我有2个GesturerRecognizers,一个是自定义3DTouch,另一个是单个UITapGestureRegognizer。如果你点击它执行一个segue,我想做到这一点,如果你去了3dtouch,你会得到另一个视图。我已经尝试了很多东西,但它没有用(我已经尝试过使用计时器,但是在开始时始终为0,无论是否为3dtouch都没关系。)那是我的3dtouch自定义实现:
//Without this import line, you'll get compiler errors when implementing your touch methods since they aren't part of the UIGestureRecognizer superclass
import UIKit.UIGestureRecognizerSubclass
//Since 3D Touch isn't available before iOS 9, we can use the availability APIs to ensure no one uses this class for earlier versions of the OS.
@available(iOS 9.0, *)
public class ForceTouchGestureRecognizer: UIGestureRecognizer {
var timer = NSTimer()
var counter = Double()
//Since it also doesn't make sense to have our force variable as a settable property, I'm using a private instance variable to make our public force property read-only
private var _force: CGFloat = 0.0
//Because we don't know what the maximum force will always be for a UITouch, the force property here will be normalized to a value between 0.0 and 1.0.
public var force: CGFloat { get { return _force } }
public var maximumForce: CGFloat = 4.0
func timerAction() {
counter += 1
}
override public func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent) {
super.touchesBegan(touches, withEvent: event)
counter = 0
timer = NSTimer.scheduledTimerWithTimeInterval(0.5, target: self, selector: #selector(timerAction), userInfo: nil, repeats: true)
print("COUNTER: \(counter)")
normalizeForceAndFireEvent(.Began, touches: touches)
}
override public func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent) {
super.touchesMoved(touches, withEvent: event)
normalizeForceAndFireEvent(.Changed, touches: touches)
}
override public func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent) {
super.touchesEnded(touches, withEvent: event)
print("COUNTER: \(counter)")
normalizeForceAndFireEvent(.Ended, touches: touches)
timer.invalidate()
}
override public func touchesCancelled(touches: Set<UITouch>, withEvent event: UIEvent) {
super.touchesCancelled(touches, withEvent: event)
normalizeForceAndFireEvent(.Cancelled, touches: touches)
}
func normalizeForceAndFireEvent(state: UIGestureRecognizerState, touches: Set<UITouch>) {
//Putting a guard statement here to make sure we don't fire off our target's selector event if a touch doesn't exist to begin with.
guard let firstTouch = touches.first else {
return
}
//Just in case the developer set a maximumForce that is higher than the touch's maximumPossibleForce, I'm setting the maximumForce to the lower of the two values.
maximumForce = min(firstTouch.maximumPossibleForce, maximumForce)
//Now that I have a proper maximumForce, I'm going to use that and normalize it so the developer can use a value between 0.0 and 1.0.
_force = firstTouch.force / maximumForce
//Our properties are now ready for inspection by the developer. By setting the UIGestureRecognizer's state property, the system will automatically send the target the selector message that this recognizer was initialized with.
self.state = state
}
//This function is called automatically by UIGestureRecognizer when our state is set to .Ended. We want to use this function to reset our internal state.
public override func reset() {
super.reset()
_force = 0.0
}
}
这就是我在视图中所做的:
self.forceTouchRecognizer = ForceTouchGestureRecognizer(target: self, action: #selector(PLView.handleForceTouchGesture(_:)))
self.addGestureRecognizer(forceTouchRecognizer)
self.nowTap = UITapGestureRecognizer(target: self, action: #selector(StoryTableViewController.didTapRightNow2(_:)))
self.addGestureRecognizer(nowTap)
答案 0 :(得分:2)
如果我理解正确,你想在同一个UIView中添加2个不同的GestureRecognizer。一个检测正常敲击,一个检测敲击力。
对于普通点按,您可以使用UITapGestureRecognizer。对于力水龙头,你必须创建自己的自定义手势识别器,监控触摸的力量,决定力是否足够高,以符合强制敲击手势。
以下是自定义强制点击手势识别器:
import UIKit.UIGestureRecognizerSubclass
@available(iOS 9.0, *)
public class ForceTapGestureRecognizer: UIGestureRecognizer {
private var forceTapRecognized = false
override public func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent) {
super.touchesBegan(touches, withEvent: event)
forceTapRecognized = false
}
override public func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent) {
super.touchesMoved(touches, withEvent: event)
guard let touch = touches.first else { return }
if touch.force >= touch.maximumPossibleForce {
forceTapRecognized = true
}
}
override public func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent) {
super.touchesEnded(touches, withEvent: event)
state = forceTapRecognized ? .Ended : .Failed
}
}
然后,您可以将两个识别器添加到视图中,并为每个识别器添加一个操作。
要使两个识别器同时工作,您必须告诉UITapGestureRecognizer
它应该只检测一个水龙头,当ForceTapGestureRecognizer
没有检测到强制点击时。您可以使用requireGestureRecognizerToFail(_:)
执行此操作。如果您未设置此项,则只会识别正常的点按:
class ViewController: UIViewController {
let touchView = UIView(frame: CGRect(x: 100, y: 100, width: 100, height: 100))
override func viewDidLoad() {
super.viewDidLoad()
let touchView = UIView()
view.addSubview(touchView)
let forceTapRecognizer = ForceTapGestureRecognizer(target: self, action: #selector(ViewController.didForceTap(_:)))
let tapRecognizer = UITapGestureRecognizer(target: self, action: #selector(ViewController.didTap(_:)))
tapRecognizer.requireGestureRecognizerToFail(forceTapRecognizer)
touchView.addGestureRecognizer(forceTapRecognizer)
touchView.addGestureRecognizer(tapRecognizer)
}
func didTap(recognizer: UITapGestureRecognizer) {
print("tap")
}
func didForceTap(recognizer: ForceTapGestureRecognizer) {
print("force tap")
}
}