首先引入框架:QuartzCore.framework
在头文件声明:CALayer *logoLayer
{
//界限
CABasicAnimation *boundsAnimation = [CABasicAnimationanimationWithKeyPath:@"bounds"];
boundsAnimation.fromValue = [NSValue valueWithCGRect: logoLayer.bounds];
boundsAnimation.toValue = [NSValue valueWithCGRect:CGRectZero];
//透明度变化
CABasicAnimation *opacityAnimation = [CABasicAnimationanimationWithKeyPath:@"opacity"];
opacityAnimation.fromValue = [NSNumber numberWithFloat:1.0];
opacityAnimation.toValue = [NSNumber numberWithFloat:0.5];
//位置移动
CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:@"position"];
animation.fromValue = [NSValue valueWithCGPoint: logoLayer.position];
CGPoint toPoint = logoLayer.position;
toPoint.x += 180;
animation.toValue = [NSValue valueWithCGPoint:toPoint];
//旋转动画
CABasicAnimation* rotationAnimation =
[CABasicAnimation animationWithKeyPath:@"transform.rotation.z"];//"z"还可以是“x”“y”,表示沿z轴旋转
rotationAnimation.toValue = [NSNumber numberWithFloat:(2 * M_PI) * 3];
// 3 is the number of 360 degree rotations
// Make the rotation animation duration slightly less than the other animations to give it the feel
// that it pauses at its largest scale value
rotationAnimation.duration = 2.0f;
rotationAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]; //缓入缓出
//缩放动画
CABasicAnimation *scaleAnimation = [CABasicAnimation animationWithKeyPath:@"transform.scale"];
scaleAnimation.fromValue = [NSNumber numberWithFloat:0.0];
scaleAnimation.toValue = [NSNumber numberWithFloat:1.0];
scaleAnimation.duration = 2.0f;
scaleAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut];
CAAnimationGroup *animationGroup = [CAAnimationGroup animation];
animationGroup.duration = 2.0f;
animationGroup.autoreverses = YES; //是否重播,原动画的倒播
animationGroup.repeatCount = NSNotFound;//HUGE_VALF; //HUGE_VALF,源自math.h
[animationGroup setAnimations:[NSArray arrayWithObjects:rotationAnimation, scaleAnimation, nil]];
//将上述两个动画编组
[logoLayer addAnimation:animationGroup forKey:@"animationGroup"];
}
//去掉所有动画
[logoLayer removeAllAnimations];
//去掉key动画
[logoLayer removeAnimationForKey:@"animationGroup"];
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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
//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
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)
[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)actionForKey:(NSString*)key;代理方式-(id)actionForLayer:(CALayer*) forKey:(NSString*)key
-(id)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
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
-(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
//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
layer1.contents=(id)image1.CGImage;
2.用delegate来提供内容
a)displayLayer:(CALayer*)
b)-(void)drawLayer:(CALayer*) inContext:(CGContextRef)
//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
//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
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
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:
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。
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
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)
[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)
//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。
参考文档:
Animation Types and Timing Programming Guide
Core Animation Programming Guide