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:
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
在mouseDragged
:
- 获取从
startPoint.x
到point.x
的距离 - 获取从
startPoint.y
到point.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
}
}