Swift 3中的自定义转换无法正确转换

时间:2017-03-05 20:30:28

标签: swift uiviewcontroller uinavigationcontroller transition uiviewanimationtransition

我已经实现了一个导航控制器,其中包含一个旋转盘类型的布局(想象每个VC布局成一个圆圈,整体旋转,顺序进入视图。导航控制器配置为使用自定义过渡课,如下: -

import UIKit

class RotaryTransition: NSObject, UIViewControllerAnimatedTransitioning {
    let isPresenting :Bool
    let duration :TimeInterval = 0.5
    let animationDuration: TimeInterval = 0.7
    let delay: TimeInterval = 0
    let damping: CGFloat = 1.4
    let spring: CGFloat = 6.0

    init(isPresenting: Bool) {
        self.isPresenting = isPresenting
        super.init()
    }

    func animateTransition(using transitionContext: UIViewControllerContextTransitioning) {
        //Get references to the view hierarchy
        let fromViewController: UIViewController = transitionContext.viewController(forKey: UITransitionContextViewControllerKey.from)!
        let toViewController: UIViewController = transitionContext.viewController(forKey: UITransitionContextViewControllerKey.to)!
        let sourceRect: CGRect = transitionContext.initialFrame(for: fromViewController)
        let containerView: UIView = transitionContext.containerView

        if self.isPresenting { // Push
            //1. Settings for the fromVC ............................
//            fromViewController.view.frame = sourceRect
            fromViewController.view.layer.anchorPoint = CGPoint(x: 0.5, y: 3);
            fromViewController.view.layer.position = CGPoint(x: fromViewController.view.frame.size.width/2, y: fromViewController.view.frame.size.height * 3);

            //2. Setup toVC view...........................
            containerView.insertSubview(toViewController.view, belowSubview:fromViewController.view)
            toViewController.view.layer.anchorPoint = CGPoint(x: 0.5, y: 3);
            toViewController.view.layer.position = CGPoint(x: toViewController.view.frame.size.width/2, y: toViewController.view.frame.size.height * 3);
            toViewController.view.transform = CGAffineTransform(rotationAngle: 15 * CGFloat(M_PI / 180));

            //3. Perform the animation...............................
            UIView.animate(withDuration: animationDuration, delay:delay, usingSpringWithDamping: damping, initialSpringVelocity: spring, options: [], animations: {
                fromViewController.view.transform = CGAffineTransform(rotationAngle: -15 * CGFloat(M_PI / 180));
                toViewController.view.transform = CGAffineTransform(rotationAngle: 0);
            }, completion: {
                (animated: Bool) -> () in transitionContext.completeTransition(true)
            })
        } else { // Pop
            //1. Settings for the fromVC ............................
            fromViewController.view.frame = sourceRect
            fromViewController.view.layer.anchorPoint = CGPoint(x: 0.5, y: 3);
            fromViewController.view.layer.position = CGPoint(x: fromViewController.view.frame.size.width/2, y: fromViewController.view.frame.size.height * 3);

            //2. Setup toVC view...........................
//            toViewController.view.frame = transitionContext.finalFrame(for: toViewController)
            toViewController.view.layer.anchorPoint = CGPoint(x: 0.5, y: 3);
            toViewController.view.layer.position = CGPoint(x: toViewController.view.frame.size.width/2, y: toViewController.view.frame.size.height * 3);
            toViewController.view.transform = CGAffineTransform(rotationAngle: -15 * CGFloat(M_PI / 180));
            containerView.insertSubview(toViewController.view, belowSubview:fromViewController.view)

            //3. Perform the animation...............................
            UIView.animate(withDuration: animationDuration, delay:delay, usingSpringWithDamping: damping, initialSpringVelocity: spring, options: [], animations: {
                fromViewController.view.transform = CGAffineTransform(rotationAngle: 15 * CGFloat(M_PI / 180));
                toViewController.view.transform = CGAffineTransform(rotationAngle: 0);
            }, completion: {
                //When the animation is completed call completeTransition
                (animated: Bool) -> () in transitionContext.completeTransition(true)
            })            
        }
    }

    func transitionDuration(using transitionContext: UIViewControllerContextTransitioning?) -> TimeInterval {
        return duration;
    }
}

视图如何移动的表示如下图所示......两个红色区域是问题,如后面所述。

enter image description here

呈现(推)翻译工作正常 - 2移动到1和3移动到2.但是,解雇(弹出)翻译没有,因此解雇VC看似正确地移出视图(2移动到3),但是呈现(上一个)VC到达错误的地方,或者框架尺寸不正确......

