animationCAShapeLayer派

我正在尝试使用CAShapeLayer创build一个简单的animation饼图。 我希望它从0到提供的百分比animation。

要创build形状图层我使用:

 CGMutablePathRef piePath = CGPathCreateMutable(); CGPathMoveToPoint(piePath, NULL, self.frame.size.width/2, self.frame.size.height/2); CGPathAddLineToPoint(piePath, NULL, self.frame.size.width/2, 0); CGPathAddArc(piePath, NULL, self.frame.size.width/2, self.frame.size.height/2, radius, DEGREES_TO_RADIANS(-90), DEGREES_TO_RADIANS(-90), 0); CGPathAddLineToPoint(piePath, NULL, self.frame.size.width/2 + radius * cos(DEGREES_TO_RADIANS(-90)), self.frame.size.height/2 + radius * sin(DEGREES_TO_RADIANS(-90))); pie = [CAShapeLayer layer]; pie.fillColor = [UIColor redColor].CGColor; pie.path = piePath; [self.layer addSublayer:pie]; 

然后animation我使用:

 CGMutablePathRef newPiePath = CGPathCreateMutable(); CGPathAddLineToPoint(newPiePath, NULL, self.frame.size.width/2, 0); CGPathMoveToPoint(newPiePath, NULL, self.frame.size.width/2, self.frame.size.height/2); CGPathAddArc(newPiePath, NULL, self.frame.size.width/2, self.frame.size.height/2, radius, DEGREES_TO_RADIANS(-90), DEGREES_TO_RADIANS(125), 0); CGPathAddLineToPoint(newPiePath, NULL, self.frame.size.width/2 + radius * cos(DEGREES_TO_RADIANS(125)), self.frame.size.height/2 + radius * sin(DEGREES_TO_RADIANS(125))); CABasicAnimation *pieAnimation = [CABasicAnimation animationWithKeyPath:@"path"]; pieAnimation.duration = 1.0; pieAnimation.removedOnCompletion = NO; pieAnimation.fillMode = kCAFillModeForwards; pieAnimation.fromValue = pie.path; pieAnimation.toValue = newPiePath; [pie addAnimation:pieAnimation forKey:@"animatePath"]; 

显然,这是一个非常奇怪的方式animation。 这种形状正好成了最后的状态。 有没有一种简单的方法可以使这个animation顺着圆圈的方向? 或者是CAShapeLayeranimation的限制?

我知道这个问题早已得到解答,但我不认为这是CAShapeLayerCAKeyframeAnimation的好例子。 核心animation有能力为我们做补间animation。 这里有一个类(包装UIView ,如果你喜欢),我用它来完成效果很好。

图层子类为progress属性启用隐式animation,但视图类将其setter包装在UIViewanimation方法中。 在UIViewAnimationOptionBeginFromCurrentState中使用0.0长度的animation的有趣的(并且最终有用的)副作用是每个animation取消前一个,导致一个平滑,快速,高帧率的饼图,像这样 (animation)和这个 (不是animation的,但递增)。

DZRoundProgressView.h

 @interface DZRoundProgressLayer : CALayer @property (nonatomic) CGFloat progress; @end @interface DZRoundProgressView : UIView @property (nonatomic) CGFloat progress; @end 

DZRoundProgressView.m

 #import "DZRoundProgressView.h" #import <QuartzCore/QuartzCore.h> @implementation DZRoundProgressLayer // Using Core Animation's generated properties allows // it to do tweening for us. @dynamic progress; // This is the core of what does animation for us. It // tells CoreAnimation that it needs to redisplay on // each new value of progress, including tweened ones. + (BOOL)needsDisplayForKey:(NSString *)key { return [key isEqualToString:@"progress"] || [super needsDisplayForKey:key]; } // This is the other crucial half to tweening. // The animation we return is compatible with that // used by UIView, but it also enables implicit // filling-up-the-pie animations. - (id)actionForKey:(NSString *) aKey { if ([aKey isEqualToString:@"progress"]) { CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:aKey]; animation.fromValue = [self.presentationLayer valueForKey:aKey]; return animation; } return [super actionForKey:aKey]; } // This is the gold; the drawing of the pie itself. // In this code, it draws in a "HUD"-y style, using // the same color to fill as the border. - (void)drawInContext:(CGContextRef)context { CGRect circleRect = CGRectInset(self.bounds, 1, 1); CGColorRef borderColor = [[UIColor whiteColor] CGColor]; CGColorRef backgroundColor = [[UIColor colorWithWhite: 1.0 alpha: 0.15] CGColor]; CGContextSetFillColorWithColor(context, backgroundColor); CGContextSetStrokeColorWithColor(context, borderColor); CGContextSetLineWidth(context, 2.0f); CGContextFillEllipseInRect(context, circleRect); CGContextStrokeEllipseInRect(context, circleRect); CGFloat radius = MIN(CGRectGetMidX(circleRect), CGRectGetMidY(circleRect)); CGPoint center = CGPointMake(radius, CGRectGetMidY(circleRect)); CGFloat startAngle = -M_PI / 2; CGFloat endAngle = self.progress * 2 * M_PI + startAngle; CGContextSetFillColorWithColor(context, borderColor); CGContextMoveToPoint(context, center.x, center.y); CGContextAddArc(context, center.x, center.y, radius, startAngle, endAngle, 0); CGContextClosePath(context); CGContextFillPath(context); [super drawInContext:context]; } @end @implementation DZRoundProgressView + (Class)layerClass { return [DZRoundProgressLayer class]; } - (id)init { return [self initWithFrame:CGRectMake(0.0f, 0.0f, 37.0f, 37.0f)]; } - (id)initWithFrame:(CGRect)frame { if ((self = [super initWithFrame:frame])) { self.opaque = NO; self.layer.contentsScale = [[UIScreen mainScreen] scale]; [self.layer setNeedsDisplay]; } return self; } - (void)setProgress:(CGFloat)progress { [(id)self.layer setProgress:progress]; } - (CGFloat)progress { return [(id)self.layer progress]; } @end 

