(
GitHub上的示例代码)
这并不是那么困难,只涉及很多三角函数.
现在,我现在要描述的不是动画,因为你要求它跟踪手指在标题中的位置.动画将涉及其自己的计时功能,但由于您正在使用触摸手势,我们可以使用此事件具有的固有时序,并相应地旋转视图. (TL; DR:用户保持移动的时间,而不是隐式计时器).
跟踪手指
首先,让我们定义一个跟踪角度的方便类,我将其称为DialView.它实际上只是UIView的子类,具有以下属性:
DialView.h
@interface DialView : UIView
@property (nonatomic,assign) CGFloat angle;
@end
DialView.m
- (void)setAngle:(CGFloat)angle
{
_angle = angle;
self.transform = CGAffineTransformMakeRotation(angle);
}
UIButtons可以包含在这个视图中(我不确定你是否希望按钮负责旋转?我将使用UIPanGestureRecognizer,因为它是最方便的方式).
让我们构建一个视图控制器,它将在我们的DialView中处理一个平移手势,让我们也保持对DialView的引用.
MyViewController.h
@class DialView;
@interface ViewController : UIViewController
// The previously defined dial view
@property (nonatomic,weak) IBOutlet DialView *dial;
// UIPanGesture selector method
- (IBAction)didReceiveSpinPanGesture:(UIPanGestureRecognizer*)gesture;
@end
这取决于你如何连接平移手势,个人而言,我在nib文件上做了它.现在,这个功能的主体:
MyViewController.m
- (IBAction)didReceiveSpinPanGesture:(UIPanGestureRecognizer*)gesture
{
// This struct encapsulates the state of the gesture
struct state
{
CGPoint touch; // Current touch position
CGFloat angle; // Angle of the view
CGFloat touchAngle; // Angle between the finger and the view
CGPoint center; // Center of the view
};
// Static variable to record the beginning state
// (alternatively,use a @property or an _ivar)
static struct state begin;
CGPoint touch = [gesture locationInView:nil];
if (gesture.state == UIGestureRecognizerStateBegan)
{
begin.touch = touch;
begin.angle = self.dial.angle;
begin.center = self.dial.center;
begin.touchAngle = CGPointAngle(begin.touch,begin.center);
}
else if (gesture.state == UIGestureRecognizerStateChanged)
{
struct state now;
now.touch = touch;
now.center = begin.center;
// Get the current angle between the finger and the center
now.touchAngle = CGPointAngle(now.touch,now.center);
// The angle of the view shall be the original angle of the view
// plus or minus the difference between the two touch angles
now.angle = begin.angle - (begin.touchAngle - now.touchAngle);
self.dial.angle = now.angle;
}
else if (gesture.state == UIGestureRecognizerStateEnded)
{
// (To be Continued ...)
}
}
CGPointAngle是我发明的一种方法,它只是atan2的一个很好的包装器(如果你现在调用它我会抛出CGPointDistance!):
CGFloat CGPointAngle(CGPoint a,CGPoint b)
{
return atan2(a.y - b.y,a.x - b.x);
}
CGFloat CGPointDistance(CGPoint a,CGPoint b)
{
return sqrt(pow((a.x - b.x),2) + pow((a.y - b.y),2));
}
关键在于,有两个角度可以跟踪:
>视图本身的角度
>手指与视图中心之间形成的角度.
在这种情况下,我们希望视图的角度为originalAngle deltaFinger,这就是上面的代码所做的,我只是在结构中封装了所有的状态.
检查半径
如果要跟踪“视图边框”,则应使用CGPointDistance方法并检查begin.center和now.finger之间的距离是否为特定值.
这是你的功课!
回击
好的,现在,这部分是一个实际的动画,因为用户不再控制它.
可以通过设置一组角度来实现捕捉,当手指释放手指时(手势结束),快速回到它们,如下所示:
else if (gesture.state == UIGestureRecognizerStateEnded)
{
// Number of "buttons"
NSInteger buttons = 8;
// Angle between buttons
CGFloat angleDistance = M_PI*2 / buttons;
// Get the closest angle
CGFloat closest = round(self.dial.angle / angleDistance) * angleDistance;
[UIView animateWithDuration:0.15 animations:^{
self.dial.angle = closest;
}];
}
按钮变量,只是视图中按钮数量的替身.该方程实际上非常简单,它只是滥用舍入函数来逼近闭合角度.