对于类按原样,平移导致2移动到3(正确)但是1然后移动到4,视图的大小正确,但似乎偏离预期位置看似任意距离。此后我尝试了各种不同的解决方案。

在pop部分,我尝试添加以下行(在代码中注释): -

toViewController.view.frame = transitionContext.finalFrame(for: toViewController)

...但VC现在最终收缩(1移至5)。我希望有人能看到我所犯的愚蠢错误。我试过简单地将推送部分复制到弹出部分(并反转所有部分),但它只是不起作用!

仅供参考...那些需要知道如何将转换连接到UINavigationController的人 - 将UINavigationControllerDelegate添加到您的导航控制器,以及以下函数......

    func navigationController(_ navigationController: UINavigationController, animationControllerFor operation: UINavigationControllerOperation, from fromVC: UIViewController, to toVC: UIViewController) -> UIViewControllerAnimatedTransitioning? {
        let transition: SwingTransition = SwingTransition.init(isPresenting: ( operation == .push ? true : false ))
        return transition;
    }

下图显示了所有视图如何共享相同的起始点(用于翻译)。目的是给出一个左轮手枪枪管的幻觉,将每个VC移动到视野中。顶部中心视图表示查看窗口,显示堆栈中的第三个视图。为可怜的视觉效果道歉...

enter image description here

2 个答案:

答案 0 :(得分:5)

问题是恢复的视图控制器视图中的某个属性未正确重置。我建议在动画完成后重置它(你可能不想保留非标准的transformanchorPoint,以防你以后做其他动画假设视图没有被转换) 。因此,在动画的completion块中,重置视图的positionanchorPointtransform

class RotaryTransition: NSObject, UIViewControllerAnimatedTransitioning {
    let isPresenting: Bool
    let duration: TimeInterval = 0.5
    let delay: TimeInterval = 0
    let damping: CGFloat = 1.4
    let spring: CGFloat = 6

    init(isPresenting: Bool) {
        self.isPresenting = isPresenting
        super.init()
    }

    func animateTransition(using transitionContext: UIViewControllerContextTransitioning) {
        let from   = transitionContext.viewController(forKey: .from)!
        let to     = transitionContext.viewController(forKey: .to)!
        let frame  = transitionContext.initialFrame(for: from)
        let height = frame.size.height
        let width  = frame.size.width

        let angle: CGFloat = 15.0 * .pi / 180.0
        let rotationCenterOffset: CGFloat = width / 2 / tan(angle / 2) / height + 1  // use fixed value, e.g. 3, if you want, or use this to ensure that the corners of the two views just touch, but don't overlap

        let rightTransform  = CATransform3DMakeRotation(angle, 0, 0, 1)
        let leftTransform   = CATransform3DMakeRotation(-angle, 0, 0, 1)

        transitionContext.containerView.insertSubview(to.view, aboveSubview: from.view)

        // save the anchor and position

        let anchorPoint = from.view.layer.anchorPoint
        let position    = from.view.layer.position

        // prepare `to` layer for rotation

        to.view.layer.anchorPoint = CGPoint(x: 0.5, y: rotationCenterOffset)
        to.view.layer.position = CGPoint(x: width / 2, y: height * rotationCenterOffset)
        to.view.layer.transform = self.isPresenting ? rightTransform : leftTransform
        //to.view.layer.opacity = 0

        // prepare `from` layer for rotation

        from.view.layer.anchorPoint = CGPoint(x: 0.5, y: rotationCenterOffset)
        from.view.layer.position = CGPoint(x: width / 2, y: height * rotationCenterOffset)

