在iOS开发中,界面间的跳转其实也就是控制器的跳转,跳转有很多种,最常用的有push,modal.
- modal:任何控制器都能通过Modal的形式展⽰出来.效果:新控制器从屏幕的最底部往上钻,直到盖住之前的控制器为⽌.系统也会带有一个动画.
public func presentViewController(viewControllerToPresent: UIViewController, animated flag: Bool, completion: (() -> Void)?)
public func dismissViewControllerAnimated(flag: Bool, completion: (() -> Void)?)
- push: 在push中,控制器的管理其实交给了UINavigationController,所以在push控制器的时候必须拿到对应的导航控制器. 效果:从右往左出现,系统会带有一个默认动画.
public func pushViewController(viewController: UIViewController, animated: Bool)
public func popViewControllerAnimated(animated: Bool) -> UIViewController?
push和model都有系统提供转场动画效果,但有时系统提供的不一定能满足开发需求,这就需要去自定义,说实话自定义转场动画还是有些麻烦的.但原理其实很简单.
转场动画的原理:
当两个控制器发生push.pop或modal.dismiss的时候,系统会把原始的控制器放到负责转场的控制器容器中,也会把目标控制器放进去,但是目标控制器是不可见的,因此我们要做的就是把新的控制器显现出来,把老的控制器移除掉.很简单吧!
上面大概介绍了一下控制器的切换及原理,这篇文章我们打算说说自定义转场动画,一个push一个modal,虽然自定义modal转场动画用的比较多一点,但push也可以了解一下嘛!
先来看下效果,然后准备上车:
1.自定义modal转场动画
1.简单的modal效果:
很简单的modal效果,首先有一个主控制器,主控制器底部有一个scrollView,对scrollView里面图片添加手势监听,并在监听方法里面modal一个背景图片一样的控制器,这样就可以开始自定义转场动画啦!
2.设置转场动画的代理:
- 新建一个继承 NSObject, UIViewControllerAnimatedTransitioning的PopAnimator文件,用于设置转场动画的代理方法,在里面添加UIViewControllerAnimatedTransitioning协议必须要实现的两个代理方法:
// 设置转场动画持续时间
func transitionDuration(transitionContext: UIViewControllerContextTransitioning?) -> NSTimeInterval {
return 0
}
// 执行转场动画
func animateTransition(transitionContext: UIViewControllerContextTransitioning) {
}
- 在ViewController(主控制器)中设置herbDetailsVc(每张图片对应的控制器)的 transitioningDelegate为自己,为刚刚新建的文件设置一个常量 let transition = PopAnimator(),新建一个extension遵守代理UIViewControllerTransitioningDelegate
extension ViewController: UIViewControllerTransitioningDelegate {
func animationControllerForPresentedController(presented: UIViewController, presentingController presenting: UIViewController, sourceController source: UIViewController) -> UIViewControllerAnimatedTransitioning? {
return transition
}
func animationControllerForDismissedController(dismissed: UIViewController) -> UIViewControllerAnimatedTransitioning? {
return nil
}
}
如果返回nil,那就使用系统默认的转场动画.
3. 创建转场动画.
在PopAnimator的transitionDuration:方法中设置好时间.设定转场动画的内容
func animateTransition(transitionContext: UIViewControllerContextTransitioning) {
// 获得容器
let containerView = transitionContext.containerView()!
// 获得目标view
// viewForKey 获取新的和老的控制器的view
// viewControllerForKey 获取新的和老的控制器
let toView = transitionContext.viewForKey(UITransitionContextToViewKey)!
containerView.addSubview(toView)
toView.alpha = 0.0
UIView.animateWithDuration(duration, animations: { () -> Void in
toView.alpha = 1.0
}) { (_) -> Void in
// 转场动画完成
transitionContext.completeTransition(true)
}
}
内容是:通过修改透明度,达到一个渐变的效果,如下图所示.
这样一个简单的转场效果就实现啦!是不是很简单,只是这还不是我们想要的效果.
4.左上角弹出效果
注意:这一步是在第3步的基础上修改的.在设置PopAnimator中添加 var presenting = true.用于判断到底是弹出控制器,还是后退,因为前进和后退都会调用animateTransition这个代理方法.下一个实现效果虽然用不到,但我们先这样去设置.
还要设置一个 var originFrame = CGRect.zero 用于设置目的控制器的frame,将animateTransition中原来的代码更改为如下
func animateTransition(transitionContext: UIViewControllerContextTransitioning) {
// 获得容器
let containerView = transitionContext.containerView()!
// 获得目标view
// viewForKey 获取新的和老的控制器的view
// viewControllerForKey 获取新的和老的控制器
let toView = transitionContext.viewForKey(UITransitionContextToViewKey)!
let fromView = transitionContext.viewForKey(UITransitionContextFromViewKey)!
