[英]Swift 3: Animate color fill of arc added to UIBezierPath
我希望为饼图的一部分的颜色填充设置动画。 我通过为每个饼图创建一个UIBezierPath()
来创建饼图,然后使用addArc
方法指定圆弧的大小/约束。 要为饼图段设置动画,我希望圆弧的颜色填充从圆心到半径端设置动画。 但是,我遇到了麻烦。 我听说从0
到1
的strokeEnd
keyPath
动画应该可以工作,但是弧上没有 animation 发生(弧只是出现在应用程序启动时)。
let rad = 2 * Double.pi
let pieCenter: CGPoint = CGPoint(x: frame.width / 2, y: frame.height / 2)
var start: Double = 0
for i in 0...data.count - 1 {
let size: Double = Double(data[i])! / 100 // the percentege of the circle that the given arc will take
let end: Double = start + (size * rad)
let path = UIBezierPath()
path.move(to: pieCenter)
path.addArc(withCenter: pieCenter, radius: frame.width / 3, startAngle: CGFloat(start), endAngle: CGFloat(end), clockwise: true)
start += size * rad
let lineLayer = CAShapeLayer()
lineLayer.bounds = self.bounds
lineLayer.position = self.layer.position
lineLayer.path = path.cgPath
lineLayer.strokeColor = UIColor.white.cgColor
lineLayer.fillColor = colors[i]
lineLayer.lineWidth = 0
self.layer.addSublayer(lineLayer)
let animation = CABasicAnimation(keyPath: "strokeEnd")
animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
animation.fillMode = kCAFillModeForwards
animation.fromValue = pieCenter
animation.toValue = frame.width / 3 // radius
animation.duration = 2.5
lineLayer.add(animation, forKey: nil)
}
我在这里看到了类似问题的解决方案,但它不适用于单个弧。
为strokeEnd
设置动画strokeEnd
,会为路径周围的笔触设置动画,而不是路径的填充。
如果您只是在寻找填充的任何动画,简单的选项包括设置UIColor.clear.cgColor
到最终颜色的fillColor
关键路径的动画。 或为opacity
键路径设置从0到1的动画。
func addPie(_ animated: Bool = true) {
shapeLayers.forEach { $0.removeFromSuperlayer() }
shapeLayers.removeAll()
guard let dataPoints = dataPoints else { return }
let center = pieCenter
let radius = pieRadius
var startAngle = -CGFloat.pi / 2
let sum = dataPoints.reduce(0.0) { $0 + $1.value }
for (index, dataPoint) in dataPoints.enumerated() {
let endAngle = startAngle + CGFloat(dataPoint.value / sum) * 2 * .pi
let path = closedArc(at: center, with: radius, start: startAngle, end: endAngle)
let shape = CAShapeLayer()
shape.fillColor = dataPoint.color.cgColor
shape.strokeColor = UIColor.black.cgColor
shape.lineWidth = lineWidth
shape.path = path.cgPath
layer.addSublayer(shape)
shapeLayers.append(shape)
shape.frame = bounds
if animated {
shape.opacity = 0
DispatchQueue.main.asyncAfter(deadline: .now() + Double(index) / Double(dataPoints.count)) {
shape.opacity = 1
let animation = CABasicAnimation(keyPath: "opacity")
animation.fromValue = 0
animation.toValue = 1
animation.duration = 1
shape.add(animation, forKey: nil)
}
}
startAngle = endAngle
}
}
产生:
动画的延迟使它具有更动态的效果。
如果想花哨的话,可以CAShapeLayer
整个CAShapeLayer
的transform
动画。 例如,您可以缩放饼图楔形:
func addPie(_ animated: Bool = true) {
shapeLayers.forEach { $0.removeFromSuperlayer() }
shapeLayers.removeAll()
guard let dataPoints = dataPoints else { return }
let center = pieCenter
let radius = pieRadius
var startAngle = -CGFloat.pi / 2
let sum = dataPoints.reduce(0.0) { $0 + $1.value }
for (index, dataPoint) in dataPoints.enumerated() {
let endAngle = startAngle + CGFloat(dataPoint.value / sum) * 2 * .pi
let path = closedArc(at: center, with: radius, start: startAngle, end: endAngle)
let shape = CAShapeLayer()
shape.fillColor = dataPoint.color.cgColor
shape.strokeColor = UIColor.black.cgColor
shape.lineWidth = lineWidth
shape.path = path.cgPath
layer.addSublayer(shape)
shapeLayers.append(shape)
shape.frame = bounds
if animated {
shape.opacity = 0
DispatchQueue.main.asyncAfter(deadline: .now() + Double(index) / Double(dataPoints.count) + 1) {
shape.opacity = 1
let animation = CABasicAnimation(keyPath: "transform")
animation.fromValue = CATransform3DMakeScale(0, 0, 1)
animation.toValue = CATransform3DIdentity
animation.duration = 1
shape.add(animation, forKey: nil)
}
}
startAngle = endAngle
}
}
屈服:
或者,您可以绕其中心角旋转饼形形状图层,使其看起来在角度上扩展:
func addPie(_ animated: Bool = true) {
shapeLayers.forEach { $0.removeFromSuperlayer() }
shapeLayers.removeAll()
guard let dataPoints = dataPoints else { return }
let center = pieCenter
let radius = pieRadius
var startAngle = -CGFloat.pi / 2
let sum = dataPoints.reduce(0.0) { $0 + $1.value }
for (index, dataPoint) in dataPoints.enumerated() {
let endAngle = startAngle + CGFloat(dataPoint.value / sum) * 2 * .pi
let path = closedArc(at: center, with: radius, start: startAngle, end: endAngle)
let shape = CAShapeLayer()
shape.fillColor = dataPoint.color.cgColor
shape.strokeColor = UIColor.black.cgColor
shape.lineWidth = lineWidth
shape.path = path.cgPath
