iPhone:如何左右旋转UIImageView?
我想旋转在下列方式的UIImageView:如果我持有的ImageView和移动手指向左,那么ImageView的应该向右旋转iPhone:如何左右旋转UIImageView?
这里是链接Balance
(反之亦然)。
我去年摆弄这个。事实证明,这比我想象的要复杂得多。 IIRC,这个小班做了你想要的。这是一个UIButtonSubclass,它显示图像并响应点击和拖动。请注意,这只是临时代码。它不做任何内存管理,清理等。
#import <UIKit/UIKit.h>
#import "BackgroundImageButton.h"
#import "WiggleImageView.h"
@interface StickerButton : UIButton {
//ivars used to control selection animaiton
CGAffineTransform startTransform;
BOOL currentlyAnimating;
BOOL shouldAnimate;
//ivars to handle touches and control events
BOOL wasDrag;
BOOL wasTouchDown;
WiggleImageView * imgView;
}
//ivars used to control selection animaiton
@property CGAffineTransform startTransform;
@property(nonatomic, retain) WiggleImageView *imgView;
@property BOOL currentlyAnimating;
@property BOOL shouldAnimate;
//ivars to handle touches and control events
@property BOOL wasDrag;
@property BOOL wasTouchDown;
#pragma mark Initialization
-(id) initWithImage:(UIImage *)anImage atCenterPoint:(CGPoint) centerPoint;
#pragma mark Selection Animation Methods
-(void) animateSelection;
-(void) animationDidStop:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context;
#pragma mark Self Touch Methods //not as dirty as it sounds.
-(void) touchDragSelf:(id)sender withEvent:(UIEvent *) theEvent;
-(void) touchDownSelf:(id)sender withEvent:(UIEvent *) theEvent;
-(void) touchUpSelf:(id)sender withEvent:(UIEvent *) theEvent;
#pragma mark Graphic Edit Methods
-(void) rotateRight;
-(void) rotateLeft;
-(void) scaleUp;
-(void) scaleDown;
-(void) select;
-(void) deselect;
-(void) translateMoveByX:(CGFloat) dx andY:(CGFloat) dy; //used by self to account for translated coordinates
-(void) frameMoveByX:(CGFloat) dx andY:(CGFloat) dy; //used by external to move frame in superview
@end
#import "StickerButton.h"
@implementation StickerButton
@synthesize startTransform;
@synthesize currentlyAnimating;
@synthesize shouldAnimate;
@synthesize wasDrag;
@synthesize wasTouchDown;
@synthesize imgView;
#pragma mark Initialization
- (id)initWithFrame:(CGRect)frame {
if (self = [super initWithFrame:frame]) {
startTransform=self.transform;
currentlyAnimating=NO;
shouldAnimate=NO;
wasDrag=NO;
wasTouchDown=NO;
self.adjustsImageWhenDisabled=NO;
self.adjustsImageWhenHighlighted=NO;
self.showsTouchWhenHighlighted=NO;
[self addTarget:self action:@selector(touchDownSelf:withEvent:) forControlEvents:UIControlEventTouchDown];
[self addTarget:self action:@selector(touchDragSelf:withEvent:) forControlEvents:UIControlEventTouchDragInside];
[self addTarget:self action:@selector(touchUpSelf:withEvent:) forControlEvents:UIControlEventTouchUpInside];
}
return self;
}
-(id) initWithImage:(UIImage *)anImage atCenterPoint:(CGPoint) centerPoint{
CGFloat xOrigin,yOrigin;
xOrigin=centerPoint.x-(anImage.size.width/2);
yOrigin=centerPoint.y-(anImage.size.height/2);
[self initWithFrame:CGRectMake(xOrigin, yOrigin, anImage.size.width, anImage.size.height)];
WiggleImageView *w=[[WiggleImageView alloc] initWithFrame:self.bounds];
imgView=w;
imgView.image=anImage;
[self addSubview:imgView];
return self;
}//------------------------------------initWithImage:atCenterPoint:------------------------------------
#pragma mark Selection Animation Methods
-(void) animateSelectedThrob{
if (!currentlyAnimating) {
NSLog(@"animating");
currentlyAnimating=YES;
//startTransform=self.transform; //this has to be saved to prevent some kind of rounding error from gradually rotating the view
[UIView beginAnimations:@"selectionAnimation" context:nil];
[UIView setAnimationDelegate:self];
[UIView setAnimationDuration:0.1];
[UIView setAnimationRepeatCount:1];
[UIView setAnimationRepeatAutoreverses:YES];
self.transform=CGAffineTransformScale(self.transform, 1.1, 1.1);
[UIView commitAnimations];
}
}//-------------------------------------(void) animateSelectedThrob------------------------------------
-(void) animateSelection{
if (!currentlyAnimating) {
//NSLog(@"animating");
currentlyAnimating=YES;
startTransform=self.transform; //this has to be saved to prevent some kind of rounding error from gradually rotating the view
[UIView beginAnimations:@"selectionAnimation" context:nil];
[UIView setAnimationDelegate:self];
[UIView setAnimationDuration:0.1];
[UIView setAnimationRepeatCount:2];
[UIView setAnimationRepeatAutoreverses:YES];
self.transform=CGAffineTransformRotate(self.transform, (2 * M_PI/180));
[UIView commitAnimations];
}
}//-------------------------------------(void) animateSelection------------------------------------
-(void) animationDidStop:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context{
