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iOS 自定义转场动画浅谈
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发布时间:2017-09-07
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技术:ios
运行环境:ios8+
概述
说到转场动画,其实无非就是我们常用的push pop present dismiss四种动画,其中前面两个是成对使用,后面两个成对使用
详细
> 路漫漫其修远兮,吾将上下而求索 ![kaipingtu.gif](/contentImages/image/jianshu/2525768-3de3520ec46cfa0a.gif) #### 前记 想研究自定义转场动画很久了,时间就像海绵,挤一挤还是有的,花了差不多有10天的时间,终于对转场动画了解了一点。自从`iOS 7`以后,我们就可以自定义转场动画,实现我们想要的效果,在这之前,我们先来看一张图,大概了解下,需要知道些什么 `相关类联系图` ![Paste_Image.png](/contentImages/image/jianshu/2525768-9562ad05ab50db6c.png) 相信各位看官也差不多看完这张图了,下面我们就来简单了解下其中的类和相关的函数 说到转场动画,其实无非就是我们常用的`push` `pop` `present` `dismiss`四种动画,其中前面两个是成对使用,后面两个成对使用,我们先看看`push`这组在自定义转场动画中所涉及到的类 由于`push`动画组需要配合`navigationController`来使用,所以上图中的`UINavigationControllerDelegate`肯定是我们需要的类 ##### UINavigationControllerDelegate 先来看看其中需要用到的函数 ``` - (nullable id
)navigationController:(UINavigationController *)navigationController interactionControllerForAnimationController:(id
) animationController NS_AVAILABLE_IOS(7_0); - (nullable id
)navigationController:(UINavigationController *)navigationController animationControllerForOperation:(UINavigationControllerOperation)operation fromViewController:(UIViewController *)fromVC toViewController:(UIViewController *)toVC NS_AVAILABLE_IOS(7_0); ``` 第一个函数的返回值是一个`id
`值 第二个函数返回的值是一个`id
`值 那么我们就先从这两个返回值入手,来看下两个函数的作用 ##### UIViewControllerInteractiveTransitioning 、UIPercentDrivenInteractiveTransition 这两个类又是干什么的呢?`UIPercentDrivenInteractiveTransition`遵守协议`UIViewControllerInteractiveTransitioning`,通过查阅资料了解到,`UIPercentDrivenInteractiveTransition`这个类的对象会根据我们的手势,来决定我们的自定义过渡的完成度,也就是这两个其实是和手势交互相关联的,自然而然我们就想到了`iOS 7`引进的侧滑手势,对,就是侧滑手势,说到这里,我就顺带介绍一个类,`UIScreenEdgePanGestureRecognizer`,手势侧滑的类,具体怎么使用,后面我会陆续讲到。 涉及函数 ``` //更新进度 - (void)updateInteractiveTransition:(CGFloat)percentComplete; //取消转场 回到转场前的效果 - (void)cancelInteractiveTransition; //完成转场 - (void)finishInteractiveTransition; ``` ##### UIViewControllerAnimatedTransitioning 在这个类中,我们又看到了两个函数 ``` //转场时间 - (NSTimeInterval)transitionDuration:(nullable id
)transitionContext; - (void)animateTransition:(id
)transitionContext; ``` 其中又涉及到一个新的类`UIViewControllerContextTransitioning`,那么这个又是干什么的呢?我们等下再来了解,先来谈谈第一个函数`transitionDuration`,从返回值我们可以猜测出这是和时间有关的,没错,这就是我们自定义转场动画所需要的时间 那么下面我们就来看看`UIViewControllerContextTransitioning` ##### UIViewControllerContextTransitioning 这个类就是我们自定义转场动画所需要的核心,即转场动画的上下文,定义了转场时需要的元素,比如在转场过程中所参与的视图控制器和视图的相关属性 ``` //转场动画的容器 @property(nonatomic, readonly) UIView *containerView; //通过对应的`key`可以得到我们需要的`vc` - (UIViewController *)viewControllerForKey:(UITransitionContextViewControllerKey)key //转场动画完成时候调用,必须调用,否则在进行其他转场没有任何效果 - (void)completeTransition:(BOOL)didComplete ``` 看到这里,我们现在再去看`UINavigationControllerDelegate `中的两个函数和`UIViewControllerAnimatedTransitioning `中的`animateTransition `函数,就能完全理解了 ``` //主要用于手势交互转场 for push or pop - (nullable id
)navigationController:(UINavigationController *)navigationController interactionControllerForAnimationController:(id
) animationController NS_AVAILABLE_IOS(7_0); //非手势交互转场 for push or pop - (nullable id
)navigationController:(UINavigationController *)navigationController animationControllerForOperation:(UINavigationControllerOperation)operation fromViewController:(UIViewController *)fromVC toViewController:(UIViewController *)toVC NS_AVAILABLE_IOS(7_0); //实现转场动画 通过transitionContext - (void)animateTransition:(id
)transitionContext; ``` 到此,我们还有一个类没有了解,那就是`UIViewControllerTransitioningDelegate`有了前面的分析,我们可以很好的理解 ##### UIViewControllerTransitioningDelegate 主要是针对`present`和`dismiss`动画的转场 ``` //非手势转场交互 for present - (id
)animationControllerForPresentedController:(UIViewController *)presented presentingController:(UIViewController *)presenting sourceController:(UIViewController *)source //非手势转场交互 for dismiss - (id
)animationControllerForDismissedController:(UIViewController *)dismissed //手势交互 for dismiss - (id
)interactionControllerForDismissal:(id
)animator //手势交互 for present - (id
)interactionControllerForPresentation:(id
