一、前言
- 在我之前的 SwiftUI对高级动画路径的深入分析Paths 和 SwiftUI对高级动画几何效果的深入分析GeometryEffect 这两个博客是对的 Animatable 本文将对协议的使用进行详细分析 AnimatableModifier,使用它可以完成更多的动画工作。
- AnimatableModifier 是一个 ViewModifier,符合 Animatable 协议。
二、动画文本
- 首先要制作一些文字动画,如下所示,创建进度加载指示器:
- 很多人可能认为动画路径应该用来实现,但是内部标签不能设置动画和使用 AnimatableModifier 关键代码如下(完整代码请参考文末完整示例的示例) 10):
struct PercentageIndicator: AnimatableModifier {
var pct: CGFloat = 0 var animatableData: CGFloat {
get {
pct } set {
pct = newValue } } func body(content: Content) -> some View {
content .overlay(ArcShape(pct: pct).foregroundColor(.red)) .overlay(LabelView(pct: pct)) } struct ArcShape: Shape {
let pct: CGFloat func path(in rect: CGRect) -> Path {
var p = Path() p.addArc(center: CGPoint(x: rect.width / 2.0, y:rect.height / 2.0), radius: rect.height / 2.0 + 5.0, startAngle: .degrees(0), endAngle: .degrees(360.0 * Double(pct)), clockwise: false) return p.strokedPath(.init(lineWidth: 10, dash: [6, 3], dashPhase: 10)) } } struct LabelView: View {
let pct: CGFloat var body: some View {
Text("\(Int(pct * 100)) %") .font(.largeTitle) .fontWeight(.bold) .foregroundColor(.white) } } }
- 在示例中,可以看到没有使 ArcShape animatable,因为 modifier 已经多次创建形状,具有不同的 pct 值。
三、动画渐变
- 在实现渐变动画时,会遇到一些限制,比如,可以为起点和终点设置动画,但是不能为渐变颜色设置动画。使用 AnimatableModifier 就可以避免出现:
- 很容易就可以实现这个功能,在这个基础上可以实现更多复杂的动画。如果需要插入中间颜色,只需要计算 RGB 值的平均值。另外需要注意,modifier 假设输入颜色数组都包含相同数量的颜色。关键代码如下(完整代码请参考文末的完整示例的示例 11):
struct AnimatableGradient: AnimatableModifier {
let from: [UIColor]
let to: [UIColor]
var pct: CGFloat = 0
var animatableData: CGFloat {
get {
pct }
set {
pct = newValue }
}
func body(content: Content) -> some View {
var gColors = [Color]()
for i in 0..<from.count {
gColors.append(colorMixer(c1: from[i], c2: to[i], pct: pct))
}
return RoundedRectangle(cornerRadius: 15)
.fill(LinearGradient(gradient: Gradient(colors: gColors),
startPoint: UnitPoint(x: 0, y: 0),
endPoint: UnitPoint(x: 1, y: 1)))
.frame(width: 200, height: 200)
}
// This is a very basic implementation of a color interpolation
// between two values.
func colorMixer(c1: UIColor, c2: UIColor, pct: CGFloat) -> Color {
guard let cc1 = c1.cgColor.components else {
return Color(c1) }
guard let cc2 = c2.cgColor.components else {
return Color(c1) }
let r = (cc1[0] + (cc2[0] - cc1[0]) * pct)
let g = (cc1[1] + (cc2[1] - cc1[1]) * pct)
let b = (cc1[2] + (cc2[2] - cc1[2]) * pct)
return Color(red: Double(r), green: Double(g), blue: Double(b))
}
}
四、更多文本动画
- 再次实现一个文本动画,逐步进行,一次放大一个字符,如下所示:
- 关键代码如下(完整代码请参考文末的完整示例的示例 12):
struct WaveTextModifier: AnimatableModifier {
let text: String
let waveWidth: Int
var pct: Double
var size: CGFloat
var animatableData: Double {
get {
pct }
set {
pct = newValue }
}
func body(content: Content) -> some View {
HStack(spacing: 0) {
ForEach(Array(text.enumerated()), id: \.0) {
(n, ch) in
Text(String(ch))
.font(Font.custom("Menlo", size: self.size).bold())
.scaleEffect(self.effect(self.pct, n, self.text.count, Double(self.waveWidth)))
}
}
}
func effect(_ pct: Double, _ n: Int, _ total: Int, _ waveWidth: Double) -> CGFloat {
let n = Double(n)
let total = Double(total)
return CGFloat(1 + valueInCurve(pct: pct, total: total, x: n/total, waveWidth: waveWidth))
}
func valueInCurve(pct: Double, total: Double, x: Double, waveWidth: Double) -> Double {
let chunk = waveWidth / total
let m = 1 / chunk
