Pan gesture interferes with scroll - ios

I have three view controllers that are part of a UIScrollView. I want to be able to swipe between the three, although one of the view controllers has a UIPanGestureRecognizer. I use this pan gesture recognizer to allow the user to drag their finger up and down to increase and decrease the height of a rectangular UIView. Therefore, this UIPanGestureRecognizer only really needs to know about the upwards/downwards panning, and the scroll view can use the horizontal panning.
An example of this, is like the home screen; you can swipe left or right, but also swipe down to get spotlight. I want this kind of mechanism.
This is my code for the pan:
- (void)pan:(UIPanGestureRecognizer *)aPan; // When pan guesture is recognised
{
CGPoint location = [aPan locationInView:self.view]; // Location of finger on screen
CGRect secondRect = CGRectMake(210.0, 45.0, 70.0, 325.0); // Rectangles of maximimum bar area
CGRect minuteRect = CGRectMake(125.0, 45.0, 70.0, 325.0);
CGRect hourRect = CGRectMake(41.0, 45.0, 70.0, 325.0);
if (CGRectContainsPoint(secondRect, location)) { // If finger is inside the 'second' rectangle
CGPoint currentPoint = [aPan locationInView:self.view];
currentPoint.y -= 80; // Make sure animation doesn't go outside the bars' rectangle
if (currentPoint.y < 0) {
currentPoint.y = 0;
}
else if (currentPoint.y > 239) {
currentPoint.y = 239;
}
currentPoint.y = 239.0 - currentPoint.y;
CGFloat pointy = currentPoint.y - fmod(currentPoint.y, 4.0);
[UIView animateWithDuration:0.01f // Animate the bars to rise as the finger moves up and down
animations:^{
CGRect oldFrame = secondBar.frame;
secondBar.frame = CGRectMake(oldFrame.origin.x, (oldFrame.origin.y - (pointy - secondBar.frame.size.height)), oldFrame.size.width, (pointy));
}];
CGFloat result = secondBar.frame.size.height - fmod(secondBar.frame.size.height, 4.0);
secondInt = (result / 4.0); // Update labels with new time
self->secondLabel.text = [NSString stringWithFormat:#"%02d", secondInt];
}
The code is basically repeated for three separate rectangular UIViews.
If anyone can tell me how to get the homescreen-style panning/swiping into my app, that would be great!!