我build议你做一个关键帧animation,而不是:

 pie.bounds = CGRectMake(-0.5 * radius, -0.5 * radius, radius, radius); NSMutableArray *values = [NSMutableArray array]; for (int i = 0; i < nrSteps + 1; i++) { UIBezierPath *path = [UIBezierPath bezierPath]; [path moveToPoint:CGPointZero]; [path addLineToPoint:CGPointMake(radius * cosf(startAngle), radius * sinf(startAngle))]; [path addArcWithCenter:... endAngle:startAngle + i * (endAngle - startAngle) / nrSteps ...]; [path closePath]; [values addObject:(__bridge id)path.CGPath]; } 

基本的animation对于标量/vector是有好处的。 但是,你想要它插入你的path吗?

快速复制/粘贴这个优秀的Objective-C答案的 Swift翻译。

 class ProgressView: UIView { required init(coder aDecoder: NSCoder) { super.init(coder: aDecoder) genericInit() } private func genericInit() { self.opaque = false; self.layer.contentsScale = UIScreen.mainScreen().scale self.layer.setNeedsDisplay() } var progress : CGFloat = 0 { didSet { (self.layer as! ProgressLayer).progress = progress } } override class func layerClass() -> AnyClass { return ProgressLayer.self } func updateWith(progress : CGFloat) { self.progress = progress } } class ProgressLayer: CALayer { @NSManaged var progress : CGFloat override class func needsDisplayForKey(key: String!) -> Bool{ return key == "progress" || super.needsDisplayForKey(key); } override func actionForKey(event: String!) -> CAAction! { if event == "progress" { let animation = CABasicAnimation(keyPath: event) animation.duration = 0.2 animation.fromValue = self.presentationLayer().valueForKey(event) return animation } return super.actionForKey(event) } override func drawInContext(ctx: CGContext!) { if progress != 0 { let circleRect = CGRectInset(self.bounds, 1, 1) let borderColor = UIColor.whiteColor().CGColor let backgroundColor = UIColor.clearColor().CGColor CGContextSetFillColorWithColor(ctx, backgroundColor) CGContextSetStrokeColorWithColor(ctx, borderColor) CGContextSetLineWidth(ctx, 2) CGContextFillEllipseInRect(ctx, circleRect) CGContextStrokeEllipseInRect(ctx, circleRect) let radius = min(CGRectGetMidX(circleRect), CGRectGetMidY(circleRect)) let center = CGPointMake(radius, CGRectGetMidY(circleRect)) let startAngle = CGFloat(-(M_PI/2)) let endAngle = CGFloat(startAngle + 2 * CGFloat(M_PI * Double(progress))) CGContextSetFillColorWithColor(ctx, borderColor) CGContextMoveToPoint(ctx, center.x, center.y) CGContextAddArc(ctx, center.x, center.y, radius, startAngle, endAngle, 0) CGContextClosePath(ctx) CGContextFillPath(ctx) } } } 

在Swift 3

 class ProgressView: UIView { required init(coder aDecoder: NSCoder) { super.init(coder: aDecoder)! genericInit() } private func genericInit() { self.isOpaque = false; self.layer.contentsScale = UIScreen.main.scale self.layer.setNeedsDisplay() } var progress : CGFloat = 0 { didSet { (self.layer as! ProgressLayer).progress = progress } } override class var layerClass: AnyClass { return ProgressLayer.self } func updateWith(progress : CGFloat) { self.progress = progress } } class ProgressLayer: CALayer { @NSManaged var progress : CGFloat override class func needsDisplay(forKey key: String) -> Bool{ return key == "progress" || super.needsDisplay(forKey: key); } override func action(forKey event: String) -> CAAction? { if event == "progress" { let animation = CABasicAnimation(keyPath: event) animation.duration = 0.2 animation.fromValue = self.presentation()?.value(forKey: event) ?? 0 return animation } return super.action(forKey: event) } override func draw(in ctx: CGContext) { if progress != 0 { let circleRect = self.bounds.insetBy(dx: 1, dy: 1) let borderColor = UIColor.white.cgColor let backgroundColor = UIColor.red.cgColor ctx.setFillColor(backgroundColor) ctx.setStrokeColor(borderColor) ctx.setLineWidth(2) ctx.fillEllipse(in: circleRect) ctx.strokeEllipse(in: circleRect) let radius = min(circleRect.midX, circleRect.midY) let center = CGPoint(x: radius, y: circleRect.midY) let startAngle = CGFloat(-(Double.pi/2)) let endAngle = CGFloat(startAngle + 2 * CGFloat(Double.pi * Double(progress))) ctx.setFillColor(borderColor) ctx.move(to: CGPoint(x:center.x , y: center.y)) ctx.addArc(center: CGPoint(x:center.x, y: center.y), radius: radius, startAngle: startAngle, endAngle: endAngle, clockwise: true) ctx.closePath() ctx.fillPath() } } }