Pass touch to nearest UIButton? - ios

I am trying to create a view with multiple UIButtons where any tap would be registered as a tap on the nearest UIButton. I have been unsuccessful so far, and I am hoping you guys/gals have some knowledge on standard approaches/methods used to do what I am trying to do.

You could use the Touches Began method:
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
// Get the CGPoint of the touch:
UITouch touch = [touches anyObject];
CGPoint touchPoint = [touch locationInView:self.view];
// Loop through an array containing your buttons and see if we tapped
// one of these buttons, if so, do nothing and let the button handle the tap
for (UIButton button in MyButtonsArray){
if(CGRectContainsPoint(button.frame, touchPoint)) {
return;
}
}
// if the loop completes without returning, you tapped something other than a button
// so add code here that uses the mathematical distance formula to
// calculate which button is the closest to the tap point.
}
You have all the necessary "data" in terms of coordinates of the button and coordinates of the touch point to calculate the closest button to the touch point.

that's why I am assuming that simply passing the touch to the nearest UIButton would be more practical.
No, you should place rectangle buttons next to each other and do the hit testing to determine if the touch was within the irregular shaped area.
See my blog post Hit Testing Done Right how to test with a shaped layer. There it uses a UIView, but as UIButton inherits from UIView, it would work the same, if you subclass like
#interface MyButton : UIButton
#implementation MyButton
//
// ...
//
- (BOOL)pointInside:(CGPoint)point withEvent:(UIEvent *)event
{
CGPoint p = [self convertPoint:point toView:[self superview]];
if(self.layer.mask){ // a layer's mask is found. Mask can be any CGPath
if (CGPathContainsPoint([(CAShapeLayer *)self.layer.mask path], NULL, p, YES) )
return YES;
}else {
if(CGRectContainsPoint(self.layer.frame, p))
return YES;
}
return NO;
}
#end
If you want to work with partially transparent images, have a look at OBShapedButton, where alpha of a certain threshold will determine if the button was hit or not. But as mine path based approach it does so by overwriting -pointInside:withEvent:
- (BOOL)pointInside:(CGPoint)point withEvent:(UIEvent *)event
{
// Return NO if even super returns NO (i.e., if point lies outside our bounds)
BOOL superResult = [super pointInside:point withEvent:event];
if (!superResult) {
return superResult;
}
// Don't check again if we just queried the same point
// (because pointInside:withEvent: gets often called multiple times)
if (CGPointEqualToPoint(point, self.previousTouchPoint)) {
return self.previousTouchHitTestResponse;
} else {
self.previousTouchPoint = point;
}
BOOL response = NO;
if (self.buttonImage == nil && self.buttonBackground == nil) {
response = YES;
}
else if (self.buttonImage != nil && self.buttonBackground == nil) {
response = [self isAlphaVisibleAtPoint:point forImage:self.buttonImage];
}
else if (self.buttonImage == nil && self.buttonBackground != nil) {
response = [self isAlphaVisibleAtPoint:point forImage:self.buttonBackground];
}
else {
if ([self isAlphaVisibleAtPoint:point forImage:self.buttonImage]) {
response = YES;
} else {
response = [self isAlphaVisibleAtPoint:point forImage:self.buttonBackground];
}
}
self.previousTouchHitTestResponse = response;
return response;
}

Related

multiple touch in xcode iOS objective C

I have a character in my game that I can move left/right and jump. I am using touchesBegan to do that. But when I move left ( keep touching the screen -> makes character faster and faster ), it only jumps when i release it. I would like to jump and move left at the same time.
Here is some of my code :
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint point = [touch locationInView:self.view];
if((point.x < moveLeftButton.frame.size.width))
{
if((point.y > JumpButton.frame.size.height))
{
leftSide = YES;
sanchez.image = [UIImage imageNamed:#"characterL2"];
}
}
if((point.x) > (backGround.frame.size.width - moveRightButton.frame.size.width))
{
if((point.y > JumpButton.frame.size.height))
{
rightSide = YES;
sanchez.image = [UIImage imageNamed:#"characterR2"];
}
}
if( notJumping && (point.y < JumpButton.frame.size.height) && (sanchezStopAll == NO))
{
AudioServicesPlaySystemSound(jump);
sanchezJumping = 5.5;
notJumping = NO;
}
[self animation];
}
I am not using buttonPressed because they are hidden and I think you can't click hidden buttons.
This is how it looks like if its not hidden:
Thanks for any Help.
You'll only get a single touch by default unless you set multipleTouchEnabled = YES. Then your code should work as expected.
For example:
- (void)viewDidLoad
{
[super viewDidLoad];
self.view.multipleTouchEnabled = YES;
}

