Compare last position to current in TouchesMoved - ios

Background
I want to animate a view while it's being dragged from left to right or vice versa. To determine, in which direction it's being dragged, I'm keeping track of the last x position it was in and then compare it to the current one.
Code
var lastX: CGFloat = 0
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
let currentX = (((touches.first as AnyObject) as! UITouch).view?.center ?? CGPoint.zero).x
if lastX == 0 { lastX = currentX; return }
if currentX > self.lastX {
print("dragging right")
//altering the view's size based on progress made dragging
} else if currentX < self.lastX {
print("dragging left")
//altering the view's size based on progress made dragging
}
lastX = currentX
}
Issue
This technique works fine for dragging left, but doesn't when dragging right.
Here's what happens:
when dragging left, it prints several lines of "dragging left"
when dragging right, it prints this:
"dragging left"
"dragging right"
"dragging left"
"dragging right"
...
Now, I figured that dragging left works because the code block for dragging left is being executed after the one for dragging right. Hence, when removing the second code block, dragging right works as expected.
Question
How can I better compare the last x position to the current one to make sure only the correct code block is being executed?
Note
I've realized it has something to do with the code I'm executing inside the code blocks: I alter the view's size. Apparently, it "bounces back" each time I update the size and that creates this bug.
To fix this, all I have to do is calculate using the location of the touch, rather than the view that's being dragged, since the touch's position won't be affected by altering the view's size.

I've realized it has something to do with the code I'm executing inside the code blocks: I alter the view's size. Apparently, it "bounces back" each time I update the size and that creates this bug.
To fix this, all I have to do is calculate using the location of the touch, rather than the view that's being dragged, since the touch's position won't be affected by altering the view's size.
So, I replaced this:
let currentX = (((touches.first as AnyObject) as! UITouch).view?.center ?? CGPoint.zero).x
with this:
let currentX = ((touches.first as AnyObject) as! UITouch).location(in: self.superview).x
That's it!

Related

Xcode 9 Swift 4 - Reposition views by dragging

Im quite new to iOS development. But have years of programming experience.
Anyway, Im having a hard time finding a solution for my problem.
In my app i render rows of colored circles based on data from the server.
Each of these circles has different properties set to them on the server.
One of these is the "offset" property.
This should be used to render the circle with a distance from its left sibling, or the start of the parent view if its the first.
Each circle should then also be able to be moved by dragging it to the right or left. But never less then 0 from its left sibling.
In android this was very easy, just set the left-margin on drag, and all was good.
But in xcode im having a very hard time figuring out how to get this done.
Im sure its me thats way to inexperienced. So I hope someone that has a bit more knowledge about swift can help me with this.
Heres some images to make clear what Im looking to achive.
First render where one circle has an offset
The gesture where the 3. last circle is drages to the right
The result of the gesture
I need this to move seamless, so not reposiotioning after the gesture ends, but move along with the finger.
As you can see, the circles right of the one that is drages, keep their relative position to the one that is moved.
Thank you.
There are couples of ways to do this.The First possible solution can be using the Swipe gestures to move the objects.
override func viewDidLoad() {
super.viewDidLoad()
let swipeGesture = UISwipeGestureRecognizer(target: self, action: "handleSwipe:")
swipeGesture.direction = [.Down, .Up]
self.view.addGestureRecognizer(swipeGesture)
}
func handleSwipe(sender: UISwipeGestureRecognizer) {
print(sender.direction)
}
Use these Gestures to move along the objects with your fingers either you can use .left and .right gestures depending upon your need.
The Second solution for drag components can be a Pan Gesture
func detectPan(recognizer:UIPanGestureRecognizer) {
var translation = recognizer.translationInView(self.superview!)
self.center = CGPointMake(lastLocation.x + translation.x, lastLocation.y + translation.y)
}
The translation variable detects the new coordinates of the view when panning. The center of the view will be adjusted according to the changed coordinates.
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
// Promote the touched view
self.superview?.bringSubviewToFront(self)
// Remember original location
lastLocation = self.center
}
When the view is clicked, the current view will be displayed in front of the other views and the center of the view will be assigned to the lastlocation variable
Hope this helps.

SpriteKit: how to smoothly animate SKCameraNode while tracking node but only after node moves Y pixels?

