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GLTransitionAnimationDemo

iOS 自定义转场动画

路漫漫其修远兮,吾将上下而求索

开门效果.gif

前记

想研究自定义转场动画很久了,时间就像海绵,挤一挤还是有的,花了差不多有10天的时间,终于对转场动画了解了一点。自从iOS 7以后,我们就可以自定义转场动画,实现我们想要的效果,在这之前,我们先来看一张图,大概了解下,需要知道些什么

相关类联系图

Paste_Image.png

相信各位看官也差不多看完这张图了,下面我们就来简单了解下其中的类和相关的函数

说到转场动画,其实无非就是我们常用的push pop present dismiss四种动画,其中前面两个是成对使用,后面两个成对使用,我们先看看push这组在自定义转场动画中所涉及到的类

由于push动画组需要配合navigationController来使用,所以上图中的UINavigationControllerDelegate肯定是我们需要的类

UINavigationControllerDelegate

先来看看其中需要用到的函数

- (nullable id <UIViewControllerInteractiveTransitioning>)navigationController:(UINavigationController *)navigationController
                          interactionControllerForAnimationController:(id <UIViewControllerAnimatedTransitioning>) animationController NS_AVAILABLE_IOS(7_0);

- (nullable id <UIViewControllerAnimatedTransitioning>)navigationController:(UINavigationController *)navigationController
                                   animationControllerForOperation:(UINavigationControllerOperation)operation
                                                fromViewController:(UIViewController *)fromVC
                                                  toViewController:(UIViewController *)toVC  NS_AVAILABLE_IOS(7_0);

第一个函数的返回值是一个id <UIViewControllerInteractiveTransitioning>值 第二个函数返回的值是一个id <UIViewControllerAnimatedTransitioning>值 那么我们就先从这两个返回值入手,来看下两个函数的作用

UIViewControllerInteractiveTransitioning 、UIPercentDrivenInteractiveTransition

这两个类又是干什么的呢?UIPercentDrivenInteractiveTransition遵守协议UIViewControllerInteractiveTransitioning,通过查阅资料了解到,UIPercentDrivenInteractiveTransition这个类的对象会根据我们的手势,来决定我们的自定义过渡的完成度,也就是这两个其实是和手势交互相关联的,自然而然我们就想到了iOS 7引进的侧滑手势,对,就是侧滑手势,说到这里,我就顺带介绍一个类,UIScreenEdgePanGestureRecognizer,手势侧滑的类,具体怎么使用,后面我会陆续讲到。

涉及函数

//更新进度
- (void)updateInteractiveTransition:(CGFloat)percentComplete;
//取消转场 回到转场前的效果
- (void)cancelInteractiveTransition;
//完成转场 
- (void)finishInteractiveTransition;
UIViewControllerAnimatedTransitioning

在这个类中,我们又看到了两个函数

//转场时间
- (NSTimeInterval)transitionDuration:(nullable id <UIViewControllerContextTransitioning>)transitionContext;

- (void)animateTransition:(id <UIViewControllerContextTransitioning>)transitionContext;

其中又涉及到一个新的类UIViewControllerContextTransitioning,那么这个又是干什么的呢?我们等下再来了解,先来谈谈第一个函数transitionDuration,从返回值我们可以猜测出这是和时间有关的,没错,这就是我们自定义转场动画所需要的时间 那么下面我们就来看看UIViewControllerContextTransitioning

UIViewControllerContextTransitioning

这个类就是我们自定义转场动画所需要的核心,即转场动画的上下文,定义了转场时需要的元素,比如在转场过程中所参与的视图控制器和视图的相关属性

//转场动画的容器
@property(nonatomic, readonly) UIView *containerView;
//通过对应的`key`可以得到我们需要的`vc`
- (UIViewController *)viewControllerForKey:(UITransitionContextViewControllerKey)key
//转场动画完成时候调用,必须调用,否则在进行其他转场没有任何效果
- (void)completeTransition:(BOOL)didComplete

看到这里,我们现在再去看UINavigationControllerDelegate 中的两个函数和UIViewControllerAnimatedTransitioning 中的animateTransition 函数,就能完全理解了

//主要用于手势交互转场 for push or pop
- (nullable id <UIViewControllerInteractiveTransitioning>)navigationController:(UINavigationController *)navigationController
                          interactionControllerForAnimationController:(id <UIViewControllerAnimatedTransitioning>) animationController NS_AVAILABLE_IOS(7_0);

//非手势交互转场 for push or pop
- (nullable id <UIViewControllerAnimatedTransitioning>)navigationController:(UINavigationController *)navigationController
                                   animationControllerForOperation:(UINavigationControllerOperation)operation
                                                fromViewController:(UIViewController *)fromVC
                                                  toViewController:(UIViewController *)toVC  NS_AVAILABLE_IOS(7_0);

//实现转场动画 通过transitionContext
- (void)animateTransition:(id <UIViewControllerContextTransitioning>)transitionContext;

到此,我们还有一个类没有了解,那就是UIViewControllerTransitioningDelegate有了前面的分析,我们可以很好的理解

UIViewControllerTransitioningDelegate

主要是针对presentdismiss动画的转场

//非手势转场交互 for present
- (id<UIViewControllerAnimatedTransitioning>)animationControllerForPresentedController:(UIViewController *)presented presentingController:(UIViewController *)presenting sourceController:(UIViewController *)source
//非手势转场交互 for dismiss
- (id<UIViewControllerAnimatedTransitioning>)animationControllerForDismissedController:(UIViewController *)dismissed
//手势交互 for dismiss
- (id<UIViewControllerInteractiveTransitioning>)interactionControllerForDismissal:(id<UIViewControllerAnimatedTransitioning>)animator
//手势交互 for present
- (id<UIViewControllerInteractiveTransitioning>)interactionControllerForPresentation:(id<UIViewControllerAnimatedTransitioning>)animator