Alright, here is the short answer:
You have to use UIGestureRecognizer's method -requireGestureRecognizerToFail:.
And here is the long answer:
You have to make the pan gesture recognizer of your scroll view to succeed only if the pan gesture recognizer of TimerViewController fails. However that gesture (TimerViewController's gesture) should only succeed if the initial movement is vertical. If it is horizontal it should fail.
To accomplish this we have to subclass UIPanGestureRecognizer and modify it to fit those needs.
Here is what you have to do:
Disregard ALL the changes you made from my previous answer
Add VerticalPanGestureRecognizer to your project.
Modify TimerViewController as shown.
Modify ScrollViewController as shown.
VerticalPanGestureRecognizer.h
#import <UIKit/UIKit.h>
#import <UIKit/UIGestureRecognizerSubclass.h>
#interface VerticalPanGestureRecognizer : UIPanGestureRecognizer
#end
VerticalPanGestureRecognizer.m
#import "VerticalPanGestureRecognizer.h"
#interface VerticalPanGestureRecognizer ()
#property (nonatomic, assign) CGPoint origLoc;
#end
#implementation VerticalPanGestureRecognizer
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
self.origLoc = [[touches anyObject] locationInView:self.view.superview];
[super touchesBegan:touches withEvent:event];
}
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
if (self.state == UIGestureRecognizerStatePossible) {
CGPoint loc = [[touches anyObject] locationInView:self.view.superview];
CGFloat deltaX = fabs(loc.x - self.origLoc.x);
CGFloat deltaY = fabs(loc.y - self.origLoc.y);
if (deltaY < deltaX)
self.state = UIGestureRecognizerStateFailed;
}
[super touchesMoved:touches withEvent:event];
}
#end
TimerViewController.h
// Your imports here
#interface TimerViewController : UIViewController
{
// Your ivars here
}
// Add the following property
#property (nonatomic, strong) UIPanGestureRecognizer *pan;
// Your methods here
#end
TimerViewController.m
#import "TimerViewController.h"
#import "VerticalPanGestureRecognizer.h"
#implementation TimerViewController
#synthesize pan = _pan;
// prefersStatusBarHidden method here
- (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil // Initialise view controller
{
self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil];
if (self) {
// Instantiate the pan gesture as "VerticalPanGestureRecognizer"
self.pan = [[VerticalPanGestureRecognizer alloc] initWithTarget:self action:#selector(pan:)]; // Create recogniser for a pan guesture
self.pan.maximumNumberOfTouches = self.pan.minimumNumberOfTouches = 1;
[self.view addGestureRecognizer:self.pan];
}
return self;
}
// The rest of your code here
#end
ScrollViewController.m
- (void)viewDidLoad
{
// Your code here
TimerViewController *tvc = [[TimerViewController alloc]init];
CGRect frame = tvc.view.frame;
frame.origin.x = 320;
tvc.view.frame = frame;
// Add the following line
[self.scrollView.panGestureRecognizer requireGestureRecognizerToFail:tvc.pan];
[self addChildViewController:tvc];
[self.scrollView addSubview:tvc.view];
[tvc didMoveToParentViewController:self];
// More code here
}
This new approach works perfectly. I tested it.
Let me know if you have more questions.
Cheers!
UPDATE
To answer the question you posted on the comments, here is what you have to do:
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
BarsViewController *bvc = [[BarsViewController alloc]init];
[self addChildViewController:bvc];
[self.scrollView addSubview:bvc.view];
[bvc didMoveToParentViewController:self];
TimerViewController *tvc = [[TimerViewController alloc]init];
CGRect frame = tvc.view.frame;
frame.origin.x = 320;
tvc.view.frame = frame;
[self.scrollView.panGestureRecognizer requireGestureRecognizerToFail:tvc.pan];
[self addChildViewController:tvc];
[self.scrollView addSubview:tvc.view];
[tvc didMoveToParentViewController:self];
StopwatchViewController *svc = [[StopwatchViewController alloc] init];
frame = svc.view.frame;
frame.origin.x = 320*2;
svc.view.frame = frame;
[self addChildViewController:svc];
[self.scrollView addSubview:svc.view];
[svc didMoveToParentViewController:self];
self.scrollView.contentSize = CGSizeMake(320*3, self.view.frame.size.height);
self.scrollView.pagingEnabled = YES;
[self.scrollView setShowsHorizontalScrollIndicator:NO];
}
Again, I tested it and it's working. You just have to add the gesture recognizer for the bars

Related

How I rotate an image with swipe gesture from an anchor point in objective c?

