I have a scroll view with a label in it, and I wants after someones scroll the label X px's to the right and release his finger to delete this label with animation.
So I created a delegate connection and added the scroll view delegate method:
- (void)scrollViewDidScroll:(UIScrollView *)scrollView {
NSLog(#"scroll view did scroll");
}
In this method I want to say something like:
if myScrollView.someProperty moved X px's to the right and the user pulled his finger
delete this label sliding with animation to the right
Can someone please help out here :/
tnx ahead!!
Check UIScrollView's contentOffset property:
contentOffset - The point at which the origin of the content view is offset
from the origin of the scroll view.
you can use UISwipeGestureRecognizer to do this and define how many pixel you want to drag the label to the right. You can try the following code
- (void)viewDidLoad {
[super viewDidLoad];
mylabel.userInteractionEnabled=YES;
[mylabel sizeToFit];
[mylabel addGestureRecognizer:[[UISwipeGestureRecognizer alloc] initWithTarget:self action:#selector(didSwipeLabel:)]];
}
- (void)didSwipeLabel:(UISwipeGestureRecognizer*)swipe
{
NSLog(#"swipe");
swipe.direction = UISwipeGestureRecognizerDirectionRight;
if (swipe.direction == UISwipeGestureRecognizerDirectionRight) {
[UIView animateWithDuration:0.5 animations:^{
// swipe the label 50px right
mylabel.transform = CGAffineTransformMakeTranslation(50.0, 0.0);
} completion:^(BOOL finished) {
// when animation
[UIView animateWithDuration:0.5 animations:^{
NSLog(#"label should be removed");
[mylabel removeFromSuperview];
}];
}];
}
}
I have a UIImageView image circle. I want to long press the picture zoom in and move it to another place, and when released it declined and remained this place. But when I release the finger, the picture moves to the starting place. Why? Here's the code:
UILongPressGestureRecognizer *recognizer = [[UILongPressGestureRecognizer alloc] initWithTarget:self action:#selector(move:)];
recognizer.minimumPressDuration = .5;
recognizer.delegate = self;
[circle addGestureRecognizer:recognizer];
- (void)move:(UILongPressGestureRecognizer *)sender
{
UIView *image_ = sender.view;
CGPoint point = [sender locationInView:image_.superview];
if (sender.state == UIGestureRecognizerStateBegan) {
[UIView animateWithDuration:0.3 animations:^{
image_.transform = CGAffineTransformMakeScale(1.2f, 1.2f);
} completion:nil];
}
if (sender.state == UIGestureRecognizerStateChanged) {
image_.center = point;
}
if (sender.state == UIGestureRecognizerStateEnded) {
image_.center = point;
[UIView animateWithDuration:0.3 animations:^{
image_.transform = CGAffineTransformMakeScale(1.f, 1.f);
} completion:nil];
}
}
The reason that it is moving back to the start is because you are using a UILongPressGestureRecognizer. This type of recogniser will not give you a reliable update on tracking the user's input location. Once the gesture ends it is probably giving you the point where the gesture was first initiated.
I would also set the image's transform back to the identity transform rather than scale it back to 1.0f in both dimensions.
The solution would be to use a UIPanGestureRecognizer and properly track the gesture's location in the view. This will work far better, and on top of that it is the right way to do it.
The best way for you is to add Image view to UIView.
So its UIView will be container UIView and add UILongPressGesture to its container view.
Then it will work. UIImageview doesn't reply to UILongPressGesture and its container view will reply about it.
You will get the result what you want.
Hope your success.
I want to start the UIPanGestureRecognizer right after adding it to a screenshot. Because the screenshot is created through code, when an item has been highlighted, the user won't press on the screen again. So... How do I start the recognizer programmatically?