基本定义和概览我们差不多应该有了一定的了解,正如上图中的简单描述。

了解性的东西说了这么多,下面我们就来点实际性的东西,除了第一张开门那种自定义动画,再来几个比较常用的动画

CircleSpread.gif

circleRectSpread.gif

page.gif

这些动画都比较简单,相信许多大神都很清楚,还望见谅,下面我就对每一种进行分析分析,在分析动画之前,先来看看怎么将上面的各个类进行封装起来,使用更方便,这里不得不感谢很久之前看到的一篇文章,从他的文章中收获非常大。

在学习转场动画的时候,虽然对所有类的关系有了一定了解,但是封装的时候,完全没有想到还有这么好的思路,确实是学习了。下面我们就一起来看看封装思路。

封装思路
1. 新建一个综合管理转场动画的类

作用:主要是管理转场所需要的一些设置,诸如转场时间和转场的实现(主要是在子类中进行实现,分离开来),用户在自定义转场动画的时候,只需要继承该类并重写父类方法就可以 类名:GLTransitionManager,需要准守的协议有<UINavigationControllerDelegate,UIViewControllerTransitioningDelegate> 通过这样,就可以将presentpush动画相关的操作在该类中进行管理 GLTransitionManager.h中具体方法

@interface GLTransitionManager : NSObject<UINavigationControllerDelegate,UIViewControllerTransitioningDelegate>

/**
 转场动画的时间 默认为0.5s
 */
@property (nonatomic,assign) NSTimeInterval duration;

/**
 入场动画 
 
 @param contextTransition 实现动画
 */
- (void)setToAnimation:(id<UIViewControllerContextTransitioning>)contextTransition;


/**
 退场动画
 
 @param contextTransition 实现动画
 */
- (void)setBackAnimation:(id<UIViewControllerContextTransitioning>)contextTransition;

相信大家也看到了在入场和退场动画中都有(id<UIViewControllerContextTransitioning>) contextTransition 这么一个参数,通过该参数,我们可以获取转场动画的相关vc和其他信息,进行转场动画的实现,即我们在自定义转场动画的时候,只需要重写该两个方法就可以,通过contextTransition来实现动画,而<UIViewControllerContextTransitioning>又在UIViewControllerAnimatedTransitioning协议的方法- (void)animateTransition:(id <UIViewControllerContextTransitioning>)transitionContext中涉及到,于是我又新建了一个准守协议UIViewControllerAnimatedTransitioning的类GLTransitionAnimation,也就是下面我们将的类

2.转场动画配置及实现类

作用:虽然是配置和实现类,但是在该类中并没有进行实现,这里也正是之前那个博主的高明之处,至少我是这么认为的。在该类中,我们用block的传值方法将其传入到我们的管理类中,也就是GLTransitionManager

GLTransitionAnimation.h文件

/**
 GLTransitionAnimation 块

 @param contextTransition 将满足UIViewControllerContextTransitioning协议的对象传到管理内 在管理类对动画统一实现
 */
typedef void(^GLTransitionAnimationBlock)(id <UIViewControllerContextTransitioning> contextTransition);

@interface GLTransitionAnimation : NSObject<UIViewControllerAnimatedTransitioning>

@property (nonatomic,copy) GLTransitionAnimationBlock animationBlock;

/**
 初始化方法

 @param duration 转场时间
 @return 返回
 */
- (id)initWithDuration:(NSTimeInterval)duration;

GLTransitionAnimation.m文件比较简单,这里就先不详说,我们先回到管理类中,来看看怎么使用

GLTransitionManager.m文件, 在此种定义两个属性

/**
 入场动画
 */
@property (nonatomic,strong) GLTransitionAnimation *toTransitionAnimation;

/**
 退场动画
 */
@property (nonatomic,strong) GLTransitionAnimation *backTransitionAnimation;

实现方法

#pragma mark == 懒加载
- (GLTransitionAnimation *)toTransitionAnimation
{
    if (nil == _toTransitionAnimation) {
        __weak typeof(self) weakSelf = self;
        _toTransitionAnimation = [[GLTransitionAnimation alloc] initWithDuration:self.duration ];
        _toTransitionAnimation.animationBlock = ^(id<UIViewControllerContextTransitioning> contextTransition)
        {
            [weakSelf setToAnimation:contextTransition];
        };
    }
    return _toTransitionAnimation;
}

- (GLTransitionAnimation *)backTransitionAnimation
{
    if (nil == _backTransitionAnimation) {
        __weak typeof(self) weakSelf = self;
        _backTransitionAnimation = [[GLTransitionAnimation alloc] initWithDuration:self.duration];
        _backTransitionAnimation.animationBlock = ^(id<UIViewControllerContextTransitioning> contextTransition)
        {
            [weakSelf setBackAnimation:contextTransition];
        };
    }
    return _backTransitionAnimation;
}

通过上面这一方法,我们就很好的将关键参数和对外接口联系起来了。这样我们就只需要在setToAnimationsetBackAnimation进行转场动画的具体实现即可。 当然这里还有一个小问题,相信各位也发现了,就是为什么将属性定义在了.m文件里呢?是的,这里确实是定义在了.m文件中,其实就是为了更少的暴露不需要的。

搞定这个之后,我们在来看看,在上面时候,调用该属性呢? 下面我们就来看具体使用的地方

//非手势转场交互 for present
- (id<UIViewControllerAnimatedTransitioning>)animationControllerForPresentedController:(UIViewController *)presented presentingController:(UIViewController *)presenting sourceController:(UIViewController *)source{
    return self.toTransitionAnimation;
}

//非手势转场交互 for dismiss
- (id<UIViewControllerAnimatedTransitioning>)animationControllerForDismissedController:(UIViewController *)dismissed{
    return self.backTransitionAnimation;
}