// 拿到需要做动画的view
let herbView = presenting ? toView : fromView
// 获取初始和最终的frame
let initialFrame = presenting ? originFrame : herbView.frame
let finalFrame = presenting ? herbView.frame : originFrame
// 设置收缩比率
let xScaleFactor = presenting ? initialFrame.width / finalFrame.width : finalFrame.width / initialFrame.width
let yScaleFactor = presenting ? initialFrame.height / finalFrame.height : finalFrame.height / initialFrame.height
let scaleTransform = CGAffineTransformMakeScale(xScaleFactor, yScaleFactor)
// 当presenting的时候,设置herbView的初始位置
if presenting {
herbView.transform = scaleTransform
herbView.center = CGPoint(x: CGRectGetMidX(initialFrame), y: CGRectGetMidY(initialFrame))
herbView.clipsToBounds = true
}
containerView.addSubview(toView)
// 保证在最前,不然添加的东西看不到哦
containerView.bringSubviewToFront(herbView)
// 加了个弹性效果
UIView.animateWithDuration(duration, delay: 0.0, usingSpringWithDamping: 0.4, initialSpringVelocity: 0.0, options: [], animations: { () -> Void in
herbView.transform = self.presenting ? CGAffineTransformIdentity : scaleTransform
herbView.center = CGPoint(x: CGRectGetMidX(finalFrame), y: CGRectGetMidY(finalFrame))
}) { (_) -> Void in
transitionContext.completeTransition(true)
}
}
效果如下:
仔细观察发现无论是presentViewController还是dismissViewController视图都是从左上角弹出来的.因为我们将originFrame设置为CGRect.zero了.
5. 最终效果实现.
刚刚我们把originFrame设置为了CGRect.zero,但我们可以拿到目标控制器的原始尺寸啊,这样就不会突兀的从左上角弹出来了.
1.在ViewController的extension里面添加修改如下代码
func animationControllerForPresentedController(presented: UIViewController, presentingController presenting: UIViewController, sourceController source: UIViewController) -> UIViewControllerAnimatedTransitioning? {
transition.originFrame = selectedImage!.superview!.convertRect(selectedImage!.frame, toView: nil)
transition.presenting = true
selectedImage!.hidden = true
return transition
}
func animationControllerForDismissedController(dismissed: UIViewController) -> UIViewControllerAnimatedTransitioning? {
transition.presenting = false
return transition
}
2.当dismiss的时候,刚点击的图片会消失,因为我们在modal的时候设置为了隐藏,所以在dismiss完成后要将selectedImage显示出来.可以这样做,在PopAnimator中添加一个闭包
var dismissCompletion: (()->())?
然后在animateTransition的UIView.animateWithDuration完成闭包中调用
UIView.animateWithDuration(duration, delay: 0.0, usingSpringWithDamping: 1, initialSpringVelocity: 0.0, options: [], animations: { () -> Void in
herbView.transform = self.presenting ? CGAffineTransformIdentity : scaleTransform
herbView.center = CGPoint(x: CGRectGetMidX(finalFrame), y: CGRectGetMidY(finalFrame))
}) { (_) -> Void in
if !self.presenting {
self.dismissCompletion?()
}
transitionContext.completeTransition(true)
}
最后在ViewController中的viewDidLoad中实现
transition.dismissCompletion = {
self.selectedImage!.hidden = false
}
3.由于scrollview上的图片有圆角,所以在转场动画中我们也要实现图片圆角与控制器直角的切换.
在PopAnimator中的animateTransition方法中添加如下代码:
// 设置圆角
let round = CABasicAnimation(keyPath: "cornerRadius")
round.fromValue = !presenting ? 0.0 : 20.0/xScaleFactor
round.toValue = presenting ? 0.0 : 20.0/xScaleFactor
round.duration = duration / 2
herbView.layer.addAnimation(round, forKey: nil)
herbView.layer.cornerRadius = presenting ? 0.0 : 20.0/xScaleFactor
最终自定义modal转场效果就完成啦!
2. 自定义push转场动画
相比自定义modal转场动画,自定义push转场动画的场景不是很多,原理其实都差不多的.
1. 简单的push效果.
push是需要导航控制器的,所以在AppDelegate中加载控制器的时候,给它套一个导航控制器.代码中,ViewController和DetailViewController就是对应切换的两个控制器.
给ViewController添加一个手势监听进行跳转.