)animator ``` 基本定义和概览我们差不多应该有了一定的了解,正如上图中的简单描述。 了解性的东西说了这么多,下面我们就来点实际性的东西,除了第一张开门那种自定义动画,再来几个比较常用的动画 ![CircleSpread.gif](/contentImages/image/jianshu/2525768-b29e25db7cba47cd.gif) ![circleRectSpread.gif](/contentImages/image/jianshu/2525768-cd46b09ac54ba40a.gif) ![page.gif](/contentImages/image/jianshu/2525768-ebef7ba6c2fabc04.gif) 这些动画都比较简单,相信许多大神都很清楚,还望见谅,下面我就对每一种进行分析分析,在分析动画之前,先来看看怎么将上面的各个类进行封装起来,使用更方便,这里不得不感谢很久之前看到的一篇文章,从他的[文章](http://www.cocoachina.com/ios/20160629/16856.html)中收获非常大。 在学习转场动画的时候,虽然对所有类的关系有了一定了解,但是封装的时候,完全没有想到还有这么好的思路,确实是学习了。下面我们就一起来看看封装思路。 #### 封装思路 ##### 1. 新建一个综合管理转场动画的类 作用:主要是管理转场所需要的一些设置,诸如转场时间和转场的实现(主要是在子类中进行实现,分离开来),用户在自定义转场动画的时候,只需要继承该类并重写父类方法就可以 类名:`GLTransitionManager`,需要准守的协议有`
` 通过这样,就可以将`present`和`push`动画相关的操作在该类中进行管理 `GLTransitionManager.h`中具体方法 ``` @interface GLTransitionManager : NSObject
/** 转场动画的时间 默认为0.5s */ @property (nonatomic,assign) NSTimeInterval duration; /** 入场动画 @param contextTransition 实现动画 */ - (void)setToAnimation:(id
)contextTransition; /** 退场动画 @param contextTransition 实现动画 */ - (void)setBackAnimation:(id
)contextTransition; ``` 相信大家也看到了在入场和退场动画中都有`(id
) contextTransition `这么一个参数,通过该参数,我们可以获取转场动画的相关`vc`和其他信息,进行转场动画的实现,即我们在自定义转场动画的时候,只需要重写该两个方法就可以,通过`contextTransition`来实现动画,而`
`又在`UIViewControllerAnimatedTransitioning`协议的方法`- (void)animateTransition:(id
)transitionContext`中涉及到,于是我又新建了一个准守协议`UIViewControllerAnimatedTransitioning`的类`GLTransitionAnimation`,也就是下面我们将的类 ##### 2.转场动画配置及实现类 作用:虽然是配置和实现类,但是在该类中并没有进行实现,这里也正是之前那个博主的高明之处,至少我是这么认为的。在该类中,我们用`block`的传值方法将其传入到我们的管理类中,也就是`GLTransitionManager ` `GLTransitionAnimation.h`文件 ``` /** GLTransitionAnimation 块 @param contextTransition 将满足UIViewControllerContextTransitioning协议的对象传到管理内 在管理类对动画统一实现 */ typedef void(^GLTransitionAnimationBlock)(id
contextTransition); @interface GLTransitionAnimation : NSObject
@property (nonatomic,copy) GLTransitionAnimationBlock animationBlock; /** 初始化方法 @param duration 转场时间 @return 返回 */ - (id)initWithDuration:(NSTimeInterval)duration; ``` `GLTransitionAnimation.m`文件比较简单,这里就先不详说,我们先回到管理类中,来看看怎么使用 `GLTransitionManager.m`文件, 在此种定义两个属性 ``` /** 入场动画 */ @property (nonatomic,strong) GLTransitionAnimation *toTransitionAnimation; /** 退场动画 */ @property (nonatomic,strong) GLTransitionAnimation *backTransitionAnimation; ``` 实现方法 ``` #pragma mark == 懒加载 - (GLTransitionAnimation *)toTransitionAnimation { if (nil == _toTransitionAnimation) { __weak typeof(self) weakSelf = self; _toTransitionAnimation = [[GLTransitionAnimation alloc] initWithDuration:self.duration ]; _toTransitionAnimation.animationBlock = ^(id
contextTransition) { [weakSelf setToAnimation:contextTransition]; }; } return _toTransitionAnimation; } - (GLTransitionAnimation *)backTransitionAnimation { if (nil == _backTransitionAnimation) { __weak typeof(self) weakSelf = self; _backTransitionAnimation = [[GLTransitionAnimation alloc] initWithDuration:self.duration]; _backTransitionAnimation.animationBlock = ^(id
contextTransition) { [weakSelf setBackAnimation:contextTransition]; }; } return _backTransitionAnimation; } ``` 通过上面这一方法,我们就很好的将关键参数和对外接口联系起来了。这样我们就只需要在`setToAnimation`和`setBackAnimation`进行转场动画的具体实现即可。 当然这里还有一个小问题,相信各位也发现了,就是为什么将属性定义在了`.m`文件里呢?是的,这里确实是定义在了`.m`文件中,其实就是为了更少的暴露不需要的。 搞定这个之后,我们在来看看,在上面时候,调用该属性呢? 下面我们就来看具体使用的地方 ``` //非手势转场交互 for present - (id
)animationControllerForPresentedController:(UIViewController *)presented presentingController:(UIViewController *)presenting sourceController:(UIViewController *)source{ return self.toTransitionAnimation; } //非手势转场交互 for dismiss - (id
)animationControllerForDismissedController:(UIViewController *)dismissed{ return self.backTransitionAnimation; } //================ //非手势转场交互 for push or pop /*****注释:通过 fromVC 和 toVC 我们可以在此设置需要自定义动画的类 *****/ - (id