UIView *snapshot = [cell snapshotViewAfterScreenUpdates:NO];
//use the cell to map the snapshot frame to the window because this does a perfect job of accounting for table offset, etc. Other methods put the view a little to the side or way off
CGRect newFrame = snapshot.frame;
newFrame.origin = [cell convertPoint:newFrame.origin toView:self.view.window];
[snapshot setFrame:newFrame];
[HelperMethods shadowForView:cell color:[UIColor blackColor] offset:CGSizeMake(1, 1) opacity:.7 radius:snapshot.frame.size.width/4];
//[self.view addSubview:snapshot];
newFrame.origin.y -=10;
//move the frame a little to let user know it can be moved
[UIView animateWithDuration:.2 animations:^{
[snapshot setFrame:newFrame];
}];
//add a long press that kills the tap if recognized
UIPanGestureRecognizer *pan = [[UIPanGestureRecognizer alloc]initWithTarget:self action:#selector(userCellDragged:)];
[pan setMinimumNumberOfTouches:1];
[pan setMaximumNumberOfTouches:1];
[cell addGestureRecognizer:pan];
You can always call the method on its own.
For example, you've added the selector
- (void) userCellDragged:(UIPanGestureRecognizer)sender;
For your pan gesture recognizer.
You could call this from anywhere in the view by simply adding
[self userCellDragged:nil];
Remember to add a parameter to this method something like:
if (sender == nil) {
// Triggered programmatically
}
else {
// proceed as normal
}
Here's the setup: I have UIControls in table cells that allow sliding from right to left for a delete function (like Clear)
The table cells live inside a UITableView.
The TableView lives inside another UIControl that allows swiping from left to right or right to left in order to change days. When this happens a new TableView gets created to the right or left of the main one, and the new one is pulled in from left or right until a threshold is met and an animation takes over and then replaces the old with the new.
In some conditions all of these interactions actually work correctly. The issue is that after a couple of interactions (table slides seem to be problematic) it becomes difficult / impossible to scroll the table.
Here is the code for the TableViewSlider (the top level UIControl that contains the TableViews). Any ideas would be greatly appreciated!
#implementation OSETableViewSlider
- (void) initialize {
self.backgroundColor = [UIColor backgroundFlatColor];
self.mainTableView = [self createUITableView];
self.mainTableView.frame = CGRectMake(0,0, self.frame.size.width, self.frame.size.height);
self.mainTableView.hidden = NO;
[self addSubview:self.mainTableView];
self.transitionInProgress = NO;
}
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
[self initialize];
}
return self;
}
- (id)initWithCoder:(NSCoder *)aDecoder {
self = [super initWithCoder:aDecoder];
if(self) {
[self initialize];
}
return self;
}
- (UITableView *)createUITableView {
UITableView *newTable = [[UITableView alloc] init];
newTable.hidden = YES;
newTable.separatorStyle = UITableViewCellSeparatorStyleNone;
newTable.scrollEnabled = YES;
newTable.bounces = YES;
newTable.dataSource = self;
newTable.delegate = self;
newTable.backgroundColor = [UIColor backgroundFlatColor];
return newTable;
}
- (void)setFrame:(CGRect)frame {
super.frame = frame;
self.mainTableView.frame = CGRectMake(0,0, frame.size.width, frame.size.height);
}
- (void)transitionToDate:(NSDate *)date fromRight:(BOOL)rightToLeft {
[self.viewController beginTransitionToDate:date];
self.transitionTableView = [self createUITableView];
self.transitionTableView.frame = CGRectMake( rightToLeft ? self.frame.size.width : (-1 * self.frame.size.width), 0,
self.frame.size.width, self.frame.size.height );
self.transitionTableView.hidden = NO;
[self addSubview:self.transitionTableView];
self.transitionInProgress = YES;
[UIView animateWithDuration:0.2f animations:^{
self.transitionTableView.frame = CGRectMake(0,0, self.frame.size.width, self.frame.size.height);
self.mainTableView.frame = CGRectMake( rightToLeft ? (-1 * self.frame.size.width) : self.frame.size.width, 0,
