Ios 为什么在以下场景中,贝塞尔路径内的hitTest/tap检测会产生不准确的结果?
我需要在我的UI的一个非常特定的区域内检测敲击声-一个角度的钢琴键,这里用蓝色突出显示,但我目前设置的方式,检测不准确: 因为这不是一个简单的矩形,我不能只使用一个普通的按钮。相反,我决定使用Ios 为什么在以下场景中,贝塞尔路径内的hitTest/tap检测会产生不准确的结果?,ios,swift,xcode,uibezierpath,paintcode,Ios,Swift,Xcode,Uibezierpath,Paintcode,我需要在我的UI的一个非常特定的区域内检测敲击声-一个角度的钢琴键,这里用蓝色突出显示,但我目前设置的方式,检测不准确: 因为这不是一个简单的矩形,我不能只使用一个普通的按钮。相反,我决定使用PaintCode插件直接从草图创建贝塞尔路径 在你说这个问题是重复的之前:是的,我知道,事实上我非常依赖Abhimanyu Rathore和Diogo Souza的答案来实现基本功能 草图图像由三部分组成,blackKeyTop、blackKeySide和blackKeyBottom,这就是为什么Pai
PaintCode
插件
直接从草图
创建贝塞尔路径
在你说这个问题是重复的之前:是的,我知道,事实上我非常依赖Abhimanyu Rathore和Diogo Souza的答案来实现基本功能
草图图像由三部分组成,blackKeyTop
、blackKeySide
和blackKeyBottom
,这就是为什么PaintCode似乎创建了三个单独的bezier路径:
//
// StyleKit.swift
//
// Created on May 2, 2019.
//
// Generated by PaintCode Plugin for Sketch
// http://www.paintcodeapp.com/sketch
//
import UIKit
var currentBezierPath = UIBezierPath()
class StyleKit: NSObject {
//MARK: - Canvas Drawings
/// Page 1
class func drawA5(frame targetFrame: CGRect = CGRect(x: 0, y: 0, width: 200, height: 516), resizing: ResizingBehavior = .aspectFit) {
/// General Declarations
let context = UIGraphicsGetCurrentContext()!
let baseTransform = context.userSpaceToDeviceSpaceTransform.inverted()
/// Resize to Target Frame
context.saveGState()
let resizedFrame = resizing.apply(rect: CGRect(x: 0, y: 0, width: 200, height: 516), target: targetFrame)
context.translateBy(x: resizedFrame.minX, y: resizedFrame.minY)
context.scaleBy(x: resizedFrame.width / 200, y: resizedFrame.height / 516)
/// A#5 highlight
do {
context.saveGState()
context.translateBy(x: 96.5, y: 260)
context.scaleBy(x: -1, y: 1)
context.translateBy(x: -87.5, y: -250)
/// black key bottom
let blackKeyBottom = UIBezierPath()
blackKeyBottom.move(to: CGPoint(x: 66.43, y: 85.19))
blackKeyBottom.addCurve(to: CGPoint(x: 72.75, y: 85.19), controlPoint1: CGPoint(x: 70.35, y: 85.49), controlPoint2: CGPoint(x: 72.46, y: 85.49))
blackKeyBottom.addCurve(to: CGPoint(x: 72.04, y: 81.34), controlPoint1: CGPoint(x: 73.04, y: 84.89), controlPoint2: CGPoint(x: 72.8, y: 83.61))
blackKeyBottom.addLine(to: CGPoint(x: 58.18, y: 21.72))
blackKeyBottom.addCurve(to: CGPoint(x: 49.42, y: 7.99), controlPoint1: CGPoint(x: 54.67, y: 14.84), controlPoint2: CGPoint(x: 51.75, y: 10.26))
blackKeyBottom.addCurve(to: CGPoint(x: 28.57, y: 0), controlPoint1: CGPoint(x: 43.73, y: 2.43), controlPoint2: CGPoint(x: 36.47, y: 0))
blackKeyBottom.addCurve(to: CGPoint(x: 7.87, y: 8.55), controlPoint1: CGPoint(x: 20.59, y: 0), controlPoint2: CGPoint(x: 13.33, y: 3))
blackKeyBottom.addCurve(to: CGPoint(x: 0, y: 21.2), controlPoint1: CGPoint(x: 5.71, y: 10.76), controlPoint2: CGPoint(x: 3.08, y: 14.97))
blackKeyBottom.addLine(to: CGPoint(x: 1.33, y: 81.34))
blackKeyBottom.addLine(to: CGPoint(x: 1.33, y: 85.66))
blackKeyBottom.addLine(to: CGPoint(x: 4.33, y: 85.66))
blackKeyBottom.addLine(to: CGPoint(x: 66.43, y: 85.19))
blackKeyBottom.close()
context.saveGState()
context.translateBy(x: 2.09, y: 411.53)
// Warning: Blur effects are not supported.
