您的位置:首页 > 移动开发 > IOS开发

iPhone/iOS Core Animation开发总结

2013-02-19 13:53 351 查看

转自 http://blog.csdn.net/jerryvon/article/details/7527247

一.重要参数

bounds,frame,position属于基本的几何定位,相互之间数值变化会相互影响

anchorPoint:单位参数(0-1)表示,变形(transform)时候的变换源点

zPosition:相当于css中z-index的概念,Apple建议不要用这个来替代CALayer层次设置。

cornerRadius:圆角

二.几何变形(Transforming a Layer's Geometry)

1.用CATransform3D系列方法

[cpp] view plaincopyprint?

//将CGAffineTransform转换成CATransform3D

layer1_1.transform=CATransform3DMakeAffineTransform(CGAffineTransformMakeScale(1, -1));

//CATransform3D系列方法

layer1_1.transform=CATransform3DMakeScale(-1, 1, 1);

layer1_1.transform=CATransform3DScale(CATransform3DMakeScale(-2, 1, 1), -1, 1, 1);

layer1_1.transform=CATransform3DIdentity;

2.修改CATransform3D的data structure

[cpp] view plaincopyprint?

CATransform3D trans=CATransform3DIdentity;

NSLog(@"%f",trans.m44);

//不能是1除以,一定要1.0除以1000(zDistance)

//wrong trans.m34=1/100.00

trans.m34=-1.0/1000;

trans = CATransform3DTranslate(trans, 0, 0, -240);

trans = CATransform3DRotate(trans, d2r(90), 1, 0, 0);

trans = CATransform3DTranslate(trans, 0, 0, 240);

[layer1 setTransform:trans];

3.key-valre设置key Paths(rotation,scale,translation)

[cpp] view plaincopyprint?

[layer1 setValue:[NSNumber numberWithInt:200] forKeyPath:@"transform.translation.x"];

三.Layer数层结构(Layer-Tree Hierarchy)

1.add,insert,remove,replace来进行树状结构的构建

2.重置(Reposition and Resizing)layer

a)你可以通过修改第一点提到的几个参数来调整大小。

b)needsDisplayOnBoundsChange设置YES,则在bounds变化时,自动调用setNeedsDisplay,调用layer的display的方法,或者直接显示调用setNeedsDisplay(不能使用setNeedsDisplayInRect),也会调用自定义layer的display方法。或者是setNeesLayout,调用layer的layoutSubLayers。(PS:无法使用layoutManager和autoResizingMask方法,这个是Mac OS上的方法。)

c)在UIView的layoutSubviews里实现自定义layout的方法。

3.masksToBounds设置YES,则裁剪subLayers。否则不裁剪,subLayers可以超过superLayer的bounds。

4.Action

当更改layer的参数或者将layer添加,删除,隐藏,替换时触发

触发方法可以是子类化CALayer,-(id<CAAction>)actionForKey:(NSString*)key;代理方式-(id<CAAction>)actionForLayer:(CALayer*) forKey:(NSString*)key

[cpp] view plaincopyprint?

-(id<CAAction>)actionForLayer:(CALayer *)layer forKey:(NSString *)event{

CATransition *anim=nil;

if([event isEqualToString:@"contents"]){

anim=[CATransition animation];

anim.duration=2;

anim.timingFunction=[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];

anim.type=@"cube";

anim.subtype=kCATransitionFromRight;

}

return anim;

//不执行任何动画

//return nil;

}

苹果文档种提供了修改sublayers默认动画的方法

[cpp] view plaincopyprint?

NSMutableDictionary *cActions=[NSMutableDictionary dictionaryWithDictionary:[layer1_1 actions]];

[cActions setObject:[NSNull null] forKey:@"sublayers"];

layer1_1.actions=cActions;

实现CAAction Protocol

代理类中实现方法runActionForKey:object:arguments

[cpp] view plaincopyprint?

-(void)runActionForKey:(NSString *)event object:(id)anObject arguments:(NSDictionary *)dict{

NSLog(@"runActionForKey:\"%@\" object:%@ arguments:%@", event, anObject, dict);

CATransition *anim=nil;

if([event isEqualToString:@"test"]){

anim=[CATransition animation];

anim.duration=2;

anim.timingFunction=[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];

anim.type=@"cube";

anim.subtype=kCATransitionFromRight;

}

[(CALayer*)anObject addAnimation:anim forKey:@"contets"];

}

触发runActionForKey

[cpp] view plaincopyprint?

