我正在创建应用程序,其中UILabel对象将在屏幕上移动。我的问题是我如何限制标签越过特定的边界。例如,如果标签有消息,我希望整个消息可见,而不仅仅是它的第一部分。 这是代码:
#define kHeight 320.0
#define kWidth 400.0
#define kTransitionDuration 1.50
#define kTopPlacement 80.0
- (void)myMover {
for (UIView *view in self.view.subviews) {
if( [view isKindOfClass:[UILabel class]]){
[UIView animateWithDuration:4.0 animations:^{
//set the point from where the move will start
[self setRandomLocationForLabel:view];
}];
}
}
}
- (void) setRandomLocationForView:(UIView *)view
{
[view sizeToFit];
CGRect messageViewBounds = CGRectMake(round((self.view.bounds.size.width - kWidth) / 2.0),
200, kWidth, kHeight);
CGRect newFrame = CGRectMake( 0, 300, 100 , 20 );
while (view.frame.size.width > kWidth) {
newFrame.size.width /= 2;
newFrame.size.height /= 2;
}
view.frame = newFrame;
CGFloat x = (CGFloat) (arc4random() % (int) messageViewBounds.size.width + view.frame.size.width/2);
CGFloat y = (CGFloat) (arc4random() % (int) messageViewBounds.size.height + view.frame.size.height/2);
view.center = CGPointMake (x,y);
}
感谢您的任何建议!
答案 0 :(得分:1)
我的问题是如何限制标签越过特定边框。例如,如果标签有消息,我希望整个消息可见,而不仅仅是它的第一部分。
在确定标签应该落在的随机位置时,您需要考虑标签的长度/宽度和高度。因此,您的随机选择应该落在
区域CGSize labelSize = [messageString sizeWithFont:messageString.font
constrainedToSize:maximumLabelSize
lineBreakMode:messageString.lineBreakMode];
CGFloat minX = 0;
CGFloat minY = 0;
CGFloat maxX = self.view.frame.size.width - labelSize.width;
CGFloat maxY = self.view.frame.size.height - labelSize.height;
// Use minX/Y and maxX/Y in your random co-ordinate algorithm
答案 1 :(得分:1)
由于您拥有该视图,因此您知道它的大小。通过了解宽度,您可以知道从左侧或右侧(宽度的一半)定位视图中心所需的距离。通过了解高度你知道如何从顶部或底部(高度的一半)。
现在,您可以通过获取完整视图来计算仅包含该视图的有效中心点的矩形,并创建一个插入矩形,其中左右两侧的视图宽度减去一半,并减去视图的一半高度在顶部和底部。
CGSize viewSize = view.bounds.size; // The view you are positioning
CGRect rectOfValidCenters = CGRectInset(self.view.bounds, // The view you are placing it in
viewSize.width/2.0, // subtract the width/2 from left and right
viewSize.height/2.0); // subtract the height/2 form top and bottom
CGFloat randomX = // generate random value from 0.0 to 1.0
CGFloat randomY = // generate random value from 0.0 to 1.0
// Random valid center point is:
// ( minX + randomX * width , minY + randomY * height)
//
// if x and y are zero then the view's center will be in the upper left
// of the rect of valid centers (making its upper left corner be in the
// top left of the view it's placed in).
// if x and y are one then the view's center will be in the lower right
// of the rect of valid centers (making its lower right corner be in the
// lower right of the view it's placed in).
CGPoint randomValidPoint = CGPointMake(CGRectGetMinX(rectOfValidCenters) + randomX * CGRectGetWidth(rectOfValidCenters),
CGRectGetMinY(rectOfValidCenters) + randomY * CGRectGetHeight(rectOfValidCenters));
view.center = randomValidPoint;