I am using UISlider in my project. Normally, thumb should move as soon as we touch and drag the thumb. But, in my case, thumb moved while I touched on the edge of it without touching it. Like this:
Here is my code:
self.slider = [[UISlider alloc] initWithFrame:CGRectMake(30, [UIScreen mainScreen].bounds.size.height - 200, [UIScreen mainScreen].bounds.size.width-30, 30)];
[self.view addSubview:self.slider];
Why the thumb moved and how to deal with it? My target is that, thumb will move only if I thouch and drag it, and will not move when I touched on the edge of it.
Try to add following code :
- (void)viewDidLoad
{
UITapGestureRecognizer *tapGest = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(sliderTapped:)];
[slider addGestureRecognizer:tapGest];
}
- (void)sliderTapped:(UIGestureRecognizer *)tapGest
{
UISlider* slider = (UISlider*)tapGest.view;
if (slider.highlighted)
return; // tap on thumb, let slider deal with it
CGPoint pt = [tapGest locationInView: slider];
CGFloat percentage = pt.x / slider.bounds.size.width;
CGFloat delta = percentage * (slider.maximumValue - slider.minimumValue);
CGFloat value = slider.minimumValue + delta;
[slider setValue:value animated:YES];
}
For that you need to use taoGesture with UISlider, so first add UITapGestureRecognizer in your slider object then set its value in action method of selector of gestureRecognizer.
Add following code after you have added slider in your View.
UITapGestureRecognizer *tapGestureRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(onSliderTap:)];
[self.slider addGestureRecognizer:tapGestureRecognizer];
Now in onSliderTap you can get the location point then update the value of the slider
- (void)onSliderTap:(UITapGestureRecognizer *)recognizer {
float width = self.slider.frame.size.width;
CGPoint point = [recognizer locationInView:recognizer.view];
CGFloat sliderX = self.slider.frame.origin.x;
float newValue = ((point.x - sliderX) * self.slider.maximumValue) / width;
[self.slider setValue:newValue];
}
Related
I am trying to do zoom-in and zoom-out in a UIView using UIPinchGestureRecognizer. But when I do pinch on my trackpad, it is not recognising the pinch and the control is not going to my twoFingerPinch function. I am using the following code.
- (void)viewDidLoad {
//.......
UIPinchGestureRecognizer *twoFingerPinch = [[UIPinchGestureRecognizer alloc]
initWithTarget:self
action:#selector(twoFingerPinch:)];
[myview addGestureRecognizer:twoFingerPinch];
//.....
}
- (void)twoFingerPinch:(UIPinchGestureRecognizer *)recognizer
{
NSLog(#"Pinch scale: %f", recognizer.scale);
if (recognizer.scale >1.0f && recognizer.scale < 2.5f) {
CGAffineTransform transform = CGAffineTransformMakeScale(recognizer.scale, recognizer.scale//);
myview.transform = transform;
}
}
Why it is not recognising the pinch from trackpad? Is there any other method to do the same?
First click on the Option button. you will get 2 gray spots which you can move using the mouse or trackpad. in older versions you need to press shift+option.
for more details check this.
Make sure that userInteractionEnabled is set to yes for your myview,
myview.userInteractionEnabled = YES;
I am building up a simple application that is made up of a UITableViewController with languages and when a specific cell is clicked, a UIPageViewController is brought up to represent the images for that selected language. The user can scroll through the images and everything works as desired. The next step was to build a zooming capability into the UIPageViewController so the user could zoom into the images with a pinch gesture.
