2011年冬斯坦福大学公开课 iOS应用开发教程学习笔记(第五课)

第五课内容: 自动旋转、 Protocols、 手势识别、一个自定义UIView的Demo

1、自动旋转

当设备旋转时,你的controller会做什么呢?你可以控制界面是否和设备一起一起旋转。
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)orientation
{
return UIInterfaceOrientationIsPortrait(orientation); // only support portrait 
return YES; // support all orientations
return (orientation != UIInterfaceOrientationPortraitUpsideDown); // anything but
}
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}
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。
3、
@property (nonatomic) CGRect contentStretch;
指定某一个区域拉伸
初始化一个UIView.

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

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
...
@en
id <Foo> obj = [[MyClass alloc] init];
@property (nonatomic, weak) id <Foo> myFooProperty; // properties too!
协议的主要作用:
实现委托和数据源。
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。
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

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];
}
target 是手势识别之后的处理者,这里就是view本身。

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
第二个告诉移动的速度
第三个是重新设置

手势识别的状态机

@property (readonly) UIGestureRecognizerState state;
状态从possible 如果手势比较短:recognized 如果持续:Began - Changed ,最后Ended
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
UIRotationGestureRecognizer 旋转手势,两个手指按下,然后旋转,是个弧度,不是角度。
UISwipeGestureRecognizer 滑动手势, 一个或多个手指滑动,
UITapGestureRecognizer 点击手势

4、一个幸福笑脸的Demo:

内容介绍:

Model是: int happiness
View是:自定义的view叫做FaceView
Controller是:HappinessViewController
观察内容有:
drawRect 包括绘制子程序, pop push context(环境)
Faceview委托的数据如何属于Controller的协议。
Controller处理手势,或者view处理手势
通过手势来改变幸福度。

用整数表示幸福度, 0表示悲伤, 100表示非常幸福。

有两个手势,一个被view处理,因为它只修改显示,另外一个被controller处理,它要修改model,修改幸福度。

主要源码:
happinessViewController.h
#import <UIKit/UIKit.h>

@interface HappinessViewController : UIViewController

@property (nonatomic) int happiness;  // 0 is sad; 100 is very happy

@end
happinessViewController.m
#import "HappinessViewController.h"
#import "FaceView.h"

@interface HappinessViewController() <FaceViewDataSource>
@property (nonatomic, weak) IBOutlet FaceView *faceView;
@end

@implementation HappinessViewController

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

- (void)setHappiness:(int)happiness
{
    _happiness = happiness;
    [self.faceView setNeedsDisplay]; // any time our Model changes, redraw our View
}

- (void)setFaceView:(FaceView *)faceView
{
    _faceView = faceView;
    // enable pinch gestures in the FaceView using its pinch: handler
    [self.faceView addGestureRecognizer:[[UIPinchGestureRecognizer alloc] initWithTarget:self.faceView action:@selector(pinch:)]];
    [self.faceView addGestureRecognizer:[[UIPanGestureRecognizer alloc] initWithTarget:self action:@selector(handleHappinessGesture:)]];  // gesture to modify our Model
    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; // translate Model for View
}

- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation
{
    return YES; // support all orientations
}

@end

FaceView.h
#import <UIKit/UIKit.h>

@class FaceView;  // forward declaration for use in @protocol

@protocol FaceViewDataSource
- (float)smileForFaceView:(FaceView *)sender;
@end

@interface FaceView : UIView

@property (nonatomic) CGFloat scale;

- (void)pinch:(UIPinchGestureRecognizer *)gesture;  // resizes the face

// set this property to whatever object will provide this View's data
// usually a Controller using a FaceView in its View
@property (nonatomic, weak) IBOutlet id <FaceViewDataSource> dataSource;

@end
FaceView.m
#import "FaceView.h"

@implementation FaceView

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

#define DEFAULT_SCALE 0.90

- (CGFloat)scale
{
    if (!_scale) {
        return DEFAULT_SCALE; // don't allow zero scale
    } else {
        return _scale;
    }
}

- (void)setScale:(CGFloat)scale
{
    if (scale != _scale) {
        _scale = scale;
        [self setNeedsDisplay]; // any time our scale changes, call for redraw
    }
}

- (void)pinch:(UIPinchGestureRecognizer *)gesture
{
    if ((gesture.state == UIGestureRecognizerStateChanged) ||
        (gesture.state == UIGestureRecognizerStateEnded)) {
        self.scale *= gesture.scale; // adjust our scale
        gesture.scale = 1;           // reset gestures scale to 1 (so future changes are incremental, not cumulative)
    }
}

- (void)setup
{
    self.contentMode = UIViewContentModeRedraw; // if our bounds changes, redraw ourselves
}

- (void)awakeFromNib
{
    [self setup]; // get initialized when we come out of a storyboard
}

- (id)initWithFrame:(CGRect)frame
{
    self = [super initWithFrame:frame];
    if (self) {
        [self setup]; // get initialized if someone uses alloc/initWithFrame: to create us
    }
    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); // 360 degree (0 to 2pi) arc
    CGContextStrokePath(context);
    UIGraphicsPopContext();
}

- (void)drawRect:(CGRect)rect
{
    CGContextRef context = UIGraphicsGetCurrentContext();
    
    CGPoint midPoint; // center of our bounds in our coordinate system
    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 *= self.scale; // scale is percentage of full view size
    
    CGContextSetLineWidth(context, 5.0);
    [[UIColor blueColor] setStroke];
    
    [self drawCircleAtPoint:midPoint withRadius:size inContext:context]; // head
    
#define EYE_H 0.35
#define EYE_V 0.35
#define EYE_RADIUS 0.10
    
    CGPoint eyePoint;
    eyePoint.x = midPoint.x - size * EYE_H;
    eyePoint.y = midPoint.y - size * EYE_V;
    
    [self drawCircleAtPoint:eyePoint withRadius:size * EYE_RADIUS inContext:context]; // left eye
    eyePoint.x += size * EYE_H * 2;
    [self drawCircleAtPoint:eyePoint withRadius:size * EYE_RADIUS inContext:context]; // right eye

#define MOUTH_H 0.45
#define MOUTH_V 0.40
#define MOUTH_SMILE 0.25
    
    CGPoint mouthStart;
    mouthStart.x = midPoint.x - MOUTH_H * size;
    mouthStart.y = midPoint.y + MOUTH_V * 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 = [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, mouthCP2.y, mouthCP2.x, mouthCP2.y, mouthEnd.x, mouthEnd.y); // bezier curve
    CGContextStrokePath(context);
}

@end

容芳志 (http://blog.csdn.net/totogo2010)

本文遵循“署名-非商业用途-保持一致”创作公用协议



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