)navigationController:(UINavigationController *)navigationController animationControllerForOperation:(UINavigationControllerOperation)operation fromViewController:(UIViewController *)fromVC toViewController:(UIViewController *)toVC { _operation = operation; if (operation == UINavigationControllerOperationPush) { return self.toTransitionAnimation; } else if (operation == UINavigationControllerOperationPop) { return self.backTransitionAnimation; } else { return nil; } } ``` 在这两个地方使用后,我们差不多就完成了一半了,那还一部分呢?那就是我们的手势滑动,下面我们就来看看手势滑动。 ##### 3.手势交互管理类 作用:主要通过侧滑手势来管理交互,在iOS 7后引入新的类`UIPercentDrivenInteractiveTransition`,该类的对象会根据我们的手势,来决定我们的自定义过渡的完成度,所以此次我采用继承的方式,然后在继承的类中加入滑动手势类,这里加入的是侧滑手势类`UIScreenEdgePanGestureRecognizer`,这个类也就是我定义的`GLInteractiveTransition`类 `GLInteractiveTransition.h`文件 ``` /** 手势的方向枚举 - GLPanEdgeTop:屏幕上方 - GLPanEdgeLeft:屏幕左侧 - GLPanEdgeBottom: 屏幕下方 - GLPanEdgeRight: 屏幕右方 */ typedef NS_ENUM(NSInteger,GLEdgePanGestureDirection) { GLPanEdgeTop = 0, GLPanEdgeLeft, GLPanEdgeBottom, GLPanEdgeRight }; ///** // 手势转场类型 // // - GLInteractiveTransitionPush: push // - GLInteractiveTransitionPop: pop // - GLInteractiveTransitionPresent: present // - GLInteractiveTransitionDismiss: dismiss // */ //typedef NS_ENUM(NSInteger,GLInteractiveTransitionType) { // GLInteractiveTransitionPush = 0, // GLInteractiveTransitionPop, // GLInteractiveTransitionPresent , // GLInteractiveTransitionDismiss //}; @interface GLInteractiveTransition : UIPercentDrivenInteractiveTransition /** 是否满足侧滑手势交互 */ @property (nonatomic,assign) BOOL isPanGestureInteration; /** 转场时的操作 不用传参数的block */ @property (nonatomic,copy) dispatch_block_t eventBlcok; /** 添加侧滑手势 @param view 添加手势的view @param direction 手势的方向 */ - (void)addEdgePageGestureWithView:(UIView *)view direction:(GLEdgePanGestureDirection)direction; ``` 在`.h`文件中,定义了两个属性,一个是用来判断是否需满足侧滑手势,这个在后面会讲到。另一个是用来在侧滑的时候执行所需要的转场的`block`,之前本来是没有加这个的,但是在后面使用的时候,由于想加侧滑的`present`和`push`效果,所以就加了一个。 下面看看`.m`文件滑动手势中的具体实现 ``` - (void)handlePopRecognizer:(UIPanGestureRecognizer*)recognizer { // 计算用户手指划了多远 CGFloat progress = fabs([recognizer translationInView:self.gestureView].x) / (self.gestureView.bounds.size.width * 1.0); progress = MIN(1.0, MAX(0.0, progress)); switch (recognizer.state) { case UIGestureRecognizerStateBegan: { _isPanGestureInteration = YES; if (self.eventBlcok) { self.eventBlcok(); } // 创建过渡对象,弹出viewController // // UIViewController *fromVc = [self gl_viewController]; // // switch (self.transitionType) { // case GLInteractiveTransitionPush: // { // // } // break; // case GLInteractiveTransitionPop: // { // if (fromVc.navigationController) { // [fromVc.navigationController popViewControllerAnimated:YES]; // } // } // break; // case GLInteractiveTransitionPresent: // { // // } // break; // case GLInteractiveTransitionDismiss: // { // [fromVc dismissViewControllerAnimated:YES completion:nil]; // } // break; // default: // break; // } break; } case UIGestureRecognizerStateChanged: { // 更新 interactive transition 的进度 [self updateInteractiveTransition:progress]; break; } case UIGestureRecognizerStateEnded: case UIGestureRecognizerStateCancelled: { // NSLog(@" 打印信息:%f",progress); // 完成或者取消过渡 if (progress > 0.5) { [self finishInteractiveTransition]; } else { [self cancelInteractiveTransition]; } _isPanGestureInteration = NO; break; } default: break; } } ``` 手势交互管理类的核心代码差不多就这么多,下面我们看看怎么使用 ##### 4.`UIViewController + GLTransition` 为了和系统的转场动画的函数区分开来,这里我新建了一个`UIViewController`的`category`类`UIViewController + GLTransition`,在其中定义了四个函数,分别如下 ``` /** push动画 @param viewController 被push viewController @param transitionManager 控制类 */ - (void)gl_pushViewControler:(UIViewController *)viewController withAnimation:(GLTransitionManager*)transitionManager; /** present动画 @param viewController 被present viewController @param transitionManager 控制类 */ - (void)gl_presentViewControler:(UIViewController *)viewController withAnimation:(GLTransitionManager*)transitionManager; /** 注册入场手势 @param direction 方向 @param blcok 手势转场触发的点击事件 */ - (void)gl_registerToInteractiveTransitionWithDirection:(GLEdgePanGestureDirection)direction eventBlcok:(dispatch_block_t)blcok; /** 注册返回手势 @param direction 侧滑方向 @param blcok 手势转场触发的点击事件 */ - (void)gl_registerBackInteractiveTransitionWithDirection:(GLEdgePanGestureDirection)direction eventBlcok:(dispatch_block_t)blcok; ``` 下面我们看看具体实现 `UIViewController (GLTransition).m`文件 ``` - (void)gl_pushViewControler:(UIViewController *)viewController withAnimation:(GLTransitionManager *)transitionManager { if (!viewController) { return; } if (!transitionManager) { return; } if (self.navigationController) { self.navigationController.delegate = transitionManager; GLInteractiveTransition *toInteractiveTransition = objc_getAssociatedObject(self, &kToAnimationKey); if (toInteractiveTransition) { [transitionManager setValue:toInteractiveTransition forKey:@"toInteractiveTransition"]; } objc_setAssociatedObject(viewController, &kAnimationKey, transitionManager, OBJC_ASSOCIATION_RETAIN_NONATOMIC); [self.navigationController pushViewController:viewController animated:YES]; } } - (void)gl_presentViewControler:(UIViewController *)viewController withAnimation:(GLTransitionManager *)transitionManager { if (!viewController) { return; } if (!transitionManager) { return; } //present 动画代理 被执行动画的vc设置代理 viewController.transitioningDelegate = transitionManager; GLInteractiveTransition *toInteractiveTransition = objc_getAssociatedObject(self, &kToAnimationKey); if (toInteractiveTransition) { [transitionManager setValue:toInteractiveTransition forKey:@"toInteractiveTransition"]; } objc_setAssociatedObject(viewController, &kAnimationKey, transitionManager, OBJC_ASSOCIATION_RETAIN_NONATOMIC); [self presentViewController:viewController animated:YES completion:nil]; } - (void)gl_registerToInteractiveTransitionWithDirection:(GLEdgePanGestureDirection)direction eventBlcok:(dispatch_block_t)blcok { GLInteractiveTransition *interactiveTransition = [[GLInteractiveTransition alloc] init]; interactiveTransition.eventBlcok = blcok; [interactiveTransition addEdgePageGestureWithView:self.view direction:direction]; objc_setAssociatedObject(self, &kToAnimationKey, interactiveTransition, OBJC_ASSOCIATION_RETAIN_NONATOMIC); } - (void)gl_registerBackInteractiveTransitionWithDirection:(GLEdgePanGestureDirection)direction eventBlcok:(dispatch_block_t)blcok { GLInteractiveTransition *interactiveTransition = [[GLInteractiveTransition alloc] init]; interactiveTransition.eventBlcok = blcok; [interactiveTransition addEdgePageGestureWithView:self.view direction:direction]; //判读是否需要返回 然后添加侧滑 GLTransitionManager *animator = objc_getAssociatedObject(self, &kAnimationKey); if (animator) { //用kvc的模式 给 animator的backInteractiveTransition 退场赋值 [animator setValue:interactiveTransition forKey:@"backInteractiveTransition"]; } } ``` 在`push`和`present`中,有几个需要注意的地方 1、`self.navigationController.delegate = transitionManager` 2、`viewController.transitioningDelegate = transitionManager` 上面两个主要是将`navigationController`的代理和`viewController`的`transitioningDelegate`指向对象`transitionManager`,这个对象是准守了`
`两个协议的,这样我们就能够在`push`和`present`的时候,简单的去调协议方法。 3、设置手势交互转场 ``` GLInteractiveTransition *toInteractiveTransition = objc_getAssociatedObject(self, &kToAnimationKey); if (toInteractiveTransition) { [transitionManager setValue:toInteractiveTransition forKey:@"toInteractiveTransition"]; } ``` 在`push`和`present`方法中,都有这样的代码,这里为了减少不必要的暴露,在`GLTransitionManager.m`文件中,我还定义了两个属性 ``` /** 入场手势 */ @property (nonatomic,strong) GLInteractiveTransition *toInteractiveTransition; /** 退场手势 */ @property (nonatomic,strong) GLInteractiveTransition *backInteractiveTransition; ``` 并且通过`kvc`的方式对其进行赋值,当转场动画进行的时候,会先去调用非转场动画的方法,比如`push`的时候,会先调用 ``` - (id
)navigationController:(UINavigationController *)navigationController animationControllerForOperation:(UINavigationControllerOperation)operation fromViewController:(UIViewController *)fromVC toViewController:(UIViewController *)toVC ``` 然后再调用手势交互 ``` //手势交互 for push or pop - (id
)navigationController:(UINavigationController *)navigationController interactionControllerForAnimationController:(id
)animationController ``` 这个时候,我们就需要加一个判断,也就是通过`GLInteractiveTransition`类中的是否满足侧滑手势交互`isPanGestureInteration`这个属性来判断,前面在侧滑手势刚刚进行的时候,就对其进行了赋值,并设置为`yes`,对应的实现代码就是 ``` - (id
)navigationController:(UINavigationController *)navigationController interactionControllerForAnimationController:(id
