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社区首页 >问答首页 >UICollisionBehavior和iOS9似乎停止了1.5点的边界:我的错误还是苹果的?

UICollisionBehavior和iOS9似乎停止了1.5点的边界:我的错误还是苹果的?
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Stack Overflow用户
提问于 2015-09-24 21:37:04
回答 1查看 218关注 0票数 3

在我的应用程序中,我使用UIKit Dynamic,包括一个UICollisionBehavior,让菜单在打开和关闭时弹出。下面是我所使用的代码。这对于iOS8来说一直很好。然而,对于iOS9 (包括刚刚发布的iOS9.1 beta 2),我发现了一个奇怪的问题。从表面上看,我用这个弹跳动画弹出的菜单在打开然后关闭后并没有完全关闭。更仔细地看,我发现UICollisionBehavior的边界是用iOS8和iOS9的相同值计算的。

菜单打开碰撞边界:(798,330) to (1024,330),它代表一条线,在屏幕上,菜单的底部应该在打开和弹跳后最终休息。

菜单关闭碰撞边界:(798,-280) to (1024,-280),它代表一条线,离开屏幕,在那里,菜单的顶部应该在关闭和弹跳后最终休息。

问题出现在iOS9中,菜单UIView实际上并没有最终停留在这些边界上。打开菜单后,菜单框与iOS9如下所示:

(798, -1.5; 226, 330)这是:(x,y;w,h)

关闭后,菜单框看起来如下:

(798, -278.5; 226, 330)

但是,实际上应该是:

(798, 0; 226, 330) (开业后)

(798, -280; 226, 330) (关闭后)

还有其他人看到iOS9和碰撞行为的这些问题吗?

我要在我的代码中放一个黑客(在下面搜索" hack“),我将对iOS9进行选择,但我真的不喜欢这些黑客!

BounceAnimation.h

代码语言:javascript
复制
//
//  BounceAnimation.h
//  Petunia
//
//  Created by Christopher Prince on 12/18/14.
//  Copyright (c) 2014 Spastic Muffin, LLC. All rights reserved.
//

// Animates an object through a straight line path, up, down, left or right until it lands, after which it bounces. This requires iOS8 or later.

#import <Foundation/Foundation.h>

@interface BounceAnimation : NSObject

// distnace is for the viewToAnimate to travel until it lands and bounces, in points. You must set this before calling run.
- (instancetype) initWithReferenceView: (UIView *) referenceView viewToAnimate: (UIView *) viewToAnimate andDistance: (CGFloat) distance;

// Direction and distance will be obtained from animateToPoint, and should be consistent with the constraints for the direction property below. I.e., the animateToPoint should be down, left, right, or up from the origin of the viewToAnimate.
- (instancetype) initWithReferenceView: (UIView *) referenceView viewToAnimate: (UIView *) viewToAnimate andFinalPoint: (CGPoint) animateToPoint;

// One shot animation. You can only call run once.
- (void) run;

// Called when animation completes, if given. Called when all the bouncing is done.
@property (nonatomic, strong) void (^completion)(void);

// Called when first contact is made with the boundary, just as the first bounce is about to begin.
@property (nonatomic, strong) void (^firstImpactCallback)(void);

// Only keeps weak references to the views passed in the init method.
@property (nonatomic, weak, readonly) UIView *referenceView;
@property (nonatomic, weak, readonly) UIView *viewToAnimate;

// Rate at which the object accelerates towards the boundary. Same units as magnitude for UIGravityBehavior. Defaults to 1.0.
@property (nonatomic) CGFloat accelerationRate;

// Defaults to 0. Units are points per second.
@property (nonatomic) CGFloat initialVelocity;

// This is a unit vector.
// dx (first component) is rightwards; e.g., dx=0, no right/left; dx=-1, is left one unit
// dy (second component) is downwards; e.g., dy=1, down one unit.
// Defaults to (0, 1), downwards.
// Right now, dx and dy can be 0, 1, or -1. One of dx and dy must be 0.
@property (nonatomic, readonly) CGVector direction;

@end

BounceAnimation.m

代码语言:javascript
复制
//
//  BounceAnimation.m
//  Petunia
//
//  Created by Christopher Prince on 12/18/14.
//  Copyright (c) 2014 Spastic Muffin, LLC. All rights reserved.
//

#import "BounceAnimation.h"
#import "Vector.h"
#import "UIDevice+Extras.h"

@interface BounceAnimation()<UIDynamicAnimatorDelegate, UICollisionBehaviorDelegate>
{
    UIDynamicAnimator *_animator;
    UIGravityBehavior *_gravityBehavior;
    UICollisionBehavior *_collision;
    UIDynamicItemBehavior *_velocity;
    CGPoint _linearVelocity;
    CGFloat _distanceInPoints;
    BOOL _calledFirstImpactCallback;
}

