3D touch/Force 触摸实现

3D touch/Force touch implementation

我们如何实现 3D 触摸来检查用户是点击 UIView 还是强制触摸 UIView

有没有办法用 UIGestureRecognize 或只用 UITouch 来做到这一点?

3D Touch 属性are available on UITouch objects

您可以通过覆盖 UIViewtouchesBegan:touchesMoved: 方法来获得这些接触。还不确定您在 touchesEnded: 中看到了什么。

如果您愿意创建新的手势识别器,您可以完全访问 UIGestureRecognizerSubclass 中公开的 UITouches。

我不确定您如何在传统 UIGestureRecognizer 中使用 3D 触摸属性。也许通过 UIGestureRecognizerDelegate 协议的 gestureRecognizer:shouldReceiveTouch: 方法。

我这样做的方法是使用UITapGestureRecognizer (provided by Apple) and a DFContinuousForceTouchGestureRecognizer(由我提供)的组合。

DFContinuousForceTouchGestureRecognizer 很好,因为它提供有关压力变化的连续更新,因此您可以做一些事情,例如在用户改变对它施加的压力时增加视图,而不是单个事件。如果你只想要一个事件,你可以忽略 DFContinuousForceTouchDelegate 中的所有内容,除了 - (void) forceTouchRecognized 回调。

https://github.com/foggzilla/DFContinuousForceTouchGestureRecognizer

您可以在支持强制按下的设备上下载此应用和 运行 示例应用,看看它的感觉。

在您的 UIViewController 中执行以下操作:

- (void)viewDidLoad {
    [super viewDidLoad];
    _forceTouchRecognizer = [[DFContinuousForceTouchGestureRecognizer alloc] init];
    _forceTouchRecognizer.forceTouchDelegate = self;

    //here to demonstrate how this works alonside a tap gesture recognizer
    _tapGestureRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:@selector(tapped:)];

    [self.imageView addGestureRecognizer:_tapGestureRecognizer];
    [self.imageView addGestureRecognizer:_forceTouchRecognizer];
}

实现点击手势的选择器

#pragma UITapGestureRecognizer selector

- (void)tapped:(id)sender {
    dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(0.1f * NSEC_PER_SEC)), dispatch_get_main_queue(), ^{
        [[[UIAlertView alloc] initWithTitle:@"Tap" message:@"YEAH!!" delegate:nil cancelButtonTitle:@"OK" otherButtonTitles:nil] show];
    });
}

实现强制触摸的委托协议:

#pragma DFContinuousForceTouchDelegate

- (void)forceTouchRecognized:(DFContinuousForceTouchGestureRecognizer *)recognizer {
    self.imageView.transform = CGAffineTransformIdentity;
    [self.imageView setNeedsDisplay];
    dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(0.1f * NSEC_PER_SEC)), dispatch_get_main_queue(), ^{
        [[[UIAlertView alloc] initWithTitle:@"Force Touch" message:@"YEAH!!" delegate:nil cancelButtonTitle:@"OK" otherButtonTitles:nil] show];
    });
}

- (void)forceTouchRecognizer:(DFContinuousForceTouchGestureRecognizer *)recognizer didStartWithForce:(CGFloat)force maxForce:(CGFloat)maxForce {
    CGFloat transformDelta = 1.0f + ((force/maxForce) / 3.0f);
    self.imageView.transform = CGAffineTransformMakeScale(transformDelta, transformDelta);
    [self.imageView setNeedsDisplay];
}

- (void) forceTouchRecognizer:(DFContinuousForceTouchGestureRecognizer *)recognizer didMoveWithForce:(CGFloat)force maxForce:(CGFloat)maxForce {
    CGFloat transformDelta = 1.0f + ((force/maxForce) / 3.0f);
    self.imageView.transform = CGAffineTransformMakeScale(transformDelta, transformDelta);
    [self.imageView setNeedsDisplay];
}

- (void)forceTouchRecognizer:(DFContinuousForceTouchGestureRecognizer *)recognizer didCancelWithForce:(CGFloat)force maxForce:(CGFloat)maxForce  {
    self.imageView.transform = CGAffineTransformIdentity;
    [self.imageView setNeedsDisplay];
}

- (void)forceTouchRecognizer:(DFContinuousForceTouchGestureRecognizer *)recognizer didEndWithForce:(CGFloat)force maxForce:(CGFloat)maxForce  {
    self.imageView.transform = CGAffineTransformIdentity;
    [self.imageView setNeedsDisplay];
}

- (void)forceTouchDidTimeout:(DFContinuousForceTouchGestureRecognizer *)recognizer {
    self.imageView.transform = CGAffineTransformIdentity;
    [self.imageView setNeedsDisplay];
}

请注意,这仅在支持强制触摸的设备上有用。

此外,如果您 运行 正在使用 iOS 8 或以下,则不应将 DFContinuousForceTouchGestureRecognizer 添加到视图中,因为它使用新的 force 属性 在 UITouch 上仅在 iOS 9.

