrapper class
func displayWillUpdate(deltaTime: CFTimeInterval) {
// pass the update call off to our animating view or views
_ = animView?.update(deltaTime: deltaTime)
// in this example, the animatable view will remove itself from its superview when its animation is complete and set a flag
// that it's ready to be used. We simply check if it's ready to be recycled, if so we reset its position and add it to
// our view again
if animView?.isReadyForReuse == true {
animView?.reset(center: CGPoint.init(x: CGFloat.random(low: 20.0, high: 300.0), y: CGFloat.random(low: 20.0, high: 700.0)))
view.addSubview(animView!)
}
}
}
Run Code Online (Sandbox Code Playgroud)
我们的可移动视图更新功能如下所示:
func update(deltaTime: CFTimeInterval) -> Bool {
guard canAnimate == true, isReadyForReuse == false else {
return false
}
// by multiplying our x/y values by the delta time new values are generated that will generate a smooth animation independent of the framerate.
let smoothVel = CGPoint(x: CGFloat(Double(velocity.x)*deltaTime), y: CGFloat(Double(velocity.y)*deltaTime))
let smoothAccel = CGPoint(x: CGFloat(Double(acceleration.x)*deltaTime), y: CGFloat(Double(acceleration.y)*deltaTime))
// update velocity with smoothed acceleration
velocity.adding(point: smoothAccel)
// update center with smoothed velocity
center.adding(point: smoothVel)
currentTime += 0.01
if currentTime >= timeLimit {
canAnimate = false
endAnimation()
return false
}
return true
}
Run Code Online (Sandbox Code Playgroud)
如果您想查看完整的演示项目,可以从此处从 GitHub 下载:CADisplayLink 演示项目