blackKeyBottom.usesEvenOddFillRule = true
context.saveGState()
context.beginPath()
context.addPath(blackKeyBottom.cgPath)
context.addRect(blackKeyBottom.bounds.insetBy(dx: -74, dy: -74))
context.clip(using: .evenOdd)
context.translateBy(x: -147.87, y: 0)
do {
let baseZero = context.convertToDeviceSpace(CGPoint.zero).applying(baseTransform)
let baseOne = context.convertToDeviceSpace(CGPoint(x: 1, y: 1)).applying(baseTransform)
let baseOffset = context.convertToDeviceSpace(CGPoint(x: 147.87, y: 0)).applying(baseTransform)
let shadowOffset = CGSize(width: baseOffset.x - baseZero.x, height: baseOffset.y - baseZero.y)
let shadowBlur: CGFloat = 74 * min(baseOne.x - baseZero.x, baseOne.y - baseZero.y)
context.setShadow(offset: shadowOffset, blur: shadowBlur, color: UIColor(hue: 0.616, saturation: 1, brightness: 1, alpha: 0.5).cgColor)
}
UIColor.black.setFill()
blackKeyBottom.fill()
context.restoreGState()
blackKeyBottom.usesEvenOddFillRule = true
UIColor(white: 0.847, alpha: 1).setFill()
blackKeyBottom.fill()
UIColor(hue: 0.622, saturation: 0.975, brightness: 0.831, alpha: 1).setFill()
blackKeyBottom.fill()
context.restoreGState()
currentBezierPath.append(blackKeyBottom)
/// black key side
let blackKeySide = UIBezierPath()
blackKeySide.move(to: CGPoint(x: 14.38, y: 498.36))
blackKeySide.addLine(to: CGPoint(x: 15.36, y: 495.31))
blackKeySide.addLine(to: CGPoint(x: 28.85, y: 422.78))
blackKeySide.addLine(to: CGPoint(x: 111.37, y: 33.73))
blackKeySide.addLine(to: CGPoint(x: 89.45, y: 0))
blackKeySide.addLine(to: CGPoint(x: 11.65, y: 358.27))
blackKeySide.addLine(to: CGPoint(x: 0.91, y: 408.5))
blackKeySide.addLine(to: CGPoint(x: 0, y: 415.52))
blackKeySide.addLine(to: CGPoint(x: 0.54, y: 422.78))
blackKeySide.addLine(to: CGPoint(x: 5.44, y: 457.06))
blackKeySide.addLine(to: CGPoint(x: 11.65, y: 492.02))
blackKeySide.addLine(to: CGPoint(x: 14.38, y: 498.36))
blackKeySide.close()
context.saveGState()
context.translateBy(x: 63.02, y: 1.09)
// Warning: Blur effects are not supported.