This question and others discuss how to track a node in SpriteKit using a SKCameraNode.
However, our needs vary.
Other solutions, such as updating the camera's position in update(_ currentTime: CFTimeInterval) of the SKScene, do not work because we only want to adjust the camera position after the node has moved Y pixels down the screen.
In other words, if the node moves 10 pixels up, the camera should remain still. If the node moves left or right, the camera should remain still.
We tried animating the camera's position over time instead of instantly, but running a SKAction against the camera inside of update(_ currentTime: CFTimeInterval) fails to do anything.
I just quickly made this. I believe this is what you are looking for?
(the actual animation is smooth, just i had to compress the GIF)
This is update Code:
-(void)update:(CFTimeInterval)currentTime {
/* Called before each frame is rendered */
SKShapeNode *ball = (SKShapeNode*)[self childNodeWithName:#"ball"];
if (ball.position.y>100) camera.position = ball.position;
if (fabs(ball.position.x-newLoc.x)>10) {
// move x
ball.position = CGPointMake(ball.position.x+stepX, ball.position.y);
}
if (fabs(ball.position.y-newLoc.y)>10) {
// move y
ball.position = CGPointMake(ball.position.x, ball.position.y+stepY);
}
}
I would not put this in the update code, try to keep your update section clutter free, remember you only have 16ms to work with.
Instead create a sub class for your character node, and override the position property. What we are basically saying is if your camera is 10 pixels away from your character, move towards your character. We use a key on our action so that we do not get multiple actions stacking up and a timing mode to allow for the camera to smoothly move to your point, instead of being instant.
class MyCharacter : SKSpriteNode
{
override var position : CGPoint
{
didSet
{
if let scene = self.scene, let camera = scene.camera,(abs(position.y - camera.position.y) > 10)
{
let move = SKAction.move(to: position, duration:0.1)
move.timingMode = .easeInEaseOut
camera.run(move,withKey:"moving")
}
}
}
}
Edit: #Epsilon reminded me that SKActions and SKPhysics access the variable directly instead of going through the stored property, so this will not work. In this case, do it at the didFinishUpdate method:
override func didFinishUpdate()
{
//character should be a known property to the class, calling find everytime is too slow
if let character = self.character, let camera = self.camera,(abs(character.position.y - camera.position.y) > 10)
{
let move = SKAction.move(to: character.position, duration:0.1)
move.timingMode = .easeInEaseOut
camera.run(move,withKey:"moving")
}
}

How do I find out which direction a user is panning with UIPanGestureRecognizer?

