彩色动画
Color animation
我已经编写了简单的动画来绘制线条中的矩形,我们可以将它们视为条形。
每个条都是一个形状层,它有一个动画路径(大小变化和填充颜色变化)。
@IBDesignable final class BarView: UIView {
lazy var pathAnimation: CABasicAnimation = {
let animation = CABasicAnimation(keyPath: "path")
animation.duration = 1
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
animation.fillMode = kCAFillModeBoth
animation.isRemovedOnCompletion = false
return animation
}()
let red = UIColor(red: 249/255, green: 26/255, blue: 26/255, alpha: 1)
let orange = UIColor(red: 1, green: 167/255, blue: 463/255, alpha: 1)
let green = UIColor(red: 106/255, green: 239/255, blue: 47/255, alpha: 1)
lazy var backgroundColorAnimation: CABasicAnimation = {
let animation = CABasicAnimation(keyPath: "fillColor")
animation.duration = 1
animation.fromValue = red.cgColor
animation.byValue = orange.cgColor
animation.toValue = green.cgColor
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
animation.fillMode = kCAFillModeBoth
animation.isRemovedOnCompletion = false
return animation
}()
@IBInspectable var spaceBetweenBars: CGFloat = 10
var numberOfBars: Int = 5
let data: [CGFloat] = [5.5, 9.0, 9.5, 3.0, 8.0]
override func awakeFromNib() {
super.awakeFromNib()
initSublayers()
}
override func layoutSubviews() {
super.layoutSubviews()
setupLayers()
}
func setupLayers() {
let width = bounds.width - (spaceBetweenBars * CGFloat(numberOfBars + 1)) // There is n + 1 spaces between bars.
let barWidth: CGFloat = width / CGFloat(numberOfBars)
let scalePoint: CGFloat = bounds.height / 10.0 // 10.0 - 10 points is max
guard let sublayers = layer.sublayers as? [CAShapeLayer] else { return }
for i in 0...numberOfBars - 1 {
let barHeight: CGFloat = scalePoint * data[i]
let shapeLayer = CAShapeLayer()
layer.addSublayer(shapeLayer)
var xPos: CGFloat!
if i == 0 {
xPos = spaceBetweenBars
} else if i == numberOfBars - 1 {
xPos = bounds.width - (barWidth + spaceBetweenBars)
} else {
xPos = barWidth * CGFloat(i) + spaceBetweenBars * CGFloat(i) + spaceBetweenBars
}
let startPath = UIBezierPath(rect: CGRect(x: xPos, y: bounds.height, width: barWidth, height: 0)).cgPath
let endPath = UIBezierPath(rect: CGRect(x: xPos, y: bounds.height, width: barWidth, height: -barHeight)).cgPath
sublayers[i].path = startPath
pathAnimation.toValue = endPath
sublayers[i].removeAllAnimations()
sublayers[i].add(pathAnimation, forKey: "path")
sublayers[i].add(backgroundColorAnimation, forKey: "backgroundColor")
}
}
func initSublayers() {
for _ in 1...numberOfBars {
let shapeLayer = CAShapeLayer()
layer.addSublayer(shapeLayer)
}
}
}
条形的大小(高度)取决于data
数组,每个子层都有不同的高度。基于这些数据,我制作了一个秤。
PathAnimation
正在改变条形的高度。
BackgroundColorAnimation
正在更改路径的颜色。它从红色开始,经过橙色,最后到绿色。
我的目标是将 backgroundColorAnimation
与 data
数组连接起来,同时它与 pathAnimation
连接起来。
例如。当 data
数组的值为 1.0 时,条形图将仅变为红色,这是从声明为全局变量的基本 red
颜色派生的。如果 data
数组中的值将是 ex。 4.5 然后颜色动画将停止接近 delcared 橙色,5.0 限制将是这个橙色或颜色接近这个。接近 10 的值将变为绿色。
如何将这些条件与动画属性联系起来 fromValue
、byValue
、toValue
。这是一个算法吗?有任何想法吗 ?
你有几个问题。
您正在设置 fillMode
和 isRemovedOnCompletion
。这告诉我,直截了当地说,你不了解 Core Animation。你需要观看 WWDC 2011 Session 421: Core Animation Essentials.
