iOS: Change alpha of image view with gestures - ios

I want to change the alpha of image with the gestures like up and down or right and left.
I don't want to use slider for that.
Is it possible to do this if yes then please tell me how or i have to use slider for that?
Thank you.

You can implement method on view or view controller
- (void)touchesMoved:(NSSet<UITouch *> *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInView:self];
NSLog(#"location: %#",NSStringFromCGPoint(location));
// Example:
// alpha depends on location.x related to view bounds width
CGFloat alpha = (self.bounds.size.width - location.x) / self.bounds.size.width;
NSLog(#"alpha: %#",#(alpha));
}
where you can check location.x or location.y.

Try to do like following :
First attach tap GestureRecognizer to view:
UITapGestureRecognizer *tap = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(yourTapMethod:)];
tap.numberOfTapsRequired = 1;
tap.numberOfTouchesRequired = 1;
[imageView addGestureRecognizer:tap];
Then, in gesture recognizer handler do what do you want:
-(void)yourTapMethod{
[UIView animateWithDuration:0.5 animations:^(void){
imageView.alpha = //add any value (like 0.2f);
}

Related

Slide out viewcontroller from right of screen

I want to create a slide out menu from the right of my main view controller. However I want the slide out menu to appear on top of the main view and not push it to one side.
I've looked at ECSlidingViewController 2 and it allows sliding out from either side, however the slide out menus appear cut off on the exposed edges. It creates the effect of the top view controller moving left or right to reveal the hidden menu under it. I want it to appear that the hidden menu sliding out is going onto of the main view controller and that we can see its left edge so no content is cut off.
Is this at all possible and would ECSlidingViewController 2 work for this?
Edit
This is what I have tried:
To detect the touch started:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
BBAppDelegate *myAppDelegate = (BBAppDelegate*)[UIApplication sharedApplication].delegate;
UITouch *touch = [[event allTouches] anyObject];
CGPoint touchLocation = [touch locationInView:self.view];
NSArray *myViewArray = [[NSBundle mainBundle] loadNibNamed:#"FilterView" owner:self options:nil];
self.filterView = myViewArray[0];
[myAppDelegate.window addSubview:self.filterView];
if (CGRectContainsPoint(self.filterView.frame, touchLocation)) {
dragging = YES;
oldX = touchLocation.x;
oldY = touchLocation.y;
}
}
And then dragging:
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [[event allTouches] anyObject];
CGPoint touchLocation = [touch locationInView:self.view];
if (dragging) {
CGRect frame = self.filterView.frame;
frame.origin.x = self.filterView.frame.origin.x + touchLocation.x;
frame.origin.y = self.filterView.frame.origin.y + touchLocation.y;
self.filterView.frame = frame;
}
}
However, when I start a touch, the filterView replaces all views and doesn't slide or animate in anyway. I though it was due to not providing a starting point - so I instated self.filterView like so:
self.filterView = [[UIView alloc]initWithFrame:CGRectMake(0, 0, 120, 564)];
However changing these values have no effect on the position / size of the view when its displayed.
Edit 2
Okay, I started a new project for testing and managed to get a view on screen to move around by following my touches.
I am using UIPanGestureRecognizer
Like so:
viewDidLoad
- (void)viewDidLoad
{
[super viewDidLoad];
NSArray *myViewArray = [[NSBundle mainBundle] loadNibNamed:#"View" owner:self options:nil];
UIView *myView = myViewArray[0];
self.filterView = myView;
self.filterView.frame = CGRectMake(100, 100, 200, 200);
UIPanGestureRecognizer *pan = [[UIPanGestureRecognizer alloc]initWithTarget:self
action:#selector(dragging:)];
pan.delegate = self;
[self.filterView addGestureRecognizer:pan];
[self.view addSubview:self.filterView];
}
Then in the dragging method:
-(void)dragging:(UIPanGestureRecognizer *)gesture
{
if(gesture.state == UIGestureRecognizerStateBegan)
{
NSLog(#"Received a pan gesture");
self.panCoord = [gesture locationInView:gesture.view];
}
CGPoint newCoord = [gesture locationInView:gesture.view];
float dX = newCoord.x-self.panCoord.x;
gesture.view.frame = CGRectMake(gesture.view.frame.origin.x+dX, gesture.view.frame.origin.y, gesture.view.frame.size.width, gesture.view.frame.size.height);
}
This allows the view to move horizontally only.
Almost there - what I am trying to figure out now is getting it to snap to a location when the user lifts their finger. And how to move this view when its start position is off screen.
Edit 3
Okay, so I wanted to control the speed and velocity of the view coming out onto screen. If the user swipes quickly, the view goes into place at the speed they swipe. If they swipe slowly, it goes into place slowly. However I also set the lowest time - so if they take a long time - it defaults to the min amount.
Here is the code:
{
float start;
float end;
NSDate *methodStart;
NSDate *methodEnd;
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{
methodStart = [NSDate date];
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInView:touch.view];
start = location.x;}
-(void)dragging:(UIPanGestureRecognizer *)gesture{
if(gesture.state == UIGestureRecognizerStateBegan)
{
self.panCoord = [gesture locationInView:gesture.view];
}
CGPoint newCoord = [gesture locationInView:gesture.view];
float dX = newCoord.x-self.panCoord.x;
gesture.view.frame = CGRectMake(gesture.view.frame.origin.x+dX, gesture.view.frame.origin.y, gesture.view.frame.size.width, gesture.view.frame.size.height);
if (gesture.state == UIGestureRecognizerStateEnded){
methodEnd = [NSDate date];
NSTimeInterval executionTime = [methodEnd timeIntervalSinceDate:methodStart];
double time = executionTime;
float distance = start - end;
int distanceOverTime = distance / time;
float veloticty = distanceOverTime / 100;
double miniTimeToUse = 0.5;
double newMinTime;
if (time < miniTimeToUse){
newMinTime = miniTimeToUse;
}else {
newMinTime = time;
}
if (gesture.view.frame.origin.x+dX >= 180){
[UIView animateWithDuration:newMinTime
delay:0
usingSpringWithDamping:0.9
initialSpringVelocity:veloticty
options:0
animations:^{
self.filterView.frame = CGRectMake(300, 100, 200, 200);
} completion:nil];
}
if (gesture.view.frame.origin.x+dX <= 181){
[UIView animateWithDuration:newMinTime
delay:0
usingSpringWithDamping:0.9
initialSpringVelocity:veloticty
options:0
animations:^{
self.filterView.frame = CGRectMake(50, 100, 200, 200);
} completion:nil];
}
}
}
Now just to get it to work on pulling the view off from the side.

