iOS自定义UIButton点击动画特效

借鉴相关资料,整理了一个很有意思的button动画效果,iOS自定义UIButton点击动画特效

先看一下效果图:

下面贴上代码:

ViewController:

#import <UIKit/UIKit.h>

@interface ViewController : UIViewController

@end

#import "ViewController.h"

#import "HWButton.h"

#define mainW [UIScreen mainScreen].bounds.size.width

#define mainH [UIScreen mainScreen].bounds.size.height

@interface ViewController ()

@end

@implementation ViewController

- (void)viewDidLoad {

[super viewDidLoad];

self.view.backgroundColor = [UIColor blackColor];

//创建控件

[self creatButton];

}

- (void)creatButton

{

HWButton *button = [[HWButton alloc] initWithFrame:CGRectMake(mainW * 0.5 - 60, mainH - 100, 120, 72) maxLeft:100 maxRight:100 maxHeight:300];

[button setImage:[UIImage imageNamed:@"button"] forState:UIControlStateNormal];

button.images = @[[UIImage imageNamed:@"Circle 1"], [UIImage imageNamed:@"Circle 2"], [UIImage imageNamed:@"Circle 3"], [UIImage imageNamed:@"Hero"]];

button.duration = 10;

[button addTarget:self action:@selector(buttonOnClick:) forControlEvents:UIControlEventTouchUpInside];

[self.view addSubview:button];

}

- (void)buttonOnClick:(HWButton *)btn

{

[btn generateBubbleInRandom];

}

@end

HWButton:

#import <UIKit/UIKit.h>

@interface HWButton : UIButton

@property (nonatomic, assign) CGFloat maxLeft;

@property (nonatomic, assign) CGFloat maxRight;

@property (nonatomic, assign) CGFloat maxHeight;

@property (nonatomic, assign) CGFloat duration;

@property (nonatomic, span) NSArray *images;

- (instancetype)initWithFrame:(CGRect)frame maxLeft:(CGFloat)maxLeft maxRight:(CGFloat)maxRight maxHeight:(CGFloat)maxHeight;

- (void)generateBubbleWithImage:(UIImage *)image;

- (void)generateBubbleInRandom;

@end

#import "HWButton.h"

@implementation HWButton

{

CGPoint _startPoint;

CGFloat _maxWidth;

NSMutableSet *_recyclePool;

NSMutableArray *_array;

}

- (instancetype)initWithFrame:(CGRect)frame maxLeft:(CGFloat)maxLeft maxRight:(CGFloat)maxRight maxHeight:(CGFloat)maxHeight

{

self = [super initWithFrame:frame];

if (self) {

_maxHeight = maxHeight;

_maxLeft = maxLeft;

_maxRight = maxRight;

[self initData];

}

return self;

}

- (id)initWithCoder:(NSCoder *)aDecoder

{

self = [super initWithCoder:aDecoder];

if (self) {

[self initData];

}

return self;

}

- (void)initData

{

_array = @[].mutableCopy;

_recyclePool = [NSMutableSet set];

}

- (void)generateBubbleInRandom

{

CALayer *layer;

if (_recyclePool.count > 0) {

layer = [_recyclePool anyObject];

[_recyclePool removeObject:layer];

}else {

UIImage *image = self.images[arc4random() % self.images.count];

layer = [self createLayerWithImage:image];

}

[self.layer addSublayer:layer];

[self generateBubbleWithCAlayer:layer];

}

- (void)generateBubbleWithImage:(UIImage *)image

{

CALayer *layer = [self createLayerWithImage:image];

[self.layer addSublayer:layer];

[self generateBubbleWithCAlayer:layer];

}

- (void)generateBubbleWithCAlayer:(CALayer *)layer

{

_maxWidth = _maxLeft + _maxRight + self.bounds.size.width;

_startPoint = CGPointMake(self.frame.size.width / 2, 0);

CGPoint endPoint = CGPointMake(_maxWidth * [self randomFloat] - _maxLeft, -_maxHeight);

CGPoint controlPoint1 = CGPointMake(_maxWidth * [self randomFloat] - _maxLeft, -_maxHeight * 0.2);

CGPoint controlPoint2 = CGPointMake(_maxWidth * [self randomFloat] - _maxLeft, -_maxHeight * 0.6);

CGMutablePathRef curvedPath = CGPathCreateMutable();

CGPathMoveToPoint(curvedPath, NULL, _startPoint.x, _startPoint.y);

CGPathAddCurveToPoint(curvedPath, NULL, controlPoint1.x, controlPoint1.y, controlPoint2.x, controlPoint2.y, endPoint.x, endPoint.y);

CAKeyframeAnimation *keyFrame = [CAKeyframeAnimation animation];

keyFrame.keyPath = @"position";

keyFrame.path = CFAutorelease(curvedPath);

keyFrame.duration = self.duration;

keyFrame.calculationMode = kCAAnimationPaced;

[layer addAnimation:keyFrame forKey:@"keyframe"];

CABasicAnimation *scale = [CABasicAnimation animation];

scale.keyPath = @"transform.scale";

scale.toValue = @1;

scale.fromValue = [NSValue valueWithCATransform3D:CATransform3DMakeScale(0.1, 0.1, 0.1)];

scale.duration = 0.5;

CABasicAnimation *alpha = [CABasicAnimation animation];

alpha.keyPath = @"opacity";

alpha.fromValue = @1;

alpha.toValue = @0.1;

alpha.duration = self.duration * 0.4;

alpha.beginTime = self.duration - alpha.duration;

CAAnimationGroup *group = [CAAnimationGroup animation];

group.animations = @[keyFrame, scale, alpha];

group.duration = self.duration;

group.delegate = self;

group.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseOut];

group.fillMode = kCAFillModeForwards;

group.removedOnCompletion = NO;

[layer addAnimation:group forKey:@"group"];

[_array addObject:layer];

}

- (CGFloat)randomFloat

{

return (arc4random() % 100)/100.0f;

}

- (CALayer *)createLayerWithImage:(UIImage *)image

{

CGFloat scale = [UIScreen mainScreen].scale;

CALayer *layer = [CALayer layer];

layer.frame = CGRectMake(0, 0, image.size.width / scale, image.size.height / scale);

layer.contents = (__bridge id)image.CGImage;;

return layer;

}

- (void)animationDidStop:(CAAnimation *)anim finished:(BOOL)flag

{

if (flag) {

CALayer *layer = [_array firstObject];

[layer removeAllAnimations];

[layer removeFromSuperlayer];

[_array removeObject:layer];

[_recyclePool addObject:layer];

}

}

@end

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