Der*_*rek 244 animation core-animation objective-c uiview ios
我正在尝试旋转UIImageView360度,并在线查看了几个教程.我可以让他们都没有工作,没有UIView停止,或跳到一个新的位置.
我尝试过的最新事情是:
[UIView animateWithDuration:1.0
delay:0.0
options:0
animations:^{
imageToMove.transform = CGAffineTransformMakeRotation(M_PI);
}
completion:^(BOOL finished){
NSLog(@"Done!");
}];
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但是如果我使用2*pi,它根本不会移动(因为它是相同的位置).如果我尝试做pi(180度),它可以工作,但如果我再次调用该方法,它会向后旋转.
编辑:
[UIView animateWithDuration:1.0
delay:0.0
options:0
animations:^{
[UIView setAnimationRepeatCount:HUGE_VALF];
[UIView setAnimationBeginsFromCurrentState:YES];
imageToMove.transform = CGAffineTransformMakeRotation(M_PI);
}
completion:^(BOOL finished){
NSLog(@"Done!");
}];
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也不起作用.它会转到180度数,暂停一瞬间,然后在重新0开始之前重新设置为度数.
Der*_*rek 333
找到一个方法(我修改了一下),对我来说非常有效:iphone UIImageView旋转
#import <QuartzCore/QuartzCore.h>
- (void) runSpinAnimationOnView:(UIView*)view duration:(CGFloat)duration rotations:(CGFloat)rotations repeat:(float)repeat {
CABasicAnimation* rotationAnimation;
rotationAnimation = [CABasicAnimation animationWithKeyPath:@"transform.rotation.z"];
rotationAnimation.toValue = [NSNumber numberWithFloat: M_PI * 2.0 /* full rotation*/ * rotations * duration ];
rotationAnimation.duration = duration;
rotationAnimation.cumulative = YES;
rotationAnimation.repeatCount = repeat ? HUGE_VALF : 0;
[view.layer addAnimation:rotationAnimation forKey:@"rotationAnimation"];
}
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Nat*_*ate 110
感谢Richard J. Ross III的想法,但我发现他的代码并不是我所需要的.options我相信默认值是给你UIViewAnimationOptionCurveEaseInOut,在连续动画中看起来不正确.此外,我添加了一个检查,以便我可以在需要时(不是无限,但是无限期)在偶数四分之一圈停止我的动画,并使加速度在前90度加速,并在最后90度减速(在要求停止后):
// an ivar for your class:
BOOL animating;
- (void)spinWithOptions:(UIViewAnimationOptions)options {
// this spin completes 360 degrees every 2 seconds
[UIView animateWithDuration:0.5
delay:0
options:options
animations:^{
self.imageToMove.transform = CGAffineTransformRotate(imageToMove.transform, M_PI / 2);
}
completion:^(BOOL finished) {
if (finished) {
if (animating) {
// if flag still set, keep spinning with constant speed
[self spinWithOptions: UIViewAnimationOptionCurveLinear];
} else if (options != UIViewAnimationOptionCurveEaseOut) {
// one last spin, with deceleration
[self spinWithOptions: UIViewAnimationOptionCurveEaseOut];
}
}
}];
}
- (void)startSpin {
if (!animating) {
animating = YES;
[self spinWithOptions: UIViewAnimationOptionCurveEaseIn];
}
}
- (void)stopSpin {
// set the flag to stop spinning after one last 90 degree increment
animating = NO;
}
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我添加了处理再次开始旋转的请求的能力(startSpin),而之前的旋转正在逐渐减少(完成).Github上的示例项目.
Kád*_*ádi 77
在Swift中,您可以使用以下代码进行无限循环:
extension UIView {
private static let kRotationAnimationKey = "rotationanimationkey"
func rotate(duration: Double = 1) {
if layer.animation(forKey: UIView.kRotationAnimationKey) == nil {
let rotationAnimation = CABasicAnimation(keyPath: "transform.rotation")
rotationAnimation.fromValue = 0.0
rotationAnimation.toValue = Float.pi * 2.0
rotationAnimation.duration = duration
rotationAnimation.repeatCount = Float.infinity
layer.add(rotationAnimation, forKey: UIView.kRotationAnimationKey)
}
}
func stopRotating() {
if layer.animation(forKey: UIView.kRotationAnimationKey) != nil {
layer.removeAnimation(forKey: UIView.kRotationAnimationKey)
}
}
}
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let kRotationAnimationKey = "com.myapplication.rotationanimationkey" // Any key
func rotateView(view: UIView, duration: Double = 1) {
if view.layer.animationForKey(kRotationAnimationKey) == nil {
let rotationAnimation = CABasicAnimation(keyPath: "transform.rotation")
rotationAnimation.fromValue = 0.0
rotationAnimation.toValue = Float(M_PI * 2.0)
rotationAnimation.duration = duration
rotationAnimation.repeatCount = Float.infinity
view.layer.addAnimation(rotationAnimation, forKey: kRotationAnimationKey)
}
}
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停止就像:
func stopRotatingView(view: UIView) {
if view.layer.animationForKey(kRotationAnimationKey) != nil {
view.layer.removeAnimationForKey(kRotationAnimationKey)
}
}
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ram*_*ram 66
Nate的上述答案非常适合停止和开始动画并提供更好的控制.我很好奇你为什么不工作而他的确如此.我想在这里分享我的发现和一个更简单的代码版本,它可以连续动画UIView而不会停滞不前.
这是我用的代码,
- (void)rotateImageView
{
[UIView animateWithDuration:1 delay:0 options:UIViewAnimationOptionCurveLinear animations:^{
[self.imageView setTransform:CGAffineTransformRotate(self.imageView.transform, M_PI_2)];
}completion:^(BOOL finished){
if (finished) {
[self rotateImageView];
}
}];
}
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我使用'CGAffineTransformRotate'而不是'CGAffineTransformMakeRotation',因为前者返回在动画进行时保存的结果.这将防止在动画期间跳转或重置视图.
另一件事是不使用'UIViewAnimationOptionRepeat',因为在动画开始重复之前,它会重置变换,使视图跳回到原始位置.您可以递归而不是重复,以便永远不会将变换重置为原始值,因为动画块实际上永远不会结束.
最后一点是,你必须以90度(M_PI/2)而不是360度或180度(2*M_PI或M_PI)的步长变换视图.因为变换是正弦和余弦值的矩阵乘法.
t' = [ cos(angle) sin(angle) -sin(angle) cos(angle) 0 0 ] * t
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所以说,如果你用180度的转变,180个收益率-1使得每次在相反方向视图变换余弦(注意,Nate的回答也有这个问题,如果你改变转型的弧度值M_PI).360度转换只是要求视图保持原样,因此您根本看不到任何旋转.
lev*_*ker 21
如果您想要做的就是无休止地旋转图像,这非常有效,并且非常简单:
NSTimeInterval duration = 10.0f;
CGFloat angle = M_PI / 2.0f;
CGAffineTransform rotateTransform = CGAffineTransformRotate(imageView.transform, angle);
[UIView animateWithDuration:duration delay:0 options:UIViewAnimationOptionRepeat| UIViewAnimationOptionCurveLinear animations:^{
imageView.transform = rotateTransform;
} completion:nil];
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根据我的经验,这可以完美地工作,但要确保您的图像能够在没有任何偏移的情况下围绕其中心旋转,或者图像动画一旦进入PI就会"跳跃".
要更改旋转方向,请更改angle(angle *= -1)的符号.
由@AlexPretzlav 更新评论让我重新审视了这一点,我意识到当我写这个时,我正在旋转的图像沿着垂直轴和水平轴镜像,这意味着图像确实只旋转90度然后重置,尽管看起来像它一直在继续旋转.
因此,如果您的图像与我的图像相似,则效果很好,但是,如果图像不对称,您会注意到90度后"快照"回到原始方向.
要旋转非对称图像,最好使用接受的答案.
如下所示,这些不太优雅的解决方案之一将真正旋转图像,但重新启动动画时可能会出现明显的断断续续:
- (void)spin
{
NSTimeInterval duration = 0.5f;
CGFloat angle = M_PI_2;
CGAffineTransform rotateTransform = CGAffineTransformRotate(self.imageView.transform, angle);
[UIView animateWithDuration:duration delay:0 options:UIViewAnimationOptionCurveLinear animations:^{
self.imageView.transform = rotateTransform;
} completion:^(BOOL finished) {
[self spin];
}];
}
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正如@ richard-j-ross-iii建议的那样,您也可以使用块来执行此操作,但是由于块正在捕获自身,因此您将收到保留循环警告:
__block void(^spin)() = ^{
NSTimeInterval duration = 0.5f;
CGFloat angle = M_PI_2;
CGAffineTransform rotateTransform = CGAffineTransformRotate(self.imageView.transform, angle);
[UIView animateWithDuration:duration delay:0 options:UIViewAnimationOptionCurveLinear animations:^{
self.imageView.transform = rotateTransform;
} completion:^(BOOL finished) {
spin();
}];
};
spin();
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Kev*_*OUX 20
我从已检查的解决方案中对Swift Extension的贡献:
Swift 4.0
extension UIView{
func rotate() {
let rotation : CABasicAnimation = CABasicAnimation(keyPath: "transform.rotation.z")
rotation.toValue = NSNumber(value: Double.pi * 2)
rotation.duration = 1
rotation.isCumulative = true
rotation.repeatCount = Float.greatestFiniteMagnitude
self.layer.add(rotation, forKey: "rotationAnimation")
}
}
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不推荐:
extension UIView{
func rotate() {
let rotation : CABasicAnimation = CABasicAnimation(keyPath: "transform.rotation.z")
rotation.toValue = NSNumber(double: M_PI * 2)
rotation.duration = 1
rotation.cumulative = true
rotation.repeatCount = FLT_MAX
self.layer.addAnimation(rotation, forKey: "rotationAnimation")
}
}
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Geo*_*f H 12
David Rysanek的精彩回答更新为Swift 4:
import UIKit
extension UIView {
func startRotating(duration: CFTimeInterval = 3, repeatCount: Float = Float.infinity, clockwise: Bool = true) {
if self.layer.animation(forKey: "transform.rotation.z") != nil {
return
}
let animation = CABasicAnimation(keyPath: "transform.rotation.z")
let direction = clockwise ? 1.0 : -1.0
animation.toValue = NSNumber(value: .pi * 2 * direction)
animation.duration = duration
animation.isCumulative = true
animation.repeatCount = repeatCount
self.layer.add(animation, forKey:"transform.rotation.z")
}
func stopRotating() {
self.layer.removeAnimation(forKey: "transform.rotation.z")
}
}
}
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Ric*_*III 10
使用四分之一转,并逐步增加转弯.
void (^block)() = ^{
imageToMove.transform = CGAffineTransformRotate(imageToMove.transform, M_PI / 2);
}
void (^completion)(BOOL) = ^(BOOL finished){
[UIView animateWithDuration:1.0
delay:0.0
options:0
animations:block
completion:completion];
}
completion(YES);
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ini*_*333 10
这对我有用:
[UIView animateWithDuration:1.0
animations:^
{
self.imageView.transform = CGAffineTransformMakeRotation(M_PI);
self.imageView.transform = CGAffineTransformMakeRotation(0);
}];
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我在这个存储库中找到了很好的代码,
这是我的代码我根据我对速度的需要做了一些小改动:)
的UIImageView + Rotate.h
#import <Foundation/Foundation.h>
@interface UIImageView (Rotate)
- (void)rotate360WithDuration:(CGFloat)duration repeatCount:(float)repeatCount;
- (void)pauseAnimations;
- (void)resumeAnimations;
- (void)stopAllAnimations;
@end
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的UIImageView + Rotate.m
#import <QuartzCore/QuartzCore.h>
#import "UIImageView+Rotate.h"
@implementation UIImageView (Rotate)
- (void)rotate360WithDuration:(CGFloat)duration repeatCount:(float)repeatCount
{
CABasicAnimation *fullRotation;