//================
//非手势转场交互 for push or pop
/*****注释:通过 fromVC 和 toVC 我们可以在此设置需要自定义动画的类 *****/
- (id <UIViewControllerAnimatedTransitioning>)navigationController:(UINavigationController *)navigationController
                                   animationControllerForOperation:(UINavigationControllerOperation)operation
                                                fromViewController:(UIViewController *)fromVC
                                                  toViewController:(UIViewController *)toVC
{
    _operation = operation;
    
    if (operation == UINavigationControllerOperationPush)
    {
        return self.toTransitionAnimation;
    }
    else if (operation == UINavigationControllerOperationPop)
    {
        return self.backTransitionAnimation;
    }
    else
    {
        return nil;
    }
}

在这两个地方使用后,我们差不多就完成了一半了,那还一部分呢?那就是我们的手势滑动,下面我们就来看看手势滑动。

3.手势交互管理类

作用:主要通过侧滑手势来管理交互,在iOS 7后引入新的类UIPercentDrivenInteractiveTransition,该类的对象会根据我们的手势,来决定我们的自定义过渡的完成度,所以此次我采用继承的方式,然后在继承的类中加入滑动手势类,这里加入的是侧滑手势类UIScreenEdgePanGestureRecognizer,这个类也就是我定义的GLInteractiveTransition

GLInteractiveTransition.h文件


/**
 手势的方向枚举

 - GLPanEdgeTop:屏幕上方
 - GLPanEdgeLeft:屏幕左侧
 - GLPanEdgeBottom: 屏幕下方
 - GLPanEdgeRight: 屏幕右方
 */
typedef NS_ENUM(NSInteger,GLEdgePanGestureDirection) {
    GLPanEdgeTop    = 0,
    GLPanEdgeLeft,
    GLPanEdgeBottom,
    GLPanEdgeRight
};


///**
// 手势转场类型
//
// - GLInteractiveTransitionPush: push
// - GLInteractiveTransitionPop: pop
// - GLInteractiveTransitionPresent: present
// - GLInteractiveTransitionDismiss: dismiss
// */
//typedef NS_ENUM(NSInteger,GLInteractiveTransitionType) {
//    GLInteractiveTransitionPush = 0,
//    GLInteractiveTransitionPop,
//    GLInteractiveTransitionPresent ,
//    GLInteractiveTransitionDismiss
//};


@interface GLInteractiveTransition : UIPercentDrivenInteractiveTransition

/**
 是否满足侧滑手势交互
 */
@property (nonatomic,assign) BOOL isPanGestureInteration;


/**
 转场时的操作 不用传参数的block
 */
@property (nonatomic,copy) dispatch_block_t eventBlcok;

/**
 添加侧滑手势

 @param view 添加手势的view
 @param direction 手势的方向
 */
- (void)addEdgePageGestureWithView:(UIView *)view direction:(GLEdgePanGestureDirection)direction;

.h文件中,定义了两个属性,一个是用来判断是否需满足侧滑手势,这个在后面会讲到。另一个是用来在侧滑的时候执行所需要的转场的block,之前本来是没有加这个的,但是在后面使用的时候,由于想加侧滑的presentpush效果,所以就加了一个。

下面看看.m文件滑动手势中的具体实现

- (void)handlePopRecognizer:(UIPanGestureRecognizer*)recognizer {
    // 计算用户手指划了多远
    
    CGFloat progress = fabs([recognizer translationInView:self.gestureView].x) / (self.gestureView.bounds.size.width * 1.0);
    progress = MIN(1.0, MAX(0.0, progress));
        
    switch (recognizer.state) {
        case UIGestureRecognizerStateBegan:
        {
            _isPanGestureInteration = YES;
            
            if (self.eventBlcok) {
                self.eventBlcok();
            }
            
            // 创建过渡对象,弹出viewController
//            
//            UIViewController *fromVc = [self gl_viewController];
//            
//            switch (self.transitionType) {
//                case GLInteractiveTransitionPush:
//                {
//                    
//                }
//                    break;
//                case GLInteractiveTransitionPop:
//                {
//                    if (fromVc.navigationController) {
//                        [fromVc.navigationController popViewControllerAnimated:YES];
//                    }
//                }
//                    break;
//                case GLInteractiveTransitionPresent:
//                {
//                    
//                }
//                    break;
//                case GLInteractiveTransitionDismiss:
//                {
//                    [fromVc dismissViewControllerAnimated:YES completion:nil];
//                }
//                    break;
//                default:
//                    break;
//            }
            break;
        }
        case UIGestureRecognizerStateChanged:
        {
            // 更新 interactive transition 的进度
            [self updateInteractiveTransition:progress];
            break;
        }
        case UIGestureRecognizerStateEnded:
        case UIGestureRecognizerStateCancelled:
        {
//            NSLog(@" 打印信息:%f",progress);
            // 完成或者取消过渡
            if (progress > 0.5) {
                [self finishInteractiveTransition];
            }
            else {
                [self cancelInteractiveTransition];
            }
            
            _isPanGestureInteration = NO;
            break;
        }
        default:
            break;
    }
}

手势交互管理类的核心代码差不多就这么多,下面我们看看怎么使用

4.UIViewController + GLTransition

为了和系统的转场动画的函数区分开来,这里我新建了一个UIViewControllercategoryUIViewController + GLTransition,在其中定义了四个函数,分别如下

/**
 push动画

 @param viewController 被push viewController
 @param transitionManager 控制类
 */
- (void)gl_pushViewControler:(UIViewController *)viewController withAnimation:(GLTransitionManager*)transitionManager;


/**
 present动画

 @param viewController 被present viewController
 @param transitionManager 控制类
 */
- (void)gl_presentViewControler:(UIViewController *)viewController withAnimation:(GLTransitionManager*)transitionManager;