UIPinchGestureRecognizer only for pinching out

I'm trying to create a UIPinchGestureRecognizer that fails if the user pinches out (moves there fingers apart). I know there is a really easy way to do this by just taking the scale of t he recogniser in the action method and if it is larger than 1, set a flag and ignore all the future calls. However, this does not work for me, I have other gesture recognisers that require this pinch recogniser to fail, so I need it to fail properly when the user pinches in the wrong direction.
I have attempted to subclass UIPinchGestureRecognizer:
#implementation BHDetailPinchGestureRecogniser {
CGFloat initialDistance;
}
#pragma mark - Object Lifecycle Methods
- (id)initWithTarget:(id)target action:(SEL)action {
self = [super initWithTarget:target action:action];
if (self) {
initialDistance = NSNotFound;
}
return self;
}
#pragma mark - UIGestureRecogniser Methods
- (BOOL)shouldBeRequiredToFailByGestureRecognizer:(UIGestureRecognizer *)recogniser {
if ([recogniser isKindOfClass:[UIPinchGestureRecognizer class]]) {
return [self.delegate gestureRecognizerShouldBegin:self];
} else return false;
}
- (void)reset {
[super reset];
initialDistance = NSNotFound;
}
#pragma mark - Touch Handling Methods
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
if (touches.count >= 2) {
if (self.state == UIGestureRecognizerStatePossible) {
// Keep hold of the distance between the touches
NSArray *bothTouches = [touches allObjects];
CGPoint location1 = [(UITouch *)bothTouches[0] locationInView:self.view];
CGPoint location2 = [(UITouch *)bothTouches[1] locationInView:self.view];
initialDistance = [self distanceBetweenPoint:location1 andPoint:location2];
}
} else {
// Fail if there is only one touch
self.state = UIGestureRecognizerStateFailed;
}
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
NSLog(#"Moved. (tc, %lu) (state, %i) (id, %f)", (unsigned long)touches.count, self.state, initialDistance);
if (touches.count >= 2) {
if (self.state == UIGestureRecognizerStatePossible) {
if (initialDistance != NSNotFound) {
// Get the new distance and see if is is larger or smaller than the original
NSArray *bothTouches = [touches allObjects];
CGPoint location1 = [(UITouch *)bothTouches[0] locationInView:self.view];
CGPoint location2 = [(UITouch *)bothTouches[1] locationInView:self.view];
NSLog(#"Checking distance between points.");
if ([self distanceBetweenPoint:location1 andPoint:location2] < initialDistance - 3.f) {
NSLog(#"Began");
self.state = UIGestureRecognizerStateBegan;
} else if ([self distanceBetweenPoint:location1 andPoint:location2] > initialDistance) {
NSLog(#"Failed");
self.state = UIGestureRecognizerStateFailed;
}
}
} else {
self.state = UIGestureRecognizerStateChanged;
}
}
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
if (self.state == UIGestureRecognizerStatePossible) self.state = UIGestureRecognizerStateFailed;
else [super touchesEnded:touches withEvent:event];
}
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
self.state = UIGestureRecognizerStateCancelled;
}
#pragma mark - Helper Methods
- (CGFloat)distanceBetweenPoint:(CGPoint)point1 andPoint:(CGPoint)point2 {
return sqrtf(powf(point1.x - point2.x, 2) + powf(point1.y - point2.y, 2));
}
#end
What I have realised that it is not that simple, it will need to handle multiple touches, sometimes touches moved only has one touch so it will need to keep hold of the touches, one touch might end and another start and this still want to be part of the pinch. It seems like I am loosing the build in functionality of the pinch recogniser when all I want to do is make it fail if the user pinches in the wrong direction.
Is there a simpler way to achieve this behaviour without completely rewriting UIPinchGestureRecognizer? It is probably worth mentioning that I have no control over the other recognisers that I want to fail (they are deep in the bowls of a PSPDFViewController (third party library)).
How about using the gesture recogniser's delegate to help?
Set a delegate with the following implementation of gestureRecognizerShouldBegin
func gestureRecognizerShouldBegin(gestureRecognizer: UIGestureRecognizer) -> Bool {
if let pinch = gestureRecognizer as? UIPinchGestureRecognizer {
return pinch.scale < 1
}
return true
}

Having trouble adding multiple physics objects in Xcode cocos2d

I'm new to cocos2d and objective-c. I know I'm missing something here, but I just can't find the solution. Hope someone can help....
My goal is to be able to click any of the sprites that I've placed on the screen. To start, I've put 2 sprites on the screen. (Each sprite is in the shape of a star).
The problem is, only the second sprite placed on the screen is clickable. My guess is that when I call addNewStar, it replaces _star with the latest star sprite, and takes the previous _star out of the physics node. I want all the stars I add to be in the physics node and be clickable. No clue how to do this.
Here is my code...hopefully someone can point out my mistake(s)!
#implementation MainScene {
CCSprite *_star;
CCPhysicsNode *_physicsNode;
CCNode *_ground;
CCLabelTTF *_scoreLabel;
BOOL _gameOver;
CCButton *_restartButton;
}
- (void)didLoadFromCCB {
self.userInteractionEnabled = TRUE;
[self addNewStar];
[self addNewStar];
// set collision txpe
_ground.physicsBody.collisionType = #"level";
// set this class as delegate
_physicsNode.collisionDelegate = self;
}
-(void)addNewStar {
//This successfully loads my star onto the screen
_star = (Star *)[CCBReader load:#"Star"];
_star.physicsBody.collisionGroup = #"starGroup";
_star.physicsBody.collisionType = #"star";
_star.position = ccp(200,300);
[_physicsNode addChild:_star];
}
-(BOOL)ccPhysicsCollisionBegin:(CCPhysicsCollisionPair *)pair star:(CCNode *)star level:(CCNode *)level {
[self gameOver];
return TRUE;
}
- (void)touchBegan:(UITouch *)touch withEvent:(UIEvent *)event {
float ranNum1 = (arc4random_uniform(10000));
float ranNum2 = (arc4random_uniform(10000));
float sideForce = ranNum1 - ranNum2;
if (!_gameOver) {
CGPoint touchLocation = [touch locationInNode:_physicsNode];
if(CGRectContainsPoint([_star boundingBox], touchLocation))
{
[_star.physicsBody applyImpulse:ccp(sideForce, 1000.f)];
[_star.physicsBody applyAngularImpulse:2500.f];
}
}
}
- (void)restart {
CCScene *scene = [CCBReader loadAsScene:#"MainScene"];
[[CCDirector sharedDirector] replaceScene:scene];
}
- (void)gameOver {
if (!_gameOver) {
_gameOver = TRUE;
_restartButton.visible = TRUE;
_star.rotation = 90.f;
_star.physicsBody.allowsRotation = FALSE;
[_star stopAllActions];
CCActionMoveBy *moveBy = [CCActionMoveBy actionWithDuration:0.2f position:ccp(-2, 2)];
CCActionInterval *reverseMovement = [moveBy reverse];
CCActionSequence *shakeSequence = [CCActionSequence actionWithArray:#[moveBy, reverseMovement]];
CCActionEaseBounce *bounce = [CCActionEaseBounce actionWithAction:shakeSequence];
[self runAction:bounce];
}
}
#end
You only have one pointer to one star. So when you test if the star was touched in your touches began method then of course only the second one would do anything since your sole pointer is only pointing at the most recently created star.
To answer your question, the simple approach you could take is to add each star to an NSArray. Then in your touches began method you can loop over the array and see which star was touched.
Example:
// Recommend using properties over i-vars
#property (nonatomic, strong) NSMutableArray* starList;
// In init or onEnter...
self.starList = [NSMutableArray array];
// Each time you create a new star...
Star* star = ...;
[self addChild:star];
[self.starList addObject:star];
// In your touches began...
- (void)touchBegan:(UITouch *)touch withEvent:(UIEvent *)event
{
...
for (Star* star in self.starList)
{
// If star is touched...
// ...add your impulses, etc
}
}
This is touchBegan from my project. Maybe you can change code little bit for your need. What you can see here? After getting location of touch code searching b2Body which was touched. In your example you need to search your _physicsNode for _child that was touched.
for(UITouch *touch in allTouches)
{
CGPoint location = [touch locationInView:touch.view];
location = [[CCDirector sharedDirector] convertToGL:location];
b2Vec2 worldLoc = b2Vec2(ptm(location.x), ptm(location.y));
// SEARCH YOUR CHILD FROM NODE HERE
for (b = world->GetBodyList(); b; b = b->GetNext())
{
if (b->GetType() == b2_dynamicBody)
if (b->IsBullet() == false)
{
for (b2Fixture *f = b->GetFixtureList(); f; f = f->GetNext())
{
// Hit!
if (f->TestPoint(worldLoc))
{
//do stuff
}
break;
}
}
}
}

