Swift4.1转场动画实现侧滑抽屉效果
作者:EugeneLaw
这篇文章主要为大家详细介绍了Swift4.1转场动画实现侧滑抽屉效果,具有一定的参考价值,感兴趣的小伙伴们可以参考一下
本文实现使用了Modal转场动画,原因是项目多由导航控制器和标签控制器作为基类,为了不影响导航控制器的代理,转场动画使用模态交互。
代码使用SnapKit进行布局,能够适应屏幕旋转。手势速率大于300或进度超过30%的时候直接完成动画,否则动画回滚取消,具体数值可以修改对应的常量。抽屉出现的时候,主控制有遮罩,对应关键字是mask。
实现文件只有两个
DrawerControl:控制抽屉出现,一行代码即可调用
Animator:负责动画实现,包括了交互式的代理事件和非交互式的代理事件
// // DrawerControl.swift // PratiseSwift // // Created by EugeneLaw on 2018/7/31. // Copyright © 2018年 EugeneLaw. All rights reserved. // import UIKit enum DrawerSize { case Left case Right } class DrawerControl: NSObject { /**主页面*/ var base: UIViewController? /**抽屉控制器*/ var drawer: UIViewController? /**抽屉在左边还是右边,默认左边,没有实现右边,要右边自己去animator里面加判断*/ var whichSize = DrawerSize.Left /**拖拽手势*/ var panBase: UIPanGestureRecognizer? var panDrawer: UIPanGestureRecognizer? /**主页面在抽屉显示时保留的宽度*/ var baseWidth: CGFloat { get { return self.animator!.baseWidth } set { self.animator?.baseWidth = newValue } } /**是否应该响应手势*/ var shouldResponseRecognizer = false /**效果响应*/ var animator: Animator? init(base: UIViewController, drawer: UIViewController) { super.init() self.base = base self.drawer = drawer animator = Animator(base: self.base!, drawer: self.drawer!) self.panBase = UIPanGestureRecognizer(target: self, action: #selector(panBaseAction(pan:))) base.view.addGestureRecognizer(self.panBase!) self.panDrawer = UIPanGestureRecognizer(target: self, action: #selector(panDrawerAction(pan:))) drawer.view.addGestureRecognizer(self.panDrawer!) self.drawer?.transitioningDelegate = self.animator } deinit { if self.panBase != nil { self.base?.view.removeGestureRecognizer(self.panBase!) self.panBase = nil } if self.panDrawer != nil { self.drawer?.view.removeGestureRecognizer(self.panDrawer!) self.panDrawer = nil } } } extension DrawerControl { ///显示抽屉 func show() { if (self.base?.view.frame.origin.x)! > SCREEN_WIDTH/2 { return } self.animator?.interative = false self.base?.present(self.drawer!, animated: true, completion: nil) } ///关闭抽屉,或直接dismiss即可 func close() { self.animator?.interative = false self.drawer?.dismiss(animated: true, completion: nil) } } extension DrawerControl { @objc func panBaseAction(pan: UIPanGestureRecognizer) { let transition = pan.translation(in: self.drawer?.view) let percentage = CGFloat(transition.x/SCREEN_WIDTH) let velocity = CGFloat(fabs(pan.velocity(in: self.drawer?.view).x)) switch pan.state { case .began: if transition.x < 0 { shouldResponseRecognizer = false }else { shouldResponseRecognizer = true } if shouldResponseRecognizer { self.beginAnimator(showDrawer: true) } case .changed: if shouldResponseRecognizer { self.updateAnimator(percentage) } default: if shouldResponseRecognizer { self.cancelAnimator(percentage, velocity: velocity) } } } @objc func panDrawerAction(pan: UIPanGestureRecognizer) { let transition = pan.translation(in: self.drawer?.view) let percentage = CGFloat(-transition.x/SCREEN_WIDTH) let velocity = CGFloat(fabs(pan.velocity(in: self.drawer?.view).x)) switch pan.state { case .began: if transition.x > 0 { shouldResponseRecognizer = false }else { shouldResponseRecognizer = true } if shouldResponseRecognizer { self.beginAnimator(showDrawer: false) } case .changed: if shouldResponseRecognizer { self.updateAnimator(percentage) } default: if shouldResponseRecognizer { self.cancelAnimator(percentage, velocity: velocity) } } } func beginAnimator(showDrawer: Bool) { self.animator?.interative = true if showDrawer { self.base?.transitioningDelegate = self.animator self.base?.present(self.drawer!, animated: true, completion: nil) }else { self.drawer?.transitioningDelegate = self.animator self.drawer?.dismiss(animated: true, completion: nil) } } func updateAnimator(_ percentage: CGFloat) { self.animator?.update(percentage) } func cancelAnimator(_ percentage: CGFloat, velocity: CGFloat) { if percentage < 0.3 && velocity < 300 { self.animator?.cancel() }else { self.animator?.finish() } } }
// // Animator.swift // PratiseSwift // // Created by EugeneLaw on 2018/7/31. // Copyright © 2018年 EugeneLaw. All rights reserved. // import UIKit let DRAWER_ANIMATION_TIME = 0.3 class Animator: UIPercentDrivenInteractiveTransition, UIViewControllerTransitioningDelegate, UIViewControllerAnimatedTransitioning { /**是否交互转场*/ var interative = false var showDrawer = false var base: UIViewController? var drawer:UIViewController? /**主页面在抽屉显示时保留的宽度*/ var baseWidth: CGFloat = 100 lazy var mask = { () -> UIButton in let mask = UIButton() mask.addTarget(self, action: #selector(maskClicked(_:)), for: .touchUpInside) return mask }() init(base: UIViewController, drawer: UIViewController) { super.init() self.base = base self.drawer = drawer UIDevice.current.beginGeneratingDeviceOrientationNotifications() NotificationCenter.default.addObserver(self, selector: #selector(observeDeviceOrientation(_:)), name: .UIDeviceOrientationDidChange, object: nil) } @objc func observeDeviceOrientation(_ notification: NSObject) { if let superView = self.base?.view.superview { if showDrawer { self.base?.view.snp.remakeConstraints({ (make) in make.width.equalTo(SCREEN_WIDTH) make.left.equalTo(superView.snp.right).offset(-self.baseWidth) make.top.bottom.equalTo(superView) }) }else { self.base?.view.snp.remakeConstraints({ (make) in make.edges.equalTo(superView) }) } superView.layoutIfNeeded() } } deinit { NotificationCenter.default.removeObserver(self) } } extension Animator { func animateTransition(using transitionContext: UIViewControllerContextTransitioning) { if showDrawer { let fromView = transitionContext.view(forKey: .from) addShadowToView(fromView!, color: .black, offset: CGSize(width: -1, height: 0), radius: 3, opacity: 0.1) let toView = transitionContext.view(forKey: .to) let containerView = transitionContext.containerView containerView.addSubview(toView!) containerView.addSubview(fromView!) fromView?.snp.remakeConstraints({ (make) in make.edges.equalTo(containerView) }) toView?.snp.remakeConstraints({ (make) in make.edges.equalTo(containerView) }) containerView.layoutIfNeeded() UIView.animate(withDuration: DRAWER_ANIMATION_TIME, animations: { fromView?.snp.remakeConstraints({ (make) in make.left.equalTo((toView?.snp.right)!).offset(-self.baseWidth) make.width.top.bottom.equalTo(toView!) }) containerView.layoutIfNeeded() }) { (finish) in let cancel = transitionContext.transitionWasCancelled transitionContext.completeTransition(!cancel) if !cancel {//取消状态下区分添加到哪一个父视图,弄错会导致黑屏 if self.drawer?.view.superview != nil { self.drawer?.view?.snp.remakeConstraints({ (make) in make.edges.equalTo((self.drawer?.view?.superview)!) }) } self.showPartOfView() }else { fromView?.snp.remakeConstraints({ (make) in make.edges.equalTo((fromView?.superview)!) }) } } }else { let fromView = transitionContext.view(forKey: .from) let toView = transitionContext.view(forKey: .to) addShadowToView(toView!, color: .black, offset: CGSize(width: -1, height: 0), radius: 3, opacity: 0.1) let containerView = transitionContext.containerView containerView.addSubview(fromView!) containerView.addSubview(toView!) fromView?.snp.remakeConstraints({ (make) in make.edges.equalTo(containerView) }) toView?.snp.remakeConstraints({ (make) in make.left.equalTo(containerView.snp.right).offset(-self.baseWidth) make.width.equalTo(SCREEN_WIDTH) make.height.equalTo(SCREEN_HEIGHT) make.top.bottom.equalTo(containerView) }) containerView.layoutIfNeeded() UIView.animate(withDuration: DRAWER_ANIMATION_TIME, animations: { toView?.snp.remakeConstraints({ (make) in make.edges.equalTo(containerView) }) containerView.layoutIfNeeded() }) { (finish) in let cancel = transitionContext.transitionWasCancelled transitionContext.completeTransition(!cancel) toView?.snp.remakeConstraints({ (make) in make.edges.equalTo((toView?.superview)!) }) if minX((self.base?.view)!) <= 0 {//判断结束时候是否回到主视图 self.base?.view.isUserInteractionEnabled = true } } } } func transitionDuration(using transitionContext: UIViewControllerContextTransitioning?) -> TimeInterval { return DRAWER_ANIMATION_TIME } override func startInteractiveTransition(_ transitionContext: UIViewControllerContextTransitioning) { super.startInteractiveTransition(transitionContext) } func animationController(forPresented presented: UIViewController, presenting: UIViewController, source: UIViewController) -> UIViewControllerAnimatedTransitioning? { self.showDrawer = true return self } func animationController(forDismissed dismissed: UIViewController) -> UIViewControllerAnimatedTransitioning? { self.showDrawer = false return self } func interactionControllerForPresentation(using animator: UIViewControllerAnimatedTransitioning) -> UIViewControllerInteractiveTransitioning? { if interative { return self }else { return nil } } func interactionControllerForDismissal(using animator: UIViewControllerAnimatedTransitioning) -> UIViewControllerInteractiveTransitioning? { if interative { return self }else { return nil } } } extension Animator { func showPartOfView() { self.drawer?.view.addSubview((self.base?.view)!) self.base?.view.snp.remakeConstraints({ (make) in make.left.equalTo((self.drawer?.view.snp.right)!).offset(-self.baseWidth) make.top.bottom.equalTo((self.drawer?.view)!) make.width.equalTo(SCREEN_WIDTH) }) //遮罩 self.drawer?.view.insertSubview(mask, aboveSubview: (self.base?.view)!) self.base?.view.isUserInteractionEnabled = false//阻止交互 mask.snp.remakeConstraints { (make) in make.left.equalTo((mask.superview?.snp.right)!).offset(-baseWidth) make.top.width.bottom.equalTo(mask.superview!); } self.drawer?.view.superview?.layoutIfNeeded() } @objc func maskClicked(_ button: UIButton) { button.removeFromSuperview() self.drawer?.dismiss(animated: true, completion: nil) } }
按钮调用例子:(手势控制已经自动添加到主控制器和抽屉控制器的view上)
创建推出抽屉的控制类,参数分别是主控制器和抽屉控制器。在我自己的练习工程中,把这个控制类定义为总控制器(包括了导航控制器和标签控制器的控制类)的一个属性。创建这个抽屉控制类的时候,我把导航控制器(它的root是标签控制器)当做主控制器传给第一个参数。
self.drawer = DrawerControl(base: self.navigation!, drawer: self.drawerPage)
调用的时候只需要使用抽屉控制类的show方法即可,练习工程中我把该按钮封装在导航菜单里面,它响应的时候会调用总控制器的单例,调用单例记录的抽屉控制器属性。
@objc func btnMenuClicked(_ button: UIButton) { TotalControl.instance().drawer?.show() }
附录:用到的一些变量
