如何在保持纵横比的同时缩放 UIView 的内容以适合目标矩形?
How To Scale The Contents Of A UIView To Fit A Destination Rectangle Whilst Maintaining The Aspect Ratio?
我正在尝试解决一个没有成功的问题,希望有人能提供帮助。
我找过类似的帖子,但没能找到解决我问题的任何内容。
我的场景如下:
我有一个 UIView
,可以在上面放置许多其他 UIView
。这些可以使用手势识别器移动、缩放和旋转(这里没有问题)。
用户能够更改主视图的纵横比(Canvas),我的问题是试图缩放 Canvas 的内容以适应新的目标大小。
有许多主题相似的帖子,例如:
calculate new size and location on a CGRect
但是这些并没有解决比率多次变化的问题。
我的方法:
当我更改 canvas 的纵横比时,我利用 AVFoundation
计算 canvas 的子视图应适合的纵横比拟合矩形:
let sourceRectangleSize = canvas.frame.size
canvas.setAspect(aspect, screenSize: editorLayoutGuide.layoutFrame.size)
view.layoutIfNeeded()
let destinationRectangleSize = canvas.frame.size
let aspectFittedFrame = AVMakeRect(aspectRatio:sourceRectangleSize, insideRect: CGRect(origin: .zero, size: destinationRectangleSize))
ratioVisualizer.frame = aspectFittedFrame
红色框只是为了可视化Aspect Fitted Rectangle。正如您所看到的,虽然纵横比拟合矩形是正确的,但对象的缩放不起作用。当我将缩放和旋转应用到子视图 (CanvasElement) 时尤其如此。
我缩放对象的逻辑显然是错误的:
@objc
private func setRatio(_ control: UISegmentedControl) {
guard let aspect = Aspect(rawValue: control.selectedSegmentIndex) else { return }
let sourceRectangleSize = canvas.frame.size
canvas.setAspect(aspect, screenSize: editorLayoutGuide.layoutFrame.size)
view.layoutIfNeeded()
let destinationRectangleSize = canvas.frame.size
let aspectFittedFrame = AVMakeRect(aspectRatio:sourceRectangleSize, insideRect: CGRect(origin: .zero, size: destinationRectangleSize))
ratioVisualizer.frame = aspectFittedFrame
let scale = min(aspectFittedFrame.size.width/canvas.frame.width, aspectFittedFrame.size.height/canvas.frame.height)
for case let canvasElement as CanvasElement in canvas.subviews {
canvasElement.frame.size = CGSize(
width: canvasElement.baseFrame.width * scale,
height: canvasElement.baseFrame.height * scale
)
canvasElement.frame.origin = CGPoint(
x: aspectFittedFrame.origin.x + canvasElement.baseFrame.origin.x * scale,
y: aspectFittedFrame.origin.y + canvasElement.baseFrame.origin.y * scale
)
}
}
如果这有帮助,我也附上 Canvas 元素 Class:
final class CanvasElement: UIView {
var rotation: CGFloat = 0
var baseFrame: CGRect = .zero
var id: String = UUID().uuidString
// MARK: - Initialization
override init(frame: CGRect) {
super.init(frame: frame)
storeState()
setupGesture()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
// MARK: - Gesture Setup
private func setupGesture() {
let panGestureRecognizer = UIPanGestureRecognizer(target: self, action: #selector(panGesture(_:)))
let pinchGestureRecognizer = UIPinchGestureRecognizer(target: self, action: #selector(pinchGesture(_:)))
let rotateGestureRecognizer = UIRotationGestureRecognizer(target: self, action: #selector(rotateGesture(_:)))
addGestureRecognizer(panGestureRecognizer)
addGestureRecognizer(pinchGestureRecognizer)
addGestureRecognizer(rotateGestureRecognizer)
}
// MARK: - Touches
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
super.touchesBegan(touches, with: event)
moveToFront()
}
//MARK: - Gestures
@objc
private func panGesture(_ sender: UIPanGestureRecognizer) {
let move = sender.translation(in: self)
transform = transform.concatenating(.init(translationX: move.x, y: move.y))
sender.setTranslation(CGPoint.zero, in: self)
storeState()
}
@objc
private func pinchGesture(_ sender: UIPinchGestureRecognizer) {
transform = transform.scaledBy(x: sender.scale, y: sender.scale)
sender.scale = 1
storeState()
}
@objc
private func rotateGesture(_ sender: UIRotationGestureRecognizer) {
rotation += sender.rotation
transform = transform.rotated(by: sender.rotation)
sender.rotation = 0
storeState()
}
// MARK: - Miscelaneous
func moveToFront() {
superview?.bringSubviewToFront(self)
}
public func rotated(by degrees: CGFloat) {
transform = transform.rotated(by: degrees)
rotation += degrees
}
func storeState() {
print("""
Element Frame = \(frame)
Element Bounds = \(bounds)
Element Center = \(center)
""")
baseFrame = frame
}
}
任何帮助或建议、方法以及一些实际示例都会很棒。我不指望任何人提供完整的源代码,但我可以作为基础的东西。
感谢您花时间阅读我的问题。
以下是玩这个游戏时的一些想法和发现
1.是否使用了正确的比例因子?
您使用的比例有点自定义,无法直接与只有 1 个比例因子(如 2 或 3)的示例进行比较。但是,您的比例因子有 2 个维度,但我看到您对此进行了补偿以获得宽度和高度缩放的最小值:
let scale = min(aspectFittedFrame.size.width / canvas.frame.width,
aspectFittedFrame.size.height / canvas.frame.height)
在我看来,我认为这不是正确的比例因子。对我来说,这是将新 aspectFittedFrame
与新 canvas frame
进行比较
实际上我认为正确的比例因子是将新的 aspectFittedFrame
与之前的 canvas frame
进行比较
let scale
= min(aspectFittedFrame.size.width / sourceRectangleSize.width,
aspectFittedFrame.size.height / sourceRectangleSize.height)
2。比例是否应用于正确的值?