Define a rectangle of locations in objective-C

I have an Image in an Iphone App, I would like when a user taps a location within a defined area (range of locations or an area defined by the rectangle), it triggers another event. I know how to get a single location, But I don't know how to define a rectangular area. I am looking for a simple way to implement it. Thank you
If you want to make the rectangle visible you can add image view to your view and set up the tap recogniser. But if you don't want to make the rectangle visible you can override touchesBegan:withEvent: method and use CGRectContainsPoint:
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [[event allTouches] anyObject];
CGPoint touchLocation = [touch locationInView:self.view];
CGRect rect = CGRectMake(0.0, 0.0, 100, 100); //<- this is the rectangle you do check on
if (CGRectContainsPoint(rect, touchLocation)) {
NSLog(#"You tapped inside rectangle");
}
else {
NSLog(#"You missed rectangle");
}
}
Define your area as a CGRect and get the CGPoint of the touch. Then use CGRectContainsPoint to check for a hit.
If you need to create the CGRect from a list of points then you need to iterate the points and find the max and min x and y values, then you can create the CGRect with:
CGRectMake(minX, minY, maxX - minX, maxY - minY);
Maybe you can create a UIView and add a gesture recognizer like this:
UIView *customView = [UIView new];
customView.frame = CGRectMake(....); // as Wain suggest
[self.view addSubview:customView];
UITapGestureRecognizer *tapGesture =
[[UITapGestureRecognizer alloc] initWithTarget: self
action: #selector(someMethod)];
[customView addGestureRecognizer:tapGesture];

To set Uianimation and Touch Event for UIImageview

I'm Working in a project it need to animate the image from one place to another i complete that but my problem is while i animating i don't get the touch event from that UIImageview .so any know please give the solution asap.
- (void) imageSpawn
{
NSArray *images= [NSArray arrayWithObjects:[UIImage imageNamed:#"fish_right1.png"],
[UIImage imageNamed:#"fish_right2.png"], [UIImage imageNamed:#"fish_right3.png"], [UIImage imageNamed:#"fish_right4.png"], [UIImage imageNamed:#"fish_right14.png"], [UIImage imageNamed:#"fish_right15.png"], [UIImage imageNamed:#"fish_right20.png"], nil];
int currentImageIndex=0;
[UIView animateWithDuration:2.0 delay:0.0 options:UIViewAnimationOptionAllowUserInteraction animations:^{
[self.first_fish setImage:[images objectAtIndex:currentImageIndex] ];
}completion:Nil ];
UITapGestureRecognizer *tapped = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(ballTapped:)];
tapped.numberOfTapsRequired = 1;
[rocket addGestureRecognizer:tapped];
[rocket setUserInteractionEnabled:YES];
}
-(void)ballTapped:(UIGestureRecognizer *)gesture
{
//here also you can get the tapped point if you need
CGPoint location = [gesture locationInView:gesture.view];
NSLog(#"LOCA X:%d",gesture.view.tag);
NSLog(#"LOCA y:%f",location.y);
}
Regards,
Raja.I
There's an option, UIViewAnimationOptionAllowUserInteraction, that you can pass to the options parameter in animateWithDuration:delay:options:animations:completion:. You need to set that to allow interactions during an animation.
After Edit: This has to do with the nature of the way you're doing the animation. If you click on the place where your image view ends up (while the animation is running) you will see that the gesture recognizer fires. In effect, the location of the view is already set to the final value when the animation starts.
To make this work, I think you have to do it with a timer instead of animateWithDuration. Create a repeating timer, and increment the x position of your view with each call, and invalidate the timer when you reach the destination. This will allow you to interact with the view while it moves.
When you animate a view you set the view in its final state. This way you can only detect touches in the final position where you are animating.
However, it is possible to go around that issue. You need to catch the touch event and compare with the presentationLayer.
-(void) touchesBegan:(NSSet*) touches withEvent:(UIEvent *) event {
CGPoint point = [[touches anyObject] locationInView:self.view];
if([self.cloudAnimate.layer.presentationLayer hitTest:point]) {
//do something
}
}
The presentation layer has information about the visual position of the CALayer that is associated with your cloudAnimate.
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint touchLocation = [touch locationInView:self.view];
if([imageView1.layer.presentationLayer hitTest:touchLocation]){
// TODO
}
}