self.frame.size.width, self.frame.size.height);
} completion:^(BOOL completed){
[self.viewController endTransitionDidChange:YES];
[self.mainTableView removeFromSuperview];
self.mainTableView = self.transitionTableView;
self.transitionInProgress = NO;
}];
}
- (NSInteger)numberOfSectionsInTableView:(UITableView *)tableView {
return 1;
}
- (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section {
return [self.viewController activityCountForTransition:(tableView!=self.mainTableView)];
}
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath {
return [self.viewController cellNumber:indexPath.item forTransition:(tableView!=self.mainTableView)];
}
- (CGFloat)tableView:(UITableView *)tableView heightForRowAtIndexPath:(NSIndexPath *)indexPath {
return [self.viewController cellNumber:indexPath.item forTransition:(tableView!=self.mainTableView)].frame.size.height;
}
- (void)layoutSubviews {
if(!self.transitionInProgress) {
[self.mainTableView setFrame:CGRectMake(0,0, self.frame.size.width, self.frame.size.height)];
}
}
- (BOOL) beginTrackingWithTouch:(UITouch *)touch withEvent:(UIEvent *)event {
NSLog(#"begin track");
self.locationInView = [touch locationInView:self.superview];
self.fingerTracking = YES;
self.fingerMoved = NO;
self.transitionTableView = nil;
return YES;
}
- (CGFloat) calcOffsetForTouch:(UITouch *)touch {
CGFloat fingerOffset = [touch locationInView:self.superview].x - self.locationInView.x;
return fingerOffset + self.startingOffset;
}
- (BOOL) continueTrackingWithTouch:(UITouch *)touch withEvent:(UIEvent *)event {
self.fingerMoved = YES;
CGFloat offset = [self calcOffsetForTouch:touch];
//NSLog(#"offset is: %f flarb: %f", offset, fabs(offset));
if(offset < 0 && (!self.transitioningLeft || [OSEUtils isNull:self.transitionTableView])) {
[self.viewController beginTransitionToDate:[OSEUtils daysOffset:1 fromDate:self.viewController.selectedDate withTimeZone:[NSTimeZone timeZoneWithName:#"UTC"]]];
[self.transitionTableView removeFromSuperview];
self.transitionTableView = [self createUITableView];
self.transitioningLeft = YES;
NSLog(#"going left");
[self addSubview:self.transitionTableView];
[self.transitionTableView reloadData];
}
if(offset > 0 && (self.transitioningLeft || [OSEUtils isNull:self.transitionTableView])) {
[self.viewController beginTransitionToDate:[OSEUtils daysOffset:-1 fromDate:self.viewController.selectedDate withTimeZone:[NSTimeZone timeZoneWithName:#"UTC"]]];
[self.transitionTableView removeFromSuperview];
self.transitionTableView = [self createUITableView];
self.transitioningLeft = NO;
NSLog(#"going right");
[self addSubview:self.transitionTableView];
[self.transitionTableView reloadData];
}
CGFloat mult = self.transitioningLeft ? 1 : -1;
if(fabs(offset) > (self.frame.size.width / 3.0f)) {
if(self.transitioningLeft) {
offset = -1 * self.frame.size.width;
} else {
offset = self.frame.size.width;
}
[UIView animateWithDuration:0.2f animations:^{
self.mainTableView.frame = CGRectMake(offset, 0, self.frame.size.width, self.frame.size.height);
self.transitionTableView.frame = CGRectMake(offset + (mult * self.frame.size.width), 0,
self.frame.size.width, self.frame.size.height);
} completion:^(BOOL finished) {
[self.mainTableView removeFromSuperview];
if(self.transitioningLeft) {
[self.viewController.daySelector jumpToNext];
} else {
[self.viewController.daySelector jumpToPrevious];
}
self.mainTableView = self.transitionTableView;
self.transitionTableView = nil;
[self.viewController endTransitionDidChange:YES];
}];
return NO;
}
self.mainTableView.frame = CGRectMake(offset, 0, self.frame.size.width, self.frame.size.height);
self.transitionTableView.frame = CGRectMake(offset + (mult * self.frame.size.width), 0, self.frame.size.width, self.frame.size.height);
self.transitionTableView.hidden = NO;
return YES;
}
- (void) endTrackingWithTouch:(UITouch *)touch withEvent:(UIEvent *)event {
NSLog(#"end tableslide track");
[UIView animateWithDuration:0.2f animations:^{
self.mainTableView.frame = CGRectMake(0,0,self.frame.size.width, self.frame.size.height);