So I am using UIPanGestureRecognizer in my project which I added to a view. I would like to know when a user either goes up, down,left or right. I am using the left and right feature to scrub through video. The up and down gesture is still to be determined. I have used the following code but I can't seem to figure it out. Thanks for the help!
#IBAction func panVideo(_ recognizer: UIPanGestureRecognizer) {
let vel = recognizer.velocity(in: self.videoView)
if vel.x > 0 {
// user dragged towards the right
print("right")
}
else {
// user dragged towards the left
print("left")
}
}
EDIT: Using Slider
if let duration = avPlayer?.currentItem?.duration {
let totalSeconds = CMTimeGetSeconds(duration)
let value = Float64(scrubberSlider.value) * totalSeconds
let seekTime = CMTime(value: Int64(value), timescale: 1)
avPlayer?.seek(to: seekTime, completionHandler: { (completedSeek) in
//perhaps do something later here
})
}
Joe's answer is close, but it won't take into account direct vertical or horizontal pans. (I'd comment on his answer except the formatting won't take.) Try this:
let vel = recognizer.velocity(in: self.videoView)
if vel.x > 0 {
// user dragged towards the right
print("right")
}
else if vel.x < 0 {
// user dragged towards the left
print("left")
}
if vel.y > 0 {
// user dragged towards the down
print("down")
}
else vel.y < 0 {
// user dragged towards the up
print("up")
In essence, you are getting the CGPoint of the gesture (x,y) and determining the velocity of the movement. You have an alternative to this - taking the starting and ending point:
var startingPoint = CGPoint.zero
#IBAction func panVideo(_ recognizer: UIPanGestureRecognizer) {
if recognizer.state == .began {
startingPoint = recognizer.location(in: self.videoView)
}
if recognizer.state == .ended {
let endingPoint = recognizer.location(in: self.videoView)
[ do the same comparing as above]
}
}
The advantage of the second option is you aren't doing unnecessary calculations during the pan. The disadvantage is that there are certain scenarios (like animating view movements) that are not conducive to it.
EDIT: I'm adding a bit more verbiage after reading your comment. It sounds to me that you may not be fully understanding what a pan gesture really is.
Like most (all?) gestures, it has a beginning, an in-between, and and end.
It is a two-dimensional drag with two components, both x and y.
There are actually SEVEN possible states, but FOUR of them (cancelled, failed, possible, recognized) do not happen with a pan gesture, leaving THREE states (began, changed, ended) that trigger.
I threw out one example - moving a view with a pan gesture - earlier. Now I'll try a second one - tracing an outline of, say, the Statue of Liberty in an image.
Here you want all THREE states, in order to know when to being tracing, when the path changes, and when it ends. And restricting this to the change state, I think you can see where both the X and the Y coordinate changes.
So yes, a logging of "left, up, left, up, left" is quite possible.I would think that if you traced a completely vertical line across the entire screen you might expect all "up" or "down" values in your log, but the odds of any human being panning that perfect is unlikely, so sure, a few "left" or "rights" may happen.
My tweak to Joe's code was to eliminate those moments of perfection. If vel.x == 0 you would have "left", and where bel.y == 0 you would have "down".
Again, if you simply want to know what the "result" of the pan is, use .began and .ended and ignore .changed - do not use recognizer.velocity but recognizer.state.
The "if" statements both of us gave you are really frameworks. If you understand both state and the two-dimensional nature of things, and you need to use .changed, then adapt those "if" statements - maybe compare the velocity of X to Y and take the greater, or eliminate those changes where the change in X or Y was under a threshold.
Try this code: tested in Swift 3.
Updated Answer: Below code will give you a starting and end location of your view when touch began.
if recognizer.state == .began {
let vel = recognizer.velocity(in: view) // view is your UIView
if vel.x > 0 {
print("right")
} else {
print("left")
}
}
if recognizer.state == .ended {
let vel = recognizer.velocity(in: view)
if vel.y > 0 {
print("down")
} else {
print("up")
}
}
Note : Your answer actually hidden in your code ?
#IBAction func panVideo(_ recognizer: UIPanGestureRecognizer) {
let vel = recognizer.velocity(in: self.videoView)
if vel.x > 0 {
// user dragged towards the right
print("right")
}
else {
// user dragged towards the left
print("left")
}
if vel.y > 0 {
// user dragged towards the down
print("down")
}
else {
// user dragged towards the up
print("up")
}
}
hope this helps...
Okay, now I'm getting the correct mental picture. You want scrub control. This is something very different, and I would recommend a UISlider over working with gestures - highly recommend it. For starters, they have the pan gesture already built in! Here's what I think apps like YouTube, QuickTime, etc. do.
(1) Let's take a specific example of having a video that is 1:53:22 in length, or (1*60*60)+(53*60)+22 = 6802 seconds in length.
(2) Add a "scrubber" subview to your main screen. You'll probably want a UISlider, two UILabels (one to each side of the slider), and anything else you think for a polished look.
(3) The UISLider will have a minimumValue of 0 seconds and a maximumValue of 6802 seconds. Of course, you'll want that max value to be calculated on each change of source.
(4) A question you'll want to answer for your app is whether to go the route of iTunes (where this scrubber view is always visible) or YouTube (where it is overly visible when the user or mouse cursor hovers over an area). For the former, you just need to position this scrub view in a position on the screen. For the latter though, you may wish to use a pan gesture - but only for visibility. Hold that thought.
(5a) You need two, maybe three more things on you UISlider. First is an automatic value update. Again it will depend on the visibility of the entire scrub view. You want to update, once a second, both the left hand UILabel and the UISLider value if it's always visible. For a disappearing one you probably can get away with only updating it once a second when it's visible.
(5b) The second thing you need to do with the UISlider is track changes the user makes to it (the "scrubbing") while it's visible. The event you are looking for is UIControl.valueChanged(). It will trigger anytime the user works with the slider, giving you the new seconds value to "scrub" the video to.
(5c) The third thing you might want to do with the UISlider is customize it a few ways - change the thumb image and the slider itself. My app changes the thumb image. These can only be done in code, there are no IB properties available.
Back to #4. All of the above doesn't need a pan gesture, unless you want the scrub view to appear only when needed.
If you have a mental picture of what I've described above, all you want to know is if a pan gesture has happened. No regards for direction. You might wish to have some regards for screen area - do want this scrub view to appear when a user pans over an area where the scrub view will not appear?
Wire up a CALayer (or the entire video view) with the pan gesture. Then code for a state of UIGestureRecognizer.began. Make the scrub view visible by changing it's alpha state from 0 to 1, or "sliding" it into view by changing it's origin or height. Add a UIView.animate(withDuration:) to it for a good effect.
Now, all that's left is setting the scrub view back to it's natural state. You'll need to code the reverse of whatever you did, and attach it to a timer set for however many seconds you want it visible.
TL;DR;
My app uses 4 UISliders that change various things (height, width, saturation, grill thickness) of of a photo effect that uses CoreImage. Performance is very tight, about 5/100 of a second to grab the new values of all 4 sliders and update the image.
These sliders are always visible today, but my next update (about 2 weeks away) will feature a "sliding control board" - think a keyboard with sliders and other controls on it. (There's limitations on the alpha value for a custom keyboard that forced me to write my own, but that's a separate discussion.)
So I know a "sliding scrub view" is possible. What I don't know for you is if you set the alpha value to a view to zero, will it detect pan gestures? I don't know, thus a CALayer may be needed.

