Je tripote cette année. Cela s'est avéré plus complexe que je ne le pensais. IIRC, cette petite classe a fait ce que tu voulais. C'est une UIButtonSubclass qui affiche une image et répond aux clics et aux dragages. Notez que ceci est juste du code à gratter. Il ne fait aucune gestion de mémoire, nettoyage etc.
#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
Qu'est-ce que WiggleImageView? –
Une autre classe personnalisée. Il était destiné à créer un effet de tremblement comme sur le tremplin lorsque vous supprimez une application. Ce n'est pas pertinent pour votre problème. Vous voulez regarder les méthodes rotateRight et rotateLeft et les méthodes d'auto-contact. Sachez que ces méthodes font simplement pivoter l'affichage visuel de la vue et n'affectent pas l'image réelle affichée par la vue, c'est-à-dire si vous enregistrez la vue ou la composez sur une autre vue, vous obtenez l'orientation originale des images. – TechZen
ok maintenant dites-moi que je crée une balle et l'envoie du haut de l'écran au fond.Pour cela, j'ai pris 3 images (comme 3 balles) maintenant je choisis au hasard les balles lors de la création alors comment puis-je détecter quelle balle a été recoupé? –