如果您注意到,从 1:1 到 16:9 的第一个顺序效果很好。但是在那之后它似乎不起作用,我相信问题出在这里:
for case let canvasElement as CanvasElement in strongSelf.canvas.subviews
{
canvasElement.frame.size = CGSize(
width: canvasElement.baseFrame.width * scale,
height: canvasElement.baseFrame.height * scale
)
canvasElement.frame.origin = CGPoint(
x: aspectFittedFrame.origin.x
+ canvasElement.baseFrame.origin.x * scale,
y: aspectFittedFrame.origin.y
+ canvasElement.baseFrame.origin.y * scale
)
}
第一次,缩放效果很好,因为 canvas 和 canvas 元素正在同步缩放或正确映射:
但是,如果超出此范围,因为您总是根据基值进行缩放,所以您的纵横比框架和 canvas 元素不同步
所以在 1:1 -> 16:9 -> 3:2
的例子中
- 您的视口已缩放两次 1:1 -> 16:9 和 16:9 -> 3:2
- 虽然您的元素每次都缩放一次,但 1:1 -> 16:9 和 1:1 -> 3:2 因为您总是从基值缩放
所以我觉得要看到红色视口内的值,您需要基于前一个视图而不是基础视图应用相同的连续缩放。
为了立即快速修复,我在每次更改 canvas 大小后通过调用 canvasElement.storeState()
:
更新 canvas 元素的基值
for case let canvasElement as CanvasElement in strongSelf.canvas.subviews
{
canvasElement.frame.size = CGSize(
width: canvasElement.baseFrame.width * scale,
height: canvasElement.baseFrame.height * scale
)
canvasElement.frame.origin = CGPoint(
x: aspectFittedFrame.origin.x
+ canvasElement.baseFrame.origin.x * scale,
y: aspectFittedFrame.origin.y
+ canvasElement.baseFrame.origin.y * scale
)
// I added this
canvasElement.storeState()
}
结果可能更接近您想要的?
最后的想法
虽然这 可能 解决您的问题,但您会注意到不可能返回到原始状态,因为在每一步都应用了转换。
一个解决方案可能是存储映射到特定视口纵横比的当前值,并为其他值计算正确的大小,这样如果您需要返回到原始值,您可以这样做。
也许你可以在一个视图中制作三个矩形。然后你可以保留视图的 aspect-ratio。
如果您正在使用自动布局和 Snapkit。约束可能是这样的:
view.snp.makeConstraints { make in
make.width.height.lessThanOrEqualToSuperview()
make.centerX.centerY.equalToSuperview()
make.width.equalTo(view.snp.height)
make.width.height.equalToSuperview().priority(.high)
}
所以这个视图将在超级视图中 aspect-fit。
在此视图中返回 children。如果你想在视图的框架改变时每隔 child 缩放一次,你也应该添加约束。或者你可以使用autoresizingMask,它可能更简单。
如果您不想使用自动布局。也许你可以试试transform
。当你转换一些视图时,这个视图中的 children 也会改变。
// The scale depends on the aspect-ratio of superview.
view.transform = CGAffineTransformMakeScale(0.5, 0.5);
几个建议...
首先,在使用 CanvasElement
时,如果视图已旋转,则平移无法正常工作。
因此,不要使用平移转换来移动视图,而是更改 .center
本身。此外,平移时,我们希望在 superview 中使用翻译,而不是在视图本身中使用:
@objc
func panGesture(_ gest: UIPanGestureRecognizer) {
// change the view's .center instead of applying translate transform
// use translation in superview, not in self
guard let superV = superview else { return }
let translation = gest.translation(in: superV)
center = CGPoint(x: center.x + translation.x, y: center.y + translation.y)
gest.setTranslation(CGPoint.zero, in: superV)
}
现在,当我们想在“Canvas”改变大小时缩放子视图时,我们可以这样做...
我们将跟踪“以前的”边界并使用“新边界”来计算比例:
let newBounds: CGRect = bounds
let scW: CGFloat = newBounds.size.width / prevBounds.size.width
let scH: CGFloat = newBounds.size.height / prevBounds.size.height
for case let v as CanvasElement in subviews {
// reset transform before scaling / positioning
let tr = v.transform
v.transform = .identity
let w = v.frame.width * scW
let h = v.frame.height * scH
let cx = v.center.x * scW
let cy = v.center.y * scH
v.frame.size = CGSize(width: w, height: h)
v.center = CGPoint(x: cx, y: cy)
// re-apply transform
v.transform = tr
}
prevBounds = newBounds
这是一个完整的示例实现。请注意:这只是 示例代码!!! 它不打算“生产就绪”。
import UIKit
// MARK: enum to provide strings and aspect ratio values
enum Aspect: Int, Codable, CaseIterable {
case a1to1
case a16to9
case a3to2
case a4to3
case a9to16
var stringValue: String {
switch self {
case .a1to1:
return "1:1"
case .a16to9:
return "16:9"
case .a3to2:
return "3:2"
case .a4to3:
return "4:3"
case .a9to16:
return "9:16"
}
}
var aspect: CGFloat {
switch self {
case .a1to1:
return 1
case .a16to9:
return 9.0 / 16.0
case .a3to2:
return 2.0 / 3.0
case .a4to3:
return 3.0 / 4.0
case .a9to16:
return 16.0 / 9.0
}
}
}
class EditorView: UIView {
// no code -
// just makes it easier to identify
// this view when debugging
}
// CanvasElement views will be added as subviews
// this handles the scaling / positioning when the bounds changes
// also (optionally) draws a grid (for use during development)
class CanvasView: UIView {
public var showGrid: Bool = true
private let gridLayer: CAShapeLayer = CAShapeLayer()
private var prevBounds: CGRect = .zero
// MARK: init
override init(frame: CGRect) {
super.init(frame: frame)
commonInit()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
commonInit()
}
private func commonInit() {
gridLayer.fillColor = UIColor.clear.cgColor
gridLayer.strokeColor = UIColor.red.cgColor
gridLayer.lineWidth = 1
layer.addSublayer(gridLayer)
}
override func layoutSubviews() {
super.layoutSubviews()
// MARK: 10 x 10 grid
if showGrid {