每次调用 layoutSubviews
时都会添加更多层,但不会对它们进行任何操作。
您在每次 layoutSubviews
运行时添加动画。当双倍高度的“通话中”状态栏出现或消失时,或者在界面旋转时,你真的想重新设置动画吗?最好有一个单独的 animateBars()
方法,并从视图控制器的 viewDidAppear
方法中调用它。
你似乎认为byValue
的意思是“在从fromValue
到toValue
的路上经过这个值”,但那不是这个意思。 byValue
在您的案例中被忽略,因为您正在设置 fromValue
和 toValue
。 byValue
的效果在 Setting Interpolation Values.
中解释
如果你想在颜色之间进行插值,最好使用基于色相的颜色space,但我相信Core Animation使用的是RGB颜色space。因此,您应该使用关键帧动画来指定通过在基于色调的颜色 space.
中进行插值来计算的中间颜色
这是对 BarView
的重写,修复了所有这些问题:
@IBDesignable final class BarView: UIView {
@IBInspectable var spaceBetweenBars: CGFloat = 10
var data: [CGFloat] = [5.5, 9.0, 9.5, 3.0, 8.0]
var maxDatum = CGFloat(10)
func animateBars() {
guard window != nil else { return }
let bounds = self.bounds
var flatteningTransform = CGAffineTransform.identity.translatedBy(x: 0, y: bounds.size.height).scaledBy(x: 1, y: 0.001)
let duration: CFTimeInterval = 1
let frames = Int((duration * 60.0).rounded(.awayFromZero))
for (datum, barLayer) in zip(data, barLayers) {
let t = datum / maxDatum
if let path = barLayer.path {
let path0 = path.copy(using: &flatteningTransform)
let pathAnimation = CABasicAnimation(keyPath: "path")
pathAnimation.duration = 1
pathAnimation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
pathAnimation.fromValue = path0
barLayer.add(pathAnimation, forKey: pathAnimation.keyPath)
let colors = gradient.colors(from: 0, to: t, count: frames).map({ [=10=].cgColor })
let colorAnimation = CAKeyframeAnimation(keyPath: "fillColor")
colorAnimation.timingFunction = pathAnimation.timingFunction
colorAnimation.duration = duration
colorAnimation.values = colors
barLayer.add(colorAnimation, forKey: colorAnimation.keyPath)
}
}
}
override func layoutSubviews() {
super.layoutSubviews()
createOrDestroyBarLayers()
let bounds = self.bounds
let barSpacing = (bounds.size.width - spaceBetweenBars) / CGFloat(data.count)
let barWidth = barSpacing - spaceBetweenBars
for ((offset: i, element: datum), barLayer) in zip(data.enumerated(), barLayers) {
let t = datum / maxDatum
let barHeight = t * bounds.size.height
barLayer.frame = bounds
let rect = CGRect(x: spaceBetweenBars + CGFloat(i) * barSpacing, y: bounds.size.height, width: barWidth, height: -barHeight)
barLayer.path = CGPath(rect: rect, transform: nil)
barLayer.fillColor = gradient.color(at: t).cgColor
}
}
private let gradient = Gradient(startColor: .red, endColor: .green)
private var barLayers = [CAShapeLayer]()
private func createOrDestroyBarLayers() {
while barLayers.count < data.count {
barLayers.append(CAShapeLayer())
layer.addSublayer(barLayers.last!)
}
while barLayers.count > data.count {
barLayers.removeLast().removeFromSuperlayer()
}
}
}
private extension UIColor {
var hsba: [CGFloat] {
var hue: CGFloat = 0
var saturation: CGFloat = 0
var brightness: CGFloat = 0
var alpha: CGFloat = 0
getHue(&hue, saturation: &saturation, brightness: &brightness, alpha: &alpha)
return [hue, saturation, brightness, alpha]
}
}
private struct Gradient {
init(startColor: UIColor, endColor: UIColor) {
self.startColor = startColor
self.startHsba = startColor.hsba
self.endColor = endColor
self.endHsba = endColor.hsba
}
let startColor: UIColor
let endColor: UIColor
let startHsba: [CGFloat]
let endHsba: [CGFloat]
func color(at t: CGFloat) -> UIColor {
let out = zip(startHsba, endHsba).map { [=10=] * (1.0 - t) + * t }
