如何使 UIImageView 可点击并使其执行某些操作? (迅速)

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【中文标题】如何使 UIImageView 可点击并使其执行某些操作? (迅速)【英文标题】:How to make a UIImageView tappable and cause it to do something? (Swift) 【发布时间】:2015-02-15 01:18:05 【问题描述】:

(我几天前才开始使用 Swift,对编程比较陌生,所以请多多包涵。)我正在尝试让随机块出现在屏幕上,用户必须点击它们才能使它们消失。我已经能够创建块,但我不知道如何真正使它们可点击。有人可以帮帮我吗?到目前为止,这是我的代码:

func createBlock()

    let imageName = "block.png"
    let image = UIImage(named: imageName)
    let imageView = UIImageView(image: image!)

    imageView.frame = CGRect(x: xPosition, y: -50, width: size, height: size)
    self.view.addSubview(imageView)



    UIView.animateWithDuration(duration, delay: delay, options: options, animations: 

        imageView.backgroundColor = UIColor.redColor()

        imageView.frame = CGRect(x: self.xPosition, y: 590, width: self.size, height: self.size)

        , completion:  animationFinished in


            imageView.removeFromSuperview()


    )




编辑:这是我正在尝试的新代码:

func createBlock()


    let imageName = "block.png"
    let image = UIImage(named: imageName)
    let imageView = UIImageView(image: image!)

    imageView.frame = CGRect(x: xPosition, y: -50, width: size, height: size)
    self.view.addSubview(imageView)

    imageView.userInteractionEnabled = true
    let tapRecognizer = UITapGestureRecognizer(target: self, action: Selector("imageTapped"))
    imageView.addGestureRecognizer(tapRecognizer)

    func imageTapped(gestureRecognizer: UITapGestureRecognizer) 
        let tappedImageView = gestureRecognizer.view!
        tappedImageView.removeFromSuperview()
        score += 10
    



    UIView.animateWithDuration(duration, delay: delay, options: options, animations: 

        imageView.backgroundColor = UIColor.redColor()
        imageView.frame = CGRect(x: self.xPosition, y: 590, width: self.size, height: self.size)

        , completion:  animationFinished in


            imageView.removeFromSuperview()


    )




【问题讨论】:

【参考方案1】:

创建视图后,您需要将其 userInteractionEnabled 属性设置为 true。然后你需要给它附加一个手势。

imageView.userInteractionEnabled = true
//now you need a tap gesture recognizer
//note that target and action point to what happens when the action is recognized.
let tapRecognizer = UITapGestureRecognizer(target: self, action: Selector("imageTapped:"))
//Add the recognizer to your view.
imageView.addGestureRecognizer(tapRecognizer)

现在您仍然需要该函数,在本例中为 imageTapped:,这是识别手势时发生动作的地方。识别的手势将作为参数发送,您可以从手势视图属性中找出点击了哪个 imageView。

func imageTapped(gestureRecognizer: UITapGestureRecognizer) 
    //tappedImageView will be the image view that was tapped.
    //dismiss it, animate it off screen, whatever.
    let tappedImageView = gestureRecognizer.view!

【讨论】:

@JeremyPope 这有点尴尬,但我还是想不通!所以我添加了你建议的代码,在函数“imageTapped”中我只是从超级视图中删除了“tappedimageview”。当我实际运行程序时,当我点击块时没有任何反应): 你能在函数中放置断点或打印以确保它被调用吗?您如何从超级视图中删除点击的图像? @JeremyPope 我发布了新代码,以便您可以看到我在函数中添加的内容。我认为它不起作用。当按下某些东西时,它应该将分数增加 10,我有一个 NSTimer,它运行一个每秒更新分数的函数,以便玩家可以看到分数。 两薄。 Target: self 指的是类(可能是你的 ViewController 类),所以它在类中寻找方法。看起来您在 createBlock 方法中有该方法。将它移到类本身之外。 此外,由于视图正在动画化,因此手势识别器正在寻找从哪里开始或结束的点击。解决方案将变得更加棘手。我很快就会更新我的答案,必须通过 Xcode 运行它来验证。【参考方案2】:

在 Swift 3.0 中:

        imvEditName.isUserInteractionEnabled = true
        let tapRecognizer = UITapGestureRecognizer(target: self, action: #selector(imageTapped))
        imvEditName.addGestureRecognizer(tapRecognizer)

以及目标方法:

func imageTapped(sender: UIImageView) 
    print("image tapped")

【讨论】:

而在 swift 4.x 中,imageTapped 函数需要在它之前声明@objc【参考方案3】:

我之前的回答对于向 UIImageView 添加点击识别器仍然是准确的,但是对于动画视图来说这还不够。如果您实际上是在创建游戏,您可能会想要研究 SpriteKit,因为它确实是为此量身定制的。然而,这可以通过普通的 UIKit 来完成。我已经测试了两种方法,它们都有效。

这两种方法在实际设备上的效果都比在模拟器上好得多

方法 1,更简单但精度稍差 在我的测试中慢了十分之一秒。

不是向 UIImageView 添加轻击手势,而是向超级视图添加手势。在数组属性中保留对块的引用,并检查是否有任何块被点击拦截。

class ViewController: UIViewController 
    let size = CGFloat(40)
    let xPosition = CGFloat(14)
    let options = UIViewAnimationOptions.Autoreverse
    var blocks = [UIImageView]()

    override func viewDidLoad() 
        super.viewDidLoad()
        // Adding recognizer to the whole view.
        let tapRecognizer = UITapGestureRecognizer(target: self, action: Selector("screenTapped:"))
        view.addGestureRecognizer(tapRecognizer)
        blocks.append(createBlock())
    

    //changed to return the created block so it can be stored in an array.
    func createBlock() -> UIImageView 
        let imageName = "block.png"
        let image = UIImage(named: imageName)
        let imageView = UIImageView(image: image!)
        imageView.frame = CGRect(x: xPosition, y: -40, width: size, height: size)
        self.view.addSubview(imageView)
        UIView.animateWithDuration(2, delay: 0.0, options: options, animations: 
            imageView.backgroundColor = UIColor.redColor()
            imageView.frame = CGRect(x: self.xPosition, y: 590, width: self.size, height: self.size)
            , completion:  animationFinished in
                imageView.removeFromSuperview()
                self.blocks.append(self.createBlock())
        )
        return imageView
    

    func screenTapped(gestureRecognizer: UITapGestureRecognizer) 
        let tapLocation = gestureRecognizer.locationInView(view)
        //This is to keep track of the blocks to remove from the array.
        //If you remove them as you iterate the array, and you have more than 
        //one block to remove, you may end up removing the wrong block
        //or with an index out of bounds.
        var removeBlocks = [Int]()
        for (index, block) in enumerate(blocks) 
            //this is the frame of the view as we see it on screen.
            //unfortunately block.frame is not where we see it making a recognizer
            //on the block itself not work.
            if block.layer.presentationLayer().frame.contains(tapLocation) 
                //Then this block was clicked.
                block.removeFromSuperview()
                removeBlocks.append(index)
            
        
        //get the indexes ro remove backwards so we are removing from
        //back to front.
        for index in removeBlocks.reverse() 
            blocks.removeAtIndex(index)
        
    


方法 2,最佳性能 SpriteKit 之外

在方法二中,您将 UIView 子类化,并将您的主视图设置为它而不是 UIView。您只需要覆盖一个方法。为了方便起见,我将块数组存储在视图中。

首先是 TouchView。

import UIKit

class TouchView: UIView 
    var blocks = [UIImageView]()
    override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) 
        // ignoring multiple touches for now
        if touches.count == 1 
            if let touch = touches.first as? UITouch 
                let touchLocation = touch.locationInView(self)
                //This is to keep track of the blocks to remove from the array.
                //If you remove them as you iterate the array, and you have more than
                //one block to remove, you may end up removing the wrong block
                //or with an index out of bounds.
                var removeBlocks = [Int]()
                for (index, block) in enumerate(blocks) 
                    //this is the frame of the view as we see it on screen.
                    //unfortunately block.frame is not where we see it making a recognizer
                    //on the block itself not work.
                    if block.layer.presentationLayer().frame.contains(touchLocation) 
                        //Then this block was clicked.
                        block.removeFromSuperview()
                        removeBlocks.append(index)
                    
                
                //get the indexes ro remove backwards so we are removing from
                //back to front.
                for index in removeBlocks.reverse() 
                    blocks.removeAtIndex(index)
                
            
        
    

现在 ViewController 看起来像:

import UIKit

class ViewController: UIViewController 
    let size = CGFloat(40)
    let xPosition = CGFloat(14)
    let options = UIViewAnimationOptions.Autoreverse
    var blocks = [UIImageView]()
    // computed get only property for conveniece of accessing block array
    var touchView:TouchView 
        get 
            return self.view as! TouchView
        
    

    override func viewDidLoad() 
        super.viewDidLoad()
        touchView.blocks.append(createBlock())
        // Do any additional setup after loading the view, typically from a nib.
    

    func createBlock() -> UIImageView 
        let imageName = "block.png"
        let image = UIImage(named: imageName)
        let imageView = UIImageView(image: image!)
        imageView.frame = CGRect(x: xPosition, y: -40, width: size, height: size)
        self.view.addSubview(imageView)
        UIView.animateWithDuration(2, delay: 0.0, options: options, animations: 
            imageView.backgroundColor = UIColor.redColor()
            imageView.frame = CGRect(x: self.xPosition, y: 590, width: self.size, height: self.size)
            , completion:  animationFinished in
                imageView.removeFromSuperview()
                self.touchView.blocks.append(self.createBlock())
        )
        return imageView
    

在我的测试中,这似乎工作得很好,即使是快速动画“块”。同样,如果您打算制作一个完整的游戏,您应该真正看看 SpriteKit。有一个非常简单的教程here 应该可以帮助您入门。如果您可以从我之前的答案中删除已接受的答案,这将有助于其他人不会走错路,除非他们只是想向非移动的 UIImageView 添加手势。

【讨论】:

【参考方案4】:

您可以尝试使用自定义 UIButton 并将默认按钮图像替换为您的而不是使用 UIImageView。因此,您不需要为每个 UIImageView 添加UITapGestureRecognizer。 @JeremyPope 的方法实际上比这种方法更有效。

处理UIButton 非常简单,它是UIControl 的子类,所以有hideenabled 之类的属性,您可以按照自己的方式操作它们。

您需要做的是以编程方式创建UIButton,就像您创建UIImageView 的方式一样。创建它们的方法类似于UIImageView,更多信息请阅读create UIButton programmaticly in Swift。

下图是自定义UIButton 的样子。

如果您需要更多信息,请离开 cmets。

【讨论】:

这似乎是一种严厉的做法。该按钮内部仍然有一个 UIImageView ,以及提问者当前实现不需要的许多其他东西。如果他要创造无数个,为什么要让这些物体比它们需要的更重? @JeremyPope 是的,你是对的。这是我解决这个问题的方法。你的方法肯定比我的更有效。【参考方案5】:

默认情况下,图像视图用户交互未启用,​​因此请务必通过将其设置为 true 来启用它。

let myImageView = UIImageView()
myImageView.isUserInteractionEnabled = true

【讨论】:

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