问题
I tried to use the code below to create a continuously rotating square on the screen. But I don't know why the rotational speed is changing. How could I change the code to make the rotational speed invariable? I tried different UIViewKeyframeAnimationOptions
, but seems none of them work.
override func viewDidLoad() {
super.viewDidLoad()
let square = UIView()
square.frame = CGRect(x: 55, y: 300, width: 40, height: 40)
square.backgroundColor = UIColor.redColor()
self.view.addSubview(square)
let duration = 1.0
let delay = 0.0
let options = UIViewKeyframeAnimationOptions.Repeat
UIView.animateKeyframesWithDuration(duration, delay: delay, options: options, animations: {
let fullRotation = CGFloat(M_PI * 2)
UIView.addKeyframeWithRelativeStartTime(0, relativeDuration: 1/3, animations: {
square.transform = CGAffineTransformMakeRotation(1/3 * fullRotation)
})
UIView.addKeyframeWithRelativeStartTime(1/3, relativeDuration: 1/3, animations: {
square.transform = CGAffineTransformMakeRotation(2/3 * fullRotation)
})
UIView.addKeyframeWithRelativeStartTime(2/3, relativeDuration: 1/3, animations: {
square.transform = CGAffineTransformMakeRotation(3/3 * fullRotation)
})
}, completion: {finished in
})
}
回答1:
That's really odd... UIView.animateKeyframesWithDuration
isn't working as I would expect it to with UIViewKeyframeAnimationOptions.CalculationModeLinear|UIViewKeyframeAnimationOptions.Repeat
passed in with options.
If you use the non-block method of creating a keyframe animation (see below) the rotation repeats as expected.
If I find out why the block-based option isn't working I'll try and remember to update answer here too!
override func viewDidLoad() {
super.viewDidLoad()
let square = UIView()
square.frame = CGRect(x: 55, y: 300, width: 40, height: 40)
square.backgroundColor = UIColor.redColor()
self.view.addSubview(square)
let fullRotation = CGFloat(M_PI * 2)
let animation = CAKeyframeAnimation()
animation.keyPath = "transform.rotation.z"
animation.duration = 2
animation.removedOnCompletion = false
animation.fillMode = kCAFillModeForwards
animation.repeatCount = Float.infinity
animation.values = [fullRotation/4, fullRotation/2, fullRotation*3/4, fullRotation]
square.layer.addAnimation(animation, forKey: "rotate")
}
回答2:
I faced same problem before, this is how I make it work:
Swift 2
let raw = UIViewKeyframeAnimationOptions.Repeat.rawValue | UIViewAnimationOptions.CurveLinear.rawValue
let options = UIViewKeyframeAnimationOptions(rawValue: raw)
Swift 3,4,5
let raw = UIView.KeyframeAnimationOptions.repeat.rawValue | UIView.AnimationOptions.curveLinear.rawValue
let options = UIView.KeyframeAnimationOptions(rawValue: raw)
I figured this problem out just before gave it up. I don't think there is doc about it, but it just work.
回答3:
Add UIViewKeyframeAnimationOptionCalculationModeLinear
do your keyframe options. The default behavior for UIView animations is to "ease in/out" of the animation. i.e., start slow, go up to speed, then slow down again just near the end.
回答4:
AFAIU, this is happening because the default animation curve is UIViewAnimationOption.CurveEaseInOut
.
Unfortunately, UIViewKeyframeAnimationOptions
doesn't have options for changing the curve, but you can add them manually!
Use this extension:
Swift 2
extension UIViewKeyframeAnimationOptions {
static var CurveEaseInOut: UIViewKeyframeAnimationOptions { return UIViewKeyframeAnimationOptions(rawValue: UIViewAnimationOptions.CurveEaseInOut.rawValue) }
static var CurveEaseIn: UIViewKeyframeAnimationOptions { return UIViewKeyframeAnimationOptions(rawValue: UIViewAnimationOptions.CurveEaseIn.rawValue) }
static var CurveEaseOut: UIViewKeyframeAnimationOptions { return UIViewKeyframeAnimationOptions(rawValue: UIViewAnimationOptions.CurveEaseOut.rawValue) }
static var CurveLinear: UIViewKeyframeAnimationOptions { return UIViewKeyframeAnimationOptions(rawValue: UIViewAnimationOptions.CurveLinear.rawValue) }
}
Swift 3, 4, 5
extension UIView.KeyframeAnimationOptions {
static var curveEaseInOut: UIView.KeyframeAnimationOptions { return UIView.KeyframeAnimationOptions(rawValue: UIView.AnimationOptions.curveEaseInOut.rawValue) }
static var curveEaseIn: UIView.KeyframeAnimationOptions { return UIView.KeyframeAnimationOptions(rawValue: UIView.AnimationOptions.curveEaseIn.rawValue) }
static var curveEaseOut: UIView.KeyframeAnimationOptions { return UIView.KeyframeAnimationOptions(rawValue: UIView.AnimationOptions.curveEaseOut.rawValue) }
static var curveLinear: UIView.KeyframeAnimationOptions { return UIView.KeyframeAnimationOptions(rawValue: UIView.AnimationOptions.curveLinear.rawValue) }
}
Now you can use curve options in UIView.animateKeyframesWithDuration
method
Swift 2
let keyframeOptions: UIViewKeyframeAnimationOptions = [.Repeat, .CurveLinear]
UIView.animateKeyframesWithDuration(duration, delay: delay, options: keyframeOptions, animations: {
// add key frames here
}, completion: nil)
Swift 3, 4, 5
let keyframeOptions: UIView.KeyframeAnimationOptions = [.repeat, .curveLinear]
UIView.animateKeyframes(withDuration: duration, delay: delay, options: keyframeOptions, animations: {
// add key frames here
}, completion: nil)
来源:https://stackoverflow.com/questions/26665124/create-a-continuously-rotating-square-on-the-screen-using-animatekeyframeswithdu