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ios - 在 iOS 8 键盘扩展中实现键盘按键弹出动画

转载 作者:IT王子 更新时间:2023-10-29 08:20:38 24 4
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请问iOS 8 keyboards extension 如何在按住键盘键时实现弹出动画。我知道如何在每个键上分配长按手势,但不知道如何为键设置动画以呈现该特定键中的其他字符。

编辑: 我看到有人问这个类似的问题 here但不同的是,他能够制作流行动画。

编辑 2: 我看到另一个类似的问题被问到 here但与标准键盘上的默认外观相比,它们的外观有所不同。

tapped expanded keyboard key

编辑 3: 我能够在点击键盘按键时实现我想要的行为。我只需要知道如何正确绘制扩展键 View 。附上图片供引用。第一个是我们迄今为止取得的成就。我想知道如何绘制字母 F 键,然后将其转换为 UIView

current progress

编辑 4: 我能够创建弹出键 View ,但不是我想要的类似于标准键盘弹出键的所需形状或层。供引用:

current key pop view

编辑 5: 我尝试了 PaintCode 的演示版,它生成了下面的代码。这是在我的自定义 View 上的 drawRect 方法中。我的按键宽度通常为 26.0,高度为 39.0。顺便说一句,我也在使用 Objective-C。

    UIBezierPath* bezierPath = UIBezierPath.bezierPath;
[bezierPath moveToPoint: CGPointMake(26, 5.12)];
[bezierPath addLineToPoint: CGPointMake(26, 18.03)];
[bezierPath addCurveToPoint: CGPointMake(23.05, 22.41) controlPoint1: CGPointMake(26, 19.88) controlPoint2: CGPointMake(24.82, 21.51)];
[bezierPath addCurveToPoint: CGPointMake(19.62, 25.27) controlPoint1: CGPointMake(22.05, 23.24) controlPoint2: CGPointMake(20.79, 24.3)];
[bezierPath addCurveToPoint: CGPointMake(19.62, 39.95) controlPoint1: CGPointMake(19.62, 30.82) controlPoint2: CGPointMake(19.62, 39.95)];
[bezierPath addCurveToPoint: CGPointMake(17.17, 42) controlPoint1: CGPointMake(19.62, 41.08) controlPoint2: CGPointMake(18.52, 42)];
[bezierPath addLineToPoint: CGPointMake(8.83, 42)];
[bezierPath addCurveToPoint: CGPointMake(6.38, 39.95) controlPoint1: CGPointMake(7.48, 42) controlPoint2: CGPointMake(6.38, 41.08)];
[bezierPath addCurveToPoint: CGPointMake(6.38, 25.33) controlPoint1: CGPointMake(6.38, 39.95) controlPoint2: CGPointMake(6.38, 30.89)];
[bezierPath addCurveToPoint: CGPointMake(5.67, 24.74) controlPoint1: CGPointMake(6.15, 25.14) controlPoint2: CGPointMake(5.91, 24.94)];
[bezierPath addCurveToPoint: CGPointMake(5.37, 24.49) controlPoint1: CGPointMake(5.57, 24.66) controlPoint2: CGPointMake(5.47, 24.57)];
[bezierPath addLineToPoint: CGPointMake(5.32, 24.45)];
[bezierPath addCurveToPoint: CGPointMake(2.75, 22.3) controlPoint1: CGPointMake(4.41, 23.69) controlPoint2: CGPointMake(3.5, 22.93)];
[bezierPath addCurveToPoint: CGPointMake(1.02, 20.85) controlPoint1: CGPointMake(2.06, 21.92) controlPoint2: CGPointMake(1.47, 21.43)];
[bezierPath addCurveToPoint: CGPointMake(0.98, 20.82) controlPoint1: CGPointMake(0.99, 20.83) controlPoint2: CGPointMake(0.98, 20.82)];
[bezierPath addCurveToPoint: CGPointMake(0, 18.03) controlPoint1: CGPointMake(0.36, 20.02) controlPoint2: CGPointMake(-0, 19.06)];
[bezierPath addLineToPoint: CGPointMake(0, 5.12)];
[bezierPath addCurveToPoint: CGPointMake(2.48, 1.01) controlPoint1: CGPointMake(0, 3.44) controlPoint2: CGPointMake(0.97, 1.94)];
[bezierPath addCurveToPoint: CGPointMake(6.05, 0) controlPoint1: CGPointMake(3.48, 0.39) controlPoint2: CGPointMake(4.71, 0.02)];
[bezierPath addLineToPoint: CGPointMake(6.13, 0)];
[bezierPath addLineToPoint: CGPointMake(19.87, 0)];
[bezierPath addCurveToPoint: CGPointMake(26, 5.12) controlPoint1: CGPointMake(23.25, 0) controlPoint2: CGPointMake(26, 2.29)];
[bezierPath closePath];
[[UIColor redColor] setFill];
[bezierPath fill];