)animationController { if (_operation == UINavigationControllerOperationPush) { return self.toInteractiveTransition.isPanGestureInteration ? self.toInteractiveTransition:nil; } else{ return self.backInteractiveTransition.isPanGestureInteration ? self.backInteractiveTransition:nil; } } ``` 如果返回的为`nil`,那么就不会去调用手势交互类,否则则会调用。同理,`present`的时候也是一样 所以就有了下面的代码 ``` //手势交互 for dismiss - (id
)interactionControllerForDismissal:(id
)animator{ return self.backInteractiveTransition.isPanGestureInteration ? self.backInteractiveTransition:nil; } //手势交互 for present - (id
)interactionControllerForPresentation:(id
)animator{ return self.toInteractiveTransition.isPanGestureInteration ? self.toInteractiveTransition:nil; } ``` 在`UIViewController + GLTransition`中的`push`和`present`函数中,还有一个需要注意的地方,那就是 ``` objc_setAssociatedObject(viewController, &kAnimationKey, transitionManager, OBJC_ASSOCIATION_RETAIN_NONATOMIC); ``` 这里通过`runtime`的方式给`vc`设置了一个属性值,为什么这么做呢?因为在`arc`下,如果我们在使用`GLTransitionManager`的时候去创建一个对象而非`vc`的属性,那么在`push`的时候`GLTransitionManager`这个对象就会被系统释放掉,这样我们后面所有有关转场的操作就不能再实现了,或许我们可以给`vc`建一个`base`类,然后添加一个`GLTransitionManager`对象的属性,但是这样或许有点复杂,所有这里就这样处理了。 在`UIViewController + GLTransition`中还有两个函数的实现,其原理,我相信大家应该都能看明白了,就不再详细说明了 ``` - (void)gl_registerToInteractiveTransitionWithDirection:(GLEdgePanGestureDirection)direction eventBlcok:(dispatch_block_t)blcok { GLInteractiveTransition *interactiveTransition = [[GLInteractiveTransition alloc] init]; interactiveTransition.eventBlcok = blcok; [interactiveTransition addEdgePageGestureWithView:self.view direction:direction]; objc_setAssociatedObject(self, &kToAnimationKey, interactiveTransition, OBJC_ASSOCIATION_RETAIN_NONATOMIC); } - (void)gl_registerBackInteractiveTransitionWithDirection:(GLEdgePanGestureDirection)direction eventBlcok:(dispatch_block_t)blcok { GLInteractiveTransition *interactiveTransition = [[GLInteractiveTransition alloc] init]; interactiveTransition.eventBlcok = blcok; [interactiveTransition addEdgePageGestureWithView:self.view direction:direction]; //判读是否需要返回 然后添加侧滑 GLTransitionManager *animator = objc_getAssociatedObject(self, &kAnimationKey); if (animator) { //用kvc的模式 给 animator的backInteractiveTransition 退场赋值 [animator setValue:interactiveTransition forKey:@"backInteractiveTransition"]; } } ``` 整个封装的思路差不多到这里就完了,希望对大家有用 文章有点长,希望大家能够理解,因为后面还有。。。。 #### 几个动画的具体实现 ##### 1、开门动画 由于我们已经有了基类``,所以当我们需要实现什么动画的时候,只需要集成该类就可以了 针对开门动画我新建了下面这么一个类`GLTransitionManager` ``` @interface GLOpenDoorAnimation : GLTransitionManager @end ``` 然后在重新父类的方法 ``` - (void)setToAnimation:(id
)contextTransition ``` 具体实现 1、根据`id
`对象先得到几个关键值,目标`vc`和当前`vc`和容器`containerView` ``` //获取目标动画的VC UIViewController *toVc = [contextTransition viewControllerForKey:UITransitionContextToViewControllerKey]; UIViewController *fromVc = [contextTransition viewControllerForKey:UITransitionContextFromViewControllerKey]; UIView *containerView = [contextTransition containerView]; ``` 2、由于是开门动画,所以其过程大概是这样的:当前`vc`逐渐缩小,目标`vc`慢慢从屏幕两边移到中间,但是我们又不能把目标`vc`的`view`分成两个部分,所以这里我们可以利用截图,来给用户造成一个假象。先截两个图,然后分别让其坐标居于屏幕外,然后用动画让其慢慢移动到屏幕中间,动画完成的时候,移除当前两个截图。这里有个小问题,那就是当前`vc`的缩放,虽然我们能够使其缩小,但是这样,如果涉及到侧滑手势的话,问题就来了。因为`view`的宽发生了变化,这样我们根据宽度来计算滑动的距离,从而更新转场动画的时候就会出现问题,导致 ``` - (void)handlePopRecognizer:(UIPanGestureRecognizer*)recognizer { // 计算用户手指划了多远 CGFloat progress = fabs([recognizer translationInView:self.gestureView].x) / (self.gestureView.bounds.size.width * 1.0); progress = MIN(1.0, MAX(0.0, progress)); ``` 中的`progress `出现问题。所以这里也就采用了截图的方式,对该截图进行缩放,而不去修改`vc`的`view`。 下面看下核心代码 ``` - (void)setToAnimation:(id