self.transform=startTransform;
currentlyAnimating=NO;
if (shouldAnimate) {
[self animateSelection];
}
}//------------------------------------animationDidStop:finished:context:------------------------------------
#pragma mark Self Touch Methods
-(void) touchDownSelf:(id)sender withEvent:(UIEvent *) theEvent{
NSLog(@"touchDownSelf");
wasTouchDown=YES;
shouldAnimate=NO;
}//------------------------------------touchDownSelf:withEvent:------------------------------------
-(void) touchDragSelf:(id)sender withEvent:(UIEvent *) theEvent{
NSLog(@"touchDragSelf");
if ([[theEvent touchesForView:self] count]==1) {
UITouch *t=[[theEvent touchesForView:self] anyObject];
CGPoint l,p;
l=[t locationInView:self];
p=[t previousLocationInView:self];
[self translateMoveByX:(l.x-p.x) andY:(l.y-p.y)];
wasDrag=YES;
}
}//------------------------------------touchDragSelf:withEvent:------------------------------------
-(void) touchUpSelf:(id)sender withEvent:(UIEvent *) theEvent{
NSLog(@"touchUpSelf");
// if (!wasDrag && wasTouchDown) {
// [self select];
// }
if (wasTouchDown) {
[self select];
}
wasDrag=NO;
wasTouchDown=NO;
}//------------------------------------touchUpSelf:withEvent:------------------------------------
#pragma mark Graphic Edit Methods
-(void) rotateRight{
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.1];
[UIView setAnimationBeginsFromCurrentState:YES];
self.transform=CGAffineTransformRotate(self.transform, (M_PI/180));
[UIView commitAnimations];
}//-------------------------------------(void) rotateRight------------------------------------
-(void) rotateLeft{
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.1];
[UIView setAnimationBeginsFromCurrentState:YES];
self.transform=CGAffineTransformRotate(self.transform, (-1*M_PI/180));
[UIView commitAnimations];
}//-------------------------------------(void) rotateLeft------------------------------------
-(void) scaleUp{
//todo add variable to track total scale so it doesn't get to big and cause problems
shouldAnimate=NO;
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.1];
[UIView setAnimationBeginsFromCurrentState:YES];
self.transform=CGAffineTransformScale(self.transform, 1.1, 1.1);
[UIView commitAnimations];
startTransform=self.transform;
}//-------------------------------------(void) scaleUp------------------------------------
-(void) scaleDown{
//todo add variable to track total scale so it doesn't get to small and cause problems
shouldAnimate=NO;
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.1];
[UIView setAnimationBeginsFromCurrentState:YES];
self.transform=CGAffineTransformScale(self.transform, 0.9, 0.9);
[UIView commitAnimations];
startTransform=self.transform;
}//-------------------------------------(void) scaleDown------------------------------------
-(void) select{
[self animateSelectedThrob];
imgView.shouldWiggle=YES;
}
//-------------------------------------(void) select------------------------------------
-(void) deselect{
imgView.shouldWiggle=NO;
}
-(void) translateMoveByX:(CGFloat) dx andY:(CGFloat) dy{ //necessary for all points that orignate within the transformed view
NSLog(@"dx=%f,dy=%f",dx,dy);
shouldAnimate=NO;
self.transform=CGAffineTransformTranslate(self.transform, dx,dy);
startTransform=self.transform;
}//------------------------------------translateMoveByX:andY:------------------------------------
-(void) frameMoveByX:(CGFloat) dx andY:(CGFloat) dy{ //necessary for all points that originate outside the transformed view
self.frame=CGRectMake(self.frame.origin.x+dx, self.frame.origin.y+dy, self.frame.size.width, self.frame.size.height);
}//------------------------------------frameMoveByX:andY:------------------------------------
- (void)drawRect:(CGRect)rect {
// Drawing code
}
- (void)dealloc {
[super dealloc];
}
@end
你可以在你的控制器中有一个ivar来跟踪拖动的开始。当您遇到“触及”事件时,请保存起点。当您触摸移动的事件时,计算从当前点到保存点的距离。两者之间的欧几里得距离可以给你旋转(标志告诉你旋转的方向)。适当地缩放旋转角度(即可能是视图宽度的一半相当于180度),并设置图像变换的旋转。
你可以发布一些示例吗? – 2010-02-05 05:15:12
我没有任何现有的代码。我刚才解释了我将如何开始解决这个问题。你应该能够将上面的描述转换成代码而没有太多困难!玩得开心... – gavinb 2010-02-05 12:04:57
好吧,我得到了一半,但它的问题是ImageView旋转时得到ZigZagged。如何解决这个问题?它也只是从开始点向左或向右旋转。我的意思是我只是想让它总是在我将Imageview向左或向右移动的时候旋转。同样来自您的一个问题,您是否看到了上述链接?想要它就像这样,请看看并指导正确的方向 – 2010-02-11 05:11:24
什么是WiggleImageView? – 2010-02-05 05:16:57
另一个自定义类。这是为了在您移除应用程序时在跳板上创建摆动效果。这与你的问题无关。您想查看rotateRight和rotateLeft方法以及自触摸方法。请注意,这些方法只是旋转视图的视觉显示,不会影响视图显示的实际图像,即如果您保存视图或将其合成到另一个视图上,则会获得图像的原始方向。 – TechZen 2010-02-05 12:39:51
好吧,现在告诉我,我正在创建一个球,并将其从屏幕顶部发送到底部。为此,我已经拍摄了3张图像(如3个球),现在我在创建时随机选择球,那么如何检测哪个球被相交? – 2010-02-05 13:24:28