Here,I rotate an image given angle. But I want to rotate an image with swipe gesture from an anchor point.Here is my code..
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
//circleName is an UIImageView IBoutlet
_circleNames=#"Squre.png";
_showCircle=[UIImage imageNamed:_circleNames];
_circleView.image=_showCircle;
// Here I am setting anchor point
_circleView.layer.anchorPoint=CGPointMake(0.5, 1.0);
//here I am setting animation
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:6];
[UIView setAnimationRepeatCount:0];
[UIView setAnimationDelegate:self];
[UIView setAnimationCurve:UIViewAnimationCurveEaseOut];
//rotate 170 degree angle
_circleView.transform=CGAffineTransformRotate(_circleView.transform,170);
[UIView commitAnimations];
}
if you want to dynamically rotate image following your finger you must use UIPanGestureRecognizer (not UISwipeGestureRecognizer). It gives you point of your finger in repeatedly called selector you provide.
UPDATE:
You can use this code:
#import "ViewController.h"
#interface ViewController ()
#property (weak, nonatomic) IBOutlet UIView* rotView;
#end
#implementation ViewController {
UIPanGestureRecognizer* _panGesture;
float _deltaAngle;
CGAffineTransform _startTransform;
CGPoint _prevPoint;
}
- (void) viewDidLoad {
[super viewDidLoad];
_panGesture = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(rotateItem:)];
_panGesture.delegate = self;
[self.rotView addGestureRecognizer:_panGesture];
}
- (void) rotateItem:(UIPanGestureRecognizer *)recognizer {
CGPoint currPoint = [recognizer locationInView:self.view];
CGPoint center = recognizer.view.center;
CGFloat ang = atan2f(currPoint.y - center.y, currPoint.x - center.x) - atan2f(_prevPoint.y - center.y, _prevPoint.x - center.x);
_prevPoint = [recognizer locationInView:self.view];
_deltaAngle += ang;
self.rotView.transform = CGAffineTransformRotate(_startTransform, _deltaAngle);
}
- (BOOL) gestureRecognizerShouldBegin:(UIPanGestureRecognizer *)recognizer {
_startTransform = self.rotView.transform;
return YES;
}
#end
UPDATE2
I've created class (and category) with sample on github:
https://github.com/faviomob/UIRotatableView
You can use this to rotate your image 90degrees.
CGAffineTransformMakeRotation(CGFloat(M_PI_2))

move image following finger with fix x,y iOS7

How I can move image with fix x,y coordinate smooth (following user finger) in xcode 5.
I have make some code but it doesn't move following my finger gesture (image move instantly to new location)
here my .m
#import "ViewController.h"
#import "MyScene.h"
#interface ViewController()
#property (nonatomic, strong) UISwipeGestureRecognizer *leftSwipeGestureRecognizer;
#property (nonatomic, strong) UISwipeGestureRecognizer *rightSwipeGestureRecognizer;
#end
#implementation ViewController
- (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];
}
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
self.leftSwipeGestureRecognizer = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:#selector(handleSwipes:)];
self.rightSwipeGestureRecognizer = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:#selector(handleSwipes:)];
self.leftSwipeGestureRecognizer.direction = UISwipeGestureRecognizerDirectionLeft;
self.rightSwipeGestureRecognizer.direction = UISwipeGestureRecognizerDirectionRight;
[self.view addGestureRecognizer:self.leftSwipeGestureRecognizer];
[self.view addGestureRecognizer:self.rightSwipeGestureRecognizer];
}
- (void)handleSwipes:(UISwipeGestureRecognizer *)sender
{
if (sender.direction == UISwipeGestureRecognizerDirectionLeft)
{
CGPoint labelPosition = CGPointMake(self.pesawat.frame.origin.x - 30.0, self.pesawat.frame.origin.y);
self.pesawat.frame = CGRectMake( labelPosition.x , labelPosition.y , self.pesawat.frame.size.width, self.pesawat.frame.size.height);
}
if (sender.direction == UISwipeGestureRecognizerDirectionRight)
{
CGPoint labelPosition = CGPointMake(self.pesawat.frame.origin.x + 30.0, self.pesawat.frame.origin.y);
self.pesawat.frame = CGRectMake( labelPosition.x , labelPosition.y , self.pesawat.frame.size.width, self.pesawat.frame.size.height);
}
}
and here my .h
#interface ViewController : UIViewController
#property (nonatomic, retain) IBOutlet UIImageView *pesawat;
#end
As a very basic example,
You should use a panGestureRecognizer:
UIPanGestureRecognizer * panner = [[UIPanGestureRecognizer alloc]init];
[panner addTarget:self action:#selector(handlePan:)];
[self.view addGestureRecognizer:panner];
Then:
- (void) handlePan:(UIPanGestureRecognizer *)panner {
CGPoint translation = [panner translationInView:panner.view];
CGPoint newCenter = CGPointMake(self.pesawat.center.x + translation.x, self.pesawat.center.y);
int offset = 30; // pixels to offset
if (newCenter.x < offset) newCenter = CGPointMake(offset, newCenter.y);
else if (newCenter.x > self.view.bounds.size.width - offset) newCenter = CGPointMake(self.view.bounds.size.width - offset, newCenter.y);
self.pesawat.center = newCenter;
[panner setTranslation:CGPointMake(0, 0) inView:panner.view];
}
I suggest you to maintain the y position, change the x
basketView.center = CGPointMake(point.x, basketView.center.y);
Or I recommend you to follow these tutorials:
1) http://blog.spritebandits.com/2012/04/17/iphone-drawing-on-screen-follow-a-finger/
2) http://www.raywenderlich.com/44270/sprite-kit-tutorial-how-to-drag-and-drop-sprites
Hopefully this info will helps you.
I do this with a Long Press Gesture recognizer. Like this:
UILongPressGestureRecognizer *ges = [[UILongPressGestureRecognizer alloc] initWithTarget:self action:#selector(lp:)];
ges.minimumPressDuration = 0.1;
self.pesawat.userInteractionEnabled = YES;
[self.pesawat addGestureRecognizer:ges];
Then add this:
-(void)lp:(UILongPressGestureRecognizer*)ges{
float x = ([ges locationInView:self.GraphicBox].x);
float y = ([ges locationInView:self.GraphicBox].y);
[imgView setCenter:CGPointMake(x,y)];
}
That should do the trick for you.

