【发布时间】:2016-11-30 10:16:46
【问题描述】:
当我沿着圆形轨迹拖动 iPhone 或 iPad 上每个允许的设备方向时,我想要一个球来跟踪我的手指。旋转设备时,视图似乎正确居中,但球不会停留在圆周上,并且当我拖动它时似乎会移动到任何地方。
编辑
Martin R's answer 现在根据需要显示此内容。我唯一的额外代码更改是删除了不必要的声明 var shapeLayer = CAShapeLayer()
this example 中的数学非常有意义,直到我尝试将球和轨迹都约束到视图的中心并在运行时添加球的中心坐标作为偏移量。我关注了these recommendations on how to constrain a view。
有三件事我不明白。
首先,从两个变量trackRadius 和角度theta 计算圆的周长并使用sin 和cos 的theta 找到x 和y 坐标不会将球放在正确的位置。
其次,使用atan求视图中心与触摸点的夹角theta,使用trackRadius和theta求x和y坐标不会放置或移动球沿圆周移动到一个新的地方。
第三,每当我拖动球时,调试区域中的消息会显示Xcode is Unable to simultaneously satisfy constraints,尽管在拖动之前没有报告任何约束问题。
这里可能存在不止一个问题。我的大脑开始受伤,如果有人能指出我做错了什么,我将不胜感激。
这是我的代码。
import UIKit
class ViewController: UIViewController {
override var supportedInterfaceOrientations: UIInterfaceOrientationMask { return .all }
var shapeLayer = CAShapeLayer()
let track = ShapeView()
var ball = ShapeView()
var theta = CGFloat()
private let trackRadius: CGFloat = 125
private let ballRadius: CGFloat = 10
override func viewDidLoad() {
super.viewDidLoad()
createTrack()
createBall()
}
private func createTrack() {
track.translatesAutoresizingMaskIntoConstraints = false
track.shapeLayer.path = UIBezierPath(ovalIn: CGRect(x: -trackRadius, y: -trackRadius, width: 2 * trackRadius, height: 2 * trackRadius)).cgPath
track.shapeLayer.fillColor = UIColor.clear.cgColor
track.shapeLayer.strokeColor = UIColor.red.cgColor
view.addSubview(track)
track.centerXAnchor.constraint(equalTo: view.centerXAnchor).isActive = true
track.centerYAnchor.constraint(equalTo: view.centerYAnchor).isActive = true
}
private func createBall() {
let offset = placeBallOnCircumference()
drawBall()
constrainBall(offset: offset)
let touch = UIPanGestureRecognizer(target: self, action:#selector(dragBall(recognizer:)))
view.addGestureRecognizer(touch)
}
private func placeBallOnCircumference() -> CGPoint {
let theta: Double = 0 // at 0 radians
let x = CGFloat(cos(theta)) * trackRadius // find x and y coords on
let y = CGFloat(sin(theta)) * trackRadius // circle circumference
return CGPoint(x: x, y: y)
}
func dragBall(recognizer: UIPanGestureRecognizer) {
var offset = CGPoint()
let finger : CGPoint = recognizer.location(in: self.view)
theta = CGFloat(atan2(Double(finger.x), Double(finger.y))) // get angle from finger tip to centre
offset.x = CGFloat(cos(theta)) * trackRadius // use angle and radius to get x and
offset.y = CGFloat(sin(theta)) * trackRadius // y coords on circle circumference
drawBall()
constrainBall(offset: offset)
}
private func drawBall() {
ball.shapeLayer.path = UIBezierPath(ovalIn: CGRect(x: 0, y: 0, width: 2 * ballRadius, height: 2 * ballRadius)).cgPath
ball.shapeLayer.fillColor = UIColor.cyan.cgColor
ball.shapeLayer.strokeColor = UIColor.black.cgColor
view.addSubview(ball)
}
private func constrainBall(offset: CGPoint) {
ball.translatesAutoresizingMaskIntoConstraints = false
NSLayoutConstraint.activate([
ball.centerXAnchor.constraint(equalTo: view.centerXAnchor, constant: offset.x),
ball.centerYAnchor.constraint(equalTo: view.centerYAnchor, constant: offset.y),
ball.widthAnchor.constraint(equalToConstant: trackRadius),
ball.heightAnchor.constraint(equalToConstant: trackRadius)
])
}
}
【问题讨论】:
标签: ios swift uiview autolayout uipangesturerecognizer