I want to slightly rotate a UIView when it's being dragged. I managed to do the dragging using a UIPanGestureRecognizer. I also tried to Rotate using CGAffineTransformRotate and it worked. However, when i apply both dragging and rotation, the UIView rotates only and it doesn't get dragged around the super view. Here is what i'm doing in the gesture handler:
CGPoint translation = [gesture translationInView:self.view];
// to drag
gesture.view.center = CGPointMake(gesture.view.center.x + translation.x, gesture.view.center.y + translation.y);
// to rotate
gesture.view.transform = CGAffineTransformRotate(gesture.view.transform, degreesToRadians(translation.x)/4);
// return to default so that it doesn't accumulate
[gesture setTranslation:CGPointMake(0, 0) inView:self.view];
How can i fix this ?
EDIT:
here is the entire code:
- (void)handlePan:(UIPanGestureRecognizer*)gesture{
if (gesture.state == UIGestureRecognizerStateBegan) {
// Save initial post center for snapping
point = CGPointMake(gesture.view.center.x, gesture.view.center.y);
} else if (gesture.state == UIGestureRecognizerStateChanged){
// Translate user movement across the screen to dragging coordinates
CGPoint translation = [gesture translationInView:self.view];
gesture.view.center = CGPointMake(gesture.view.center.x + translation.x, gesture.view.center.y + translation.y);
CGAffineTransform rotate = CGAffineTransformRotate(gesture.view.transform, degreesToRadians(translation.x)/4);
gesture.view.transform = rotate;//CGAffineTransformConcat(translate, rotate);
[gesture setTranslation:CGPointMake(0, 0) inView:self.view];
} else if (gesture.state == UIGestureRecognizerStateEnded){
// Animate snap back to place
[UIView animateWithDuration:0.2 animations:^{
gesture.view.transform = CGAffineTransformIdentity;
// [self.imagePost setCenter:point];
}];
}
}
Try adding this method:
- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldRecognizeSimultaneouslyWithGestureRecognizer:(UIGestureRecognizer *)otherGestureRecognizer
{
if (![gestureRecognizer isKindOfClass:[UITapGestureRecognizer class]] && ![otherGestureRecognizer isKindOfClass:[UITapGestureRecognizer class]]) {
return YES;
}
return NO;
}
Related
I have UIImageView inside UIView.
please assume the user can only zoomin (not in this code).
if the uiimage is bigger the UIView, I need the animation that pull back the uiimage, like in the facebook app.
meaning , If user move the UIImageView up..when he lift the finger the UIImageView is pullback to cover the empty space on the bottom.
I tried to play with it, but..no luck.
thanks in advance
-(void)pinchGestureDetected:(UIPinchGestureRecognizer *)recognizer
{
UIGestureRecognizerState state = [recognizer state];
if (state == UIGestureRecognizerStateBegan || state == UIGestureRecognizerStateChanged)
{
CGFloat scale = [recognizer scale];
[recognizer.view setTransform:CGAffineTransformScale(recognizer.view.transform, scale, scale)];
[recognizer setScale:1.0];
}
}
- (void)panGestureDetected:(UIPanGestureRecognizer *)recognizer
{
UIGestureRecognizerState state = [recognizer state];
if (state == UIGestureRecognizerStateBegan || state == UIGestureRecognizerStateChanged)
{
CGPoint translation = [recognizer translationInView:recognizer.view];
[recognizer.view setTransform:CGAffineTransformTranslate(recognizer.view.transform, translation.x, translation.y)];
[recognizer setTranslation:CGPointZero inView:recognizer.view];
}
}
- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldRecognizeSimultaneouslyWithGestureRecognizer:(UIGestureRecognizer *)otherGestureRecognizer
{
return ![gestureRecognizer isKindOfClass:[UIPanGestureRecognizer class]];
}
that one should work if your image is bigger than its container:
- (void)panGestureDetected:(UIPanGestureRecognizer *)recognizer
{
UIGestureRecognizerState state = [recognizer state];
if (state == UIGestureRecognizerStateBegan || state == UIGestureRecognizerStateChanged)
{
CGPoint translation = [recognizer translationInView:recognizer.view];
[recognizer.view setTransform:CGAffineTransformTranslate(recognizer.view.transform, translation.x, translation.y)];
[recognizer setTranslation:CGPointZero inView:recognizer.view];
}
else if(state==UIGestureRecognizerStateEnded){
UIView *imageView = recognizer.view;
UIView *container = imageView.superview;
CGFloat targetX = CGRectGetMinX(imageView.frame);
CGFloat targetY = CGRectGetMinY(imageView.frame);
if(targetX>0){
targetX = 0;
}else if(CGRectGetMaxX(imageView.frame)<CGRectGetWidth(container.bounds)){
targetX = CGRectGetWidth(container.bounds)-CGRectGetWidth(imageView.frame);
}
if(targetY>0){
targetY = 0;
}else if(CGRectGetMaxY(imageView.frame)<CGRectGetHeight(container.bounds)){
targetY = CGRectGetHeight(container.bounds)-CGRectGetHeight(imageView.frame);
}
[UIView animateWithDuration:0.3 animations:^{
imageView.frame = CGRectMake(targetX, targetY, CGRectGetWidth(imageView.frame), CGRectGetHeight(imageView.frame));
}];
}
}
I was wondering if someone can point me in the right direction. I have created a UIcollectionview that scrolls horizontally (one line). If a user scroll very fast, I would like the last cell to pull with it the collection frame showing what is behind the frame. What I do not want is for the last cell to move from its place and should the collection background. I added a pan gesture to the collection view, and with the logic I put in place, I see that the collection frame moves before the last cell is reached. same if you scroll backward to reach the first cell. I am new at this and there got to be a easy way to do it.
