如果视图变得可动画,则有效地调整 CAShapeLayer 的大小

Efficient resize the CAShapeLayer if the view grows animatable

我有一个 UIButton,里面有一个 CAShapeLayer。这是子类代码的一部分:

private func addBeneathFill(){
    didAddedBeneathFill = true
    let halfBeneathFill = UIBezierPath()
    halfBeneathFill.move(to: CGPoint(x: 0, y: frame.height / 2))
    halfBeneathFill.addCurve(to: CGPoint(x: frame.width, y: frame.height / 2), controlPoint1: CGPoint(x: frame.width / 10, y: frame.height / 2 + frame.height / 10), controlPoint2: CGPoint(x: frame.width,      y: frame.height / 2 + frame.height / 10))
    halfBeneathFill.addLine(to: CGPoint(x: frame.width, y: frame.height))
    halfBeneathFill.addLine(to: CGPoint(x: 0, y: frame.height))
    halfBeneathFill.addLine(to: CGPoint(x: 0, y: frame.height / 2))
    let path = halfBeneathFill.cgPath
    let shapeLayer = CAShapeLayer()
    shapeLayer.path = path
    let fillColor = halfBeneathFillColor.cgColor
    shapeLayer.fillColor = fillColor
    shapeLayer.opacity = 0.3
    layer.insertSublayer(shapeLayer, at: 2)
}

只要 UIButton 大小不变,它就很好用。当它改变大小时,CAShapeLayer 只是停留在它原来的位置。当然,当 UIButton 的帧已更改时,我可以再次 运行 该方法,但在动画中它看起来很糟糕。

如何正确地设置 CAShapeLayer 的大小始终为 UIButton 的当前大小?

您需要在按钮框架更改时重新计算路径并设置动画。

private func animateShapeLayer() {
    let animation = CABasicAnimation(keyPath: "path")
    animation.fromValue = getBezierPath(forFrame: oldFrame)
    animation.toValue = getBezierPath(forFrame: newFrame)
    animation.duration = 1.0
    animation.fillMode = kCAFillModeForwards
    animation.isRemovedOnCompletion = false
    animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)

    shapeLayer.add(animation, forKey: "path")
}

我已经测试过了,这里你有一个 link 到 playground gist 并取得了结果: