我试图旋转一个UIImageView 360度,并在网上看了几个教程。我不能让它们都工作,UIView要么停止,要么跳转到一个新位置。
我怎样才能做到这一点呢?
我最近尝试的是:
[UIView animateWithDuration:1.0
delay:0.0
options:0
animations:^{
imageToMove.transform = CGAffineTransformMakeRotation(M_PI);
}
completion:^(BOOL finished){
NSLog(@"Done!");
}];
但如果我使用2*pi,它根本不会移动(因为它是相同的位置)。如果我尝试只做(180度),它可以工作,但如果我再次调用这个方法,它会向后旋转。
编辑:
[UIView animateWithDuration:1.0
delay:0.0
options:0
animations:^{
[UIView setAnimationRepeatCount:HUGE_VALF];
[UIView setAnimationBeginsFromCurrentState:YES];
imageToMove.transform = CGAffineTransformMakeRotation(M_PI);
}
completion:^(BOOL finished){
NSLog(@"Done!");
}];
也不管用。它会转到180度,暂停一秒钟,然后在重新开始之前重置回0度。
Kudos to Richard J. Ross III for the idea, but I found that his code wasn't quite what I needed. The default for options, I believe, is to give you UIViewAnimationOptionCurveEaseInOut, which doesn't look right in a continuous animation. Also, I added a check so that I could stop my animation at an even quarter turn if I needed (not infinite, but of indefinite duration), and made the acceleration ramp up during the first 90 degrees, and decelerate during the last 90 degrees (after a stop has been requested):
// an ivar for your class:
BOOL animating;
- (void)spinWithOptions:(UIViewAnimationOptions)options {
// this spin completes 360 degrees every 2 seconds
[UIView animateWithDuration:0.5
delay:0
options:options
animations:^{
self.imageToMove.transform = CGAffineTransformRotate(imageToMove.transform, M_PI / 2);
}
completion:^(BOOL finished) {
if (finished) {
if (animating) {
// if flag still set, keep spinning with constant speed
[self spinWithOptions: UIViewAnimationOptionCurveLinear];
} else if (options != UIViewAnimationOptionCurveEaseOut) {
// one last spin, with deceleration
[self spinWithOptions: UIViewAnimationOptionCurveEaseOut];
}
}
}];
}
- (void)startSpin {
if (!animating) {
animating = YES;
[self spinWithOptions: UIViewAnimationOptionCurveEaseIn];
}
}
- (void)stopSpin {
// set the flag to stop spinning after one last 90 degree increment
animating = NO;
}
更新
我添加了处理请求重新开始旋转(startSpin)的能力,而之前的旋转正在结束(完成)。Github上的示例项目。
Swift 5使用关键帧动画的UIView扩展
这个方法允许我们直接使用UIView.AnimationOptions.repeat
public extension UIView {
func animateRotation(duration: TimeInterval, repeat: Bool, completion: ((Bool) -> ())?) {
var options = UIView.KeyframeAnimationOptions(rawValue: UIView.AnimationOptions.curveLinear.rawValue)
if `repeat` {
options.insert(.repeat)
}
UIView.animateKeyframes(withDuration: duration, delay: 0, options: options, animations: {
UIView.addKeyframe(withRelativeStartTime: 0, relativeDuration: 0.25, animations: {
self.transform = CGAffineTransform(rotationAngle: CGFloat.pi/2)
})
UIView.addKeyframe(withRelativeStartTime: 0.25, relativeDuration: 0.25, animations: {
self.transform = CGAffineTransform(rotationAngle: CGFloat.pi)
})
UIView.addKeyframe(withRelativeStartTime: 0.5, relativeDuration: 0.25, animations: {
self.transform = CGAffineTransform(rotationAngle: 3*CGFloat.pi/2)
})
UIView.addKeyframe(withRelativeStartTime: 0.75, relativeDuration: 0.25, animations: {
self.transform = CGAffineTransform(rotationAngle: 2*CGFloat.pi)
})
}, completion: completion)
}
}