2.老样子,设置转场动画的代理
- 新建一个继承 NSObject, UIViewControllerAnimatedTransitioning的RevealAnimator文件,用于设置转场动画的代理方法,在里面添加UIViewControllerAnimatedTransitioning协议必须要实现的两个代理方法:
let animationDuration = 2.0
// 用于判断push或者pop
var operation: UINavigationControllerOperation = .Push
// 设置转场动画持续时间
func transitionDuration(transitionContext: UIViewControllerContextTransitioning?) -> NSTimeInterval {
return 0
}
// 执行转场动画
func animateTransition(transitionContext: UIViewControllerContextTransitioning) {
}
- 在ViewController文件中的viewDidLoad方法中拿到导航控制器将它设置为代理
navigationController?.delegate = self
在ViewController文件中添加一个转场动画控制器容器属性
let transition = RevealAnimator()
在ViewController文件中添加一个extension,实现代理方法
extension ViewController : UINavigationControllerDelegate {
/**
- parameter navigationController: 拿到设置代理的导航控制器
- parameter operation: .Push .Pop
- parameter fromVC: 原来的控制器
- parameter toVC: 目标控制器
- returns: 返回设置好的转场动画
*/
func navigationController(navigationController: UINavigationController, animationControllerForOperation operation: UINavigationControllerOperation, fromViewController fromVC: UIViewController, toViewController toVC: UIViewController) -> UIViewControllerAnimatedTransitioning? {
transition.operation = operation
return transition
}
}
3.添加转场动画
- 在RevealAnimator中添加一个变量保存animateTransition方法的transitionContext,以后会用到
weak var storedContext: UIViewControllerContextTransitioning?
老样子在animateTransition添加一些初始化代码
let fromVC = transitionContext.viewControllerForKey(UITransitionContextFromViewControllerKey) as! ViewController
let toVC = transitionContext.viewControllerForKey(UITransitionContextToViewControllerKey) as! DetailViewController
transitionContext.containerView()?.addSubview(toVC.view)
- 添加LOGO的放大动画
1.新建一个RWLogoLayer文件,用贝塞尔曲线画出logo
import UIKit
class RWLogoLayer {
class func logoLayer() -> CAShapeLayer {
let layer = CAShapeLayer()
layer.geometryFlipped = true
let bezier = UIBezierPath()
bezier.moveToPoint(CGPoint(x: 0.0, y: 0.0))
bezier.addCurveToPoint(CGPoint(x: 0.0, y: 66.97), controlPoint1:CGPoint(x: 0.0, y: 0.0), controlPoint2:CGPoint(x: 0.0, y: 57.06))
bezier.addCurveToPoint(CGPoint(x: 16.0, y: 39.0), controlPoint1: CGPoint(x: 27.68, y: 66.97), controlPoint2:CGPoint(x: 42.35, y: 52.75))
bezier.addCurveToPoint(CGPoint(x: 26.0, y: 17.0), controlPoint1: CGPoint(x: 17.35, y: 35.41), controlPoint2:CGPoint(x: 26, y: 17))
bezier.addLineToPoint(CGPoint(x: 38.0, y: 34.0))
bezier.addLineToPoint(CGPoint(x: 49.0, y: 17.0))
bezier.addLineToPoint(CGPoint(x: 67.0, y: 51.27))
bezier.addLineToPoint(CGPoint(x: 67.0, y: 0.0))
bezier.addLineToPoint(CGPoint(x: 0.0, y: 0.0))
bezier.closePath()
layer.path = bezier.CGPath
layer.bounds = CGPathGetBoundingBox(layer.path)
return layer
}
}
- 设置RWLogoLayer的位置尺寸,分别添加到fromVC和toVC上
在ViewController的viewDidAppear中添加
logo.position = CGPoint(x: view.layer.bounds.size.width/2,
y: view.layer.bounds.size.height/2 + 30)
logo.fillColor = UIColor.whiteColor().CGColor
view.layer.addSublayer(logo)
在DetailViewController的viewDidLoad中添加
maskLayer.position = CGPoint(x: view.layer.bounds.size.width/2, y: view.layer.bounds.size.height/2)
view.layer.mask = maskLayer
这边有个注意点,记得添加
override func viewDidAppear(animated: Bool) {
super.viewDidAppear(animated)
view.layer.mask = nil
}
移除mask
- 设置动画,在RevealAnimator的animateTransition方法中添加
let animation = CABasicAnimation(keyPath: "transform")
animation.fromValue = NSValue(CATransform3D: CATransform3DIdentity)
// 添加一个阴影效果
animation.toValue = NSValue(CATransform3D:CATransform3DConcat(CATransform3DMakeTranslation(0.0, -10.0, 0.0), CATransform3DMakeScale(150.0, 150.0, 1.0)))
animation.duration = animationDuration
animation.delegate = self
animation.fillMode = kCAFillModeForwards
animation.removedOnCompletion = false
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseIn)
// 同时添加到两个控制器上
toVC.maskLayer.addAnimation(animation, forKey: nil)
fromVC.logo.addAnimation(animation, forKey: nil)
// 给目的控制器设置一个渐变效果
let fadeIn = CABasicAnimation(keyPath: "opacity")
fadeIn.fromValue = 0.0
fadeIn.toValue = 1.0
fadeIn.duration = animationDuration
toVC.view.layer.addAnimation(fadeIn, forKey: nil)
到这里push的转场效果基本完成了,但会发现还有问题,在自定义modal转场动画的时候,当转场动画完成后 需要设置transitionContext.completeTransition(true),而这边也是,这样做是为了在pop的之前把该清理的都清理掉.so重写animationDidStop
override func animationDidStop(anim: CAAnimation, finished flag: Bool) {
if let context = storedContext {
context.completeTransition(!context.transitionWasCancelled())
let fromVc = context.viewControllerForKey(UITransitionContextFromViewControllerKey) as! ViewController
fromVc.logo.removeAllAnimations()
}
storedContext = nil
}
- push已经完成啦!现在当我们点击左上角的start按钮返回时会发生崩溃,是因为我们没有在RevealAnimator的animateTransition方法中作判断,到底是push还是pop.
