Last active
July 30, 2018 17:08
-
-
Save DavidLari/840311c593e1039485660fdf2742c7e8 to your computer and use it in GitHub Desktop.
A simple joystick view written in swift 4.x. Works like classic Atari joystick. Supports InterfaceBuilder.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
/* | |
JoystickView.swift | |
Created by David Lari on 7/14/18. | |
MIT License | |
Copyright © 2018 David Lari. | |
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: | |
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. | |
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. | |
A simple Joystick pad (Atari style), no sprite kit required. | |
Use: In IB, create a UIView, set its class to JoystickView. Or instantiate in code with a frame. | |
Then set color properties if desired. | |
NOTE: Make sure to set a completionHandler to get results. You will get x,y Int results. Values for x and y will be -1, 0 or 1 corresponding to the 8 directions. | |
x,y for each direction: | |
| | | |
-1,-1 | 0,-1 | 1,-1 | |
______|______|______ | |
| | | |
-1,0 | | 1,0 | |
______|______|______ | |
| | | |
-1,1 | 0,1 | 1,1 | |
| | | |
*/ | |
import UIKit | |
@IBDesignable | |
public class JoystickView: UIView { | |
//MARK: - Public Properties | |
// backing vars for inspectables | |
var _borderColor = UIColor.lightGray | |
var _buttonBackgroundColor = UIColor.darkGray | |
var _buttonForegroundColor = UIColor.white | |
var _speedInMilliseconds = 100 | |
@IBInspectable | |
public var borderColor: UIColor { | |
get { | |
return _borderColor | |
} set { | |
_borderColor = newValue | |
setButtonBorders() | |
setNeedsDisplay() | |
} | |
} | |
@IBInspectable | |
public var buttonBackgroundColor: UIColor { | |
get { | |
return _buttonBackgroundColor | |
} set { | |
_buttonBackgroundColor = newValue | |
setButtonBackgroundColors() | |
setNeedsDisplay() | |
} | |
} | |
@IBInspectable | |
public var buttonForegroundColor: UIColor { | |
get { | |
return _buttonForegroundColor | |
} set { | |
_buttonForegroundColor = newValue | |
for button in buttonArray { | |
button.setTitleColor(newValue, for: .normal) | |
setNeedsDisplay() | |
} | |
} | |
} | |
/// Repeat speed, in milliseconds for when buttons are held down. Values below 1 are set to 1 to prevent disruption of the time space continuum. ;) | |
@IBInspectable | |
public var speedInMilliseconds: Int { | |
get { | |
return _speedInMilliseconds | |
} set { | |
_speedInMilliseconds = max(newValue, 1) | |
speedInSeconds = Double( _speedInMilliseconds) / 1000.0 | |
} | |
} | |
public var completionHandler: ((Int, Int) -> Void)? | |
//MARK: - Private constants | |
private let upLeftButton = UIButton() | |
private let upButton = UIButton() | |
private let upRightButton = UIButton() | |
private let leftButton = UIButton() | |
private let rightButton = UIButton() | |
private let downLeftButton = UIButton() | |
private let downButton = UIButton() | |
private let downRightButton = UIButton() | |
//MARK: - Private variables | |
private var buttonArray: [UIButton]! | |
private var isButtonTouched = false | |
private var speedInSeconds = 0.1 // repeat speed, computed from _speedInMilliseconds | |
override init(frame: CGRect) { | |
super.init(frame: frame) | |
setup() | |
} | |
public required init?(coder aDecoder: NSCoder) { | |
super.init(coder: aDecoder) | |
setup() | |
} | |
override public func prepareForInterfaceBuilder() { | |
super.prepareForInterfaceBuilder() | |
setup() | |
} | |
private func setup() { | |
_borderColor = UIColor.lightGray | |
_buttonBackgroundColor = UIColor.darkGray | |
_buttonForegroundColor = UIColor.white | |
_speedInMilliseconds = 100 | |
buttonArray = [upLeftButton, upButton, upRightButton, leftButton, rightButton, downLeftButton, downButton, downRightButton] | |
backgroundColor = .clear | |
let width = frame.width / 3 | |
let height = frame.height / 3 | |
upLeftButton.frame = CGRect(x: 0, y: 0, width: width, height: height) | |
