自定義下拉刷新

實(shí)現(xiàn)的效果如下:

實(shí)現(xiàn)效果

下拉刷新原理

其實(shí)原理很簡單:

0.UIScrollView的contentInset屬性:用于保持停留
1.UIScrollView的contentOffset屬性:獲取偏移量,用于控制相應(yīng)偏移量下,刷新視圖如何改變

怎樣方便重用

如何獲取偏移量?

有兩種方式可以獲得:

0.在含有UIScrollView(及其子類)控制器里面使用UIScrollViewDelegate,從而獲取偏移量。

1.使用強(qiáng)大的KVO啊,通過監(jiān)聽contentOffset,很容易的就得到了偏移量。

但是如果要在多個(gè)控制器中使用下拉刷新,那么每個(gè)控制器都實(shí)現(xiàn)UIScrollViewDelegate或KVO,繁瑣且臃腫。

使用UIScrollViewDelegate的方式肯定行不通(通過繼承的方式??像UITableViewController?我沒有想到好的解決辦法),因?yàn)槊總€(gè)控制器都要實(shí)現(xiàn)。故UIScrollViewDelegate的方式被pass掉了。

我們繼續(xù)考慮使用KVO,KVO監(jiān)聽的是ScrollView及其子類,如果每個(gè)控制器都寫監(jiān)聽的話也是和UIScrollViewDelegate類似,但是我們可以不寫啊。

滾動(dòng)視圖(UIScrollView及其子類)和下拉刷新視圖是一塊的,有刷新的地方就有下拉刷新視圖。我們把下拉刷新視圖添加在滾動(dòng)視圖上(UIScrollView及其子類),獲得到刷新視圖就可以獲得滾動(dòng)視圖啦。這樣我們把監(jiān)聽寫在刷新視圖里,就不用到處寫了。

還有個(gè)問題,我們?nèi)绾谓o滾動(dòng)視圖添加下拉刷新視圖呢?有沒有簡單的方式給滾動(dòng)視圖添加下拉刷新視圖。我們可以使用擴(kuò)展,添加一個(gè)下拉刷新視圖屬性,只要我們給這個(gè)下拉刷新視圖賦值,我們就把他添加到滾動(dòng)視圖上。這樣就很簡潔啦。

其實(shí)上面的這些東西是我讀MJRefresh代碼發(fā)現(xiàn)的,受益匪淺。

實(shí)現(xiàn)效果中的三個(gè)動(dòng)畫

動(dòng)畫是這個(gè)下拉刷新最大的亮點(diǎn),也是它吸引我,我才決定仿這么一個(gè)動(dòng)畫(仿的是RSS閱讀器Unread)。

0.展開、關(guān)閉動(dòng)畫

原先是使用POP實(shí)現(xiàn)的,這次使用多次動(dòng)畫的方式。代碼如下,

/**
展開動(dòng)畫

:param: animationLayer 動(dòng)畫Layer
*/
func spreadLayerAnimation(animationLayer: CAShapeLayer){
    layerWidthAnimation(animationLayer, width: 100, animationTypeStr: "Spread", animationIndexStr: "1")
}

/**
關(guān)閉動(dòng)畫

:param: animationLayer 關(guān)閉Layer
*/
func closeLayerAnimation(animationLayer: CAShapeLayer){
    layerWidthAnimation(animationLayer, width: 0, animationTypeStr: "Close", animationIndexStr: "1")
}

/**
寬度動(dòng)畫

:param: animationLayer    動(dòng)畫層
:param: width             寬度
:param: animationTypeStr  動(dòng)畫類型 展開或關(guān)閉
:param: animationIndexStr 動(dòng)畫索引
*/
func layerWidthAnimation(animationLayer: CAShapeLayer,width: CGFloat,animationTypeStr: String,animationIndexStr: String){
    var animationLayerStr = "shapeLayer1"
    if animationLayer.isEqual(shapeLayer1){
        animationLayerStr = "shapeLayer1"
    }

    let screenWidth = CGRectGetWidth(UIScreen.mainScreen().bounds)

    var animation = CABasicAnimation(keyPath: "bounds.size.width")
    animation.duration = 0.13
    animation.delegate = self
    animation.toValue = NSNumber(float: 20)
    animation.setValue(animationLayerStr, forKey: "AnimationLayer")
    animation.setValue(animationTypeStr, forKey: "AnimationType")
    animation.setValue(animationIndexStr, forKey: "AnimationIndex")
    animation.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
    animationLayer.addAnimation(animation, forKey: "animation")
    animationLayer.frame = CGRect(x: (screenWidth - width)/2.0, y: animationLayer.frame.origin.y, width: CGFloat(width), height: animationLayer.frame.size.height)
}