Rotating rectangle around circumference of a circle (iOS)?

I am trying to rotate the rectangle around the circle. So far after putting together some code I found in various places (mainly here: https://stackoverflow.com/a/4657476/861181) , I am able to rotate rectangle around it's center axis.
How can I make it rotate around the circle?
Here is what I have:
OverlaySelectionView.h
#import <QuartzCore/QuartzCore.h>
#interface OverlaySelectionView : UIView {
#private
UIView* dragArea;
CGRect dragAreaBounds;
UIView* vectorArea;
UITouch *currentTouch;
CGPoint touchLocationpoint;
CGPoint PrevioustouchLocationpoint;
}
#property CGRect vectorBounds;
#end
OverlaySelectionView.m
#import "OverlaySelectionView.h"
#interface OverlaySelectionView()
#property (nonatomic, retain) UIView* vectorArea;
#end
#implementation OverlaySelectionView
#synthesize vectorArea, vectorBounds;
#synthesize delegate;
- (void) initialize {
self.userInteractionEnabled = YES;
self.multipleTouchEnabled = NO;
self.backgroundColor = [UIColor clearColor];
self.opaque = NO;
self.autoresizingMask = UIViewAutoresizingFlexibleHeight | UIViewAutoresizingFlexibleWidth;
UIPanGestureRecognizer *panRecognizer = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(rotateVector:)];
panRecognizer.maximumNumberOfTouches = 1;
[self addGestureRecognizer:panRecognizer];
}
- (id) initWithCoder: (NSCoder*) coder {
self = [super initWithCoder: coder];
if (self != nil) {
[self initialize];
}
return self;
}
- (id) initWithFrame: (CGRect) frame {
self = [super initWithFrame: frame];
if (self != nil) {
[self initialize];
}
return self;
}
- (void)drawRect:(CGRect)rect {
if (vectorBounds.origin.x){
UIView* area = [[UIView alloc] initWithFrame: vectorBounds];
area.backgroundColor = [UIColor grayColor];
area.opaque = YES;
area.userInteractionEnabled = NO;
vectorArea = area;
[self addSubview: vectorArea];
}
}
- (void)rotateVector: (UIPanGestureRecognizer *)panRecognizer{
if (touchLocationpoint.x){
PrevioustouchLocationpoint = touchLocationpoint;
}
if ([panRecognizer numberOfTouches] >= 1){
touchLocationpoint = [panRecognizer locationOfTouch:0 inView:self];
}
CGPoint origin;
origin.x=240;
origin.y=160;
CGPoint previousDifference = [self vectorFromPoint:origin toPoint:PrevioustouchLocationpoint];
CGAffineTransform newTransform =CGAffineTransformScale(vectorArea.transform, 1, 1);
CGFloat previousRotation = atan2(previousDifference.y, previousDifference.x);
CGPoint currentDifference = [self vectorFromPoint:origin toPoint:touchLocationpoint];
CGFloat currentRotation = atan2(currentDifference.y, currentDifference.x);
CGFloat newAngle = currentRotation- previousRotation;
newTransform = CGAffineTransformRotate(newTransform, newAngle);
[self animateView:vectorArea toPosition:newTransform];
}
-(CGPoint)vectorFromPoint:(CGPoint)firstPoint toPoint:(CGPoint)secondPoint
{
CGPoint result;
CGFloat x = secondPoint.x-firstPoint.x;
CGFloat y = secondPoint.y-firstPoint.y;
result = CGPointMake(x, y);
return result;
}
-(void)animateView:(UIView *)theView toPosition:(CGAffineTransform) newTransform
{
[UIView setAnimationsEnabled:YES];
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationCurve:UIViewAnimationCurveLinear];
[UIView setAnimationBeginsFromCurrentState:YES];
[UIView setAnimationDuration:0.0750];
vectorArea.transform = newTransform;
[UIView commitAnimations];
}
#end
here is attempt to clarify. I am creating the rectangle from a coordinates on a map. Here is the function that creates that rectangle in the main view. Essentially it is the middle of the screen:
overlay is the view created with the above code.
- (void)mapView:(MKMapView *)mapView didUpdateUserLocation:(MKUserLocation *)userLocation
{
if (!circle){
circle = [MKCircle circleWithCenterCoordinate: userLocation.coordinate radius:100];
[mainMapView addOverlay:circle];
CGPoint centerPoint = [mapView convertCoordinate:userLocation.coordinate toPointToView:self.view];
CGPoint upPoint = CGPointMake(centerPoint.x, centerPoint.y - 100);
overlay = [[OverlaySelectionView alloc] initWithFrame: self.view.frame];
overlay.vectorBounds = CGRectMake(upPoint.x, upPoint.y, 30, 100);
[self.view addSubview: overlay];
}
}
Here is the sketch of what I am trying to achieve:
Introduction
A rotation is always done around (0,0).
What you already know:
To rotate around the center of the rectangle you translate the rect to origin, rotate and translate back.
Now for your question:
to rotate around a center point of a circle, simply move the center of the rectangle such that the circle is at (0,0) then rotate, and move back.
start positioning the rectangle at 12 o clock, with the center line at 12.
1) as explained you always rotate around 0,0, so move the center of the circle to 0,0
CGAffineTransform trans1 = CGAffineTransformTranslation(-circ.x, -circ.y);
2) rotate by angle
CGAffineTransform transRot = CGAffineTransformRotation(angle); // or -angle try out.
3) Move back
CGAffineTransform transBack = CGAffineTransformTranslation(circ.x, circ.y);
Concat these 3 rotation matrices to one combibed matrix, and apply it to the rectangle.
CGAffineTransformation tCombo = CGAffineTransformConcat(trans1, transRot);
tCombo = CGTransformationConcat(tCombo, transback);
Apply
rectangle.transform = tCombo;
You probably should also read the chapter about Transformation matrices in Quartz docu.
This code is written with a text editor only, so expect slighly different function names.

How to drag an uiimageview without overlapping views?

I have more than one view in superview. How can i drag an uiimageview without overlapping or touching other views. Any help is appreciated..
I have implemented similar type of thing. Here I am posting code snippet.
Draggable is class which you need to import in other class which contain images.
1) Draggable.h
#import <UIKit/UIKit.h>
#interface Draggable : UIImageView
{
CGPoint startLocation;
}
#end
2) Draggable.m
#import "Draggable.h"
#implementation Draggable
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
// Initialization code
}
return self;
}
- (void) touchesBegan:(NSSet*)touches withEvent:(UIEvent*)event {
// Retrieve the touch point
CGPoint pt = [[touches anyObject] locationInView:self];
startLocation = pt;
[[self superview] bringSubviewToFront:self];
}
- (void) touchesMoved:(NSSet*)touches withEvent:(UIEvent*)event {
// Move relative to the original touch point
CGPoint pt = [[touches anyObject] locationInView:self];
CGRect frame = [self frame];
frame.origin.x += pt.x - startLocation.x;
frame.origin.y += pt.y - startLocation.y;
[self setFrame:frame];
}
#end
3) ProfilePicViewController.m - my class with images
#import "Draggable.h"
UIImageView *dragger;
-(void)viewWillAppear:(BOOL)animated
{
UIImage *tmpImage = [UIImage imageNamed:#"icon.png"];
CGRect cellRectangle;
cellRectangle = CGRectMake(0,0,tmpImage.size.width ,tmpImage.size.height );
dragger = [[Draggable alloc] initWithFrame:cellRectangle];
[dragger setImage:tmpImage];
[dragger setUserInteractionEnabled:YES];
[self.view addSubview:dragger];
}
here you can drag "dragger" on other images. Make sure to have proper image size. size of icon.png is 48X48. So just have image size that fits into your screen.
Hope this can help you bit.