//添加自定义的action以及对应的触发方法所在的代理,应该可以定义一个动画子类(CAAnimation)

layer1.actions = [NSDictionary dictionaryWithObjectsAndKeys:[[FCLayerDelegate alloc]init], @"test", nil];

//实际触发的地方,当设置test参数,其实最后触发的是runActionForKey种的立方体旋转

[layer1 setValue:[NSNumber numberWithInt:19] forKey:@"test"];

四.提供Layer内容(Providing Layer Content)

1.contents属性设置CGImageRef

[cpp] view plaincopyprint?

layer1.contents=(id)image1.CGImage;

2.用delegate来提供内容

a)displayLayer:(CALayer*)

b)-(void)drawLayer:(CALayer*) inContext:(CGContextRef)

[cpp] view plaincopyprint?

//声明代理

@interface FCLayerDeledegate : NSObject

@end

//实现代理

@implementation FCLayerDelegate

//覆盖这个方法,就不会执行后面的方法,2者取其一,根据传入的值来判断下一步操作

-(void)displayLayer:(CALayer *)layer{

NSLog(@"%@",[layer valueForKey:@"test"]);

}

-(void)drawLayer:(CALayer *)ly inContext:(CGContextRef)context

{

CGContextSetFillColorWithColor(context, [[UIColor redColor]CGColor]);

CGContextFillRect(context, ly.bounds);

}

@end

[cpp] view plaincopyprint?

//执行代码

CALayer* layer1_3=[CALayer layer];

layer1_3.delegate=[[FCLayerDelegate alloc]init];

[layer1_3 setValue:@"testString" forKey:@"test"];

[layer1_3 setNeedsDisplay];

ps:以上方法用于CALayer本身(非自己子类)

3) 用子类提供内容

a)display

b)drawInContext:(CGContextRef)

和前面代理模式差不多,只不过少传layer参数,因为layer就是其本身(self);

4)内容的布局

默认情况下,内容图片是会铺开充满整个layer的bounds的,如果要使得contents按照原来尺寸显示在layer中,就要设置ContentsGravity

大致2种参数

1.位置参数,注意,ios坐标是y是相反的,所以bottom就是top

2.设置铺满方式,3种

[cpp] view plaincopyprint?

layer1_3.contentsGravity=kCAGravityBottomLeft;

layer1_3.contents=(id)image3.CGImage;

//layer1_3.contentsGravity=kCAGravityResizeAspectFill;

PS:此外contentsCenter这个属性在铺满方式的参数下可以指定拉伸区域,文档中指出是指定拉伸的范围,但是似乎没有作用。暂时忽略。

五.动画

1.动画类簇



a)CAMediaTiming protocol的主要参数

speed:执行速度,如果速度为2,则一个10秒的duration,则只需要5秒完成。子类参数相对父类参数的,如果子类是2,父类是2,则需要2.5秒完成

repeatCount|repeatDuration:重复的次数和重复的间隔 ,如果repeatCount设置成 1e100f则无限重复

fillMode:决定动画结束时候的状态。要和removeOnCompletion参数一起设置才有效。动画结束后的状态并没有影响layer的位置,其实layer还在原来的地方没变。

此外还有duration,autoreverses,beginTime,timeOffset

b)CAAnimation

timingFunction:指定一个CAMediaTimingFunction,有2种提供方式,一种是常量如kCAMediaTimingFunctionLinear,另外一种是自定义2个control points来定制一个时间曲线

functionWithControlPoints::::。

delegate:2个代理方法animationDidStart:和animationDidStop:finished:

2.一般动画

任何CALayer的animated的属性或者CTM改变时候都是动画形式来过渡的,这个称为implicit Animation。这里不多做介绍

主要介绍下(Explicit Animation)显示动画

a)CABasicAnimation 针对某个属性的设置变化

[cpp] view plaincopyprint?

CABasicAnimation *anim;

anim=[CABasicAnimation animationWithKeyPath:@"transform.rotation.y"];

anim.duration=8;

anim.autoreverses=NO;

anim.repeatCount=2;

anim.fromValue=[NSNumber numberWithFloat:d2r(0)];

anim.toValue=[NSNumber numberWithFloat:d2r(-90)];

// layer1.transform=CATransform3DTranslate(CATransform3DIdentity, 0, 0, 100);

[layer1 addAnimation:anim forKey:@"layer1Rotation"];

b)CAKeyframeAnimation

关键帧(key frame)有2种方式提供:

参数path,创建CGPathRef

path:CGPathRef 一般用于移动复杂的位置,如下例:

[cpp] view plaincopyprint?

