我正在实现一个定制的UIGestureRecognizer子类。
我想用与velocityInView:相同的方式来实现UIPanGestureRecognizer。但我不知道该怎么做。如何以点/秒为单位计算速度?
发布于 2015-04-06 20:25:13
首先,如果您使用Swift,则需要创建一个桥接头和#import <UIKit/UIGestureRecognizerSubclass.h>,以便可以覆盖UIGestureRegoniser的开始/移动/取消/结束方法。如果使用的是Objective,只需将import语句放在.h或.m文件中即可。
其次,一旦创建了UIGestureRecognizer子类,就需要在其中包含以下变量:
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,继续设置您需要覆盖以下方法所需的一切,我认为这都是不言自明的:
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位--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
}速度是用以下公式计算的:
velocity = deltaDistance / deltaTime在这种情况下,取速度的每个分量(x和y),并使用这个方程来计算每个轴上的速度。如果你想把速度的两个成分结合起来,你可以使用毕达哥拉斯定理,如下所示:
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,并在拖动屏幕时使用action获取速度:
override func viewDidLoad() {
super.viewDidLoad()
let recognizer = VelocityGestureRecognizer(target: self, action: Selector("movedGesture:"))
self.view.addGestureRecognizer(recognizer)
}
func movedGesture(recognizer: VelocityGestureRecognizer) {
let v = recognizer.velocityInView(self.view)
println("velocity = \(v)")
}https://stackoverflow.com/questions/28552408
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