我不知道你现在是怎么做的,但我会这样做......
- 创建一个自定义对象来存储一小部分轨迹,以及一个
alpha 和delay。
在touchesMoved: 中计算用户触摸位置的变化并基于此生成新的子路径,然后将其包装在自定义对象中。
在-drawRect: 方法中绘制所有子路径及其给定的alpha。
设置 CADisplayLink 以更新子路径的 alpha 值和延迟。
首先,让我们定义我们的自定义对象...
/// Represents a small portion of a trail.
@interface trailSubPath : NSObject
/// The subpath of the trail.
@property (nonatomic) CGPathRef path;
/// The alpha of this section.
@property (nonatomic) CGFloat alpha;
/// The delay before the subpath fades
@property (nonatomic) CGFloat delay;
@end
让我们也给它一个方便的初始化器,让它在以后看起来更流畅......
@implementation trailSubPath
+(instancetype) subPathWithPath:(CGPathRef)path alpha:(CGFloat)alpha delay:(CGFloat)delay {
trailSubPath* subpath = [[self alloc] init];
subpath.path = path;
subpath.alpha = alpha;
subpath.delay = delay;
return subpath;
}
@end
我们还要在UIView 的顶部定义一些常量(如果您还没有创建一个子类,我们将使用-drawRect: 进行绘图)
/// How long before a subpath starts to fade.
static CGFloat const pathFadeDelay = 5.0;
/// How long the fading of the subpath goes on for.
static CGFloat const pathFadeDuration = 1.0;
/// The stroke width of the path.
static CGFloat const pathStrokeWidth = 3.0;
在您的 UIView 中,您将要存储 NSMutableArray 的 trailSubPath 对象,以及我们稍后需要的其他一些变量。
我决定使用CADisplayLink 来处理trailSubPath 对象的更新。这样,代码将在所有设备上以相同的速度运行(代价是速度较慢的设备上的 FPS 较低)。
@implementation view {
UIColor* trailColor; // The stroke color of the trail
NSMutableArray* trailSubPaths; // The array of trailSubPaths
CGPoint lastPoint; // Last point the user touched
BOOL touchedDown; // Whether the user is touching the screen
CADisplayLink* displayLink; // A display link in order to allow the code to run at the same speed on different devices
}
在-initWithFrame: 方法中,我们将进行一些基本设置...
-(instancetype) initWithFrame:(CGRect)frame {
if (self = [super initWithFrame:frame]) {
trailSubPaths = [NSMutableArray array];
trailColor = [UIColor redColor];
self.backgroundColor = [UIColor whiteColor];
}
return self;
}
现在让我们设置UIResponder 触摸方法...
-(void) touchesBegan:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
lastPoint = [[[event allTouches] anyObject] locationInView:self];
touchedDown = YES;
[displayLink invalidate]; // In case it's already running.
displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(displayLinkDidFire)];
[displayLink addToRunLoop:[NSRunLoop mainRunLoop] forMode:NSRunLoopCommonModes];
}
-(void) touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
if (touchedDown) {
CGPoint p = [[[event allTouches] anyObject] locationInView:self];
CGMutablePathRef mutablePath = CGPathCreateMutable(); // Create a new subpath
CGPathMoveToPoint(mutablePath, nil, lastPoint.x, lastPoint.y);
CGPathAddLineToPoint(mutablePath, nil, p.x, p.y);
// Create new subpath object
[trailSubPaths addObject:[trailSubPath subPathWithPath:CGPathCreateCopy(mutablePath) alpha:1.0 delay:pathFadeDelay]];
CGPathRelease(mutablePath);
lastPoint = p;
}
}
-(void) touchesEnded:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
touchedDown = NO;
}
-(void) touchesCancelled:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event {
[self touchesEnded:touches withEvent:event];
}
那里没什么太复杂的,它只是计算-touchesMoved:上触摸位置的变化,并以此为基础生成一个新的直线子路径。然后将其包装在我们的 trailSubPath 中并添加到数组中。
现在,我们需要在CADisplayLink 更新方法中设置逻辑。这将只计算子路径的 alpha 和延迟的变化,并删除任何已经淡出的子路径:
-(void) displayLinkDidFire {
// Calculate change in alphas and delays.
CGFloat deltaAlpha = displayLink.duration/pathFadeDuration;
CGFloat deltaDelay = displayLink.duration;
NSMutableArray* subpathsToRemove = [NSMutableArray array];
for (trailSubPath* subpath in trailSubPaths) {
if (subpath.delay > 0) subpath.delay -= deltaDelay;
else subpath.alpha -= deltaAlpha;
if (subpath.alpha < 0) { // Remove subpath
[subpathsToRemove addObject:subpath];
CGPathRelease(subpath.path);
}
}
[trailSubPaths removeObjectsInArray:subpathsToRemove];
// Cancel running if nothing else to do.
if (([trailSubPaths count] == 0) && !touchedDown) [displayLink invalidate];
else [self setNeedsDisplay];
}
最后,我们只想重写drawRect: 方法,以便在Core Graphics 中绘制我们所有的trailSubPath 对象:
- (void)drawRect:(CGRect)rect {
CGContextRef ctx = UIGraphicsGetCurrentContext();
CGContextSetStrokeColorWithColor(ctx, trailColor.CGColor);
CGContextSetLineWidth(ctx, pathStrokeWidth);
for (trailSubPath* subpath in trailSubPaths) {
CGContextAddPath(ctx, subpath.path);
CGContextSetAlpha(ctx, subpath.alpha);
CGContextStrokePath(ctx);
}
}
看起来有很多代码,但我敢肯定你现在已经设置了一半来画线!
请注意,根据长度使试用淡出的一种简单方法是将CADisplayLink 更新方法中对setNeedsDisplay 的调用移至-touchesMoved: 方法,并使显示链接无效-touchesEnded:.
呸。结束了……我做过的最长的回答。
完成结果
完整项目:https://github.com/hamishknight/Fading-Trail-Path