// 所有继承自UIResponder的类(UIView和UIViewController)都可以去重写UITouch的相关方法,去检测视图的开始触摸、结束触摸以及移动等触摸相关事件
// 触摸只有在视图可以接收用户交互时才会有效,UILabel和UIImageView默认都是不能交互的。
class ViewController: UIViewController {
let ball = UIView()
override func viewDidLoad() {
super.viewDidLoad()
//创建小球
ball.backgroundColor = UIColor.redColor()
self.view.addSubview(ball)
self.ball.frame = CGRectMake(-100, -100, 100, 100)
// ball.frame.size = CGSizeMake(100, 100)
//创建label
let label = FlyLabel(frame: CGRectMake(100,100,100,50))
label.text = "hello,world"
label.textAlignment = .Center
self.view.addSubview(label)
//打开label的用户交互
label.userInteractionEnabled = true
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
//MARK: - UITouch
extension ViewController {
//1.每次开始触摸的时候会自动调用
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
// print("开始触摸")
//参数1.touches -> 在多个手指同时触摸屏幕的时候,只能获取到一个触摸对象
//拿到当前的触摸对象
let touch = touches.first
//拿到当前触摸点的位置
//参数:计算坐标的相对视图
let location = touch?.locationInView(self.view)
print(location)
//参数2:event -> 可以拿到多个触摸对象
let allTouches = event?.allTouches()
print("ALL:\(allTouches?.count)")
//遍历拿到每个触摸对象
for item in allTouches! {
print(item.locationInView(self.view))
}
//设置球的坐标,让其出现在触摸的位置
self.ball.center = location!
}
//2.每次触摸结束的时候会自动调用
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
// print("结束触摸")
}
//3.手指在屏幕上移动的时候会实时调用
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
// print("移动")
let touch = touches.first
let location = touch?.locationInView(self.view)
self.ball.center = location!
}
////
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
print("在label上移动")
self.center = (touches.first?.locationInView(self.superview))!
}
// 1.创建点击手势对象
// UIGestureRecongnizer是所有手势的父类
// 参数1.调用方法的对象
// 参数2.方法对应的选择器 -> 这个方法如果带参只能带一个参数,参数的对象就是当前创建的点击手势对象
// 点击手势发生的时候让参数1调用参数2中的方法
let tap = UITapGestureRecognizer.init(target: self, action: "tapActon:")
//核心属性:点击次数(默认是1->单击)
tap.numberOfTapsRequired = 2
// 2.将点击手势添加到视图上(要求:添加手势的视图必须可以进行用户交互)
self.view.addGestureRecognizer(tap)
// 3.打开图片的用户交互,并添加点击手势
// 注意:同一个手势对象,只能被添加到一个视图
self.imagView.addGestureRecognizer(tap)
}
func tapAction(tap:UITapGestureRecognizer) {
print("点击")
if self.imagView.frame.size.width == 200 {
self.imagView.frame = self.view.bounds
}
else {
self.imagView.frame = CGRectMake(0, 0, 200, 200)
self.imagView.center = self.view.center
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
}
// 1.创建手势对象
let longPress = UILongPressGestureRecognizer.init(target: self, action: "longPressAction:")
// 2.添加到视图
self.imagView.addGestureRecognizer(longPress)
// 3.核心属性:长按时间
longPress.minimumPressDuration = 1
}
//在长按开始和长按结束的时候会调用 -> 一个长按手势发生这个方法会调用两次
func longPressAction(longPress: UILongPressGestureRecognizer) {
//所有的手势类都一个状态属性,用来获取手势的开始和结束状态
if longPress.state == .Began {
print("长按")
self.imagView.transform = CGAffineTransformMakeRotation(-0.01)
UIView.animateWithDuration(0.3, delay: 0, options: [.Repeat,.Autoreverse], animations: { () -> Void in
self.imagView.transform = CGAffineTransformMakeRotation(0.01)
}, completion: nil)
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
// 停止UIView动画
self.imagView.layer.removeAllAnimations()
// 让形变清空
self.imagView.transform = CGAffineTransformIdentity
}
// 注意如果想要一个界面既有左滑又有右划,就添加两个方向不同的滑动手势
// 1.创建手势对象
let swipe = UISwipeGestureRecognizer.init(target: self, action: "swipeAction:")
//2.添加手势
self.view.addGestureRecognizer(swipe)
//3.核心属性:滑动方向(默认是右划->从左往右滑)
swipe.direction = .Right
}
func swipeAction(swip: UISwipeGestureRecognizer) {
print("滑动")
self.navigationController?.popViewControllerAnimated(true)
}
//保留每次的缩放比
var lasetScale: CGFloat = 1
override func viewDidLoad() {
super.viewDidLoad()
//1.创建缩放对象
let pinch = UIPinchGestureRecognizer.init(target: self, action: "pinchAction:")
//2.添加手势
self.imagView.addGestureRecognizer(pinch)
}
func pinchAction(pinch: UIPinchGestureRecognizer) {
print("缩放")
//3.核心属性:缩放比
let scale = pinch.scale
self.imagView.transform = CGAffineTransformMakeScale(scale*lasetScale, scale*lasetScale)
//在缩放结束的时候更新lasetScale
if pinch.state == .Ended {
lasetScale *= scale
}
print(scale)
}
//保存原始的位移
var lastTransForm = CGAffineTransformMakeTranslation(0, 0)
override func viewDidLoad() {
super.viewDidLoad()
//1.创建拖动手势对象
let pan = UIPanGestureRecognizer.init(target: self, action: "panAction:")
//2.添加手势
self.view.addGestureRecognizer(pan)
}
func panAction(pan: UIPanGestureRecognizer) {
print("拖动")
// 3.核心属性:在指定视图上的位移
let translation = pan.translationInView(self.view)
// 注意算位移的时候是算的位移,相对于你的起始点的位移是多少
// print(translation)
self.imagView.transform = CGAffineTransformMakeTranslation(translation.x + self.lastTransForm.tx , translation.y + self.lastTransForm.ty)
//在每次拖动结束的时候更新lastTransForm
if pan.state == .Ended {
self.lastTransForm = self.imagView.transform
}
}
//保存上一次旋转结束的时候的旋转角度
var lastRotation:CGFloat = 0
override func viewDidLoad() {
super.viewDidLoad()
//1.创建旋转手势对象
let rotationG = UIRotationGestureRecognizer.init(target: self, action: "rotationActon:")
//2.添加手势
self.view.addGestureRecognizer(rotationG)
}
func rotationActon(rotationG: UIRotationGestureRecognizer) {
//3.核心属性:旋转角度
let rotation = rotationG.rotation
self.imagView.transform = CGAffineTransformMakeRotation(lastRotation + rotation)
if rotationG.state == .Ended {
lastRotation += rotation
}
print(rotation)
}
网友评论