混乱的UIResponder Touch事件未调用原始方法实现

时间:2018-07-09 21:46:15

标签: ios swift uitouch objective-c-runtime method-swizzling

我正在通过创建UITouch扩展名来搅乱UIResponder生命周期事件。以下摘录描述了touchesBegan的实现。

 public extension UIResponder {

   private enum TouchPhase: String {
    case begin
    case move
    case end
    case cancel
    //computed property
    var phase: String {
        return self.rawValue
    }
}

    @objc func swizztouchesBegan(_ touches: Set<UITouch>, with event: 
            UIEvent?) {
         print("swizztouchesBegan event called!")
         let touch = touches.first! as UITouch
         self.createTouchesDict(for: touch, event: event, phase: .begin)
         self.swizztouchesBegan(touches, with: event)
     }

    static func swizzleTouchesBegan() {
       let _: () = {
            let originalSelector = 
        #selector(UIResponder.touchesBegan(_:with:))
            let swizzledSelector = 
        #selector(UIResponder.swizztouchesBegan(_:with:))
             let originalMethod = class_getInstanceMethod(UIResponder.self, originalSelector)
             let swizzledMethod = class_getInstanceMethod(UIResponder.self, swizzledSelector)
    method_exchangeImplementations(originalMethod!, swizzledMethod!)
    }()
 }
}

然后我像这样在我的应用中调用它-

 [UIResponder swizzleTouchesBegan]; //my app is a mix of Objective-C and Swift

我看到的是-“名为“ swizztouchesBegan事件!”得到打印,然后创建触摸元数据字典。但是,看起来它没有调用原始实现,例如假设在代码的某个地方,在表视图控制器内,我写了以下内容-

override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
    super.touchesBegan(touches, with: event)
    print("AM I GETTING CALLED?")
} 

这种被覆盖的接触开始没有被呼叫-可能是什么问题?我已经通过再次调用swizzled的一个内部而从swizzed的内部调用了原始实现(从而确保调用了原始实现。)

PS /附录:我已经可以通过覆盖UIView扩展名中的touch方法来使其工作,如下所示。有人可以指出使用这种方法比冒充的方法有什么缺点吗?

public extension UIView {

private enum TouchPhase: String {
    case begin
    case move
    case end
    case cancel
    //computed property
    var phase: String {
        return self.rawValue
    }
}
open override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {

    print("overriding touches began event!")
    let touch = touches.first! as UITouch
    self.createTouchesDict(for: touch, event: event, phase: .begin)
    super.touchesBegan(touches, with: event)
}

open override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
    print("overriding touches moved event!")
    let touch = touches.first! as UITouch
    self.createTouchesDict(for: touch, event: event, phase: .move)
    super.touchesMoved(touches, with: event)

}

open override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
    print("overriding touches ended event!")
    let touch = touches.first! as UITouch
    self.createTouchesDict(for: touch, event: event, phase: .end)
    super.touchesEnded(touches, with: event)

}

  open override func touchesCancelled(_ touches: Set<UITouch>, with 
 event: UIEvent?) {
    print("overriding touches canceled event!")
    let touch = touches.first! as UITouch
    self.createTouchesDict(for: touch, event: event, phase: .cancel)
    super.touchesCancelled(touches, with: event)

    }
  }

2 个答案:

答案 0 :(得分:0)

在我看来,您总是在不停地选择选择器,而不检查是否已完成。

这是一个有关如何实现的示例。

extension UIResponder {

    static let swizzleIfNeeded: () = {
        swizzle(originalSelector: #selector(touchesBegan(_:with:)), to: #selector(swizztouchesBegan(_:with:)))
    }()

    static func swizzle(originalSelector: Selector, to swizzledSelector: Selector) {
        let originalMethod = class_getInstanceMethod(self, originalSelector)
        let swizzledMethod = class_getInstanceMethod(self, swizzledSelector)
        let didAddMethod = class_addMethod(self, originalSelector, method_getImplementation(swizzledMethod!), method_getTypeEncoding(swizzledMethod!))
        if didAddMethod {
            class_replaceMethod(self, swizzledSelector, method_getImplementation(originalMethod!), method_getTypeEncoding(originalMethod!))
        } else {
            method_exchangeImplementations(originalMethod!, swizzledMethod!);
        }
    }

    @objc func swizztouchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
        print("swizztouchesBegan event called!")
        let touch = touches.first! as UITouch
        self.createTouchesDict(for: touch, event: event, phase: .begin)
        self.swizztouchesBegan(touches, with: event)
    }
}

然后您的应用程序委托确实完成了(例如)

UIResponder.swizzleIfNeeded

答案 1 :(得分:0)

似乎有方法swizzle不需要快速,因为有扩展名。

因此,如果您想在任何课程上轻触触摸,则只需覆盖触摸即可。像下面一样,我想对所有弹跳赋予弹跳效果

extension UIView {
    func highlight(color: UIColor) {
        let anim = CABasicAnimation.init(keyPath: #keyPath(CALayer.backgroundColor))
        anim.fromValue = UIColor.clear.cgColor
        anim.toValue = color.cgColor
        anim.duration = 0.5
        anim.autoreverses = true
        anim.repeatCount = 0
        anim.fillMode = kCAFillModeForwards
        anim.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseInEaseOut)

        self.layer.add(anim, forKey: "blink")
    }

    func bounce() {
        let endTransform = CGAffineTransform(scaleX: 1.0, y: 1.0)
        let prepareTransform = CGAffineTransform(scaleX: 0.95, y: 0.95)
        UIView.animateKeyframes(
            withDuration: 0.2, delay: 0.0, options: UIView.KeyframeAnimationOptions.calculationModeLinear, animations: {
                UIView.addKeyframe(withRelativeStartTime: 0, relativeDuration: 0.1) {
                    self.transform = prepareTransform
                }
                UIView.addKeyframe(withRelativeStartTime: 0.1, relativeDuration: 0.1) {
                    self.transform = endTransform
                }
        }, completion: nil)
    }
}

extension BounceButton {
    open override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
        self.bounce()
        super.touchesBegan(touches, with: event)
    }
}

但是在您的情况下,您可以对所有UIView扩展进行操作,因此所有内容都可以反弹。