Custom Gesture for Increase the size of the view

How can i write custom gesture for increase the size of the view in all the direction (i.e) in origin side and size of the view.
Example:
the user should touch the view in any one of the corner. either near to origin side or view end side.
Example: View frame size is (100,100,200,200). and minimum touch distance is 15 pixel from any side.
so, if the user touch location is (X=15,Y=40) in
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
method means that touch near to the origin side.
same if the user touch location is (X=15, Y=190) in
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
method means the touch is near to the size side.
My code:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
[super touchesBegan:touches withEvent:event];
if([touches count] != self.touchMinimumCount ||
[[touches anyObject] tapCount] > self.tapMinimumCount)
{
self.state = UIGestureRecognizerStateFailed;
return;
}
self.startPoint = [[touches anyObject] locationInView:self.view];
self.viewFrame = self.view.frame;
if(((self.startPoint.x - self.view.bounds.origin.x) <= self.minimumTouchDistance) ||
((self.startPoint.y - self.view.bounds.origin.y) <= self.minimumTouchDistance) ||
((ABS(self.startPoint.x - self.view.bounds.size.width)) <= self.minimumTouchDistance) ||
((ABS(self.startPoint.y - self.view.bounds.size.height)) <= self.minimumTouchDistance))
{
self.state = UIGestureRecognizerStatePossible;
if(((self.startPoint.x - self.view.bounds.origin.x) <= self.minimumTouchDistance) ||
((self.startPoint.y - self.view.bounds.origin.y) <= self.minimumTouchDistance) )
{
self.currentTouchPosition = touchPositionIsOrigin;
}
else if(((ABS(self.startPoint.x - self.view.bounds.size.width)) <= self.minimumTouchDistance) ||
((ABS(self.startPoint.y - self.view.bounds.size.height)) <= self.minimumTouchDistance))
{
self.currentTouchPosition = touchPositionIsSize;
}
}
else
{
self.state = UIGestureRecognizerStateFailed;
}
}
My gesture possible state setting if the touch in side the touch distance only.
Now i want to resize the view frame according to the user finger move.
if the user touch the origin side and move towards the left direction means, want to change the origin.x of the view and the width also want to increase.
if the user touch the origin side and move towards the top direction means, want to change the origin.y of the view and the width also want to increase.
if the user touch the origin side and move towards the right direction means, want to change the origin.x of the view.
if the user touch the origin side and move towards the bottom direction means, want to change the origin.y of the view.
if the user touch the size side and move towards the left direction means, want to reduce the width of the view.
if the user touch the size side and move towards the top direction means, want to reduce the height of the view.
if the user touch the size side and move towards the right direction means, want to increase the width of the view.
if the user touch the size side and move towards the bottom direction means, want to increase the height of the view.
this all change according tho the user finger in that view while moving.
My code:
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
[super touchesMoved:touches withEvent:event];
if(self.state == UIGestureRecognizerStateFailed) return;
direction currentDirection;
CGPoint currentLocation = [[touches anyObject] locationInView:self.view];
if(self.state == UIGestureRecognizerStatePossible ||
self.state == UIGestureRecognizerStateChanged)
{
if((currentLocation.x - self.startPoint.x) > 0)
{
currentDirection = directionRight;
