我已经编写了一些代码,这些代码在UIViews中生成轮子的楔形,将这些UIView存储在一个数组中,并将这些UIView彼此重叠地显示在容器UIView中。这基本上画了一个分段的轮子。
我现在想要的是让每个UIView在其定义的bezier路径内分别接收触摸事件,并返回唯一的标识符。实际上,这意味着滚轮的每个楔块都是单独的按钮。
我现在遇到的问题是,只有添加到数组中的最后一个UIView会响应单个触摸事件(我将其设置为现在打印贝塞尔曲线路径中的触摸位置),然后UIView在响应单个触摸事件之前添加,直到我遍历所有楔块/ UIView并且没有一个响应触摸事件为止。
这里是绘制楔形的班级;我尝试实现一些方法,这些方法应允许在代码末尾将触摸事件转移到其他UIView,但是我无法使其正常工作。
import UIKit
class WedgeDraw: UIView {
var wedgeNumber:CGFloat = 4
var wedgeLocation: CGFloat = 2
var wedgeIdentifier = 0
var wedgePath = UIBezierPath()
var touchPosition = CGPoint()
override func draw(_ rect: CGRect) {
let startAngle = (360 / wedgeNumber - 360) * (wedgeLocation - 1) * CGFloat.pi / 180
let endangle = (360 / wedgeNumber - 360) * wedgeLocation * CGFloat.pi / 180
let center = CGPoint(x: self.bounds.midX, y: self.bounds.midY)
let outerRadius = self.bounds.midX - 3
let innerRadius = self.bounds.width / 8
//defines end points of simulated Bezier archs as a CGpoint
let endPointInner = UIBezierPath(arcCenter: center, radius: innerRadius, startAngle: startAngle, endAngle: endangle, clockwise: false).currentPoint
let endPointOuterCounterclockwise = UIBezierPath(arcCenter: center, radius: outerRadius, startAngle: endangle, endAngle: startAngle, clockwise: true).currentPoint
//defines bezier arch curves
let outerWedgeCurvePath = UIBezierPath(arcCenter: center, radius: outerRadius, startAngle: startAngle, endAngle: endangle, clockwise: true)
let innerWedgeCurvePath = UIBezierPath(arcCenter: center, radius: innerRadius, startAngle: endangle, endAngle: startAngle, clockwise: false)
//draw line path
wedgePath.append(outerWedgeCurvePath)
wedgePath.addLine(to: endPointInner)
wedgePath.append(innerWedgeCurvePath)
wedgePath.addLine(to: endPointOuterCounterclockwise)
//sets stroke and color properties and draws the bezierpath.
UIColor.black.setStroke()
UIColor.white.setFill()
wedgePath.lineWidth = 3
wedgePath.stroke()
wedgePath.fill()
}
override func hitTest(_ point: CGPoint, with event: UIEvent?) -> UIView? {
let view = super.hitTest(point, with: event)
if wedgePath.contains(touchPosition) {
return nil
} else {
return view
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
touchPosition = touch.location(in: self)
if wedgePath.contains(touchPosition){
print(touchPosition)
print(isUserInteractionEnabled)
} else {
}
}
}
}
以下是创建数组并绘制轮子的Viewcontroller代码:
import UIKit
class ViewController: UIViewController {
@IBOutlet weak var boardContainer: UIView!
@IBAction func checkButton(_ sender: UIButton) {
}
var wedgeViewConstructorArray = [WedgeDraw]()
override func viewDidLoad() {
super.viewDidLoad()
//creates array of UNIQUE wedgedraw objects
for _ in 1...6 {
wedgeViewConstructorArray.append(WedgeDraw())
}
drawBoard()
}
func drawBoard() {
for i in 0..<wedgeViewConstructorArray.count {
wedgeViewConstructorArray[i].wedgeIdentifier = i
wedgeViewConstructorArray[i].frame = CGRect(x: 0, y: 0, width: boardContainer.frame.width, height: boardContainer.frame.height)
wedgeViewConstructorArray[i].wedgeNumber = CGFloat(wedgeViewConstructorArray.count)
wedgeViewConstructorArray[i].wedgeLocation = CGFloat(i + wedgeViewConstructorArray.count + 1)
wedgeViewConstructorArray[i].backgroundColor = UIColor.clear
boardContainer.addSubview(wedgeViewConstructorArray[i])
}
}
}
这是转轮的外观以及视图层次结构:
总体而言,我仍然对Swift和编码尚不陌生,我很高兴能找到自己的位置,但现在我真的很困,不知道如何进行。希望我能弄清楚我的问题所在! 预先感谢!
答案 0 :(得分:0)
好的,花了我一段时间才能找到答案,但这实际上非常容易。 这就是我现在得到的,并且完全可以满足我的需求。
// checks if point inside touch event is inside bezier path and passes on to next subview if false.
override func point(inside point: CGPoint, with event: UIEvent?) -> Bool {
let location = point
if wedgePath.contains(location) == true {
print("\(wedgeColor)")
return true
}
return false
}