
iOS可以通過CADisplayLink實現自定義動畫引擎,pop就是基於此實現的,而且比原生Core Animation更強大好用。譬如當ViewController側滑返回的時候,系統會將Core Animation的動畫會停止,而基於CADisplayLink實現的動畫則不會停止,因而可以實現類似網易雲音樂從播放頁側滑時hold住專輯封面圖旋轉的效果。
八一八魔性的pop
1、實用的宏
#define POP_ARRAY_COUNT(x) sizeof(x) / sizeof(x[0])
#define FB_PROPERTY_GET(stype, property, ctype) \
- (ctype)property { \
return ((stype *)_state)->property; \
}
#define FB_PROPERTY_SET(stype, property, mutator, ctype, ...) \
- (void)mutator (ctype)value { \
if (value == ((stype *)_state)->property) \
return; \
((stype *)_state)->property = value; \
__VA_ARGS__ \
}
#define FB_PROPERTY_SET_OBJ_COPY(stype, property, mutator, ctype, ...) \
- (void)mutator (ctype)value { \
if (value == ((stype *)_state)->property) \
return; \
((stype *)_state)->property = [value copy]; \
__VA_ARGS__ \
}2、判定值的數據類型
pop定義了支持的值的數據類型
const POPValueType kPOPAnimatableSupportTypes[10] = {kPOPValueInteger, kPOPValueFloat, kPOPValuePoint, kPOPValueSize, kPOPValueRect, kPOPValueEdgeInsets, kPOPValueColor, kPOPValueSCNVector3, kPOPValueSCNVector4};通過@encode指令,將給定類型編碼的內部字符串與objcType對比,得到值的數據類型
static bool FBCompareTypeEncoding(const char *objctype, POPValueType type)
{
switch (type)
{
case kPOPValueFloat:
return (strcmp(objctype, @encode(float)) == 0
|| strcmp(objctype, @encode(double)) == 0
);
case kPOPValuePoint:
return (strcmp(objctype, @encode(CGPoint)) == 0
#if !TARGET_OS_IPHONE
|| strcmp(objctype, @encode(NSPoint)) == 0
#endif
);
case kPOPValueSize:
return (strcmp(objctype, @encode(CGSize)) == 0
#if !TARGET_OS_IPHONE
|| strcmp(objctype, @encode(NSSize)) == 0
#endif
);
case kPOPValueRect:
return (strcmp(objctype, @encode(CGRect)) == 0
#if !TARGET_OS_IPHONE
|| strcmp(objctype, @encode(NSRect)) == 0
#endif
);
case kPOPValueEdgeInsets:
#if TARGET_OS_IPHONE
return strcmp(objctype, @encode(UIEdgeInsets)) == 0;
#else
return false;
#endif
case kPOPValueAffineTransform:
return strcmp(objctype, @encode(CGAffineTransform)) == 0;
case kPOPValueTransform:
return strcmp(objctype, @encode(CATransform3D)) == 0;
case kPOPValueRange:
return strcmp(objctype, @encode(CFRange)) == 0
|| strcmp(objctype, @encode (NSRange)) == 0;
case kPOPValueInteger:
return (strcmp(objctype, @encode(int)) == 0
|| strcmp(objctype, @encode(unsigned int)) == 0
|| strcmp(objctype, @encode(short)) == 0
|| strcmp(objctype, @encode(unsigned short)) == 0
|| strcmp(objctype, @encode(long)) == 0
|| strcmp(objctype, @encode(unsigned long)) == 0
|| strcmp(objctype, @encode(long long)) == 0
|| strcmp(objctype, @encode(unsigned long long)) == 0
);
case kPOPValueSCNVector3:
#if SCENEKIT_SDK_AVAILABLE
return strcmp(objctype, @encode(SCNVector3)) == 0;
#else
return false;
#endif
case kPOPValueSCNVector4:
#if SCENEKIT_SDK_AVAILABLE
return strcmp(objctype, @encode(SCNVector4)) == 0;
#else
return false;
#endif
default:
return false;
}
}3、將值的數據類型標准化為Vector
舉個CGRect類型的例子:
case kPOPValueRect:
vec = Vector::new_cg_rect([value CGRectValue]);
Vector *Vector::new_cg_rect(const CGRect &r)
{
Vector *v = new Vector(4);
v->_values[0] = r.origin.x;
v->_values[1] = r.origin.y;
v->_values[2] = r.size.width;
v->_values[3] = r.size.height;
return v;