//MARK 動(dòng)畫結(jié)束
override func animationDidStop(anim: CAAnimation!, finished flag: Bool) {
    let screenWidth = CGRectGetWidth(UIScreen.mainScreen().bounds)

    let animationLayerStr = anim.valueForKey("AnimationLayer") as! String
    let animationTypeStr = anim.valueForKey("AnimationType") as! String
    let animationIndexStr = anim.valueForKey("AnimationIndex") as! String

    var shapeLayer = CAShapeLayer()
    if animationLayerStr == "shapeLayer1"{
        shapeLayer = shapeLayer1;
    }

    var width:CGFloat = 0
    if animationIndexStr == "1"{
        if animationTypeStr == "Spread"{
            width = 20
        }else if animationTypeStr == "Close"{
            width = 20
        }
    }else if animationIndexStr == "2"{
        if animationTypeStr == "Spread"{
            width = 80
        }else if animationTypeStr == "Close"{
            width = 4
        }
    }else if animationIndexStr == "3"{
        if animationTypeStr == "Spread"{
            width = 40
        }else if animationTypeStr == "Close"{
            return
        }
    }else if animationIndexStr == "4"{
        if animationTypeStr == "Spread"{
            width = 60
        }
    }else{
        return
    }

    layerWidthAnimation(shapeLayer, width: width, animationTypeStr: animationTypeStr, animationIndexStr:String(animationIndexStr.toInt()! + 1))
}

1.旋轉(zhuǎn)動(dòng)畫

其實(shí)就是沿著一定的路徑進(jìn)行旋轉(zhuǎn),使用CAKeyframeAnimation的path屬性按照響應(yīng)的貝塞爾曲線旋轉(zhuǎn)。如下圖:

旋轉(zhuǎn)動(dòng)畫
//設(shè)置界面
func settingUI(){
    let screenWidth = CGRectGetWidth( UIScreen.mainScreen().bounds)

    layer1.backgroundColor = UIColor.redColor().CGColor
    layer1.frame = CGRect(x: (screenWidth - 8)/2.0, y: 100, width: 8, height: 8)
    layer1.cornerRadius = 4
    view.layer.addSublayer(layer1)

    layer2.backgroundColor = UIColor.redColor().CGColor
    layer2.frame = CGRect(x: (screenWidth - 8)/2.0, y: 120, width: 8, height: 8)
    layer2.cornerRadius = 4
    view.layer.addSublayer(layer2)

    layer3.backgroundColor = UIColor.redColor().CGColor
    layer3.frame = CGRect(x: (screenWidth - 8)/2.0, y: 140, width: 8, height: 8)
    layer3.cornerRadius = 4
    view.layer.addSublayer(layer3)
}

@IBAction func startAnimation(sender: AnyObject) {
    let screenWidth = CGRectGetWidth(UIScreen.mainScreen().bounds)
    CGPoint(x:(screenWidth - 8)/2.0 + 4, y: 124.0)

    var animation1 = CAKeyframeAnimation(keyPath: "position")
    animation1.delegate = self
    animation1.duration = CFTimeInterval(0.3)
    animation1.path = UIBezierPath(arcCenter: CGPoint(x:(screenWidth - 8)/2.0 + 4, y: 124.0),radius: CGFloat(58), startAngle:CGFloat(-M_PI_2), endAngle: CGFloat(0), clockwise: true).CGPath
    animation1.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
    layer1.addAnimation(animation1, forKey: "groupAnimation")
    CATransaction.begin()
    CATransaction.setDisableActions(true)
    layer1.position = CGPoint(x: (screenWidth - 8)/2.0 + 58 + 4, y: 124)
    CATransaction.commit()

    var animation3 = CAKeyframeAnimation(keyPath: "position")
    animation3.delegate = self
    animation3.duration = CFTimeInterval(0.3)
    animation3.path = UIBezierPath(arcCenter: CGPoint(x:(screenWidth - 8)/2.0 + 4, y: 124.0),radius: CGFloat(58), startAngle:CGFloat(M_PI_2), endAngle: CGFloat(M_PI), clockwise: true).CGPath
    animation3.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)
    layer3.addAnimation(animation3, forKey: "groupAnimation")
    CATransaction.begin()
    CATransaction.setDisableActions(true)
    layer3.position = CGPoint(x: (screenWidth - 8)/2.0 - 58 + 4, y: 124)
    CATransaction.commit()
}

