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Swift3.0学习实践-一个简单的画板(七色轨迹、可撤销、可清除、带橡皮擦)

写着玩儿的小程序,继续学习swift.运行效果+代码+知识点总结

运行效果:

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代码:

Canvas类:画布,画图板状态管理、交互、处理手势
class Canvas:UIView{
    //负责线条的生成、操作与管理
    let pathCreator:PathCreator
    //是否处于擦除状态
    var isInErasering:Bool
    //橡皮擦视图
    let eraserView:UIView
    
    override init(frame: CGRect) {
        isInErasering = false
        pathCreator = PathCreator()
        
        eraserView = UIView.init()
        eraserView.frame = CGRect(x: 0, y: 0, width: 10, height: 10)
        eraserView.backgroundColor = UIColor.white
        eraserView.alpha = 0

        super.init(frame: frame)
        
        self.backgroundColor = UIColor.black
        
        self.addSubview(eraserView)
        
        let revokeBut = UIButton(type: UIButtonType.system)
        revokeBut.frame = CGRect(x: 20, y: 20, width: 80, height: 30)
        revokeBut.setTitle("撤销", for: UIControlState.normal)
        revokeBut.addTarget(self, action: #selector(revokeButClick), for: UIControlEvents.touchUpInside)
        self.addSubview(revokeBut)
        
        let cleanBut = UIButton(type: UIButtonType.system)
        cleanBut.frame = CGRect(x: 110, y: 20, width: 80, height: 30)
        cleanBut.setTitle("清空", for: UIControlState.normal)
        cleanBut.addTarget(self, action: #selector(cleanButClick), for: UIControlEvents.touchUpInside)
        self.addSubview(cleanBut)
    
        let eraserBut = UIButton(type: UIButtonType.system)
        eraserBut.frame = CGRect(x: 200, y: 20, width:80, height: 30)
        eraserBut.setTitle("橡皮", for: UIControlState.normal)
        eraserBut.setTitle("画笔", for: UIControlState.selected)
        eraserBut.addTarget(self, action: #selector(eraserButClick(but:)), for: UIControlEvents.touchUpInside)
        self.addSubview(eraserBut)
        
        let ges = UIPanGestureRecognizer(target: self, action:#selector(handleGes(ges:)))
        ges.maximumNumberOfTouches = 1
        self.addGestureRecognizer(ges)
    }
    
    required public init?(coder aDecoder: NSCoder) {
        fatalError("init(coder:) has not been implemented")
    }
    
    override public func layoutSubviews() {
        
    }
    
    @objc private func handleGes(ges:UIPanGestureRecognizer) -> Void {
        let point = ges.location(in: self)
        switch ges.state {
        case UIGestureRecognizerState.began:
            if isInErasering {
                //擦除状态,显示出橡皮擦
                eraserView.alpha = 1
                eraserView.center = point
            }
            //生成新的一笔
            pathCreator.addNewPath(to: point,isEraser: isInErasering)
            self.setNeedsDisplay()
        case UIGestureRecognizerState.changed:
            if isInErasering {
                //移动橡皮擦
                eraserView.center = ges.location(in: self)
            }
            //更新当前笔画路径
            pathCreator.addLineForCurrentPath(to: point,isEraser:isInErasering)
            self.setNeedsDisplay()
        case UIGestureRecognizerState.ended:
            if isInErasering {
                //擦除状态,隐藏橡皮擦
                eraserView.alpha = 0
                eraserView.center = ges.location(in: self)
            }
            //更新当前笔画路径
            pathCreator.addLineForCurrentPath(to: point,isEraser: isInErasering)
            self.setNeedsDisplay()
        case UIGestureRecognizerState.cancelled:
            print("cancel")
        case UIGestureRecognizerState.failed:
            print("fail")
        default:
            return
        }
    }
    
    override public func draw(_ rect: CGRect) {
        //画线
        pathCreator.drawPaths()
    }
    
