斯坦福大学公开课 iOS应用开发教程学习笔记(第五课)Protocols,手势识别



主要4部分组成:自动旋转、 Protocols、 手势识别、一个自定义UIView的Demo

1、自动旋转

- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)orientation
{
return UIInterfaceOrientationIsPortrait(orientation);    // only support portrait
return YES;      // support all orientations
return (orientation != UIInterfaceOrientationPortraitUpsideDown);       // anything but
}
//包括竖直、上下颠倒、左横向、右横向

当旋转的时候,view的bounds会改变,子view的frame, 子view的子view也会改变。
改变的规则是:struts和springs。
当view的bound改变时,drawRect不会默认调用


红色的I 就是struts,中间的红色箭头就是springs。
右边红白色的显示屏似的就是用动画告诉你view如何改变。
白色的是父view,红色的是你选中的view。
这个控制在iPhone上一般使用不到,因为屏幕太小了。
幸运的是,有UIView有这么个属性来控制

三种控制方式:
1、
@property (nonatomic) UIViewContentMode contentMode;  
UIViewContentMode{Left,Right,Top,Right,BottomLeft,BottomRight,TopLeft,TopRight}  
//把你的view的像素点移动到指定位置上

2、缩放的控制属性:
UIViewContentModeScale{ToFill,AspectFill,AspectFit} // bit stretching/shrinking 
分别是填充,内容填充,内容适应。 toFill是默认的模式,它会自动缩放像素点填满新的空间,可能会造成图形扭曲。
UIViewContentModeRedraw//重绘

3、
@property (nonatomic) CGRect contentStretch;  
指定某一个区域拉伸
初始化一个UIView.

初始化一个UIView
Typical Code
-(void) setip{...}
-(void) awakeFormNib{ [self setup];}
-(id) initWithFrame:(CGRect)aRect{
     self=[super initWithFrame:arect];
     [self setup];
     return self;
} 

2、协议procotol

@protocol Foo <Other, NSObject>        // implementors must implement Other and NSObject too
- (void)doSomething;              // implementors must implement this (methods are @required by default)
@optional
- (int)getSomething;              // implementors do not have to implement this
- (void)doSomethingOptionalWithArgument:(NSString *)argument;        // also optional
@required
- (NSArray *)getManySomethings:(int)howMany;        // back to being “must implement”
@property (nonatomic, strong) NSString *fooProp;    // note that you must specify strength
@end
协议没有对应@implementation,就是一个方法和@property的集合

可以定义在自己的头文件里,也可以定义在其他类的头文件中。
实现协议,并使用的语法:
#import “Foo.h”                                                   // importing the header file that declares the Foo @protocol
@interface MyClass : NSObject <Foo>             // MyClass is saying it implements the Foo @protocol
...
@end

1 必须实现所有的非可选的方法
2 可以声明变量
id <Foo> obj = [[MyClass alloc] init];//编译器喜欢这样的
id <Foo> obj = [NSArray array];//报错
3 可以把它们当参数传递
@property (nonatomic, weak) id <Foo> myFooProperty;  // properties too!  

协议的主要作用:
实现委托和数据源。//delegate datasource
委托几乎都是weak的,因为被设置为委托的对象通常都是委托对象的所有者或创建者。
比如controller通常把自己设置成view的委托或数据源,你不要它们相互的strong指针指向。
view只会weak指向回controller,反正view也干不了什么,如果controller不在了,view也没什么用了

scrollView例子
@protocol UIScrollViewDelegate
@optional
- (UIView *)viewForZoomingInScrollView:(UIScrollView *)sender;
- (void)scrollViewDidEndDragging:(UIScrollView *)sender willDecelerate:(BOOL)decelerate;
@end

@interface UIScrollView : UIView
@property (nonatomic, weak) id <UIScrollViewDelegate> delegate;
@end

@interface MyViewController : UIViewController <UIScrollViewDelegate>
@property (nonatomic, weak) IBOutlet UIScrollView *scrollView;
@end
@implementation MyViewController
- (void)setScrollView:(UIScrollView *)scrollView {
       _scrollView = scrollView;
       self.scrollView.delegate = self; // compiler won’t complain
}
- (UIView *)viewForZoomingInScrollView:(UIScrollView *)sender { return ... };
@end


3、手势识别 UIGestureRecognizer

如何获得触摸事件呢?