How to fix the position of an image after moving it?

I am using - (void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event to move an image.How I can fix its position after moving it.I mean I would like when I choose the right position,the image should not move no more.
Add PanGesture to the imageView containing the image.
UIPanGestureRecognizer *panRecognizer = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(panDetected:)];
[imageView addGestureRecognizer:panRecognizer];
//method to move imageView whereever you want in the view,you can also write conditions to restrict the imageView not to go beyond bounds.
- (void)panDetected:(UIPanGestureRecognizer *)panRecognizer
{
CGPoint translation = [panRecognizer translationInView:self.view];
CGPoint imageViewPosition = imageView.center;
imageViewPosition.x += translation.x;
imageViewPosition.y += translation.y;
imageView.center = imageViewPosition;
[panRecognizer setTranslation:CGPointZero inView:self.view];
//you can use if(panRecognizer.state==UIGestureRecognizerStateEnded){} condition to fix the position of the imageView.
}
you can do like this:
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
UIImageView *view1 =moveImageView;
CGPoint point = [touch locationInView:self.view];
//the right position
if(point.x==?&&point.y==?){
rightPosition = YES;
moveImageView.frame = CGRectMake(point.x, point.y, 50, 50);
}else{
//the UIImageView you want to move
if(!rightPosition){
moveImageView.frame = CGRectMake(point.x, point.y, 50, 50);
}
}
}

Is it possible to get the x and y coordinates of a touch?

is it possible to get the x and y coordinates of a touch? If so could someone please provide a very simple example where the coordinates are just logged to the console.
Using touchesBegan Event
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [[event allTouches] anyObject];
CGPoint touchPoint = [touch locationInView:self.view];
NSLog(#"Touch x : %f y : %f", touchPoint.x, touchPoint.y);
}
This event is triggered when touch starts.
Using Gesture
Register your UITapGestureRecognizer in viewDidLoad: Method
- (void)viewDidLoad {
[super viewDidLoad];
UITapGestureRecognizer *tapGesture = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(tapGestureRecognizer:)];
[self.view setUserInteractionEnabled:YES];
[self.view addGestureRecognizer:tapGesture];
}
Setting up the tapGestureRecognizer function
// Tap GestureRecognizer function
- (void)tapGestureRecognizer:(UIGestureRecognizer *)recognizer {
CGPoint tappedPoint = [recognizer locationInView:self.view];
CGFloat xCoordinate = tappedPoint.x;
CGFloat yCoordinate = tappedPoint.y;
NSLog(#"Touch Using UITapGestureRecognizer x : %f y : %f", xCoordinate, yCoordinate);
}
Sample Project
First you need to add a gesture recognizer to the view you want.
UITapGestureRecognizer *myTap = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(myTapRecognizer:)];
[self.myView setUserInteractionEnabled:YES];
[self.myView addGestureRecognizer:myTap];
Then in the gesture recognizer method you make a call to locationInView:
- (void)myTapRecognizer:(UIGestureRecognizer *)recognizer
{
CGPoint tappedPoint = [recognizer locationInView:self.myView];
CGFloat xCoordinate = tappedPoint.x;
CGFloat yCoordinate = tappedPoint.y;
}
You may want to take a look at apple's UIGestureRecognizer Class Reference
Here's a very basic example (place it inside your view controller):
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint currentPoint = [touch locationInView:self.view];
NSLog(#"%#", NSStringFromCGPoint(currentPoint));
}
This triggers every time the touch moves. You can also use touchesBegan:withEvent: which triggers when a touch starts, and touchesEnded:withEvent: which triggers when a touch ends (i.e. a finger is lifted).
You can also do this using a UIGestureRecognizer, which in many cases is more practical.

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