iOS手势识别的详细使用(拖动,缩放,旋转,点击,手势依赖,自定义手势)
- - CSDN博客移动开发推荐文章1、UIGestureRecognizer介绍. 手势识别在iOS上非常重要,手势操作移动设备的重要特征,极大的增加了移动设备使用便捷性. iOS系统在3.2以后,为方便开发这使用一些常用的手势,提供了UIGestureRecognizer类. 手势识别UIGestureRecognizer类是个抽象类,下面的子类是具体的手势,开发这可以直接使用这些手势识别.
UIImageView *snakeImageView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"snake.png"]];
snakeImageView.frame = CGRectMake(50, 50, 100, 160);
UIPanGestureRecognizer *panGestureRecognizer = [[UIPanGestureRecognizer alloc]
initWithTarget:self
action:@selector(handlePan:)];
[snakeImageView addGestureRecognizer:panGestureRecognizer];
[self.view setBackgroundColor:[UIColor whiteColor]];
[self.view addSubview:snakeImageView];新建一个ImageView,然后添加手势- (void) handlePan:(UIPanGestureRecognizer*) recognizer
{
CGPoint translation = [recognizer translationInView:self.view];
recognizer.view.center = CGPointMake(recognizer.view.center.x + translation.x,
recognizer.view.center.y + translation.y);
[recognizer setTranslation:CGPointZero inView:self.view];
}
UIPinchGestureRecognizer *pinchGestureRecognizer = [[UIPinchGestureRecognizer alloc]
initWithTarget:self
action:@selector(handlePinch:)]; [snakeImageView addGestureRecognizer:pinchGestureRecognizer];
- (void) handlePinch:(UIPinchGestureRecognizer*) recognizer
{
recognizer.view.transform = CGAffineTransformScale(recognizer.view.transform, recognizer.scale, recognizer.scale);
recognizer.scale = 1;
} UIRotationGestureRecognizer *rotateRecognizer = [[UIRotationGestureRecognizer alloc]
initWithTarget:self
action:@selector(handleRotate:)];
[snakeImageView addGestureRecognizer:rotateRecognizer]; - (void) handleRotate:(UIRotationGestureRecognizer*) recognizer
{
recognizer.view.transform = CGAffineTransformRotate(recognizer.view.transform, recognizer.rotation);
recognizer.rotation = 0;
}

- (void)viewDidLoad
{
[super viewDidLoad];
UIImageView *snakeImageView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"snake.png"]];
UIImageView *dragonImageView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"dragon.png"]];
snakeImageView.frame = CGRectMake(120, 120, 100, 160);
dragonImageView.frame = CGRectMake(50, 50, 100, 160);
[self.view addSubview:snakeImageView];
[self.view addSubview:dragonImageView];
for (UIView *view in self.view.subviews) {
UIPanGestureRecognizer *panGestureRecognizer = [[UIPanGestureRecognizer alloc]
initWithTarget:self
action:@selector(handlePan:)];
UIPinchGestureRecognizer *pinchGestureRecognizer = [[UIPinchGestureRecognizer alloc]
initWithTarget:self
action:@selector(handlePinch:)];
UIRotationGestureRecognizer *rotateRecognizer = [[UIRotationGestureRecognizer alloc]
initWithTarget:self
action:@selector(handleRotate:)];
[view addGestureRecognizer:panGestureRecognizer];
[view addGestureRecognizer:pinchGestureRecognizer];
[view addGestureRecognizer:rotateRecognizer];
[view setUserInteractionEnabled:YES];
}
[self.view setBackgroundColor:[UIColor whiteColor]];
}
- (void) handlePan:(UIPanGestureRecognizer*) recognizer
{
CGPoint translation = [recognizer translationInView:self.view];
recognizer.view.center = CGPointMake(recognizer.view.center.x + translation.x,
recognizer.view.center.y + translation.y);
[recognizer setTranslation:CGPointZero inView:self.view];
if (recognizer.state == UIGestureRecognizerStateEnded) {
CGPoint velocity = [recognizer velocityInView:self.view];
CGFloat magnitude = sqrtf((velocity.x * velocity.x) + (velocity.y * velocity.y));
CGFloat slideMult = magnitude / 200;
NSLog(@"magnitude: %f, slideMult: %f", magnitude, slideMult);
float slideFactor = 0.1 * slideMult; // Increase for more of a slide
CGPoint finalPoint = CGPointMake(recognizer.view.center.x + (velocity.x * slideFactor),
recognizer.view.center.y + (velocity.y * slideFactor));
finalPoint.x = MIN(MAX(finalPoint.x, 0), self.view.bounds.size.width);
finalPoint.y = MIN(MAX(finalPoint.y, 0), self.view.bounds.size.height);
[UIView animateWithDuration:slideFactor*2 delay:0 options:UIViewAnimationOptionCurveEaseOut animations:^{
recognizer.view.center = finalPoint;
} completion:nil];
}
代码实现解析:UIGestureRecognizerDelegate,
@interface ViewController : UIViewController<UIGestureRecognizerDelegate> @end并在协议这个方法里返回YES。
-(BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldRecognizeSimultaneouslyWithGestureRecognizer:(UIGestureRecognizer *)otherGestureRecognizer
{
return YES;
}把self作为代理设置给手势: panGestureRecognizer.delegate = self;
pinchGestureRecognizer.delegate = self;
rotateRecognizer.delegate = self;这样可以同时拖动或旋转缩放两个view了。 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。
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。
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 - (void)handleHappy:(HappyGestureRecognizer *)recognizer{
[self.hehePlayer play];
}手势成功后播放呵呵笑的声音。