// draw a grid on the inside of the bounds
// so the edges are not 1/2 point width
let gridBounds: CGRect = bounds.insetBy(dx: 0.5, dy: 0.5)
let path: UIBezierPath = UIBezierPath()
let w: CGFloat = gridBounds.width / 10.0
let h: CGFloat = gridBounds.height / 10.0
var p: CGPoint = .zero
p = CGPoint(x: gridBounds.minX, y: gridBounds.minY)
for _ in 0...10 {
path.move(to: p)
path.addLine(to: CGPoint(x: p.x, y: gridBounds.maxY))
p.x += w
}
p = CGPoint(x: gridBounds.minX, y: gridBounds.minY)
for _ in 0...10 {
path.move(to: p)
path.addLine(to: CGPoint(x: gridBounds.maxX, y: p.y))
p.y += h
}
gridLayer.path = path.cgPath
}
// MARK: update subviews
// we only want to move/scale the subviews if
// the bounds has > 0 width and height and
// prevBounds has > 0 width and height and
// the bounds has changed
guard bounds != prevBounds,
bounds.width > 0, prevBounds.width > 0,
bounds.height > 0, prevBounds.height > 0
else { return }
let newBounds: CGRect = bounds
let scW: CGFloat = newBounds.size.width / prevBounds.size.width
let scH: CGFloat = newBounds.size.height / prevBounds.size.height
for case let v as CanvasElement in subviews {
// reset transform before scaling / positioning
let tr = v.transform
v.transform = .identity
let w = v.frame.width * scW
let h = v.frame.height * scH
let cx = v.center.x * scW
let cy = v.center.y * scH
v.frame.size = CGSize(width: w, height: h)
v.center = CGPoint(x: cx, y: cy)
// re-apply transform
v.transform = tr
}
prevBounds = newBounds
}
override var bounds: CGRect {
willSet {
prevBounds = bounds
}
}
}
// self-contained Pan/Pinch/Rotate view
// set allowSimultaneous to TRUE to enable
// simultaneous gestures
class CanvasElement: UIView, UIGestureRecognizerDelegate {
public var allowSimultaneous: Bool = false
// MARK: init
override init(frame: CGRect) {
super.init(frame: frame)
commonInit()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
commonInit()
}
private func commonInit() {
isUserInteractionEnabled = true
isMultipleTouchEnabled = true
let panG = UIPanGestureRecognizer(target: self, action: #selector(panGesture(_:)))
let pinchG = UIPinchGestureRecognizer(target: self, action: #selector(pinchGesture(_:)))
let rotateG = UIRotationGestureRecognizer(target: self, action: #selector(rotateGesture(_:)))
[panG, pinchG, rotateG].forEach { g in
g.delegate = self
addGestureRecognizer(g)
}
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
super.touchesBegan(touches, with: event)
// unwrap optional superview
guard let superV = superview else { return }
superV.bringSubviewToFront(self)
}
// MARK: UIGestureRecognizer Methods
@objc
func panGesture(_ gest: UIPanGestureRecognizer) {
// change the view's .center instead of applying translate transform
// use translation in superview, not in self
guard let superV = superview else { return }
let translation = gest.translation(in: superV)
center = CGPoint(x: center.x + translation.x, y: center.y + translation.y)
gest.setTranslation(CGPoint.zero, in: superV)
}
@objc
func pinchGesture(_ gest: UIPinchGestureRecognizer) {
// apply scale transform
transform = transform.scaledBy(x: gest.scale, y: gest.scale)
gest.scale = 1
}
@objc
func rotateGesture(_ gest : UIRotationGestureRecognizer) {
// apply rotate transform
transform = transform.rotated(by: gest.rotation)
gest.rotation = 0
}
// MARK: UIGestureRecognizerDelegate Methods
func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldRecognizeSimultaneouslyWith otherGestureRecognizer: UIGestureRecognizer) -> Bool {
return allowSimultaneous
}
}
// example view controller
// Aspect Ratio segmented control
// changes the Aspect Ratio of the Editor View
// includes triple-tap gesture to cycle through
// 3 "starting subview" layouts
class ViewController: UIViewController, UIGestureRecognizerDelegate {
let editorView: EditorView = {
let v = EditorView()
v.backgroundColor = UIColor(white: 0.9, alpha: 1.0)
v.translatesAutoresizingMaskIntoConstraints = false
return v
}()
let canvasView: CanvasView = {
let v = CanvasView()
v.backgroundColor = .yellow
v.translatesAutoresizingMaskIntoConstraints = false
return v
}()
// segmented control for selecting Aspect Ratio
let aspectRatioSeg: UISegmentedControl = {
let v = UISegmentedControl()
v.setContentCompressionResistancePriority(.required, for: .vertical)
v.setContentHuggingPriority(.required, for: .vertical)
v.translatesAutoresizingMaskIntoConstraints = false
return v
}()
// this will be changed by the Aspect Ratio segmented control
var evAspectConstraint: NSLayoutConstraint!