)contextTransition { //获取目标动画的VC UIViewController *toVc = [contextTransition viewControllerForKey:UITransitionContextToViewControllerKey]; UIViewController *fromVc = [contextTransition viewControllerForKey:UITransitionContextFromViewControllerKey]; UIView *containerView = [contextTransition containerView]; UIView *fromView = fromVc.view; UIView *toView = toVc.view; //截图 UIView *toView_snapView = [toView snapshotViewAfterScreenUpdates:YES]; CGRect left_frame = CGRectMake(0, 0, CGRectGetWidth(fromView.frame) / 2.0, CGRectGetHeight(fromView.frame)); CGRect right_frame = CGRectMake(CGRectGetWidth(fromView.frame) / 2.0, 0, CGRectGetWidth(fromView.frame) / 2.0, CGRectGetHeight(fromView.frame)); UIView *from_left_snapView = [fromView resizableSnapshotViewFromRect:left_frame afterScreenUpdates:NO withCapInsets:UIEdgeInsetsZero]; UIView *from_right_snapView = [fromView resizableSnapshotViewFromRect:right_frame afterScreenUpdates:NO withCapInsets:UIEdgeInsetsZero]; toView_snapView.layer.transform = CATransform3DMakeScale(0.7, 0.7, 1); from_left_snapView.frame = left_frame; from_right_snapView.frame = right_frame; //将截图添加到 containerView 上 [containerView addSubview:toView_snapView]; [containerView addSubview:from_left_snapView]; [containerView addSubview:from_right_snapView]; fromView.hidden = YES; [UIView animateWithDuration:self.duration delay:0 options:UIViewAnimationOptionCurveEaseOut animations:^{ //左移 from_left_snapView.frame = CGRectOffset(from_left_snapView.frame, -from_left_snapView.frame.size.width, 0); //右移 from_right_snapView.frame = CGRectOffset(from_right_snapView.frame, from_right_snapView.frame.size.width, 0); toView_snapView.layer.transform = CATransform3DIdentity; } completion:^(BOOL finished) { fromView.hidden = NO; [from_left_snapView removeFromSuperview]; [from_right_snapView removeFromSuperview]; [toView_snapView removeFromSuperview]; if ([contextTransition transitionWasCancelled]) { [containerView addSubview:fromView]; } else { [containerView addSubview:toView]; } [contextTransition completeTransition:![contextTransition transitionWasCancelled]]; }]; } ``` `setBackAnimation`动画和上面的大同小异,就不再详细说明,文章后面有`demo`地址,大家可以看看。 ##### 2、圆圈逐渐放大转场动画 在做动画之前,我们先要了解其大概原理 这里我简单的做了个草图 ![Paste_Image.png](/contentImages/image/jianshu/2525768-b0638aceb3247fa1.png) 小圆和大圆分别表示动画前和动画后 这里我们采用的是`UIBezierPath + mask + CAShapeLayer`的策略对其进行实习 大家都知道,`UIBezierPath`可以画圆形,而`CAShapeLayer`又具备`CGPathRef path`属性,可以和`UIBezierPath`联系起来,而`UIView`又具备`CALayer *mask`属性,这样三者就这么巧妙的联系起来了。 在这里,我们使用`CABasicAnimation`动画,通过对其设置`[CABasicAnimation animationWithKeyPath:@"path"]`来让其执行我们想要的`path`路径动画 于是就有了下面的代码 ``` - (void)setToAnimation:(id
)contextTransition { //获取目标动画的VC UIViewController *toVc = [contextTransition viewControllerForKey:UITransitionContextToViewControllerKey]; UIView *containerView = [contextTransition containerView]; [containerView addSubview:toVc.view]; //创建UIBezierPath路径 作为后面动画的起始路径 UIBezierPath *startPath = [UIBezierPath bezierPathWithArcCenter:self.centerPoint radius:self.radius startAngle:0 endAngle:2*M_PI clockwise:YES]; //创建结束UIBezierPath //首先我们需要得到后面路径的半径 半径应该是距四个角最远的距离 CGFloat x = self.centerPoint.x; CGFloat y = self.centerPoint.y; //取出其中距屏幕最远的距离 来求围城矩形的对角线 即我们所需要的半径 CGFloat radius_x = MAX(x, containerView.frame.size.width - x); CGFloat radius_y = MAX(y, containerView.frame.size.height - y); //补充下 sqrtf求平方根 double pow(double x, double y); 求 x 的 y 次幂(次方) //通过勾股定理算出半径 CGFloat endRadius = sqrtf(pow(radius_x, 2) + pow(radius_y, 2)); UIBezierPath *endPath = [UIBezierPath bezierPathWithArcCenter:self.centerPoint radius:endRadius startAngle:0 endAngle:2*M_PI clockwise:YES]; // self.endPath = endPath; //创建CAShapeLayer 用以后面的动画 CAShapeLayer *shapeLayer = [CAShapeLayer layer]; shapeLayer.path = endPath.CGPath; toVc.view.layer.mask = shapeLayer; CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:@"path"]; animation.fromValue = (__bridge id _Nullable)(startPath.CGPath); animation.duration = self.duration; animation.delegate = (id)self; // animation.removedOnCompletion = NO;//执行后移除动画 //保存contextTransition 后面动画结束的时候调用 [animation setValue:contextTransition forKey:@"pathContextTransition"]; [shapeLayer addAnimation:animation forKey:nil]; self.maskShapeLayer = shapeLayer; } ``` 由于代码中有比较详细的说明,所以这里就不再详细说明,`setBackAnimation`也大同小异 ##### 3、圆圈和目标vc共同缩放转场动画 这个比较简单,主要是利用`UIView`的缩放进行的,由于目标`vc`的上角和圆是相切的,所以,这里我们可以先假设目标`vc`处于正常状态,然后再跟进小圆的中心,画一个大圆,让其和目标`vc`一起缩放就是。这里留了一个缺陷,那就是不支持侧滑,因为我是用目标`vc`进行缩放的,而没有截图,大家可以试试。 其实现大概为 ``` - (CGRect)frameToCircle:(CGPoint)centerPoint size:(CGSize)size { CGFloat radius_x = fmax(centerPoint.x, size.width - centerPoint.x); CGFloat radius_y = fmax(centerPoint.y, size.height - centerPoint.y); CGFloat endRadius = 2 * sqrtf(pow(radius_x, 2) + pow(radius_y, 2)); CGRect rect = {CGPointZero,CGSizeMake(endRadius, endRadius)}; return rect; } - (void)setToAnimation:(id