Use UIPanGestureRecognizer to drag view from one position to limited position

In my application I have an UIView.I want functionality such that user can drag the view from its original position to particular limited position for this I have used **UIPanGestureRecognizer Class ** and in gestureRecognizer.state == .Changed condition I am changing the coordinates of view .I am able to drag the view to limited position when moving slowly but The problem is if the user drags the view very rapidly upward or downward the screen, then the view can be pulled beyond the limits I put on the Y position
if(upperLimit > (self.topbaseConstrant.constant * -1))
{
self.topbaseConstrant.constant += gestureRecognizer.translationInView(self.view!).y
gestureRecognizer.setTranslation(CGPointZero, inView: self.view!)
}
I have been trying to solve the issue since last three days .Please give me suggestion
Thanks in advance
Use the min function to determine upper limits
let newPosition = topbaseConstrant.constant + panGestureRecognizer.translationInView(nil).y
topbaseConstrant.constant = min(upperLimit, newPosition)
If you drag quickly and blow past your constraint, the min function will always return that upper constraint as your new position.

How do I detect if there is a tap on right or left side of the iPhone screen?

I'm a fairly new beginner into the iOS world, so forgive me if I leave out some details or if I'm not being clear enough. I have a ball placed on the screen at the bottom and would like to know how to make it go left if the user taps on the left half of iPhone and go right if the user taps on the right half of the iPhone.
The code that I'm trying to make work is this:
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
for touch: AnyObject in touches {
let location = touch.locationOfTouch(<#touchIndex: Int#>, inView: <#UIView?#>)
}
ball!.physicsBody!.applyImpulse(CGVectorMake(25.0, 40.0))
}
I know there is code missing, but I can't seem to understand how to approach it. Am I doing this right? I will deeply appreciate your help.
so I did figure out the code. This is what I did:
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
var touch = touches.first as! UITouch
var point = touch.locationInView(self.view)
if point.x < size.width / 2 {
ball!.physicsBody!.applyImpulse(CGVectorMake(-5.0, 10.0))
}
else {
ball!.physicsBody!.applyImpulse(CGVectorMake(5.0, 10.0))
}
}
Now, I'm coming across another problem, which might not be as complicated as I'm thinking to solve it. So, initially the ball is stationary when the app launches, and it goes in (-5,10) direction if tapped left, and (5,10) if tapped right. The problem is, when I tap right, when the app starts, it goes in (5,10) direction, but it doesn't go in left in the same direction. If I tap on right first when app launches and ball starts moving towards (5,10) direction, I want it to move left in the exact same direction from which it started while moving forward, almost in like a zig zag format. Something like this format /V, if you were to look at that in portrait view, except the line will be the ball going left and right. I hope it makes sense :)
I will keep trying to figure it out and hopefully have it figured out by the time you read it.
I'm also fairly new so I don't know of a more advanced solution.
What I would do is draw/add a line in the center of the screen. For example, I would use a SKSpriteNode and place it in the center of the screen.
var middleLine = SKSpriteNode(imageNamed: "CenterLine")
middleLine.alpha = 0 //you don't want the line to show
middleLine.position = CGPoint(x: CGRectGetMidX(self.frame), y: CGRectGetMidY(self.frame))
This would place the line sprite at the center of the screen. And then, inside the touchesBegan, I would make an if statement concerning if the tap is less than the y coordinate of the center line or greater. If it's less, then the tap would be on the left, if it's greater than the y coordinate, the tap would be on the right.
You would need to make it return the location of the touch where the user tapped in order to compare.
EDIT: To make it easier, you don't even have to add the sprite, just compare the touch x and y to the CGRectGetMidX(self.frame) and CGRectGetMidY(self.frame)
I used this in my game when figuring out if an object was leaving the screen. I compared its x,y coordinates if it was greater than the coordinates inside the frame (or less than).

Resources