// used to cycle through intitial subviews layout
var layoutMode: Int = 0
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = UIColor(white: 0.99, alpha: 1.0)
// container view for laying out editor view
let containerView: UIView = {
let v = UIView()
v.backgroundColor = .cyan
v.translatesAutoresizingMaskIntoConstraints = false
return v
}()
// setup the aspect ratio segmented control
for (idx, m) in Aspect.allCases.enumerated() {
aspectRatioSeg.insertSegment(withTitle: m.stringValue, at: idx, animated: false)
}
// add canvas view to editor view
editorView.addSubview(canvasView)
// add editor view to container view
containerView.addSubview(editorView)
// add container view to self's view
view.addSubview(containerView)
// add UI Aspect Ratio segmented control to self's view
view.addSubview(aspectRatioSeg)
// always respect the safe area
let safeG = view.safeAreaLayoutGuide
// editor view inset from container view sides
let evInset: CGFloat = 0
// canvas view inset from editor view sides
let cvInset: CGFloat = 0
// these sets of constraints will make the Editor View and the Canvas View
// as large as their superviews (with "Inset Edge Padding" if set above)
// while maintaining aspect ratios and centering
let evMaxW = editorView.widthAnchor.constraint(lessThanOrEqualTo: containerView.widthAnchor, constant: -evInset)
let evMaxH = editorView.heightAnchor.constraint(lessThanOrEqualTo: containerView.heightAnchor, constant: -evInset)
let evW = editorView.widthAnchor.constraint(equalTo: containerView.widthAnchor)
let evH = editorView.heightAnchor.constraint(equalTo: containerView.heightAnchor)
evW.priority = .required - 1
evH.priority = .required - 1
let cvMaxW = canvasView.widthAnchor.constraint(lessThanOrEqualTo: editorView.widthAnchor, constant: -cvInset)
let cvMaxH = canvasView.heightAnchor.constraint(lessThanOrEqualTo: editorView.heightAnchor, constant: -cvInset)
let cvW = canvasView.widthAnchor.constraint(equalTo: editorView.widthAnchor)
let cvH = canvasView.heightAnchor.constraint(equalTo: editorView.heightAnchor)
cvW.priority = .required - 1
cvH.priority = .required - 1
// editor view starting aspect ratio
// this is changed by the segmented control
let editorAspect: Aspect = .a1to1
aspectRatioSeg.selectedSegmentIndex = editorAspect.rawValue
evAspectConstraint = editorView.heightAnchor.constraint(equalTo: editorView.widthAnchor, multiplier: editorAspect.aspect)
// we can set the Aspect Ratio of the CanvasView here
// it will maintain its Aspect Ratio independent of
// the Editor View's Aspect Ratio
let canvasAspect: Aspect = .a1to1
NSLayoutConstraint.activate([
containerView.topAnchor.constraint(equalTo: safeG.topAnchor),
containerView.leadingAnchor.constraint(equalTo: safeG.leadingAnchor),
containerView.trailingAnchor.constraint(equalTo: safeG.trailingAnchor),
editorView.centerXAnchor.constraint(equalTo: containerView.centerXAnchor),
editorView.centerYAnchor.constraint(equalTo: containerView.centerYAnchor),
evMaxW, evMaxH,
evW, evH,
evAspectConstraint,
canvasView.centerXAnchor.constraint(equalTo: editorView.centerXAnchor),
canvasView.centerYAnchor.constraint(equalTo: editorView.centerYAnchor),
cvMaxW, cvMaxH,
cvW, cvH,
canvasView.heightAnchor.constraint(equalTo: canvasView.widthAnchor, multiplier: canvasAspect.aspect),
aspectRatioSeg.topAnchor.constraint(equalTo: containerView.bottomAnchor, constant: 8.0),
aspectRatioSeg.bottomAnchor.constraint(equalTo: safeG.bottomAnchor, constant: -8.0),
aspectRatioSeg.centerXAnchor.constraint(equalTo: safeG.centerXAnchor),
aspectRatioSeg.widthAnchor.constraint(greaterThanOrEqualTo: safeG.widthAnchor, multiplier: 0.5),
aspectRatioSeg.widthAnchor.constraint(lessThanOrEqualTo: safeG.widthAnchor),
])
aspectRatioSeg.addTarget(self, action: #selector(aspectRatioSegmentChanged(_:)), for: .valueChanged)
// triple-tap anywhere to "reset" the 3 subviews
// cycling between starting sizes/positions
let tt = UITapGestureRecognizer(target: self, action: #selector(resetCanvas))
tt.numberOfTapsRequired = 3
tt.delaysTouchesEnded = false
view.addGestureRecognizer(tt)
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
// we don't have the frames in viewDidLoad,
// so wait until now to add the CanvasElement views
resetCanvas()
}
@objc func resetCanvas() {
canvasView.subviews.forEach { v in
v.removeFromSuperview()
}
// add 3 views to the canvas
let v1 = CanvasElement()
v1.backgroundColor = .systemYellow
let v2 = CanvasElement()
v2.backgroundColor = .systemGreen
let v3 = CanvasElement()
v3.backgroundColor = .systemBlue
// default size of subviews is 2/10ths the width of the canvas
let w: CGFloat = canvasView.bounds.width * 0.2
[v1, v2, v3].forEach { v in
v.frame = CGRect(x: 0, y: 0, width: w, height: w)
canvasView.addSubview(v)
// if we want to allow simultaneous gestures
// i.e. pan/scale/rotate all at the same time
//v.allowSimultaneous = true
}
switch (layoutMode % 3) {
case 1:
// top-left corner
// center at 1.5 times the size
// bottom-right corner
v1.frame.origin = CGPoint(x: 0, y: 0)
v2.frame.size = CGSize(width: w * 1.5, height: w * 1.5)
v2.center = CGPoint(x: canvasView.bounds.midX, y: canvasView.bounds.midY)
v3.center = CGPoint(x: canvasView.bounds.maxX - w * 0.5, y: canvasView.bounds.maxY - w * 0.5)
()
case 2:
// different sized views
v1.frame = CGRect(x: 0, y: 0, width: w * 0.5, height: w)
v2.frame.size = CGSize(width: w, height: w)
v2.center = CGPoint(x: canvasView.bounds.midX, y: canvasView.bounds.midY)
v3.frame.size = CGSize(width: w, height: w * 0.5)
v3.center = CGPoint(x: canvasView.bounds.maxX - v3.frame.width * 0.5, y: canvasView.bounds.maxY - v3.frame.height * 0.5)
()
default:
// on a "diagonal"
// starting at top-left corner
v1.frame.origin = CGPoint(x: 0, y: 0)
v2.frame.origin = CGPoint(x: w, y: w)
v3.frame.origin = CGPoint(x: w * 2, y: w * 2)
()
}
layoutMode += 1
}
@objc func aspectRatioSegmentChanged(_ sender: Any?) {
if let seg = sender as? UISegmentedControl,
let r = Aspect.init(rawValue: seg.selectedSegmentIndex)
{
evAspectConstraint.isActive = false
evAspectConstraint = editorView.heightAnchor.constraint(equalTo: editorView.widthAnchor, multiplier: r.aspect)
evAspectConstraint.isActive = true
}
}
}
一些示例屏幕截图...
