I'm building app for kids with lots of interactive image objects (click on pic & get result)
For example: I have cat on my screen and with click on it I need to produce sound.
After having read lots of info I got the idea that it's almost impossible to transform certain parts of image to clickable objects.
While there are lots of games on the app store which contains lots of custom shaped clickable objects. How did they manage to do this?
What I need read to get the answer? Thank you in advance.
UPDATE: I can have my clipart images as vector-graphic, e.g. .svg file. Will it make the situation simpler?
Implement each image as a UIButton and set the background of each button as the image desired. (setBackgroundImage)
Links:
https://developer.apple.com/library/ios/documentation/UIKit/Reference/UIButton_Class/
Using images is one option, but if you want taps within a certain non rectangular shape, check out OBShapedButton
If you really want super accurate touches, you could construct a bezierpath in the shape of the image then use
[UIBezierPath containtsPoint:]
https://developer.apple.com/library/ios/documentation/uikit/reference/UIBezierPath_class/Reference/Reference.html#//apple_ref/occ/instm/UIBezierPath/containsPoint%3a
You could also possibly get the pixel colour underneath the touch, but that wouldn't give much room for error if the user tapped near the edge:
https://stackoverflow.com/a/7101544/78496
Related
I'm trying to create an iOS recoloring app (this is my reference), and i need to know how recolor some portion of the image when user taps on a given area. All the loaded pictures will be black/white initially.
Is there any prebuilt library? Or which graphics framework should i use?
Any help will be appreciated.
If what you are looking for is adding/replacing the colour within a certain shape and edges are really important (as in the example) then you should be looking into vectorised drawing.
What this means is every shape in your image would have an actual object representation in your code, and you could easily interact with that object to do whatever you want (i.e. tap gestures to change colour, zoom etc.).
This however, means that you can't simply use .jpeg images, and you need to use images in vector format, such as .svg or CorelDraw.
As a reference, check out SVGKit, which is an excellent library for working with SVG images.
I am trying to make Apple kind of shape for progressHUD. I have option to use .png Image but I cant because I have to fill the apple Shape with different colour depends of percentage status.. I am using UIView to draw this shape...
I want suggestion how to draw apple kind of shape easily?
And How we can fill half colour with different colour?
I have option to use .png Image but I cant
Yes, you can. — Get hold of some apple-shaped artwork. Use it as a mask - it punches a hole in a view. Now put another view behind it, with a color. Now the apple appears to be that color, because that color is being seen through the apple-shaped hole. Now put another view behind it, with a different color, and move it up or across the right amount so as to divide what's seen through the apple into two colors.
Using that approach, it took me about 30 seconds to create this result (using your apple-shaped artwork as a .png image!):
Frosted Glass Effect
I'm thinking of how to approach this logically..
So we take the background image ( for example )
Then, we want to add our frosted glass button to this image. Here's how it should look..
Now I know I cannot programatically blur the background image of the button, so I'll to try and do it with two images.. Background.png and Backgorund_Blurred.png.
Now, the frosted glass effect will happen on animated objects. So, as they move across the screen, it should appear that it is blurring the background image behind it, however, to achieve this I can only think of one way. But doing so is beyond my current capability.
It would have to be a background_blurred image for the UIButton for example. No scaled in any way, and the exact same size as the normal background. Then, I would have to take the buttons relative position on the normal background and append the background_blurred of the button to suit.
My first question; is this possible?
Second question; is there an easier approach?
Lastly, I've added an image to make sense of the relative position theory.
Check out the FXBlur library, it'll let you blur images/views.. I've used it successfully and sounds like it'll do what you want.
I think having two images for these assets maybe easier, but having the views blur may be better in the long run as you wouldn't have to worry about updating the images for different resolutions in the future or care about how big the button is/will be.. Also if you want to do this with more images it'll turn into a mess with all the different images to manage.. The library is simple to use, with one call you'll have a blurred image/view..
We are building an iPad kids application in which a kid is requested to color different shapes with specific color. For example, consider an image with sky and trees , etc. all overlapping and a kid has selected a color for example "Blue" and then he taps the sky , the sky should turn to blue otherwise it should say "wrong color"
My questions are:
1- How to implement the coloring of the sky only with the selected color. We have implemented a Coco2d Floodfilling but it is too slow.
2- How to tie each part of the image with a specific right color. We suggested loading a fully colored image in a background layer and testing it at the tap .... BUT how to implement it.
Thanks
Are the shapes originally vectorial? If so, a solution would be to work directly with them as vectors, parsing them into CoreAnimation shapes.
You can give a try to SVGKit or get some inspiration from it. You'll get CAShapeLayers where you can change the fillColor property.
I believe that this way would be much more responsive (and the app size much more lighter) than doing tricks with images ;-)
I have a single imageview with a static country map divided into regions of that country. What I'd like to do is detect the touch location on the image and provide content about the corresponding region. Since region borders are not linear, how can I save each region's area? Do I need several imageviews (or even custom UIButtons with those images) each belonging to one region or is it possible the way I'd like?
This is the first thing that came to my mind so maybe there is a simpler and better way which I'd love to hear about and I couldn't know how to search for this so apologies if there is a duplicate. And of course I'd appreciate the help.
Thanks
One simple & exact way would be to use Ole Begemann's OBShapedButtons - one for each state.
This will allow you to detect exactly which state was selected. Simply put image of each state in separate buttons (with transparent surroundings) and align buttons next to eachother so that state-borders allign one to another.
Buttons will detect the location of the press and if one button was pressed on its transparent region the touch will be passed along until the correct button gets it.
The simplest way to do something like what you want would be to just put some UIButtons over the top of your UIImageView, making their type custom (so they are transparent). Generally fill in the area of each country with UIButtons. If you test your app, you will probably notice that people will touch the center of each country, so I wouldn't worry about getting 100% coverage. Depending on the shape of the countries, one or two square UIButtons would probably be enough.
If you did want to go the 100% coverage route, you could embed each country in a separate UIImageView subclass, and when you detect a touch anywhere, go through each country image and see if the point touched isn't transparent. When you hit that (a non-transparent pixel) you have found the country. See this post for relevant code: How to get the color of a pixel in an UIView?