self.state = UIGestureRecognizerStateChanged;
if(self.currentTouchPosition == touchPositionIsOrigin)
{
distanceInOriginX = // need to implement.
distanceInSizeX = // need to implement.
}
else if(self.currentTouchPosition == touchPositionIsSize)
{
distanceInSizeX = // need to implement.
}
}
else if((currentLocation.x - self.startPoint.x) < 0)
{
currentDirection = directionLeft;
self.state = UIGestureRecognizerStateChanged;
if(self.currentTouchPosition == touchPositionIsOrigin)
{
distanceInOriginX = // need to implement.
distanceInSizeX = // need to implement.
}
else if(self.currentTouchPosition == touchPositionIsSize)
{
distanceInSizeX = // need to implement.
}
}
else if((currentLocation.y - self.startPoint.y) >= 0)
{
currentDirection = directionBottom;
self.state = UIGestureRecognizerStateChanged;
if(self.currentTouchPosition == touchPositionIsOrigin)
{
distanceInOriginY = // need to implement.
distanceInSizeY = // need to implement.
}
else if(self.currentTouchPosition == touchPositionIsSize)
{
distanceInSizeY = // need to implement.
}
}
else if((currentLocation.y - self.startPoint.y) < 0)
{
currentDirection = directionTop;
self.state = UIGestureRecognizerStateChanged;
if(self.currentTouchPosition == touchPositionIsOrigin)
{
distanceInOriginY = // need to implement.
distanceInSizeY = // need to implement.
}
else if(self.currentTouchPosition == touchPositionIsSize)
{
distanceInSizeY = // need to implement.
}
}
else
{
currentDirection = directionUnknown;
}
self.originPoint = CGPointMake(distanceInOriginX, distanceInOriginY);
self.sizePoint = CGPointMake(distanceInSizeX, distanceInSizeY);
}
}
i mentioned the // need to implement. where ever i want the code for to achieve the functionality which i mentioned in that points. so, kindly help to go ahed.
if my was is wrong means, share the best way to do the same type of gesture.
any example is there also kindly share here. thanks in advance....
If you want to scale the size of a view, then use UIPinchGestureRecognizer. An example code is given here
UIPinchGestureRecognizer *pinchRecognizer = [[UIPinchGestureRecognizer alloc]initWithTarget:self action:#selector(scale:)];
pinchRecognizer.delegate = self;
[self addGestureRecognizer:pinchRecognizer];
handler method is
#pragma mark - Gesture handling functions
-(void)scale:(UIPinchGestureRecognizer*)recognizer {
if ([recognizer state] == UIGestureRecognizerStateBegan) {
_lastScale = 1.0;
}
CGFloat scale = 1.0 - (_lastScale - [recognizer scale]);
CGAffineTransform currentTransform = self.imgView.transform;
CGAffineTransform newTransform = CGAffineTransformScale(currentTransform, scale, scale);
self.imgView.transform = newTransform;
_lastScale = [recognizer scale];
}

How to Detect Some Portion in View

I have made a Custom Circle View, How to Detect Some Portion or Part of Circle.I have Tried this using touches
- (BOOL)validatePoint:(CGPoint)myPoint
{
// calculate how far from centre we are with Pythagorean
// √ a2 + b2
CGFloat a = abs(myPoint.x - (self.bounds.size.width/2));
CGFloat b = abs(myPoint.y - (self.bounds.size.height/2));
CGFloat distanceFromCentre = sqrt(pow(a,2) + pow(b,2));
if((distanceFromCentre > self.minRadiusSize) && (distanceFromCentre < radius)){
return YES;
}else{
// not inside doughnut
return NO;
}
}
But its Detecting Entire my View.
- (BOOL)pointInside:(CGPoint)point withEvent:(UIEvent *)event
{
BOOL transparent=NO;
CGPoint touchLocation = [event locationInView:yourViewName];
if(CGRectContainsPoint(yourViewName.frame, touchLocation))
{
NSLog(#"Found =%d",i);
transparent=YES;
}
return transparent;
}
This will return you whether you have tapped in view or not.

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