使用 Pan Gesture 将 UIView 拖到 UIBezierPath 上
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【中文标题】使用 Pan Gesture 将 UIView 拖到 UIBezierPath 上【英文标题】:Drag UIView over UIBezierPath with Pan Gesture 【发布时间】:2020-07-27 05:50:13 【问题描述】:我使用 UIBezierPath 创建了一个图表。它基本上是一段时间内的货币换算图。因此用户可以拖动手指来查看路径上的值。当用户拖动手指时,如何获取 BezierPath 的 Y 值来调整我的 UIView 框架。
我使用apply(info: UnsafeMutableRawPointer?, function: CGPathApplierFunction)
在 CGPath 上获得积分,但我认为它们不足以获得良好的结果
我需要什么
我使用 UIBezierPath 实现的目标
任何指针都会有帮助...谢谢
这是我目前尝试过的
class GraphView: UIView
@IBInspectable var startColor: UIColor = .red
@IBInspectable var endColor: UIColor = .green
var data: [CGFloat] = [2, 3 , 2.9 ,2.8,6,5,7,1,3,2,8,8.2,9,5,6,4, 10,5, 4,2,5,7,12 ,10,11,10.5,11, 13,10]
didSet
setNeedsDisplay()
func coordYFor(index: Int) -> CGFloat
return bounds.height - bounds.height * data[index] / (data.max() ?? 0)
override func draw(_ rect: CGRect)
let path = quadCurvedPath()
var bezierPoints = NSMutableArray()
path.cgPath.apply(info: &bezierPoints, function: info, element in
guard let resultingPoints = info?.assumingMemoryBound(to: NSMutableArray.self) else
return
let points = element.pointee.points
let type = element.pointee.type
switch type
case .moveToPoint:
resultingPoints.pointee.add([NSNumber(value: Float(points[0].x)), NSNumber(value: Float(points[0].y))])
case .addLineToPoint:
resultingPoints.pointee.add([NSNumber(value: Float(points[0].x)), NSNumber(value: Float(points[0].y))])
case .addQuadCurveToPoint:
resultingPoints.pointee.add([NSNumber(value: Float(points[0].x)), NSNumber(value: Float(points[0].y))])
resultingPoints.pointee.add([NSNumber(value: Float(points[1].x)), NSNumber(value: Float(points[1].y))])
case .addCurveToPoint:
resultingPoints.pointee.add([NSNumber(value: Float(points[0].x)), NSNumber(value: Float(points[0].y))])
resultingPoints.pointee.add([NSNumber(value: Float(points[1].x)), NSNumber(value: Float(points[1].y))])
resultingPoints.pointee.add([NSNumber(value: Float(points[2].x)), NSNumber(value: Float(points[2].y))])
case .closeSubpath:
break
@unknown default:
break
)
print(bezierPoints)
let shapeLayer = CAShapeLayer()
shapeLayer.strokeColor = #colorLiteral(red: 0.3669792414, green: 0.2084159851, blue: 0.6959738135, alpha: 1)
shapeLayer.lineWidth = 3
shapeLayer.lineDashPattern = [4,5]
shapeLayer.path = path.cgPath
shapeLayer.fillColor = UIColor.clear.cgColor
layer.addSublayer(shapeLayer)
guard let clippingPath = path.copy() as? UIBezierPath else
return
let height = rect.height
clippingPath.addLine(to: CGPoint(
x: bounds.width ,
y: height))
clippingPath.addLine(to: CGPoint(x: 0 , y: height))
clippingPath.close()
clippingPath.addClip()
let shape = CAShapeLayer()
shape.frame = bounds
shape.path = clippingPath.cgPath
shape.fillColor = UIColor.blue.cgColor
let gradient = CAGradientLayer()
gradient.frame = bounds
gradient.colors = [#colorLiteral(red: 0.9705377221, green: 0.9600282311, blue: 0.9863556027, alpha: 1).cgColor,
UIColor.white.cgColor]
// gradient.startPoint = CGPoint(x: 1, y: 0.5)
// gradient.endPoint = CGPoint(x: 1, y: 0.5)
gradient.locations = [0.5,1.0]
gradient.mask = shape
layer.addSublayer(gradient)
// 5 - Check clipping path - Temporary code
// UIColor.green.setFill()
// let rectPath = UIBezierPath(rect: rect)
// rectPath.fill()
//layer.lineDashPattern = [2,3]
// UIColor.blue.setStroke()
// path.lineWidth = 1
// path.stroke()
func quadCurvedPath() -> UIBezierPath
let path = UIBezierPath()
let step = bounds.width / CGFloat(data.count - 1)
var p1 = CGPoint(x: 0, y: coordYFor(index: 0))
path.move(to: p1)
drawPoint(point: p1, color: UIColor.red, radius: 3)
if (data.count == 2)
path.addLine(to: CGPoint(x: step, y: coordYFor(index: 1)))
return path
var oldControlP: CGPoint?
for i in 1..<data.count
let p2 = CGPoint(x: step * CGFloat(i), y: coordYFor(index: i))
drawPoint(point: p2, color: UIColor.red, radius: 3)
var p3: CGPoint?
if i < data.count - 1
p3 = CGPoint(x: step * CGFloat(i + 1), y: coordYFor(index: i + 1))
let newControlP = controlPointForPoints(p1: p1, p2: p2, next: p3)
path.addCurve(to: p2, controlPoint1: oldControlP ?? p1, controlPoint2: newControlP ?? p2)
p1 = p2
oldControlP = antipodalFor(point: newControlP, center: p2)
return path;
/// located on the opposite side from the center point
func antipodalFor(point: CGPoint?, center: CGPoint?) -> CGPoint?
guard let p1 = point, let center = center else
return nil
let newX = 2 * center.x - p1.x
let diffY = abs(p1.y - center.y)
let newY = center.y + diffY * (p1.y < center.y ? 1 : -1)
return CGPoint(x: newX, y: newY)
/// halfway of two points
func midPointForPoints(p1: CGPoint, p2: CGPoint) -> CGPoint
return CGPoint(x: (p1.x + p2.x) / 2, y: (p1.y + p2.y) / 2);
/// Find controlPoint2 for addCurve
/// - Parameters:
/// - p1: first point of curve
/// - p2: second point of curve whose control point we are looking for
/// - next: predicted next point which will use antipodal control point for finded
func controlPointForPoints(p1: CGPoint, p2: CGPoint, next p3: CGPoint?) -> CGPoint?
guard let p3 = p3 else
return nil
let leftMidPoint = midPointForPoints(p1: p1, p2: p2)
let rightMidPoint = midPointForPoints(p1: p2, p2: p3)
var controlPoint = midPointForPoints(p1: leftMidPoint, p2: antipodalFor(point: rightMidPoint, center: p2)!)
if p1.y.between(a: p2.y, b: controlPoint.y)
controlPoint.y = p1.y
else if p2.y.between(a: p1.y, b: controlPoint.y)
controlPoint.y = p2.y
let imaginContol = antipodalFor(point: controlPoint, center: p2)!
if p2.y.between(a: p3.y, b: imaginContol.y)
controlPoint.y = p2.y
if p3.y.between(a: p2.y, b: imaginContol.y)
let diffY = abs(p2.y - p3.y)
controlPoint.y = p2.y + diffY * (p3.y < p2.y ? 1 : -1)
// make lines easier
controlPoint.x += (p2.x - p1.x) * 0.4
return controlPoint
func drawPoint(point: CGPoint, color: UIColor, radius: CGFloat)
let ovalPath = UIBezierPath(ovalIn: CGRect(x: point.x - radius, y: point.y - radius, width: radius * 2, height: radius * 2))
color.setFill()
ovalPath.fill()
extension CGFloat
func between(a: CGFloat, b: CGFloat) -> Bool
return self >= Swift.min(a, b) && self <= Swift.max(a, b)
【问题讨论】:
【参考方案1】:我是如何解决它的.. 我写信是为了帮助其他试图实现相同目标的人....结果
【讨论】:
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