我正在实现自定义UIGestureRecognizer
子类。
我希望以velocityInView:
完成UIPanGestureRecognizer
的方式实施{{1}}。但我不知道如何去做。如何以pts / sec计算速度?
答案 0 :(得分:2)
首先,如果您使用的是Swift,则需要创建一个桥接标题和#import <UIKit/UIGestureRecognizerSubclass.h>
,以便您可以覆盖UIGestureRegoniser
的触摸开始/移动/取消/结束方法。如果您正在使用Objective-C,请将该import
语句放在.h或.m文件中。
其次,一旦你创建了UIGestureRecogniser
子类,你需要这些变量:
private lazy var displayLink: CADisplayLink = {
let link = CADisplayLink(target: self, selector: Selector("timerCalled"))
link.addToRunLoop(NSRunLoop.currentRunLoop(), forMode: NSRunLoopCommonModes)
return link
}()
private var previousTouchLocation: CGPoint?
private var currentTouchLocation : CGPoint?
private var previousTime: Double?
private var currentTime : Double?
显示链接用于更新currentTime
和previousTime
。
第三,继续设置一切你需要覆盖以下方法,我认为这些都是相当自我解释的:
override func touchesBegan(touches: Set<NSObject>!, withEvent event: UIEvent!) {
self.state = .Began
displayLink.paused = false
}
override func touchesMoved(touches: Set<NSObject>!, withEvent event: UIEvent!) {
if let view = self.view,
touch = touches.first as? UITouch {
self.state = .Changed
let newLocation = touch.locationInView(view)
self.previousTouchLocation = self.currentTouchLocation
self.currentTouchLocation = newLocation
}
}
override func touchesEnded(touches: Set<NSObject>!, withEvent event: UIEvent!) {
self.state = .Ended
displayLink.paused = true
}
override func touchesCancelled(touches: Set<NSObject>!, withEvent event: UIEvent!) {
self.state = .Cancelled
displayLink.paused = true
}
第四,现在我们可以得到更有趣的一点 - 计算速度:
func velocityInView(targetView: UIView) -> CGPoint {
var velocity = CGPoint.zeroPoint
if let view = self.view,
prevTouchLocation = self.previousTouchLocation,
currTouchLocation = self.currentTouchLocation,
previousTime = self.previousTime,
currentTime = self.currentTime {
let targetPrevLocation = view.convertPoint(prevTouchLocation, toView: targetView)
let targetCurrLocation = view.convertPoint(currTouchLocation, toView: targetView)
let deltaTime = CGFloat(currentTime - previousTime)
let velocityX = (targetCurrLocation.x - targetPrevLocation.x) / deltaTime
let velocityY = (targetCurrLocation.y - targetPrevLocation.y) / deltaTime
velocity = CGPoint(x: velocityX, y: velocityY)
}
return velocity
}
使用以下等式计算速度:
velocity = deltaDistance / deltaTime
在这种情况下,取速度(x和y)的每个分量,并使用该等式计算每个轴的速度。如果你想要结合速度的两个组成部分,你可以像这样使用毕达哥拉斯定理:
let distance = hypot(targetCurrLocation.x - targetPrevLocation.x,
targetCurrLocation.y - targetPrevLocation.y)
let velocity = distance / deltaTime
第五,在视图控制器中,您现在可以添加手势识别器,并使用action
在屏幕上拖动时获取速度:
override func viewDidLoad() {
super.viewDidLoad()
let recogniser = VelocityGestureRecogniser(target: self, action: Selector("movedGesture:"))
self.view.addGestureRecognizer(recogniser)
}
func movedGesture(recogniser: VelocityGestureRecogniser) {
let v = recogniser.velocityInView(self.view)
println("velocity = \(v)")
}