在 Swift 中更新视图

update view in Swift

我正在制作一个应用程序,通过从数组中读取 CGPoint 并相应地设置图像的中心,以编程方式在屏幕上移动图像。最简单的形式是这样的:

for point in array {
     image.center = point
     sleep(1)
}

它发生在按下按钮之后,因此 for 循环位于按钮的 @IBAction func ... 内。

问题是屏幕在 image.center 更改后没有更新,而是在整个 for 循环完成后才更新,所以当图像位于数组的最后一个点时。如何强制更新视图?或者通常处理此问题的最佳方法是什么?

按照@matt 的建议移除睡眠,并尝试在图像的父视图上调用方法 layoutifneeded 而不是睡眠。视图需要重绘,所以我认为这可以解决问题...

我会使用关键帧动画。 让我们假设这是你的观点:

let val: [CGPoint] = [CGPoint(x:10, y:20), CGPoint(x:100, y:80), CGPoint(x:200, y:80), CGPoint(x:200, y:400), CGPoint(x:30, y:400), CGPoint(x:30, y:100)]

按下按钮后调用动画:

       let duration = NSTimeInterval(2)

        UIView.animateKeyframesWithDuration(duration, delay: 0.0, options: nil, animations: {

            self.myView.center = CGPoint(x: 10, y: 20)

            for (index, point) in enumerate(self.val) {
                UIView.addKeyframeWithRelativeStartTime(Double(index) *  1.0 / Double(self.val.count), relativeDuration: 1.0 / Double(self.val.count), animations: {
                    self.myView.center = point
                })
            }
        }, completion: nil)

当然您可以自定义动画持续时间、延迟等。 请记住

UIView.addKeyframeWithRelativeStartTime relativeDuration...

存在相对值,例如持续时间应介于 0-1 之间,其中 1 是您在

中指定的总持续时间
UIView.animateKeyframesWithDuration...

另一种方法是使用 animateWithDuration:delay:options:animations:completion: 并使用延迟参数为您提供移动之间所需的延迟时间。以下代码立即开始第一个动作,然后在一秒后开始每个后续动作。

Swift 2

class ViewController: UIViewController {

    var block = UIView()
    var pointArray = [CGPoint(x: 30, y: 30), CGPoint(x: 100, y: 30), CGPoint(x: 50, y: 300), CGPoint(x: 300, y: 170)]
    var counter = 1

    override func viewDidLoad() {
        super.viewDidLoad()
        block.frame = CGRect(origin: CGPointZero, size: CGSize(width: 50, height: 50))
        block.center = pointArray[0]
        block.backgroundColor = UIColor.redColor()
        view.addSubview(block)
        moveView()
    }

    func moveView() {
        var delay = counter == 1 ? Double(0) : Double(1)
        UIView.animateWithDuration(0.3, delay: delay, options: .CurveLinear, animations: { () -> Void in
            self.block.center = self.pointArray[self.counter]
        }) { (finished) -> Void in
            self.counter++
            if self.counter < self.pointArray.count {
                self.moveView()
            }
        }
    }
}

Swift 3, 4, 5

class ViewController: UIViewController {

    var block = UIView()
    var pointArray = [CGPoint(x: 30, y: 30), CGPoint(x: 100, y: 30), CGPoint(x: 50, y: 300), CGPoint(x: 300, y: 170)]
    var counter = 1

    override func viewDidLoad() {
        super.viewDidLoad()
        block.frame = CGRect(origin: CGPoint.zero, size: CGSize(width: 50, height: 50))
        block.center = pointArray[0]
        block.backgroundColor = UIColor.red
        view.addSubview(block)
        moveView()
    }

    func moveView() {
        let delay = counter == 1 ? Double(0) : Double(1)
        UIView.animate(withDuration: 0.3, delay: delay, options: .curveLinear, animations: { () -> Void in
            self.block.center = self.pointArray[self.counter]
        }) { (finished) -> Void in
            self.counter+=1
            if self.counter < self.pointArray.count {
                self.moveView()
            }
        }
    }
}