Bringing PopUpView in front of a cell

So, I added a popupview to my uisliders. I got the code for the custom sliders with the popup from a guy who had already done that. The popup is showing, but the only problem is that the popup is showing inside the cell in which the slider is at, so it gets cut off at the end of the cell.
How can I bring the popupview in front of the cell ?
(I have multiple sliders each one in a different cell)
#import "MNEValueTrackingSlider.h"
#import "ToothTableViewController.h"
#pragma mark - Private UIView subclass rendering the popup showing slider value
#interface MNESliderValuePopupView : UIView {
MNEValueTrackingSlider *trackingSlider;
ToothTableViewController *toothViewController;
}
#property (nonatomic) float value;
#property (nonatomic, retain) UIFont *font;
#property (nonatomic, retain) NSString *text;
#end
#import "MNEValueTrackingSlider.h"
#import "ToothTableViewController.h"
#implementation MNESliderValuePopupView
#synthesize value=_value;
#synthesize font=_font;
#synthesize text = _text;
- (id)initWithFrame:(CGRect)frame {
self = [super initWithFrame:frame];
if (self) {
self.font = [UIFont boldSystemFontOfSize:18];
}
return self;
}
- (void)dealloc {
self.text = nil;
self.font = nil;
[super dealloc];
}
- (void)drawRect:(CGRect)rect {
// Set the fill color
[[UIColor colorWithWhite:0 alpha:0.8] setFill];
// Create the path for the rounded rectanble
CGRect roundedRect = CGRectMake(self.bounds.origin.x , self.bounds.origin.y, self.bounds.size.width, self.bounds.size.height * 0.8);
UIBezierPath *roundedRectPath = [UIBezierPath bezierPathWithRoundedRect:roundedRect cornerRadius:6.0];
// Create the arrow path
UIBezierPath *arrowPath = [UIBezierPath bezierPath];
CGFloat midX = CGRectGetMidX(self.bounds);
CGPoint p0 = CGPointMake(midX, CGRectGetMaxY(self.bounds));
[arrowPath moveToPoint:p0];
[arrowPath addLineToPoint:CGPointMake((midX - 10.0), CGRectGetMaxY(roundedRect))];
[arrowPath addLineToPoint:CGPointMake((midX + 10.0), CGRectGetMaxY(roundedRect))];
[arrowPath closePath];
// Attach the arrow path to the buble
[roundedRectPath appendPath:arrowPath];
[roundedRectPath fill];
// Draw the text
if (self.text) {
[[UIColor colorWithWhite:1 alpha:0.8] set];
CGSize s = [_text sizeWithFont:self.font];
CGFloat yOffset = (roundedRect.size.height - s.height) / 2;
CGRect textRect = CGRectMake(roundedRect.origin.x, yOffset, roundedRect.size.width, s.height);
[_text drawInRect:textRect
withFont:self.font
lineBreakMode:UILineBreakModeWordWrap
alignment:UITextAlignmentCenter];
}
}
- (void)setValue:(float)aValue {
_value = aValue;
self.text = [NSString stringWithFormat:#"%4.2f", _value];
[self setNeedsDisplay];
}
#end
#pragma mark - MNEValueTrackingSlider implementations
#import "ToothTableViewController.h"
#implementation MNEValueTrackingSlider
#synthesize thumbRect;
#synthesize sliderButtonPoint;
#pragma mark - Private methods
- (void)_constructSlider {
valuePopupView = [[MNESliderValuePopupView alloc] initWithFrame:CGRectZero];
valuePopupView.backgroundColor = [UIColor clearColor];
valuePopupView.alpha = 0.0;