)contextTransition { //获取目标动画的VC UIViewController *toVc = [contextTransition viewControllerForKey:UITransitionContextToViewControllerKey]; UIView *containerView = [contextTransition containerView]; // [toVc beginAppearanceTransition:YES animated:YES]; CGPoint center = toVc.view.center; CGRect rect = [self frameToCircle:self.centerPoint size:toVc.view.bounds.size]; UIView *backView = [[UIView alloc] initWithFrame:rect]; backView.backgroundColor = UICOLOR_FROM_RGB_OxFF(0xFFA500); backView.center = self.centerPoint; backView.layer.cornerRadius = backView.frame.size.height / 2.0; backView.transform = CGAffineTransformMakeScale(0.01, 0.01); [containerView addSubview:backView]; self.startView = backView; toVc.view.transform = CGAffineTransformMakeScale(0.01, 0.01); toVc.view.alpha = 0; toVc.view.center = self.centerPoint; [containerView addSubview:toVc.view]; [UIView animateWithDuration:self.duration animations:^{ backView.transform = CGAffineTransformIdentity; toVc.view.center = center; toVc.view.transform = CGAffineTransformIdentity; toVc.view.alpha = 1; } completion:^(BOOL finished) { [contextTransition completeTransition:!contextTransition.transitionWasCancelled]; // [toVc endAppearanceTransition]; }]; } ``` `setBackAnimation`也大同小异,就不再说明 ##### 4、翻书效果 这个还是花了些时间,主要不在思想上,而是在翻书有个阴影效果哪里,等下我会讲到。先说说思路,主要还是通过截图来实现。首先需要截当前`vc`的部分,如果向左滑则截右边,向右则截左,然后还需要截目标`vc`的两部分图,分别加到`containerView`上,假如现在向左翻,那么就要将目标`vc`的左边截图加到`containerView`的左边并且隐藏起来,让其绕`y`轴旋转`M_PI_2`,就是直插屏幕的样子,那么目标`vc`的右边截图就需要放到当前`vc`的下面,这样当当前`vc`在滑动的时候,我们就能看到下面的图了。当当前`vc`绕`y`轴旋转`-M_PI_2`的时候,目标`vc`的左边截图显示出来,并恢复原状,完成整副动画。 需要注意的是,截图在绕`y`轴旋转的时候,因为我们的`layer`的默认`anchorPoint`为`(0.5,0.5)`,所以需要改变`anchorPoint`的只,否则就绕中心在旋转了。 说了这么多,还是看看核心代码吧 ``` p.p1 {margin: 0.0px 0.0px 0.0px 0.0px; font: 14.0px Menlo; color: #3d71ff}p.p2 {margin: 0.0px 0.0px 0.0px 0.0px; font: 14.0px Menlo; color: #4dbf56}p.p3 {margin: 0.0px 0.0px 0.0px 0.0px; font: 14.0px Menlo; color: #00afca}p.p4 {margin: 0.0px 0.0px 0.0px 0.0px; font: 14.0px Menlo; color: #3d71ff; min-height: 16.0px}p.p5 {margin: 0.0px 0.0px 0.0px 0.0px; font: 14.0px Menlo; color: #2337da}p.p6 {margin: 0.0px 0.0px 0.0px 0.0px; font: 14.0px 'PingFang SC'; color: #4dbf56}span.s1 {font-variant-ligatures: no-common-ligatures}span.s2 {font-variant-ligatures: no-common-ligatures; color: #c2349b}span.s3 {font-variant-ligatures: no-common-ligatures; color: #00afca}span.s4 {font-variant-ligatures: no-common-ligatures; color: #3d71ff}span.s5 {font: 14.0px 'PingFang SC'; font-variant-ligatures: no-common-ligatures}span.s6 {font-variant-ligatures: no-common-ligatures; color: #4dbf56}span.s7 {font: 14.0px 'PingFang SC'; font-variant-ligatures: no-common-ligatures; color: #4dbf56}span.s8 {font: 14.0px Menlo; font-variant-ligatures: no-common-ligatures; color: #2337da}span.s9 {font: 14.0px Menlo; font-variant-ligatures: no-common-ligatures; color: #3d71ff}span.s10 {font: 14.0px Menlo; font-variant-ligatures: no-common-ligatures}span.s11 {font-variant-ligatures: no-common-ligatures; color: #8b84cf}span.s12 {font-variant-ligatures: no-common-ligatures; color: #93c96a}span.s13 {font-variant-ligatures: no-common-ligatures; color: #d28f5a} - (void)setToAnimation:(id
