iOS开发-下拉刷新动画loading旋转指示器动画效果

iOS开发-下拉刷新动画loading旋转指示器动画效果

之前开发中实现下拉刷新动画loading旋转指示器动画效果

一、效果图

二、基础动画

CABasicAnimation类的使用方式就是基本的关键帧动画。

所谓关键帧动画,就是将Layer的属性作为KeyPath来注册,指定动画的起始帧和结束帧,然后自动计算和实现中间的过渡动画的一种动画方式。

fillMode
大意:fillMode的作用就是决定当前对象过了非active时间段的行为. 比如动画开始之前,动画结束之后

  • kCAFillModeRemoved 这个是默认值,也就是说当动画开始前和动画结束后,动画对layer都没有影响,动画结束后,layer会恢复到之前的状态
  • kCAFillModeForwards 当动画结束后,layer会一直保持着动画最后的状态
  • kCAFillModeBackwards 这个和kCAFillModeForwards是相对的,就是在动画开始前,你只要将动画加入了一个layer,layer便立即进入动画的初始状态并等待动画开始.你可以这样设定测试代码,将一个动画加入一个layer的时候延迟5秒执行.然后就会发现在动画没有开始的时候,只要动画被加入了layer,layer便处于动画初始状态
  • kCAFillModeBoth 理解了上面两个,这个就很好理解了,这个其实就是上面两个的合成.动画

可以查看

https://blog.csdn.net/gloryFlow/article/details/131991202

三、实现代码

3.1 代码实现动

主要实现CABasicAnimation动画,KeyPath是transform.rotation.z

- (CAAnimation *)rotateAnimation {
    //初始化一个动画
    CABasicAnimation *animation = [CABasicAnimation animation];
    //动画运动的方式,现在指定的是围绕Z轴旋转
    animation.keyPath = @"transform.rotation.z";
    //动画持续时间
    animation.duration = 0.5;
    
    //结束的角度
    animation.toValue = [NSNumber numberWithFloat:M_PI*2];
    //动画的运动方式
    animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];
    //是否反向移动动画
    
    //重复次数
    animation.repeatCount = MAXFLOAT;

    //动画结束后的状态
    animation.fillMode = kCAFillModeBackwards;
    
    //如果为true,动画将在其活动持续时间过后从渲染树中移除。默认为“是”
    animation.removedOnCompletion = NO;

    return animation;
}

完整代码如下

#import "INRefreshRoundLoading.h"
#import "UIColor+Addition.h"

static CGFloat kRoundSize = 26.0;

@interface INRefreshRoundLoading ()

@property (nonatomic, strong) CAShapeLayer *roundLayer;
@property (nonatomic, strong) CAShapeLayer *loadingLayer;

@property (nonatomic, assign) CGFloat startAngle;
@property (nonatomic, assign) BOOL isLoading;

@end

@implementation INRefreshRoundLoading

- (instancetype)initWithFrame:(CGRect)frame
{
    self = [super initWithFrame:frame];
    if (self) {
        self.isLoading = NO;
        
        [self.layer addSublayer:self.roundLayer];
        [self.layer addSublayer:self.loadingLayer];

        [self drawContentShapeLayer];
        [self layoutSubLayersFrame];
        
        self.loadingLayer.strokeStart = 0.0;
    }
    return self;
}

- (void)layoutSubLayersFrame {
    self.roundLayer.frame = CGRectMake((CGRectGetWidth(self.bounds) - kRoundSize)/2,  (CGRectGetHeight(self.bounds) - kRoundSize)/2, kRoundSize, kRoundSize);
    self.loadingLayer.frame = CGRectMake((CGRectGetWidth(self.bounds) - kRoundSize)/2,  (CGRectGetHeight(self.bounds) - kRoundSize)/2, kRoundSize, kRoundSize);
}

- (void)displayPrecent:(CGFloat)precent {
    if (precent < 0) {
        precent = 0;
    }
    
    if (precent > 1.0) {
        precent = 1.0;
    }
    
    if (!self.isLoading) {
        self.loadingLayer.strokeStart = precent;
    }
}

- (void)startAnimation {
    self.isLoading = YES;
    
    self.loadingLayer.strokeStart = 0.7;
    [self.loadingLayer addAnimation:[self rotateAnimation] forKey:@"rotate"];
}

- (void)stopAnimation {
    self.isLoading = NO;
    [self.loadingLayer removeAnimationForKey:@"rotate"];
}

- (void)drawContentShapeLayer {
    // Drawing code
    [self drawLoadingLayer];
    [self drawRoundLayer];
}