CGMutablePathRef path=CGPathCreateMutable();

CGPathMoveToPoint(path, NULL, 40, 420);

CGPathAddCurveToPoint(path, NULL, 40, 40, 160, 40, 160, 420);

CGPathAddCurveToPoint(path, NULL, 160, 40, 280, 40, 280, 420);

CAKeyframeAnimation *anim=[CAKeyframeAnimation animationWithKeyPath:@"position"];

anim.path=path;

anim.duration=3;

//图像在移动过程中是否旋转

anim.rotationMode=kCAAnimationRotateAuto;

//动画结束时候状态,我动画结束在哪里就停在哪里

anim.removedOnCompletion = NO;

anim.fillMode=kCAFillModeForwards;

//设置keyTimes path加了2个点,所以将duration设置成了2段,前面一段快3/10,后面一段慢7/10

anim.calculationMode=kCAAnimationLinear;

anim.keyTimes=[NSArray arrayWithObjects:[NSNumber numberWithFloat:0.0],[NSNumber numberWithFloat:0.3],[NSNumber numberWithFloat:1.0], nil];

[layer1 addAnimation:anim forKey:@"nm1"];

CGPathRelease(path);

参数values:array of objects

如果objects是CGImage,key-path是"contents"的话,则是图像切换。

[cpp] view plaincopyprint?

CAKeyframeAnimation *anim=[CAKeyframeAnimation animationWithKeyPath:@"contents"];

anim.duration=3;

anim.values=[NSArray arrayWithObjects:(id)image1.CGImage,(id)image2.CGImage,(id)image3.CGImage,nil];

[layer1 addAnimation:anim forKey:@"nm2"];

如果objects是CATransform3D的,key-path是“transform”,则是变换坐标

[cpp] view plaincopyprint?

CAKeyframeAnimation *anim2=[CAKeyframeAnimation animationWithKeyPath:@"transform"];

anim2.duration=3;

anim2.repeatCount=1000;

anim2.autoreverses=YES;

CATransform3D trans=CATransform3DScale(CATransform3DIdentity, 1.5, 1.5, 1);

CATransform3D trans2=CATransform3DScale(CATransform3DIdentity, 1, 1, 1);

anim2.values=[NSArray arrayWithObjects:[NSValue valueWithCATransform3D:trans],[NSValue valueWithCATransform3D:trans2],nil];

[layer1 addAnimation:anim2 forKey:@"nm3"];

如果2个同时设置,还可以同时看到动画效果。比方说上述2个就可以看到图片切换并且放大和缩小的效果。
不要针对frame和size等参数设置keyframe动画,似乎没有效果。position是可以的。

3.动画事务(Transaction)

[cpp] view plaincopyprint?

[CATransaction begin];

[CATransaction setValue:[NSNumber numberWithFloat:.5f] forKey:kCATransactionAnimationDuration];

layer1.position=CGPointMake(0, 0);

layer1.opacity=0;

[CATransaction commit];

通过事务可以修改implicit 动画的时间,否则没有办法修改。

4.动画过渡(Transition)

[cpp] view plaincopyprint?

//CATransition

CATransition *animation = [CATransition animation];

animation.delegate = self;

animation.duration = 2;

animation.timingFunction = UIViewAnimationCurveEaseInOut;

//animation.type = kCATransitionFade;

animation.type = @"cube";

animation.subtype = kCATransitionFromLeft;

//2个view交换

NSUInteger green = [[self.view subviews] indexOfObject:self.greenView];

NSUInteger blue = [[self.view subviews] indexOfObject:self.blueView];

[self.view exchangeSubviewAtIndex:green withSubviewAtIndex:blue];

[layer1 addAnimation:animation forKey:@"animation"];

过渡有view的过渡和layer的过渡,2者是有区别的,网上有个例子transition包含了一共12种变换,相当有用。

六.CALayer的子类们

随着iOS 5.0的更新,CALayer添加了新的成员,我稍微研究了一些,现在做下总结,有的是新的,有的则是5.0以前的。

1.CAReplicatorLayer

顾名思义,这个类是用来创建重复的layer,并且可以根据设置的参数,进行一个渐变

[cpp] view plaincopyprint?

//每个单元的小layers设置

CALayer *layer1 = [CALayer layer];

layer1.position = CGPointMake(10,200);

layer1.bounds = CGRectMake(0, 0, 20, 20);

layer1.backgroundColor = [[UIColor yellowColor] CGColor];

layer1.cornerRadius = 2;

layer1.shadowColor = [[UIColor blackColor] CGColor];

layer1.shadowRadius = 4.0f;

layer1.shadowOffset = CGSizeMake(0.0f, 3.0f);

layer1.shadowOpacity = .8;

layer1.opacity = 0.8;

layer1.borderColor = [[UIColor whiteColor] CGColor];

layer1.borderWidth = 2.0;

