我正在尝试开发的应用程序的一个部分需要显示一组图像,而用户在显示周期期间无需与手机交互。用户开始显示序列,但不需要告诉手机何时停止。该应用程序还需要能够在每个显示周期之间捕获图像。我的意思是手机显示一张图像,然后拍摄照片并保存,然后显示下一张图像,如此循环下去。
我对图像捕获部分有很好的理解,但我正在努力解决如何以上述方式显示我的图像集。据我所知,实现这一点的困难之一是 iPhone 在一个显示周期上更新 View 并在执行时编译所有代码,因此很难让两者相互等待。
我尝试使用 NSTimer 调用 UIView 来更新我的特定图像,但图像无法正确绘制。我正在使用 Core Graphics 以越来越频繁的频率绘制条形或白色和黑色。我认为创建和播放具有正确图案序列的影片不会起作用,因为我还需要能够告诉 iPhone 在每次显示图案时捕获图像。
非常感谢任何想法或建议!
我的 UIViewController:
import UIKit
class ViewController: UIViewController, UINavigationControllerDelegate {
// MARK: Properties
var orientation = "Vertical"
var numberOfBarPairs = UInt64(1)
var maximumNumberOfBarPairs = UInt64()
var binaryPattern = BinaryPattern()
var timer = NSTimer()
// Hide the status bar so the image displayed is full screen
var statusBarIsHidden = true
override func viewDidLoad() {
super.viewDidLoad()
}
// MARK: Actions
@IBAction func displayBinaryPattern(sender: UIButton) {
// Initiate the phase display
// Capture the view's frame size and location
let viewWidth = view.frame.width
let viewHeight = view.frame.height
//let viewSize = CGFloat(20)
let viewOrigin = view.frame.origin
// Set the frame that displays the binary patterns
let frame = CGRectMake(viewOrigin.x, viewOrigin.y, viewWidth, viewHeight)
// Set maximum number of bar pairs based on frame size
maximumNumberOfBarPairs = 128 //Int(viewSize)/2
// Instance a binary pattern and add it as a subview to the main view
binaryPattern = BinaryPattern(frame: frame)
// set display interval
let displayInterval = 5.0
// Set a timer to call drawBarPairs every interval
timer = NSTimer.scheduledTimerWithTimeInterval(displayInterval, target: self, selector: Selector("updateView"), userInfo: nil, repeats: true)
}
func updateView() {
numberOfBarPairs = numberOfBarPairs*2
print("\(orientation), \(numberOfBarPairs)")
view.addSubview(binaryPattern)
// Cal the draw view
binaryPattern.orientation = orientation
binaryPattern.numberOfBarPairs = numberOfBarPairs
// Stop the display when we reach a termination condition
if numberOfBarPairs == maximumNumberOfBarPairs && orientation == "Horizontal" {
// Stop the timer
timer.invalidate()
}
// Change the orientaiton of the bar pairs when the number counter reaches the maximum
if numberOfBarPairs == maximumNumberOfBarPairs && orientation == "Vertical" {
orientation = "Horizontal"
numberOfBarPairs = 0
}
}
}
我的 UIView 绘制图案:
import UIKit
class BinaryPattern: UIView {
// MARK: Properties
var numberOfBarPairs: UInt64 {
didSet {
print("Bars Set")
setNeedsDisplay()
}
}
var orientation: String {
didSet {
print("orientation set")
setNeedsDisplay()
}
}
override init(frame: CGRect) {
self.numberOfBarPairs = 1
self.orientation = "Vertical"
super.init(frame: frame)
}
required init(coder aDecoder: NSCoder) {
self.numberOfBarPairs = 1
self.orientation = "Vertical"
super.init(coder: aDecoder)!
}
override func drawRect(rect: CGRect) {
// Obtains the current graphics context. Think of a graphics context as a canvas. In this case, the canvas is the View that we will be working with, but there are other types of contexts, such as an offscreen buffer that we later turn into an image. Note that contexts are stateful, or a value will remain that value until it is set with a method.
let context = UIGraphicsGetCurrentContext()
// Disable anti-aliasing, so pixel boundarys are shown jagged
CGContextSetShouldAntialias(context, false)
// Query the view frame size to draw the binary pattern within
let frameHeight: CGFloat = 256
let frameWidth: CGFloat = 256
// Define white and black colors
let blackColor: UIColor = UIColor.blackColor()
let whiteColor: UIColor = UIColor.whiteColor()
// Determine if bars should be vertical or horizontal
if self.orientation == "Horizontal" {
let barWidth = frameWidth
let barHeight = frameHeight/CGFloat(2*self.numberOfBarPairs)
// Generate the bar pairs and fill them with appropriate colors
// for bar in 1...self.numberOfBarPairs {
// let yOrigin1 = 2*(CGFloat(bar)-1)*barHeight
// let yOrigin2 = (2*CGFloat(bar)-1)*barHeight
// let xOrigin: CGFloat = 0
let xOrigin: CGFloat = 0
let yOrigin1: CGFloat = barHeight
let yOrigin2: CGFloat = 0
CGContextSetFillColorWithColor(context, blackColor.CGColor)
CGContextFillRect(context, CGRectMake(xOrigin, yOrigin1, barWidth, barHeight))
CGContextSetFillColorWithColor(context, whiteColor.CGColor)
CGContextFillRect(context, CGRectMake(xOrigin, yOrigin2, barWidth, barHeight))
// }
}
else {
// Calculate the width of each bar by dividing the outer frame width by twice the number of bar pairs
let barWidth = frameWidth/CGFloat(2*self.numberOfBarPairs)
let barHeight = frameHeight
print("Bar Width: \(barWidth), Bar Height: \(barHeight)\n")
// Generate the bar pairs and fill them with appropriate colors
for bar in 1...self.numberOfBarPairs {
// let xOrigin1 = 2*(CGFloat(bar)-1)*barWidth
let xOrigin2 = (2*CGFloat(bar)-1)*barWidth
let yOrigin: CGFloat = 0
print("x Origin: \(xOrigin2)")
//let xOrigin1 = barWidth
//let xOrigin2: CGFloat = 50
//let yOrigin: CGFloat = 0
//CGContextSetFillColorWithColor(context, blackColor.CGColor)
//CGContextFillRect(context, CGRectMake(xOrigin1, yOrigin, barWidth, barHeight))
CGContextSetFillColorWithColor(context, whiteColor.CGColor)
CGContextFillRect(context, CGRectMake(xOrigin2, yOrigin, barWidth, barHeight))
}
}
}
}
最佳答案
计时器应该调用 View 的 setNeedsDisplay。然后 View 的drawRect将绘制 View 的当前状态。
关于ios - 如何使用 NSTimer 在 UIView 中绘图,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/34494792/