self.transitionTableView.frame = CGRectMake(((self.transitioningLeft ? 1 : -1 ) * self.frame.size.width), 0, self.frame.size.width, self.frame.size.height);
} completion:^(BOOL completion){
[self.transitionTableView removeFromSuperview];
self.transitionTableView = nil;
[self.viewController endTransitionDidChange:NO];
}];
self.fingerTracking = NO;
}
- (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event {
UIView *tableHitTest = [self.mainTableView hitTest:point withEvent:event];
if([tableHitTest isKindOfClass:[OSECellPanelControl class]]) {
return tableHitTest;
} else {
return self;
}
}
#end
Why are you creating a new UITableView when the user swipes left or right? It would be much more efficient to use the built-in deleteRowsAtIndexPath: and insertRowsAtIndexPath: methods to animate the rows sliding in and out without having to slide in and out entire UITableView's.
You can take a look at this for a reference on animating the tableview content changes as you swipe across dates.
I don't know about your current set up, but when I tried this exact same thing with swipeable UITableViewCell's and it's superview being swipe able, I had issues with getting the interaction that I wanted. If this is contributing to your problem, you can look at detecting where the user swipes. If the user swipes within a specific offset from the left and right edge of the UITableViewCell, then it swipes the cell, anything outside of that offset (center of the cell) would have the UITableView itself swiped. You would then animate out the deleting and insertion of the new rows.
Also, by re-instancing a new UITableView each time, you are forcing your UITableViewCell's to be re-instanced each time as well. By using the delete and insert methods, you can continue to use your existing cells via the dequeueReusableCellWithIdentifier method. Each time you re-instance the UITableView, your cells are set to nil and discarded requiring the new tableview to create complete new instances of your cells. This is extremely inefficient.
You're getting in deep with touch tracking and hit detection. Use a higher level API instead - gesture recognisers. With gestures you can set precedence (this one has to fail before this one can begin).
So, you want a couple of custom gestures on the container view (which no longer needs to be a control). These fail if the initial touch point isn't at the edge of the view (within some bound). These trigger the overall table view change.
And the table cells have swipe gestures that each require the custom ones to fail. These trigger your cell deletion logic.
Your idea share a few similarities with how the iOS7 unlock screen and calendar is built. In the unlock screen, you can swipe on notifications, move the notification list up and down, and swipe to unlock. In the calendar app, you can swipe to change the current day, or swipe the header to change the week. Thus I recommend watching the WWDC 2013 Session video #217 "Exploring Scroll Views on iOS 7" that explain and demonstrate how they have done it, and how to replicate the functionality.
Basically, what you could do (and what they did for the unlock screen and calendar screen) is: Either (A) nest UIScrollViews in a UITableView OR (B) use a swipe/pan gesture delegate on every cells, and (C) nest that UITableView along with every other UITableViews representing days in a UIScrollView with paging control enabled.
(A) will allow you to expose a delete button in cells. You could either put the delete button under the UIScrollView that sits in the cell in a way that sliding the content uncover it.
(B) will allow you to track a gesture in cells, cancel it if required, and play with the cell's contentView to display a delete button.
(C) will allow you to swipe from one UITableView to another quite easily, and with paging enable you will get a free "snap into place or bounce back" animation PLUS you can easily reuse two UITableViews instead of allocating one per day.
