如何在鼠标拖动时将绘制的形状绑定到正方形

问题描述

我在鼠标按下事件开始时绘制一个形状,并且该动画是在鼠标拖动事件上绘制的。下面是使用的代码

override func mouseDown(with event: NSEvent) {

    self.startPoint = self.convert(event.locationInWindow,from: nil)
    if self.shapeLayer != nil {
        self.shapeLayer.removeFromSuperlayer()
        self.shapeLayer = nil
    }
    var pixelColor: NSColor = NSReadPixel(startPoint) ?? NSColor()
    shapeLayer = CAShapeLayer()
    shapeLayer.linewidth = 1.0
    shapeLayer.fillColor = NSColor.clear.cgColor
    if pixelColor == NSColor.black {
        pixelColor = NSColor.color_white
    } else {
        pixelColor = NSColor.black
    }
    shapeLayer.strokeColor = pixelColor.cgColor
    shapeLayer.lineDashPattern = [1]
    self.layer?.addSublayer(shapeLayer)

    var dashAnimation = CABasicAnimation()
    dashAnimation = CABasicAnimation(keyPath: "lineDashPhase")
    dashAnimation.duration = 0.75
    dashAnimation.fromValue = 0.0
    dashAnimation.tovalue = 15.0
    dashAnimation.repeatCount = 0.0
    shapeLayer.add(dashAnimation,forKey: "linePhase")
}

override func mouseDragged(with event: NSEvent) {
    let point: NSPoint = self.convert(event.locationInWindow,from: nil)
    let path = CGMutablePath()
    path.move(to: self.startPoint)
    path.addLine(to: NSPoint(x: self.startPoint.x,y: point.y))
    path.addLine(to: point)
    path.addLine(to: NSPoint(x: point.x,y: self.startPoint.y))
    path.closeSubpath()
    self.shapeLayer.path = path
}

目前它也会像这样绘制矩形:

enter image description here

我们是否可以将它绑定到方形,以便用户开始拖动鼠标时,它会始终沿着方形移动?

解决方法

mouseDragged

  • 获取从startPoint.xpoint.x的距离
  • 获取从startPoint.ypoint.y的距离
  • 使用这两者的 MAX 或 MIN(abs() 值)作为轮廓形状的宽度和高度

使用 MAX 会绘制一个更大的正方形,当你穿过一个轴时它会“翻转”。使用 MIN 将绘制一个在您接近轴时缩小到中心的正方形。查看差异的最简单方法是尝试一下:

var startPoint: CGPoint = .zero

override func mouseDown(with event: NSEvent) {
    self.startPoint = self.convert(event.locationInWindow,from: nil)
}

override func mouseDragged(with event: NSEvent) {
    let point: NSPoint = self.convert(event.locationInWindow,from: nil)

    var newPoint: CGPoint = self.startPoint
    
    let xDiff = point.x - self.startPoint.x
    let yDiff = point.y - self.startPoint.y
    
    // using min() will cause the square to "shrink"
    //  as you get closer to an axis
    let dist = min(abs(xDiff),abs(yDiff))
    
    // using max() will cause the square to "flip"
    //  when crossing an axis
    //let dist = max(abs(xDiff),abs(yDiff))
    
    newPoint.x += xDiff > 0 ? dist : -dist
    newPoint.y += yDiff > 0 ? dist : -dist
    
    let path = CGMutablePath()
    path.move(to: self.startPoint)
    path.addLine(to: NSPoint(x: self.startPoint.x,y: newPoint.y))
    path.addLine(to: newPoint)
    path.addLine(to: NSPoint(x: newPoint.x,y: self.startPoint.y))
    path.closeSubpath()
    self.shapeLayer.path = path
}

以防有人在 iOS 中寻找类似的功能:

var startPoint: CGPoint = .zero

override func touchesBegan(_ touches: Set<UITouch>,with event: UIEvent?) {
    if let touch = touches.first {
        startPoint = touch.location(in: self)
    }
}

override func touchesMoved(_ touches: Set<UITouch>,with event: UIEvent?) {
    if let touch = touches.first {
        let point = touch.location(in: self)
        
        var newPoint: CGPoint = startPoint
        
        let xDiff = point.x - startPoint.x
        let yDiff = point.y - startPoint.y

        // using min() will cause the square to "shrink"
        //  as you get closer to an axis
        //let dist = min(abs(xDiff),abs(yDiff))
        
        // using max() will cause the square to "flip"
        //  when crossing an axis
        let dist = max(abs(xDiff),abs(yDiff))

        newPoint.x += xDiff > 0 ? dist : -dist
        newPoint.y += yDiff > 0 ? dist : -dist

        let path = CGMutablePath()
        path.move(to: startPoint)
        path.addLine(to: CGPoint(x: startPoint.x,y: newPoint.y))
        path.addLine(to: newPoint)
        path.addLine(to: CGPoint(x: newPoint.x,y: startPoint.y))
        path.closeSubpath()
        shapeLayer.path = path
    }
}