- 黄色是 Canvas 视图...带有可选的红色 10x10 网格
- 灰色是编辑器视图...这是改变纵横比的视图
- 青色是“容器”视图....编辑器视图fits/centers本身
请注意,Canvas 视图可以设置为方形(1:1 比例)以外的其他视图。例如,此处它设置为 9:16 比率——并保持其纵横比独立于编辑器视图纵横比:
使用此示例控制器,triple-tap 可在任何地方循环 3 个“起始布局”:
我正在尝试解决一个没有成功的问题,希望有人能提供帮助。
我找过类似的帖子,但没能找到解决我问题的任何内容。
我的场景如下:
我有一个 UIView
,可以在上面放置许多其他 UIView
。这些可以使用手势识别器移动、缩放和旋转(这里没有问题)。
用户能够更改主视图的纵横比(Canvas),我的问题是试图缩放 Canvas 的内容以适应新的目标大小。
有许多主题相似的帖子,例如:
calculate new size and location on a CGRect
但是这些并没有解决比率多次变化的问题。
我的方法:
当我更改 canvas 的纵横比时,我利用 AVFoundation
计算 canvas 的子视图应适合的纵横比拟合矩形:
let sourceRectangleSize = canvas.frame.size
canvas.setAspect(aspect, screenSize: editorLayoutGuide.layoutFrame.size)
view.layoutIfNeeded()
let destinationRectangleSize = canvas.frame.size
let aspectFittedFrame = AVMakeRect(aspectRatio:sourceRectangleSize, insideRect: CGRect(origin: .zero, size: destinationRectangleSize))
ratioVisualizer.frame = aspectFittedFrame
我缩放对象的逻辑显然是错误的:
@objc
private func setRatio(_ control: UISegmentedControl) {
guard let aspect = Aspect(rawValue: control.selectedSegmentIndex) else { return }
let sourceRectangleSize = canvas.frame.size
canvas.setAspect(aspect, screenSize: editorLayoutGuide.layoutFrame.size)
view.layoutIfNeeded()
let destinationRectangleSize = canvas.frame.size
let aspectFittedFrame = AVMakeRect(aspectRatio:sourceRectangleSize, insideRect: CGRect(origin: .zero, size: destinationRectangleSize))
ratioVisualizer.frame = aspectFittedFrame
let scale = min(aspectFittedFrame.size.width/canvas.frame.width, aspectFittedFrame.size.height/canvas.frame.height)
for case let canvasElement as CanvasElement in canvas.subviews {
canvasElement.frame.size = CGSize(
width: canvasElement.baseFrame.width * scale,
height: canvasElement.baseFrame.height * scale
)
canvasElement.frame.origin = CGPoint(
x: aspectFittedFrame.origin.x + canvasElement.baseFrame.origin.x * scale,
y: aspectFittedFrame.origin.y + canvasElement.baseFrame.origin.y * scale
)
}
}
如果这有帮助,我也附上 Canvas 元素 Class:
final class CanvasElement: UIView {
var rotation: CGFloat = 0
var baseFrame: CGRect = .zero
var id: String = UUID().uuidString
// MARK: - Initialization
override init(frame: CGRect) {
super.init(frame: frame)
storeState()
setupGesture()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
// MARK: - Gesture Setup
private func setupGesture() {
let panGestureRecognizer = UIPanGestureRecognizer(target: self, action: #selector(panGesture(_:)))
let pinchGestureRecognizer = UIPinchGestureRecognizer(target: self, action: #selector(pinchGesture(_:)))
let rotateGestureRecognizer = UIRotationGestureRecognizer(target: self, action: #selector(rotateGesture(_:)))
addGestureRecognizer(panGestureRecognizer)
addGestureRecognizer(pinchGestureRecognizer)
addGestureRecognizer(rotateGestureRecognizer)
}
// MARK: - Touches
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
super.touchesBegan(touches, with: event)
moveToFront()
}
//MARK: - Gestures
@objc
private func panGesture(_ sender: UIPanGestureRecognizer) {
let move = sender.translation(in: self)
transform = transform.concatenating(.init(translationX: move.x, y: move.y))
sender.setTranslation(CGPoint.zero, in: self)
storeState()
}
@objc
private func pinchGesture(_ sender: UIPinchGestureRecognizer) {
transform = transform.scaledBy(x: sender.scale, y: sender.scale)
sender.scale = 1
storeState()
}
@objc
private func rotateGesture(_ sender: UIRotationGestureRecognizer) {
rotation += sender.rotation
transform = transform.rotated(by: sender.rotation)
sender.rotation = 0
storeState()
}
// MARK: - Miscelaneous
func moveToFront() {
superview?.bringSubviewToFront(self)
}
public func rotated(by degrees: CGFloat) {
transform = transform.rotated(by: degrees)
rotation += degrees
}
func storeState() {
print("""
Element Frame = \(frame)
Element Bounds = \(bounds)
Element Center = \(center)
""")
baseFrame = frame
}
}
任何帮助或建议、方法以及一些实际示例都会很棒。我不指望任何人提供完整的源代码,但我可以作为基础的东西。
感谢您花时间阅读我的问题。
以下是玩这个游戏时的一些想法和发现
1.是否使用了正确的比例因子?
您使用的比例有点自定义,无法直接与只有 1 个比例因子(如 2 或 3)的示例进行比较。但是,您的比例因子有 2 个维度,但我看到您对此进行了补偿以获得宽度和高度缩放的最小值:
let scale = min(aspectFittedFrame.size.width / canvas.frame.width,
aspectFittedFrame.size.height / canvas.frame.height)
在我看来,我认为这不是正确的比例因子。对我来说,这是将新 aspectFittedFrame
与新 canvas frame
实际上我认为正确的比例因子是将新的 aspectFittedFrame
与之前的 canvas frame
let scale
= min(aspectFittedFrame.size.width / sourceRectangleSize.width,
aspectFittedFrame.size.height / sourceRectangleSize.height)
2。比例是否应用于正确的值?
