用于“重复射击”的按下按钮

问题描述 投票:20回答:3

我已经提到了关于按下按钮的无数其他问题,但与Swift没有太多关联。我使用touchUpInside事件将一个功能连接到一个按钮:

@IBAction func singleFire(sender: AnyObject){
    //code
}

...和另一个功能,用于在按住相同按钮时重复调用上述功能,并在不再按下按钮时停止:

@IBAction func speedFire(sender: AnyObject){

    button.addTarget(self, action: "buttonDown:", forControlEvents: .TouchDown)
    button.addTarget(self, action: "buttonUp:", forControlEvents: .TouchUpOutside)

    func buttonDown(sender: AnyObject){
        timer = NSTimer.scheduledTimerWithTimeInterval(0.3, target: self, selector: "singleFire", userInfo: nil, repeats: true)     
    }

    func buttonUp(sender: AnyObject){
        timer.invalidate()
    }
}

我不确定我做错了什么,我不知道如何将触摸事件设置到同一个按钮以获得不同的功能。

ios swift nstimer addtarget
3个回答
35
投票

按住按钮时,您希望快速重复射击。

您的buttonDownbuttonUp方法需要在顶层定义,而不是在另一个函数内定义。出于演示目的,放弃从故事板中连接@IBActions并在viewDidLoad中设置按钮更清楚:

class ViewController: UIViewController {

    @IBOutlet weak var button: UIButton!
    var timer: Timer?
    var speedAmmo = 20

    @objc func buttonDown(_ sender: UIButton) {
        singleFire()
        timer = Timer.scheduledTimer(timeInterval: 0.3, target: self, selector: #selector(rapidFire), userInfo: nil, repeats: true)
    }

    @objc func buttonUp(_ sender: UIButton) {
        timer?.invalidate()
    }

    func singleFire() {
        print("bang!")
    }

    @objc func rapidFire() {
        if speedAmmo > 0 {
            speedAmmo -= 1
            print("bang!")
        } else {
            print("out of speed ammo, dude!")
            timer?.invalidate()
        }
    }

    override func viewDidLoad() {
        super.viewDidLoad()

        // These could be added in the Storyboard instead if you mark
        // buttonDown and buttonUp with @IBAction
        button.addTarget(self, action: #selector(buttonDown), for: .touchDown)
        button.addTarget(self, action: #selector(buttonUp), for: [.touchUpInside, .touchUpOutside])
    }
}

此外,我将.touchUpOutside更改为[.touchUpInside, .touchUpOutside](以捕获两个补足事件)并在最初的singleFire上调用buttonDown进行单火。通过这些更改,按下按钮会立即触发,然后只要按住按钮,就会触发每个0.3秒。


该按钮可以在故事板中连接,而不是在viewDidLoad中设置。在这种情况下,将@IBAction添加到buttonDownbuttonUp。然后按住Control键并单击故事板中的按钮,然后从Touch Down旁边的圆圈拖动到func buttonDown,然后从Touch Up Inside和Touch Up Outside旁边的圆圈拖动到func buttonUp

enter image description here


16
投票

在我的原始答案中,我回答了如何让按钮同时识别水龙头和长按的问题。在澄清的问题中,只要用户按下手指,您就会希望此按钮持续“触发”。如果是这种情况,则只需要一个手势识别器。

例如,在Interface Builder中,将长按手势识别器从对象库拖到按钮上,然后将“最小持续时间”设置为零:

enter image description here

然后你可以控制 - 从长按手势识别器拖动到助手编辑器中的代码并添加一个@IBAction来处理长按:

var timer: NSTimer?

@IBAction func longPressHandler(gesture: UILongPressGestureRecognizer) {
    if gesture.state == .Began {
        timer = NSTimer.scheduledTimerWithTimeInterval(0.3, target: self, selector: "handleTimer:", userInfo: nil, repeats: true)
    } else if gesture.state == .Ended || gesture.state == .Cancelled {
        timer?.invalidate()
        timer = nil
    }
}

func handleTimer(timer: NSTimer) {
    NSLog("bang")
}

或者,如果您还想在用户将手指拖离按钮时停止触发,请添加对手势位置的检查:

@IBAction func longPressHandler(gesture: UILongPressGestureRecognizer) {
    if gesture.state == .Began {
        timer = NSTimer.scheduledTimerWithTimeInterval(0.3, target: self, selector: "handleTimer:", userInfo: nil, repeats: true)
    } else if gesture.state == .Ended || gesture.state == .Cancelled || (gesture.state == .Changed && !CGRectContainsPoint(gesture.view!.bounds, gesture.locationInView(gesture.view))) {
        timer?.invalidate()
        timer = nil
    }
}

我的原始答案,回答了如何识别按钮上的水龙头和长按的不同问题,如下所示:


就个人而言,我会使用水龙头和长按手势识别器,例如:

override func viewDidLoad() {
    super.viewDidLoad()

    let longPress = UILongPressGestureRecognizer(target: self, action: "handleLongPress:")
    button.addGestureRecognizer(longPress)

    let tap = UITapGestureRecognizer(target: self, action: "handleTap:")
    tap.requireGestureRecognizerToFail(longPress)
    button.addGestureRecognizer(tap)
}

func handleTap(gesture: UITapGestureRecognizer) {
    print("tap")
}

func handleLongPress(gesture: UILongPressGestureRecognizer) {
    if gesture.state == .Began {
        print("long press")
    }
}

如果你愿意,用长按手势,你也可以在.Ended上执行你的行动。它只取决于所需的用户体验。

仅供参考,您也可以在Interface Builder中添加这两个手势识别器(只需将对象库中的相应手势拖到按钮上,然后从手势识别器控制拖动到@IBAction功能),但更容易说明通过编程方式显示它是怎么回事。


1
投票

我将@vacawama示例代码更新为swift 3.谢谢。

@IBOutlet var button: UIButton!

var timer: Timer!
var speedAmmo = 100

@IBAction func buttonDown(sender: AnyObject) {
    singleFire()
    timer = Timer.scheduledTimer(timeInterval: 0.1, target: self, selector:#selector(rapidFire), userInfo: nil, repeats: true)
}

@IBAction func buttonUp(sender: AnyObject) {
    timer.invalidate()
}

func singleFire() {
    if speedAmmo > 0 {
        speedAmmo -= 1
        print("bang!")
    } else {
        print("out of speed ammo, dude!")
        timer.invalidate()
    }
}

func rapidFire() {
    if speedAmmo > 0 {
        speedAmmo -= 1
        print("bang!")
    } else {
        print("out of speed ammo, dude!")
        timer.invalidate()
    }
}

override func viewDidLoad() {
    super.viewDidLoad()

    button.addTarget(self, action:#selector(buttonDown(sender:)), for: .touchDown)
    button.addTarget(self, action:#selector(buttonUp(sender:)), for: [.touchUpInside, .touchUpOutside])
}
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