/**
 注册入场手势

 @param direction 方向
 @param blcok 手势转场触发的点击事件
 */
- (void)gl_registerToInteractiveTransitionWithDirection:(GLEdgePanGestureDirection)direction eventBlcok:(dispatch_block_t)blcok;

/**
 注册返回手势

 @param direction 侧滑方向
 @param blcok 手势转场触发的点击事件
 */
- (void)gl_registerBackInteractiveTransitionWithDirection:(GLEdgePanGestureDirection)direction eventBlcok:(dispatch_block_t)blcok;

下面我们看看具体实现 UIViewController (GLTransition).m文件

- (void)gl_pushViewControler:(UIViewController *)viewController withAnimation:(GLTransitionManager *)transitionManager
{
    if (!viewController) {
        return;
    }
    if (!transitionManager) {
        return;
    }
    
    if (self.navigationController) {
        
        self.navigationController.delegate = transitionManager;
        
        GLInteractiveTransition *toInteractiveTransition = objc_getAssociatedObject(self, &kToAnimationKey);
        if (toInteractiveTransition) {
            [transitionManager setValue:toInteractiveTransition forKey:@"toInteractiveTransition"];
        }
        
        objc_setAssociatedObject(viewController, &kAnimationKey, transitionManager, OBJC_ASSOCIATION_RETAIN_NONATOMIC);
        [self.navigationController pushViewController:viewController animated:YES];
   
    }
}

- (void)gl_presentViewControler:(UIViewController *)viewController withAnimation:(GLTransitionManager *)transitionManager
{
    if (!viewController) {
        return;
    }
    if (!transitionManager) {
        return;
    }
    //present 动画代理 被执行动画的vc设置代理
    viewController.transitioningDelegate = transitionManager;
    
    GLInteractiveTransition *toInteractiveTransition = objc_getAssociatedObject(self, &kToAnimationKey);
    if (toInteractiveTransition) {
        [transitionManager setValue:toInteractiveTransition forKey:@"toInteractiveTransition"];
    }
    objc_setAssociatedObject(viewController, &kAnimationKey, transitionManager, OBJC_ASSOCIATION_RETAIN_NONATOMIC);
    
    [self presentViewController:viewController animated:YES completion:nil];
}

- (void)gl_registerToInteractiveTransitionWithDirection:(GLEdgePanGestureDirection)direction eventBlcok:(dispatch_block_t)blcok
{
    GLInteractiveTransition *interactiveTransition = [[GLInteractiveTransition alloc] init];
    interactiveTransition.eventBlcok = blcok;
    [interactiveTransition addEdgePageGestureWithView:self.view direction:direction];
    
    objc_setAssociatedObject(self, &kToAnimationKey, interactiveTransition, OBJC_ASSOCIATION_RETAIN_NONATOMIC);
}

- (void)gl_registerBackInteractiveTransitionWithDirection:(GLEdgePanGestureDirection)direction eventBlcok:(dispatch_block_t)blcok
{
    GLInteractiveTransition *interactiveTransition = [[GLInteractiveTransition alloc] init];
    interactiveTransition.eventBlcok = blcok;
    [interactiveTransition addEdgePageGestureWithView:self.view direction:direction];
    
    //判读是否需要返回 然后添加侧滑
    GLTransitionManager *animator = objc_getAssociatedObject(self, &kAnimationKey);
    if (animator)
    {
        //用kvc的模式  给 animator的backInteractiveTransition 退场赋值
        [animator setValue:interactiveTransition forKey:@"backInteractiveTransition"];
    }
}

pushpresent中,有几个需要注意的地方 1、self.navigationController.delegate = transitionManager 2、viewController.transitioningDelegate = transitionManager 上面两个主要是将navigationController的代理和viewControllertransitioningDelegate指向对象transitionManager,这个对象是准守了<UINavigationControllerDelegate,UIViewControllerTransitioningDelegate>两个协议的,这样我们就能够在pushpresent的时候,简单的去调协议方法。

3、设置手势交互转场

        GLInteractiveTransition *toInteractiveTransition = objc_getAssociatedObject(self, &kToAnimationKey);
        if (toInteractiveTransition) {
            [transitionManager setValue:toInteractiveTransition forKey:@"toInteractiveTransition"];
        }

pushpresent方法中,都有这样的代码,这里为了减少不必要的暴露,在GLTransitionManager.m文件中,我还定义了两个属性

/**
 入场手势
 */
@property (nonatomic,strong) GLInteractiveTransition *toInteractiveTransition;

/**
 退场手势
 */
@property (nonatomic,strong) GLInteractiveTransition *backInteractiveTransition;

并且通过kvc的方式对其进行赋值,当转场动画进行的时候,会先去调用非转场动画的方法,比如push的时候,会先调用

- (id <UIViewControllerAnimatedTransitioning>)navigationController:(UINavigationController *)navigationController
                                   animationControllerForOperation:(UINavigationControllerOperation)operation
                                                fromViewController:(UIViewController *)fromVC
                                                  toViewController:(UIViewController *)toVC

然后再调用手势交互

//手势交互 for push or pop
- (id<UIViewControllerInteractiveTransitioning>)navigationController:(UINavigationController *)navigationController interactionControllerForAnimationController:(id<UIViewControllerAnimatedTransitioning>)animationController

这个时候,我们就需要加一个判断,也就是通过GLInteractiveTransition类中的是否满足侧滑手势交互isPanGestureInteration这个属性来判断,前面在侧滑手势刚刚进行的时候,就对其进行了赋值,并设置为yes,对应的实现代码就是