如果您注意到,从 1:1 到 16:9 的第一个顺序效果很好。但是在那之后它似乎不起作用,我相信问题出在这里:
for case let canvasElement as CanvasElement in strongSelf.canvas.subviews
{
canvasElement.frame.size = CGSize(
width: canvasElement.baseFrame.width * scale,
height: canvasElement.baseFrame.height * scale
)
canvasElement.frame.origin = CGPoint(
x: aspectFittedFrame.origin.x
+ canvasElement.baseFrame.origin.x * scale,
y: aspectFittedFrame.origin.y
+ canvasElement.baseFrame.origin.y * scale
)
}
第一次,缩放效果很好,因为 canvas 和 canvas 元素正在同步缩放或正确映射:
但是,如果超出此范围,因为您总是根据基值进行缩放,所以您的纵横比框架和 canvas 元素不同步
所以在 1:1 -> 16:9 -> 3:2
的例子中- 您的视口已缩放两次 1:1 -> 16:9 和 16:9 -> 3:2
- 虽然您的元素每次都缩放一次,但 1:1 -> 16:9 和 1:1 -> 3:2 因为您总是从基值缩放
所以我觉得要看到红色视口内的值,您需要基于前一个视图而不是基础视图应用相同的连续缩放。
为了立即快速修复,我在每次更改 canvas 大小后通过调用 canvasElement.storeState()
:
for case let canvasElement as CanvasElement in strongSelf.canvas.subviews
{
canvasElement.frame.size = CGSize(
width: canvasElement.baseFrame.width * scale,
height: canvasElement.baseFrame.height * scale
)
canvasElement.frame.origin = CGPoint(
x: aspectFittedFrame.origin.x
+ canvasElement.baseFrame.origin.x * scale,
y: aspectFittedFrame.origin.y
+ canvasElement.baseFrame.origin.y * scale
)
// I added this
canvasElement.storeState()
}
结果可能更接近您想要的?
最后的想法
虽然这 可能 解决您的问题,但您会注意到不可能返回到原始状态,因为在每一步都应用了转换。
一个解决方案可能是存储映射到特定视口纵横比的当前值,并为其他值计算正确的大小,这样如果您需要返回到原始值,您可以这样做。
也许你可以在一个视图中制作三个矩形。然后你可以保留视图的 aspect-ratio。
如果您正在使用自动布局和 Snapkit。约束可能是这样的:
view.snp.makeConstraints { make in
make.width.height.lessThanOrEqualToSuperview()
make.centerX.centerY.equalToSuperview()
make.width.equalTo(view.snp.height)
make.width.height.equalToSuperview().priority(.high)
}
所以这个视图将在超级视图中 aspect-fit。
在此视图中返回 children。如果你想在视图的框架改变时每隔 child 缩放一次,你也应该添加约束。或者你可以使用autoresizingMask,它可能更简单。
如果您不想使用自动布局。也许你可以试试transform
。当你转换一些视图时,这个视图中的 children 也会改变。
// The scale depends on the aspect-ratio of superview.
view.transform = CGAffineTransformMakeScale(0.5, 0.5);
几个建议...
首先,在使用 CanvasElement
时,如果视图已旋转,则平移无法正常工作。
因此,不要使用平移转换来移动视图,而是更改 .center
本身。此外,平移时,我们希望在 superview 中使用翻译,而不是在视图本身中使用:
@objc
func panGesture(_ gest: UIPanGestureRecognizer) {
// change the view's .center instead of applying translate transform
// use translation in superview, not in self
guard let superV = superview else { return }
let translation = gest.translation(in: superV)
center = CGPoint(x: center.x + translation.x, y: center.y + translation.y)
gest.setTranslation(CGPoint.zero, in: superV)
}
现在,当我们想在“Canvas”改变大小时缩放子视图时,我们可以这样做...
我们将跟踪“以前的”边界并使用“新边界”来计算比例:
let newBounds: CGRect = bounds
let scW: CGFloat = newBounds.size.width / prevBounds.size.width
let scH: CGFloat = newBounds.size.height / prevBounds.size.height
for case let v as CanvasElement in subviews {
// reset transform before scaling / positioning
let tr = v.transform
v.transform = .identity
let w = v.frame.width * scW
let h = v.frame.height * scH
let cx = v.center.x * scW
let cy = v.center.y * scH
v.frame.size = CGSize(width: w, height: h)
v.center = CGPoint(x: cx, y: cy)
// re-apply transform
v.transform = tr
}
prevBounds = newBounds
这是一个完整的示例实现。请注意:这只是 示例代码!!! 它不打算“生产就绪”。
import UIKit
// MARK: enum to provide strings and aspect ratio values
enum Aspect: Int, Codable, CaseIterable {
case a1to1
case a16to9
case a3to2
case a4to3
case a9to16
var stringValue: String {
switch self {
case .a1to1:
return "1:1"
case .a16to9:
return "16:9"
case .a3to2:
return "3:2"
case .a4to3:
return "4:3"
case .a9to16:
return "9:16"
}
}
var aspect: CGFloat {
switch self {
case .a1to1:
return 1
case .a16to9:
return 9.0 / 16.0
case .a3to2:
return 2.0 / 3.0
case .a4to3:
return 3.0 / 4.0
case .a9to16:
return 16.0 / 9.0
}
}
}
class EditorView: UIView {
// no code -
// just makes it easier to identify
// this view when debugging
}
// CanvasElement views will be added as subviews
// this handles the scaling / positioning when the bounds changes
// also (optionally) draws a grid (for use during development)
class CanvasView: UIView {
public var showGrid: Bool = true
private let gridLayer: CAShapeLayer = CAShapeLayer()
private var prevBounds: CGRect = .zero
// MARK: init
override init(frame: CGRect) {
super.init(frame: frame)
commonInit()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
commonInit()
}
private func commonInit() {
gridLayer.fillColor = UIColor.clear.cgColor
gridLayer.strokeColor = UIColor.red.cgColor
gridLayer.lineWidth = 1
layer.addSublayer(gridLayer)
}
override func layoutSubviews() {
super.layoutSubviews()
// MARK: 10 x 10 grid
if showGrid {
// draw a grid on the inside of the bounds
