9.1 CAMediaTiming协议
CAMediaTiming`协议
CAMediaTiming
协议定义了在一段动画内用来控制逝去时间的属性的集合,CALayer
和CAAnimation
都实现了这个协议,所以时间可以被任意基于一个图层或者一段动画的类控制。
持续和重复
我们在第八章“显式动画”中简单提到过duration
(CAMediaTiming
的属性之一),duration
是一个CFTimeInterval
的类型(类似于NSTimeInterval
的一种双精度浮点类型),对将要进行的动画的一次迭代指定了时间。
这里的一次迭代是什么意思呢?CAMediaTiming
另外还有一个属性叫做repeatCount
,代表动画重复的迭代次数。如果duration
是2,repeatCount
设为3.5(三个半迭代),那么完整的动画时长将是7秒。
duration
和repeatCount
默认都是0。但这不意味着动画时长为0秒,或者0次,这里的0仅仅代表了“默认”,也就是0.25秒和1次,你可以用一个简单的测试来尝试为这两个属性赋多个值,如清单9.1,图9.1展示了程序的结果。
清单9.1 测试duration
和repeatCount
@interface ViewController ()
@property (nonatomic, weak) IBOutlet UIView *containerView;
@property (nonatomic, weak) IBOutlet UITextField *durationField;
@property (nonatomic, weak) IBOutlet UITextField *repeatField;
@property (nonatomic, weak) IBOutlet UIButton *startButton;
@property (nonatomic, strong) CALayer *shipLayer;
@end
@implementation ViewController
- (void)viewDidLoad
{
[super viewDidLoad];
//add the ship
self.shipLayer = [CALayer layer];
self.shipLayer.frame = CGRectMake(0, 0, 128, 128);
self.shipLayer.position = CGPointMake(150, 150);
self.shipLayer.contents = (__bridge id)[UIImage imageNamed: @"Ship.png"].CGImage;
[self.containerView.layer addSublayer:self.shipLayer];
}
- (void)setControlsEnabled:(BOOL)enabled
{
for (UIControl *control in @[self.durationField, self.repeatField, self.startButton]) {
control.enabled = enabled;
control.alpha = enabled? 1.0f: 0.25f;
}
}
- (IBAction)hideKeyboard
{
[self.durationField resignFirstResponder];
[self.repeatField resignFirstResponder];
}
- (IBAction)start
{
CFTimeInterval duration = [self.durationField.text doubleValue];
float repeatCount = [self.repeatField.text floatValue];
//animate the ship rotation
CABasicAnimation *animation = [CABasicAnimation animation];
animation.keyPath = @"transform.rotation";
animation.duration = duration;
animation.repeatCount = repeatCount;
animation.byValue = @(M_PI * 2);
animation.delegate = self;
[self.shipLayer addAnimation:animation forKey:@"rotateAnimation"];
//disable controls
[self setControlsEnabled:NO];
}
- (void)animationDidStop:(CAAnimation *)anim finished:(BOOL)flag
{
//reenable controls
[self setControlsEnabled:YES];
}
@end
图9.2 摆动门的动画
对门进行摆动的代码见清单9.2。我们用了autoreverses
来使门在打开后自动关闭,在这里我们把repeatDuration
设置为INFINITY
,于是动画无限循环播放,设置repeatCount
为INFINITY
也有同样的效果。注意repeatCount
和repeatDuration
可能会相互冲突,所以你只要对其中一个指定非零值。对两个属性都设置非0值的行为没有被定义。
清单9.2 使用autoreverses
属性实现门的摇摆
@interface ViewController ()
@property (nonatomic, weak) UIView *containerView;
@end
@implementation ViewController
- (void)viewDidLoad
{
[super viewDidLoad];
//add the door
CALayer *doorLayer = [CALayer layer];
doorLayer.frame = CGRectMake(0, 0, 128, 256);
doorLayer.position = CGPointMake(150 - 64, 150);
doorLayer.anchorPoint = CGPointMake(0, 0.5);
doorLayer.contents = (__bridge id)[UIImage imageNamed: @"Door.png"].CGImage;
[self.containerView.layer addSublayer:doorLayer];
//apply perspective transform
CATransform3D perspective = CATransform3DIdentity;
perspective.m34 = -1.0 / 500.0;
self.containerView.layer.sublayerTransform = perspective;
