在UIView动画时重新启动UIPanGestureRecognizer

时间:2013-07-22 16:43:23

标签: cocoa-touch animation uiview uipangesturerecognizer touchesbegan

我试图允许用户在完成UIPanGestureRecognizer方法时获取正在动画的UIView。我现在能够使用touchesBegan和视图的表示层来停止视图并将其置于手指下方。但我希望用户能够重新触发UIPanGestureRecognizer方法,而无需抬起手指并将其替换为UIView。

我已经在这个挑战中工作了一个星期左右,并在SO和其他地方运行了各种搜索字符串,阅读Ray Wenderlich的教程等,但仍然没有找到解决方案。看起来我正在尝试做一些类似于这个似乎未解决的问题:

iOS - UIPanGestureRecognizer : drag during animation

我刚刚使用UIView动画块,还没有深入研究CABasicAnimation的工作。是否有可能通过以某种方式更改下面的代码来做我想做的事情?

提前谢谢。

在FlingViewController.h中:

#import <UIKit/UIKit.h>

@interface FlingViewController : UIViewController <UIGestureRecognizerDelegate>
{
    UIView *myView;
}

@property (nonatomic, weak) UIView *myView;



@end

在FlingViewController.m中:

#import "FlingViewController.h"
#import <QuartzCore/QuartzCore.h>

@interface FlingViewController ()

@end

@implementation FlingViewController

@synthesize myView = _myView;

- (void)viewDidLoad
{
    [super viewDidLoad];
    // Do any additional setup after loading the view, typically from a nib.

    // Allocate and init view
    myView = [[UIView alloc] initWithFrame:CGRectMake(self.view.center.x - 50,
                                                      self.view.center.y - 50,
                                                      100, 100)];

    // Set view background color
    [myView setBackgroundColor:[UIColor purpleColor]];

    // Create pan gesture recognizer
    UIPanGestureRecognizer *gesture = [[UIPanGestureRecognizer alloc]
                                       initWithTarget:self action:@selector(handleGesture:)];

    // Add gesture recognizer to view
    gesture.delegate = self;
    [myView addGestureRecognizer:gesture];

    // Add myView as subview
    [self.view addSubview:myView];
    NSLog(@"myView added");


}

- (void)handleGesture:(UIPanGestureRecognizer *)recognizer
{
    if ((recognizer.state == UIGestureRecognizerStateBegan) ||
        (recognizer.state == UIGestureRecognizerStateChanged))
    {
        [recognizer.view.layer removeAllAnimations];

        CGPoint translation = [recognizer translationInView:self.view];
        recognizer.view.center = CGPointMake(recognizer.view.center.x + translation.x,
                                             recognizer.view.center.y + translation.y);
        [recognizer setTranslation:CGPointMake(0, 0) inView:self.view];

    }
    else if (recognizer.state == UIGestureRecognizerStateEnded)
    {
        CGPoint velocity = [recognizer velocityInView:self.view];
        CGFloat magnitude = sqrtf((velocity.x * velocity.x) + (velocity.y * velocity.y));
        CGFloat slideMult = magnitude / 200;

        float slideFactor = 0.1 * slideMult;
        CGPoint finalPoint = CGPointMake(recognizer.view.center.x + (velocity.x * slideFactor),
                                         recognizer.view.center.y + (velocity.y * slideFactor));
        finalPoint.x = MIN(MAX(finalPoint.x, 0), self.view.bounds.size.width);
        finalPoint.y = MIN(MAX(finalPoint.y, 0), self.view.bounds.size.height);

        [UIView animateWithDuration:slideFactor * 2
                              delay:0
                            options:(UIViewAnimationOptionCurveEaseOut|
                                     UIViewAnimationOptionAllowUserInteraction |
                                     UIViewAnimationOptionBeginFromCurrentState)
                         animations:^{
                             recognizer.view.center = finalPoint;
                         }
                         completion:^(BOOL finished){
                             NSLog(@"Animation complete");
                         }];
    }
}


// Currently, this method will detect when user touches
// myView's presentationLayer and will center that view under the finger
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
    UITouch *touch = [touches anyObject];
    CGPoint touchPoint = [touch locationInView:self.view];

    if ([[myView.layer presentationLayer] hitTest:touchPoint])
    {
        NSLog(@"Touched!");

        [myView.layer removeAllAnimations];

        myView.center = touchPoint;

        // *** NOTE ***
        // At this point, I want the user to be able to fling
        // the view around again without having to lift the finger
        // and replace  it on the view;  i.e. when myView is moving
        // and the user taps it, it should stop moving and follow
        // user's pan gesture again
        // Similar to unresolved SO question:
        // https://stackoverflow.com/questions/13234234/ios-uipangesturerecognizer-drag-during-animation

    }
}


- (void)didReceiveMemoryWarning
{
    [super didReceiveMemoryWarning];
    // Dispose of any resources that can be recreated.
}

@end

1 个答案:

答案 0 :(得分:1)

如果它对其他人有帮助,我找到了一个似乎运作良好的解决方案,基于Thomas Rued / Jack对此SO问题的回答:

CAAnimation - User Input Disabled

我使用两个UIPanGestureRecognizers来移动UIView - 一个(gesture / handleGesture :)附加到UIView(myView),另一个(bigGesture / superGesture :)附加到UIView的superview(bigView)。超级视图在动画时检测子视图的表示层的位置。

唯一的问题(到目前为止)是用户仍然可以在动画完成之前触摸myView动画的结束位置来抓取动画视图。理想情况下,只有表示层位置才是用户可以与视图交互的位置。如果有人对防止过早互动有所了解,我们将不胜感激。

#import "FlingViewController.h"
#import <QuartzCore/QuartzCore.h>

@interface FlingViewController ()

@end

@implementation FlingViewController

@synthesize myView = _myView;
@synthesize bigView = _bigView;

- (void)viewDidLoad
{
    [super viewDidLoad];
    // Do any additional setup after loading the view, typically from a nib.

