本文实例为大家分享了ios实现贝塞尔曲线动画的具体代码,供大家参考,具体内容如下
效果如图:
仿美人相机,手势滑动隐藏顶部view。为了方便讲解,将屏幕分为几个区域,如图:
在拖动过程中:
1、拖动距离小于minmovedistance,贝赛尔曲线发生形变
2、拖动大于minmovedistance,整个view开始下移
在松开手时:
1、拖动距离小于minmovedistance,未发生位移,贝塞尔曲线恢复形变
2、拖动大于minmovedistance,小于mindisappeardistance,贝塞尔曲线恢复形变、位移回到初始位置。
3、拖动大于mindisappeardistance,向下移动隐藏view
一、根据y轴位移量确定贝塞尔路径
在拖动时曲线形变、松手时曲线恢复形变的时候都需要改变贝塞尔曲线,实际上是改变二阶贝塞尔曲线的控制点,因此写一个方法,根据传入的y轴位移量得到新的贝塞尔路径:
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- (cgpathref)getpathwithmovedistance:(cgfloat)distance{
uibezierpath *path = [uibezierpath bezierpath];
cgpoint startpoint = cgpointmake(0, 0);
cgpoint controlpoint = cgpointmake(self.bounds.size.width*0.5, 60+distance);
cgpoint endpoint = cgpointmake(self.bounds.size.width, 0);
[path movetopoint:startpoint];
[path addquadcurvetopoint:endpoint controlpoint:controlpoint];
[path addlinetopoint:cgpointmake(self.bounds.size.width, self.bounds.size.height)];
[path addlinetopoint:cgpointmake(0, self.bounds.size.height)];
return path.cgpath;
}
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二、初始化图形
初始化的时候,可以根据上一步的方法,传入位移量0,获取贝塞尔路径,并将获得的路径赋给cashapelayer:
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- (id)initwithframe:(cgrect)frame{
if (self = [super initwithframe:frame]) {
self.originy = frame.origin.y;
[self setuplayer];
[self addgesure];
}
return self;
}
- ( void )setuplayer{
self.toplinelayer = [cashapelayer layer];
self.toplinelayer.fillcolor = colorfortheme.cgcolor;
self.toplinelayer.strokecolor = colorfortheme.cgcolor;
self.toplinelayer.path = [self getpathwithmovedistance:0];
[self.layer addsublayer:self.toplinelayer];
}
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三、添加手势
添加uipangesturerecognizer拖动手势,并处理手势拖动和结束拖动的事件。
拖动时:
1、拖动距离小于minmovedistance,只有贝赛尔曲线发生形变,调用步奏一中的方法。
2、拖动距离大于minmovedistance,整个view开始下移
结束拖动时:
调用revertformy:方法,传入当前在y轴上已经发生的位移量
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- ( void )addgesure{
if (self.gesture == nil) {
self.gesture = [[uipangesturerecognizer alloc] initwithtarget:self action:@selector(handlepan:)];
}
[self addgesturerecognizer:self.gesture];
}
- ( void )handlepan:(uipangesturerecognizer *)gesture{
cgfloat distancex = [gesture translationinview:self].x;
cgfloat distancey = [gesture translationinview:self].y;
if ( abs (distancex) > abs (distancey)) {
return ;
}
//拖动过程
if (gesture.state == uigesturerecognizerstatechanged) {
nslog(@ "%f" ,distancey);
//移动少于minmovedistance,贝赛尔曲线形变
if (distancey > 0 && distancey <= minmovedistance) {
self.toplinelayer.path = [self getpathwithmovedistance:distancey];
}
//移动大于minmovedistance,整个view下移
else if (distancey > minmovedistance) {
self.frame = cgrectmake(0, self.originy+distancey-minmovedistance, self.bounds.size.width, self.bounds.size.height);
}
}
//手势结束
if (gesture.state == uigesturerecognizerstateended || gesture.state == uigesturerecognizerstatecancelled || gesture.state == uigesturerecognizerstatefailed) {
[self removegesturerecognizer:self.gesture];
[self revertformy:distancey];
}
}
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四、revertformy:恢复形变方法
根据传入的y轴上的位移量,实现不同的效果:
1、y小于minmovedistance,未发生位移,贝塞尔曲线恢复形变
2、y大于minmovedistance,小于mindisappeardistance,贝塞尔曲线恢复形变、位移回到初始位置。
3、y大于mindisappeardistance,向下移动隐藏view
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//手势结束后恢复或隐藏
-( void )revertformy:(cgfloat)y{
//y < 最小的隐藏位移距离,未发生位移,贝塞尔曲线恢复动画
if (y < mindisappeardistance) {
cakeyframeanimation *vibrate = [cakeyframeanimation animationwithkeypath:@ "path" ];
vibrate.timingfunction = [camediatimingfunction functionwithname:kcamediatimingfunctioneasein];
vibrate.values = @[
(id) [self getpathwithmovedistance:y],
(id) [self getpathwithmovedistance:-(y * 0.3)],
(id) [self getpathwithmovedistance:(y * 0.2)],
(id) [self getpathwithmovedistance:-(y * 0.15)],
(id) [self getpathwithmovedistance:(y * 0.1)],
(id) [self getpathwithmovedistance:-(y * 0.07)],
(id) [self getpathwithmovedistance:(y * 0.05)],
(id) [self getpathwithmovedistance:0.0]
];
vibrate.duration = 0.5;
vibrate.removedoncompletion = no;
vibrate.fillmode = kcafillmodeforwards;
vibrate.delegate = self;
[self.toplinelayer addanimation:vibrate forkey:nil];
}
//y > 最小位移距离,发生了位移
if (y > minmovedistance){
[uiview animatewithduration:0.3 animations:^{
cgfloat endy;
//向上恢复view
if (y < mindisappeardistance) {
endy = self.originy;
}
//向下隐藏view
else {
endy = screen_height;
}
self.frame = cgrectmake(0, endy, screen_width, self.frame.size.height);
}];
}
}
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五、双击屏幕空白,消失的view从底部上移,恢复到初始位置
这个只是为了回到初始状态,根据实际需求实现。
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//恢复到初始位置
- ( void )comeback{
if (self.frame.origin.y <= self.originy) {
return ;
}
[uiview animatewithduration:0.3 animations:^{
self.frame = cgrectmake(0, self.originy, screen_width, self.frame.size.height);
} completion:^( bool finished) {
[self revertformy:10];
}];
}
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以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持服务器之家。
原文链接:https://blog.csdn.net/dolacmeng/article/details/79276039