- (IBAction)handleGesture:(UIPanGestureRecognizer *)recognizer
{
CGPoint translation = [recognizer translationInView:self.view];
recognizer.view.center = CGPointMake(recognizer.view.center.x + translation.x/3,recognizer.view.center.y);
[recognizer setTranslation:CGPointMake(0, 0) inView:self.view];
if(recognizer.state == UIGestureRecognizerStateEnded)
{
[UIView animateWithDuration:0.6 delay:0 options:UIViewAnimationOptionAllowUserInteraction|UIViewAnimationOptionBeginFromCurrentState animations:^{
recognizer.view.center = CGPointMake(self.view.frame.size.width/2, recognizer.view.center.y);
} completion:nil];
[recognizer setTranslation:CGPointMake(0, 0) inView:self.view];
}
}
- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldRecognizeSimultaneouslyWithGestureRecognizer:(UIGestureRecognizer *)otherGestureRecognizer
{
if ([gestureRecognizer isEqual:self.panGesture] && [otherGestureRecognizer isEqual:self.collectionview.panGestureRecognizer]){
return YES;
}
return NO;
}
- (BOOL) gestureRecognizerShouldBegin:(UIGestureRecognizer *)gestureRecognizer
{
if([gestureRecognizer isEqual:self.panGesture])
{
if(self.collectionview.contentOffset.x ==0)
{
return YES;
}
else if(self.collectionview.contentOffset.x >= (self.collectionview.contentSize.width - self.view.bounds.size.width))
{
return YES;
}
}
return NO;
}
In my app, I use PanGesture.
Now, I have a UIImageView within my main view and I can drag my UIImageView within the main view.
To which axis in the main view I have to drag my UIImageView?
Try this to move your object
or link for best tutorials http://www.raywenderlich.com/6567/uigesturerecognizer-tutorial-in-ios-5-pinches-pans-and-more
- (IBAction)handlePan:(UIPanGestureRecognizer *)recognizer {
CGPoint translation = [recognizer translationInView:self.view];
recognizer.view.center = CGPointMake(recognizer.view.center.x + translation.x,
recognizer.view.center.y + translation.y);
[recognizer setTranslation:CGPointMake(0, 0) inView:self.view];
if (recognizer.state == UIGestureRecognizerStateEnded) {
CGPoint velocity = [recognizer velocityInView:self.view];
CGFloat magnitude = sqrtf((velocity.x * velocity.x) + (velocity.y * velocity.y));
CGFloat slideMult = magnitude / 200;
NSLog(#"magnitude: %f, slideMult: %f", magnitude, slideMult);
float slideFactor = 0.1 * slideMult; // Increase for more of a slide
CGPoint finalPoint = CGPointMake(recognizer.view.center.x + (velocity.x * slideFactor),
recognizer.view.center.y + (velocity.y * slideFactor));
finalPoint.x = MIN(MAX(finalPoint.x, 0), self.view.bounds.size.width);
finalPoint.y = MIN(MAX(finalPoint.y, 0), self.view.bounds.size.height);
[UIView animateWithDuration:slideFactor*2 delay:0 options:UIViewAnimationOptionCurveEaseOut animations:^{
recognizer.view.center = finalPoint;
} completion:nil];
}
}
you can use frame property of a UIView class.which gives you top,left,width and height of the view.
NSLog(#"view.frame.origin.x : %f",view.frame.origin.x);
NSLog(#"view.frame.origin.y : %f",view.frame.origin.y);
NSLog(#"view.frame.size.width : %f",view.frame.size.width);
NSLog(#"view.frame.size.height : %f",view.frame.size.height)
You can use below APIs to translate your points from one view to other and vice versa.