}通過Vector的兩個參數size_t _count;、CGFloat *_values;將給定的類型抽象出來,實現解耦。此外還有一個好處,當創建屬性動畫為kPOPLayerBounds,但toValue屬性賦值的是一個NSNumber,得益於_values是數組指針,並不會引發數組越界導致的crash,只是動畫效果不可預期。
4、基於NSRunLoop的動畫更新機制
- (void)_scheduleProcessPendingList
{
// see WebKit for magic numbers, eg http://trac.webkit.org/changeset/166540
static const CFIndex CATransactionCommitRunLoopOrder = 2000000;
static const CFIndex POPAnimationApplyRunLoopOrder = CATransactionCommitRunLoopOrder - 1;
// lock
OSSpinLockLock(&_lock);
if (!_pendingListObserver) {
__weak POPAnimator *weakSelf = self;
_pendingListObserver = CFRunLoopObserverCreateWithHandler(kCFAllocatorDefault, kCFRunLoopBeforeWaiting | kCFRunLoopExit, false, POPAnimationApplyRunLoopOrder, ^(CFRunLoopObserverRef observer, CFRunLoopActivity activity) {
[weakSelf _processPendingList];
});
if (_pendingListObserver) {
CFRunLoopAddObserver(CFRunLoopGetMain(), _pendingListObserver, kCFRunLoopCommonModes);
}
}
// unlock
OSSpinLockUnlock(&_lock);
}在主線程RunLoop中添加觀察者,監聽了kCFAllocatorDefault、kCFRunLoopBeforeWaiting、kCFRunLoopExit事件,在收到回調的時候,處理_pendingList裡的動畫。
5、更新動畫的回調數組
static POPStaticAnimatablePropertyState _staticStates[] =
{
/* CALayer */
{kPOPLayerBackgroundColor,
^(CALayer *obj, CGFloat values[]) {
POPCGColorGetRGBAComponents(obj.backgroundColor, values);
},
^(CALayer *obj, const CGFloat values[]) {
CGColorRef color = POPCGColorRGBACreate(values);
[obj setBackgroundColor:color];
CGColorRelease(color);
},
kPOPThresholdColor
},
{kPOPLayerBounds,
^(CALayer *obj, CGFloat values[]) {
values_from_rect(values, [obj bounds]);
},
^(CALayer *obj, const CGFloat values[]) {
[obj setBounds:values_to_rect(values)];
},
kPOPThresholdPoint
},
...封裝不同的動畫行為,實現類似模板模式,只需統一調用,即可更新動畫
// write value write(obj, currentVec->data());
6、動畫插值的動態實現
switch (type) {
case kPOPAnimationSpring:
advanced = advance(time, dt, obj);
break;
case kPOPAnimationDecay:
advanced = advance(time, dt, obj);
break;
case kPOPAnimationBasic: {
advanced = advance(time, dt, obj);
computedProgress = true;
break;
}
case kPOPAnimationCustom: {
customFinished = [self _advance:obj currentTime:time elapsedTime:dt] ? false : true;
advanced = true;
break;
}
default:
break;
}可以看出總共有四種動畫插值的算法,以kPOPAnimationBasic為例:
bool advance(CFTimeInterval time, CFTimeInterval dt, id obj) {
// default timing function
if (!timingFunction) {
((POPBasicAnimation *)self).timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionDefault];
}
// solve for normalized time, aka progresss [0, 1]
CGFloat p = 1.0f;
if (duration > 0.0f) {
// cap local time to duration
CFTimeInterval t = MIN(time - startTime, duration) / duration;
p = POPTimingFunctionSolve(timingControlPoints, t, SOLVE_EPS(duration));
timeProgress = t;
} else {
timeProgress = 1.;
}
// interpolate and advance
interpolate(valueType, valueCount, fromVec->data(), toVec->data(), currentVec->data(), p);
progress = p;
clampCurrentValue();
return true;
}依照給定的timingFunction,使用POPTimingFunctionSolve計算貝塞爾曲線的變化率,再通過混合計算#define MIX(a, b, f) ((a) + (f) * ((b) - (a))),最終得到動畫的插值。
小結
pop中還有很多有意思的地方,譬如TransformationMatrix裡的矩陣操作,這裡就暫且不挖WebCore底層了。簡而言之,無論性能(c++混編)、易用、容錯,pop都有著作為引擎該有的特性,而它所暴露的和Core Animation相似的接口也讓人極易上手!
本文作者:伯樂在線 - Hawk0620