@property (nonatomic, weak) UIView *referenceView;
@property (nonatomic, weak) UIView *viewToAnimate;
@property (nonatomic) CGVector direction;

@end

#define INITIAL_GRAVITY_MAGNITUDE 1.0

@implementation BounceAnimation

- (void) setupWithReferenceView: (UIView *) referenceView andViewToAnimate: (UIView *) viewToAnimate;
{
    AssertIf([UIDevice ios7OrEarlier], @"Don't have at least iOS8!");

    self.referenceView = referenceView;
    self.viewToAnimate = viewToAnimate;

    _animator = [[UIDynamicAnimator alloc] initWithReferenceView:referenceView];
    _animator.delegate = self;

    _gravityBehavior = [[UIGravityBehavior alloc] initWithItems:@[viewToAnimate]];
    _gravityBehavior.magnitude = INITIAL_GRAVITY_MAGNITUDE;

    _velocity = [[UIDynamicItemBehavior alloc] initWithItems:@[viewToAnimate]];
}

// referenceView is just the view on top of which we're doing our animation. E.g., it could be self.view of a view controller. viewToAnimate must be a subview of the reference view.
- (instancetype) initWithReferenceView: (UIView *) referenceView viewToAnimate: (UIView *) viewToAnimate andDistance: (CGFloat) distanceInPoints;
{
    self = [super init];
    if (self) {
        AssertIf(distanceInPoints <= 0.0, @"Invalid distance: %f", _distanceInPoints);
        _distanceInPoints = distanceInPoints;
        [self setupWithReferenceView:referenceView andViewToAnimate:viewToAnimate];
        [self setDirection:CGVectorMake(0.0, 1.0)];
    }

    return self;
}

- (instancetype) initWithReferenceView: (UIView *) referenceView viewToAnimate: (UIView *) viewToAnimate andFinalPoint: (CGPoint) animateToPoint;
{
    self = [super init];
    if (self) {
        // Need to compute distance and direction.
        CGVector direction = [Vector subFirst:[Vector fromPoint:animateToPoint] from:[Vector fromPoint:viewToAnimate.frameOrigin]];
        SPASLogDetail(@"direction after subtraction: %@", NSStringFromCGVector(direction));

        // Special case: No direction because same start and finish.
        if (direction.dy + direction.dx == 0.0) {
            _distanceInPoints = 0.0;
        }
        else {
            direction = [Vector normalize:direction]; // vectorNormalize(direction);
            _distanceInPoints = [Vector distanceFromPoint:viewToAnimate.frameOrigin toPoint:animateToPoint];
        }

        SPASLogDetail(@"finalPoint: %@, direction: %@, distance: %f", NSStringFromCGPoint(animateToPoint), NSStringFromCGVector(direction), _distanceInPoints);

        [self setupWithReferenceView:referenceView andViewToAnimate:viewToAnimate];
        [self setDirection:direction];
    }

    return self;
}

- (void) setInitialVelocity:(CGFloat)initialVelocity;
{
    _initialVelocity = initialVelocity;
    // Only positive speeds in the velocity are relevant. Negative speeds reduce the velocity, they don't go the other direction.
    _linearVelocity =
        CGPointMake(initialVelocity * fabs(_direction.dx),
                    initialVelocity * fabs(_direction.dy));
}

- (void) setAccelerationRate:(CGFloat)accelerationRate;
{
    _accelerationRate = accelerationRate;
    _gravityBehavior.magnitude = accelerationRate;

}

// I'm only doing left, right, up, down animations because of the problem of rotating the viewToAnimate. I'm not sure I'll ever have a case where I want a rotated animated view. (Hmmm. If I want to do some kind of continuous animation, arbitrary direction with non-rotated objects could be cool!)
- (void) setDirection:(CGVector)direction;
{
    if (_collision) {
        [_animator removeBehavior:_collision];
        _collision = nil;
    }

    if (_distanceInPoints == 0.0) {
        // Why bother?
        SPASLogDetail(@"Zero distance");
        return;
    }

    // 9/24/15; HACK
    //_distanceInPoints += 1.5;

    // Since we're doing vector operations with one of the init methods above, the following seems risky!
    //AssertIf(direction.dy != 0.0 && direction.dy != -1.0 && direction.dy != 1.0, @"Invalid dy: %f", direction.dy);
    //AssertIf(direction.dx != 0.0 && direction.dx != -1.0 && direction.dx != 1.0, @"Invalid dx: %f", direction.dx);

    _direction = direction;
    _gravityBehavior.gravityDirection = direction;

    _collision = [[UICollisionBehavior alloc] initWithItems:@[self.viewToAnimate]];
    _collision.collisionDelegate = self;

    CGPoint startBoundary;
    CGPoint endBoundary;