// so the edges are not 1/2 point width
let gridBounds: CGRect = bounds.insetBy(dx: 0.5, dy: 0.5)
let path: UIBezierPath = UIBezierPath()
let w: CGFloat = gridBounds.width / 10.0
let h: CGFloat = gridBounds.height / 10.0
var p: CGPoint = .zero
p = CGPoint(x: gridBounds.minX, y: gridBounds.minY)
for _ in 0...10 {
path.move(to: p)
path.addLine(to: CGPoint(x: p.x, y: gridBounds.maxY))
p.x += w
}
p = CGPoint(x: gridBounds.minX, y: gridBounds.minY)
for _ in 0...10 {
path.move(to: p)
path.addLine(to: CGPoint(x: gridBounds.maxX, y: p.y))
p.y += h
}
gridLayer.path = path.cgPath
}
// MARK: update subviews
// we only want to move/scale the subviews if
// the bounds has > 0 width and height and
// prevBounds has > 0 width and height and
// the bounds has changed
guard bounds != prevBounds,
bounds.width > 0, prevBounds.width > 0,
bounds.height > 0, prevBounds.height > 0
else { return }
let newBounds: CGRect = bounds
let scW: CGFloat = newBounds.size.width / prevBounds.size.width
let scH: CGFloat = newBounds.size.height / prevBounds.size.height
for case let v as CanvasElement in subviews {
// reset transform before scaling / positioning
let tr = v.transform
v.transform = .identity
let w = v.frame.width * scW
let h = v.frame.height * scH
let cx = v.center.x * scW
let cy = v.center.y * scH
v.frame.size = CGSize(width: w, height: h)
v.center = CGPoint(x: cx, y: cy)
// re-apply transform
v.transform = tr
}
prevBounds = newBounds
}
override var bounds: CGRect {
willSet {
prevBounds = bounds
}
}
}
// self-contained Pan/Pinch/Rotate view
// set allowSimultaneous to TRUE to enable
// simultaneous gestures
class CanvasElement: UIView, UIGestureRecognizerDelegate {
public var allowSimultaneous: Bool = false
// MARK: init
override init(frame: CGRect) {
super.init(frame: frame)
commonInit()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
commonInit()
}
private func commonInit() {
isUserInteractionEnabled = true
isMultipleTouchEnabled = true
let panG = UIPanGestureRecognizer(target: self, action: #selector(panGesture(_:)))
let pinchG = UIPinchGestureRecognizer(target: self, action: #selector(pinchGesture(_:)))
let rotateG = UIRotationGestureRecognizer(target: self, action: #selector(rotateGesture(_:)))
[panG, pinchG, rotateG].forEach { g in
g.delegate = self
addGestureRecognizer(g)
}
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
super.touchesBegan(touches, with: event)
// unwrap optional superview
guard let superV = superview else { return }
superV.bringSubviewToFront(self)
}
// MARK: UIGestureRecognizer Methods
@objc
func panGesture(_ gest: UIPanGestureRecognizer) {
// change the view's .center instead of applying translate transform
// use translation in superview, not in self
guard let superV = superview else { return }
let translation = gest.translation(in: superV)
center = CGPoint(x: center.x + translation.x, y: center.y + translation.y)
gest.setTranslation(CGPoint.zero, in: superV)
}
@objc
func pinchGesture(_ gest: UIPinchGestureRecognizer) {
// apply scale transform
transform = transform.scaledBy(x: gest.scale, y: gest.scale)
gest.scale = 1
}
@objc
func rotateGesture(_ gest : UIRotationGestureRecognizer) {
// apply rotate transform
transform = transform.rotated(by: gest.rotation)
gest.rotation = 0
}
// MARK: UIGestureRecognizerDelegate Methods
func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldRecognizeSimultaneouslyWith otherGestureRecognizer: UIGestureRecognizer) -> Bool {
return allowSimultaneous
}
}
// example view controller
// Aspect Ratio segmented control
// changes the Aspect Ratio of the Editor View
// includes triple-tap gesture to cycle through
// 3 "starting subview" layouts
class ViewController: UIViewController, UIGestureRecognizerDelegate {
let editorView: EditorView = {
let v = EditorView()
v.backgroundColor = UIColor(white: 0.9, alpha: 1.0)
v.translatesAutoresizingMaskIntoConstraints = false
return v
}()
let canvasView: CanvasView = {
let v = CanvasView()
v.backgroundColor = .yellow
v.translatesAutoresizingMaskIntoConstraints = false
return v
}()
// segmented control for selecting Aspect Ratio
let aspectRatioSeg: UISegmentedControl = {
let v = UISegmentedControl()
v.setContentCompressionResistancePriority(.required, for: .vertical)
v.setContentHuggingPriority(.required, for: .vertical)
v.translatesAutoresizingMaskIntoConstraints = false
return v
}()
// this will be changed by the Aspect Ratio segmented control
var evAspectConstraint: NSLayoutConstraint!