- (CAAnimation *)rotateAnimation {
    //初始化一个动画
    CABasicAnimation *animation = [CABasicAnimation animation];
    //动画运动的方式,现在指定的是围绕Z轴旋转
    animation.keyPath = @"transform.rotation.z";
    //动画持续时间
    animation.duration = 0.5;
    
    //结束的角度
    animation.toValue = [NSNumber numberWithFloat:M_PI*2];
    //动画的运动方式
    animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];
    //是否反向移动动画
    
    //重复次数
    animation.repeatCount = MAXFLOAT;

    //动画结束后的状态
    animation.fillMode = kCAFillModeBackwards;
    
    /*
 大意:fillMode的作用就是决定当前对象过了非active时间段的行为. 比如动画开始之前,动画结束之后
 kCAFillModeRemoved 这个是默认值,也就是说当动画开始前和动画结束后,动画对layer都没有影响,动画结束后,layer会恢复到之前的状态
 kCAFillModeForwards 当动画结束后,layer会一直保持着动画最后的状态
 kCAFillModeBackwards 这个和kCAFillModeForwards是相对的,就是在动画开始前,你只要将动画加入了一个layer,layer便立即进入动画的初始状态并等待动画开始.你可以这样设定测试代码,将一个动画加入一个layer的时候延迟5秒执行.然后就会发现在动画没有开始的时候,只要动画被加入了layer,layer便处于动画初始状态
 kCAFillModeBoth 理解了上面两个,这个就很好理解了,这个其实就是上面两个的合成.动画
     */
    
    //如果为true,动画将在其活动持续时间过后从渲染树中移除。默认为“是”
    animation.removedOnCompletion = NO;

    return animation;
}


#pragma mark - DrawShapeLayer
- (void)drawLoadingLayer {
    
    UIBezierPath* path = [UIBezierPath bezierPathWithArcCenter:CGPointMake(kRoundSize/2, kRoundSize/2) radius:kRoundSize/2 startAngle:0 endAngle:M_PI*2 clockwise:YES];
    
    UIGraphicsBeginImageContext(self.loadingLayer.frame.size);
    [path stroke];
    UIGraphicsEndImageContext();
    
    self.loadingLayer.path = path.CGPath;
}

- (void)drawRoundLayer {
    
    UIBezierPath* path = [UIBezierPath bezierPathWithArcCenter:CGPointMake(kRoundSize/2, kRoundSize/2) radius:kRoundSize/2 startAngle:0 endAngle:M_PI*2 clockwise:YES];
    
    UIGraphicsBeginImageContext(self.roundLayer.frame.size);
    [path stroke];
    UIGraphicsEndImageContext();
    
    self.roundLayer.path = path.CGPath;
}

#pragma mark - SETTER/GETTER
- (CAShapeLayer *)roundLayer {
    if (!_roundLayer) {
        _roundLayer = [CAShapeLayer layer];
        _roundLayer.backgroundColor = [UIColor clearColor].CGColor;
        //设置线条的宽度和颜色
        _roundLayer.lineWidth = 3.0f;
        _roundLayer.strokeColor = [UIColor colorWithHexString:@"dcdcdc" alpha:1.0].CGColor;
        _roundLayer.fillColor = [UIColor clearColor].CGColor;
        _roundLayer.lineCap     = kCALineCapRound;
    }
    return _roundLayer;
}

- (CAShapeLayer *)loadingLayer {
    if (!_loadingLayer) {
        _loadingLayer = [CAShapeLayer layer];
        _loadingLayer.backgroundColor = [UIColor clearColor].CGColor;
        //设置线条的宽度和颜色
        _loadingLayer.lineWidth = 3.0f;
        _loadingLayer.strokeColor = [UIColor colorWithHexString:@"ff7e48" alpha:1.0].CGColor;
        _loadingLayer.fillColor = [UIColor clearColor].CGColor;
        _loadingLayer.lineCap     = kCALineCapRound;
    }
    return _loadingLayer;
}

@end

3.2 MJRefresh使用该动画

我这里继承MJRefreshStateHeader

需要根据刷新控件的状态来执行开启动画与结束动画操作

刷新控件的状态如下

typedef NS_ENUM(NSInteger, MJRefreshState) {
    // 普通闲置状态
    MJRefreshStateIdle = 1,
    // 松开就可以进行刷新的状态
    MJRefreshStatePulling,
    // 正在刷新中的状态
    MJRefreshStateRefreshing,
    // 即将刷新的状态
    MJRefreshStateWillRefresh,
    // 所有数据加载完毕,没有更多的数据了
    MJRefreshStateNoMoreData
};