    // *** USING A GESTURE RECOGNIZER ATTACHED TO THE SUPERVIEW APPROACH
    // CAME FROM SO USER THOMAS RUED/JACK AT FOLLOWING LINK:
    // https://stackoverflow.com/questions/7221688/caanimation-user-input-disabled

    // Set up size for superView (bigView)
    CGRect screenRect = [[UIScreen mainScreen] bounds];

    // Allocate big view
    bigView = [[UIView alloc] initWithFrame:(screenRect)];

    [bigView setBackgroundColor:[UIColor greenColor]];

    [self.view addSubview:bigView];

    // Allocate and init myView
    myView = [[UIView alloc] initWithFrame:CGRectMake(10, 10, 100, 100)];

    // Set view background color
    [myView setBackgroundColor:[UIColor purpleColor]];

    // Create pan gesture recognizer
    UIPanGestureRecognizer *gesture = [[UIPanGestureRecognizer alloc]
                                       initWithTarget:self action:@selector(handleGesture:)];

    UIPanGestureRecognizer *bigGesture = [[UIPanGestureRecognizer alloc]
                                            initWithTarget:self action:@selector(superGesture:)];

    // Add gesture recognizer to view
    gesture.delegate = self;
    bigGesture.delegate = self;
    [myView addGestureRecognizer:gesture];
    [bigView addGestureRecognizer:bigGesture];

    // Add myView as subview of bigView
    [bigView addSubview:myView];
    NSLog(@"myView added");

}

// This gesture recognizer is attached to the superView,
// and will detect myView's presentation layer while animated
- (void)superGesture:(UIPanGestureRecognizer *)recognizer
{    
    CGPoint location = [recognizer locationInView:self.view];

    for (UIView* childView in recognizer.view.subviews)
    {
        CGRect frame = [[childView.layer presentationLayer] frame];

        if (CGRectContainsPoint(frame, location))
        // ALTERNATE 'IF' STATEMENT; BOTH SEEM TO WORK:
        //if ([[childView.layer presentationLayer] hitTest:location])
        {
            NSLog(@"location = %.2f, %.2f", location.x, location.y);
            [childView.layer removeAllAnimations];
            childView.center = location;
        }

        if ((recognizer.state == UIGestureRecognizerStateEnded) &&
            (CGRectContainsPoint(frame, location)))
        {
            CGPoint velocity = [recognizer velocityInView:self.view];
            CGFloat magnitude = sqrtf((velocity.x * velocity.x) + (velocity.y * velocity.y));
            CGFloat slideMult = magnitude / 200;

            float slideFactor = 0.1 * slideMult;
            CGPoint finalPoint = CGPointMake(childView.center.x + (velocity.x * slideFactor),
                                             childView.center.y + (velocity.y * slideFactor));
            finalPoint.x = MIN(MAX(finalPoint.x, 0), self.view.bounds.size.width);
            finalPoint.y = MIN(MAX(finalPoint.y, 0), self.view.bounds.size.height);

            [UIView animateWithDuration:slideFactor * 2
                                  delay:0
                                options:(UIViewAnimationOptionCurveEaseOut|
                                         UIViewAnimationOptionAllowUserInteraction |
                                         UIViewAnimationOptionBeginFromCurrentState)
                             animations:^{
                                 childView.center = finalPoint;
                             }
                             completion:^(BOOL finished){
                                 NSLog(@"Big animation complete");
                             }];
        }
    }
}

// This gesture recognizer is attached to myView,
// and will handle movement when myView is not animating
- (void)handleGesture:(UIPanGestureRecognizer *)recognizer
{

    if ((recognizer.state == UIGestureRecognizerStateBegan) ||
        (recognizer.state == UIGestureRecognizerStateChanged))
    {
        [recognizer.view.layer removeAllAnimations];

        CGPoint translation = [recognizer translationInView:self.view];
        recognizer.view.center = CGPointMake(recognizer.view.center.x + translation.x,
                                             recognizer.view.center.y + translation.y);
        [recognizer setTranslation:CGPointMake(0, 0) inView:self.view];

    }
    else if (recognizer.state == UIGestureRecognizerStateEnded)
    {
        CGPoint velocity = [recognizer velocityInView:self.view];
        CGFloat magnitude = sqrtf((velocity.x * velocity.x) + (velocity.y * velocity.y));
        CGFloat slideMult = magnitude / 200;

        float slideFactor = 0.1 * slideMult;
        CGPoint finalPoint = CGPointMake(recognizer.view.center.x + (velocity.x * slideFactor),
                                         recognizer.view.center.y + (velocity.y * slideFactor));
        finalPoint.x = MIN(MAX(finalPoint.x, 0), self.view.bounds.size.width);
        finalPoint.y = MIN(MAX(finalPoint.y, 0), self.view.bounds.size.height);

        [UIView animateWithDuration:slideFactor * 2
                              delay:0
                            options:(UIViewAnimationOptionCurveEaseOut|
                                     UIViewAnimationOptionAllowUserInteraction |
                                     UIViewAnimationOptionBeginFromCurrentState)
                         animations:^{
                             recognizer.view.center = finalPoint;
                         }
                         completion:^(BOOL finished){
                             NSLog(@"Animation complete");
                         }];
    }

}

- (void)didReceiveMemoryWarning
{
    [super didReceiveMemoryWarning];
    // Dispose of any resources that can be recreated.
}

@end