如果你想要做的只是无休止地旋转图像,这很好,而且非常简单:
NSTimeInterval duration = 10.0f;
CGFloat angle = M_PI / 2.0f;
CGAffineTransform rotateTransform = CGAffineTransformRotate(imageView.transform, angle);
[UIView animateWithDuration:duration delay:0 options:UIViewAnimationOptionRepeat| UIViewAnimationOptionCurveLinear animations:^{
imageView.transform = rotateTransform;
} completion:nil];
根据我的经验,这是完美的,但要确保你的图像能够在没有任何偏移的情况下围绕其中心旋转,否则图像动画将“跳跃”一旦它到达PI。
要改变旋转的方向,改变角度的符号(angle *= -1)。
@AlexPretzlav的更新评论让我重新审视了这个问题,我意识到当我写这篇文章时,我旋转的图像是沿着垂直和水平轴镜像的,这意味着图像确实只旋转了90度,然后重置,尽管它看起来像在继续旋转。
所以,如果你的图像像我的一样,这将工作得很好,然而,如果图像不是对称的,你会注意到90度后“snap”回到原来的方向。
要旋转非对称图像,最好使用公认的答案。
这些不太优雅的解决方案之一,如下所示,将真正旋转图像,但当动画重新启动时可能会有明显的口吃:
- (void)spin
{
NSTimeInterval duration = 0.5f;
CGFloat angle = M_PI_2;
CGAffineTransform rotateTransform = CGAffineTransformRotate(self.imageView.transform, angle);
[UIView animateWithDuration:duration delay:0 options:UIViewAnimationOptionCurveLinear animations:^{
self.imageView.transform = rotateTransform;
} completion:^(BOOL finished) {
[self spin];
}];
}
你也可以像@richard-j-ross-iii建议的那样只用块来做,但你会得到一个保留循环警告,因为块正在捕获自己:
__block void(^spin)() = ^{
NSTimeInterval duration = 0.5f;
CGFloat angle = M_PI_2;
CGAffineTransform rotateTransform = CGAffineTransformRotate(self.imageView.transform, angle);
[UIView animateWithDuration:duration delay:0 options:UIViewAnimationOptionCurveLinear animations:^{
self.imageView.transform = rotateTransform;
} completion:^(BOOL finished) {
spin();
}];
};
spin();
@ram的回答很有帮助。以下是Swift版本的答案。
斯威夫特2
private func rotateImageView() {
UIView.animateWithDuration(1, delay: 0, options: UIViewAnimationOptions.CurveLinear, animations: { () -> Void in
self.imageView.transform = CGAffineTransformRotate(self.imageView.transform, CGFloat(M_PI_2))
}) { (finished) -> Void in
if finished {
self.rotateImageView()
}
}
}
斯威夫特3、4、5所示
private func rotateImageView() {
UIView.animate(withDuration: 1, delay: 0, options: UIView.AnimationOptions.curveLinear, animations: { () -> Void in
self.imageView.transform = self.imageView.transform.rotated(by: .pi / 2)
}) { (finished) -> Void in
if finished {
self.rotateImageView()
}
}
}
这是我的快速解决方案作为一个UIView扩展。它可以被认为是任何UIImageView上UIActivityIndicator行为的模拟。
import UIKit
extension UIView
{
/**
Starts rotating the view around Z axis.
@param duration Duration of one full 360 degrees rotation. One second is default.
@param repeatCount How many times the spin should be done. If not provided, the view will spin forever.
@param clockwise Direction of the rotation. Default is clockwise (true).
*/
func startZRotation(duration duration: CFTimeInterval = 1, repeatCount: Float = Float.infinity, clockwise: Bool = true)
{
if self.layer.animationForKey("transform.rotation.z") != nil {
return
}
let animation = CABasicAnimation(keyPath: "transform.rotation.z")
let direction = clockwise ? 1.0 : -1.0
animation.toValue = NSNumber(double: M_PI * 2 * direction)
animation.duration = duration
animation.cumulative = true
animation.repeatCount = repeatCount
self.layer.addAnimation(animation, forKey:"transform.rotation.z")
}
/// Stop rotating the view around Z axis.
func stopZRotation()
{
self.layer.removeAnimationForKey("transform.rotation.z")
}
}