    @objc private func revokeButClick()->Void{
        //撤销操作
        pathCreator.revoke()
        self.setNeedsDisplay()
    }
    
    @objc private func cleanButClick()->Void{
        //清空操作
        pathCreator.clean()
        self.setNeedsDisplay()
    }
    
    @objc private func eraserButClick(but:UIButton)->Void{
        //切换画图与擦除状态
        if but.isSelected {
            but.isSelected = false
            isInErasering = false
        }else{
            but.isSelected = true
            isInErasering = true
        }
    }
}

PathCreator:具体线条绘制、管理

//每条子线段信息
struct BezierInfo{
    let path:UIBezierPath//具体线段
    let color:UIColor//线段对应颜色
    init(path:UIBezierPath,color:UIColor){
        self.path = path
        self.color = color
    }
}

class PathCreator{
    //所有笔画
    private var paths:[NSMutableArray]?
    //笔画内当前子线段
    private var currentBezierPathInfo:BezierInfo?
    //当前笔画的所有子线段
    private var currentPath:NSMutableArray?
    //当前笔画已经采集处理了几个触摸点
    private var pointCountInOnePath = 0
    
    static let colors = [UIColor.red,UIColor.orange,UIColor.yellow,UIColor.green,UIColor.blue,UIColor.gray,UIColor.purple]
    init() {
        paths = []
    }
    //添加新笔画
    func addNewPath(to:CGPoint,isEraser:Bool)->Void{
        //创建起始线段
        let path = UIBezierPath()
        path.lineWidth = 5
        path.move(to: to)
        path.lineJoinStyle = CGLineJoin.round
        path.lineCapStyle = CGLineCap.round
        if !isEraser {
            //绑定线段与颜色信息
            currentBezierPathInfo = BezierInfo(path: path, color: PathCreator.colors[0])
        }else{
            //处于擦除模式,颜色与画板背景色相同
            currentBezierPathInfo = BezierInfo(path: path, color: UIColor.black)
        }
        //新建一个笔画
        currentPath = NSMutableArray.init()
        //将起始线段加入当前笔画
        currentPath!.add(currentBezierPathInfo)
        pointCountInOnePath = 0
        //将当前笔画加入笔画数组
        paths!.append(currentPath!)
    }
    //添加新的点,更新当前笔画路径
    func addLineForCurrentPath(to:CGPoint,isEraser:Bool) -> Void {
        pointCountInOnePath += 1//同一笔画内,每7个点换一次颜色
        if pointCountInOnePath % 7 == 0{//换颜色
            if let currentBezierPathInfo = currentBezierPathInfo{
                //将当前点加入当前子线段,更新当前子线段路径
                currentBezierPathInfo.path.addLine(to: to)
            }
            //生成新的子线段
            let path = UIBezierPath()
            path.lineWidth = 5
            path.move(to: to)
            path.lineJoinStyle = CGLineJoin.round
            path.lineCapStyle = CGLineCap.round
            if !isEraser{
                //给当前子线段设置下一个颜色
                currentBezierPathInfo = BezierInfo(path: path, color: PathCreator.colors[currentPath!.count % 7])
            }else{
                //处于擦除模式,颜色与画板背景色相同
                currentBezierPathInfo = BezierInfo(path: path, color: UIColor.black)
            }
            //将当前子线段加入当前笔画
            currentPath!.add(currentBezierPathInfo)
        }else{
            if let currentBezierPathInfo = currentBezierPathInfo{
                //将当前点加入当前子线段,更新当前子线段路径
                currentBezierPathInfo.path.addLine(to: to)
            }
        }
    }
    
    func drawPaths()->Void{
        //画线
        let pathCount = paths!.count
        for i in 0..<pathCount{
            //取出所有笔画
            let onePath = paths![i]
            let onePathCount = onePath.count
            for j in 0..<onePathCount{
                //绘制每条笔画内每个子线段
                let pathInfo = onePath.object(at: j) as! BezierInfo
                pathInfo.color.set()
                pathInfo.path.stroke()
            }
        }
    }
    
    func revoke()->Void{
        //移走上一笔画
        if paths!.count > 0 {
            paths!.removeLast()
        }
    }
    
    func clean()->Void{
        //移走所有笔画
        paths!.removeAll()
    }
}

知识点总结:

1.结构体是值传递

一个基础概念,但开始使用时还是给忘了。数组[]在swift中是结构体(struct)实现,值传递。最开始把currentPath声明为了[],添加到paths[]中后,后续再去往currentPath中添加元素,paths中的对应的currentpath对象内容并未随之发生改变,后将currentPath改为了NSMutableArray(引用传递).

2.selector、@objc、private

(纯)swift与oc采用了不同的运行机制,swift不再采用与oc一样的运行时(runtime)与消息分发机制,selector作为oc运行机制的产物,swift中也对其进行了保留与支持。

@objc修饰符的作用是将swift定义的类、方法等暴露给oc。

于是,下列selector中指定的方法,都要使用@objc进行修饰

cleanBut.addTarget(self, action: #selector(cleanButClick), for: UIControlEvents.touchUpInside)
let ges = UIPanGestureRecognizer(target: self, action:#selector(handleGes(ges:)))
如果一个swift类继承自NSObject,swift会默认给该类的非private属性或方法加上@objc修饰。
因为Canvas类(->UIView->UIResponder->NSObject)继承自NSObject,所以其属性或方法(非private)都会被自动加上@objc修饰
但是因为我代码中的这几个selector指向的方法都声明为了private,所以还是需要手动去做@objc修饰(如果是非private的,可以不写@objc)
@objc private func handleGes(ges:UIPanGestureRecognizer) -> Void

3.required的构造函数

required用于修饰构造方法,用于要求子类必需实现对应的构造方法
如果子类中没有实现任何构造方法,则不必去显式的实现父类要求的required构造方法;而当子类中有定义实现构造方法时,则必需显式的去实现父类要求的required构造方法,同时还要保留required修饰.
当实现一个类Canvas继承自UIView时,我们可以看到编译器强制要求我们实现构造方法
public init?(coder aDecoder: NSCoder)
通过xcode找到该方法是在NSCoding协议中被定义的
public protocol NSCoding {
    public func encode(with aCoder: NSCoder)
    public init?(coder aDecoder: NSCoder) // NS_DESIGNATED_INITIALIZER
}
可以看到,此处并没有进行requird修饰,为什么还要求强制实现该构造方法呢?
因为在协议中规定的构造方法,不用显式进行requird修饰,实现协议的对应类默认必需要去实现协议中规定的构造方法,且加上requird修饰

4.as

let x:UInt16 = 100
let y:UInt8 = 10
//x + y会报错,不自动类型转换,更安全
let n = UInt8(x) + y
上面例子中,当我们进行值类型之间的类型转换(UInt16->UInt8)时,其实借助的是UInt8的构造方法
/// Create an instance initialized to `value`.
    public init(integerLiteral value: UInt8)
而当引用类型之间需要进行强制转换时,则需要借助as操作符
因为转换可能失败(两个不相关的类之间进行转换),所以需要使用as?,转换结果为一个可选型,不成功时,可选型值为nil
当然,如果可以肯定转换是成功的,则可以使用as!进行转换,结果为目标类型的对象。
另外,看下面这个例子
var people:People?
let man:Man = Man()
people = man
print(people)//可选型变量
let beMan = people as! Man
print (beMan)//强制转化后beMan不是可选型
var people:People?
let man:Man = Man()
people = man
print(people)//可选型变量
let beMan = people as! Man?
print (beMan)//强制转化后beMan为可选型
转换后的结果类型完全由as!后面的目标类型决定,即便原对象在转换之前是可选型对象,但如果转换的目标类型不是可选型,则转换后得到的也就不是一个可选型了

Swift3.0学习实践-一个简单的画板(七色轨迹、可撤销、可清除、带橡皮擦)