定义一个属性判断是pop还是push,将animateTransition中push相关的代码放到push判断语句中去
var operation: UINavigationControllerOperation = .Push
if operation == .Push { // push
}else { // pop
}
- 给pop添加一个缩小的效果
let fromView = transitionContext.viewForKey(UITransitionContextFromViewKey)!
let toView = transitionContext.viewForKey(UITransitionContextToViewKey)!
transitionContext.containerView()?.insertSubview(toView, belowSubview: fromView)
UIView.animateWithDuration(animationDuration, delay: 0.0, options: .CurveEaseIn, animations: {
fromView.transform = CGAffineTransformMakeScale(0.01, 0.01)
}, completion: {_ in
transitionContext.completeTransition(!transitionContext.transitionWasCancelled())
})
至此,就完成啦!不过离最终效果还有一定距离!
4.根据滑动手势切换控制器
- 在ViewController底部添加一个label,设置好滑动解锁这几个字,这只是提醒,我们的会为整个view添加滑动手势的.
- 将ViewController的点击监听事件改为拖动事件.
let pan = UIPanGestureRecognizer(target: self, action: Selector("didPan:"))
view.addGestureRecognizer(pan)
func didPan(recognizer: UIPanGestureRecognizer) {
}
- 根据滑动的偏移量来调整转场动画的进度,也就是说转场动画要是可以交互的.之前所有的转场动画都是开始后,自动结束,不会随着人的交互而发生任何改变.所以原来的方法不能满足需要.
这时需要在ViewController的extension中添加
// 返回一个可以交互的转场动画
func navigationController(navigationController: UINavigationController, interactionControllerForAnimationController animationController: UIViewControllerAnimatedTransitioning) -> UIViewControllerInteractiveTransitioning? {
if !transition.interactive {
return nil
}
return transition
}
在RevealAnimator中添加一个属性,用于设置是否可以交互
// 是否需要交互
var interactive = false
4.在ViewController的didPan方法中添加手势识别,这边只处理一部分,其余的传到RevealAnimator中进行
switch recognizer.state {
case .Began:
transition.interactive = true
navigationController?.pushViewController(DetailViewController(), animated: true)
default:
transition.handlePan(recognizer)
}
5.在RevealAnimator的handlePan方法中,根据偏移量计算progress
func handlePan(recognizer: UIPanGestureRecognizer) {
let translation = recognizer.translationInView(recognizer.view!.superview!)
var progress: CGFloat = abs(translation.x / 200.0)
progress = min(max(progress, 0.01), 0.99)
switch recognizer.state {
case .Changed:
// 更新当前转场动画播放进度
updateInteractiveTransition(progress)
case .Cancelled, .Ended:
if operation == .Push { // push
let transitionLayer = storedContext!.containerView()!.layer
transitionLayer.beginTime = CACurrentMediaTime()
if progress < 0.5 {
completionSpeed = -1.0
cancelInteractiveTransition() // 停止转场动画,回到from状态
} else {
completionSpeed = 1.0
finishInteractiveTransition() // 完成转场动画,到to状态
}
} else { // pop
if progress < 0.5 {
cancelInteractiveTransition()
} else {
finishInteractiveTransition()
}
}
// 使得返回可交互的转场动画为nil,重置动画
interactive = false
default:
break
}
}
至此自定义push的转场动画也完成啦!
虽然转场动画不难,但从头到尾这一整套逻辑,还是有点繁琐的,可能有的同学看的有些蒙圈,这是很正常的,因为知识是网状的啊,线性的逻辑表述并不能表达清楚网状知识的每一个连接! so,我在下面给出了源码,给有兴趣推敲的同学.
本文整理自 : iOS.Animations.by.Tutorials.v2.0
源码 : https://github.com/DarielChen/DemoCode
如有疑问,欢迎留言 :-D