如何为自定义手势识别器实现 velocityInView:?
How do I implement velocityInView: for a custom gesture recognizer?
我正在实现自定义 UIGestureRecognizer
子类。
我想按照 UIPanGestureRecognizer
的方式实施 velocityInView:
。但我不确定该怎么做。如何计算以点/秒为单位的速度?
首先, 如果您使用 Swift,您将需要创建一个桥接头和 #import <UIKit/UIGestureRecognizerSubclass.h>
,这样您就可以覆盖 UIGestureRegoniser
涉及 began/moved/cancelled/ended 方法。如果您使用 Objective-C,只需将 import
语句放在 .h 或 .m 文件中即可。
其次,一旦您创建了 UIGestureRecognizer
子类,您需要在其中添加这些变量:
private lazy var displayLink: CADisplayLink = {
let link = CADisplayLink(target: self, selector: Selector("timerCalled"))
link.addToRunLoop(NSRunLoop.currentRunLoop(), forMode: NSRunLoopCommonModes)
return link
}()
private var previousTouchLocation: CGPoint?
private var currentTouchLocation : CGPoint?
private var previousTime: Double?
private var currentTime : Double?
显示link用于更新currentTime
和previousTime
。
第三,要继续设置您需要重写以下方法的所有内容,我认为这一切都是不言自明的:
override func touchesBegan(touches: Set<NSObject>!, withEvent event: UIEvent!) {
self.state = .Began
displayLink.paused = false
}
override func touchesMoved(touches: Set<NSObject>!, withEvent event: UIEvent!) {
if let view = self.view,
touch = touches.first as? UITouch {
self.state = .Changed
let newLocation = touch.locationInView(view)
self.previousTouchLocation = self.currentTouchLocation
self.currentTouchLocation = newLocation
}
}
override func touchesEnded(touches: Set<NSObject>!, withEvent event: UIEvent!) {
self.state = .Ended
displayLink.paused = true
}
override func touchesCancelled(touches: Set<NSObject>!, withEvent event: UIEvent!) {
self.state = .Cancelled
displayLink.paused = true
}
第四,现在我们可以进入更有趣的部分 - 计算速度:
func velocityInView(targetView: UIView) -> CGPoint {
var velocity = CGPoint.zeroPoint
if let view = self.view,
prevTouchLocation = self.previousTouchLocation,
currTouchLocation = self.currentTouchLocation,
previousTime = self.previousTime,
currentTime = self.currentTime {
let targetPrevLocation = view.convertPoint(prevTouchLocation, toView: targetView)
let targetCurrLocation = view.convertPoint(currTouchLocation, toView: targetView)
let deltaTime = CGFloat(currentTime - previousTime)
let velocityX = (targetCurrLocation.x - targetPrevLocation.x) / deltaTime
let velocityY = (targetCurrLocation.y - targetPrevLocation.y) / deltaTime
velocity = CGPoint(x: velocityX, y: velocityY)
}
return velocity
}
使用以下公式计算速度:
velocity = deltaDistance / deltaTime
在这种情况下,取速度的每个分量(x 和 y)并使用该方程式计算每个轴上的速度。如果你想结合速度的两个分量,你可以像这样使用毕达哥拉斯定理:
let distance = hypot(targetCurrLocation.x - targetPrevLocation.x,
targetCurrLocation.y - targetPrevLocation.y)
let velocity = distance / deltaTime
第五, 在您的视图控制器中,您现在可以添加手势识别器并使用 action
获取在屏幕上拖动时的速度:
override func viewDidLoad() {
super.viewDidLoad()
let recognizer = VelocityGestureRecognizer(target: self, action: Selector("movedGesture:"))
self.view.addGestureRecognizer(recognizer)
}
func movedGesture(recognizer: VelocityGestureRecognizer) {
let v = recognizer.velocityInView(self.view)
println("velocity = \(v)")
}
我正在实现自定义 UIGestureRecognizer
子类。
我想按照 UIPanGestureRecognizer
的方式实施 velocityInView:
。但我不确定该怎么做。如何计算以点/秒为单位的速度?
首先, 如果您使用 Swift,您将需要创建一个桥接头和 #import <UIKit/UIGestureRecognizerSubclass.h>
,这样您就可以覆盖 UIGestureRegoniser
涉及 began/moved/cancelled/ended 方法。如果您使用 Objective-C,只需将 import
语句放在 .h 或 .m 文件中即可。
其次,一旦您创建了 UIGestureRecognizer
子类,您需要在其中添加这些变量:
private lazy var displayLink: CADisplayLink = {
let link = CADisplayLink(target: self, selector: Selector("timerCalled"))
link.addToRunLoop(NSRunLoop.currentRunLoop(), forMode: NSRunLoopCommonModes)
return link
}()
private var previousTouchLocation: CGPoint?
private var currentTouchLocation : CGPoint?
private var previousTime: Double?
private var currentTime : Double?
显示link用于更新currentTime
和previousTime
。
第三,要继续设置您需要重写以下方法的所有内容,我认为这一切都是不言自明的:
override func touchesBegan(touches: Set<NSObject>!, withEvent event: UIEvent!) {
self.state = .Began
displayLink.paused = false
}
override func touchesMoved(touches: Set<NSObject>!, withEvent event: UIEvent!) {
if let view = self.view,
touch = touches.first as? UITouch {
self.state = .Changed
let newLocation = touch.locationInView(view)
self.previousTouchLocation = self.currentTouchLocation
self.currentTouchLocation = newLocation
}
}
override func touchesEnded(touches: Set<NSObject>!, withEvent event: UIEvent!) {
self.state = .Ended
displayLink.paused = true
}
override func touchesCancelled(touches: Set<NSObject>!, withEvent event: UIEvent!) {
self.state = .Cancelled
displayLink.paused = true
}
第四,现在我们可以进入更有趣的部分 - 计算速度:
func velocityInView(targetView: UIView) -> CGPoint {
var velocity = CGPoint.zeroPoint
if let view = self.view,
prevTouchLocation = self.previousTouchLocation,
currTouchLocation = self.currentTouchLocation,
previousTime = self.previousTime,
currentTime = self.currentTime {
let targetPrevLocation = view.convertPoint(prevTouchLocation, toView: targetView)
let targetCurrLocation = view.convertPoint(currTouchLocation, toView: targetView)
let deltaTime = CGFloat(currentTime - previousTime)
let velocityX = (targetCurrLocation.x - targetPrevLocation.x) / deltaTime
let velocityY = (targetCurrLocation.y - targetPrevLocation.y) / deltaTime
velocity = CGPoint(x: velocityX, y: velocityY)
}
return velocity
}
使用以下公式计算速度:
velocity = deltaDistance / deltaTime
在这种情况下,取速度的每个分量(x 和 y)并使用该方程式计算每个轴上的速度。如果你想结合速度的两个分量,你可以像这样使用毕达哥拉斯定理:
let distance = hypot(targetCurrLocation.x - targetPrevLocation.x,
targetCurrLocation.y - targetPrevLocation.y)
let velocity = distance / deltaTime
第五, 在您的视图控制器中,您现在可以添加手势识别器并使用 action
获取在屏幕上拖动时的速度:
override func viewDidLoad() {
super.viewDidLoad()
let recognizer = VelocityGestureRecognizer(target: self, action: Selector("movedGesture:"))
self.view.addGestureRecognizer(recognizer)
}
func movedGesture(recognizer: VelocityGestureRecognizer) {
let v = recognizer.velocityInView(self.view)
println("velocity = \(v)")
}