標籤:self sele run gray etc idt height instance 一個
本文主要介紹利用CoreGraphics和CADisplayLink來實現一個注水動畫。來一個先:
在介紹注水動畫前,先介紹利用CoreGraphics實現進度條的繪製。
一、扇形進度繪製
效果:
代碼如下:
- (instancetype)initWithCoder:(NSCoder *)coder{ self = [super initWithCoder:coder]; if (self) { self.arcColor = [UIColor cyanColor]; } return self;}- (void)drawRect:(CGRect)rect { [super drawRect:rect]; CGContextRef context = UIGraphicsGetCurrentContext(); [self.arcColor setFill]; CGFloat startAngle = -M_PI_2; CGFloat endAngle = self.progress * M_PI * 2 + startAngle; CGPoint center = CGPointMake(rect.size.width / 2, rect.size.height / 2); UIBezierPath *path = [UIBezierPath bezierPathWithArcCenter:center radius:rect.size.width / 2 startAngle:startAngle endAngle:endAngle clockwise:YES]; CGContextAddPath(context, path.CGPath); CGContextAddLineToPoint(context, center.x, center.y); CGContextDrawPath(context, kCGPathFill);}- (void)setProgress:(CGFloat)progress{ NSLog(@"%g", progress); if (progress > 1) { progress = 1; }else if (progress < 0){ progress = 0; } _progress = progress; dispatch_async(dispatch_get_main_queue(), ^{ [self setNeedsDisplay]; });}
原理就是根據不同的進度值不停的重新繪製扇形。
二、繪製帶邊緣的扇形進度圖
代碼如下:
@implementation ArcWithTrackProgressView- (instancetype)initWithCoder:(NSCoder *)coder{ self = [super initWithCoder:coder]; if (self) { self.backgroundColor = [UIColor clearColor]; self.trackColor = [UIColor cyanColor]; self.progressColor = [UIColor cyanColor]; } return self;}- (void)drawRect:(CGRect)rect{ //繪製圈 UIBezierPath *trackPath = [UIBezierPath bezierPathWithOvalInRect:CGRectInset(rect, 2, 2)]; CGContextRef context = UIGraphicsGetCurrentContext(); CGContextSetLineWidth(context, 0.5); CGContextAddPath(context, trackPath.CGPath); [self.trackColor setStroke]; CGContextDrawPath(context, kCGPathStroke);//繪製進度 [self.progressColor setFill]; CGFloat startAngle = - M_PI_2; CGFloat endAngle = self.progress * 2 * M_PI + startAngle; CGPoint center = CGPointMake(CGRectGetWidth(rect) / 2, CGRectGetHeight(rect) / 2); CGFloat radius = CGRectGetHeight(rect) / 2 - 6;//設定半徑 UIBezierPath *progressPath = [UIBezierPath bezierPathWithArcCenter:center radius:radius startAngle:startAngle endAngle:endAngle clockwise:YES]; CGContextAddPath(context, progressPath.CGPath); CGContextAddLineToPoint(context, center.x, center.y); CGContextDrawPath(context, kCGPathFill);}- (void)setProgress:(CGFloat)progress{ NSLog(@"%g", progress); if (progress > 1) { progress = 1; }else if (progress < 0){ progress = 0; } _progress = progress; dispatch_async(dispatch_get_main_queue(), ^{ [self setNeedsDisplay]; });}@end
三、繪製一個圓環進度
如下:
此效果分為兩步實現,一部分是繪製圓環,一部分是繪製勾。我在這裡使用的CoreGraphics來繪製環,勾的話是利用CAShapeLayer來實現的。代碼如下:
@implementation AnnularProgressView- (instancetype)initWithFrame:(CGRect)frame{ self = [super initWithFrame:frame]; if (self) { [self commonSetup]; } return self;}- (instancetype)initWithCoder:(NSCoder *)coder{ self = [super initWithCoder:coder]; if (self) { [self commonSetup]; } return self;}- (void)commonSetup{ self.arcColor = [UIColor cyanColor]; self.lineWidth = 5.f; //設定shapeLayer CAShapeLayer *tick = [[CAShapeLayer alloc] init]; tick.bounds = self.bounds; tick.position = CGPointMake(CGRectGetWidth(self.bounds) / 2, CGRectGetHeight(self.bounds) / 2); CGFloat width = CGRectGetWidth(self.bounds); CGFloat height = CGRectGetHeight(self.bounds); UIBezierPath *bezierPath = [[UIBezierPath alloc] init]; [bezierPath moveToPoint:CGPointMake(width * 0.25, height * 0.46)]; [bezierPath addLineToPoint:CGPointMake(width * 0.45, height * 0.71)]; [bezierPath addLineToPoint:CGPointMake(width * 0.78, height * 0.29)]; tick.path = bezierPath.CGPath; tick.fillColor = [UIColor clearColor].CGColor; tick.strokeColor = [UIColor cyanColor].CGColor; tick.strokeStart = 