自定义 GesturesRecognizer 未调用 TouchMoved
TouchMoved not called for customized GesturesRecognizer
我是 iOS 开发的新手。我目前需要开发一个 ForceTouchGestureRecognizer,在用户开始触摸时激活 2 秒
但是,强制触摸手势的状态在添加 holdFor > minimumPressDuration
后确实过渡得很好
好像.changed
一个状态无法达到
有控制台输出
以下是ForceTouchGestureRecognizer的代码class
import UIKit
import UIKit.UIGestureRecognizerSubclass
class ForceTouchGestureRecognizer: UIGestureRecognizer {
var minimumValue: CGFloat = 0 // Value between 0.0 - 1.0 that needs to be reached before gesture begins
var tolerance: CGFloat = 1 // Once force drops below maxValue - tolerance, the gesture ends
var minimumPressDuration: Int = 1000
private(set) var forceValue: CGFloat? // value between 0.0 - 1.0
private var maxValue: CGFloat = 0
private var touchStartTime: Int = 0
override func reset() {
super.reset()
forceValue = nil
maxValue = 0
minimumPressDuration = 1500
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent) {
super.touchesBegan(touches, with: event)
if #available(iOS 9.0, *) {
if touches.count != 1 {
state = .failed
}
touchStartTime = Int(NSDate().timeIntervalSince1970 * 1000)
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent) {
super.touchesMoved(touches, with: event)
if #available(iOS 9.0, *) {
let touch = touches.first!
let value = touch.force / touch.maximumPossibleForce
let holdFor = Int(NSDate().timeIntervalSince1970 * 1000) - touchStartTime
if state == .possible {
if value > minimumValue && holdFor > minimumPressDuration {
self.state = .began
}
} else {
if value < (maxValue - tolerance) {
state = .ended
} else {
maxValue = max(self.forceValue ?? 0, maxValue)
self.forceValue = value
state = .changed
}
}
}
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent) {
super.touchesCancelled(touches, with: event)
if state == .began || state == .changed {
state = .cancelled
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent) {
super.touchesEnded(touches, with: event)
if state == .began || state == .changed {
state = .ended
}
}
}
2019 年 3 月 17 日更新
根据 Craz1k0ek 的回答。我认为post我的工作代码在这里
会很好
import UIKit.UIGestureRecognizerSubclass
class ForceTouchGestureRecognizer: UIGestureRecognizer {
var minimumValue: CGFloat = 0 // Value between 0.0 - 1.0 that needs to be reached before gesture begins
var tolerance: CGFloat = 1 // Once force drops below maxValue - tolerance, the gesture ends
var minimumPressDuration: TimeInterval = 1.5
private(set) var forceValue: CGFloat? // value between 0.0 - 1.0
private var maxValue: CGFloat = 0
private var touchStartTime: TimeInterval?
override func reset() {
super.reset()
forceValue = nil
maxValue = 0
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent) {
super.touchesBegan(touches, with: event)
if #available(iOS 9.0, *) {
if touches.count != 1 {
state = .failed
}
touchStartTime = Date().timeIntervalSince1970
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent) {
guard touchStartTime != nil else { return }
super.touchesMoved(touches, with: event)
if #available(iOS 9.0, *) {
let touch = touches.first!
let value = touch.force / touch.maximumPossibleForce
let holdFor = NSDate().timeIntervalSince1970 - touchStartTime!
if holdFor > minimumPressDuration {
if state == .possible {
if value > minimumValue {
self.state = .began
}
} else {
if value < (maxValue - tolerance) {
state = .ended
} else {
maxValue = max(self.forceValue ?? 0, maxValue)
self.forceValue = value
state = .changed
}
}
}
}
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent) {
super.touchesCancelled(touches, with: event)
if state == .began || state == .changed {
state = .cancelled
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent) {
super.touchesEnded(touches, with: event)
if state == .began || state == .changed {
state = .ended
}
}
}
我确实想引用 documentation:
Special Considerations Subclasses of UIGestureRecognizer must use a
read-write version of the state property. They get this redeclaration
when they import the UIGestureRecognizerSubclass.h header file...
我已简化您的手势识别器,让它在两秒后激活。请注意,我在您的代码中发现了一些不一致之处:minimumPressDuration
默认设置为 1000
,但是,reset()
将值设置为 1500
,这可能解释了一些你的行为也是如此。
class ForceTouchRecognizer: UIGestureRecognizer {
// The minimum time the touch should take
private let minimumTouchTime: TimeInterval = 2.0
// The start time of the touch
private var touchStartTime: TimeInterval?
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent) {
// Set the start time
touchStartTime = Date().timeIntervalSince1970
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent) {
// If there is no start time, how is this possible, don't do anything
guard touchStartTime != nil else { return }
// Check if the minimumTouchTime has passed since the start time
if(Date().timeIntervalSince1970 - touchStartTime! > minimumTouchTime) {
print("I should perform some action now!")
