//方法1
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{}
// 触摸事件被迫打断(电话打来)
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event
{
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
NSLog(@"%s",__func__);
}
方法2
有时候我们会需要在界面上拖动view;uiview是继承于uiresponder的,所以可以响应触摸相关的事件。
重点是以下一组方法:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event // 触摸事件结束,如果你需要自动把view停靠到一个位置,实现这个方法
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event //外界因素取消touch事件等,如进入电话,进行特别处理
对于最上面两个方法是必须实现的,后面两个方法是用来做一些额外的需求或者处理使用,如果只是要实现拖动view可以不实现。
思路1: 创建一个uiview(或者你需要的控件)的子类,在类中实现上述的方法。
思路2:在你相应的viewcontroller中实现上述方法(在viewcontroller中持有你要拖动的view,这样才能控制它),也能实现类似的目的,但这样触摸的范围就会是整个viewcontroller的view,你需要在touchesBegan进行相应的判断(从UITouch中可以得到view的相关信息),才能实现固定在小窗口内部的触摸。
两种思路都是可行的,根据你实际情况去做选择,都没有问题。
以下是代码(子类方式的简单实现,你也可以进行相应修改放到viewcontroller中):
@interface TouchEaglView()
@property (assign, nonatomic) CGPoint beginpoint;
@end
@implementation TouchEaglView
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
self.beginpoint = [touch locationInView:self];
[super touchesBegan:touches withEvent:event];
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint currentLocation = [touch locationInView:self];
CGRect frame = self.frame;
frame.origin.x += currentLocation.x - self.beginpoint.x;
frame.origin.y += currentLocation.y - self.beginpoint.y;
self.frame = frame;
}
上面的代码存在一个问题,那就是他的触摸移动范围包括了屏幕之外,你会发现你可以把view部分拖动到屏幕外部。那么我们需要一个高级一些的实现:
注:这个版本是基于viewcontroller的实现,并未子类化view;self.localview是你持有的小窗口,beginpoint需要你在viewcontroller中自己定义
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
if (!self.isInView) // 仅当取到touch的view是小窗口时,我们才响应触控,否则直接return
{
return;
}
UITouch *touch = [touches anyObject];
CGPoint currentPosition = [touch locationInView:self.localView];
//偏移量
float offsetX = currentPosition.x - beginpoint.x;
float offsetY = currentPosition.y - beginpoint.y;
//移动后的中心坐标
self.localView.center = CGPointMake(self.localView.center.x + offsetX, self.localView.center.y + offsetY);
//x轴左右极限坐标
if (self.localView.center.x > (self.localView.superview.frame.size.width-self.localView.frame.size.width/2))
{
CGFloat x = self.localView.superview.frame.size.width-self.localView.frame.size.width/2;
self.localView.center = CGPointMake(x, self.localView.center.y + offsetY);
}
else if (self.localView.center.x < self.localView.frame.size.width/2)
{
CGFloat x = self.localView.frame.size.width/2;
self.localView.center = CGPointMake(x, self.localView.center.y + offsetY);
}
//y轴上下极限坐标
if (self.localView.center.y > (self.localView.superview.frame.size.height-self.localView.frame.size.height/2))
{
CGFloat x = self.localView.center.x;
CGFloat y = self.localView.superview.frame.size.height-self.localView.frame.size.height/2;
self.localView.center = CGPointMake(x, y);
}
else if (self.localView.center.y <= self.localView.frame.size.height/2)
{
CGFloat x = self.localView.center.x;
CGFloat y = self.localView.frame.size.height/2;
self.localView.center = CGPointMake(x, y);
}
}