I want to be able to determine the x,y location where the user clicked a UIImageView in Swift.
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first {
let position = touch.location(in: imageView)
print(position.x)
print(position.y)
}
}
Related
I am making a "slide to confirm" button, the set up is a custom UIButton + a regular UIImageView, the image is passed to the button and the button listen to touches and move the image accordingly.
Everything is working great except for one detail after the button is released everything should go back to their initial state, yet the button stay changed as if its alpha was halved
i commented the alpha because the button was going to hide but i disabled that once i run into this problem, the problem happens regardless of setting the alpha or not.
This is the code for the custom button
class SlideButton: UIButton {
var arrowImage: UIImageView?
var initialLocation: CGPoint?
var initialArrowPosition: CGPoint?
func setArrow(arrow:UIImageView){
arrowImage = arrow
initialArrowPosition = arrow.frame.origin
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
super.touchesBegan(touches, with: event)
let touch = touches.first!
let location = touch.location(in: self.superview)
initialLocation = location
UIView.animate(withDuration: 0.2) {
//self.alpha = 0.0
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
UIView.animate(withDuration: 0.3) {
self.arrowImage!.frame.origin = self.initialArrowPosition!
//self.alpha = 1.0
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
let touch = touches.first!
let currentLocation = touch.location(in: self.superview)
arrowImage!.frame.origin.x = initialArrowPosition!.x - initialLocation!.x + (currentLocation.x)
}
}
You are remembering to call super for one of your touches methods:
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
super.touchesBegan(touches, with: event)
But for the other touches methods you've forgotten to do that, so you've broken the core functionality of the button.
you might have to also add an override to touchesCancelled because you might not always hit the touchesEnded endpoint.
So I've been messing around trying to get the coordinates of touches on the screen. So far I can get the coordinates of one touch with this:
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
let touch = touches.anyObject()! as UITouch
let location = touch.locationInView(self.view)
println(location)
}
But when touching with two fingers I only get the coordinates of the first touch. Multi-touch works (I tested with this little tutorial: http://www.techotopia.com/index.php/An_Example_Swift_iOS_8_Touch,_Multitouch_and_Tap_Application). So my question is, how do I get the coordinates of the second (and third, fourth...) touch?
** Updated to Swift 4 and Xcode 9 (8 Oct 2017) **
First of all, remember to enable multi-touch events by setting
self.view.isMultipleTouchEnabled = true
in your UIViewController's code, or using the appropriate storyboard option in Xcode:
Otherwise you'll always get a single touch in touchesBegan (see documentation here).
Then, inside touchesBegan, iterate over the set of touches to get their coordinates:
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self.view)
print(location)
}
}
the given touches argument is a set of detected touches.
You only see one touch because you select one of the touches with :
touches.anyObject() // Selects a random object (touch) from the set
In order to get all touches iterate the given set
for obj in touches.allObjects {
let touch = obj as UITouch
let location = touch.locationInView(self.view)
println(location)
}
You have to iterate over the different touches. That way you can access every touch.
for touch in touches{
//Handle touch
let touchLocation = touch.locationInView(self.view)
}
In Swift 1.2 this has changed, and touchesBegan now provides a Set of NSObjects.
To iterate through them, cast the touches collection as a Set of UITouch objects as follows:
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
var touchSet = touches as! Set<UITouch>
for touch in touchSet{
let location = touch.locationInView(self.view)
println(location)
}
}
For Swift 3, based on #Andrew's answer :
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
let touchSet = touches
for touch in touchSet{
let location = touch.location(in: self.view)
print(location)
}
}
EDIT, My bad, that's not answering your question, had the same problem and someone linked me to this previous answer :
Anyway, I had to change few things to make it works in swift 3, here is my current code :
var fingers = [String?](repeating: nil, count:5)
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
super.touchesBegan(touches, with: event)
for touch in touches{
let point = touch.location(in: self.view)
for (index,finger) in fingers.enumerated() {
if finger == nil {
fingers[index] = String(format: "%p", touch)
print("finger \(index+1): x=\(point.x) , y=\(point.y)")
break
}
}
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
super.touchesMoved(touches, with: event)
for touch in touches {
let point = touch.location(in: self.view)
for (index,finger) in fingers.enumerated() {
if let finger = finger, finger == String(format: "%p", touch) {
print("finger \(index+1): x=\(point.x) , y=\(point.y)")
break
}
}
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
super.touchesEnded(touches, with: event)
for touch in touches {
for (index,finger) in fingers.enumerated() {
if let finger = finger, finger == String(format: "%p", touch) {
fingers[index] = nil
break
}
}
}
}
I still have a little problem but I think it's linked to my GestureRecognizer in my code.