}
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent) {
// Make sure the start time is reset
touchStartTime = nil
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent) {
// Make sure the start time is reset
touchStartTime = nil
}
}
我还建议您看一下 UILongPressGestureRecognizer class。这可能还有一些您想要的功能。
我是 iOS 开发的新手。我目前需要开发一个 ForceTouchGestureRecognizer,在用户开始触摸时激活 2 秒
但是,强制触摸手势的状态在添加 holdFor > minimumPressDuration
好像.changed
一个状态无法达到
有控制台输出
以下是ForceTouchGestureRecognizer的代码class
import UIKit
import UIKit.UIGestureRecognizerSubclass
class ForceTouchGestureRecognizer: UIGestureRecognizer {
var minimumValue: CGFloat = 0 // Value between 0.0 - 1.0 that needs to be reached before gesture begins
var tolerance: CGFloat = 1 // Once force drops below maxValue - tolerance, the gesture ends
var minimumPressDuration: Int = 1000
private(set) var forceValue: CGFloat? // value between 0.0 - 1.0
private var maxValue: CGFloat = 0
private var touchStartTime: Int = 0
override func reset() {
super.reset()
forceValue = nil
maxValue = 0
minimumPressDuration = 1500
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent) {
super.touchesBegan(touches, with: event)
if #available(iOS 9.0, *) {
if touches.count != 1 {
state = .failed
}
touchStartTime = Int(NSDate().timeIntervalSince1970 * 1000)
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent) {
super.touchesMoved(touches, with: event)
if #available(iOS 9.0, *) {
let touch = touches.first!
let value = touch.force / touch.maximumPossibleForce
let holdFor = Int(NSDate().timeIntervalSince1970 * 1000) - touchStartTime
if state == .possible {
if value > minimumValue && holdFor > minimumPressDuration {
self.state = .began
}
} else {
if value < (maxValue - tolerance) {
state = .ended
} else {
maxValue = max(self.forceValue ?? 0, maxValue)
self.forceValue = value
state = .changed
}
}
}
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent) {
super.touchesCancelled(touches, with: event)
if state == .began || state == .changed {
state = .cancelled
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent) {
super.touchesEnded(touches, with: event)
if state == .began || state == .changed {
state = .ended
}
}
}
2019 年 3 月 17 日更新
根据 Craz1k0ek 的回答。我认为post我的工作代码在这里
会很好import UIKit.UIGestureRecognizerSubclass
class ForceTouchGestureRecognizer: UIGestureRecognizer {
var minimumValue: CGFloat = 0 // Value between 0.0 - 1.0 that needs to be reached before gesture begins
var tolerance: CGFloat = 1 // Once force drops below maxValue - tolerance, the gesture ends
var minimumPressDuration: TimeInterval = 1.5
private(set) var forceValue: CGFloat? // value between 0.0 - 1.0
private var maxValue: CGFloat = 0
private var touchStartTime: TimeInterval?
override func reset() {
super.reset()
forceValue = nil
maxValue = 0
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent) {
super.touchesBegan(touches, with: event)
if #available(iOS 9.0, *) {
if touches.count != 1 {
state = .failed
}
touchStartTime = Date().timeIntervalSince1970
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent) {
guard touchStartTime != nil else { return }
super.touchesMoved(touches, with: event)
if #available(iOS 9.0, *) {
let touch = touches.first!
let value = touch.force / touch.maximumPossibleForce
let holdFor = NSDate().timeIntervalSince1970 - touchStartTime!
if holdFor > minimumPressDuration {
if state == .possible {
if value > minimumValue {
self.state = .began
}
} else {
if value < (maxValue - tolerance) {
state = .ended
} else {
maxValue = max(self.forceValue ?? 0, maxValue)
self.forceValue = value
state = .changed
}
}
}
}
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent) {
super.touchesCancelled(touches, with: event)
if state == .began || state == .changed {
state = .cancelled
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent) {
super.touchesEnded(touches, with: event)
if state == .began || state == .changed {
state = .ended
}
}
}
我确实想引用 documentation:
Special Considerations Subclasses of UIGestureRecognizer must use a read-write version of the state property. They get this redeclaration when they import the UIGestureRecognizerSubclass.h header file...
我已简化您的手势识别器,让它在两秒后激活。请注意,我在您的代码中发现了一些不一致之处:minimumPressDuration
默认设置为 1000
,但是,reset()
将值设置为 1500
,这可能解释了一些你的行为也是如此。
class ForceTouchRecognizer: UIGestureRecognizer {
// The minimum time the touch should take
private let minimumTouchTime: TimeInterval = 2.0
// The start time of the touch
private var touchStartTime: TimeInterval?
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent) {
// Set the start time
touchStartTime = Date().timeIntervalSince1970
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent) {
// If there is no start time, how is this possible, don't do anything
guard touchStartTime != nil else { return }
// Check if the minimumTouchTime has passed since the start time
if(Date().timeIntervalSince1970 - touchStartTime! > minimumTouchTime) {
print("I should perform some action now!")
}
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent) {
// Make sure the start time is reset
touchStartTime = nil
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent) {
// Make sure the start time is reset
touchStartTime = nil
}
}
我还建议您看一下 UILongPressGestureRecognizer class。这可能还有一些您想要的功能。