// // Headers.swift // PratiseSwift // // Created by EugeneLaw on 2018/7/23. // Copyright © 2018年 EugeneLaw. All rights reserved. // import UIKit //MARK: 设备 let isRetina = (UIScreen.instancesRespond(to: #selector(getter: UIScreen.currentMode)) ? __CGSizeEqualToSize(CGSize(width: 640, height: 960), (UIScreen.main.currentMode?.size)!) : false) let iPhone5 = (UIScreen.instancesRespond(to: #selector(getter: UIScreen.currentMode)) ? __CGSizeEqualToSize(CGSize(width: 640, height: 1136), (UIScreen.main.currentMode?.size)!) : false) let iPhone6 = (UIScreen.instancesRespond(to: #selector(getter: UIScreen.currentMode)) ? __CGSizeEqualToSize(CGSize(width: 750, height: 1334), (UIScreen.main.currentMode?.size)!) : false) let iPhone6Plus = (UIScreen.instancesRespond(to: #selector(getter: UIScreen.currentMode)) ? __CGSizeEqualToSize(CGSize(width: 1242, height: 2208), (UIScreen.main.currentMode?.size)!) : false) let isPad = (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiom.pad) let isPhone = (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiom.phone) let isiPhoneX = (UIScreen.instancesRespond(to: #selector(getter: UIScreen.currentMode)) ? __CGSizeEqualToSize(CGSize(width: 1125, height: 2436), (UIScreen.main.currentMode?.size)!) : false) //MARK: 界面 let TABBAR_HEIGHT = (isiPhoneX ? 83 : 49) let NAVIGATION_HEIGHT = (isiPhoneX ? 88 : 64) var SCREEN_WIDTH: CGFloat { get { return SCREEN_WIDTH_FUNC() } } var SCREEN_HEIGHT: CGFloat { get { return SCREEN_HEIGHT_FUNC() } } func SCREEN_WIDTH_FUNC() -> CGFloat { return UIScreen.main.bounds.size.width } func SCREEN_HEIGHT_FUNC() -> CGFloat { return UIScreen.main.bounds.size.height } //MARK: 颜色 let COLOR_WHITESMOKE = ColorHex("#F5F5F5") /** *十六进制颜色值转换成UIColor *@param "#000000" */ func ColorHex(_ color: String) -> UIColor? { if color.count <= 0 || color.count != 7 || color == "(null)" || color == "<null>" { return nil } var red: UInt32 = 0x0 var green: UInt32 = 0x0 var blue: UInt32 = 0x0 let redString = String(color[color.index(color.startIndex, offsetBy: 1)...color.index(color.startIndex, offsetBy: 2)]) let greenString = String(color[color.index(color.startIndex, offsetBy: 3)...color.index(color.startIndex, offsetBy: 4)]) let blueString = String(color[color.index(color.startIndex, offsetBy: 5)...color.index(color.startIndex, offsetBy: 6)]) Scanner(string: redString).scanHexInt32(&red) Scanner(string: greenString).scanHexInt32(&green) Scanner(string: blueString).scanHexInt32(&blue) let hexColor = UIColor.init(red: CGFloat(red)/255.0, green: CGFloat(green)/255.0, blue: CGFloat(blue)/255.0, alpha: 1) return hexColor } /** *给图层添加阴影 */ func addShadowToView(_ view: UIView, color: UIColor, offset: CGSize, radius: CGFloat, opacity: Float) { view.layer.shadowColor = color.cgColor view.layer.shadowOffset = offset view.layer.shadowOpacity = opacity view.layer.shadowRadius = radius } /** *计算图层的宽度 */ func width(_ object: UIView) -> CGFloat { return object.frame.width } /** *在父视图中的x坐标 */ func minX(_ object: UIView) -> CGFloat { return object.frame.origin.x } /** *在父视图中的x坐标+自身宽度 */ func maxX(_ object: UIView) -> CGFloat { return object.frame.origin.x+width(object) } /** *在父视图中的y坐标 */ func minY(_ object: UIView) -> CGFloat { return object.frame.origin.y } /** *在父视图中的y坐标+自身高度 */ func maxY(_ object: UIView) -> CGFloat { return object.frame.origin.y+height(object) } /** *计算图层的高度 */ func height(_ object: UIView) -> CGFloat { return object.frame.height }
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持脚本之家。