- (id<UIViewControllerInteractiveTransitioning>)navigationController:(UINavigationController *)navigationController interactionControllerForAnimationController:(id<UIViewControllerAnimatedTransitioning>)animationController
{
    if (_operation == UINavigationControllerOperationPush) {
        return self.toInteractiveTransition.isPanGestureInteration ? self.toInteractiveTransition:nil;
    }
    else{
        return self.backInteractiveTransition.isPanGestureInteration ? self.backInteractiveTransition:nil;
    }
}

如果返回的为nil,那么就不会去调用手势交互类,否则则会调用。同理,present的时候也是一样 所以就有了下面的代码

//手势交互 for dismiss
- (id<UIViewControllerInteractiveTransitioning>)interactionControllerForDismissal:(id<UIViewControllerAnimatedTransitioning>)animator{
    return self.backInteractiveTransition.isPanGestureInteration ? self.backInteractiveTransition:nil;
}

//手势交互 for present
- (id<UIViewControllerInteractiveTransitioning>)interactionControllerForPresentation:(id<UIViewControllerAnimatedTransitioning>)animator{
   return self.toInteractiveTransition.isPanGestureInteration ? self.toInteractiveTransition:nil;
}

UIViewController + GLTransition中的pushpresent函数中,还有一个需要注意的地方,那就是

objc_setAssociatedObject(viewController, &kAnimationKey, transitionManager, OBJC_ASSOCIATION_RETAIN_NONATOMIC);

这里通过runtime的方式给vc设置了一个属性值,为什么这么做呢?因为在arc下,如果我们在使用GLTransitionManager的时候去创建一个对象而非vc的属性,那么在push的时候GLTransitionManager这个对象就会被系统释放掉,这样我们后面所有有关转场的操作就不能再实现了,或许我们可以给vc建一个base类,然后添加一个GLTransitionManager对象的属性,但是这样或许有点复杂,所有这里就这样处理了。

UIViewController + GLTransition中还有两个函数的实现,其原理,我相信大家应该都能看明白了,就不再详细说明了

- (void)gl_registerToInteractiveTransitionWithDirection:(GLEdgePanGestureDirection)direction eventBlcok:(dispatch_block_t)blcok
{
    GLInteractiveTransition *interactiveTransition = [[GLInteractiveTransition alloc] init];
    interactiveTransition.eventBlcok = blcok;
    [interactiveTransition addEdgePageGestureWithView:self.view direction:direction];
    
    objc_setAssociatedObject(self, &kToAnimationKey, interactiveTransition, OBJC_ASSOCIATION_RETAIN_NONATOMIC);
}

- (void)gl_registerBackInteractiveTransitionWithDirection:(GLEdgePanGestureDirection)direction eventBlcok:(dispatch_block_t)blcok
{
    GLInteractiveTransition *interactiveTransition = [[GLInteractiveTransition alloc] init];
    interactiveTransition.eventBlcok = blcok;
    [interactiveTransition addEdgePageGestureWithView:self.view direction:direction];
    
    //判读是否需要返回 然后添加侧滑
    GLTransitionManager *animator = objc_getAssociatedObject(self, &kAnimationKey);
    if (animator)
    {
        //用kvc的模式  给 animator的backInteractiveTransition 退场赋值
        [animator setValue:interactiveTransition forKey:@"backInteractiveTransition"];
    }
}

整个封装的思路差不多到这里就完了,希望对大家有用

文章有点长,希望大家能够理解,因为后面还有。。。。

几个动画的具体实现
1、开门动画

由于我们已经有了基类``,所以当我们需要实现什么动画的时候,只需要集成该类就可以了

针对开门动画我新建了下面这么一个类GLTransitionManager

@interface GLOpenDoorAnimation : GLTransitionManager

@end

然后在重新父类的方法

- (void)setToAnimation:(id<UIViewControllerContextTransitioning>)contextTransition

具体实现 1、根据id<UIViewControllerContextTransitioning>对象先得到几个关键值,目标vc和当前vc和容器containerView

    //获取目标动画的VC
    UIViewController *toVc = [contextTransition viewControllerForKey:UITransitionContextToViewControllerKey];
    UIViewController *fromVc = [contextTransition viewControllerForKey:UITransitionContextFromViewControllerKey];
    UIView *containerView = [contextTransition containerView];

2、由于是开门动画,所以其过程大概是这样的:当前vc逐渐缩小,目标vc慢慢从屏幕两边移到中间,但是我们又不能把目标vcview分成两个部分,所以这里我们可以利用截图,来给用户造成一个假象。先截两个图,然后分别让其坐标居于屏幕外,然后用动画让其慢慢移动到屏幕中间,动画完成的时候,移除当前两个截图。这里有个小问题,那就是当前vc的缩放,虽然我们能够使其缩小,但是这样,如果涉及到侧滑手势的话,问题就来了。因为view的宽发生了变化,这样我们根据宽度来计算滑动的距离,从而更新转场动画的时候就会出现问题,导致

- (void)handlePopRecognizer:(UIPanGestureRecognizer*)recognizer {
    // 计算用户手指划了多远
    
    CGFloat progress = fabs([recognizer translationInView:self.gestureView].x) / (self.gestureView.bounds.size.width * 1.0);
    progress = MIN(1.0, MAX(0.0, progress));

中的progress 出现问题。所以这里也就采用了截图的方式,对该截图进行缩放,而不去修改vcview

下面看下核心代码

- (void)setToAnimation:(id<UIViewControllerContextTransitioning>)contextTransition
{
    //获取目标动画的VC
    UIViewController *toVc = [contextTransition viewControllerForKey:UITransitionContextToViewControllerKey];
    UIViewController *fromVc = [contextTransition viewControllerForKey:UITransitionContextFromViewControllerKey];
    UIView *containerView = [contextTransition containerView];
    
    UIView *fromView = fromVc.view;
    UIView *toView = toVc.view;
    