blackKeySide.usesEvenOddFillRule = true
context.saveGState()
context.beginPath()
context.addPath(blackKeySide.cgPath)
context.addRect(blackKeySide.bounds.insetBy(dx: -74, dy: -74))
context.clip(using: .evenOdd)
context.translateBy(x: -186.37, y: 0)
do {
let baseZero = context.convertToDeviceSpace(CGPoint.zero).applying(baseTransform)
let baseOne = context.convertToDeviceSpace(CGPoint(x: 1, y: 1)).applying(baseTransform)
let baseOffset = context.convertToDeviceSpace(CGPoint(x: 186.37, y: 0)).applying(baseTransform)
let shadowOffset = CGSize(width: baseOffset.x - baseZero.x, height: baseOffset.y - baseZero.y)
let shadowBlur: CGFloat = 74 * min(baseOne.x - baseZero.x, baseOne.y - baseZero.y)
context.setShadow(offset: shadowOffset, blur: shadowBlur, color: UIColor(hue: 0.616, saturation: 1, brightness: 1, alpha: 0.5).cgColor)
}
UIColor.black.setFill()
blackKeySide.fill()
context.restoreGState()
blackKeySide.usesEvenOddFillRule = true
UIColor(hue: 0.622, saturation: 1, brightness: 0.745, alpha: 0.77).setFill()
blackKeySide.fill()
context.restoreGState()
currentBezierPath.append(blackKeySide)
/// black key top
let blackKeyTop = UIBezierPath()
blackKeyTop.move(to: CGPoint(x: 8.55, y: 376.64))
blackKeyTop.addLine(to: CGPoint(x: 1.08, y: 409.47))
blackKeyTop.addLine(to: CGPoint(x: 0, y: 425.43))
blackKeyTop.addLine(to: CGPoint(x: 0.6, y: 437.48))
blackKeyTop.addCurve(to: CGPoint(x: 6.37, y: 421.98), controlPoint1: CGPoint(x: 1.3, y: 431.07), controlPoint2: CGPoint(x: 3.22, y: 425.91))
blackKeyTop.addCurve(to: CGPoint(x: 13.55, y: 415.73), controlPoint1: CGPoint(x: 7.95, y: 420.01), controlPoint2: CGPoint(x: 10.34, y: 417.93))
blackKeyTop.addCurve(to: CGPoint(x: 18.28, y: 412.98), controlPoint1: CGPoint(x: 15.71, y: 414.18), controlPoint2: CGPoint(x: 17.29, y: 413.26))
blackKeyTop.addCurve(to: CGPoint(x: 23.32, y: 411.58), controlPoint1: CGPoint(x: 19.27, y: 412.7), controlPoint2: CGPoint(x: 20.96, y: 412.23))
blackKeyTop.addLine(to: CGPoint(x: 30.23, y: 410.75))
blackKeyTop.addLine(to: CGPoint(x: 37.04, y: 411.58))
blackKeyTop.addLine(to: CGPoint(x: 44.39, y: 414.18))
blackKeyTop.addLine(to: CGPoint(x: 52.05, y: 419.89))
blackKeyTop.addLine(to: CGPoint(x: 57.52, y: 428.52))
blackKeyTop.addLine(to: CGPoint(x: 65.5, y: 451.2))
blackKeyTop.addLine(to: CGPoint(x: 62.73, y: 420.81))
blackKeyTop.addLine(to: CGPoint(x: 63.2, y: 408.02))
blackKeyTop.addLine(to: CGPoint(x: 65.7, y: 396.36))
blackKeyTop.addLine(to: CGPoint(x: 151.29, y: 3.88))
blackKeyTop.addCurve(to: CGPoint(x: 151.73, y: 0.61), controlPoint1: CGPoint(x: 151.69, y: 1.96), controlPoint2: CGPoint(x: 151.84, y: 0.87))
blackKeyTop.addCurve(to: CGPoint(x: 149.11, y: 0), controlPoint1: CGPoint(x: 151.62, y: 0.35), controlPoint2: CGPoint(x: 150.75, y: 0.14))
blackKeyTop.addLine(to: CGPoint(x: 101.04, y: 0))
blackKeyTop.addCurve(to: CGPoint(x: 98.87, y: 2.39), controlPoint1: CGPoint(x: 100.09, y: 0.38), controlPoint2: CGPoint(x: 99.37, y: 1.18))
blackKeyTop.addCurve(to: CGPoint(x: 96.96, y: 9.3), controlPoint1: CGPoint(x: 98.38, y: 3.6), controlPoint2: CGPoint(x: 97.74, y: 5.9))
blackKeyTop.addLine(to: CGPoint(x: 8.55, y: 376.64))
blackKeyTop.close()
context.saveGState()
context.translateBy(x: 0.96, y: 0.84)
// Warning: Blur effects are not supported.
blackKeyTop.usesEvenOddFillRule = true
context.saveGState()
context.beginPath()
context.addPath(blackKeyTop.cgPath)
context.addRect(blackKeyTop.bounds.insetBy(dx: -55, dy: -55))
context.clip(using: .evenOdd)
context.translateBy(x: -247.76, y: 0)
do {
let baseZero = context.convertToDeviceSpace(CGPoint.zero).applying(baseTransform)
let baseOne = context.convertToDeviceSpace(CGPoint(x: 1, y: 1)).applying(baseTransform)
let baseOffset = context.convertToDeviceSpace(CGPoint(x: 247.76, y: 0)).applying(baseTransform)
let shadowOffset = CGSize(width: baseOffset.x - baseZero.x, height: baseOffset.y - baseZero.y)
let shadowBlur: CGFloat = 15 * min(baseOne.x - baseZero.x, baseOne.y - baseZero.y)
context.setShadow(offset: shadowOffset, blur: shadowBlur, color: UIColor(hue: 0.622, saturation: 1, brightness: 0.714, alpha: 0.5).cgColor)
}
context.beginTransparencyLayer(auxiliaryInfo: nil)
do {
UIColor.black.setFill()
blackKeyTop.fill()
context.saveGState()
blackKeyTop.lineWidth = 8
UIColor.black.setStroke()
blackKeyTop.stroke()
context.restoreGState()
}
context.endTransparencyLayer()
context.restoreGState()
blackKeyTop.usesEvenOddFillRule = true
UIColor(white: 1, alpha: 0.8).setFill()
blackKeyTop.fill()
UIColor(hue: 0.616, saturation: 1, brightness: 1, alpha: 0.72).setFill()
blackKeyTop.fill()
context.restoreGState()
currentBezierPath.append(blackKeyTop)
context.restoreGState()
}
context.restoreGState()
}
//MARK: - Canvas Images
/// Page 1
class func imageOfA5() -> UIImage {
struct LocalCache {
static var image: UIImage!
}
if LocalCache.image != nil {
return LocalCache.image
}
var image: UIImage
UIGraphicsBeginImageContextWithOptions(CGSize(width: 200, height: 516), false, 0)
StyleKit.drawA5()
image = UIGraphicsGetImageFromCurrentImageContext()!
UIGraphicsEndImageContext()
LocalCache.image = image
return image
}
//MARK: - Resizing Behavior
enum ResizingBehavior {
case aspectFit /// The content is proportionally resized to fit into the target rectangle.
case aspectFill /// The content is proportionally resized to completely fill the target rectangle.
case stretch /// The content is stretched to match the entire target rectangle.
case center /// The content is centered in the target rectangle, but it is NOT resized.
func apply(rect: CGRect, target: CGRect) -> CGRect {
if rect == target || target == CGRect.zero {
return rect
}
var scales = CGSize.zero
scales.width = abs(target.width / rect.width)
scales.height = abs(target.height / rect.height)
switch self {
case .aspectFit:
scales.width = min(scales.width, scales.height)
scales.height = scales.width
case .aspectFill:
scales.width = max(scales.width, scales.height)
scales.height = scales.width
case .stretch:
break
case .center:
scales.width = 1
scales.height = 1
}
var result = rect.standardized
result.size.width *= scales.width
result.size.height *= scales.height
result.origin.x = target.minX + (target.width - result.width) / 2
result.origin.y = target.minY + (target.height - result.height) / 2
return result
}
}
}
如您所见,我添加了一个变量currentBezierPath,并将黑键绘图的3个独立部分附加到它上(因为我希望能够检测黑键上的任何位置,而不仅仅是顶部)
然后,我在一个单独的.swift文件中创建了一个自定义类,其占位符名称来自paintcode(目前):
import UIKit
@IBDesignable
class FromPaintCode: UIView {
override func draw(_ rect: CGRect) {
StyleKit.drawA5(frame: self.bounds)
}
//MARK:- Hit TAP
@objc public func tapDetected(tapRecognizer: UITapGestureRecognizer) {
let tapLocation: CGPoint = tapRecognizer.location(in: self)
self.hitTest(tapLocation: CGPoint(x: tapLocation.x, y: tapLocation.y))
}
func hitTest(tapLocation: CGPoint) {
let path: UIBezierPath = currentBezierPath
if path.contains(tapLocation) {
print("tap inside bezier path detected!")
} else {
print("tap outside bezier path detected!")
}
}
}
。。。然后,我将一个简单的UIView
连接到主ViewController中名为“aSharp5ViewOutlet
”的插座,并在viewDidLoad()中添加一个UIAPTgestureRecognitor
:
问题是,目前的点击识别不准确:黑色(蓝色)键的底部似乎始终返回成功的点击,但顶部和侧面似乎有斑点,在键的中间,我收到“检测到bezier路径外的点击!”消息。此外,我还得到了错误的“检测到贝塞尔路径内的点击!”稍微偏外,在键的右侧
我尝试过这样做,但没有添加/附加贝塞尔路径(例如,只关注键的顶部),但也有同样的问题
关于如何解决这个问题有什么建议吗
编辑:
我决定选择一条更简单的路线,用简单的矩形(UIButtons)来近似钢琴键,并以一定角度旋转以匹配图像中的角度。有点像这样:
let testTransform = CGAffineTransform(rotationAngle: .pi * 0.93)
testButton.transform = testTransform
亲爱的@Matvey您在以下方面做得很好:-
从paintcode
获取名为的ui视图
在UIViewController
上从paintcode
添加
在paintcode
中的视图上添加uitappesturerecognizer
我想的问题是
:-
1。我们在视图中添加所有内容的函数中的StyleKit计算:-
let testView = UIView()
testView.frame = CGRect.init(x: 0, y: 0, width: 300, height: 300)
testView.backgroundColor = .red
testView.center = self.view.center
self.view.addSubview(testView.center)
let tapRecognizer = UITapGestureRecognizer(target: self, action: #selector(UIViewController.tapDetected(tapRecognizer:)))
public func tapDetected(tapRecognizer:UITapGestureRecognizer){
let tapLocation:CGPoint = tapRecognizer.location(in: testView)
self.hitTest(tapLocation: CGPoint(x: tapLocation.x, y: tapLocation.y))}
override func draw(rect:CGRect){
StyleKit.drawA5(框架:self.bounds)
}
2。ui我们从故事板创建的视图。
2解决方案可以是:-
解决方案1:-
let testView = UIView()
testView.frame = CGRect.init(x: 0, y: 0, width: 300, height: 300)
testView.backgroundColor = .red
testView.center = self.view.center
self.view.addSubview(testView.center)
let tapRecognizer = UITapGestureRecognizer(target: self, action: #selector(UIViewController.tapDetected(tapRecognizer:)))
public func tapDetected(tapRecognizer:UITapGestureRecognizer){
let tapLocation:CGPoint = tapRecognizer.location(in: testView)
self.hitTest(tapLocation: CGPoint(x: tapLocation.x, y: tapLocation.y))}
1。首先,我们将在UIViewController
:-
let testView = UIView()
testView.frame = CGRect.init(x: 0, y: 0, width: 300, height: 300)
testView.backgroundColor = .red
testView.center = self.view.center
self.view.addSubview(testView.center)
let tapRecognizer = UITapGestureRecognizer(target: self, action: #selector(UIViewController.tapDetected(tapRecognizer:)))
public func tapDetected(tapRecognizer:UITapGestureRecognizer){
let tapLocation:CGPoint = tapRecognizer.location(in: testView)
self.hitTest(tapLocation: CGPoint(x: tapLocation.x, y: tapLocation.y))}
2。在您的UIViewController
中添加全局currentBezierPath
:-var currentBezierPath=UIBezierPath代码>
然后,我们将在这个**testView**
中使用currentBezierPath绘制一个简单的CAShapeLayer:-
currentBezierPath = UIBezierPath(ovalInRect: testView.bounds)
let shapeLayer = CAShapeLayer()
shapeLayer.path = currentBezierPath.CGPath
shapeLayer.fillColor = UIColor(red: 0.5, green: 1, blue: 0.5, alpha: 1).CGColor
shapeLayer.strokeColor = UIColor.blackColor().CGColor
shapeLayer.lineWidth = 2.0
testView.layer.addSublayer(shapeLayer)
private func hitTest(tapLocation:CGPoint){
let path:UIBezierPath = self.currentBezierPath
if path.contains(tapLocation){
//tap detected do what ever you want ..;)
}else{
//ooops you taped on other position in view
}}
在此测试视图上添加手势:-
let testView = UIView()
testView.frame = CGRect.init(x: 0, y: 0, width: 300, height: 300)
testView.backgroundColor = .red
testView.center = self.view.center
self.view.addSubview(testView.center)
let tapRecognizer = UITapGestureRecognizer(target: self, action: #selector(UIViewController.tapDetected(tapRecognizer:)))
public func tapDetected(tapRecognizer:UITapGestureRecognizer){
let tapLocation:CGPoint = tapRecognizer.location(in: testView)
self.hitTest(tapLocation: CGPoint(x: tapLocation.x, y: tapLocation.y))}
testView.addGestureRecognizer(tapRecognizer)
4.在UIViewController
中注册点击功能:-
let testView = UIView()
testView.frame = CGRect.init(x: 0, y: 0, width: 300, height: 300)
testView.backgroundColor = .red
testView.center = self.view.center
self.view.addSubview(testView.center)
let tapRecognizer = UITapGestureRecognizer(target: self, action: #selector(UIViewController.tapDetected(tapRecognizer:)))
public func tapDetected(tapRecognizer:UITapGestureRecognizer){
let tapLocation:CGPoint = tapRecognizer.location(in: testView)
self.hitTest(tapLocation: CGPoint(x: tapLocation.x, y: tapLocation.y))}
5。在没有StyleKit帮助的情况下,尝试使用简单样式的命中测试进行单路径测试:-
currentBezierPath = UIBezierPath(ovalInRect: testView.bounds)
let shapeLayer = CAShapeLayer()
shapeLayer.path = currentBezierPath.CGPath
shapeLayer.fillColor = UIColor(red: 0.5, green: 1, blue: 0.5, alpha: 1).CGColor
shapeLayer.strokeColor = UIColor.blackColor().CGColor
shapeLayer.lineWidth = 2.0
testView.layer.addSublayer(shapeLayer)
private func hitTest(tapLocation:CGPoint){
let path:UIBezierPath = self.currentBezierPath
if path.contains(tapLocation){
//tap detected do what ever you want ..;)
}else{
//ooops you taped on other position in view
}}
重要信息:-
let testView = UIView()
testView.frame = CGRect.init(x: 0, y: 0, width: 300, height: 300)
testView.backgroundColor = .red
testView.center = self.view.center
self.view.addSubview(testView.center)
let tapRecognizer = UITapGestureRecognizer(target: self, action: #selector(UIViewController.tapDetected(tapRecognizer:)))
public func tapDetected(tapRecognizer:UITapGestureRecognizer){
let tapLocation:CGPoint = tapRecognizer.location(in: testView)
self.hitTest(tapLocation: CGPoint(x: tapLocation.x, y: tapLocation.y))}
如果上面的练习可以提高准确性,那么我们需要查看StyleKit,并通过将UIGraphicsGetCurrentContext替换为CAShapeLayer来编辑它,因为层添加到UIView上,并由UIAPTgestureRecognitor inside view正确检测
解决方案2:-
在您的上下文中,只需在UIViewController中使用简单的触摸事件即可
与您分享问题和解决方案:-
亲爱的@Matvey您在以下方面做得很好:-
从paintcode
获取名为的ui视图
在UIViewController
上从paintcode
添加
在paintcode
中的视图上添加uitappesturerecognizer
我想的问题是
:-
1。我们在视图中添加所有内容的函数中的StyleKit计算:-
let testView = UIView()
testView.frame = CGRect.init(x: 0, y: 0, width: 300, height: 300)
testView.backgroundColor = .red
testView.center = self.view.center
self.view.addSubview(testView.center)
let tapRecognizer = UITapGestureRecognizer(target: self, action: #selector(UIViewController.tapDetected(tapRecognizer:)))
public func tapDetected(tapRecognizer:UITapGestureRecognizer){
let tapLocation:CGPoint = tapRecognizer.location(in: testView)
self.hitTest(tapLocation: CGPoint(x: tapLocation.x, y: tapLocation.y))}
override func draw(rect:CGRect){
StyleKit.drawA5(框架:self.bounds)
}
2。ui我们从故事板创建的视图。
2解决方案可以是:-
解决方案1:-
let testView = UIView()
testView.frame = CGRect.init(x: 0, y: 0, width: 300, height: 300)
testView.backgroundColor = .red
testView.center = self.view.center
self.view.addSubview(testView.center)
let tapRecognizer = UITapGestureRecognizer(target: self, action: #selector(UIViewController.tapDetected(tapRecognizer:)))
public func tapDetected(tapRecognizer:UITapGestureRecognizer){
let tapLocation:CGPoint = tapRecognizer.location(in: testView)
self.hitTest(tapLocation: CGPoint(x: tapLocation.x, y: tapLocation.y))}
1。首先,我们将在UIViewController
:-
let testView = UIView()
testView.frame = CGRect.init(x: 0, y: 0, width: 300, height: 300)
testView.backgroundColor = .red
testView.center = self.view.center
self.view.addSubview(testView.center)
let tapRecognizer = UITapGestureRecognizer(target: self, action: #selector(UIViewController.tapDetected(tapRecognizer:)))
public func tapDetected(tapRecognizer:UITapGestureRecognizer){
let tapLocation:CGPoint = tapRecognizer.location(in: testView)
self.hitTest(tapLocation: CGPoint(x: tapLocation.x, y: tapLocation.y))}
2。在您的UIViewController
中添加全局currentBezierPath
:-var currentBezierPath=UIBezierPath代码>
然后,我们将在这个**testView**
中使用currentBezierPath绘制一个简单的CAShapeLayer:-
currentBezierPath = UIBezierPath(ovalInRect: testView.bounds)
let shapeLayer = CAShapeLayer()
shapeLayer.path = currentBezierPath.CGPath
shapeLayer.fillColor = UIColor(red: 0.5, green: 1, blue: 0.5, alpha: 1).CGColor
shapeLayer.strokeColor = UIColor.blackColor().CGColor
shapeLayer.lineWidth = 2.0
testView.layer.addSublayer(shapeLayer)
private func hitTest(tapLocation:CGPoint){
let path:UIBezierPath = self.currentBezierPath
if path.contains(tapLocation){
//tap detected do what ever you want ..;)
}else{
//ooops you taped on other position in view
}}
在此测试视图上添加手势:-
let testView = UIView()
testView.frame = CGRect.init(x: 0, y: 0, width: 300, height: 300)
testView.backgroundColor = .red
testView.center = self.view.center
self.view.addSubview(testView.center)
let tapRecognizer = UITapGestureRecognizer(target: self, action: #selector(UIViewController.tapDetected(tapRecognizer:)))
public func tapDetected(tapRecognizer:UITapGestureRecognizer){
let tapLocation:CGPoint = tapRecognizer.location(in: testView)
self.hitTest(tapLocation: CGPoint(x: tapLocation.x, y: tapLocation.y))}
testView.addGestureRecognizer(tapRecognizer)
4.在UIViewController
中注册点击功能:-
let testView = UIView()
testView.frame = CGRect.init(x: 0, y: 0, width: 300, height: 300)
testView.backgroundColor = .red
testView.center = self.view.center
self.view.addSubview(testView.center)
let tapRecognizer = UITapGestureRecognizer(target: self, action: #selector(UIViewController.tapDetected(tapRecognizer:)))
public func tapDetected(tapRecognizer:UITapGestureRecognizer){
let tapLocation:CGPoint = tapRecognizer.location(in: testView)
self.hitTest(tapLocation: CGPoint(x: tapLocation.x, y: tapLocation.y))}
5。在没有StyleKit帮助的情况下,尝试使用简单样式的命中测试进行单路径测试:-
currentBezierPath = UIBezierPath(ovalInRect: testView.bounds)
let shapeLayer = CAShapeLayer()
shapeLayer.path = currentBezierPath.CGPath
shapeLayer.fillColor = UIColor(red: 0.5, green: 1, blue: 0.5, alpha: 1).CGColor
shapeLayer.strokeColor = UIColor.blackColor().CGColor
shapeLayer.lineWidth = 2.0
testView.layer.addSublayer(shapeLayer)
private func hitTest(tapLocation:CGPoint){
let path:UIBezierPath = self.currentBezierPath
if path.contains(tapLocation){
//tap detected do what ever you want ..;)
}else{
//ooops you taped on other position in view
}}
重要信息:-
let testView = UIView()
testView.frame = CGRect.init(x: 0, y: 0, width: 300, height: 300)
testView.backgroundColor = .red
testView.center = self.view.center
self.view.addSubview(testView.center)
let tapRecognizer = UITapGestureRecognizer(target: self, action: #selector(UIViewController.tapDetected(tapRecognizer:)))
public func tapDetected(tapRecognizer:UITapGestureRecognizer){
let tapLocation:CGPoint = tapRecognizer.location(in: testView)
self.hitTest(tapLocation: CGPoint(x: tapLocation.x, y: tapLocation.y))}
如果上面的练习能够提高准确性,那么我们需要查看StyleKit并通过将UIGraphicsGetCurrentContext替换为