I have achieved this with the following code:
- (void)viewDidLoad
{
[super viewDidLoad];
self.leafletImages = [NSMutableArray arrayWithObjects:[[ImageModel alloc] initWithImageName:#"3facts-chinese-page1.jpg"], [[ImageModel alloc] initWithImageName:#"3facts-chinese-page2.jpg"], [[ImageModel alloc] initWithImageName:#"3facts-chinese-page3.jpg"], [[ImageModel alloc] initWithImageName:#"3facts-chinese-page4.jpg"], [[ImageModel alloc] initWithImageName:#"3facts-chinese-page5.jpg"], [[ImageModel alloc] initWithImageName:#"3facts-chinese-page6.jpg"], nil];
// Lots of code for the building up of the UIPageViewController
LeafletImageSizeViewController *imageViewController = [[LeafletImageSizeViewController alloc] init];
imageViewController.model = [_modelArray objectAtIndex:0];
NSArray *viewControllers = [NSArray arrayWithObject:imageViewController];
[self.pageViewController setViewControllers:viewControllers
direction:UIPageViewControllerNavigationDirectionForward
animated:NO
completion:nil];
// Gesture
UIPinchGestureRecognizer *pinchRecognizer = [[UIPinchGestureRecognizer alloc] initWithTarget:self action:#selector(pinchDetected:)];
[self.view addGestureRecognizer:pinchRecognizer];
pinchRecognizer.delegate=self;
}
The class creating the image and the size is:
- (void)useThreeFactsSize
CGRect insetFrame;
insetFrame = CGRectMake(310, 70, self.view.frame.size.width-615, self.view.frame.size.height-85);
_imageView = [[UIImageView alloc] initWithFrame:insetFrame];
[_imageView setAutoresizingMask:UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight];
[_imageView setImage:[UIImage imageNamed:_model.imageName]];
[[self view] addSubview:_imageView];
[self.view setBackgroundColor:[UIColor clearColor]];
}
The pinchDetection method is:
-(void)pinchDetected:(UIPinchGestureRecognizer *)pinchRecognizer
{
CGFloat scale = pinchRecognizer.scale;
self.pageViewController.view.transform = CGAffineTransformScale(self.pageViewController.view.transform, scale, scale);
pinchRecognizer.scale = 1.0;
}
Now, I can zoom into the images of the UIPageViewController without any issues and it works really well.
What I want to do however is two things:
Not allow the image to be zoomed out beyond the original scale
Create a double tap gesture to bring the image back to it's original scale
With feature 1, the user can zoom into the image, but also completely zoom out of the image which shrinks the image and the UIPageViewController pageIndicators. There's no reason the user should be able to zoom out of the image, so I'd like to allow the user to zoom in to any scale, but not to zoom out beyond what the original size of the image on screen in the UIPageViewController.
With feature 2, I'd like to implement a gesture to double tap the screen and for the zoomed image to go back to it's original scale (like the Photos.app).
Update
With reference to the answer, I have updated the question to reflect how I'm going about doing the images. With point 2 and the double tap gesture, the following code almost works:
- (void)scrollViewTwoFingerTapped:(UITapGestureRecognizer *)recognizer
{
NSLog(#"Double Tap");
self.pageViewController.view.transform = CGAffineTransformIdentity;
}
What it's currently doing is if I zoom in with a pinch and pan around, and then double tap, it centres the image to the point of where I tapped, so sometimes the borders are being shown, etc, rather than making the image centre to where it's supposed to be.
For point 1:
if (pinchRecognizer.scale > 1) {
CGFloat scale = pinchRecognizer.scale;
self.pageViewController.view.transform = CGAffineTransformScale(self.pageViewController.view.transform, scale, scale);
pinchRecognizer.scale = 1.0;
}
If I have self.imageview, it doesn't work because it's nil and even if I make a call to the class setting the size, it's nil as well.
I suspect I have a number of things wrong with my code!
For reference, I have panning working with:
- (void)panGestureDetected:(UIPanGestureRecognizer *)recognizer
{
UIGestureRecognizerState state = [recognizer state];
if (state == UIGestureRecognizerStateBegan || state == UIGestureRecognizerStateChanged)
{
CGPoint translation = [recognizer translationInView:recognizer.view];
[recognizer.view setTransform:CGAffineTransformTranslate(recognizer.view.transform, translation.x, translation.y)];
[recognizer setTranslation:CGPointZero inView:recognizer.view];
}
else if(state==UIGestureRecognizerStateEnded){
UIView *imageView = recognizer.view;
UIView *container = imageView.superview;
CGFloat targetX = CGRectGetMinX(imageView.frame);
CGFloat targetY = CGRectGetMinY(imageView.frame);
if(targetX>0){
// targetX = 0;
}else if(CGRectGetMaxX(imageView.frame)<CGRectGetWidth(container.bounds)){
targetX = CGRectGetWidth(container.bounds)-CGRectGetWidth(imageView.frame);
}
if(targetY>0){
// targetY = 0;
}else if(CGRectGetMaxY(imageView.frame)<CGRectGetHeight(container.bounds)){
// targetY = CGRectGetHeight(container.bounds)-CGRectGetHeight(imageView.frame);
}
// imageView.frame = CGRectMake(targetX, targetY, CGRectGetWidth(imageView.frame), CGRectGetHeight(imageView.frame));
[UIView animateWithDuration:0.3 animations:^{
imageView.frame = CGRectMake(targetX, targetY, CGRectGetWidth(imageView.frame), CGRectGetHeight(imageView.frame));
}];
}
}
That's working very well at the moment, but there's definitely a conflict with everything else.
I'd really appreciate any guidance in the right direction on this.
1.) To not allow the image to be zoomed out beyond it's original scale you first just need to check if the scale you're about to set it to is greater than 1 or not. If it's less than one, you don't want to rescale your image as that would mean it gets smaller. So...
#IBAction func doPinch(sender: UIPinchGestureRecognizer) {
if sender.scale > 1 {
let transform = CGAffineTransformMakeScale(sender.scale, sender.scale)
imageView.transform = transform
}
}
2.) You seem to be changing the view's frame to try and change it's scale, but you never adjusted the view's frame yourself in the first place. You're adjusting the view's transform. That means in order to return it to it's original size you must remove whatever transform you put on it. To do this you put it back to it's identity. So...
#IBAction func doDoubleTap(sender: UITapGestureRecognizer) {
imageView.transform = CGAffineTransformIdentity
}
My code samples are in Swift but you should be able to adjust it to Objective-C yourself. Also, you seem to be adjusting the transform/scale of the entire page view itself. I would suggest you change the scale of only the image view. That makes more sense as that's actually what you're trying to zoom into.
I want to a UIView to drag to bottom of the screen on Pan Gesture but also the view alpha should scale down to "zero", when it reaches to the bottom of the screen.
And vise versa, when I will drag the view upwards then the UIView alpha should scale down to "1"
But the problem is that the view's alpha is scaling down to "Zero" on panning half of the screen or sometimes when I drag the view slower.
Initially I have made the UIView background color to Black.
I need to scale down the alpha of the view gradually , any idea or suggestion will be helpful.
UIPanGestureRecognizer * panner = nil;
panner = [[UIPanGestureRecognizer alloc] initWithTarget: self action:#selector(handlePanGesture:)];
[self.view addGestureRecognizer:panner ];
[panner setDelegate:self];
[panner release];
CGRect frame = CGRectMake(0, 0, 320, 460);
self.dimmer = [[UIView alloc] initWithFrame:frame];
[self.dimmer setBackgroundColor:[UIColor blackColor]];
[self.view addSubview:dimmer];
-(IBAction) handlePanGesture:(UIPanGestureRecognizer *) sender {
static CGPoint lastPosition = {0};
CGPoint nowPosition; float alpha = 0.0;
float new_alpha = 0.0;
nowPosition = [sender translationInView: [self view]];
alpha = [dimmer alpha] -0.0037;
dimmer.alpha -=alpha;
}
I would look at the point on the screen you are currently at inside your handlePanGesture: find the percentage you are at on the view CGFloat percentage = nowPosition.y/self.view.frame.size.height; then set the alpha to that dimmer.alpha = 1.0 - percentage;. This way no matter where you are moving, you are setting the alpha to how close to the bottom you are.
You aren't scaling relative to your gesture; you're setting dimmer.alpha = 0.0037 every time handlePanGesture: executes, regardless of pan direction or distance.
-(IBAction) handlePanGesture:(UIPanGestureRecognizer *) sender {
static CGPoint lastPosition = {0};
CGPoint nowPosition;
float alpha = 0.0;
float new_alpha = 0.0; // Unused!!
nowPosition = [sender translationInView: [self view]]; // Unused!!
alpha = [dimmer alpha] - 0.0037;
dimmer.alpha -= alpha; // === dimmer.alpha = dimmer.alpha - (dimmer.alpha - 0.0037)
// === dimmer.alpha = 0.0037 !!!