    //截图
    UIView *toView_snapView = [toView snapshotViewAfterScreenUpdates:YES];
    
    CGRect left_frame = CGRectMake(0, 0, CGRectGetWidth(fromView.frame) / 2.0, CGRectGetHeight(fromView.frame));
    CGRect right_frame = CGRectMake(CGRectGetWidth(fromView.frame) / 2.0, 0, CGRectGetWidth(fromView.frame) / 2.0, CGRectGetHeight(fromView.frame));
    UIView *from_left_snapView = [fromView resizableSnapshotViewFromRect:left_frame
                                                         afterScreenUpdates:NO
                                                              withCapInsets:UIEdgeInsetsZero];
    
    UIView *from_right_snapView = [fromView resizableSnapshotViewFromRect:right_frame
                                                         afterScreenUpdates:NO
                                                              withCapInsets:UIEdgeInsetsZero];
    
    toView_snapView.layer.transform = CATransform3DMakeScale(0.7, 0.7, 1);
    from_left_snapView.frame = left_frame;
    from_right_snapView.frame = right_frame;
    
    //将截图添加到 containerView 上
    [containerView addSubview:toView_snapView];
    [containerView addSubview:from_left_snapView];
    [containerView addSubview:from_right_snapView];
    
    fromView.hidden = YES;
    
    [UIView animateWithDuration:self.duration delay:0 options:UIViewAnimationOptionCurveEaseOut animations:^{
        //左移
        from_left_snapView.frame = CGRectOffset(from_left_snapView.frame, -from_left_snapView.frame.size.width, 0);
        //右移
        from_right_snapView.frame = CGRectOffset(from_right_snapView.frame, from_right_snapView.frame.size.width, 0);
        
        toView_snapView.layer.transform = CATransform3DIdentity;
        
    } completion:^(BOOL finished) {
        fromView.hidden = NO;
        
        [from_left_snapView removeFromSuperview];
        [from_right_snapView removeFromSuperview];
        [toView_snapView removeFromSuperview];
        
        if ([contextTransition transitionWasCancelled]) {
            [containerView addSubview:fromView];
        } else {
            [containerView addSubview:toView];
        }
        [contextTransition completeTransition:![contextTransition transitionWasCancelled]];
    }];
}

setBackAnimation动画和上面的大同小异,就不再详细说明,文章后面有demo地址,大家可以看看。

2、圆圈逐渐放大转场动画

在做动画之前,我们先要了解其大概原理 这里我简单的做了个草图

Paste_Image.png 小圆和大圆分别表示动画前和动画后 这里我们采用的是UIBezierPath + mask + CAShapeLayer的策略对其进行实习

大家都知道,UIBezierPath可以画圆形,而CAShapeLayer又具备CGPathRef path属性,可以和UIBezierPath联系起来,而UIView又具备CALayer *mask属性,这样三者就这么巧妙的联系起来了。 在这里,我们使用CABasicAnimation动画,通过对其设置[CABasicAnimation animationWithKeyPath:@"path"]来让其执行我们想要的path路径动画 于是就有了下面的代码

- (void)setToAnimation:(id<UIViewControllerContextTransitioning>)contextTransition
{
    //获取目标动画的VC
    UIViewController *toVc = [contextTransition viewControllerForKey:UITransitionContextToViewControllerKey];
    UIView *containerView = [contextTransition containerView];
    [containerView addSubview:toVc.view];
    
    //创建UIBezierPath路径 作为后面动画的起始路径
    UIBezierPath *startPath = [UIBezierPath bezierPathWithArcCenter:self.centerPoint radius:self.radius startAngle:0 endAngle:2*M_PI clockwise:YES];
    
    //创建结束UIBezierPath
    //首先我们需要得到后面路径的半径  半径应该是距四个角最远的距离
    CGFloat x = self.centerPoint.x;
    CGFloat y = self.centerPoint.y;
    //取出其中距屏幕最远的距离 来求围城矩形的对角线 即我们所需要的半径
    CGFloat radius_x = MAX(x, containerView.frame.size.width - x);
    CGFloat radius_y = MAX(y, containerView.frame.size.height - y);
    //补充下 sqrtf求平方根   double pow(double x, double y); 求 x 的 y 次幂(次方)
    //通过勾股定理算出半径
    CGFloat endRadius = sqrtf(pow(radius_x, 2) + pow(radius_y, 2));
    
    UIBezierPath *endPath = [UIBezierPath bezierPathWithArcCenter:self.centerPoint radius:endRadius startAngle:0 endAngle:2*M_PI clockwise:YES];
    
//    self.endPath = endPath;
    
    //创建CAShapeLayer 用以后面的动画
    CAShapeLayer *shapeLayer = [CAShapeLayer layer];
    shapeLayer.path = endPath.CGPath;
    toVc.view.layer.mask = shapeLayer;
    
    CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:@"path"];
    animation.fromValue = (__bridge id _Nullable)(startPath.CGPath);
    animation.duration = self.duration;
    animation.delegate = (id)self;
//    animation.removedOnCompletion = NO;//执行后移除动画
    //保存contextTransition  后面动画结束的时候调用
    [animation setValue:contextTransition forKey:@"pathContextTransition"];
    [shapeLayer addAnimation:animation forKey:nil];
    
    self.maskShapeLayer = shapeLayer;
}

由于代码中有比较详细的说明,所以这里就不再详细说明,setBackAnimation也大同小异

3、圆圈和目标vc共同缩放转场动画

这个比较简单,主要是利用UIView的缩放进行的,由于目标vc的上角和圆是相切的,所以,这里我们可以先假设目标vc处于正常状态,然后再跟进小圆的中心,画一个大圆,让其和目标vc一起缩放就是。这里留了一个缺陷,那就是不支持侧滑,因为我是用目标vc进行缩放的,而没有截图,大家可以试试。 其实现大概为

- (CGRect)frameToCircle:(CGPoint)centerPoint size:(CGSize)size
{
    CGFloat radius_x = fmax(centerPoint.x, size.width - centerPoint.x);
    CGFloat radius_y = fmax(centerPoint.y, size.height - centerPoint.y);
    CGFloat endRadius = 2 * sqrtf(pow(radius_x, 2) + pow(radius_y, 2));

    CGRect rect = {CGPointZero,CGSizeMake(endRadius, endRadius)};
    
    return rect;
}


- (void)setToAnimation:(id<UIViewControllerContextTransitioning>)contextTransition
{
    //获取目标动画的VC
    UIViewController *toVc = [contextTransition viewControllerForKey:UITransitionContextToViewControllerKey];
    UIView *containerView = [contextTransition containerView];
    
//    [toVc beginAppearanceTransition:YES animated:YES];
    CGPoint center = toVc.view.center;
    
    CGRect rect = [self frameToCircle:self.centerPoint size:toVc.view.bounds.size];
    UIView *backView = [[UIView alloc] initWithFrame:rect];
    backView.backgroundColor = UICOLOR_FROM_RGB_OxFF(0xFFA500);
    backView.center = self.centerPoint;
    backView.layer.cornerRadius = backView.frame.size.height / 2.0;
    backView.transform = CGAffineTransformMakeScale(0.01, 0.01);
    [containerView addSubview:backView];
    
    self.startView = backView;
    
    toVc.view.transform = CGAffineTransformMakeScale(0.01, 0.01);
    toVc.view.alpha = 0;
    toVc.view.center = self.centerPoint;
    [containerView addSubview:toVc.view];
    
    
    [UIView animateWithDuration:self.duration animations:^{
        
        backView.transform = CGAffineTransformIdentity;
        
        toVc.view.center = center;
        toVc.view.transform = CGAffineTransformIdentity;
        toVc.view.alpha = 1;
        
    } completion:^(BOOL finished) {
        [contextTransition completeTransition:!contextTransition.transitionWasCancelled];
        
//        [toVc endAppearanceTransition];
    }];
}

setBackAnimation也大同小异,就不再说明

4、翻书效果

这个还是花了些时间,主要不在思想上,而是在翻书有个阴影效果哪里,等下我会讲到。先说说思路,主要还是通过截图来实现。首先需要截当前vc的部分,如果向左滑则截右边,向右则截左,然后还需要截目标vc的两部分图,分别加到containerView上,假如现在向左翻,那么就要将目标vc的左边截图加到containerView的左边并且隐藏起来,让其绕y轴旋转M_PI_2,就是直插屏幕的样子,那么目标vc的右边截图就需要放到当前vc的下面,这样当当前vc在滑动的时候,我们就能看到下面的图了。当当前vcy轴旋转-M_PI_2的时候,目标vc的左边截图显示出来,并恢复原状,完成整副动画。 需要注意的是,截图在绕y轴旋转的时候,因为我们的layer的默认anchorPoint(0.5,0.5),所以需要改变anchorPoint的只,否则就绕中心在旋转了。

说了这么多,还是看看核心代码吧

p.p1 {margin: 0.0px 0.0px 0.0px 0.0px; font: 14.0px Menlo; color: #3d71ff}p.p2 {margin: 0.0px 0.0px 0.0px 0.0px; font: 14.0px Menlo; color: #4dbf56}p.p3 {margin: 0.0px 0.0px 0.0px 0.0px; font: 14.0px Menlo; color: #00afca}p.p4 {margin: 0.0px 0.0px 0.0px 0.0px; font: 14.0px Menlo; color: #3d71ff; min-height: 16.0px}p.p5 {margin: 0.0px 0.0px 0.0px 0.0px; font: 14.0px Menlo; color: #2337da}p.p6 {margin: 0.0px 0.0px 0.0px 0.0px; font: 14.0px 'PingFang SC'; color: #4dbf56}span.s1 {font-variant-ligatures: no-common-ligatures}span.s2 {font-variant-ligatures: no-common-ligatures; color: #c2349b}span.s3 {font-variant-ligatures: no-common-ligatures; color: #00afca}span.s4 {font-variant-ligatures: no-common-ligatures; color: #3d71ff}span.s5 {font: 14.0px 'PingFang SC'; font-variant-ligatures: no-common-ligatures}span.s6 {font-variant-ligatures: no-common-ligatures; color: #4dbf56}span.s7 {font: 14.0px 'PingFang SC'; font-variant-ligatures: no-common-ligatures; color: #4dbf56}span.s8 {font: 14.0px Menlo; font-variant-ligatures: no-common-ligatures; color: #2337da}span.s9 {font: 14.0px Menlo; font-variant-ligatures: no-common-ligatures; color: #3d71ff}span.s10 {font: 14.0px Menlo; font-variant-ligatures: no-common-ligatures}span.s11 {font-variant-ligatures: no-common-ligatures; color: #8b84cf}span.s12 {font-variant-ligatures: no-common-ligatures; color: #93c96a}span.s13 {font-variant-ligatures: no-common-ligatures; color: #d28f5a}

- (void)setToAnimation:(id<UIViewControllerContextTransitioning>)contextTransition
{
    //获取目标动画的VC
    UIViewController *toVc = [contextTransition viewControllerForKey:UITransitionContextToViewControllerKey];
    UIViewController *fromVc = [contextTransition viewControllerForKey:UITransitionContextFromViewControllerKey];
    UIView *containerView = [contextTransition containerView];
    
    //m34 这个参数有点不好理解  为透视效果 我在http://www.jianshu.com/p/e8d1985dccec这里有讲
    //当Z轴上有变化的时候 我们所看到的透视效果 可以对比看看 当你改成-0.1的时候 就懂了
    CATransform3D transform = CATransform3DIdentity;
    transform.m34 = -0.002;
    [containerView.layer setSublayerTransform:transform];
    