upButton.frame = CGRect(x: width, y: 0, width: width, height: height) | |
upRightButton.frame = CGRect(x: 2 * width , y: 0, width: width, height: height) | |
leftButton.frame = CGRect(x: 0, y: height, width: width, height: height) | |
rightButton.frame = CGRect(x: 2 * width, y: height, width: width, height: height) | |
downLeftButton.frame = CGRect(x: 0, y: 2 * height, width: width, height: height) | |
downButton.frame = CGRect(x: width, y: 2 * height, width: width, height: height) | |
downRightButton.frame = CGRect(x: 2 * width, y: 2 * height, width: width, height: height) | |
for button in buttonArray { | |
button.addTarget(self, action: #selector(buttonReleased), for: .touchUpInside) | |
button.addTarget(self, action: #selector(buttonTouchDown), for: .touchDown) | |
button.setTitleColor(buttonForegroundColor, for: .normal) | |
addSubview(button) | |
} | |
setButtonBorders() | |
upButton.setTitle("\u{2191}", for: .normal) | |
leftButton.setTitle("\u{2190}", for: .normal) | |
rightButton.setTitle("\u{2192}", for: .normal) | |
downButton.setTitle("\u{2193}", for: .normal) | |
upLeftButton.setTitle("\u{2196}", for: .normal) | |
upRightButton.setTitle("\u{2197}", for: .normal) | |
downLeftButton.setTitle("\u{2199}", for: .normal) | |
downRightButton.setTitle("\u{2198}", for: .normal) | |
setButtonBackgroundColors() | |
} | |
private func setButtonBorders() { | |
for button in [upButton, leftButton, downButton, rightButton] { | |
button.layer.borderWidth = 1 | |
button.layer.borderColor = _borderColor.cgColor | |
} | |
roundedButton(button: upLeftButton, corner: .topLeft) | |
roundedButton(button: upRightButton, corner: .topRight) | |
roundedButton(button: downLeftButton, corner: .bottomLeft) | |
roundedButton(button: downRightButton, corner: .bottomRight) | |
} | |
private func setButtonBackgroundColors() { | |
for button in [upButton, downButton, leftButton, rightButton] { | |
button.backgroundColor = buttonBackgroundColor | |
} | |
roundedButton(button: upLeftButton, corner: .topLeft) | |
roundedButton(button: upRightButton, corner: .topRight) | |
roundedButton(button: downLeftButton, corner: .bottomLeft) | |
roundedButton(button: downRightButton, corner: .bottomRight) | |
} | |
private func roundedButton(button: UIButton, corner: UIRectCorner){ | |
// Due to limitations of byRoundingCorners, numbers are clamped to 1/2 of size by Apple. :( | |
let diameter = button.frame.width | |
let maskPath = UIBezierPath(roundedRect: button.bounds, | |
byRoundingCorners: corner, | |
cornerRadii: CGSize(width: diameter, height: diameter)) | |
let maskLayer = CAShapeLayer() | |
maskLayer.path = maskPath.cgPath | |
maskLayer.lineWidth = 1 | |
maskLayer.strokeColor = _borderColor.cgColor | |
maskLayer.fillColor = buttonBackgroundColor.cgColor | |
maskLayer.frame = button.bounds | |
button.layer.addSublayer(maskLayer) | |
} | |
@objc func buttonTouchDown(sender: UIButton!) { | |
if !isButtonTouched { | |
isButtonTouched = true | |
self.move(sender: sender) | |
} | |
} | |
@objc func buttonReleased(sender: UIButton!) { | |
isButtonTouched = false | |
} | |
private func move(sender: UIButton!) { | |
guard isButtonTouched else { return } | |
var x = 0 | |
var y = 0 | |
switch sender { | |
case upLeftButton, leftButton, downLeftButton: | |
x = -1 | |
case upRightButton, rightButton, downRightButton: | |
x = 1 | |
default: | |
break | |
} | |
switch sender { | |
case upLeftButton, upButton, upRightButton: | |
y = -1 | |
case downLeftButton, downButton, downRightButton: | |
y = 1 | |
default: | |
break | |
} | |
completionHandler?(x, y) | |
delay(speedInSeconds) { | |
self.move(sender: sender) | |
} | |
} | |
private func delay(_ delay: Double, closure: @escaping () -> Void) { | |
DispatchQueue.main.asyncAfter( | |
deadline: DispatchTime.now() + Double(Int64(delay * Double(NSEC_PER_SEC))) / Double(NSEC_PER_SEC), execute: closure) | |
} | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
It's not quite pixel perfect on the borders. I'm working on that.