iOS Disable scroll for map view ONLY while zooming - ios

I am currently trying to look for a solution for disabling scrolling on a MKMapView while a person is zooming in/out. Does anyone know of a solution to this? Thanks!

I would check out this control which keeps the map centered on a point when zooming and it sounds like it should be able to achieve you desired effect. I'm not sure if you're using Objective-C or Swift since there is no tag, however you will be able to use this with either languages.
SKMapsCenter

Related

iOS drag and drop images

I was trying show a bunch of images, one at once. User could swipe left or right to navigate, just like photo library.
What I did is, for example I have 6 images, create a scroll view to hold those 6 images, and using pan gesture to move it.
Am I doing right? Or is there another neat solution?
Thanks
EDIT:
I'm asking am I doing right by using gesture?
More specific, should I use UIScrollView to do this or I should use something else?
Update:
I finally figure out a way to do. Use UIPanGestureRecognizer and check the speed. if the speed is fast enough, then treat like swipe gesture. Will post code later.
UIScrollView has a default gesture and does not need a new one.

How to make SWTableViewCell swipe more sticky

I've implemented the SWTableViewCell code in order to allow side swipes to reveal more UI, such as buttons.
Which is working fine, except that the UIScrollview it subclasses is really just too touchy, flicking back and forth like a manic game of ping pong.
I went to make changes to the class, but realised UIScrollView didn't seem to give me the ability to say change the way the scrolling animations work in the way I wanted.
Leaving me thinking that I either need to create my own version of the a Swipe cell, with a pan gesture and a overlay view, instead of a scrollview or find someone who has already solved this problem.
Please check it out sample: https://github.com/runmad/RMSwipeTableViewCell
May be it will helpful to you, Sir
:)
Not sure if this will give you the effect you desire, but you can make it less "jumpy" by altering the decelerationRate. Try:
someScrollView.decelerationRate = UIScrollViewDecelerationRateFast;
If that's the right idea, you can jump-to-definition in Xcode, and checkout the float value, then try your own.

Custom Scroll view in cocos2d without using uikit

I currently need to create a custom scroll view without using UIKit's scrollview in cocos2d.
The best way, I think, is to create a separate layer and then add all my sprites to that layer. But I'm not sure how to receive touch events for all of the sprites. Is there a best way to do this? Thanks!
Have you seen CCScrollLayer? It might not be suitable for you but maybe you can copy the way that it is picking up touches.
https://github.com/cocos2d/cocos2d-iphone-extensions/tree/develop/Extensions/CCScrollLayer
http://www.cocos2d-iphone.org/forum/topic/17118
There's another one here as well, not sure if it's a fork or an independent one:
https://github.com/jerrodputman/CCKit
But I didn't have much success with any of these. The bounce and other parts of the experience never feel right, so I go back to using UIScrollView to handle the touches.
I've been facing the same issue and I found the SWScrollView here:
https://github.com/saim80/Cocos2D-Extensions
met my needs better than CCScrollView. It acts more like the UIScrollView where as CCScrollView is more for paging from what I've seen.
There is a nice framework called CMMSimpleFramework.
http://www.cocos2d-iphone.org/forum/topic/39018
http://www.cocos2d-iphone.org/forum/topic/60354
There are some sample videos, and the link to the repo is on those pages.
One of the classes is a scrolling layer that might do what you need.
To get the sample project to run, I had to comment out some game center authentication handler code that has changed, but after I did that the demo worked fine.

Scrolling items on screen [iOS cocos2d]

OK so in my game I need the users to scroll between items, just like you scroll a web page in Safari. Is there any way to do that? If not, maybe scrolling them to the side, like you do in the spriboard? Thanks.
I am not really sure I have understood what you would like to do, but there is a cocos2d extension that seems appropriate to it: CCScrollLayer.
CCLayer subclass that lets you pass-in an array of layers and it will then create a smooth scroller. Complete with the “snapping” effect.
If you are looking for a generic scrolling within your view, I suggest this tutorial or this topic rom cocos2d list.
EDIT:
I have never done it, but I think it should be possible to scale the CCScrollLayer to the size you need.
Otherwise, you might change the contentSize of the layer, or even put the CCScrollLayer into a clipping node.
Anyway, I think that it is much easier to start from this and find a way to adapt it to your specific requirements than start from scratch.

Unable to implement UISlider for Accessibility option in iPad

i am trying to implement accessibility option in my book reader app. I have a slider(similar to ibooks) which is used for navigating between pages. i have seen this question posted by another user and implemented the same code in my app. Right now my slider is responding when i'm tapping on it. The voiceover is also speaking the label i have given in the code. But, the problem is that, i am unable to change the slider value and navigate to another page.. I dont know if it is the problem with my code or is it that i do not know how to replicate the gesture to change the value of the slider... Any help in this regard will be appreciated.... Thanku
Does the slider work with VoiceOver turned off?
If so, try swiping vertically up or down (top to bottom of display) after selecting the slider element with VoiceOver enabled.
Is it a UISlider, or something of your own devising? UISlider needs an actual vertical swipe once selected, and moves a pretty significant amount as a result — not a good experience for going to the next page.
If it's your own custom control, be sure you set UIAccessibilityTraitAdjustable.

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