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圆形UIView的大小调整,动画保持圆形形状

[英]Circle UIView resize with animation keeping Circle shape

I have a UIView which I am making the background a circular shape with: 我有一个UIView,它使背景成为圆形:

 self.colourView.layer.cornerRadius = 350
 self.colourView.clipsToBounds = true

With the view being a 700 by 700 square. 以700 x 700平方米为视角。

I am then trying to change the size of this view using: 然后,我尝试使用以下方法更改此视图的大小:

UIView.animate(withDuration: zoomLength,
                                   delay: 0,
                                   options: .curveEaseIn,
                                   animations: {
                                    self.colorViewWidth.constant = 100
                                    self.colorViewHeight.constant = 100

                                    self.colourView.layer.cornerRadius = 50
                                    self.colourView.clipsToBounds = true
                                    self.view.layoutIfNeeded()
                                    },
                                   completion: { finished in

                                        })

                                    })

The problem with this is the corner radius of the view switch to 50 instantly. 问题在于视图切换的角半径立即变为50。 So that as the view shrinks in size it doesn't look like a circle shrinking but a square with rounded corners until it reaches the 100 by 100 size. 因此,随着视图尺寸的缩小,它看起来不像是一个圆形的缩小,而是一个带有圆角的正方形,直到达到100 x 100的大小为止。

How can I take a view that circule in shape and shrink it down while maintaining the circlare shape during the animation. 如何在动画过程中保持圆形形状并保持圆形形状的同时查看圆形形状。

You could always animate the corner radius as well with a CABasicAnimation along side the UIView animations. 您也可以始终在UIView动画旁边使用CABasicAnimation为角半径设置动画。 See example below. 请参见下面的示例。

import UIKit

class ViewController: UIViewController {

    //cause 'merica
    var colorView = UIView()
    var button = UIButton()

    var colorViewWidth : NSLayoutConstraint!
    var colorViewHeight : NSLayoutConstraint!

    override func viewDidLoad() {
        super.viewDidLoad()
        // Do any additional setup after loading the view, typically from a nib.


        colorView.frame = CGRect(x: 0, y: 0, width: 750, height: 750)
        colorView.center = self.view.center
        colorView.backgroundColor = .blue
        colorView.layer.cornerRadius = 350
        colorView.clipsToBounds = true
        colorView.layer.allowsEdgeAntialiasing = true
        colorView.translatesAutoresizingMaskIntoConstraints = false

        //set up constraints

        colorViewWidth = NSLayoutConstraint(item: colorView, attribute: .width, relatedBy: .equal, toItem: nil, attribute: .notAnAttribute, multiplier: 1, constant: 750)
        colorViewWidth.isActive = true

        colorViewHeight = NSLayoutConstraint(item: colorView, attribute: .height, relatedBy: .equal, toItem: nil, attribute: .notAnAttribute, multiplier: 1, constant: 750)
        colorViewHeight.isActive = true

        self.view.addSubview(colorView)
        colorView.centerXAnchor.constraint(equalTo: self.view.centerXAnchor).isActive = true
        colorView.centerYAnchor.constraint(equalTo: self.view.centerYAnchor).isActive = true

        //button for action
        button = UIButton(frame: CGRect(x: 0, y: 0, width: self.view.bounds.width - 20, height: 50))
        button.center = self.view.center
        button.center.y = self.view.bounds.height - 70
        button.addTarget(self, action: #selector(ViewController.pressed(sender:)), for: .touchUpInside)
        button.setTitle("Animate", for: .normal)
        button.setTitleColor(.blue, for: .normal)

        self.view.addSubview(button)

    }

    func pressed(sender:UIButton) {

        self.colorViewWidth.constant = 100
        self.colorViewHeight.constant = 100

        UIView.animate(withDuration: 1.0,
                       delay: 0,
                       options: .curveEaseIn,
                       animations: {
                        self.view.layoutIfNeeded()

        },

                       completion: { finished in

        })

        //animate cornerRadius and update model
        let animation = CABasicAnimation(keyPath: "cornerRadius")
        animation.duration = 1.0
        //super important must match
        animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseIn)
        animation.fromValue = colorView.layer.cornerRadius
        animation.toValue = 50
        colorView.layer.add(animation, forKey: nil)
        //update model important
        colorView.layer.cornerRadius = 50

    }
}

Result: 结果: 结果

Try to put your image inside a viewDidLayoutSubviews() 尝试将您的图片放入viewDidLayoutSubviews()

override func viewDidLayoutSubviews() {
    super.viewDidLayoutSubviews()

 colourView.layer.cornerRadius  = colourView.frame.size.width/2
 colourView.layer.masksToBounds = true
 colourView.layer.borderWidth = 3.0
 colourView.layer.borderColor = UIColor(red: 142.0/255.5, green: 142.0/255.5, blue: 142.0/255.5, alpha: 1.0).cgColor

}

let me know how it goes 让我知道事情的后续

Cheers 干杯

Regarding animation you need to create the CAShapeLayer object and then set the cgpath of the layer object. 关于动画,您需要创建CAShapeLayer对象,然后设置图层对象的cgpath

let circleLayer = CAShapeLayer()
let radius = view.bounds.width * 0.5
//Value of startAngle and endAngle should be in the radian.
let path = UIBezierPath(arcCenter: center, radius: radius, startAngle: startAngle, endAngle: endAngle, clockwise: true)
circleLayer.path = path.cgPath

The above will draw the circle for you. 以上将为您绘制圆圈。 After that you can apply the animation on layer object. 之后,您可以将动画应用于layer对象。

let animation = CABasicAnimation(keyPath: "strokeEnd")
animation.fromValue = fromValue//you can update the value here by default it will be 0
animation.toValue = toValue //you can update the value here by default it will be 1
animation.duration = CFTimeInterval(remainingTime)
    circleLayer
circleLayer.removeAnimation(forKey: "stroke")
circleLayer.add(animation, forKey: "stroke")

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