Personally, I would go with (B) and (C).
Turns out there was a problem with my hitTest method. Replacing [self.mainTableView hitTest...] with [super hitTest...] solved my problem. I think I was messing up some coordinates that was causing this method to return nil when it should have returned a view. I'm not 100% sure exactly what is wrong with it, but it does work better now.
I am creating an app with cards. In my mainViewController, I have this code:
CardView *cardView = [[CardView alloc] initWithFrame:CGRectMake(0, 0, CardWidth, CardHeight)];
cardView.card = [player.closedCards cardAtIndex:t];
[self.cardContainerView addSubview:cardView];
[cardView animateDealingToBottomPlayer:player withIndex:t withDelay:delay];
delay += 0.1f;
where CardView is a subclass of UIView. Each Card is a unique cardView and in CardView.m I do have:
#implementation CardView
{
UIImageView *_backImageView;
UIImageView *_frontImageView;
CGFloat _angle;
}
#synthesize card = _card;
- (id)initWithFrame:(CGRect)frame
{
if ((self = [super initWithFrame:frame]))
{
self.backgroundColor = [UIColor clearColor];
[self loadBack];
self.userInteractionEnabled=YES;
}
return self;
}
- (void)loadBack
{
if (_backImageView == nil)
{
_backImageView = [[UIImageView alloc] initWithFrame:self.bounds];
_backImageView.image = [UIImage imageNamed:#"Back"];
_backImageView.contentMode = UIViewContentModeScaleToFill;
[self addSubview:_backImageView];
}
}
and the implementations for other functions .
Since in order to win space, one card is placed on top of the others (half of teh card is visible and the rest is covered by the next card and so on), I want to identify touches on each card.
If I place that code in CardView:
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
NSLog(#"Card is touched");
}
it is never called. If I place it in the GameView Controller it is called anywhere that I will touch, but I do not know how to identify which cardView is called. Can you give me a hint?
EDIT:
I decided to use gestures. Therefore in my mainViewController changed the code to this:
for (PlayerPosition p = startingPlayer.position; p < startingPlayer.position + 4; ++p)
{
CardView *cardView = [[CardView alloc] initWithFrame:CGRectMake(0, 0, CardWidth, CardHeight)];
cardView.card = [player.closedCards cardAtIndex:t];
cardView.userInteractionEnabled=YES;
[self.cardContainerView addSubview:cardView];
[cardView animateDealingToBottomPlayer:player withIndex:t withDelay:delay];
delay += 0.1f;
UITapGestureRecognizer *recognizer=[[UITapGestureRecognizer alloc]initWithTarget:self action:#selector(cardSelected:)];
[cardView addGestureRecognizer:recognizer];
}
but this is never called.
-(void)cardSelected:(UITapGestureRecognizer *)recognizer
{
NSLog(#"Card Selected with gestures");
}
Why is that?
EDIT 2:
I have also tried adding this:
self.cardContainerView.userInteractionEnabled=YES;
or changing this:
UITapGestureRecognizer *recognizer=[[UITapGestureRecognizer alloc]initWithTarget:self action:#selector(cardSelected:)];
to this:
UITapGestureRecognizer *recognizer=[[UITapGestureRecognizer alloc]initWithTarget:self .cardContainerView action:#selector(cardSelected:)];
but none of them worked.
If you instead add a tap gesture recogniser to each card view you can get a callback to a method you specify and the gesture is connected to the view so you can directly get a reference to it.
Your CardView (which I guess is a subclass of UIView?) has 2 subviews, which are image views:
UIImageView *_backImageView;
UIImageView *_frontImageView;
You may want to set userInteractionEnabled to YES on one or both of them (depending on when the card should be tappable and when the subviews are shown and hidden).
You can also act as the delegate of the gesture (if you need to, or just temporarily to debug that the gesture is getting triggered but blocked by something other gesture).