return UIColor(hue: out[0], saturation: out[1], brightness: out[2], alpha: out[3])
}
func colors(from t0: CGFloat, to t1: CGFloat, count: Int) -> [UIColor] {
var colors = [UIColor]()
colors.reserveCapacity(count)
for i in 0 ..< count {
let s = CGFloat(i) / CGFloat(count - 1)
let t = t0 * (1 - s) + t1 * s
colors.append(color(at: t))
}
return colors
}
}
结果:
我已经编写了简单的动画来绘制线条中的矩形,我们可以将它们视为条形。
每个条都是一个形状层,它有一个动画路径(大小变化和填充颜色变化)。
@IBDesignable final class BarView: UIView {
lazy var pathAnimation: CABasicAnimation = {
let animation = CABasicAnimation(keyPath: "path")
animation.duration = 1
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
animation.fillMode = kCAFillModeBoth
animation.isRemovedOnCompletion = false
return animation
}()
let red = UIColor(red: 249/255, green: 26/255, blue: 26/255, alpha: 1)
let orange = UIColor(red: 1, green: 167/255, blue: 463/255, alpha: 1)
let green = UIColor(red: 106/255, green: 239/255, blue: 47/255, alpha: 1)
lazy var backgroundColorAnimation: CABasicAnimation = {
let animation = CABasicAnimation(keyPath: "fillColor")
animation.duration = 1
animation.fromValue = red.cgColor
animation.byValue = orange.cgColor
animation.toValue = green.cgColor
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
animation.fillMode = kCAFillModeBoth
animation.isRemovedOnCompletion = false
return animation
}()
@IBInspectable var spaceBetweenBars: CGFloat = 10
var numberOfBars: Int = 5
let data: [CGFloat] = [5.5, 9.0, 9.5, 3.0, 8.0]
override func awakeFromNib() {
super.awakeFromNib()
initSublayers()
}
override func layoutSubviews() {
super.layoutSubviews()
setupLayers()
}
func setupLayers() {
let width = bounds.width - (spaceBetweenBars * CGFloat(numberOfBars + 1)) // There is n + 1 spaces between bars.
let barWidth: CGFloat = width / CGFloat(numberOfBars)
let scalePoint: CGFloat = bounds.height / 10.0 // 10.0 - 10 points is max
guard let sublayers = layer.sublayers as? [CAShapeLayer] else { return }
for i in 0...numberOfBars - 1 {
let barHeight: CGFloat = scalePoint * data[i]
let shapeLayer = CAShapeLayer()
layer.addSublayer(shapeLayer)
var xPos: CGFloat!
if i == 0 {
xPos = spaceBetweenBars
} else if i == numberOfBars - 1 {
xPos = bounds.width - (barWidth + spaceBetweenBars)
} else {
xPos = barWidth * CGFloat(i) + spaceBetweenBars * CGFloat(i) + spaceBetweenBars
}
let startPath = UIBezierPath(rect: CGRect(x: xPos, y: bounds.height, width: barWidth, height: 0)).cgPath
let endPath = UIBezierPath(rect: CGRect(x: xPos, y: bounds.height, width: barWidth, height: -barHeight)).cgPath
sublayers[i].path = startPath
pathAnimation.toValue = endPath
sublayers[i].removeAllAnimations()
sublayers[i].add(pathAnimation, forKey: "path")
sublayers[i].add(backgroundColorAnimation, forKey: "backgroundColor")
}
}
func initSublayers() {
for _ in 1...numberOfBars {
let shapeLayer = CAShapeLayer()
layer.addSublayer(shapeLayer)
}
}
}
条形的大小(高度)取决于data
数组,每个子层都有不同的高度。基于这些数据,我制作了一个秤。
PathAnimation
正在改变条形的高度。
BackgroundColorAnimation
正在更改路径的颜色。它从红色开始,经过橙色,最后到绿色。
我的目标是将 backgroundColorAnimation
与 data
数组连接起来,同时它与 pathAnimation
连接起来。
例如。当 data
数组的值为 1.0 时,条形图将仅变为红色,这是从声明为全局变量的基本 red
颜色派生的。如果 data
数组中的值将是 ex。 4.5 然后颜色动画将停止接近 delcared 橙色,5.0 限制将是这个橙色或颜色接近这个。接近 10 的值将变为绿色。
如何将这些条件与动画属性联系起来 fromValue
、byValue
、toValue
。这是一个算法吗?有任何想法吗 ?