中可用

如果你在 iOS 8 上添加它会崩溃,所以如果你支持的版本早于iOS9.

你可以在没有指定手势识别器的情况下做到这一点。您无需调整 touchesEnded 和 touchesBegan 方法,只需调整 touchesMoved 即可获得正确的值。从 began/ended 获得 uitouch 的力将 return 奇怪的值。

UITouch *touch = [touches anyObject];

CGFloat maximumPossibleForce = touch.maximumPossibleForce;
CGFloat force = touch.force;
CGFloat normalizedForce = force/maximumPossibleForce;

然后,设置力阈值并将 normalizedForce 与该阈值进行比较(0.75 对我来说似乎很好)。

我创建了一个模拟 Apple Mail 应用程序行为的 UIGestureRecognizer。在 3D 触摸时,它从一个短的单脉冲振动开始,然后是一个可选的辅助动作 (hardTarget) 和在初始按下后不久通过用力按压调用的脉冲。

改编自https://github.com/FlexMonkey/DeepPressGestureRecognizer

变化:

  • 3D 触摸振动脉冲类似于 iOS 系统行为
  • 触摸必须出现才能结束,例如 Apple 邮件应用程序
  • 阈值默认为系统默认级别
  • 硬触摸会触发 hardAction 调用,例如邮件应用程序

注意:我添加了未记录的系统声音 k_PeakSoundID,但如果您对使用超出记录范围的常量感到不舒服,请随时将其关闭 。多年来我一直在使用具有未公开常数的系统声音,但欢迎您使用 vibrateOnDeepPress 属性 关闭振动脉冲。

import UIKit
import UIKit.UIGestureRecognizerSubclass
import AudioToolbox

class DeepPressGestureRecognizer: UIGestureRecognizer {
    var vibrateOnDeepPress = true
    var threshold: CGFloat = 0.75
    var hardTriggerMinTime: TimeInterval = 0.5

    var onDeepPress: (() -> Void)?

    private var deepPressed: Bool = false {
        didSet {
            if (deepPressed && deepPressed != oldValue) {
                onDeepPress?()
            }
        }
    }

    private var deepPressedAt: TimeInterval = 0
    private var k_PeakSoundID: UInt32 = 1519
    private var hardAction: Selector?
    private var target: AnyObject?

    required init(target: AnyObject?, action: Selector, hardAction: Selector? = nil, threshold: CGFloat = 0.75) {
        self.target = target
        self.hardAction = hardAction
        self.threshold = threshold

        super.init(target: target, action: action)
    }

    override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent) {
        if let touch = touches.first {
            handle(touch: touch)
        }
    }

    override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent) {
        if let touch = touches.first {
            handle(touch: touch)
        }
    }

    override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent) {
        super.touchesEnded(touches, with: event)
        state = deepPressed ? UIGestureRecognizerState.ended : UIGestureRecognizerState.failed
        deepPressed = false
    }

    private func handle(touch: UITouch) {
        guard let _ = view, touch.force != 0 && touch.maximumPossibleForce != 0 else {
            return
        }

        let forcePercentage = (touch.force / touch.maximumPossibleForce)
        let currentTime = Date.timeIntervalSinceReferenceDate

        if !deepPressed && forcePercentage >= threshold {
            state = UIGestureRecognizerState.began

            if vibrateOnDeepPress {
                AudioServicesPlaySystemSound(k_PeakSoundID)
            }

            deepPressedAt = Date.timeIntervalSinceReferenceDate
            deepPressed = true

        } else if deepPressed && forcePercentage <= 0 {
            endGesture()

        } else if deepPressed && currentTime - deepPressedAt > hardTriggerMinTime && forcePercentage == 1.0 {
            endGesture()

            if vibrateOnDeepPress {
                AudioServicesPlaySystemSound(k_PeakSoundID)
            }

