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  • Intégrer les fonctionnalités tactiles à votre app Mac

    Découvrez comment ajouter des fonctionnalités tactiles à votre app Mac. Découvrez comment passer des API classiques de suivi de la souris aux reconnaisseurs de gestes modernes et aux commandes tactiles natives. Découvrez comment optimiser les cibles tactiles, implémenter des interactions Multi-Touch et gérer les gestes système pour offrir une expérience tactile incroyable. Pour tirer le meilleur parti de cette session, regardez « Concevoir pour le toucher sur Mac ».

    Chapitres

    • 0:00 - Introduction
    • 0:30 - Touch across frameworks
    • 1:37 - Use control events
    • 3:05 - Adopt gesture recognizers
    • 5:14 - Expand hit targets
    • 6:24 - Customize touch scrolling
    • 6:57 - Manage gesture exclusivity
    • 8:17 - Disable system gestures
    • 9:39 - Additional touch tips
    • 11:56 - Next steps

    Ressources

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    Vidéos connexes

    Tech Talks

    • Concevoir pour le toucher sur Mac
  • Rechercher dans cette vidéo…
    • 2:08 - Custom button that overrides mouseDown

      // Custom button to detect start and end of tracking
      class IgnitionButton: NSButton {
          var delegate: IgnitionButtonDelegate?
      
          override func mouseDown(with event: NSEvent) {
              delegate?.buttonDidStartTracking()
              super.mouseDown(with: event)
              delegate?.buttonDidEndTracking()
          }
      }
    • 2:24 - Use NSControl events to detect tracking

      // Use NSControl events to detect start and end of tracking
      ignitionButton.addTarget(
          self,
          action: #selector(buttonDidStartTracking),
          for: [.trackingBegan, .trackingEntered]
      )
      
      ignitionButton.addTarget(
          self,
          action: #selector(buttonDidEndTracking),
          for: [.trackingExited, .trackingEndedInside]
      )
      
      ignitionButton.addTarget(
          self,
          action: #selector(buttonCancelledTracking),
          for: .trackingCancelled
      )
    • 3:13 - Mouse tracking loop

      let eventMask: NSEvent.EventTypeMask = [.leftMouseDragged, .leftMouseUp]
      while true {
          let nextEvent = NSApp.nextEvent(
              matching: eventMask,
              until: .distantFuture,
              inMode: .eventTracking,
              dequeue: true)
          if let nextEvent, nextEvent.type == .leftMouseUp {
              break
          }
      }
    • 4:11 - Refactored tracking functions

      // Refactored tracking functions
      func startTracking(at viewLocation: NSPoint) { /* ... */ }
      
      func continueTracking(at viewLocation: NSPoint) { /* ... */ }
      
      func endTracking(at viewLocation: NSPoint) { /* ... */ }
      
      func cancelTracking() { /* ... */ }
    • 4:24 - Add a touch-only pan gesture recognizer

      // Add touch-only pan gesture recognizer
      let touchRecognizer = NSPanGestureRecognizer(
          target: self,
          action: #selector(touchPan)
      )
      
      touchRecognizer.buttonMask = 0x0
      touchRecognizer.allowedTouchTypes = .direct
      
      wiringPanelView.addGestureRecognizer(touchRecognizer)
    • 4:52 - Pan gesture recognizer action

      // Pan gesture recognizer action function
      @objc func touchPan(_ recognizer: NSPanGestureRecognizer) {
          switch recognizer.state {
          case .began:
              startTracking(at: recognizer.location(in: wiringPanelView))
          case .changed:
              continueTracking(at: recognizer.location(in: wiringPanelView))
          case .ended:
              endTracking(at: recognizer.location(in: wiringPanelView))
          case .cancelled:
              cancelTracking()
          default:
              break
          }
      }
    • 5:37 - Expand hit targets for touch

      // Refactored tracking functions with expanded hit targets
      func startTracking(at viewLocation: NSPoint, expandHitRect: Bool = false) {
          for node in nodes {
              if point(viewLocation, in: node.frame, expandForTouch: expandHitRect) {
                  trackingNode = node
                  trackingLocation = viewLocation
                  return
              }
          }
      }
      
      func point(_ point: NSPoint, in rect: NSRect, expandForTouch: Bool = false) -> Bool {
          if expandForTouch {
              // Expand to minimum size of 36 points on each axis
          } else {
              // Nothing to do for mouse
          }
          return NSPointInRect(point, rect)
      }
      
      @objc func touchPan(_ recognizer: NSPanGestureRecognizer) {
          switch recognizer.state {
          case .began:
              startTracking(at: recognizer.location(in: wiringPanelView), expandHitRect: true)
          // ...
          default:
              break
          }
      }
    • 6:40 - Require two touches for scrolling

      // Modify touch scrolling properties
      decoratingView.enclosingScrollView?.minimumNumberOfTouchesForScrolling = 2
    • 7:48 - Allow simultaneous slider interaction

      // Simultaneous sliders
      stoveControlsView.exclusiveGestureBehavior = .notExclusive
    • 8:25 - Disable system gestures

      // Disabling system gestures
      stoveControlsView.window?.disablesDirectTouchSystemGestures = true
      
      // Mac Catalyst API
      extension UIViewController {
          var prefersDirectTouchSystemGesturesDisabled: Bool { get }
      }
      
      // SwiftUI API
      View.directTouchSystemGesturesDisabled()
    • 11:47 - Declare touch-native support in Info.plist

      <?xml version="1.0" encoding="UTF-8"?>
      <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
      <plist version="1.0">
      <dict>
          <!-- ... -->
          <key>NSIsTouchNative</key>
          <true/>
          <!-- ... -->
      </dict>
      </plist>

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