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iOS系統(tǒng)中的pop動(dòng)畫引擎的使用

大小:0.12 MB 人氣: 2017-09-26 需要積分:1

  

  iOS可以通過CADisplayLink實(shí)現(xiàn)自定義動(dòng)畫引擎,pop就是基于此實(shí)現(xiàn)的,而且比原生Core Animation更強(qiáng)大好用。譬如當(dāng)ViewController側(cè)滑返回的時(shí)候,系統(tǒng)會(huì)將Core Animation的動(dòng)畫會(huì)停止,而基于CADisplayLink實(shí)現(xiàn)的動(dòng)畫則不會(huì)停止,因而可以實(shí)現(xiàn)類似網(wǎng)易云音樂從播放頁側(cè)滑時(shí)hold住專輯封面圖旋轉(zhuǎn)的效果。

  八一八魔性的pop

  1、實(shí)用的宏

  #define POP_ARRAY_COUNT(x) sizeof(x) / sizeof(x[0]) #define FB_PROPERTY_GET(stype, property, ctype) \ - (ctype)property { \ return ((stype *)_state)-》property; \ } #define FB_PROPERTY_SET(stype, property, mutator, ctype, 。。.) \ - (void)mutator (ctype)value { \ if (value == ((stype *)_state)-》property) \ return; \ ((stype *)_state)-》property = value; \ __VA_ARGS__ \ } #define FB_PROPERTY_SET_OBJ_COPY(stype, property, mutator, ctype, 。。.) \ - (void)mutator (ctype)value { \ if (value == ((stype *)_state)-》property) \ return; \ ((stype *)_state)-》property = [value copy]; \ __VA_ARGS__ \ }

  2、判定值的數(shù)據(jù)類型

  pop定義了支持的值的數(shù)據(jù)類型

  const POPValueType kPOPAnimatableSupportTypes[10] = {kPOPValueInteger, kPOPValueFloat, kPOPValuePoint, kPOPValueSize, kPOPValueRect, kPOPValueEdgeInsets, kPOPValueColor, kPOPValueSCNVector3, kPOPValueSCNVector4};

  通過@encode指令,將給定類型編碼的內(nèi)部字符串與objcType對(duì)比,得到值的數(shù)據(jù)類型

  static bool FBCompareTypeEncoding(const char *objctype, POPValueType type) { switch (type) { case kPOPValueFloat: return (strcmp(objctype, @encode(float)) == 0 || strcmp(objctype, @encode(double)) == 0 ); case kPOPValuePoint: return (strcmp(objctype, @encode(CGPoint)) == 0 #if !TARGET_OS_IPHONE || strcmp(objctype, @encode(NSPoint)) == 0 #endif ); case kPOPValueSize: return (strcmp(objctype, @encode(CGSize)) == 0 #if !TARGET_OS_IPHONE || strcmp(objctype, @encode(NSSize)) == 0 #endif ); case kPOPValueRect: return (strcmp(objctype, @encode(CGRect)) == 0 #if !TARGET_OS_IPHONE || strcmp(objctype, @encode(NSRect)) == 0 #endif ); case kPOPValueEdgeInsets: #if TARGET_OS_IPHONE return strcmp(objctype, @encode(UIEdgeInsets)) == 0; #else return false; #endif case kPOPValueAffineTransform: return strcmp(objctype, @encode(CGAffineTransform)) == 0; case kPOPValueTransform: return strcmp(objctype, @encode(CATransform3D)) == 0; case kPOPValueRange: return strcmp(objctype, @encode(CFRange)) == 0 || strcmp(objctype, @encode (NSRange)) == 0; case kPOPValueInteger: return (strcmp(objctype, @encode(int)) == 0 || strcmp(objctype, @encode(unsigned int)) == 0 || strcmp(objctype, @encode(short)) == 0 || strcmp(objctype, @encode(unsigned short)) == 0 || strcmp(objctype, @encode(long)) == 0 || strcmp(objctype, @encode(unsigned long)) == 0 || strcmp(objctype, @encode(long long)) == 0 || strcmp(objctype, @encode(unsigned long long)) == 0 ); case kPOPValueSCNVector3: #if SCENEKIT_SDK_AVAILABLE return strcmp(objctype, @encode(SCNVector3)) == 0; #else return false; #endif case kPOPValueSCNVector4: #if SCENEKIT_SDK_AVAILABLE return strcmp(objctype, @encode(SCNVector4)) == 0; #else return false; #endif default: return false; } }

  3、將值的數(shù)據(jù)類型標(biāo)準(zhǔn)化為Vector

  舉個(gè)CGRect類型的例子:

  case kPOPValueRect: vec = Vector::new_cg_rect([value CGRectValue]); Vector *Vector::new_cg_rect(const CGRect &r) { Vector *v = new Vector(4); v-》_values[0] = r.origin.x; v-》_values[1] = r.origin.y; v-》_values[2] = r.size.width; v-》_values[3] = r.size.height; return v; }

  通過Vector的兩個(gè)參數(shù)size_t _count;、CGFloat *_values;將給定的類型抽象出來,實(shí)現(xiàn)解耦。此外還有一個(gè)好處,當(dāng)創(chuàng)建屬性動(dòng)畫為kPOPLayerBounds,但toValue屬性賦值的是一個(gè)NSNumber,得益于_values是數(shù)組指針,并不會(huì)引發(fā)數(shù)組越界導(dǎo)致的crash,只是動(dòng)畫效果不可預(yù)期。

  4、基于NSRunLoop的動(dòng)畫更新機(jī)制

  - (void)_scheduleProcessPendingList { // see WebKit for magic numbers, eg http://trac.webkit.org/changeset/166540 static const CFIndex CATransactionCommitRunLoopOrder = 2000000; static const CFIndex POPAnimationApplyRunLoopOrder = CATransactionCommitRunLoopOrder - 1; // lock OSSpinLockLock(&_lock); if (!_pendingListObserver) { __weak POPAnimator *weakSelf = self; _pendingListObserver = CFRunLoopObserverCreateWithHandler(kCFAllocatorDefault, kCFRunLoopBeforeWaiting | kCFRunLoopExit, false, POPAnimationApplyRunLoopOrder, ^(CFRunLoopObserverRef observer, CFRunLoopActivity activity) { [weakSelf _processPendingList]; }); if (_pendingListObserver) { CFRunLoopAddObserver(CFRunLoopGetMain(), _pendingListObserver, kCFRunLoopCommonModes); } } // unlock OSSpinLockUnlock(&_lock); }

  在主線程RunLoop中添加觀察者,監(jiān)聽了kCFAllocatorDefault、kCFRunLoopBeforeWaiting、kCFRunLoopExit事件,在收到回調(diào)的時(shí)候,處理_pendingList里的動(dòng)畫。

  5、更新動(dòng)畫的回調(diào)數(shù)組

  static POPStaticAnimatablePropertyState _staticStates[] = { /* CALayer */ {kPOPLayerBackgroundColor, ^(CALayer *obj, CGFloat values[]) { POPCGColorGetRGBAComponents(obj.backgroundColor, values); }, ^(CALayer *obj, const CGFloat values[]) { CGColorRef color = POPCGColorRGBACreate(values); [obj setBackgroundColor:color]; CGColorRelease(color); }, kPOPThresholdColor }, {kPOPLayerBounds, ^(CALayer *obj, CGFloat values[]) { values_from_rect(values, [obj bounds]); }, ^(CALayer *obj, const CGFloat values[]) { [obj setBounds:values_to_rect(values)]; }, kPOPThresholdPoint }, 。。.

  封裝不同的動(dòng)畫行為,實(shí)現(xiàn)類似模板模式,只需統(tǒng)一調(diào)用,即可更新動(dòng)畫

  // write value write(obj, currentVec-》data());

  6、動(dòng)畫插值的動(dòng)態(tài)實(shí)現(xiàn)

  switch (type) { case kPOPAnimationSpring: advanced = advance(time, dt, obj); break; case kPOPAnimationDecay: advanced = advance(time, dt, obj); break; case kPOPAnimationBasic: { advanced = advance(time, dt, obj); computedProgress = true; break; } case kPOPAnimationCustom: { customFinished = [self _advance:obj currentTime:time elapsedTime:dt] ? false : true; advanced = true; break; } default: break; }

  可以看出總共有四種動(dòng)畫插值的算法,以kPOPAnimationBasic為例:

  bool advance(CFTimeInterval time, CFTimeInterval dt, id obj) { // default timing function if (!timingFunction) { ((POPBasicAnimation *)self).timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionDefault]; } // solve for normalized time, aka progresss [0, 1] CGFloat p = 1.0f; if (duration 》 0.0f) { // cap local time to duration CFTimeInterval t = MIN(time - startTime, duration) / duration; p = POPTimingFunctionSolve(timingControlPoints, t, SOLVE_EPS(duration)); timeProgress = t; } else { timeProgress = 1.; } // interpolate and advance interpolate(valueType, valueCount, fromVec-》data(), toVec-》data(), currentVec-》data(), p); progress = p; clampCurrentValue(); return true; }

  依照給定的timingFunction,使用POPTimingFunctionSolve計(jì)算貝塞爾曲線的變化率,再通過混合計(jì)算#define MIX(a, b, f) ((a) + (f) * ((b) - (a))),最終得到動(dòng)畫的插值。

  小結(jié)

  pop中還有很多有意思的地方,譬如TransformationMatrix里的矩陣操作,這里就暫且不挖WebCore底層了。簡而言之,無論性能(c++混編)、易用、容錯(cuò),pop都有著作為引擎該有的特性,而它所暴露的和Core Animation相似的接口也讓人極易上手!

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