得到触摸时间的通知
相应预定义好的手势
UIGestureRecognizer类,它是个抽象类,需要实现。

使用手势识别有两步骤:

先创建一个手势,把它附到UIView上,然后当手势被识别时进行处理。
第一步由controller来完成
第二步由UIView自己完成
从controller添加一个手势到UIView:
- (void)setPannableView:(UIView *)pannableView
      {
          _pannableView = pannableView;
          UIPanGestureRecognizer *pangr =
              [[UIPanGestureRecognizer alloc]  initWithTarget:pannableView action:@selector(pan:)];
          [pannableView addGestureRecognizer:pangr];
}
手势会冲突,但系统会处理好潜在的冲突
target 是手势识别之后的处理者,这里就是view本身来处理。
但pan不是发送者,手势识别调用这个准备发送的消息,所以他不是发送者,手势识别才是

UIPangestureRecognizer的三个方法:

- (CGPoint)translationInView:(UIView *)aView;
- (CGPoint)velocityInView:(UIView *)aView;
- (void)setTranslation:(CGPoint)translation inView:(UIView *)aView;
第一个告诉移动的距离,从上个手势点到这个手势点的距离
第二个告诉移动的速度
第三个是重新设置,第一个方法的setter

手势识别的状态机 state

@property (readonly) UIGestureRecognizerState state;
状态从possible  ,手势识别的初始状态
如果手势比较短:recognized   
如果持续:Began - Changed变化中 ,最后Ended,手指抬起
还有Failed 和 Cancelled状态,取消或其他操作中断时会有这个情况。

pan:是什么样的呢:
- (void)pan:(UIPanGestureRecognizer *)recognizer
{
if ((recognizer.state == UIGestureRecognizerStateChanged) ||
(recognizer.state == UIGestureRecognizerStateEnded)) {
   CGPoint translation = [recognizer translationInView:self];
   // move something in myself (I’m a UIView) by translation.x and translation.y
   // for example, if I were a graph and my origin was set by an @property called origin
  self.origin = CGPointMake(self.origin.x+translation.x, self.origin.y+translation.y);
  [recognizer setTranslation:CGPointZero inView:self];
          }
}

其他实例的手势:

UIPinchGestureRecognizer //缩放
//scale/velocity

UIRotationGestureRecognizer //旋转手势,两个手指按下,然后旋转,是个弧度,不是角度。
//rotation/velocity

UISwipeGestureRecognizer    滑动手势, 一个或多个手指滑动,
//direction/numerOfTouchesRequired

UITapGestureRecognizer  //点击手势
//numofTapsRequired/numerOfTouchesRequired

4 演示Demo

整个Demo的下载地址:https://github.com/junxianhu/Happiness

Happiness

通过drawRect画出一个笑脸,在捕捉手势,放大缩小,以及向上,向下拖动,改变笑脸和哭脸


贴几个主要代码:
ViewController.m
//
//  ViewController.m
//  Happiness
//
//  Created by cipher on 15/10/7.
//  Copyright (c) 2015年 com.lab1411.cipher. All rights reserved.
//

#import "ViewController.h"
#import "FaceView.h"

//协议放这<FaceViewDataSource> 私有的
@interface ViewController () <FaceViewDataSource>
@property(nonatomic,weak) IBOutlet FaceView *faceView;
@end


@implementation ViewController

@synthesize happiness = _happiness;
@synthesize faceView = _faceView;

-(void)setHappiness:(int)happiness{
    _happiness=happiness;
    [self.faceView setNeedsDisplay];
}

-(void)setFaceView:(FaceView *)faceView{
    
    _faceView = faceView;
    //这里增加的target 一定是UIPinchGestureRecognizer,UIGestureRecognizer无法捕捉
    [self.faceView addGestureRecognizer:[[UIPinchGestureRecognizer alloc] initWithTarget:self.faceView action:@selector(pinch:)]];
    
    //控制笑脸
    [self.faceView addGestureRecognizer:[[UIPanGestureRecognizer alloc] initWithTarget:self action:@selector(handleHappinessGesture:)]];
    
    self.faceView.dataSource = self;
}

-(void)handleHappinessGesture:(UIPanGestureRecognizer *)gesture{
    if (gesture.state == UIGestureRecognizerStateChanged || gesture.state == UIGestureRecognizerStateEnded) {
        CGPoint translation = [gesture translationInView:self.faceView];
        self.happiness -= translation.y / 2;
        [gesture setTranslation:CGPointZero inView:self.faceView];
    }
}

-(float)smileForFaceView:(FaceView *)sender{
    
    return (self.happiness - 50) / 50.0;
}


-(BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation{
    return  YES;
}

@end


FaceView.h
//
//  FaceView.h
//  Happiness
//
//  Created by cipher on 15/10/7.
//  Copyright (c) 2015年 com.lab1411.cipher. All rights reserved.
//

#import <UIKit/UIKit.h>

@class FaceView;
@protocol FaceViewDataSource

//这里的FaceView变量未定义,在下面菜才定义,用class解决,前向引用
-(float)smileForFaceView:(FaceView *)sender;

@end



@interface FaceView : UIView

@property (nonatomic) CGFloat scale;

//让该方法成为public
-(void)pinch:(UIPinchGestureRecognizer *)gesture;

//协议
@property (nonatomic,weak) IBOutlet id<FaceViewDataSource> dataSource;

@end


FaceView.m
//
//  FaceView.m
//  Happiness
//
//  Created by cipher on 15/10/7.
//  Copyright (c) 2015年 com.lab1411.cipher. All rights reserved.
//

#import "FaceView.h"

#define DEFAULT_SCALE 0.90

#define EYE_H 0.35
#define EYE_Y 0.35
#define EYE_RADIUS 0.10

#define MOUTH_H 0.45
#define MOUTH_Y 0.40
#define MOUTH_SMILE 0.25

@implementation FaceView

@synthesize dataSource=_dataSource;
@synthesize scale=_scale;

-(CGFloat)scale{
    if (!_scale) {
        return DEFAULT_SCALE;
    }else{
        return _scale;
    }
}

-(void)setScale:(CGFloat)scale{
    if (scale != _scale) {
      _scale=scale;
     [self setNeedsDisplay];
    }
}

-(void)pinch:(UIPinchGestureRecognizer *)gesture{
    NSLog(@"dfsdf");
    if (gesture.state == UIGestureRecognizerStateChanged || gesture.state == UIGestureRecognizerStateEnded) {
        self.scale *= gesture.scale;
        gesture.scale = 1;
    }
}

-(void) setup{
    
    self.contentMode = UIViewContentModeRedraw;
}

-(void)awakeFromNib{
    [self setup];
}

-(id)initWithFrame:(CGRect)frame{
    self = [super initWithFrame:frame];
    if (self) {
        [self setup];
        
    }
    return self;
}

-(void)drawCircleAtPoint:(CGPoint)p withRadius:(CGFloat)radius inContext:(CGContextRef)context{
    
    UIGraphicsPushContext(context);
    CGContextBeginPath(context);
    CGContextAddArc(context,p.x,p.y, radius, 0, 2*M_PI, YES);
    
    CGContextStrokePath(context);
    UIGraphicsPopContext();
}


-(void) drawRect:(CGRect)rect{
    CGContextRef context = UIGraphicsGetCurrentContext();
    //draw face circle
    CGPoint midPoint;
    midPoint.x = self.bounds.origin.x + self.bounds.size.width/2;
    midPoint.y = self.bounds.origin.y + self.bounds.size.height/2;
    
    CGFloat size =self.bounds.size.width/2;
    if (self.bounds.size.height < self.bounds.size.width) {
        size = self.bounds.size.height/2;
    }
//    size *= DEFAULT_SCALE;
    NSLog(@"%f",self.scale);
    size *= self.scale;
    
    CGContextSetLineWidth(context, 5.0);
    [[UIColor blueColor] setStroke];
    
    [self drawCircleAtPoint:midPoint withRadius:size inContext:context];
   
    
    //draw eyes
    CGPoint eyePoint;
    eyePoint.x = midPoint.x - size * EYE_H;
    eyePoint.y = midPoint.y - size * EYE_Y;
    [self drawCircleAtPoint:eyePoint withRadius:size*EYE_RADIUS inContext:context];
    eyePoint.x += size * EYE_H * 2;
    [self drawCircleAtPoint:eyePoint withRadius:size*EYE_RADIUS inContext:context ];
    
    //no nose
    //draw mouth
    CGPoint mouthStart;
    mouthStart.x = midPoint.x - MOUTH_H * size;
    mouthStart.y = midPoint.y + MOUTH_Y * size;
    CGPoint mouthEnd = mouthStart;
    mouthEnd.x += MOUTH_H * size * 2;
    CGPoint mouthCP1 = mouthStart;
    mouthCP1.x += MOUTH_H * size * 2/3;
    CGPoint mouthCP2 = mouthEnd;
    mouthCP2.x -= MOUTH_H * size * 2/3;
    
//    float smile = 1;//this shoule be dlegated it's our view's data
    float smile = [self.dataSource smileForFaceView:self];
    if (smile < -1) {
        smile = -1;
    }
    if (smile > 1) {
        smile = 1;
    }
    
    CGFloat smileOffset = MOUTH_SMILE * size * smile;
    mouthCP1.y += smileOffset;
    mouthCP2.y += smileOffset;
    
    CGContextBeginPath(context);
    CGContextMoveToPoint(context, mouthStart.x, mouthStart.y);
    CGContextAddCurveToPoint(context, mouthCP1.x, mouthCP1.y, mouthCP2.x, mouthCP2.y, mouthEnd.x, mouthEnd.y);
    CGContextStrokePath(context);
    
}


@end
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