我正在尝试使用 customCALayer
内部的 custom来实现 UI 元素UIView
。
基本上,用户用他/她的手指围绕一个圆圈移动一个滑块,所以我有一个交互层,然后是一个类型为 的子层CAShapeLayer
,它代表滑块本身。我认为围绕圆圈移动滑块的最简单方法是仅围绕CAShapeLayer
其 z 轴旋转。
尽管滑块确实按预期在视觉上旋转,但当我对收到的触摸执行命中测试时,“可命中”区域仍位于滑块的预旋转位置。就好像CAShapeLayer
' 的旋转的视觉效果与UIBezierPath
嵌入在图层内部以形成图层path
属性的 ' 解耦,因为我正在使用该路径CGPathContainsPoint()
来识别滑块上的触摸。
一般来说,我是 Core Graphics 的新手,所以我想可能有一个属性我在这里设置不正确,但我很难弄清楚它是什么。
这是代码:
可触摸图层.m
@interface TouchableLayer ()
{
CAShapeLayer *_slider; // The interactive slider that gets moved around the circle.
}
-(id) initWithPosition:(NSInteger) position // Designated initializer for this layer.
{
if ( self = [super init] )
{
_slider = [CAShapeLayer layer];
_slider.fillColor = [UIColor blackColor].CGColor;
[self addSublayer:_slider];
}
return self;
}
-(void) setFrame:(CGRect)frame
{
[super setFrame:frame];
_slider.frame = frame;
// This path is currently hardcoded to be in the right starting spot according to
// other UI elements, but the magic numbers will go away once I figure out this
// rotation issue.
_slider.path = [UIBezierPath bezierPathWithRect:CGRectMake(self.bounds.size.width-47, self.bounds.size.height/2-5, 30.0f, 10.0f)].CGPath;
}
// Checks if the given touch location was on the slider. Returns YES if it was and NO if it was not.
-(BOOL) checkSliderTouchAtPoint: (CGPoint) point
{
if (CGPathContainsPoint(_slider.path , NULL, point, NO))
{
return YES;
}
else
{
return NO;
}
}
// Purpose: Takes the given touch location, determines the angle (in radians) that it forms with respect the center of the screen,
// and returns that angle on the interval [0-2pi] radians. [0-2pi] radians follows a positive counterclockwise path.
-(double) angleForTouchPoint:(CGPoint) point
{
// We use the positive counterclockwise coordinate system in the drawing code since that's what's used traditionally
// outside of Apple's APIs, so multiplying the result of
// atan2() by -1 converts the angle from a positive clockwise unit circle to a positive counterclockwise
// unit circle.
double angleInRadians = -1*atan2(point.y - (self.frame.size.height/2), point.x - self.frame.size.width/2);
if (angleInRadians < 0) // Convert angle to 0 - 2pi radians; we want non-negative angles.
{
angleInRadians += M_PI*2;
}
return angleInRadians;
}
// points get fed into this from the UIView.
-(void) updateWithTouchAtPoint:(CGPoint) point
{
if ([self checkSliderTouchAtPoint:point])
{
double touchAngle = [self angleForTouchPoint:point];
_slider.transform = CATransform3DMakeRotation(-M_PI, 0.0, 0.0, 1.0); // Hardcoded angle rotation for now since I need to do some subtraction later in order to determine the amount to rotate based on touches.
}
}
我非常感谢您提供的任何帮助!