But that should do the trick.
It will print you the coordinate of each point in your consol.
In Swift 3,4
Identify touch pointer by its hash:
// SmallDraw
func pointerHashFromTouch(_ touch:UITouch) -> Int {
return Unmanaged.passUnretained(touch).toOpaque().hashValue
}
I'm trying to write a "normalizing offset function" to give the effect that when the user touches/moves the sprite, that it does not snap to the center of the touch (the default behavior). The offset function should probably address the anchor point during "touches began, and touches move", and then revert back to the center when touches ended.enter link description here
class GameScene: SKScene {
private var redSquare : SKSpriteNode?
private var originalAnchorPoint: CGPoint = CGPoint(x: 0.5, y: 0.5)
override func didMove(to view: SKView) {
// Get label node from scene and store it for use later
self.redSquare = self.childNode(withName: "redSquare") as? SKSpriteNode
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in (touches ) {
let location = touch.location(in: self)
redSquare?.position = location
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in (touches ) {
let location = touch.location(in: self)
if (self.redSquare?.contains(location))!{
redSquare?.position = location
}
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
// set red sprite anchor position to originalAnchorPoint
}
I have sprites moving across the screen, and if they are clicked then they disappear (i.e deleted).
I have overridden the touchesBegan func as follows:
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
print("touch")
let touch = touches.first!
let location = touch.location(in: self)
for child in self.children {
if child.position == location {
child.removeFromParent()
}
}
}
This doesn't seem to have any effect, can someone tell me where I am going wrong?
In which class did you implement this method?
If it was in SKNode itself, you simply do:
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
self.removeFromParent()
}
However, if this method is in SKScene, this way that was implemented would probably not work. Because child.position returns a point (x, y) where the touch was made. And you're trying to compare the touch point and position of the SKNode (center point), it's unlikely to work.
Instead of using this way, try using .nodeAtPoint, a method of SKScene.
For this you will need to put a value in the 'name' property of your SKNode:
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
print("touch")
let touch = touches.first!
let positionInScene = touch.locationInNode(self)
let touchedNode = self.nodeAtPoint(positionInScene)
if let name = touchedNode.name
{
if name == "your-node-name"
{
touchedNode.removeFromParent()
}
}
}
Font: How do I detect if an SKSpriteNode has been touched
Ok so currently in my game I have a ball that can be thrown. However, I want to make so that the user can only throw the ball past a certain point. I have been trying this for a while but I can't figure it out. How can I do this?
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let touch = touches.first as! UITouch?
let location = touch?.location(in: self)
if ball.frame.contains(location!) {
touchPoint = location!
touching = true
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
let touch = touches.first as! UITouch?
let location = touch?.location(in: self)
touchPoint = location!
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
touching = false
}
override func update(_ currentTime: TimeInterval) {
if touching {
let dt:CGFloat = 2.8/60.0
let distance = CGVector(dx: touchPoint.x-ball.position.x, dy: touchPoint.y-ball.position.y)
let velocity = CGVector(dx: distance.dx/dt, dy: distance.dy/dt)
ball.physicsBody!.velocity=velocity
}
}
Here, I have an image of my game so far. Currently, the ball can be dragged, thrown, or swiped anywhere on the screen. However, I want to make so the ball can only be touched, thrown, or dragged below the middle of the screen. But I want the ball to continue being thrown if the user's finger accidently goes about the limit.
you will have to adjust the coordinates for your bottom area based on actual size and game scene anchorPoint. for example "100" in the sample assumes that your scene has an anchorPoint of (0,0) and the size of the bottom scroll area is 100.
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if let touch = touches.first as UITouch! {
let location = touch.location(in: self)
guard location < 100 else { return }
//if ball.frame.contains(location!) {
touchPoint = location!
touching = true
//}
}
}