iOS手势识别的详细使用方法(拖动,缩放,旋转,点击,手势依赖,自定

2020-01-18 17:11:45于丽

这样可以同时拖动或旋转缩放两个view了。

9、tap点击手势

这里为了方便看到tap的效果,当点击一下屏幕时,播放一个声音。

为了播放声音,我们加入AVFoundation.framework这个框架。


- (AVAudioPlayer *)loadWav:(NSString *)filename { 
  NSURL * url = [[NSBundle mainBundle] URLForResource:filename withExtension:@"wav"]; 
  NSError * error; 
  AVAudioPlayer * player = [[AVAudioPlayer alloc] initWithContentsOfURL:url error:&error]; 
  if (!player) { 
    NSLog(@"Error loading %@: %@", url, error.localizedDescription); 
  } else { 
    [player prepareToPlay]; 
  } 
  return player; 
} 

我会在最后例子代码给出完整代码,添加手势的步骤和前面一样的。


#import <UIKit/UIKit.h> 
#import <AVFoundation/AVFoundation.h> 
 
@interface ViewController : UIViewController<UIGestureRecognizerDelegate> 
@property (strong) AVAudioPlayer * chompPlayer; 
@property (strong) AVAudioPlayer * hehePlayer; 
 
@end 
- (void)handleTap:(UITapGestureRecognizer *)recognizer { 
  [self.chompPlayer play]; 
} 

运行,点一下某个图,就会播放一个咬东西的声音。

不过这个点击播放声音有点缺陷,就是在慢慢拖动的时候也会播放。这使得两个手势重合了。怎么解决呢?使用手势的:

requireGestureRecognizerToFail方法。

10、手势的依赖性

在viewDidLoad的循环里添加这段代码:


[tapRecognizer requireGestureRecognizerToFail:panGestureRecognizer]; 

意思就是,当如果pan手势失败,就是没发生拖动,才会出发tap手势。这样如果你有轻微的拖动,那就是pan手势发生了。tap的声音就不会发出来了。

11、自定义手势

自定义手势继承:UIGestureRecognizer,实现下面的方法:


– touchesBegan:withEvent: 
– touchesMoved:withEvent: 
– touchesEnded:withEvent: 
- touchesCancelled:withEvent: 

新建一个类,继承UIGestureRecognizer,代码如下:
.h文件


#import <UIKit/UIKit.h> 
typedef enum { 
  DirectionUnknown = 0, 
  DirectionLeft, 
  DirectionRight 
} Direction; 
 
@interface HappyGestureRecognizer : UIGestureRecognizer 
@property (assign) int tickleCount; 
@property (assign) CGPoint curTickleStart; 
@property (assign) Direction lastDirection; 
 
@end 

.m文件


#import "HappyGestureRecognizer.h" 
#import <UIKit/UIGestureRecognizerSubclass.h> 
#define REQUIRED_TICKLES    2 
#define MOVE_AMT_PER_TICKLE   25 
 
@implementation HappyGestureRecognizer 
 
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { 
  UITouch * touch = [touches anyObject]; 
  self.curTickleStart = [touch locationInView:self.view]; 
} 
 
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { 
   
  // Make sure we've moved a minimum amount since curTickleStart 
  UITouch * touch = [touches anyObject]; 
  CGPoint ticklePoint = [touch locationInView:self.view]; 
  CGFloat moveAmt = ticklePoint.x - self.curTickleStart.x; 
  Direction curDirection; 
  if (moveAmt < 0) { 
    curDirection = DirectionLeft; 
  } else { 
    curDirection = DirectionRight; 
  } 
  if (ABS(moveAmt) < MOVE_AMT_PER_TICKLE) return; 
   
  // 确认方向改变了 
  if (self.lastDirection == DirectionUnknown || 
    (self.lastDirection == DirectionLeft && curDirection == DirectionRight) || 
    (self.lastDirection == DirectionRight && curDirection == DirectionLeft)) { 
     
    // 挠痒次数 
    self.tickleCount++; 
    self.curTickleStart = ticklePoint; 
    self.lastDirection = curDirection; 
     
    // 一旦挠痒次数超过指定数,设置手势为结束状态 
    // 这样回调函数会被调用。 
    if (self.state == UIGestureRecognizerStatePossible && self.tickleCount > REQUIRED_TICKLES) { 
      [self setState:UIGestureRecognizerStateEnded]; 
    } 
  } 
   
} 
 
- (void)reset { 
  self.tickleCount = 0; 
  self.curTickleStart = CGPointZero; 
  self.lastDirection = DirectionUnknown; 
  if (self.state == UIGestureRecognizerStatePossible) { 
    [self setState:UIGestureRecognizerStateFailed]; 
  } 
} 
 
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event 
{ 
  [self reset]; 
} 
 
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event 
{ 
  [self reset]; 
} 
 
@end