你有几个问题。
您正在设置
fillMode
和isRemovedOnCompletion
。这告诉我,直截了当地说,你不了解 Core Animation。你需要观看 WWDC 2011 Session 421: Core Animation Essentials.每次调用
layoutSubviews
时都会添加更多层,但不会对它们进行任何操作。您在每次
layoutSubviews
运行时添加动画。当双倍高度的“通话中”状态栏出现或消失时,或者在界面旋转时,你真的想重新设置动画吗?最好有一个单独的animateBars()
方法,并从视图控制器的viewDidAppear
方法中调用它。你似乎认为
byValue
的意思是“在从fromValue
到toValue
的路上经过这个值”,但那不是这个意思。byValue
在您的案例中被忽略,因为您正在设置fromValue
和toValue
。byValue
的效果在 Setting Interpolation Values. 中解释
如果你想在颜色之间进行插值,最好使用基于色相的颜色space,但我相信Core Animation使用的是RGB颜色space。因此,您应该使用关键帧动画来指定通过在基于色调的颜色 space.
中进行插值来计算的中间颜色
这是对 BarView
的重写,修复了所有这些问题:
@IBDesignable final class BarView: UIView {
@IBInspectable var spaceBetweenBars: CGFloat = 10
var data: [CGFloat] = [5.5, 9.0, 9.5, 3.0, 8.0]
var maxDatum = CGFloat(10)
func animateBars() {
guard window != nil else { return }
let bounds = self.bounds
var flatteningTransform = CGAffineTransform.identity.translatedBy(x: 0, y: bounds.size.height).scaledBy(x: 1, y: 0.001)
let duration: CFTimeInterval = 1
let frames = Int((duration * 60.0).rounded(.awayFromZero))
for (datum, barLayer) in zip(data, barLayers) {
let t = datum / maxDatum
if let path = barLayer.path {
let path0 = path.copy(using: &flatteningTransform)
let pathAnimation = CABasicAnimation(keyPath: "path")
pathAnimation.duration = 1
pathAnimation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
pathAnimation.fromValue = path0
barLayer.add(pathAnimation, forKey: pathAnimation.keyPath)
let colors = gradient.colors(from: 0, to: t, count: frames).map({ [=10=].cgColor })
let colorAnimation = CAKeyframeAnimation(keyPath: "fillColor")
colorAnimation.timingFunction = pathAnimation.timingFunction
colorAnimation.duration = duration
colorAnimation.values = colors
barLayer.add(colorAnimation, forKey: colorAnimation.keyPath)
}
}
}
override func layoutSubviews() {
super.layoutSubviews()
createOrDestroyBarLayers()
let bounds = self.bounds
let barSpacing = (bounds.size.width - spaceBetweenBars) / CGFloat(data.count)
let barWidth = barSpacing - spaceBetweenBars
for ((offset: i, element: datum), barLayer) in zip(data.enumerated(), barLayers) {
let t = datum / maxDatum
let barHeight = t * bounds.size.height
barLayer.frame = bounds
let rect = CGRect(x: spaceBetweenBars + CGFloat(i) * barSpacing, y: bounds.size.height, width: barWidth, height: -barHeight)
barLayer.path = CGPath(rect: rect, transform: nil)
barLayer.fillColor = gradient.color(at: t).cgColor
}
}
private let gradient = Gradient(startColor: .red, endColor: .green)
private var barLayers = [CAShapeLayer]()
private func createOrDestroyBarLayers() {
while barLayers.count < data.count {
barLayers.append(CAShapeLayer())
layer.addSublayer(barLayers.last!)
}
while barLayers.count > data.count {
barLayers.removeLast().removeFromSuperlayer()
}
}
}
private extension UIColor {
var hsba: [CGFloat] {
var hue: CGFloat = 0
var saturation: CGFloat = 0
var brightness: CGFloat = 0
var alpha: CGFloat = 0
getHue(&hue, saturation: &saturation, brightness: &brightness, alpha: &alpha)
return [hue, saturation, brightness, alpha]
}
}
private struct Gradient {
init(startColor: UIColor, endColor: UIColor) {
self.startColor = startColor
self.startHsba = startColor.hsba
self.endColor = endColor
self.endHsba = endColor.hsba
}
let startColor: UIColor
let endColor: UIColor
let startHsba: [CGFloat]
let endHsba: [CGFloat]
func color(at t: CGFloat) -> UIColor {
let out = zip(startHsba, endHsba).map { [=10=] * (1.0 - t) + * t }
return UIColor(hue: out[0], saturation: out[1], brightness: out[2], alpha: out[3])
}
func colors(from t0: CGFloat, to t1: CGFloat, count: Int) -> [UIColor] {
var colors = [UIColor]()
colors.reserveCapacity(count)
for i in 0 ..< count {
let s = CGFloat(i) / CGFloat(count - 1)
let t = t0 * (1 - s) + t1 * s
colors.append(color(at: t))
}
return colors
}
}
结果: