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; } |
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]; } |
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]; } } |
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); }]; } } |
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]; }]; } |
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