}
A better implementation might look something like this:
-(IBAction) handlePanGesture:(UIPanGestureRecognizer *) sender {
CGPoint nowPosition = [sender translationInView: [self view]];
CGFloat alpha = dimmer.alpha - ([sender translationInView: [self view]].y)/320.0;
dimmer.alpha = MAX(0, MIN(1, alpha));
}
note : this is how i have added this gesture to my imageview
UIPinchGestureRecognizer *pinchGesture = [[UIPinchGestureRecognizer alloc] initWithTarget:self action:#selector(handlePinch:)];
pinchGesture.delegate=self;
[self.editPictureImageView addGestureRecognizer:pinchGesture];
note : this is my method that handles pinch transformation
mcurrentscale and mlastscale are of float type
-(void)handlePinch:(UIPinchGestureRecognizer*)sender {
mCurrentScale += [sender scale] - mLastScale;
mLastScale = [sender scale];
if (sender.state == UIGestureRecognizerStateEnded)
{
mLastScale = 1.0;
}
if (mCurrentScale < 1)
{
mCurrentScale = 1.0;
}
CGAffineTransform currentTransform = CGAffineTransformIdentity;
CGAffineTransform newTransform = CGAffineTransformScale(currentTransform, mCurrentScale, mCurrentScale);
self.editPictureImageView.transform = newTransform;
}
plzz help
This is probably a more awkward way to do it.
I would re-think your approach like so:
Add the UIImageView to a UIScrollView. The frame of the imageView should be the bounds of the scrollView, by which I mean at it's default position it the imageView should sit in the scrollView just like it did whilst it was sitting in a normal view.
Set up the UIScrollView (IB or code):
self.scrollView.delegate = self;
// example values
self.scrollView.minimumZoomScale = 0.4f;
self.scrolLView.maximumZoomScale = 3.0f;
Adopt this method:
- (UIView *)viewForZoomingInScrollView:(UIScrollView *)scrollView
{
// allow zooming of our image view
return self.imageView;
}
I'm using UIScrollView with PagingEnabled, inside UIScrollView I added three UIImage. It's work fine.
I'm wondering how can I detect if the user taps between two squares in UIImage,for example: in the attached image how can I detect if the user taps between squares 1 and 2 or if the user taps between squares 2 and 3?
Any ideas?
Thanks.
Add Gestures to image view
imageView.userInteractionEnabled = YES;
UIPinchGestureRecognizer *pgr = [[UIPinchGestureRecognizer alloc]
initWithTarget:self action:#selector(handlePinch:)];
pgr.delegate = self;
[imageView addGestureRecognizer:pgr];
[pgr release];
:
:
- (void)handlePinch:(UIPinchGestureRecognizer *)pinchGestureRecognizer
{
//handle pinch...
}
For detecting single or multiple taps use UITapGestureRecognizer, its a subclass of UIGestureRecognizer. You should not forget to set the userInteractionEnabled property to YES, because UIImageView- class changes the default value to NO.
self.imageView.userInteractionEnabled = YES;
UITapGestureRecognizer *tapRecognizer = [[UITapGestureRecognizer alloc]initWithTarget:self action:#selector(handleTap:)];
// Set the number of taps, if needed
[tapRecognizer setNumberOfTouchesRequired:1];
// and add the recognizer to our imageView
[imageView addGestureRecognizer:tapRecognizer];
- (void)handleTap:(UITapGestureRecognizer *)sender {
if (sender.state == UIGestureRecognizerStateEnded) {
// if you want to know, if user tapped between two objects
// you need to get the coordinates of the tap
CGPoint point = [sender locationInView:self.imageView];
// use the point
NSLog(#"Tap detected, point: x = %f y = %f", point.x, point.y );
// then you can do something like
// assuming first square's coordinates: x: 20.f y: 20.f width = 10.f height: 10.f
// Construct the frames manually
CGRect firstSquareRect = CGRectMake(20.f, 20.f, 10.f, 10.f);
CGRect secondSquareRect = CGRectMake(60.f, 10.f, 10.f, 10.f);
if(CGRectContainsPoint(firstSquareRect, point) == NO &&
CGRectContainsPoint(secondSquareRect, point) == NO &&
point.y < (firstSquareRect.origin.y + firstSquareRect.size.height) /* the tap-position is above the second square */ ) {
// User tapped between the two objects
}
}
}