#define SMALL_VALUE 0.05
    BOOL (^closeToZero)(CGFloat) = ^(CGFloat value) {
        if (value > -SMALL_VALUE && value < SMALL_VALUE) {
            return YES;
        }
        else {
            return NO;
        }
    };

    if (closeToZero(direction.dx)) {
        // Vertical motion.
        CGFloat yBoundary = direction.dy * _distanceInPoints + self.viewToAnimate.frameY;
        if (direction.dy > 0.0) {
            // If we're going down, then we need to add the height of the self.viewToAnimate to our boundary. This is because the origin coords are in the *upper*, left of the viewToAnimate.
            yBoundary += self.viewToAnimate.frameHeight;
        }

        startBoundary = CGPointMake(self.viewToAnimate.frameX, yBoundary);
        endBoundary = CGPointMake(self.viewToAnimate.frameX + self.viewToAnimate.frameWidth, yBoundary);
    }
    else {
        // Horizontal motion.
        CGFloat xBoundary = direction.dx * _distanceInPoints + self.viewToAnimate.frameX;
        if (direction.dx > 0.0) {
            // If we're going to the right, then we need to add the width of the self.viewToAnimate to our boundary. This is because the origin coords are in the upper, *left* of the viewToAnimate.
            xBoundary += self.viewToAnimate.frameWidth;
        }

        startBoundary = CGPointMake(xBoundary, self.viewToAnimate.frameY);
        endBoundary = CGPointMake(xBoundary, self.viewToAnimate.frameY + self.viewToAnimate.frameHeight);
    }

    SPASLog(@"startBoundary: %@, endBoundary: %@", NSStringFromCGPoint(startBoundary), NSStringFromCGPoint(endBoundary));

    [_collision addBoundaryWithIdentifier:@"barrier"
                                fromPoint:startBoundary
                                  toPoint:endBoundary];

    [_animator addBehavior:_collision];
}

- (void) run;
{
    if (_collision) {
        [_animator addBehavior:_gravityBehavior];
        [_velocity addLinearVelocity:_linearVelocity forItem:self.viewToAnimate];
        [_animator addBehavior:_velocity];
    }
    else {
        if (self.completion) {
            self.completion();
        }
    }
}

#pragma mark - UIDynamicAnimatorDelegate methods

- (void)dynamicAnimatorDidPause:(UIDynamicAnimator*)animator;
{
    if (self.completion) {
        self.completion();
    }
}

#pragma mark -

#pragma mark - UICollisionBehaviorDelegate methods

// This isn't the method that gets called in our case.
//- (void)collisionBehavior:(UICollisionBehavior*)behavior beganContactForItem:(id <UIDynamicItem>)item1 withItem:(id <UIDynamicItem>)item2 atPoint:(CGPoint)p;

- (void)collisionBehavior:(UICollisionBehavior*)behavior beganContactForItem:(id <UIDynamicItem>)item withBoundaryIdentifier:(id <NSCopying>)identifier atPoint:(CGPoint)p;
{
    if (!_calledFirstImpactCallback) {
        _calledFirstImpactCallback = YES;
        if (self.firstImpactCallback) {
            self.firstImpactCallback();
        }
    }
}

#pragma mark -


@end
EN

回答 1

Stack Overflow用户

发布于 2016-06-05 09:55:32

我在Swift工作,我看到的行为和你用1.5点抵消的行为一样。它似乎与设备的分辨率无关(1x、2x或3x),它们都有1.5点偏移。

然而,使用基于路径的API,问题似乎不再存在:

代码语言:javascript
复制
let collisionBehavior: UICollisionBehavior = ...
let topLeft: CGPoint = ...
let bottomLeft: CGPoint = ...

let path = CGPathCreateMutable()
CGPathMoveToPoint(path, nil, topLeft.x, topLeft.y)
CGPathAddLineToPoint(path, nil, bottomLeft.x, bottomLeft.y)
let bezierPath = UIBezierPath(CGPath: path)
collisionBehavior.addBoundaryWithIdentifier("myID", forPath: bezierPath)

将其转换为目标C非常容易:

代码语言:javascript
复制
UICollisionBehavior *collisionBehavior = ...
CGPoint topLeft = ...
CGPoint bottomLeft = ...

CGMutablePathRef path = CGPathCreateMutable();
CGPathMoveToPoint(path, nil, topLeft.x, topLeft.y);
CGPathAddLineToPoint(path, nil, bottomLeft.x, bottomLeft.y);
UIBezierPath *bezierPath = [UIBezierPath bezierPathWithCGPath: path];
[collisionBehavior addBoundaryWithIdentifier: @"myID" forPath: path];
票数 1
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页面原文内容由Stack Overflow提供。腾讯云小微IT领域专用引擎提供翻译支持
原文链接:

https://stackoverflow.com/questions/32771325

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