Why doesn't the UIImageView.center change when panning with UIPanGestureRecognizer (Swift)? - ios

When I use the 'UIPanGestureRecognizer' to move a 'UIImageView' object, I notice the 'center' attribute doesn't change. Why is this, am I doing something wrong? Here is the code:
func handlePanning1(recognizer: UIPanGestureRecognizer)
{
var index: Int = recognizer.view!.tag - 1 // index in the arrays for this piece
var newTranslation: CGPoint = recognizer.translationInView(pieces[index])
recognizer.view?.transform = CGAffineTransformMakeTranslation(lastTranslations[index].x + newTranslation.x, lastTranslations[index].y + newTranslation.y)
// THIS ALWAYS PRINTS OUT THE SAME WHILE I'M PANNING
// AND IF I PAN MULTIPLE TIMES IN DIFFERENT DIRECTIONS (AKA IT NEVER CHANGES)
print(Int(pieces[index].center.x))
print("\n")
if recognizer.state == UIGestureRecognizerState.Ended {
lastTranslations[index].x += newTranslation.x
lastTranslations[index].y += newTranslation.y
}
}

You are applying a transform to the view, you are not actually moving it. Think about it as though it is in a certain place but when it gets rendered, there are instructions to skew how it is show. If you want the view to have a different position, then you have to change its center property instead of transforming it.

Related

How to properly get a gesture recognizer to fluidly spin a sprite according to velocity

I've a Sprite that animates via texture array, with spinLeft being increasing the array index, and spinRight decreasing the index, as shown in the answer to my other question here:
https://stackoverflow.com/a/44792902/6593818
The animation is working fine, but now I am trying to control the animation via a gesture recognizer or some other form of input.
In the referenced question, the spin function has an input for speed (the TimeInterval), so I just need an output from a gesture recognizer:
I want to figure out what to do in terms of getting the object to react to my finger in the same way as shown in this video:
https://youtu.be/qjzeewpVN9o
The video is beyond just a basic UIPanGesture reading velocity, I think. At least, I'm not sure how to implement it.
This project is to showcase a friend's sculptures via photography.
func spin(direction: Direction, timePerFrame: TimeInterval) {
nextTextures = []
for _ in 0...6 {
var index = initialTextures.index(of: sprite.texture!)
// Left is ascending, right is descending:
switch direction {
case .left:
if index == (initialTextures.count - 1) { index = 0 } else { index! += 1 }
case .right:
if index == 0 { index = (initialTextures.count - 1) } else { index! -= 1 }
}
let nextTexture = initialTextures[index!]
nextTextures.append(nextTexture)
sprite.texture = nextTexture
}
let action = SKAction.repeatForever(.animate(with: nextTextures, timePerFrame: timePerFrame))
sprite.run(action)
}

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.