//设置父容器

CAReplicatorLayer *xLayer = [CAReplicatorLayer layer];

xLayer.instanceCount = 11;//生成多少个字元素

xLayer.instanceDelay = .2;//延迟生成

xLayer.instanceGreenOffset = -.03;//绿色偏移量

xLayer.instanceRedOffset = -.02;//红色偏移量

xLayer.instanceBlueOffset = -.01;//蓝色偏移量

xLayer.instanceAlphaOffset = -.05;

xLayer.instanceTransform =CATransform3DMakeTranslation(25, 0, 200);//元素位移偏移量

[xLayer addSublayer:layer1];//将元素加入

xLayer.preservesDepth = YES;//superLayer是否启用3D景深计算

//设置景深

CATransform3D transform = CATransform3DIdentity;

transform.m34 = -1 / 2000.0f;

xLayer.transform=transform;

甚至可以对layer加入组合式的动画,从而各个元素会有序的一起动画,主要的方法如下:

这个是针对layer的instanceTransform,从而可以影响每一个cell进行同样动画的移动,下面是进行平移的动画

[cpp] view plaincopyprint?

- (CABasicAnimation *)pushAnimation {

CABasicAnimation *pushAnim =

[CABasicAnimation animationWithKeyPath:@"instanceTransform"];

pushAnim.fromValue =[NSValue valueWithCATransform3D:CATransform3DMakeTranslation(SUBLAYER_WIDTH+INTERSPACE, 0, 0)];

pushAnim.toValue = [NSValue valueWithCATransform3D:CATransform3DMakeTranslation(SUBLAYER_WIDTH+INTERSPACE+60, 0, 0)];

pushAnim.duration = 3.0;

pushAnim.autoreverses = YES;

pushAnim.repeatCount = HUGE_VAL;

pushAnim.timingFunction =

[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];

return pushAnim;

}

2.CAEmitterLayer&CAEmitterCell

网上有很多粒子相关的代码,比如雪花的飘动,燃烧的火焰,烟雾效果,其实都是通过这个类的设置来实现的,用法和CAReplicatorLayer差不多,主要介绍下参数

[cpp] view plaincopyprint?

// Configure the particle emitter to the top edge of the screen

CAEmitterLayer *snowEmitter = [CAEmitterLayer layer];

snowEmitter.emitterPosition = CGPointMake(self.view.bounds.size.width / 2.0, -30);//设置发射位置,这个和emitterMode有关

snowEmitter.emitterZPosition=50;//发射点z的位置,这个和emitterMode有关

snowEmitter.emitterSize = CGSizeMake(self.view.bounds.size.width * 2.0, 0.0);//发射点的范围,这个和emitterMode有关

snowEmitter.emitterDepth=100;

//从线上发射

// snowEmitter.emitterMode = kCAEmitterLayerOutline;

// snowEmitter.emitterShape = kCAEmitterLayerLine;

//从一个立方体内发射出,这样的话雪花会有不同的大小在3D的情况下

snowEmitter.emitterMode = kCAEmitterLayerVolume;

snowEmitter.emitterShape = kCAEmitterLayerCuboid;

//设置发射单元

CAEmitterCell *snowflake = [CAEmitterCell emitterCell];

snowflake.birthRate = 3.0;//每秒发生1个

snowflake.lifetime = 120.0;//生存时间为120秒

snowflake.velocity = 20; //初始速度

snowflake.velocityRange = 10;//初始速度的随机范围

snowflake.yAcceleration = 10;//y轴加速度,当然还有z,x轴

//snowflake.emissionRange = -0.5 * M_PI; // 发射角度范围 ,这个参数一设置,似乎方向只能朝屏幕内,就是z的负轴

snowflake.spin=0.0;

snowflake.spinRange =- 0.25 * M_PI; // 自旋转范围

snowflake.contents = (id) [[UIImage imageNamed:@"flake"] CGImage];

snowflake.color = [[UIColor colorWithRed:0.600 green:0.658 blue:0.743 alpha:1.000] CGColor];

// Make the flakes seem inset in the background

snowEmitter.shadowOpacity = 1.0;

snowEmitter.shadowRadius = 0.0;

snowEmitter.shadowOffset = CGSizeMake(0.0, 1.0);

snowEmitter.shadowColor = [[UIColor whiteColor] CGColor];

//snowflake.emissionLatitude=-M_PI_2;//按照Z轴旋转

snowEmitter.preservesDepth=YES;

CATransform3D transform = CATransform3DIdentity;

transform.m34 = -1.0/300.0f;

self.view.layer.transform=transform;

// Add everything to our backing layer below the UIContol defined in the storyboard

snowEmitter.emitterCells = [NSArray arrayWithObject:snowflake];

[self.view.layer insertSublayer:snowEmitter atIndex:0];

主要是3DZ轴方向的应用,如果越靠近你的视野,则图片更大,这个效果可以通过设置父Layer的景深来实现。

参考文档:

Animation Types and Timing Programming Guide

Core Animation Programming Guide
内容来自用户分享和网络整理,不保证内容的准确性,如有侵权内容,可联系管理员处理 点击这里给我发消息
标签: