如何为 CAGradientLayer 色点设置动画?
How to animate CAGradientLayer color points?
我在设置 CAGradientLayer 角度动画时遇到问题。
CAGradientLayer 中的角度通过起点和终点属性表示。
我想以圆形方式设置渐变动画。
当我将它设置在 animationGroup 中时,它不起作用。没有动画发生。
当我更改
中的属性时
DispatchQueue.main.asyncAfter(deadline: now() + 1.0) {
// change properties here
}
有效。但是正在发生非常快的动画。这还不够好。
网上只有位置和颜色变化,没有角度变化。
您可以在下面找到一个 Playground 项目来玩
//: A UIKit based Playground for presenting user interface
import UIKit
import PlaygroundSupport
class MyViewController : UIViewController {
// Gradient layer specification
lazy var gradientLayer: CAGradientLayer = {
let gradientLayer = CAGradientLayer()
gradientLayer.colors = [UIColor.white.withAlphaComponent(0.5).cgColor, UIColor.orange.withAlphaComponent(0.5).cgColor, UIColor.orange.cgColor]
gradientLayer.locations = [0, 0.27, 1]
gradientLayer.frame = view.bounds
gradientLayer.startPoint = CGPoint(x: 0.0, y: 0.0)
gradientLayer.endPoint = CGPoint(x: 1.0, y: 1.0)
return gradientLayer
}()
func animationMapFunction(points: [(CGPoint, CGPoint)], keyPath: String) -> [CABasicAnimation] {
return points.enumerated().map { (arg) -> CABasicAnimation in
let (offset, element) = arg
let gradientStartPointAnimation = CABasicAnimation(keyPath: keyPath)
gradientStartPointAnimation.fromValue = element.0
gradientStartPointAnimation.toValue = element.1
gradientStartPointAnimation.beginTime = CACurrentMediaTime() + Double(offset)
return gradientStartPointAnimation
}
}
lazy var gradientAnimation: CAAnimation = {
let startPointAnimationPoints = [(CGPoint(x: 0.0, y: 0.0), CGPoint(x: 1.0, y:0.0)),
(CGPoint(x: 1.0, y:0.0), CGPoint(x: 1.0, y:1.0)),
(CGPoint(x: 1.0, y:1.0), CGPoint(x: 0.0, y:1.0)),
(CGPoint(x: 0.0, y:1.0), CGPoint(x: 0.0, y:0.0))]
let endPointAnimatiomPoints = [(CGPoint(x: 1.0, y:1.0), CGPoint(x: 0.0, y:1.0)),
(CGPoint(x: 0.0, y:1.0), CGPoint(x: 0.0, y:0.0)),
(CGPoint(x: 0.0, y: 0.0), CGPoint(x: 1.0, y:0.0)),
(CGPoint(x: 1.0, y:0.0), CGPoint(x: 1.0, y:1.0))]
let startPointAnimations = animationMapFunction(points: startPointAnimationPoints, keyPath: "startPoint")
let endPointAnimations = animationMapFunction(points: startPointAnimationPoints, keyPath: "endPoint")
let animationGroup = CAAnimationGroup()
animationGroup.duration = 5.0
animationGroup.repeatCount = Float.infinity
animationGroup.animations = startPointAnimations + endPointAnimations
return animationGroup
}()
override func loadView() {
let view = UIView(frame: UIScreen.main.bounds)
self.view = view
view.layer.addSublayer(gradientLayer)
}
func animate() {
view.layer.removeAllAnimations()
gradientLayer.add(gradientAnimation, forKey: nil)
}
}
// Present the view controller in the Live View window
let vc = MyViewController()
PlaygroundPage.current.liveView = vc
vc.animate()
所以我做的是一个计时器,触发开始和结束点的变化。
我从 0 度旋转到 360 度,同时以给定常数(在我的例子中为 6)增加角度
我创建了一个函数映射:angle → (startPoint, endPoint)
func animate() {
stopAnimation()
timer = Timer.scheduledTimer(withTimeInterval: 0.05, repeats: true, block: { timer in
self.angle += 6.0
self.angle.formTruncatingRemainder(dividingBy: 360)
CATransaction.begin()
// disable implicit animation
CATransaction.setDisableActions(true)
let pos = points(from: self.angle)
self.gradientLayer.startPoint = pos.0
self.gradientLayer.endPoint = pos.1
CATransaction.commit()
})
}
func stopAnimation() {
timer?.invalidate()
}
这里是效用函数
extension CGPoint {
var inverse: CGPoint {
return CGPoint(x: 1 - x, y: 1 - y)
}
}
fileprivate func points(from angle: Double) -> (CGPoint, CGPoint) {
let start: CGPoint
switch angle {
case let x where 0 <= x && x < 90:
start = CGPoint(x: x / 180, y: 0.5 - x / 180)
case let x where 90 <= x && x < 180:
start = CGPoint(x: x / 180, y: x / 180 - 0.5)
case let x where 180 <= x && x < 270:
start = CGPoint(x: 2.0 - x / 180, y: 0.5 + (x - 180) / 180)
case let x where 270 <= x && x < 360:
start = CGPoint(x: 2.0 - x / 180, y: 0.5 + (360 - x) / 180)
default:
start = CGPoint.zero
}
return (start, start.inverse)
}
我在设置 CAGradientLayer 角度动画时遇到问题。
CAGradientLayer 中的角度通过起点和终点属性表示。
我想以圆形方式设置渐变动画。
当我将它设置在 animationGroup 中时,它不起作用。没有动画发生。 当我更改
中的属性时DispatchQueue.main.asyncAfter(deadline: now() + 1.0) {
// change properties here
}
有效。但是正在发生非常快的动画。这还不够好。
网上只有位置和颜色变化,没有角度变化。
您可以在下面找到一个 Playground 项目来玩
//: A UIKit based Playground for presenting user interface
import UIKit
import PlaygroundSupport
class MyViewController : UIViewController {
// Gradient layer specification
lazy var gradientLayer: CAGradientLayer = {
let gradientLayer = CAGradientLayer()
gradientLayer.colors = [UIColor.white.withAlphaComponent(0.5).cgColor, UIColor.orange.withAlphaComponent(0.5).cgColor, UIColor.orange.cgColor]
gradientLayer.locations = [0, 0.27, 1]
gradientLayer.frame = view.bounds
gradientLayer.startPoint = CGPoint(x: 0.0, y: 0.0)
gradientLayer.endPoint = CGPoint(x: 1.0, y: 1.0)
return gradientLayer
}()
func animationMapFunction(points: [(CGPoint, CGPoint)], keyPath: String) -> [CABasicAnimation] {
return points.enumerated().map { (arg) -> CABasicAnimation in
let (offset, element) = arg
let gradientStartPointAnimation = CABasicAnimation(keyPath: keyPath)
gradientStartPointAnimation.fromValue = element.0
gradientStartPointAnimation.toValue = element.1
gradientStartPointAnimation.beginTime = CACurrentMediaTime() + Double(offset)
return gradientStartPointAnimation
}
}
lazy var gradientAnimation: CAAnimation = {
let startPointAnimationPoints = [(CGPoint(x: 0.0, y: 0.0), CGPoint(x: 1.0, y:0.0)),
(CGPoint(x: 1.0, y:0.0), CGPoint(x: 1.0, y:1.0)),
(CGPoint(x: 1.0, y:1.0), CGPoint(x: 0.0, y:1.0)),
(CGPoint(x: 0.0, y:1.0), CGPoint(x: 0.0, y:0.0))]
let endPointAnimatiomPoints = [(CGPoint(x: 1.0, y:1.0), CGPoint(x: 0.0, y:1.0)),
(CGPoint(x: 0.0, y:1.0), CGPoint(x: 0.0, y:0.0)),
(CGPoint(x: 0.0, y: 0.0), CGPoint(x: 1.0, y:0.0)),
(CGPoint(x: 1.0, y:0.0), CGPoint(x: 1.0, y:1.0))]
let startPointAnimations = animationMapFunction(points: startPointAnimationPoints, keyPath: "startPoint")
let endPointAnimations = animationMapFunction(points: startPointAnimationPoints, keyPath: "endPoint")
let animationGroup = CAAnimationGroup()
animationGroup.duration = 5.0
animationGroup.repeatCount = Float.infinity
animationGroup.animations = startPointAnimations + endPointAnimations
return animationGroup
}()
override func loadView() {
let view = UIView(frame: UIScreen.main.bounds)
self.view = view
view.layer.addSublayer(gradientLayer)
}
func animate() {
view.layer.removeAllAnimations()
gradientLayer.add(gradientAnimation, forKey: nil)
}
}
// Present the view controller in the Live View window
let vc = MyViewController()
PlaygroundPage.current.liveView = vc
vc.animate()
所以我做的是一个计时器,触发开始和结束点的变化。
我从 0 度旋转到 360 度,同时以给定常数(在我的例子中为 6)增加角度
我创建了一个函数映射:angle → (startPoint, endPoint)
func animate() {
stopAnimation()
timer = Timer.scheduledTimer(withTimeInterval: 0.05, repeats: true, block: { timer in
self.angle += 6.0
self.angle.formTruncatingRemainder(dividingBy: 360)
CATransaction.begin()
// disable implicit animation
CATransaction.setDisableActions(true)
let pos = points(from: self.angle)
self.gradientLayer.startPoint = pos.0
self.gradientLayer.endPoint = pos.1
CATransaction.commit()
})
}
func stopAnimation() {
timer?.invalidate()
}
这里是效用函数
extension CGPoint {
var inverse: CGPoint {
return CGPoint(x: 1 - x, y: 1 - y)
}
}
fileprivate func points(from angle: Double) -> (CGPoint, CGPoint) {
let start: CGPoint
switch angle {
case let x where 0 <= x && x < 90:
start = CGPoint(x: x / 180, y: 0.5 - x / 180)
case let x where 90 <= x && x < 180:
start = CGPoint(x: x / 180, y: x / 180 - 0.5)
case let x where 180 <= x && x < 270:
start = CGPoint(x: 2.0 - x / 180, y: 0.5 + (x - 180) / 180)
case let x where 270 <= x && x < 360:
start = CGPoint(x: 2.0 - x / 180, y: 0.5 + (360 - x) / 180)
default:
start = CGPoint.zero
}
return (start, start.inverse)
}