问题是,它看起来像这样:

enter image description here

如果我能让它足够大,让它像默认键盘一样,那么它就可以工作了。

最佳答案

我会使用 CAShapeLayer

您可以随时重置形状图层的形状,甚至可以为形状的变化设置动画,以完成比 Apple 版本更精细的操作。

下面是 playground 的代码,它演示了完成此操作的类的简单版本:

import UIKit

class KeyPopView: UIView {

static let widthPadding : CGFloat = 5.0
static let leftOffset : CGFloat = -5.0

init(frame: CGRect, letters: [String]) {
super.init(frame: frame)
addLetters(letters)
}

required init(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}

override class func layerClass() -> AnyClass {
return CAShapeLayer.self
}

override func layoutSubviews() {
super.layoutSubviews()
var run : CGFloat = KeyPopView.widthPadding
for l in labels {
let s = sizeForLabel(l)
let mh = maxHeight(labels)
l.frame = CGRectMake(run, -mh, s.width, s.height)
run += s.width + KeyPopView.widthPadding
}
}

var shapeLayer: CAShapeLayer {
get {
return layer as! CAShapeLayer
}
}

var path: CGPathRef {
get {
return shapeLayer.path
}
set(nv) {
shapeLayer.shadowPath = nv
shapeLayer.path = nv
}
}

var labels : [UILabel] = [] {
willSet {
for l in labels {
l.removeFromSuperview()
}
}
didSet {
for l in labels {
addSubview(l)
}
path = keyPopPath(labels, cornerRadius: cornerRadius).CGPath
}
}

var cornerRadius : CGFloat = 4 {
didSet {
path = keyPopPath(labels, cornerRadius: cornerRadius).CGPath
}
}

override var backgroundColor: UIColor? {
set(newValue) {
shapeLayer.fillColor = newValue?.CGColor
}
get {
return UIColor(CGColor: shapeLayer.fillColor)
}
}

func keyPopPath(ls : [UILabel], cornerRadius: CGFloat) -> UIBezierPath {
let radius = CGSizeMake(cornerRadius, cornerRadius);
let f = CGRectMake(0, 0, frame.width + KeyPopView.widthPadding * 2, frame.height)
let mh = maxHeight(ls)
var b = UIBezierPath(roundedRect: CGRectMake(KeyPopView.leftOffset, -mh, widthForLabels(ls) - KeyPopView.leftOffset + KeyPopView.widthPadding, mh), byRoundingCorners: UIRectCorner.AllCorners, cornerRadii: radius)
b.appendPath(UIBezierPath(roundedRect: f, byRoundingCorners: UIRectCorner.BottomLeft | UIRectCorner.BottomRight, cornerRadii: radius))
return b
}

func addLetters(letters : [String]) {
labels = letters.map({(s: String) -> UILabel in
var l = UILabel()
l.text = s
return l
})
}

func widthForLabels(ls: [UILabel]) -> CGFloat {
return ls.reduce(0, combine: {(t, l) in t + sizeForLabel(l).width + KeyPopView.widthPadding}) + KeyPopView.widthPadding
}

func sizeForLabel(l: UILabel) -> CGSize {
return l.text!.sizeWithAttributes([NSFontAttributeName: l.font])
}

func maxHeight(ls: [UILabel]) -> CGFloat {
var m : CGFloat = 0;
for l in ls {
let h = sizeForLabel(l).height
m = m > h ? m : h
}
return m
}
}

//start with a gray background view
var ba = UIView(frame: CGRectMake(0, 0, 300, 300))
ba.backgroundColor = UIColor.grayColor()
//add a mock "key"
let key = UILabel()
key.text = "a"
key.textAlignment = NSTextAlignment.Center
key.backgroundColor = UIColor.whiteColor()
let size = key.text!.sizeWithAttributes([NSFontAttributeName: key.font])
key.frame = CGRectMake(5, 0, size.width + 10, size.height)
key.layer.cornerRadius = 5
key.center = ba.center
ba.addSubview(key)
//add the initial keypop
key.hidden = true // the key's rounded corners aren't showing up correctly in my playground preview -- this shouldn't be necessary
var k = KeyPopView(frame: CGRectMake(0, 0, size.width, size.height), letters: ["a"])
k.backgroundColor = UIColor.whiteColor()
ba.addSubview(k)
k.center = CGPointMake(key.center.x - 5, key.center.y)
ba
//demonstrates resizing of the keypop view to accomdate more letters
k.addLetters(["a", "b", "c", "d", "e"])
ba

以目前的形式,这个类有很多问题:

  • 字母稍微偏离中心
  • View 的框架用作弹出开始的键的框架,而不是绘制内容的实际框架。
  • 只支持左键弹出
  • 强制展开多个可选
  • 所用路径的“主干”没有像系统键盘那样的圆内角
  • 变量的命名是为了简洁,而不是为了清晰

然而,这应该为实现您想要的目标提供良好的基础。

关于ios - 在 iOS 8 键盘扩展中实现键盘按键弹出动画,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/32179015/

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