fullRotation = [CABasicAnimation animationWithKeyPath:@"transform.rotation"];
fullRotation.fromValue = [NSNumber numberWithFloat:0];
//fullRotation.toValue = [NSNumber numberWithFloat:(2*M_PI)];
fullRotation.toValue = [NSNumber numberWithFloat:-(2*M_PI)]; // added this minus sign as i want to rotate it to anticlockwise
fullRotation.duration = duration;
fullRotation.speed = 2.0f; // Changed rotation speed
if (repeatCount == 0)
fullRotation.repeatCount = MAXFLOAT;
else
fullRotation.repeatCount = repeatCount;
[self.layer addAnimation:fullRotation forKey:@"360"];
}
//Not using this methods :)
- (void)stopAllAnimations
{
[self.layer removeAllAnimations];
};
- (void)pauseAnimations
{
[self pauseLayer:self.layer];
}
- (void)resumeAnimations
{
[self resumeLayer:self.layer];
}
- (void)pauseLayer:(CALayer *)layer
{
CFTimeInterval pausedTime = [layer convertTime:CACurrentMediaTime() fromLayer:nil];
layer.speed = 0.0;
layer.timeOffset = pausedTime;
}
- (void)resumeLayer:(CALayer *)layer
{
CFTimeInterval pausedTime = [layer timeOffset];
layer.speed = 1.0;
layer.timeOffset = 0.0;
layer.beginTime = 0.0;
CFTimeInterval timeSincePause = [layer convertTime:CACurrentMediaTime() fromLayer:nil] - pausedTime;
layer.beginTime = timeSincePause;
}
@end
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这是我作为UIView扩展的快速解决方案.它可以被视为任何UIImageView上的UIActivityIndicator行为的模拟.
import UIKit
extension UIView
{
/**
Starts rotating the view around Z axis.
@param duration Duration of one full 360 degrees rotation. One second is default.
@param repeatCount How many times the spin should be done. If not provided, the view will spin forever.
@param clockwise Direction of the rotation. Default is clockwise (true).
*/
func startZRotation(duration duration: CFTimeInterval = 1, repeatCount: Float = Float.infinity, clockwise: Bool = true)
{
if self.layer.animationForKey("transform.rotation.z") != nil {
return
}
let animation = CABasicAnimation(keyPath: "transform.rotation.z")
let direction = clockwise ? 1.0 : -1.0
animation.toValue = NSNumber(double: M_PI * 2 * direction)
animation.duration = duration
animation.cumulative = true
animation.repeatCount = repeatCount
self.layer.addAnimation(animation, forKey:"transform.rotation.z")
}
/// Stop rotating the view around Z axis.
func stopZRotation()
{
self.layer.removeAnimationForKey("transform.rotation.z")
}
}
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一个Swift3版本:
extension UIView {
func startRotate() {
let rotation : CABasicAnimation = CABasicAnimation(keyPath: "transform.rotation.z")
rotation.fromValue = 0
rotation.toValue = NSNumber(value: M_PI * 2)
rotation.duration = 2
rotation.isCumulative = true
rotation.repeatCount = FLT_MAX
self.layer.add(rotation, forKey: "rotationAnimation")
}
func stopRotate() {
self.layer.removeAnimation(forKey: "rotationAnimation")
}
}
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请记住调用startRotate中viewWillAppear没有viewDidLoad.
@ram 的回答真的很有帮助。这是答案的 Swift 版本。
斯威夫特 2
private func rotateImageView() {
UIView.animateWithDuration(1, delay: 0, options: UIViewAnimationOptions.CurveLinear, animations: { () -> Void in
self.imageView.transform = CGAffineTransformRotate(self.imageView.transform, CGFloat(M_PI_2))
}) { (finished) -> Void in
if finished {
self.rotateImageView()
}
}
}
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斯威夫特 3,4,5
private func rotateImageView() {
UIView.animate(withDuration: 1, delay: 0, options: UIView.AnimationOptions.curveLinear, animations: { () -> Void in
self.imageView.transform = self.imageView.transform.rotated(by: .pi / 2)
}) { (finished) -> Void in
if finished {
self.rotateImageView()
}
}
}
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