// used to cycle through intitial subviews layout
var layoutMode: Int = 0
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = UIColor(white: 0.99, alpha: 1.0)
// container view for laying out editor view
let containerView: UIView = {
let v = UIView()
v.backgroundColor = .cyan
v.translatesAutoresizingMaskIntoConstraints = false
return v
}()
// setup the aspect ratio segmented control
for (idx, m) in Aspect.allCases.enumerated() {
aspectRatioSeg.insertSegment(withTitle: m.stringValue, at: idx, animated: false)
}
// add canvas view to editor view
editorView.addSubview(canvasView)
// add editor view to container view
containerView.addSubview(editorView)
// add container view to self's view
view.addSubview(containerView)
// add UI Aspect Ratio segmented control to self's view
view.addSubview(aspectRatioSeg)
// always respect the safe area
let safeG = view.safeAreaLayoutGuide
// editor view inset from container view sides
let evInset: CGFloat = 0
// canvas view inset from editor view sides
let cvInset: CGFloat = 0
// these sets of constraints will make the Editor View and the Canvas View
// as large as their superviews (with "Inset Edge Padding" if set above)
// while maintaining aspect ratios and centering
let evMaxW = editorView.widthAnchor.constraint(lessThanOrEqualTo: containerView.widthAnchor, constant: -evInset)
let evMaxH = editorView.heightAnchor.constraint(lessThanOrEqualTo: containerView.heightAnchor, constant: -evInset)
let evW = editorView.widthAnchor.constraint(equalTo: containerView.widthAnchor)
let evH = editorView.heightAnchor.constraint(equalTo: containerView.heightAnchor)
evW.priority = .required - 1
evH.priority = .required - 1
let cvMaxW = canvasView.widthAnchor.constraint(lessThanOrEqualTo: editorView.widthAnchor, constant: -cvInset)
let cvMaxH = canvasView.heightAnchor.constraint(lessThanOrEqualTo: editorView.heightAnchor, constant: -cvInset)
let cvW = canvasView.widthAnchor.constraint(equalTo: editorView.widthAnchor)
let cvH = canvasView.heightAnchor.constraint(equalTo: editorView.heightAnchor)
cvW.priority = .required - 1
cvH.priority = .required - 1
// editor view starting aspect ratio
// this is changed by the segmented control
let editorAspect: Aspect = .a1to1
aspectRatioSeg.selectedSegmentIndex = editorAspect.rawValue
evAspectConstraint = editorView.heightAnchor.constraint(equalTo: editorView.widthAnchor, multiplier: editorAspect.aspect)
// we can set the Aspect Ratio of the CanvasView here
// it will maintain its Aspect Ratio independent of
// the Editor View's Aspect Ratio
let canvasAspect: Aspect = .a1to1
NSLayoutConstraint.activate([
containerView.topAnchor.constraint(equalTo: safeG.topAnchor),
containerView.leadingAnchor.constraint(equalTo: safeG.leadingAnchor),
containerView.trailingAnchor.constraint(equalTo: safeG.trailingAnchor),
editorView.centerXAnchor.constraint(equalTo: containerView.centerXAnchor),
editorView.centerYAnchor.constraint(equalTo: containerView.centerYAnchor),
evMaxW, evMaxH,
evW, evH,
evAspectConstraint,
canvasView.centerXAnchor.constraint(equalTo: editorView.centerXAnchor),
canvasView.centerYAnchor.constraint(equalTo: editorView.centerYAnchor),
cvMaxW, cvMaxH,
cvW, cvH,
canvasView.heightAnchor.constraint(equalTo: canvasView.widthAnchor, multiplier: canvasAspect.aspect),
aspectRatioSeg.topAnchor.constraint(equalTo: containerView.bottomAnchor, constant: 8.0),
aspectRatioSeg.bottomAnchor.constraint(equalTo: safeG.bottomAnchor, constant: -8.0),
aspectRatioSeg.centerXAnchor.constraint(equalTo: safeG.centerXAnchor),
aspectRatioSeg.widthAnchor.constraint(greaterThanOrEqualTo: safeG.widthAnchor, multiplier: 0.5),
aspectRatioSeg.widthAnchor.constraint(lessThanOrEqualTo: safeG.widthAnchor),
])
aspectRatioSeg.addTarget(self, action: #selector(aspectRatioSegmentChanged(_:)), for: .valueChanged)
// triple-tap anywhere to "reset" the 3 subviews
// cycling between starting sizes/positions
let tt = UITapGestureRecognizer(target: self, action: #selector(resetCanvas))
tt.numberOfTapsRequired = 3
tt.delaysTouchesEnded = false
view.addGestureRecognizer(tt)
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
// we don't have the frames in viewDidLoad,
// so wait until now to add the CanvasElement views
resetCanvas()
}
@objc func resetCanvas() {
canvasView.subviews.forEach { v in
v.removeFromSuperview()
}
// add 3 views to the canvas
let v1 = CanvasElement()
v1.backgroundColor = .systemYellow
let v2 = CanvasElement()
v2.backgroundColor = .systemGreen
let v3 = CanvasElement()
v3.backgroundColor = .systemBlue
// default size of subviews is 2/10ths the width of the canvas
let w: CGFloat = canvasView.bounds.width * 0.2
[v1, v2, v3].forEach { v in
v.frame = CGRect(x: 0, y: 0, width: w, height: w)
canvasView.addSubview(v)
// if we want to allow simultaneous gestures
// i.e. pan/scale/rotate all at the same time
//v.allowSimultaneous = true
}
switch (layoutMode % 3) {
case 1:
// top-left corner
// center at 1.5 times the size
// bottom-right corner
v1.frame.origin = CGPoint(x: 0, y: 0)
v2.frame.size = CGSize(width: w * 1.5, height: w * 1.5)
v2.center = CGPoint(x: canvasView.bounds.midX, y: canvasView.bounds.midY)
v3.center = CGPoint(x: canvasView.bounds.maxX - w * 0.5, y: canvasView.bounds.maxY - w * 0.5)
()
case 2:
// different sized views
v1.frame = CGRect(x: 0, y: 0, width: w * 0.5, height: w)
v2.frame.size = CGSize(width: w, height: w)
v2.center = CGPoint(x: canvasView.bounds.midX, y: canvasView.bounds.midY)
v3.frame.size = CGSize(width: w, height: w * 0.5)
v3.center = CGPoint(x: canvasView.bounds.maxX - v3.frame.width * 0.5, y: canvasView.bounds.maxY - v3.frame.height * 0.5)
()
default:
// on a "diagonal"
// starting at top-left corner
v1.frame.origin = CGPoint(x: 0, y: 0)
v2.frame.origin = CGPoint(x: w, y: w)
v3.frame.origin = CGPoint(x: w * 2, y: w * 2)
()
}
layoutMode += 1
}
@objc func aspectRatioSegmentChanged(_ sender: Any?) {
if let seg = sender as? UISegmentedControl,
let r = Aspect.init(rawValue: seg.selectedSegmentIndex)
{
evAspectConstraint.isActive = false
evAspectConstraint = editorView.heightAnchor.constraint(equalTo: editorView.widthAnchor, multiplier: r.aspect)
evAspectConstraint.isActive = true
}
}
}
一些示例屏幕截图...
- 黄色是 Canvas 视图...带有可选的红色 10x10 网格
- 灰色是编辑器视图...这是改变纵横比的视图
- 青色是“容器”视图....编辑器视图fits/centers本身
请注意,Canvas 视图可以设置为方形(1:1 比例)以外的其他视图。例如,此处它设置为 9:16 比率——并保持其纵横比独立于编辑器视图纵横比:
使用此示例控制器,triple-tap 可在任何地方循环 3 个“起始布局”: