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submodules/AsyncDisplayKit/docs/_docs/control-node.md
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submodules/AsyncDisplayKit/docs/_docs/control-node.md
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---
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title: ASControlNode
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layout: docs
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permalink: /docs/control-node.html
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prevPage: map-node.html
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nextPage: scroll-node.html
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---
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`ASControlNode` is the Texture equivalent to `UIControl`. You don't create instances of `ASControlNode` directly. Instead, you can use it as a subclassing point when creating controls of your own. In fact, <a href = "/docs/text-node.html">ASTextNode</a>, <a href = "/docs/image-node.html">ASImageNode</a>, <a href = "/docs/video-node.html">ASVideoNode</a> and <a href = "/docs/map-node.html">ASMapNode</a> are all subclasses of `ASControlNode`.
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This fact is especially useful when it comes to image and text nodes. Having the ability to add target-action pairs means that you can use any text or image node as a button without having to rely on creating gesture recognizers, as you would with text in UIKit, or creating extraneous views as you might when using `UIButton`.
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### Control State
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Like `UIControl`, `ASControlNode` has a state which defines its appearance and ability to support user interactions. Its state can be one of any state defined by `ASControlState`.
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<div class = "highlight-group">
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<span class="language-toggle"><a data-lang="swift" class="swiftButton">Swift</a><a data-lang="objective-c" class = "active objcButton">Objective-C</a></span>
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<div class = "code">
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<pre lang="objc" class="objcCode">
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typedef NS_OPTIONS(NSUInteger, ASControlState) {
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ASControlStateNormal = 0,
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ASControlStateHighlighted = 1 << 0, // used when isHighlighted is set
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ASControlStateDisabled = 1 << 1,
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ASControlStateSelected = 1 << 2, // used when isSelected is set
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...
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};
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</pre>
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<pre lang="swift" class = "swiftCode hidden">
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public struct ASControlState : OptionSet {
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public static var highlighted: ASControlState { get } // used when ASControlNode isHighlighted is set
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public static var disabled: ASControlState { get }
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public static var selected: ASControlState { get } // used when ASControlNode isSelected is set
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public static var reserved: ASControlState { get } // flags reserved for internal framework use
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}
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</pre>
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</div>
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</div>
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### Target-Action Mechanism
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Also similarly to `UIControl`, `ASControlNode`'s have a set of events defined which you can react to by assigning a target-action pair.
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The available actions are:
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<div class = "highlight-group">
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<span class="language-toggle"><a data-lang="swift" class="swiftButton">Swift</a><a data-lang="objective-c" class = "active objcButton">Objective-C</a></span>
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<div class = "code">
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<pre lang="objc" class="objcCode">
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typedef NS_OPTIONS(NSUInteger, ASControlNodeEvent)
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{
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/** A touch-down event in the control node. */
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ASControlNodeEventTouchDown = 1 << 0,
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/** A repeated touch-down event in the control node; for this event the value of the UITouch tapCount method is greater than one. */
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ASControlNodeEventTouchDownRepeat = 1 << 1,
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/** An event where a finger is dragged inside the bounds of the control node. */
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ASControlNodeEventTouchDragInside = 1 << 2,
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/** An event where a finger is dragged just outside the bounds of the control. */
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ASControlNodeEventTouchDragOutside = 1 << 3,
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/** A touch-up event in the control node where the finger is inside the bounds of the node. */
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ASControlNodeEventTouchUpInside = 1 << 4,
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/** A touch-up event in the control node where the finger is outside the bounds of the node. */
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ASControlNodeEventTouchUpOutside = 1 << 5,
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/** A system event canceling the current touches for the control node. */
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ASControlNodeEventTouchCancel = 1 << 6,
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/** All events, including system events. */
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ASControlNodeEventAllEvents = 0xFFFFFFFF
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};
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</pre>
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<pre lang="swift" class = "swiftCode hidden">
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public struct ASControlNodeEvent : OptionSet {
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/** A touch-down event in the control node. */
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public static var touchDown: ASControlNodeEvent { get }
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/** A repeated touch-down event in the control node; for this event the value of the UITouch tapCount method is greater than one. */
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public static var touchDownRepeat: ASControlNodeEvent { get }
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/** An event where a finger is dragged inside the bounds of the control node. */
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public static var touchDragInside: ASControlNodeEvent { get }
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/** An event where a finger is dragged just outside the bounds of the control. */
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public static var touchDragOutside: ASControlNodeEvent { get }
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/** A touch-up event in the control node where the finger is inside the bounds of the node. */
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public static var touchUpInside: ASControlNodeEvent { get }
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/** A touch-up event in the control node where the finger is outside the bounds of the node. */
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public static var touchUpOutside: ASControlNodeEvent { get }
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/** A system event canceling the current touches for the control node. */
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public static var touchCancel: ASControlNodeEvent { get }
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/** A system event when the Play/Pause button on the Apple TV remote is pressed. */
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public static var primaryActionTriggered: ASControlNodeEvent { get }
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/** All events, including system events. */
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public static var allEvents: ASControlNodeEvent { get }
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}
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</pre>
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</div>
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</div>
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Assigning a target and action for these events is done with the same methods as a `UIControl`, namely using `–addTarget:action:forControlEvents:`.
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### Hit Test Slop
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While all node's have a `hitTestSlop` property, this is usually most useful when dealing with controls. Instead of needing to make your control bigger, or needing to override `-hitTest:withEvent:` you can just assign a `UIEdgeInsets` to your control and its boundaries will be expanded accordingly.
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<div class = "highlight-group">
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<span class="language-toggle"><a data-lang="swift" class="swiftButton">Swift</a><a data-lang="objective-c" class = "active objcButton">Objective-C</a></span>
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<div class = "code">
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<pre lang="objc" class="objcCode">
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CGFloat horizontalDiff = (bounds.size.width - _playButton.bounds.size.width)/2;
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CGFloat verticalDiff = (bounds.size.height - _playButton.bounds.size.height)/2;
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_playButton.hitTestSlop = UIEdgeInsetsMake(-verticalDiff, -horizontalDiff, -verticalDiff, -horizontalDiff);
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</pre>
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<pre lang="swift" class = "swiftCode hidden">
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let horizontalDiff = (bounds.size.width - playButton.bounds.size.width) / 2
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let verticalDiff = (bounds.size.height - playButton.bounds.size.height) / 2
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playButton.hitTestSlop = UIEdgeInsets(top: -verticalDiff, left: -horizontalDiff, bottom: -verticalDiff, right: -horizontalDiff)
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</pre>
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</div>
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</div>
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Remember that, since the property is an inset, you'll need to use negative values in order to expand the size of your tappable region.
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### Hit Test Visualization
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The <a href = "/docs/debug-tool-hit-test-visualization.html">hit test visualization tool</a> is an option to enable highlighting of the tappable areas of your nodes. To enable it, include `[ASControlNode setEnableHitTestDebug:YES]` in your app delegate in `-application:didFinishLaunchingWithOptions:`.
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