Swift - Jigsaw Snap to Place

So I am developing an Ipad app that allows the user to solve a jigsaw puzzle. I've worked out getting the panning motion for each piece, but getting them where I want to has not worked properly. I am trying to make a piece snap into it's final destination when it's within a small range, which is followed by a clicking sound.
Here is a bit of code for a single puzzle piece. When my new game button is pressed, an Image View gets set to the corresponding picture, and randomly placed on the canvas.
#IBAction func NewGameTapped(sender: UIButton){
let bounds = UIScreen.mainScreen().bounds
let height = bounds.size.height
let width = bounds.size.width
image1.image = UIImage(named:"puzzleImage1.png")
image1.center.x = CGFloat(100 + arc4random_uniform(UInt32(width)-300))
image1.center.y = CGFloat(100 + arc4random_uniform(UInt32(height)-300))
//Create Panning (Dragging) Gesture Recognizer for Image View 1
let panRecognizer1 = UIPanGestureRecognizer(target: self, action: "handlePanning1:")
// Add Panning (Dragging) Gesture Recognizer to Image View 1
image1.addGestureRecognizer(panRecognizer1)
}
This is where I am having some issues.
func handlePanning1(recognizer: UIPanGestureRecognizer) {
let center = dict1_image_coordinates["puzzleImage1"] as![Int]
let newTranslation: CGPoint = recognizer.translationInView(image1)
recognizer.view?.transform = CGAffineTransformMakeTranslation(lastTranslation1.x + newTranslation.x, lastTranslation1.y + newTranslation.y)
if recognizer.state == UIGestureRecognizerState.Ended {
lastTranslation1.x += newTranslation.x
lastTranslation1.y += newTranslation.y
}
checkPosition(image1, center: center)
}
func checkPosition(image: UIImageView, center: [Int]){
let distance: Double = sqrt(pow((Double(image.center.x) - Double(center[0])),2) + pow((Double(image.center.y) - Double(center[1])),2))
//if the distance is within range, set image to new location.
if distance <= 20{
image.center.x = CGFloat(center[0])
image.center.y = CGFloat(center[1])
AudioServicesPlaySystemSound(clickSoundID)
}
For whatever reason, the puzzle piece only wants to snap to it's spot when the piece begins the game within the acceptable snap distance. I have tried checking for the object position in various different parts of my program, but nothing has worked so far. Any help or other tips are greatly appreciated.
The issue is likely caused by this line
image1.addGestureRecognizer(panRecognizer1)
Usually people add gestureRecognizer on the parentView, or the rootView of the view controller instead of the image1 itself. The benefit is that the parentView never moves, where as the image1 is constantly being transformed, which may or may not affect the recognizer.translationInView(x) method return value.
do this instead:
self.view.addGestureRecognizer(panRecognizer1)
and change to this line in handlePanning1 function:
image1.transform = CGAffineTransformMakeTranslation(lastTranslation1.x + newTranslation.x, lastTranslation1.y + newTranslation.y)

Action not working correctly in SpriteKit

I'm new to iOS programing and I'm experimenting to learn trying to create a game in swift using Sprite Kit.
What I'm trying to achieve is having a constant flow of blocks being created and moving rightwards on the screen.
I start by creating a set which contains all the initial blocks, then an action "constant movement" is added to each one, which makes them move slowly to the right. What I'm having trouble is adding new blocks to the screen.
The last column of blocks has an "isLast" boolean set to true, when it passes a certain threshold it is supposed to switch to false and add a new column of blocks to the set which now have "isLast" set to true.
Each block in the set has the "constantMovement" action added which makes them move slowly to the right, the new blocks have it added as well, but they don't work as the original ones.
Not all of the move, even tho if I print "hasActions()" it says they do, and the ones that do move stop doing so when they get to the middle of the screen. I have no idea why this happens, can somebody experienced give me a hint please?
This is the update function:
override func update(currentTime: CFTimeInterval) {
/* Called before each frame is rendered */
let constantMovement = SKAction.moveByX(-1, y: 0, duration: 10);
background.runAction(SKAction.repeatActionForever(constantMovement));
let removeBlock = SKAction.removeFromParent();
let frame = self.frame;
var currentBlockSprite:SKSpriteNode;
var newBlock: Block;
for block in blocks {
currentBlockSprite = block.sprite!;
currentBlockSprite.runAction(constantMovement);
if(block.column == NumColumns - 1) {
block.isLast = true;
}
if(block.isNew) {
println("position \(currentBlockSprite.position.x) has actions \(currentBlockSprite.hasActions())");
}
if(block.isLast && currentBlockSprite.position.x < frame.maxX - 50) {
println("the block that hits is " + block.description);
println("HITS AT \(currentBlockSprite.position.x)");
block.isLast = false;
for row in 0..<NumRows {
newBlock = Block(column: NumColumns - 1, row: row, blockType: BlockType.random(), isLast: true, isNew: true);
blocks.addElement(newBlock);
addBlockSprite(newBlock);
println("new block: " + newBlock.description + "position \(newBlock.sprite?.position.x)");
}
}
if(currentBlockSprite.position.x < frame.minX) {
currentBlockSprite.runAction(removeBlock);
blocks.removeElement(block);
}
}
}
My whole project is in here: https://github.com/thanniaB/JumpingGame/tree/master/Experimenting
but keep in mind that since I'm new to this it might be full of cringeworthy bad practices.
I would remove any SKAction code from the update function as that's kind of a bad idea. Instead I would just apply the SKAction when you add your block sprite to the scene, like this.
func addBlockSprite(block: Block) {
let blockSprite = SKSpriteNode(imageNamed: "block");
blockSprite.position = pointForColumn(block.column, row:block.row);
if(block.blockType != BlockType.Empty) {
addChild(blockSprite);
let constantMovement = SKAction.moveByX(-10, y: 0, duration: 1)
var currentBlockSprite:SKSpriteNode
let checkPosition = SKAction.runBlock({ () -> Void in
if(blockSprite.position.x < -512){
blockSprite.removeAllActions()
blockSprite.removeFromParent()
}
})
let movementSequence = SKAction.sequence([constantMovement, checkPosition])
let constantlyCheckPosition = SKAction.repeatActionForever(movementSequence)
blockSprite.runAction(constantlyCheckPosition)
}
block.sprite = blockSprite;
}
That would then allow you to simply add a new block whenever you see fit and it will have the appropriate action when it's added.
I've used 512 as thats the size of the iPhone 5 screen but you could swap this out for another screen size or what would be better would be a variable that dynamically reflects the screen size.

Prevent dragged object from leaving view its assigned to

I'm trying to write a piece of code in iOS using swift that creates a square where the user touches and lets them drag it around. The catch is I want the area it can move around in to be confined to the UIView it was created it.
The code below almost works. You can only create the square by pressing within the box, but then you can just drag it where you want. I'm not picky about if the box stays in the "fence" and tracks with your finger or just disappears until you move your finger back in, but I can't have it all over the screen.
I'm pretty new to this, so if there's a better way to go about it, I'm happy to be corrected.
class ViewController: UIViewController {
var dragableSquare = UIView() // a square that will appear on press and be dragged around
var fence = UIView() // a view that the square should be confined within
override func viewDidLoad() {
super.viewDidLoad()
// define the fence UIView and it to view
fence.frame = CGRectMake(view.frame.width/2 - 100, view.frame.height/2 - 100, 200, 200)
fence.backgroundColor = UIColor.grayColor()
view.addSubview(fence)
// give the fence a gesture recognizer
var pressRecog = UILongPressGestureRecognizer(target: self, action: "longPress:")
pressRecog.minimumPressDuration = 0.001
fence.addGestureRecognizer(pressRecog)
}
func longPress(gesture: UILongPressGestureRecognizer) {
print("press!")
// get location of the press
var touchPoint = gesture.locationInView(fence)
// When the touch begins place the square at that point
if gesture.state == UIGestureRecognizerState.Began {
print("began")
// create and add square to fence view
dragableSquare.frame = CGRectMake(touchPoint.x-5, touchPoint.y-5, 10, 10)
dragableSquare.backgroundColor = UIColor.blueColor()
self.fence.addSubview(dragableSquare)
// While the press continues, update the square's location to the current touch point
} else {
print("moving")
dragableSquare.center = touchPoint
}
}
I just joined stack overflow and I've been really impressed with how generous and helpful the community is. I hope I'll get enough experience to start helping others out soon too.
You can use CGRectIntersection to get the size of the intersection rectangle between to views. In your case, you want to keep moving the square as long as the intersection rectangle between the square and the fence is the same size as the square (meaning the square is still wholly within the fence). So your else clause should look like this,
} else {
print("moving")
if CGRectIntersection(dragableSquare.frame, fence.bounds).size == dragableSquare.frame.size {
dragableSquare.center = touchPoint
}
}

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