INRefreshHeader.h

#import "MJRefresh.h"
#import "INRefreshRoundLoading.h"

@interface INRefreshHeader : MJRefreshStateHeader

@property (nonatomic, assign) BOOL showInsetTop;

@property (nonatomic, strong) INRefreshRoundLoading *roundLoading;

@end

INRefreshHeader.m

@implementation INRefreshHeader

- (instancetype)initWithFrame:(CGRect)frame {
    if (self = [super initWithFrame:frame]) {
        self.lastUpdatedTimeLabel.hidden = YES;
        self.stateLabel.hidden = YES;
        
        [self addSubview:self.roundLoading];
    }
    return self;
}

- (INRefreshRoundLoading *)roundLoading {
    if (!_roundLoading) {
        _roundLoading = [[INRefreshRoundLoading alloc] initWithFrame:CGRectMake(0.0, 0.0, CGRectGetWidth([UIScreen mainScreen].bounds), self.bounds.size.height)];
    }
    return _roundLoading;



- (void)setState:(MJRefreshState)state {
    MJRefreshCheckState
    
    // 根据状态做事情
    if (state == MJRefreshStateIdle) {
        if (oldState == MJRefreshStateRefreshing) {
            self.roundLoading.alpha = 1.0;

            // 如果执行完动画发现不是idle状态,就直接返回,进入其他状态
            if (self.state != MJRefreshStateIdle) return;
            
            self.roundLoading.alpha = 1.0;

            [self.roundLoading stopAnimation];

        } else {
            [self.roundLoading stopAnimation];

        }
    } else if (state == MJRefreshStatePulling) {
        [self.roundLoading stopAnimation];

    } else if (state == MJRefreshStateRefreshing) {
        self.roundLoading.alpha = 1.0;
    }
}

- (void)prepare {
    [super prepare];
    self.mj_h = 60.0;
}

- (void)placeSubviews {
    [super placeSubviews];
    
    CGFloat centerX = self.mj_w * 0.5;
    CGFloat centerY = self.mj_h * 0.5;
    self.roundLoading.center = CGPointMake(centerX, centerY);
}

/** 当scrollView的contentOffset发生改变的时候调用 */
- (void)scrollViewContentOffsetDidChange:(NSDictionary *)change {
    [super scrollViewContentOffsetDidChange:change];
    NSLog(@"change:%@",change);
    
    CGPoint old = [change[@"old"] CGPointValue];
    CGPoint new = [change[@"new"] CGPointValue];
    
    CGFloat precent = -new.y/self.mj_h;
    [self.roundLoading displayIndicator:precent];
}

/** 当scrollView的contentSize发生改变的时候调用 */
- (void)scrollViewContentSizeDidChange:(NSDictionary *)change {
    [super scrollViewContentSizeDidChange:change];
}

/** 当scrollView的拖拽状态发生改变的时候调用 */
- (void)scrollViewPanStateDidChange:(NSDictionary *)change {
    [super scrollViewPanStateDidChange:change];
}

- (void)setShowInsetTop:(BOOL)showInsetTop {
    _showInsetTop = showInsetTop;
    
}

- (void)backInitState {
    
}

@end

3.3 具体的TableView使用

需要设置UITableView的下拉刷新操作:tableView.mj_header = header

- (void)configureRefresh {
    __weak typeof(self) weakSelf = self;
    INRefreshHeader *header = [INRefreshHeader headerWithRefreshingBlock:^{
        [weakSelf refreshData];
    }];
    
    INRefreshFooter *footer = [INRefreshFooter footerWithRefreshingBlock:^{
        [weakSelf loadMoreData];
    }];
    self.editView.tableView.mj_header = header;
    self.editView.tableView.mj_footer = footer;
}

- (void)refreshData {
    dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(1.0 * NSEC_PER_SEC)), dispatch_get_main_queue(), ^{
        [self.editView.tableView.mj_header endRefreshing];
        [self.editView.tableView.mj_footer endRefreshing];
    });
}

- (void)loadMoreData {
    dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(1.0 * NSEC_PER_SEC)), dispatch_get_main_queue(), ^{
        [self.editView.tableView.mj_header endRefreshing];
        [self.editView.tableView.mj_footer endRefreshing];
    });
}

四、小结

iOS开发-下拉刷新动画loading旋转指示器动画效果,使用mjrefresh一个好用的上下拉刷新的控件。实现CABasicAnimation基础效果,根据不同的mjrefresh下拉刷新操作来执行动画效果。

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