    UIView *fromView = fromVc.view;
    UIView *toView = toVc.view;
    
    //截图
    //当前页面的右侧
    CGRect from_half_right_rect = CGRectMake(fromView.frame.size.width/2.0, 0, fromView.frame.size.width/2.0, fromView.frame.size.height);
    //目标页面的左侧
    CGRect to_half_left_rect = CGRectMake(0, 0, toView.frame.size.width/2.0, toView.frame.size.height);
    //目标页面的右侧
    CGRect to_half_right_rect = CGRectMake(toView.frame.size.width/2.0, 0, toView.frame.size.width/2.0, toView.frame.size.height);
    
    //截三张图 当前页面的右侧 目标页面的左和右
    UIView *fromRightSnapView = [fromView resizableSnapshotViewFromRect:from_half_right_rect afterScreenUpdates:NO withCapInsets:UIEdgeInsetsZero];
    UIView *toLeftSnapView = [toView resizableSnapshotViewFromRect:to_half_left_rect afterScreenUpdates:YES withCapInsets:UIEdgeInsetsZero];
    UIView *toRightSnapView = [toView resizableSnapshotViewFromRect:to_half_right_rect afterScreenUpdates:YES withCapInsets:UIEdgeInsetsZero];
    
    
    fromRightSnapView.frame = from_half_right_rect;
    toLeftSnapView.frame = to_half_left_rect;
    toRightSnapView.frame = to_half_right_rect;
    
    //重新设置anchorPoint  分别绕自己的最左和最右旋转
    fromRightSnapView.layer.position = CGPointMake(CGRectGetMinX(fromRightSnapView.frame), CGRectGetMinY(fromRightSnapView.frame) + CGRectGetHeight(fromRightSnapView.frame) * 0.5);
    fromRightSnapView.layer.anchorPoint = CGPointMake(0, 0.5);
    
    toLeftSnapView.layer.position = CGPointMake(CGRectGetMinX(toLeftSnapView.frame) + CGRectGetWidth(toLeftSnapView.frame), CGRectGetMinY(toLeftSnapView.frame) + CGRectGetHeight(toLeftSnapView.frame) * 0.5);
    toLeftSnapView.layer.anchorPoint = CGPointMake(1, 0.5);
    
    //添加阴影效果

    UIView *fromRightShadowView = [self addShadowView:fromRightSnapView startPoint:CGPointMake(0, 1) endPoint:CGPointMake(1, 1)];
    UIView *toLeftShaDowView = [self addShadowView:toLeftSnapView startPoint:CGPointMake(1, 1) endPoint:CGPointMake(0, 1)];
    
    //添加视图  注意顺序
    [containerView insertSubview:toView atIndex:0];
    [containerView addSubview:toLeftSnapView];
    [containerView addSubview:toRightSnapView];
    [containerView addSubview:fromRightSnapView];

    toLeftSnapView.hidden = YES;
    
    
    //先旋转到最中间的位置
    toLeftSnapView.layer.transform = CATransform3DMakeRotation(M_PI_2, 0, 1, 0);
    //StartTime 和 relativeDuration 均为百分百
    [UIView animateKeyframesWithDuration:self.duration delay:0 options:UIViewKeyframeAnimationOptionCalculationModeLinear animations:^{
        [UIView addKeyframeWithRelativeStartTime:0 relativeDuration:0.5 animations:^{
            
            fromRightSnapView.layer.transform = CATransform3DMakeRotation(-M_PI_2, 0, 1, 0);
            fromRightShadowView.alpha = 1.0;
        }];
        
        [UIView addKeyframeWithRelativeStartTime:0.5 relativeDuration:0.5 animations:^{
            toLeftSnapView.hidden = NO;
            toLeftSnapView.layer.transform = CATransform3DIdentity;
            toLeftShaDowView.alpha = 0.0;
        }];
    } completion:^(BOOL finished) {
        [toLeftSnapView removeFromSuperview];
        [toRightSnapView removeFromSuperview];
        [fromRightSnapView removeFromSuperview];
        [fromView removeFromSuperview];
        
        if ([contextTransition transitionWasCancelled]) {
            [containerView addSubview:fromView];
        }
        
        [contextTransition completeTransition:![contextTransition transitionWasCancelled]];
    }];
    
    
    
//本来打算用基础动画来实现 但是由于需要保存几个变量 在动画完成的代理函数中用,所以就取消这个想法了
//    CABasicAnimation *fromRightAnimation = [CABasicAnimation animationWithKeyPath:@"transform.rotation.x"];
//    fromRightAnimation.duration = self.duration/2.0;
//    fromRightAnimation.beginTime = CACurrentMediaTime();
//    fromRightAnimation.toValue = @(-M_PI_2);
//    [fromRightSnapView.layer addAnimation:fromRightAnimation forKey:nil];
//    
//    
//    CABasicAnimation *toLeftAnimation = [CABasicAnimation animationWithKeyPath:@"transform.rotation.x"];
//    toLeftAnimation.beginTime = CACurrentMediaTime() + self.duration/2.0;
//    toLeftAnimation.fromValue = @(M_PI_2);
//    [toLeftAnimation setValue:contextTransition forKey:@"contextTransition"];
//    [toLeftSnapView.layer addAnimation:toLeftAnimation forKey:@"toLeftAnimation"];
}

写到这里,差不多转场动画我能够写的就到这里了,文章实在是有点长,不是故意为之,只是我想写的稍微详细点,对自己也是一个很好的提升。如果能帮到你,还请给个star,嘿嘿~ 下面就附上demo地址 如果有什么不对的地方,还请多多指教,共同成长。

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iOS 自定义转场动画

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