toothViewController = [[ToothTableViewController alloc] init];
[self addSubview:valuePopupView];
}
- (void)_fadePopupViewInAndOut:(BOOL)aFadeIn {
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:0.5];
if (aFadeIn) {
valuePopupView.alpha = 1.0;
} else {
valuePopupView.alpha = 0.0;
}
[UIView commitAnimations];
}
- (void)_positionAndUpdatePopupView {
CGRect _thumbRect = self.thumbRect;
CGRect popupRect = CGRectOffset(_thumbRect, 0, -(_thumbRect.size.height * 1.5));
valuePopupView.frame = CGRectInset(popupRect, -20, -10);
valuePopupView.value = (NSInteger)self.value;
}
#pragma mark - Memory management
- (id)initWithFrame:(CGRect)frame {
self = [super initWithFrame:frame];
if (self) {
[self _constructSlider];
}
return self;
}
- (id)initWithCoder:(NSCoder *)aDecoder {
self = [super initWithCoder:aDecoder];
if (self) {
[self _constructSlider];
}
return self;
}
- (void)dealloc {
[valuePopupView release];
[super dealloc];
}
#pragma mark - UIControl touch event tracking
- (BOOL)beginTrackingWithTouch:(UITouch *)touch withEvent:(UIEvent *)event {
// Fade in and update the popup view
CGPoint touchPoint = [touch locationInView:self];
// Check if the knob is touched. Only in this case show the popup-view
if(CGRectContainsPoint(self.thumbRect, touchPoint)) {
[self _positionAndUpdatePopupView];
[self _fadePopupViewInAndOut:YES];
}
return [super beginTrackingWithTouch:touch withEvent:event];
}
- (BOOL)continueTrackingWithTouch:(UITouch *)touch withEvent:(UIEvent *)event {
// Update the popup view as slider knob is being moved
[self _positionAndUpdatePopupView];
return [super continueTrackingWithTouch:touch withEvent:event];
}
- (void)cancelTrackingWithEvent:(UIEvent *)event {
[super cancelTrackingWithEvent:event];
}
- (void)endTrackingWithTouch:(UITouch *)touch withEvent:(UIEvent *)event {
// Fade out the popoup view
[self _fadePopupViewInAndOut:NO];
[super endTrackingWithTouch:touch withEvent:event];
}
#pragma mark - Custom property accessors
- (CGRect)thumbRect {
CGRect trackRect = [self trackRectForBounds:self.bounds];
CGRect thumbR = [self thumbRectForBounds:self.bounds
trackRect:trackRect
value:self.value];
return thumbR;
}
#end
Ok so I gave up, I cant figure it out. That is the code for the slider and its popupview. If anyone feels like reading the whole thing I could use the help :P
You could try to add the popupview as a subview of the UITableView.
Then to move it along with the slider, you would have to calculate the point by getting the slider's position relative to your tableview.
This can be achieved by using the UIView's convertPoint:toView: method, for example:
CGPoint sliderButtonRelativePoint = [slider.superview convertPoint:sliderButtonPoint toView:tableView];
where slider.superview would be your UITableViewCell, sliderButtonPoint would be the middle-top point of the slider's round button (for example), and tableView would be, well... your UITableView.
You might have to play around with this a little, and you may find there are strange behaviours when scrolling the tableview, but that's what I would try first.

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