)contextTransition { //获取目标动画的VC UIViewController *toVc = [contextTransition viewControllerForKey:UITransitionContextToViewControllerKey]; UIViewController *fromVc = [contextTransition viewControllerForKey:UITransitionContextFromViewControllerKey]; UIView *containerView = [contextTransition containerView]; //m34 这个参数有点不好理解 为透视效果 我在http://www.jianshu.com/p/e8d1985dccec这里有讲 //当Z轴上有变化的时候 我们所看到的透视效果 可以对比看看 当你改成-0.1的时候 就懂了 CATransform3D transform = CATransform3DIdentity; transform.m34 = -0.002; [containerView.layer setSublayerTransform:transform]; UIView *fromView = fromVc.view; UIView *toView = toVc.view; //截图 //当前页面的右侧 CGRect from_half_right_rect = CGRectMake(fromView.frame.size.width/2.0, 0, fromView.frame.size.width/2.0, fromView.frame.size.height); //目标页面的左侧 CGRect to_half_left_rect = CGRectMake(0, 0, toView.frame.size.width/2.0, toView.frame.size.height); //目标页面的右侧 CGRect to_half_right_rect = CGRectMake(toView.frame.size.width/2.0, 0, toView.frame.size.width/2.0, toView.frame.size.height); //截三张图 当前页面的右侧 目标页面的左和右 UIView *fromRightSnapView = [fromView resizableSnapshotViewFromRect:from_half_right_rect afterScreenUpdates:NO withCapInsets:UIEdgeInsetsZero]; UIView *toLeftSnapView = [toView resizableSnapshotViewFromRect:to_half_left_rect afterScreenUpdates:YES withCapInsets:UIEdgeInsetsZero]; UIView *toRightSnapView = [toView resizableSnapshotViewFromRect:to_half_right_rect afterScreenUpdates:YES withCapInsets:UIEdgeInsetsZero]; fromRightSnapView.frame = from_half_right_rect; toLeftSnapView.frame = to_half_left_rect; toRightSnapView.frame = to_half_right_rect; //重新设置anchorPoint 分别绕自己的最左和最右旋转 fromRightSnapView.layer.position = CGPointMake(CGRectGetMinX(fromRightSnapView.frame), CGRectGetMinY(fromRightSnapView.frame) + CGRectGetHeight(fromRightSnapView.frame) * 0.5); fromRightSnapView.layer.anchorPoint = CGPointMake(0, 0.5); toLeftSnapView.layer.position = CGPointMake(CGRectGetMinX(toLeftSnapView.frame) + CGRectGetWidth(toLeftSnapView.frame), CGRectGetMinY(toLeftSnapView.frame) + CGRectGetHeight(toLeftSnapView.frame) * 0.5); toLeftSnapView.layer.anchorPoint = CGPointMake(1, 0.5); //添加阴影效果 UIView *fromRightShadowView = [self addShadowView:fromRightSnapView startPoint:CGPointMake(0, 1) endPoint:CGPointMake(1, 1)]; UIView *toLeftShaDowView = [self addShadowView:toLeftSnapView startPoint:CGPointMake(1, 1) endPoint:CGPointMake(0, 1)]; //添加视图 注意顺序 [containerView insertSubview:toView atIndex:0]; [containerView addSubview:toLeftSnapView]; [containerView addSubview:toRightSnapView]; [containerView addSubview:fromRightSnapView]; toLeftSnapView.hidden = YES; //先旋转到最中间的位置 toLeftSnapView.layer.transform = CATransform3DMakeRotation(M_PI_2, 0, 1, 0); //StartTime 和 relativeDuration 均为百分百 [UIView animateKeyframesWithDuration:self.duration delay:0 options:UIViewKeyframeAnimationOptionCalculationModeLinear animations:^{ [UIView addKeyframeWithRelativeStartTime:0 relativeDuration:0.5 animations:^{ fromRightSnapView.layer.transform = CATransform3DMakeRotation(-M_PI_2, 0, 1, 0); fromRightShadowView.alpha = 1.0; }]; [UIView addKeyframeWithRelativeStartTime:0.5 relativeDuration:0.5 animations:^{ toLeftSnapView.hidden = NO; toLeftSnapView.layer.transform = CATransform3DIdentity; toLeftShaDowView.alpha = 0.0; }]; } completion:^(BOOL finished) { [toLeftSnapView removeFromSuperview]; [toRightSnapView removeFromSuperview]; [fromRightSnapView removeFromSuperview]; [fromView removeFromSuperview]; if ([contextTransition transitionWasCancelled]) { [containerView addSubview:fromView]; } [contextTransition completeTransition:![contextTransition transitionWasCancelled]]; }]; //本来打算用基础动画来实现 但是由于需要保存几个变量 在动画完成的代理函数中用,所以就取消这个想法了 // CABasicAnimation *fromRightAnimation = [CABasicAnimation animationWithKeyPath:@"transform.rotation.x"]; // fromRightAnimation.duration = self.duration/2.0; // fromRightAnimation.beginTime = CACurrentMediaTime(); // fromRightAnimation.toValue = @(-M_PI_2); // [fromRightSnapView.layer addAnimation:fromRightAnimation forKey:nil]; // // // CABasicAnimation *toLeftAnimation = [CABasicAnimation animationWithKeyPath:@"transform.rotation.x"]; // toLeftAnimation.beginTime = CACurrentMediaTime() + self.duration/2.0; // toLeftAnimation.fromValue = @(M_PI_2); // [toLeftAnimation setValue:contextTransition forKey:@"contextTransition"]; // [toLeftSnapView.layer addAnimation:toLeftAnimation forKey:@"toLeftAnimation"]; } ``` #####项目文件截图: ![](/contentImages/image/20170907/LAbSXo6SPeaZkA9P382.jpg) 写到这里,差不多转场动画我能够写的就到这里了,文章实在是有点长,不是故意为之,只是我想写的稍微详细点,对自己也是一个很好的提升。如果能帮到你,还请给个`打赏`,嘿嘿~ 如果有什么不对的地方,还请多多指教,共同成长。
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