I am overriding:
override func touchesBegan(touches: NSSet, withEvent event: UIEvent)
in Swift.
I am wondering, is this correct for getting one touch point:
var touchPoint: CGPoint! = event.touchesForView(self)?.anyObject()?.locationInView(self)
Thanks in advance!
As of iOS 8.3, touchesBegan takes a touches parameter which is a Set<NSObject>. It's now Set<UITouch>. So, you would:
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let point = touches.first?.location(in: view) else { return }
// use `point` here
}
In previous iOS versions, touchesBegan was defined as a NSSet parameter, as outlined in the question, so you would:
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
if let touch = touches.anyObject() as? UITouch {
let touchPoint = touch.locationInView(view)
...
}
}
Related
Ive just started learning programming in general and ran into a problem:
I have read some articles about that the iPhones are only capable of tracking 5 touches or so... But I realised that when I touch the screen with e.g. 7 fingers at once, my program-let stops working.
So, anyone knows, which parts of the code malfunctions when I am touching the screen way too many times at once?
(I am a newbie.)
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
let touch = touches.first!
touchLocation = touch.locationInNode(self)
nrTouches += touches.count
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
nrTouches -= touches.count
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
let touch = touches.first!
touchLocation = touch.locationInNode(self)
}
override func update(currentTime: CFTimeInterval) {
if nrTouches > 0 {
touchingLabel.text = "touching"
} else {
touchingLabel.text = "not touching"
}
}
So, in the case I am touching with 7 fingers at once, "touching" will be displayed all the time.
tankyuu
You're missing touchesCancelled, which gets called when the 6th finger is put down:
override func touchesCancelled(touches: Set<UITouch>?, withEvent event: UIEvent?) {
if let touches = touches {
nrTouches -= touches.count // same logic as touchesEnded
}
}
An interesting note: The iPad can handle 11 touch events. More on that here.
I am making a game similar to Fruit Ninja using Swift 2.0 in Xcode v7.0. However, in the touchesBegan, touchesMoved, and touchesCancelled override functions, I am getting the three following errors:
"Value of type 'Set' has no member 'anyObject'" comes up twice and
"Value of optional type 'Set' not unwrapped; did you mean to use "!" or "?"?" comes once.
Here is the code
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
let touch = touches.anyObject() as UITouch
let location = touch.locationInNode(self)
activeSlicePoints.append(location)
redrawActiveSlice()
activeSliceBG.removeAllActions()
activeSliceFG.removeAllActions()
activeSliceBG.alpha = 1
activeSliceFG.alpha = 1
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
let touch = touches.anyObject() as UITouch
let location = touch.locationInNode(self)
activeSlicePoints.append(location)
redrawActiveSlice()
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
activeSliceBG.runAction(SKAction.fadeOutWithDuration(0.25))
activeSliceFG.runAction(SKAction.fadeOutWithDuration(0.25))
}
override func touchesCancelled(touches: Set<UITouch>?, withEvent event: UIEvent?) {
touchesEnded(touches, withEvent: event)
}
Here is an image of on what lines the errors appear
All help appreciated. Thanks in advance.
let touch = touches.first as? UITouch
This will get you the first touch object.
Use it like:
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
if let touch = touches.first {
// ...
}
super.touchesBegan(touches, withEvent:event)
}
Well, I says on the lines changeColorTo(touch: touches.anyObject() as? UITouch)
this error "value of type "Set" has no member "anyObject"
How can I fix the problem?
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
changeColorTo(touch: touches.anyObject() as? UITouch)
}
override func touchesMoved(touches: Set<UITouch>, withEvent event: UIEvent?) {
changeColorTo(touch: touches.anyObject() as? UITouch)
}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
changeColorTo(touch: touches.anyObject() as? UITouch)
}
func changeColorTo(touch touch: UITouch? ) {
if let contact = touch {
changeColorTo(point: contact.locationInView(self))
}
}
func changeColorTo(point point: CGPoint ) {
// Change the color model to the color displayed at the given view coordinate
if let color = colorModel {
let bounds = self.bounds
if bounds.contains(point) {
color.hue = Float((point.x-bounds.minX)/bounds.width*360)
color.saturation = Float((point.y-bounds.minY)/bounds.height*100)
}
}
}
Thanks in advance!
You should not pass UITouch set to CGPoint.
Try the below to solve the issues,
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
let touch = touches.anyObject()! as UITouch
let location = touch.locationInView(self)
changeColorTo(location)
}
func changeColorTo(point: CGPoint ) {
}
I have a subclass of SKNode called Player which pretty much consists of this: http://hub.ae/blog/2014/03/26/soft-body-physics-jellyusing-spritekit/ converted to swift (With a few changes). I've allowed the user to move the player node with his finger with the following code:
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
let touch = touches.first as! UITouch
player.runAction(SKAction.moveTo(touch.locationInNode(world), duration: 1))
}
override func touchesMoved(touches: Set<NSObject>, withEvent event: UIEvent) {
let touch = touches.first as! UITouch
player.runAction(SKAction.moveTo(touch.locationInNode(world), duration: 1))
}
override func touchesCancelled(touches: Set<NSObject>!, withEvent event: UIEvent!) {
player.removeAllActions()
}
override func touchesEnded(touches: Set<NSObject>, withEvent event: UIEvent) {
player.removeAllActions()
}
*As a note, the 'world' var you see is just another SKNode. 'player' is a child of this node.
This looks like it should work, however the node moves in very strange directions. This is an example of how it looks:
http://gyazo.com/87b0d09101bbbfd3ac0f2a3cdbf42e4c
How can I fix this? I found that settings the anchor point of the scene to 0.5 fixes this issue, however then the physics body of 'player' node gets messed up.
I had same problem but i can not remember if it is how i fixed it. Try changing this:
world > self
player.runAction(SKAction.moveTo(touch.locationInNode(world), duration: 1))
To:
player.runAction(SKAction.moveTo(touch.locationInNode(self), duration: 1))
If i am wrong let me know :)
EDIT
set anchor point to (0.5,0.5) and write those 2 methods to center on your node.
override func didSimulatePhysics() {
camera.position = CGPointMake(player.position.x, player.position.y);
centerOnNode(camera)
}
func centerOnNode(node: SKNode){
var positionInScene : CGPoint = convertPoint(node.position, fromNode: node.parent)
world.position = CGPointMake(world.position.x - positionInScene.x, world.position.y - positionInScene.y)
}
I have strange issue with touchesBegan handler being called more than necessary.
If I tapped the UIView (UIButton) fast 2 times, touchesBegan was called 3 times.
I solved the issue with simple time measurement but I am still interested what would be the reason for this kind of behaviour?
Here is the code (with already added time-checking):
override func touchesMoved(touches: NSSet, withEvent event: UIEvent) {
if let t:UITouch = touches.anyObject() as? UITouch
{
if !CGRectContainsPoint(CGRectMake(0, 0, self.frame.width, self.frame.height), t.locationInView(self))
{
touchesCancelled(touches, withEvent: event)
}
}
}
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
ForCancelTouch = false
setupButtonGUI(true)
}
override func touchesEnded(touches: NSSet, withEvent event: UIEvent) {
if !ForCancelTouch
{
if abs(LastValidTouchesBeganDate.timeIntervalSinceNow) > DelayBetweenFastTapping
{
NSNotificationCenter.defaultCenter().postNotificationName(SBDCNotificationNameActionSTBMakeOneCommand, object: self, userInfo: ["tag":self.tag])
LastValidTouchesBeganDate = NSDate()
}
}
setupButtonGUI(false)
}
override func touchesCancelled(touches: NSSet!, withEvent event: UIEvent!) {
ForCancelTouch = true
setupButtonGUI(false)
}
Well - it seems the issue happens ONLY when clicking/testing with mouse inside iOS simulator! It looks like it is an iOS simulator bug.