        // rotate

        UIView.animate(withDuration: duration, delay: delay, usingSpringWithDamping: damping, initialSpringVelocity: spring, animations: {
            from.view.layer.transform = self.isPresenting ? leftTransform : rightTransform
            to.view.layer.transform = CATransform3DIdentity
            //to.view.layer.opacity = 1
            //from.view.layer.opacity = 0
        }, completion: { finished in
            // restore the layers to their default configuration

            for view in [to.view, from.view] {
                view?.layer.transform = CATransform3DIdentity
                view?.layer.anchorPoint = anchorPoint
                view?.layer.position = position
                //view?.layer.opacity = 1
            }

            transitionContext.completeTransition(!transitionContext.transitionWasCancelled)
        })
    }

    func transitionDuration(using transitionContext: UIViewControllerContextTransitioning?) -> TimeInterval {
        return duration
    }
}

我在这里做了一些其他的改变:

  • 删除了分号;
  • 删除了其中一个持续时间属性;
  • completion方法animate关闭的参数名称修改为finished而非animated,以更准确地反映其真正目的是什么......你也可以使用_;
  • 根据动画是否被取消来设置completeTransition(因为如果你使这个互动/可取消,你不想总是使用true);
  • 使用.pi而不是M_PI;
  • 我评论了opacity的调整,但我通常这样做是为了让效果更加精致,并确保如果你调整角度使视图重叠,你就不会得到任何奇怪的文物。另一种观点就像动画开始或完成一样;我实际上已经计算了参数,所以没有重叠,无论屏幕尺寸如何,所以这没有必要,我注释掉了opacity行,但您可以考虑使用它们,具体取决于所需的效果。

之前我展示了如何简化过程,但结果并不完全符合您的要求,但如果您有兴趣,请参阅previous rendition of this answer

答案 1 :(得分:3)

当您执行自定义视图控制器转换时,您的问题是常见问题。我知道这是因为我已经做了很多:)

您正在寻找弹出过渡中的问题,但实际问题在于推送。如果在转换后检查堆栈中第一个控制器的视图,您将看到它有一个不寻常的框架,因为您已经弄乱了它的变换和锚点以及图层位置等等。真的,你需要在结束转换之前清理所有这些,否则它会在你以后咬你,因为你在流行音乐中看到了。

进行自定义转换的一种更简单,更安全的方法是添加"画布"查看,然后到该画布添加传出和传入视图的快照,并操纵它们。这意味着您在转换结束时没有清理 - 只需删除画布视图。我已经写过关于这种技术here的文章。对于您的情况,我添加了以下便捷方法:

library(png)
library(EBImage)

img = readImage("baboon.png")
display(img, method="raster")
dim(img)
is.matrix(img)
baboon.svd = svd(img) 

baboon.1   =  sweep(baboon.svd$u[,1,drop=FALSE],2,baboon.svd$d[1],"*") %*%
  t(baboon.svd$v[,1,drop=FALSE])


display(baboon.1, method="raster") #89 KB saved as png 646 x 466

baboon.20  =  sweep(baboon.svd$u[,1:20,drop=FALSE],2,baboon.svd$d[1:20],"*") %*%
  t(baboon.svd$v[,1:20,drop=FALSE])

display(baboon.20, method="raster") #179 KB saved as png 646 x 466

baboon.250 =  sweep(baboon.svd$u[,1:250,drop=FALSE],2,baboon.svd$d[1:250],"*") %*%
  t(baboon.svd$v[,1:250,drop=FALSE])
display(baboon.250, method ="raster")

然后更新您的转换代码以在画布视图上移动快照:

extension UIView {    
    func snapshot(view: UIView, afterUpdates: Bool) -> UIView? {
        guard let snapshot = view.snapshotView(afterScreenUpdates: afterUpdates) else { return nil }
        self.addSubview(snapshot)
        snapshot.frame = convert(view.bounds, from: view)
        return snapshot
    }
}

这个特殊的转换非常简单,因此重置视图框架的属性并不困难,但如果你做任何更复杂的事情,那么画布和快照方法效果非常好,所以我倾向于使用到处都是。