let offset = (chunk - (1 / total)) * pct
let lowerLimit = (pct - chunk) + offset
let upperLimit = (pct) + offset
guard x >= lowerLimit && x < upperLimit else {
return 0 }
let angle = ((x - pct - offset) * m)*360-90
return (sin(angle.rad) + 1) / 2
}
}
extension Double {
var rad: Double {
return self * .pi / 180 }
var deg: Double {
return self * 180 / .pi }
}
五、计数器动画
- 如下所示,如何创建一个计数器动画:
- 其实很简单,就是为每个数字使用 5 个 Text 视图,并通过 .spring() 动画上下移动它们,此外还需要使用 .clipshape() 修饰符,来隐藏绘制边框外的部分。
- 为了更好地理解它是如何工作的,可以给. clipshape() 加注释并大大降低动画的速度(完整代码请参考文末的完整示例的示例 13),关键代码如下:
struct MovingCounterModifier: AnimatableModifier {
@State private var height: CGFloat = 0
var number: Double
var animatableData: Double {
get {
number }
set {
number = newValue }
}
func body(content: Content) -> some View {
let n = self.number + 1
let tOffset: CGFloat = getOffsetForTensDigit(n)
let uOffset: CGFloat = getOffsetForUnitDigit(n)
let u = [n - 2, n - 1, n + 0, n + 1, n + 2].map {
getUnitDigit($0) }
let x = getTensDigit(n)
var t = [abs(x - 2), abs(x - 1), abs(x + 0), abs(x + 1), abs(x + 2)]
t = t.map {
getUnitDigit(Double($0)) }
let font = Font.custom("Menlo", size: 34).bold()
return HStack(alignment: .top, spacing: 0) {
VStack {
Text("\(t[0])").font(font)
Text("\(t[1])").font(font)
Text("\(t[2])").font(font)
Text("\(t[3])").font(font)
Text("\(t[4])").font(font)
}.foregroundColor(.green).modifier(ShiftEffect(pct: tOffset))
VStack {
Text("\(u[0])").font(font)
Text("\(u[1])").font(font)
Text("\(u[2])").font(font)
Text("\(u[3])").font(font)
Text("\(u[4])").font(font)
}.foregroundColor(.green).modifier(ShiftEffect(pct: uOffset))
}
.clipShape(ClipShape())
.overlay(CounterBorder(height: $height))
.background(CounterBackground(height: $height))
}
func getUnitDigit(_ number: Double) -> Int {
return abs(Int(number) - ((Int(number) / 10) * 10))
}
func getTensDigit(_ number: Double) -> Int {
return abs(Int(number) / 10)
}
func getOffsetForUnitDigit(_ number: Double) -> CGFloat {
return 1 - CGFloat(number - Double(Int(number)))
}
func getOffsetForTensDigit(_ number: Double) -> CGFloat {
if getUnitDigit(number) == 0 {
return 1 - CGFloat(number - Double(Int(number)))
} else {
return 0
}
}
}
六、动画文本颜色
- 通常情况下是通过 .foregroundColor() 为动画添加颜色,但是在文本类动画中使用没有效果。然而,如果需要动画文本的颜色,可以使用 AnimatableModifier 实现:
- 关键如下所示(完整代码请参考文末的完整示例的示例 14):
struct AnimatableColorText: View { let from: UIColor let to: UIColor let pct: CGFloat let text: () -> Text var body: some View { let textView = text() return textView.foregroundColor(Color.clear) .overlay(Color.clear.modifier(AnimatableColorTextModifier(from: from, to: to, pct: pct, text: textView))) } struct AnimatableColorTextModifier: AnimatableModifier { let from: UIColor let to: UIColor var pct: CGFloat let text: Text var animatableData: CGFloat { get { pct } set { pct = newValue } } func body(content: Content) -> some View { return text.foregroundColor(colorMixer(c1: from, c2: to, pct: pct)) } // This is a very basic implementation of a color interpolation // between two values. func colorMixer(c1: UIColor, c2: UIColor, pct: CGFloat) -> Color { guard let cc1 = c1.cgColor.components else { return Color(c1) } guard let cc2 = c2.cgColor.components else { return Color(c1) } let r = (cc1[0] + (cc2[0] - cc1[0]) * pct) let g = (cc1[1] + (cc2[1] - cc1[1]) * pct) let b = (cc1[2] + (cc2[2]