- (CGPoint)convertPoint:(CGPoint)point toView:(UIView *)view;
- (CGPoint)convertPoint:(CGPoint)point fromView:(UIView *)view;
- (IBAction)panGestureReceived:(UIPanGestureRecognizer *)gesture {
if ([gesture state] == UIGestureRecognizerStateBegan) {
myVarToStoreTheBeganPosition = [gesture locationInView:self.view];
} else if ([gesture state] == UIGestureRecognizerStateEnded) {
CGPoint myNewPositionAtTheEnd = [gesture locationInView:self.view];
// and now handle it ;)
} else if ([gesture state] == UIGestureRecognizerStateChanged) {
CGPoint myNewPositionAtTheEnd = [gesture locationInView:self.view];
// and now handle it ;)
}
}
I have a UIPanGestureRecognizer that is attached to a UIView. What I am trying to do is essentially drag and drop into a bucket. If the user lets go of the UIView and it's not in the bucket, I want it to animate back to its original start location. My selector that gets called for my UIPanGestureRecognizer is:
- (void)handleDragDescriptionView:(UIPanGestureRecognizer *)gestureRecognizer {
UIView *panViewPiece = [gestureRecognizer view];
CGRect originalFrame = CGRectMake(946, 20, 58, 30);
CGPoint translation = [gestureRecognizer translationInView:panViewPiece];
if (gestureRecognizer.state == UIGestureRecognizerStateBegan || gestureRecognizer.state == UIGestureRecognizerStateChanged) {
panViewPiece.center = CGPointMake(panViewPiece.center.x + translation.x, panViewPiece.center.y + translation.y);
[gestureRecognizer setTranslation:CGPointZero inView:panViewPiece.superview];
}
else if (gestureRecognizer.state == UIGestureRecognizerStateCancelled) {
[UIView animateWithDuration:0.25 animations:^{
self.dragDescriptionView.frame = originalFrame;
}];
}
else {
[UIView animateWithDuration:0.25 animations:^{
self.dragDescriptionView.frame = originalFrame;
}];
}
}
I was wondering if I could do this without the originalFrame at the top of the method. I originally had
CGRect originalFrame = _dragDescriptionView.frame;
instead of the hardcoding, but it doesn't snap back. Probably because I'm updating that value as I am dragging. I don't particularly like hardcoding values, but I wasn't sure if there was a way around this. Thanks!
You really only need to track the view's original center. Make originalCenter an instance variable and only set it when the gesture begins:
#implementation MyViewController {
CGPoint _originalCenter;
}
- (void)handleDragDescriptionView:(UIPanGestureRecognizer *)gestureRecognizer {
UIView *panViewPiece = [gestureRecognizer view];
switch (gestureRecognizer.state) {
case UIGestureRecognizerStateBegan:
_originalCenter = panViewPiece.center;
break;
case UIGestureRecognizerStateChanged: {
CGPoint translation = [gestureRecognizer translationInView:panViewPiece.superview];
panViewPiece.center = CGPointMake(panViewPiece.center.x + translation.x, panViewPiece.center.y + translation.y);
[gestureRecognizer setTranslation:CGPointZero inView:panViewPiece.superview];
break;
}
case UIGestureRecognizerStateEnded:
case UIGestureRecognizerStateCancelled: {
[UIView animateWithDuration:0.25 animations:^{
panViewPiece.center = _originalCenter;
}];
break;
}
default:
break;
}
}
I have a UIView object that can be dragged around using UIPanGestureRecognizer, but I only want it to be able to move up 3/4 of the screen. I don't want to it be clipped, but to get to a certain point and not be able to be dragged any further. What I have so far allows it to only move on the Y axis (which is desired).
- (IBAction)panGesture:(UIPanGestureRecognizer *)recognizer
{
CGPoint translation = [recognizer translationInView:self.view];
recognizer.view.center = CGPointMake(recognizer.view.center.x,
recognizer.view.center.y + translation.y);
[recognizer setTranslation:CGPointMake(0, 0) inView:self.view];
}
Thanks for any help.
So just check whether the new Y coordinate would be too small. Don't change the view if it would be too small:
- (IBAction)panGesture:(UIPanGestureRecognizer *)recognizer
{
CGPoint translation = [recognizer translationInView:self.view];
[recognizer setTranslation:CGPointMake(0, 0) inView:self.view];
CGPoint center = recognizer.view.center;
center.y += translation.y;
if (center.y < self.yMin)
return;
recognizer.view.center = center;
}
Its work fine for me.
CGPoint currentTouchPoint = [gesture translationInView:self.bottomView];
if (fabsf(currentTouchPoint.x) > fabsf(currentTouchPoint.y)) {
// avoid horizontal movement of pan geuture.
return;
}
thanks,
Naveen Shan
Implement the following gesture delegate and check your condition inside it. Returning YES or NO from this delegate will make the gesture active and inactive.
- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldReceiveTouch:(UITouch *)touch;