layer.addSublayer(shape)
shapeLayers.append(shape)
shape.frame = bounds
if animated {
shape.opacity = 0
let centerAngle = startAngle + CGFloat(dataPoint.value / sum) * .pi
let transform = CATransform3DMakeRotation(.pi / 2, cos(centerAngle), sin(centerAngle), 0)
DispatchQueue.main.asyncAfter(deadline: .now() + Double(index) / Double(dataPoints.count)) {
shape.opacity = 1
let animation = CABasicAnimation(keyPath: "transform")
animation.fromValue = transform
animation.toValue = CATransform3DIdentity
animation.duration = 1
shape.add(animation, forKey: nil)
}
}
startAngle = endAngle
}
}
产生:
我鼓励您不要对我的CAShapeLayer
和模型的细节CAShapeLayer
,而应该专注于CABasicAnimation
和我们可以设置动画的各种keyPath
值。
为了确保饼图的顺时针顺畅动画,必须按顺序执行以下步骤:
CAShapeLayer
的新父层 self.layer.addSublayer(parentLayer)
简而言之,代码将如下所示:
// Code above this line adds the pie chart slices to the parentLayer
for layer in parentLayer.sublayers! {
// Code in this block creates and animates the same mask for each layer
}
应用于每个饼图的每个动画都是从0
到1
的strokeEnd
关键路径动画。 创建遮罩时,请确保将其fillColor
属性设置为UIColor.clear.cgColor
。
这听起来像是您想要的“时钟擦除”效果可以显示您的图表。 如果是这种情况,那么有一种比为饼图的每个单独的楔形创建单独的遮罩层更简单的方法。 而是使图形的每个楔形成为单层的子层,在该超级层上安装遮罩层,然后在该超级层上运行时钟擦除动画。
这是说明静态图像的时钟擦除动画的GIF:
我写了一篇文章解释如何做,并链接到一个演示它的Github项目:
将圆弧radius
减小一半,并使线的厚度是半径的两倍
let path = closedArc(at: center, with: radius * 0.5, start: startAngle, end: endAngle)
lineLayer.lineWidth = radius
将fillColor
设置为clear
我可能会迟到。 但如果有人正在寻找平滑的圆形饼图 animation 试试这个:-
在你的 ViewController class 下面使用
class YourViewController: UIViewController {
@IBOutlet weak var myView: UIView!
let chartView = PieChartView()
override func viewDidLoad() {
super.viewDidLoad()
myView.addSubview(chartView)
chartView.translatesAutoresizingMaskIntoConstraints = false
chartView.leftAnchor.constraint(equalTo: myView.leftAnchor).isActive = true
chartView.rightAnchor.constraint(equalTo: myView.rightAnchor).isActive = true
chartView.topAnchor.constraint(equalTo: myView.topAnchor).isActive = true
chartView.bottomAnchor.constraint(equalTo: myView.bottomAnchor).isActive = true
// Do any additional setup after loading the view.
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
let segments = [Segment(value: 70, color: .systemBlue), Segment(value: 40, color: .systemCyan), Segment(value: 5, color: .systemTeal), Segment(value: 4, color: .systemMint), Segment(value: 5, color: .systemPurple)]
chartView.segments = segments
}
}
在 PieChartView class 下面创建,它也会为 pieChart 设置动画
class PieChartView: UIView {
/// An array of structs representing the segments of the pie chart
var pieSliceLayer = CAShapeLayer()
var count = 0
var startAngle = -CGFloat.pi * 0.5
var segments = [Segment]() {
didSet {
setNeedsDisplay() // re-draw view when the values get set
}
}
override init(frame: CGRect) {
super.init(frame: frame)
isOpaque = false // when overriding drawRect, you must specify this to maintain transparency.
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
override func draw(_ rect: CGRect) {
addSlices()
}
func addSlices() {
guard count < segments.count else {return}
let radius = min(bounds.width, bounds.height) / 2.0 - 20
let center: CGPoint = CGPoint(x: bounds.midX, y: bounds.midY)
let valueCount = segments.reduce(0, {$0 + $1.value})
for value in segments {
let pieSliceLayer = CAShapeLayer()
pieSliceLayer.strokeColor = value.color.cgColor
pieSliceLayer.fillColor = UIColor.clear.cgColor
pieSliceLayer.lineWidth = radius
layer.addSublayer(pieSliceLayer)
let endAngle = CGFloat(value.value) / valueCount * CGFloat.pi * 2.0 + startAngle
pieSliceLayer.path = UIBezierPath(arcCenter: center, radius: radius/2, startAngle: startAngle, endAngle: endAngle, clockwise: true).cgPath
startAngle = endAngle
}
pieSliceLayer.strokeColor = UIColor.white.cgColor
pieSliceLayer.fillColor = UIColor.clear.cgColor
pieSliceLayer.lineWidth = radius
let startAngle: CGFloat = 3 * .pi / 2
let endAngle: CGFloat = -3 * .pi / 2
pieSliceLayer.path = UIBezierPath(arcCenter: center, radius: radius/2, startAngle: startAngle, endAngle: endAngle, clockwise: false).cgPath
pieSliceLayer.strokeEnd = 1
layer.addSublayer(pieSliceLayer)
startCircleAnimation()
}
private func startCircleAnimation() {
pieSliceLayer.strokeEnd = 0
let animation = CABasicAnimation(keyPath: "strokeEnd")
animation.fromValue = 1
animation.toValue = 0
animation.duration = 1.0
animation.timingFunction = CAMediaTimingFunction(controlPoints: 0.42, 0.00, 0.09, 1.00)
pieSliceLayer.add(animation, forKey: nil)
}
}
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