如何拖动图像
How to drag images
我可以使用下面的代码移动单个 UIView
,但是如何使用 IBOutletCollection
和 tag
值分别移动多个 UIView
?
class TeamSelection: UIViewController {
var location = CGPoint(x: 0, y: 0)
@IBOutlet weak var ViewTest: UIView! // move a single image
@IBOutlet var Player: [UIView]! // collection to enable different images with only one outlet
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
let touch: UITouch = touches.first! as UITouch
location = touch.location(in: self.view)
ViewTest.center = location
}
}
我会创建一个支持拖动的 UIView 的子类。类似于:
class DraggableView: UIView {
func setDragGesture() {
let panRecognizer = UIPanGestureRecognizer(target: self, action: #selector(DraggableView.handlePanGesture(_:)))
addGestureRecognizer(panRecognizer)
}
func handlePanGesture(_ recognizer: UIPanGestureRecognizer) {
guard let parentView = self.superview else { return }
let translation = recognizer.translation(in: parentView)
recognizer.view?.center = CGPoint(x: recognizer.view!.center.x + translation.x, y: recognizer.view!.center.y + translation.y)
recognizer.setTranslation(CGPoint.zero, in: self)
}
func getLocation() -> CGPoint {
return UIView().convert(center, to: self.superview)
}
}
因此您可以添加一个可拖动视图数组,然后在需要完成显示该视图控制器时询问位置。
有两种基本方法:
您可以遍历您的子视图,找出触摸在哪个子视图中相交并移动它。但是这种方法(也不是使用神秘的 tag
数值来标识视图)通常不是首选方法。
就个人而言,我会将拖动逻辑放在子视图本身中:
class CustomView: UIView { // or subclass `UIImageView`, as needed
private var originalCenter: CGPoint?
private var dragStart: CGPoint?
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
originalCenter = center
dragStart = touches.first!.location(in: superview)
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else { return }
var location = touch.location(in: superview)
if let predicted = event?.predictedTouches(for: touch)?.last {
location = predicted.location(in: superview)
}
center = dragStart! + location - originalCenter!
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else { return }
let location = touch.location(in: superview)
center = dragStart! + location - originalCenter!
}
}
extension CGPoint {
static func +(lhs: CGPoint, rhs: CGPoint) -> CGPoint {
return CGPoint(x: lhs.x + rhs.x, y: lhs.y + rhs.y)
}
static func -(lhs: CGPoint, rhs: CGPoint) -> CGPoint {
return CGPoint(x: lhs.x - rhs.x, y: lhs.y - rhs.y)
}
}
如果您使用这种方法,请记住为子视图设置 "user interaction enabled"。
顺便说一下,如果您像这样拖动视图,请确保您对这些视图没有约束,否则当 auto-layout 引擎接下来应用时,一切都会移回原来的位置。如果使用 auto-layout,您通常会修改约束的 constant
。
关于拖拽逻辑的几点观察:
您可能想要像上面那样使用预测触摸来减少拖动的延迟。
与其将 center
移动到触摸的 location(in:)
,我宁愿跟踪我拖动它的程度,然后移动 center
相应地或应用相应的翻译。这是一个更好的用户体验,恕我直言,因为如果你抓住角落,它可以让你拖动角落而不是让它跳到视图的中心到屏幕上的触摸位置。
我可以使用下面的代码移动单个 UIView
,但是如何使用 IBOutletCollection
和 tag
值分别移动多个 UIView
?
class TeamSelection: UIViewController {
var location = CGPoint(x: 0, y: 0)
@IBOutlet weak var ViewTest: UIView! // move a single image
@IBOutlet var Player: [UIView]! // collection to enable different images with only one outlet
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
let touch: UITouch = touches.first! as UITouch
location = touch.location(in: self.view)
ViewTest.center = location
}
}
我会创建一个支持拖动的 UIView 的子类。类似于:
class DraggableView: UIView {
func setDragGesture() {
let panRecognizer = UIPanGestureRecognizer(target: self, action: #selector(DraggableView.handlePanGesture(_:)))
addGestureRecognizer(panRecognizer)
}
func handlePanGesture(_ recognizer: UIPanGestureRecognizer) {
guard let parentView = self.superview else { return }
let translation = recognizer.translation(in: parentView)
recognizer.view?.center = CGPoint(x: recognizer.view!.center.x + translation.x, y: recognizer.view!.center.y + translation.y)
recognizer.setTranslation(CGPoint.zero, in: self)
}
func getLocation() -> CGPoint {
return UIView().convert(center, to: self.superview)
}
}
因此您可以添加一个可拖动视图数组,然后在需要完成显示该视图控制器时询问位置。
有两种基本方法:
您可以遍历您的子视图,找出触摸在哪个子视图中相交并移动它。但是这种方法(也不是使用神秘的
tag
数值来标识视图)通常不是首选方法。就个人而言,我会将拖动逻辑放在子视图本身中:
class CustomView: UIView { // or subclass `UIImageView`, as needed private var originalCenter: CGPoint? private var dragStart: CGPoint? override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) { originalCenter = center dragStart = touches.first!.location(in: superview) } override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) { guard let touch = touches.first else { return } var location = touch.location(in: superview) if let predicted = event?.predictedTouches(for: touch)?.last { location = predicted.location(in: superview) } center = dragStart! + location - originalCenter! } override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) { guard let touch = touches.first else { return } let location = touch.location(in: superview) center = dragStart! + location - originalCenter! } } extension CGPoint { static func +(lhs: CGPoint, rhs: CGPoint) -> CGPoint { return CGPoint(x: lhs.x + rhs.x, y: lhs.y + rhs.y) } static func -(lhs: CGPoint, rhs: CGPoint) -> CGPoint { return CGPoint(x: lhs.x - rhs.x, y: lhs.y - rhs.y) } }
如果您使用这种方法,请记住为子视图设置 "user interaction enabled"。
顺便说一下,如果您像这样拖动视图,请确保您对这些视图没有约束,否则当 auto-layout 引擎接下来应用时,一切都会移回原来的位置。如果使用 auto-layout,您通常会修改约束的
constant
。
关于拖拽逻辑的几点观察:
您可能想要像上面那样使用预测触摸来减少拖动的延迟。
与其将
center
移动到触摸的location(in:)
,我宁愿跟踪我拖动它的程度,然后移动center
相应地或应用相应的翻译。这是一个更好的用户体验,恕我直言,因为如果你抓住角落,它可以让你拖动角落而不是让它跳到视图的中心到屏幕上的触摸位置。