0; tick.strokeEnd = 0; tick.lineWidth = self.lineWidth; tick.lineCap = kCALineJoinRound; [self.layer addSublayer:tick]; self.tick = tick;}- (void)drawRect:(CGRect)rect { CGContextRef context = UIGraphicsGetCurrentContext(); CGContextSetLineCap(context, kCGLineCapRound); CGContextSetLineWidth(context, self.lineWidth); [self.arcColor setStroke]; //繪製圓環 CGFloat startAngle = -M_PI_2; CGFloat endAngle = self.progress * M_PI * 2 + startAngle; CGPoint center = CGPointMake(rect.size.width / 2, rect.size.height / 2); UIBezierPath *path = [UIBezierPath bezierPathWithArcCenter:center radius:rect.size.width / 2 - self.lineWidth startAngle:startAngle endAngle:endAngle clockwise:YES]; CGContextAddPath(context, path.CGPath); CGContextDrawPath(context, kCGPathStroke); self.tick.strokeEnd = self.progress;//設定勾的進度 }- (void)setProgress:(CGFloat)progress{ NSLog(@"%g", progress); if (progress > 1) { progress = 1; }else if (progress < 0){ progress = 0; } _progress = progress; dispatch_async(dispatch_get_main_queue(), ^{ [self setNeedsDisplay]; });}
四、注水動畫
效果:
注水動畫的實現主要是通過正餘弦函數繪製來實現的。正餘弦曲線公式如下:
正弦函數
y=Asin(ωx+φ)+k //正弦函數y=Acos(ωx+φ)+k //餘弦函數
其中
A——振幅,當物體作軌跡符合正弦曲線的直線往複運動時,其值為行程的1/2。(ωx+φ)——相位,反映變數y所處的狀態。φ——初相,x=0時的相位;反映在座標繫上則為映像的左右移動。k——偏距,反映在座標繫上則為映像的上移或下移。ω——角速度, 控制正弦周期(單位角度內震動的次數)。 介紹完公式,接下來直接上代碼:
@interface WaveProgressView ()@property (nonatomic, assign) CGFloat initialPhase;//初相@property (nonatomic, strong) CADisplayLink *timer;@end//y=Asin(ωx+φ)+k@implementation WaveProgressView- (instancetype)initWithCoder:(NSCoder *)coder{ self = [super initWithCoder:coder]; if (self) { [self commonSetup]; } return self;}- (instancetype)initWithFrame:(CGRect)frame{ self = [super initWithFrame:frame]; if (self) { [self commonSetup]; } return self;}- (void)commonSetup{ CADisplayLink *timer = [CADisplayLink displayLinkWithTarget:self selector:@selector(moveWave:)]; [timer addToRunLoop:[NSRunLoop mainRunLoop] forMode:NSRunLoopCommonModes]; self.backgroundColor = [UIColor clearColor];}- (void)drawRect:(CGRect)rect{ CGContextRef context = UIGraphicsGetCurrentContext(); UIBezierPath *sinPath = [UIBezierPath bezierPath]; UIBezierPath *cosPath = [UIBezierPath bezierPath]; CGFloat y; CGFloat amplitude = 5;//振幅 CGFloat palstance = M_PI / self.bounds.size.width;//角速度 CGPoint startPoint = CGPointMake(0, CGRectGetHeight(rect)); [sinPath moveToPoint:startPoint]; [cosPath moveToPoint:startPoint]; //正弦曲線 for (CGFloat x = 0.0 ; x <= rect.size.width; x++) { y = amplitude * sin(palstance * x + self.initialPhase); CGPoint point = CGPointMake(x, y + CGRectGetHeight(rect) * (1 - self.progress) - amplitude); [sinPath addLineToPoint:point]; } //餘弦曲線 for (int x = 0 ; x <= rect.size.width; x++) { y = amplitude * cos(palstance * x + self.initialPhase); CGPoint point = CGPointMake(x, y + CGRectGetHeight(rect) * (1 - self.progress) - amplitude); [cosPath addLineToPoint:point]; } CGPoint endPoint = CGPointMake(CGRectGetWidth(rect), CGRectGetHeight(rect)); [sinPath addLineToPoint:endPoint]; [cosPath addLineToPoint:endPoint]; [[UIColor lightGrayColor] setFill]; CGContextAddPath(context, sinPath.CGPath); CGContextDrawPath(context, kCGPathFill); [[UIColor cyanColor] setFill]; CGContextAddPath(context, cosPath.CGPath); CGContextDrawPath(context, kCGPathFill);}- (void)moveWave:(CADisplayLink *)timer{ self.initialPhase += 0.1; dispatch_async(dispatch_get_main_queue(), ^{ [self setNeedsDisplay]; }); }- (void)setProgress:(CGFloat)progress{ NSLog(@"%g", progress); if (progress > 1) { progress = 1; }else if (progress < 0){ progress = 0; } _progress = progress;}- (void)dealloc{ [self.timer invalidate];}
實現原理:設定好曲線的振幅、角速度,然後根據progress來設定正餘弦曲線的繪製路徑。利用CADisplayLink來不斷的改變曲線的初相來達到曲線移動的效果。
你可以從這裡下載demo
iOS 動畫篇 (三) CADisplayLink與CoreGraphics實現動畫