//apply swinging animation
CABasicAnimation *animation = [CABasicAnimation animation];
animation.keyPath = @"transform.rotation.y";
animation.toValue = @(-M_PI_2);
animation.duration = 2.0;
animation.repeatDuration = INFINITY;
animation.autoreverses = YES;
[doorLayer addAnimation:animation forKey:nil];
}
@end
相对时间
每次讨论到Core Animation,时间都是相对的,每个动画都有它自己描述的时间,可以独立地加速,延时或者偏移。
beginTime
指定了动画开始之前的的延迟时间。这里的延迟从动画添加到可见图层的那一刻开始测量,默认是0(就是说动画会立刻执行)。
speed
是一个时间的倍数,默认1.0,减少它会减慢图层/动画的时间,增加它会加快速度。如果2.0的速度,那么对于一个duration
为1的动画,实际上在0.5秒的时候就已经完成了。
timeOffset
和beginTime
类似,但是和增加beginTime
导致的延迟动画不同,增加timeOffset
只是让动画快进到某一点,例如,对于一个持续1秒的动画来说,设置timeOffset
为0.5意味着动画将从一半的地方开始。
和beginTime
不同的是,timeOffset
并不受speed
的影响。所以如果你把speed
设为2.0,把timeOffset
设置为0.5,那么你的动画将从动画最后结束的地方开始,因为1秒的动画实际上被缩短到了0.5秒。然而即使使用了timeOffset
让动画从结束的地方开始,它仍然播放了一个完整的时长,这个动画仅仅是循环了一圈,然后从头开始播放。
可以用清单9.3的测试程序验证一下,设置speed
和timeOffset
滑块到随意的值,然后点击播放来观察效果(见图9.3)
清单9.3 测试timeOffset
和speed
属性
@interface ViewController ()
@property (nonatomic, weak) IBOutlet UIView *containerView;
@property (nonatomic, weak) IBOutlet UILabel *speedLabel;
@property (nonatomic, weak) IBOutlet UILabel *timeOffsetLabel;
@property (nonatomic, weak) IBOutlet UISlider *speedSlider;
@property (nonatomic, weak) IBOutlet UISlider *timeOffsetSlider;
@property (nonatomic, strong) UIBezierPath *bezierPath;
@property (nonatomic, strong) CALayer *shipLayer;
@end
@implementation ViewController
- (void)viewDidLoad
{
[super viewDidLoad];
//create a path
self.bezierPath = [[UIBezierPath alloc] init];
[self.bezierPath moveToPoint:CGPointMake(0, 150)];
[self.bezierPath addCurveToPoint:CGPointMake(300, 150) controlPoint1:CGPointMake(75, 0) controlPoint2:CGPointMake(225, 300)];
//draw the path using a CAShapeLayer
CAShapeLayer *pathLayer = [CAShapeLayer layer];
pathLayer.path = self.bezierPath.CGPath;
pathLayer.fillColor = [UIColor clearColor].CGColor;
pathLayer.strokeColor = [UIColor redColor].CGColor;
pathLayer.lineWidth = 3.0f;
[self.containerView.layer addSublayer:pathLayer];
//add the ship
self.shipLayer = [CALayer layer];
self.shipLayer.frame = CGRectMake(0, 0, 64, 64);
self.shipLayer.position = CGPointMake(0, 150);
self.shipLayer.contents = (__bridge id)[UIImage imageNamed: @"Ship.png"].CGImage;
[self.containerView.layer addSublayer:self.shipLayer];
//set initial values
[self updateSliders];
}
- (IBAction)updateSliders
{
CFTimeInterval timeOffset = self.timeOffsetSlider.value;
self.timeOffsetLabel.text = [NSString stringWithFormat:@"%0.2f", timeOffset];
float speed = self.speedSlider.value;
self.speedLabel.text = [NSString stringWithFormat:@"%0.2f", speed];
}
- (IBAction)play
{
//create the keyframe animation
CAKeyframeAnimation *animation = [CAKeyframeAnimation animation];
animation.keyPath = @"position";
animation.timeOffset = self.timeOffsetSlider.value;
animation.speed = self.speedSlider.value;
animation.duration = 1.0;
animation.path = self.bezierPath.CGPath;
animation.rotationMode = kCAAnimationRotateAuto;
animation.removedOnCompletion = NO;
[self.shipLayer addAnimation:animation forKey:@"slide"];
}
@end