Animation 为在drawRect()中绘制的贝塞尔路径设置动画
我在Animation 为在drawRect()中绘制的贝塞尔路径设置动画,animation,swift,shapes,bezier,Animation,Swift,Shapes,Bezier,我在drawRect()中绘制了这个形状 调用prepareForEditing函数时,我想设置矩形路径的动画。我试过了 func prepareForEditing(editing:Bool){ UIView.animateWithDuration(0.5, animations: { self.rectanglePath = makeNewShape() } ) } 什么也没发
drawRect()中绘制了这个形状
调用prepareForEditing
函数时,我想设置矩形路径的动画。我试过了
func prepareForEditing(editing:Bool){
UIView.animateWithDuration(0.5,
animations: {
self.rectanglePath = makeNewShape()
}
)
}
什么也没发生。你能告诉我我的代码有什么问题吗?要制作CGPath动画,你不能使用UIView.animation方法。
我创建了自定义UIView子类,向您展示如何设置CGPATH形状的动画,请参考注释并根据您的要求进行修改:
class MyView: UIView {
let shapeLayer = CAShapeLayer()
let maskLayer = CAShapeLayer()
var rectanglePath = UIBezierPath()
override func didMoveToSuperview() {
super.didMoveToSuperview()
backgroundColor = UIColor.clear
// initial shape of the view
rectanglePath = UIBezierPath(rect: bounds)
// Create initial shape of the view
shapeLayer.path = rectanglePath.cgPath
shapeLayer.strokeColor = UIColor.black.cgColor
shapeLayer.fillColor = UIColor.clear.cgColor
layer.addSublayer(shapeLayer)
//mask layer
maskLayer.path = shapeLayer.path
maskLayer.position = shapeLayer.position
layer.mask = maskLayer
}
func prepareForEditing(editing:Bool){
let animation = CABasicAnimation(keyPath: "path")
animation.duration = 2
// Your new shape here
animation.toValue = UIBezierPath(ovalIn: bounds).cgPath
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseOut)
// The next two line preserves the final shape of animation,
// if you remove it the shape will return to the original shape after the animation finished
animation.fillMode = kCAFillModeForwards
animation.isRemovedOnCompletion = false
shapeLayer.add(animation, forKey: nil)
maskLayer.add(animation, forKey: nil)
}
}
UIBezierPath使用类似动画的加载程序(Swift 5)在UIButton上绘制边框
注意:谢谢!fillWithBlend
模式是否适用于ShapeLayers?我尝试了这种方法,但混合完全不起作用。我相信如果您将drawRect函数添加到MyView类中(与您拥有的3行代码完全相同),一切都应该是您想要的。为什么您在didMoveToSuperview()
中绘制形状,而不是drawRect()
如果您查看apple UIView文档,则应避免覆盖此方法,除非您必须这样做。这是因为它会影响性能。
class MyView: UIView {
let shapeLayer = CAShapeLayer()
let maskLayer = CAShapeLayer()
var rectanglePath = UIBezierPath()
override func didMoveToSuperview() {
super.didMoveToSuperview()
backgroundColor = UIColor.clear
// initial shape of the view
rectanglePath = UIBezierPath(rect: bounds)
// Create initial shape of the view
shapeLayer.path = rectanglePath.cgPath
shapeLayer.strokeColor = UIColor.black.cgColor
shapeLayer.fillColor = UIColor.clear.cgColor
layer.addSublayer(shapeLayer)
//mask layer
maskLayer.path = shapeLayer.path
maskLayer.position = shapeLayer.position
layer.mask = maskLayer
}
func prepareForEditing(editing:Bool){
let animation = CABasicAnimation(keyPath: "path")
animation.duration = 2
// Your new shape here
animation.toValue = UIBezierPath(ovalIn: bounds).cgPath
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseOut)
// The next two line preserves the final shape of animation,
// if you remove it the shape will return to the original shape after the animation finished
animation.fillMode = kCAFillModeForwards
animation.isRemovedOnCompletion = false
shapeLayer.add(animation, forKey: nil)
maskLayer.add(animation, forKey: nil)
}
}
func animation(){
CATransaction.begin()
let layer : CAShapeLayer = CAShapeLayer()
layer.strokeColor = UIColor.purple.cgColor
layer.lineWidth = 3.0
layer.fillColor = UIColor.clear.cgColor
let path : UIBezierPath = UIBezierPath(roundedRect: CGRect(x: 0, y: 0, width: self.btn.frame.size.width + 2, height: self.btn.frame.size.height + 2), byRoundingCorners: .allCorners, cornerRadii: CGSize(width: 5.0, height: 0.0))
layer.path = path.cgPath
let animation : CABasicAnimation = CABasicAnimation(keyPath: "strokeEnd")
animation.fromValue = 0.0
animation.toValue = 1.0
animation.duration = 7.0
CATransaction.setCompletionBlock{ [weak self] in
print("Animation completed")
}
layer.add(animation, forKey: "myStroke")
CATransaction.commit()
self.btn.layer.addSublayer(layer)
}