在iOS中,如何创建始终位于所有其他视图控制器之上的按钮?

TIM*_*MEX 42 ios swift

无论是出现模态还是用户执行任何类型的segue.

有没有办法让整个应用程序中的按钮"始终位于顶部"(不是屏幕顶部)?

有没有办法让这个按钮可以拖动并可以屏幕移动?

我正在将Apple自己的Assistive Touch作为这种按钮的一个例子.

rob*_*off 98

您可以通过创建自己的子类UIWindow,然后创建该子类的实例来完成此操作.你需要在窗口做三件事:

  1. 将其设置windowLevel为非常高的数字,例如CGFloat.max.它被钳制(从iOS 9.2开始)到10000000,但您也可以将其设置为最高值.

  2. 将窗口的背景颜色设置为nil以使其透明.

  3. 覆盖窗口的pointInside(_:withEvent:)方法,仅对按钮中的点返回true.这将使窗口仅接受按下按钮的触摸,并且所有其他触摸将被传递到其他窗口.

然后为窗口创建一个根视图控制器.创建按钮并将其添加到视图层次结构中,并告诉窗口它,以便窗口可以使用它pointInside(_:withEvent:).

还有最后一件事要做.事实证明,屏幕键盘也使用了最高的窗口级别,并且由于它可能会在您的窗口之后出现在屏幕上,它将位于窗口的顶部.您可以通过在发生这种情况时观察UIKeyboardDidShowNotification并重置窗口来解决这个问题windowLevel(因为这样做会记录下来,使您的窗口位于同一级别的所有窗口之上).

这是一个演示.我将从我将要在窗口中使用的视图控制器开始.

import UIKit

class FloatingButtonController: UIViewController {
Run Code Online (Sandbox Code Playgroud)

这是按钮实例变量.创建的人FloatingButtonController可以访问按钮以向其添加目标/操作.我稍后会证明这一点.

    private(set) var button: UIButton!
Run Code Online (Sandbox Code Playgroud)

你必须"实现"这个初始化程序,但我不打算在故事板中使用这个类.

    required init?(coder aDecoder: NSCoder) {
        fatalError()
    }
Run Code Online (Sandbox Code Playgroud)

这是真正的初始化程序.

    init() {
        super.init(nibName: nil, bundle: nil)
        window.windowLevel = CGFloat.max
        window.hidden = false
        window.rootViewController = self
Run Code Online (Sandbox Code Playgroud)

设置window.hidden = false将其置于屏幕上(当前CATransaction提交时).我还需要注意键盘出现:

        NSNotificationCenter.defaultCenter().addObserver(self, selector: "keyboardDidShow:", name: UIKeyboardDidShowNotification, object: nil)
    }
Run Code Online (Sandbox Code Playgroud)

我需要一个对我的窗口的引用,它将是一个自定义类的实例:

    private let window = FloatingButtonWindow()
Run Code Online (Sandbox Code Playgroud)

我将在代码中创建我的视图层次结构,以保持此答案自包含:

    override func loadView() {
        let view = UIView()
        let button = UIButton(type: .Custom)
        button.setTitle("Floating", forState: .Normal)
        button.setTitleColor(UIColor.greenColor(), forState: .Normal)
        button.backgroundColor = UIColor.whiteColor()
        button.layer.shadowColor = UIColor.blackColor().CGColor
        button.layer.shadowRadius = 3
        button.layer.shadowOpacity = 0.8
        button.layer.shadowOffset = CGSize.zero
        button.sizeToFit()
        button.frame = CGRect(origin: CGPointMake(10, 10), size: button.bounds.size)
        button.autoresizingMask = []
        view.addSubview(button)
        self.view = view
        self.button = button
        window.button = button
Run Code Online (Sandbox Code Playgroud)

没有什么特别的东西在那里.我只是创建我的根视图并在其中放置一个按钮.

为了允许用户拖动按钮,我将向按钮添加平移手势识别器:

        let panner = UIPanGestureRecognizer(target: self, action: "panDidFire:")
        button.addGestureRecognizer(panner)
    }
Run Code Online (Sandbox Code Playgroud)

窗口将在第一次出现时显示其子视图,并在调整大小时(特别是因为界面旋转),所以我想在那些时候重新定位按钮:

    override func viewDidLayoutSubviews() {
        super.viewDidLayoutSubviews()
        snapButtonToSocket()
    }
Run Code Online (Sandbox Code Playgroud)

(稍后会详细介绍snapButtonToSocket.)

要处理拖动按钮,我以标准方式使用平移手势识别器:

    func panDidFire(panner: UIPanGestureRecognizer) {
        let offset = panner.translationInView(view)
        panner.setTranslation(CGPoint.zero, inView: view)
        var center = button.center
        center.x += offset.x
        center.y += offset.y
        button.center = center
Run Code Online (Sandbox Code Playgroud)

你要求"捕捉",所以如果平底锅结束或取消,我会将按钮按到固定数量的位置之一,我称之为"套接字":

        if panner.state == .Ended || panner.state == .Cancelled {
            UIView.animateWithDuration(0.3) {
                self.snapButtonToSocket()
            }
        }
    }
Run Code Online (Sandbox Code Playgroud)

我通过重置来处理键盘通知window.windowLevel:

    func keyboardDidShow(note: NSNotification) {
        window.windowLevel = 0
        window.windowLevel = CGFloat.max
    }
Run Code Online (Sandbox Code Playgroud)

要将按钮捕捉到插座,我找到最靠近按钮位置的插座并将按钮移到那里.请注意,这不一定是您想要的界面轮换,但我会留下一个更完美的解决方案作为读者的练习.无论如何,它在旋转后将按钮保持在屏幕上.

    private func snapButtonToSocket() {
        var bestSocket = CGPoint.zero
        var distanceToBestSocket = CGFloat.infinity
        let center = button.center
        for socket in sockets {
            let distance = hypot(center.x - socket.x, center.y - socket.y)
            if distance < distanceToBestSocket {
                distanceToBestSocket = distance
                bestSocket = socket
            }
        }
        button.center = bestSocket
    }
Run Code Online (Sandbox Code Playgroud)

我在屏幕的每个角落都插了一个插座,中间有一个插座用于演示目的:

    private var sockets: [CGPoint] {
        let buttonSize = button.bounds.size
        let rect = view.bounds.insetBy(dx: 4 + buttonSize.width / 2, dy: 4 + buttonSize.height / 2)
        let sockets: [CGPoint] = [
            CGPointMake(rect.minX, rect.minY),
            CGPointMake(rect.minX, rect.maxY),
            CGPointMake(rect.maxX, rect.minY),
            CGPointMake(rect.maxX, rect.maxY),
            CGPointMake(rect.midX, rect.midY)
        ]
        return sockets
    }

}
Run Code Online (Sandbox Code Playgroud)

最后,自定义UIWindow子类:

private class FloatingButtonWindow: UIWindow {

    var button: UIButton?

    init() {
        super.init(frame: UIScreen.mainScreen().bounds)
        backgroundColor = nil
    }

    required init?(coder aDecoder: NSCoder) {
        fatalError("init(coder:) has not been implemented")
    }
Run Code Online (Sandbox Code Playgroud)

正如我所提到的,我需要覆盖,pointInside(_:withEvent:)以便窗口忽略按钮外的触摸:

    private override func pointInside(point: CGPoint, withEvent event: UIEvent?) -> Bool {
        guard let button = button else { return false }
        let buttonPoint = convertPoint(point, toView: button)
        return button.pointInside(buttonPoint, withEvent: event)
    }

}
Run Code Online (Sandbox Code Playgroud)

现在你怎么用这个东西?我下载了Apple的AdaptivePhotos示例项目,并将我的FloatingButtonController.swift文件添加到AdaptiveCode目标中.我添加了一个属性AppDelegate:

var floatingButtonController: FloatingButtonController?
Run Code Online (Sandbox Code Playgroud)

然后我添加了代码到最后application(_:didFinishLaunchingWithOptions:)创建一个FloatingButtonController:

    floatingButtonController = FloatingButtonController()
    floatingButtonController?.button.addTarget(self, action: "floatingButtonWasTapped", forControlEvents: .TouchUpInside)
Run Code Online (Sandbox Code Playgroud)

这些行在return true函数结束之前就行了.我还需要为按钮编写动作方法:

func floatingButtonWasTapped() {
    let alert = UIAlertController(title: "Warning", message: "Don't do that!", preferredStyle: .Alert)
    let action = UIAlertAction(title: "Sorry…", style: .Default, handler: nil)
    alert.addAction(action)
    window?.rootViewController?.presentViewController(alert, animated: true, completion: nil)
}
Run Code Online (Sandbox Code Playgroud)

这就是我必须做的一切.但是为了演示目的,我还做了一件事:在AboutViewController中,我改为labela,UITextView所以我有办法调出键盘.

这是按钮的样子:

拖动按钮

这是点击按钮的效果.请注意,该按钮浮动在警报上方:

单击按钮

这是我拿起键盘时会发生的事情:

键盘

它处理旋转吗?你打赌:

回转

好吧,旋转处理并不完美,因为旋转后哪个插座离按钮最近可能与旋转前的逻辑"插座"不同.您可以通过跟踪按钮最后捕捉到哪个套接字并特别处理旋转(通过检测大小更改)来解决此问题.

为了您的方便,我把全部FloatingViewController.swift放在这个要点中.

  • 很棒的解释.你能提供Objective-C版本@rob吗? (4认同)
  • [UIWindow`类引用](https://developer.apple.com/documentation/uikit/uiwindow?preferredLanguage=occ#)已更新,以阐明创建多个窗口是否可以接受.它现在说"创建额外的窗口(根据需要)以显示其他内容","您可以创建其他窗口并在设备的主屏幕上显示它们",以及"您还可以在同一屏幕上显示多个窗口".另请参阅WWDC 2016 Session 601("使用ReplayKit上线"),Apple工程师在其中创建第二个窗口. (3认同)
  • 实际上,看一下[*查看iOS*的编程指南](https://developer.apple.com/library/ios/documentation/WindowsViews/Conceptual/ViewPG_iPhoneOS/CreatingWindows/CreatingWindows.html#//apple_ref/doc/ uid/TP40009503-CH4-SW13)让我觉得你可能也想观察`UIWindowDidBecomeVisibleNotification`并在你得到一个时重置`window.windowLevel`. (2认同)
  • 这不是我想花时间做的事情。如果您熟悉 UIKit,即使您不了解 Swift,将代码转换为 Objective-C 也应该很容易。 (2认同)

Get*_*fty 7

Swift 4.2 - UIViewController 扩展

Rob Mayoff 对本地浮动按钮的回答的修改版本。

UIViewController 扩展可以让你更好地控制浮动按钮。但是,它将添加到您调用addFloatingButton而不是所有视图控制器的单个视图控制器上。

  • 在特定视图控制器中添加浮动按钮可以将视图控制器特定操作添加到浮动按钮。
  • 它不会阻塞topViewController如果您经常使用它,功能。(下面提供)
  • 如果您使用浮动按钮为您的应用程序切换支持聊天(例如 Zendesk Chat API),UIViewController 扩展方法可让您更好地控制视图控制器之间的导航。

对于这个问题,这可能不是最佳实践,但是这种对浮动按钮的控制应该为不同的目的启用不同的实践。

UIViewController 扩展

import UIKit

extension UIViewController {
    private struct AssociatedKeys {
        static var floatingButton: UIButton?
    }

    var floatingButton: UIButton? {
        get {
            guard let value = objc_getAssociatedObject(self, &AssociatedKeys.floatingButton) as? UIButton else {return nil}
            return value
        }
        set(newValue) {
            objc_setAssociatedObject(self, &AssociatedKeys.floatingButton, newValue, .OBJC_ASSOCIATION_RETAIN_NONATOMIC)
        }
    }

    func addFloatingButton() {
        // Customize your own floating button UI
        let button = UIButton(type: .custom)
        let image = UIImage(named: "tab_livesupport_unselected")?.withRenderingMode(.alwaysTemplate)
        button.tintColor = .white
        button.setImage(image, for: .normal)
        button.backgroundColor = UIColor.obiletGreen
        button.layer.shadowColor = UIColor.black.cgColor
        button.layer.shadowRadius = 3
        button.layer.shadowOpacity = 0.12
        button.layer.shadowOffset = CGSize(width: 0, height: 1)
        button.sizeToFit()
        let buttonSize = CGSize(width: 60, height: 60)
        let rect = UIScreen.main.bounds.insetBy(dx: 4 + buttonSize.width / 2, dy: 4 + buttonSize.height / 2)
        button.frame = CGRect(origin: CGPoint(x: rect.maxX - 15, y: rect.maxY - 50), size: CGSize(width: 60, height: 60))
        // button.cornerRadius = 30 -> Will destroy your shadows, however you can still find workarounds for rounded shadow.
        button.autoresizingMask = []
        view.addSubview(button)
        floatingButton = button
        let panner = UIPanGestureRecognizer(target: self, action: #selector(panDidFire(panner:)))
        floatingButton?.addGestureRecognizer(panner)
        snapButtonToSocket()
    }

    @objc fileprivate func panDidFire(panner: UIPanGestureRecognizer) {
        guard let floatingButton = floatingButton else {return}
        let offset = panner.translation(in: view)
        panner.setTranslation(CGPoint.zero, in: view)
        var center = floatingButton.center
        center.x += offset.x
        center.y += offset.y
        floatingButton.center = center

        if panner.state == .ended || panner.state == .cancelled {
            UIView.animate(withDuration: 0.3) {
                self.snapButtonToSocket()
            }
        }
    }

    fileprivate func snapButtonToSocket() {
        guard let floatingButton = floatingButton else {return}
        var bestSocket = CGPoint.zero
        var distanceToBestSocket = CGFloat.infinity
        let center = floatingButton.center
        for socket in sockets {
            let distance = hypot(center.x - socket.x, center.y - socket.y)
            if distance < distanceToBestSocket {
                distanceToBestSocket = distance
                bestSocket = socket
            }
        }
        floatingButton.center = bestSocket
    }

    fileprivate var sockets: [CGPoint] {
        let buttonSize = floatingButton?.bounds.size ?? CGSize(width: 0, height: 0)
        let rect = view.bounds.insetBy(dx: 4 + buttonSize.width / 2, dy: 4 + buttonSize.height / 2)
        let sockets: [CGPoint] = [
            CGPoint(x: rect.minX + 15, y: rect.minY + 30),
            CGPoint(x: rect.minX + 15, y: rect.maxY - 50),
            CGPoint(x: rect.maxX - 15, y: rect.minY + 30),
            CGPoint(x: rect.maxX - 15, y: rect.maxY - 50)
        ]
        return sockets
    }
    // Custom socket position to hold Y position and snap to horizontal edges.
    // You can snap to any coordinate on screen by setting custom socket positions.
    fileprivate var horizontalSockets: [CGPoint] {
        guard let floatingButton = floatingButton else {return []}
        let buttonSize = floatingButton.bounds.size
        let rect = view.bounds.insetBy(dx: 4 + buttonSize.width / 2, dy: 4 + buttonSize.height / 2)
        let y = min(rect.maxY - 50, max(rect.minY + 30, floatingButton.frame.minY + buttonSize.height / 2))
        let sockets: [CGPoint] = [
            CGPoint(x: rect.minX + 15, y: y),
            CGPoint(x: rect.maxX - 15, y: y)
        ]
        return sockets
    }
}


Run Code Online (Sandbox Code Playgroud)

UIViewController 用法

我更喜欢在 viewDidLoad(_animated:) 之后添加浮动按钮。如果之后另一个子视图阻塞了浮动按钮,则可能需要调用breedSubviewToFront()

override func viewDidAppear(_ animated: Bool) {
        super.viewDidAppear(animated)
        addFloatingButton()
        floatingButton?.addTarget(self, action: #selector(floatingButtonPressed), for: .touchUpInside)
    }

    @objc func floatingButtonPressed(){
        print("Floating button tapped")
    }
Run Code Online (Sandbox Code Playgroud)

UIApplication - 顶视图控制器

extension UIApplication{

    class func topViewController(controller: UIViewController? = UIApplication.shared.keyWindow?.rootViewController) -> UIViewController? {
        if let navigationController = controller as? UINavigationController {
            return topViewController(controller: navigationController.visibleViewController)
        }
        if let tabController = controller as? UITabBarController {
            if let selected = tabController.selectedViewController {
                return topViewController(controller: selected)
            }
        }
        if let presented = controller?.presentedViewController {
            return topViewController(controller: presented)
        }
        return controller
    }
}
Run Code Online (Sandbox Code Playgroud)


小智 5

在Swift 3中

import UIKit

private class FloatingButtonWindow: UIWindow {
    var button: UIButton?

    var floatingButtonController: FloatingButtonController?

    init() {
        super.init(frame: UIScreen.main.bounds)
        backgroundColor = nil
    }

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

    fileprivate override func point(inside point: CGPoint, with event: UIEvent?) -> Bool {
        guard let button = button else { return false }
        let buttonPoint = convert(point, to: button)
        return button.point(inside: buttonPoint, with: event)
    }
}

class FloatingButtonController: UIViewController {
    private(set) var button: UIButton!

    private let window = FloatingButtonWindow()

    required init?(coder aDecoder: NSCoder) {
        fatalError()
    }

    init() {
        super.init(nibName: nil, bundle: nil)
        window.windowLevel = CGFloat.greatestFiniteMagnitude
        window.isHidden = false
        window.rootViewController = self
        NotificationCenter.default.addObserver(self, selector: #selector(keyboardDidShow), name: NSNotification.Name.UIKeyboardDidShow, object: nil)
    }

    func keyboardDidShow(note: NSNotification) {
        window.windowLevel = 0
        window.windowLevel = CGFloat.greatestFiniteMagnitude
    }

    override func loadView() {
        let view = UIView()
        let button = UIButton(type: .custom)
        button.setTitle("Floating", for: .normal)
        button.setTitleColor(UIColor.green, for: .normal)
        button.backgroundColor = UIColor.white
        button.layer.shadowColor = UIColor.black.cgColor
        button.layer.shadowRadius = 3
        button.layer.shadowOpacity = 0.8
        button.layer.shadowOffset = CGSize.zero
        button.sizeToFit()
        button.frame = CGRect(origin: CGPoint(x: 10, y: 10), size: button.bounds.size)
        button.autoresizingMask = []
        view.addSubview(button)
        self.view = view
        self.button = button
        window.button = button


        let panner = UIPanGestureRecognizer(target: self, action: #selector(panDidFire))
        button.addGestureRecognizer(panner)
    }

    func panDidFire(panner: UIPanGestureRecognizer) {
        let offset = panner.translation(in: view)
        panner.setTranslation(CGPoint.zero, in: view)
        var center = button.center
        center.x += offset.x
        center.y += offset.y
        button.center = center

        if panner.state == .ended || panner.state == .cancelled {
            UIView.animate(withDuration: 0.3) {
                self.snapButtonToSocket()
            }
        }
    }

    override func viewDidLayoutSubviews() {
        super.viewDidLayoutSubviews()
        snapButtonToSocket()
    }

    private var sockets: [CGPoint] {
        let buttonSize = button.bounds.size
        let rect = view.bounds.insetBy(dx: 4 + buttonSize.width / 2, dy: 4 + buttonSize.height / 2)
        let sockets: [CGPoint] = [
            CGPoint(x: rect.minX, y: rect.minY),
            CGPoint(x: rect.minX, y: rect.maxY),
            CGPoint(x: rect.maxX, y: rect.minY),
            CGPoint(x: rect.maxX, y: rect.maxY),
            CGPoint(x: rect.midX, y: rect.midY)
        ]
        return sockets
    }

    private func snapButtonToSocket() {
        var bestSocket = CGPoint.zero
        var distanceToBestSocket = CGFloat.infinity
        let center = button.center
        for socket in sockets {
            let distance = hypot(center.x - socket.x, center.y - socket.y)
            if distance < distanceToBestSocket {
                distanceToBestSocket = distance
                bestSocket = socket
            }
        }
        button.center = bestSocket
    }
}
Run Code Online (Sandbox Code Playgroud)

在AppDelegate中:

    var floatingButtonController: FloatingButtonController?

func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplicationLaunchOptionsKey: Any]?) -> Bool {
    // Override point for customization after application launch.

     floatingButtonController = FloatingButtonController()
     floatingButtonController?.button.addTarget(self, action: #selector(AppDelegate.floatingButtonWasTapped), for: .touchUpInside)


    return true
}

func floatingButtonWasTapped() {
    let alert = UIAlertController(title: "Warning", message: "Don't do that!", preferredStyle: .alert)
    let action = UIAlertAction(title: "Sorry…", style: .default, handler: nil)
    alert.addAction(action)
    window?.rootViewController?.present(alert, animated: true, completion: nil)
}
Run Code Online (Sandbox Code Playgroud)