2.按順序放大、改變顏色動(dòng)畫

有三個(gè)Layer,第一個(gè)Layer動(dòng)畫(放大、改變顏色)結(jié)束后(使用animationDidStop協(xié)議方法),開始第二個(gè)動(dòng)畫然后依次類推。如下圖:

按順序放大、改變顏色動(dòng)畫
var circleShapeLayer1 = CAShapeLayer()
var circleShapeLayer2 = CAShapeLayer()
var circleShapeLayer3 = CAShapeLayer()

/**
設(shè)置界面
*/
func settingUI(){
    var shapeWidth:CGFloat = 10
    let bezierCGPath =  UIBezierPath(ovalInRect: CGRect(x: 0, y: 0, width: shapeWidth, height: shapeWidth)).CGPath

    let fillCGColor = UIColor(red: 200/255.0, green: 200/255.0, blue: 200/255.0, alpha: 1.0).CGColor

    let screenWidth = CGRectGetWidth(UIScreen.mainScreen().bounds)
    var marginLeft = CGFloat((screenWidth - 70)/2.0)

    circleShapeLayer1.path = bezierCGPath
    circleShapeLayer1.fillColor = fillCGColor

    circleShapeLayer1.frame = CGRect(x: marginLeft, y: 100, width: shapeWidth, height: shapeWidth)
    view.layer.addSublayer(circleShapeLayer1)

    circleShapeLayer2.path = bezierCGPath
    circleShapeLayer2.fillColor = fillCGColor
    circleShapeLayer2.frame = CGRect(x: marginLeft + 30, y: 100, width: shapeWidth, height: shapeWidth)
    view.layer.addSublayer(circleShapeLayer2)

    circleShapeLayer3.path = bezierCGPath
    circleShapeLayer3.fillColor = fillCGColor
    circleShapeLayer3.frame = CGRect(x: marginLeft + 60, y: 100, width: shapeWidth, height: shapeWidth)
    view.layer.addSublayer(circleShapeLayer3)
}

/**
添加圖層動(dòng)畫

:param: layer       圖層
:param: layerTagStr 圖層Tag
*/
func addLayerAnimation(layer: CAShapeLayer,layerTagStr: String){
    var scaleKeyframeAnimation = CAKeyframeAnimation(keyPath: "transform")

    var t1 = CATransform3DMakeScale(1.0, 1.0, 0)
    var t2 = CATransform3DMakeScale(1.5, 1.5, 0)
    var t3 = CATransform3DMakeScale(1.0, 1.0, 0)

    scaleKeyframeAnimation.values = [NSValue(CATransform3D:t1),NSValue(CATransform3D:t2),NSValue(CATransform3D:t3)]
    scaleKeyframeAnimation.keyTimes = [0,0.5,1]

    let normalCGColor = UIColor(red: 200/255.0, green: 200/255.0, blue: 200/255.0, alpha: 1.0).CGColor
    var highlightedColor = UIColor(red: 60/255.0, green: 60/255.0, blue: 60/255.0, alpha: 1.0).CGColor
    var colorKeyframeAnimation = CAKeyframeAnimation(keyPath: "fillColor")
    colorKeyframeAnimation.values = [normalCGColor,highlightedColor,normalCGColor]
    colorKeyframeAnimation.keyTimes = [0,0.5,1]

    var groupAnimation = CAAnimationGroup()
    groupAnimation.duration = CFTimeInterval(0.35)
    groupAnimation.animations = [scaleKeyframeAnimation,colorKeyframeAnimation]
    groupAnimation.removedOnCompletion = true
    groupAnimation.setValue(layerTagStr, forKey: "LayerTag")
    groupAnimation.delegate = self

    layer.addAnimation(groupAnimation, forKey: "scaleKeyframeAnimation")
}

//開始動(dòng)畫
@IBAction func startAnimationButtonClicked(sender: AnyObject) {
    addLayerAnimation(circleShapeLayer1,layerTagStr: "1")
}

//動(dòng)畫結(jié)束協(xié)議
override func animationDidStop(anim: CAAnimation!, finished flag: Bool) {
    var  layerTagStr = anim.valueForKey("LayerTag") as! String

    if layerTagStr == "1"{
        addLayerAnimation(circleShapeLayer2,layerTagStr: "2")
    }else if layerTagStr == "2"{
        addLayerAnimation(circleShapeLayer3,layerTagStr: "3")
    }else if layerTagStr == "3"{
        addLayerAnimation(circleShapeLayer1,layerTagStr: "1")
    }
}

代碼已傳至GitHub:https://github.com/iYiming/YMRefreshView

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