            //fire hard press
            if let hardAction = self.hardAction, let target = self.target {
                _ = target.perform(hardAction, with: self)
            }
        }
    }

    func endGesture() {
        state = UIGestureRecognizerState.ended
        deepPressed = false
    }
}

// MARK: DeepPressable protocol extension
protocol DeepPressable {
    var gestureRecognizers: [UIGestureRecognizer]? {get set}

    func addGestureRecognizer(gestureRecognizer: UIGestureRecognizer)
    func removeGestureRecognizer(gestureRecognizer: UIGestureRecognizer)

    func setDeepPressAction(target: AnyObject, action: Selector)
    func removeDeepPressAction()
}

extension DeepPressable {

    func setDeepPressAction(target: AnyObject, action: Selector) {
        let deepPressGestureRecognizer = DeepPressGestureRecognizer(target: target, action: action, threshold: 0.75)
        self.addGestureRecognizer(gestureRecognizer: deepPressGestureRecognizer)
    }

    func removeDeepPressAction() {
        guard let gestureRecognizers = gestureRecognizers else { return }

        for recogniser in gestureRecognizers where recogniser is DeepPressGestureRecognizer {
            removeGestureRecognizer(gestureRecognizer: recogniser)
        }
    }
}

使用 Swift 4.2 和 iOS 12,解决您的问题的一种可能方法是创建一个 UIGestureRecognizer 的自定义子类来处理 Force Touch,然后将其添加到您的视图中到 UITapGestureRecognizer。以下完整代码展示了如何实现它:

ViewController.swift

import UIKit

class ViewController: UIViewController {

    let redView = UIView()
    lazy var tapGestureRecognizer = UITapGestureRecognizer(target: self, action: #selector(tapHandler))
    lazy var forceTouchGestureRecognizer = ForceTouchGestureRecognizer(target: self, action: #selector(forceTouchHandler))

    override func viewDidLoad() {
        super.viewDidLoad()

        redView.backgroundColor = .red    
        redView.addGestureRecognizer(tapGestureRecognizer)

        view.addSubview(redView)
        redView.translatesAutoresizingMaskIntoConstraints = false
        redView.centerXAnchor.constraint(equalTo: view.centerXAnchor).isActive = true
        redView.centerYAnchor.constraint(equalTo: view.centerYAnchor).isActive = true
        redView.widthAnchor.constraint(equalToConstant: 100).isActive = true
        redView.heightAnchor.constraint(equalToConstant: 100).isActive = true
    }

    override func traitCollectionDidChange(_ previousTraitCollection: UITraitCollection?) {
        super.traitCollectionDidChange(previousTraitCollection)

        if traitCollection.forceTouchCapability == UIForceTouchCapability.available {
            redView.addGestureRecognizer(forceTouchGestureRecognizer)
        } else  {
            // When force touch is not available, remove force touch gesture recognizer.
            // Also implement a fallback if necessary (e.g. a long press gesture recognizer)
            redView.removeGestureRecognizer(forceTouchGestureRecognizer)
        }
    }

    @objc func tapHandler(_ sender: UITapGestureRecognizer) {
        print("Tap triggered")
    }

    @objc func forceTouchHandler(_ sender: ForceTouchGestureRecognizer) {
        UINotificationFeedbackGenerator().notificationOccurred(.success)
        print("Force touch triggered")
    }

}

ForceTouchGestureRecognizer.swift

import UIKit.UIGestureRecognizerSubclass

@available(iOS 9.0, *)
final class ForceTouchGestureRecognizer: UIGestureRecognizer {

    private let threshold: CGFloat = 0.75

    override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent) {
        super.touchesBegan(touches, with: event)
        if let touch = touches.first {
            handleTouch(touch)
        }
    }

    override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent) {
        super.touchesMoved(touches, with: event)
        if let touch = touches.first {
            handleTouch(touch)
        }
    }

    override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent) {
        super.touchesEnded(touches, with: event)
        state = UIGestureRecognizer.State.failed
    }

    override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent) {
        super.touchesCancelled(touches, with: event)
        state = UIGestureRecognizer.State.failed
    }

    private func handleTouch(_ touch: UITouch) {
        guard touch.force != 0 && touch.maximumPossibleForce != 0 else { return }

        if touch.force / touch.maximumPossibleForce >= threshold {
            state = UIGestureRecognizer.State.recognized
        }
    }

}

来源: