UIView 继承的 UIResponder (负责UI事件处理) 类中提供了四个方法处理多点触控:
– (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event;
– (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event;
– (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event;
– (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event;
touchesBegan方法在触控开始时被调用,touchesMoved方法在触控移动时被调用touchesEnded方法在触控结束时被调用touchesCancelled方法在系统强制结束触控时被调用
上述方法的参数:
- event
为触控动作引发的UI事件,只有发生了UI事件UIResponder的相应处理方法才会被调用。传递给上述方法的UI事件都是“touch”类型的,它
关联了一系列UITouch对象来代表发生该事件时所有处于各种状态(began, moved, ended, cancelled )下的触控动作。- touches 同样是一系列 UITouch 对象的集合(NSSet),不过它只包含处于特定状态的触控动作。比方说调用touchesBegan 时传递的就是所有处在 began 状态(phase)的UITouch对象。
相关类型说明:
- UIEvent 对象代表了 iPhone OS 中一个UI事件,主要有三种类型: touch,motion,remote control 。
- UITouch对象代表一根手指在某一个UI事件发生时刻的动作,它有四种状态(phase),began, moved, ended, cancelled 。
- 触控动作会引发 touch 类的UI事件,而这个UI事件中也就包括了一系列 UITouch 对象来记录当时的所有手指的动作。当 touch 类型的UI事件发生的时候会被交给 UIResponder 处理,继而调用上述四个方法。
- OES 程序模板中的类继承关系为 EAGLView : UIView : UIResponder
- 在 EAGLView 类中实现了上述四个方法,并分别在其中用不同的标签调用 ESRenderer 的 view 方法。
- ESRenderer 协议(就是接口)中提供了四个同名同参的 view 方法,用标签(緑)来区分调用:
@optional
– (void)view:(UIView*)view touchesBegan🙁NSSet*)touches withEvent:(UIEvent*)event;
– (void)view:(UIView*)view touchesMoved🙁NSSet*)touches withEvent:(UIEvent*)event;
– (void)view:(UIView*)view touchesEnded🙁NSSet*)touches withEvent:(UIEvent*)event;
– (void)view:(UIView*)view touchesCancelled🙁NSSet*)touches withEvent:(UIEvent*)event;
- 实现了ESRenderer接口的 ES1Renderer 和 ES2Renderer 最终在 View 方法中负责触控事件的处理。
- 获取触控对象(UITouch)
- 通过 event 参数获取 UITouch 集合
– (NSSet *)allTouches; 所有关联的UITouch
– (NSSet *)touchesForWindow:(UIWindow *)window; 指定窗口的UITouch
– (NSSet *)touchesForView:(UIView *)view; 指定View上的UITouch
– (NSSet *)touchesForGestureRecognizer:(UIGestureRecognizer *)gesture __OSX_AVAILABLE_STARTING(__MAC_NA,__IPHONE_3_2);
- touches 参数本身就是处在当前状态的UITouch集合
- 从 touches 集合中随机获取一个UITouch
[touches anyObject];
- UITouch 对象的各种属性
- timestamp 这个触控对象最后改变的时间戳。 用从系统启动到现在的时间来表示,float类型。开始时和移动时会更新。
- tapCount 连续点击的次数。一旦中断就重新计数。
- phase 这个触控对象的所处状态。 枚举类型。
- locationInView() 在自己所属View中的位置。
– (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [[event allTouches] anyObject];
lastLocation = [touch locationInView:self];
}
– (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [[event allTouches] anyObject];
CGPoint location = [touch locationInView:self];
CGFloat xDisplacement = location.x – lastLocation.x;
CGFloat yDisplacement = location.y – lastLocation.y;
CGFloat xDisplacementAbs = fabs(xDisplacement);
CGFloat yDisplacementAbs = fabs(yDisplacement);
// If the displacement is vertical, drag the weight up or down. This will impact the speed of the oscillation.
if ((xDisplacementAbs < yDisplacementAbs) && (yDisplacementAbs > 1)) {
[self stopSoundAndArm];
[self dragWeightByYDisplacement:yDisplacement];
lastLocation = location;
tempoChangeInProgress = YES;
} else if (xDisplacementAbs >= yDisplacementAbs) {
// If displacement is horizontal, drag arm left or right. This will start oscillation when the touch ends.
CGFloat radians = atan2f(location.y – kArmBaseY, location.x – kArmBaseX);
CGFloat rotation = RadiansToDegrees(radians) + 90.0;
[self rotateArmToDegree:rotation];
}
}
– (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [[event allTouches] anyObject];
CGPoint location = [touch locationInView:self];
CGFloat xDisplacement = location.x – lastLocation.x;
CGFloat yDisplacement = location.y – lastLocation.y;
CGFloat xDisplacementAbs = fabs(xDisplacement);
CGFloat yDisplacementAbs = fabs(yDisplacement);
[self stopSoundAndArm];
if (tempoChangeInProgress) {
[self dragWeightByYDisplacement:yDisplacement];
[self startSoundAndAnimateArmToRight:YES];
tempoChangeInProgress = NO;
} else if (xDisplacementAbs > yDisplacementAbs) {
// horizontal displacement, start oscillation
BOOL startToRight = (xDisplacement >= 0.0) ? YES : NO;
[self startSoundAndAnimateArmToRight:startToRight];
}
}
– (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
tempoChangeInProgress = NO;
[self stopSoundAndArm];
}
作者:鬼舞者
原文:http://miaoshuanghe.blog.163.com/