How will I hold and drag the image while it is moving? - ios

Here is my code in moving the image randomly and for the touch code.
-(void)viewDidAppear:(BOOL)animated {
timer = [NSTimer scheduledTimerWithTimeInterval:5 target:self selector:#selector(randomizeXandY) userInfo:nil repeats:YES];
}
-(void)randomizeXandY {
CGFloat x = (CGFloat) (arc4random() % (int) self.view.bounds.size.width);
CGFloat y = (CGFloat) (arc4random() % (int) self.view.bounds.size.height);
[self moveObjectsAtX:x Y:y];
}
-(void)moveObjectsAtX:(CGFloat)x Y:(CGFloat)y {
[UIView animateWithDuration:5 animations:^{
imgView.center = CGPointMake(x, y);
}];
}
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [[event allTouches]anyObject];
CGPoint touchLocation = [touch locationInView:self.view];
if ([touch view] == imgView) {
imgView.center = touchLocation;
}
}

Try the code in touchesBegin and touchesEnded
-(void)touchesBegin:(NSSet *)touches withEvent:(UIEvent *)event {
// stop timers here
}
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
// start timers here again
}

I would rather suggest to use UIPanGestureRecognizer. In it's handling method you can check possible states of the touch.
-(void)handlePan:(UIPanGestureRecognizer *)recognizer {
switch (recognizer.state) {
case UIGestureRecognizerStateBegan: {
CGPoint touchLocation = [recognizer locationInView:self.view];
...
break;
}
case UIGestureRecognizerStateChanged:
...
break;
case UIGestureRecognizerStateEnded:
...
break;
default:
break;
}

You have to use these methods:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [[event allTouches] anyObject];
CGPoint touchLocation = [touch locationInView:self.view];
//...
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [[event allTouches] anyObject];
CGPoint touchLocation = [touch locationInView:self.view];
//..
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [[event allTouches] anyObject];
CGPoint touchLocation = [touch locationInView:self.view];
//...
}
in touchesBegan method, check if the touch is on your image:
if (CGRectContainsPoint(yourImage.frame, touchLocation)){
dragging = YES;
}
if it yes set a global variable, for example bool dragging to YES.
in touchesMoved:
check
if (dragging){
yourImage.frame = CGRectMake(touchLocation.x, touchLocation.y,yourImage.frame.size.widht,yourImage.frame.size.height);
}
in touchesEnded:
set dragging to NO
dragging = NO;
So :
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [[event allTouches] anyObject];
CGPoint touchLocation = [touch locationInView:self.view];
if (CGRectContainsPoint(yourImage.frame, touchLocation)){
dragging = YES;
[timer invalidate];
timer = nil;
}
//...
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [[event allTouches] anyObject];
CGPoint touchLocation = [touch locationInView:self.view];
if (dragging){
yourImage.frame = CGRectMake(touchLocation.x, touchLocation.y,yourImage.frame.size.widht,yourImage.frame.size.height);
}
//..
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [[event allTouches] anyObject];
CGPoint touchLocation = [touch locationInView:self.view];
dragging = NO;
//...
}

Related

How can I make UITouches offset?

In the image below, I draw and the result is at point A, right where my finger touches.
How can I make the image appear about 40pt above my actual touch. (B)
I'm using the classic coreGraphic UITouch code, like so:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
// add the first touch
UITouch *touch = [touches anyObject];
previousPoint1 = [touch previousLocationInView:self];
currentPoint = [touch locationInView:self];
//transform = CGAffineTransformTranslate(self.transform, 5.0, 10.0)
// init the bezier path
self.currentTool = [self toolWithCurrentSettings];
self.currentTool.lineWidth = self.lineWidth;
self.currentTool.lineColor = self.lineColor;
self.currentTool.lineAlpha = self.lineAlpha;
[self.pathArray addObject:self.currentTool];
[self.undoStates addObject:[self.currentTool captureToolState]];
[self.currentTool setInitialPoint:currentPoint];
}
// call the delegate
if ([self.delegate respondsToSelector:#selector(drawingView:willBeginDrawUsingTool:)]) {
[self.delegate drawingView:self willBeginDrawUsingTool:self.currentTool];
}
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
// save all the touches in the path
UITouch *touch = [touches anyObject];
previousPoint2 = previousPoint1;
previousPoint1 = [touch previousLocationInView:self];
currentPoint = [touch locationInView:self];
[self.currentTool moveFromPoint:previousPoint1 toPoint:currentPoint];
[self setNeedsDisplay];
}
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
// make sure a point is recorded
[self touchesMoved:touches withEvent:event];
CGPoint point = [[touches anyObject] locationInView:self];
[self.currentTool setInitialPoint:point];
self.draggableTextView = ((ACEDrawingDraggableTextTool *)self.currentTool).labelView;
[self.pathArray addObject:self.currentTool];
[self finishDrawing];
[self finishDrawing];
}
}
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event
{
// make sure a point is recorded
[self touchesEnded:touches withEvent:event];
}
previousPoint1 = [touch previousLocationInView:self];
currentPoint = [touch locationInView:self];
// add these 2 lines below:
previousPoint1 = CGPointMake(previousPoint1.x, previousPoint1.y+40);
currentPoint = CGPointMake(currentPoint.x, currentPoint.y+40);

Sprite Kit physics causes too much shaking

In my app, once the gamepieces are stacked to a certain height, the screen starts to move down to allow more room for building. The problem is that everytime the screen moves down, the gamepieces shake so much that they topple over.
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{
for (UITouch *touch in touches) {
CGPoint location = [touch locationInNode:self];
SKSpriteNode *gamePiece = [self pickObject];
gamePiece.position = location;
gamePiece.physicsBody.dynamic = NO;
[self addChild:gamePiece];
_currentTouch = touch;
currentGamePiece = gamePiece;
CGPoint touchLocation = [touch locationInNode:self.scene];
if(touchLocation.y > 350)
{
_bg.position = CGPointMake(_bg.position.x, _bg.position.y-2);
}
}
}
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
/* Called when a touch begins */
for (UITouch *touch in touches) {
CGPoint location = [touch locationInNode:self];
if ([touch isEqual:_currentTouch])
{
currentGamePiece.position = location;
}
CGPoint touchLocation = [touch locationInNode:self.scene];
if(touchLocation.y > 350)
{
_bg.position = CGPointMake(_bg.position.x, _bg.position.y-2);
}
}
}
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
/* Called when a touch begins */
for (UITouch *touch in touches)
{
CGPoint location = [touch locationInNode:self];
if ([touch isEqual:_currentTouch])
{
currentGamePiece.position = location;
currentGamePiece.physicsBody.dynamic = YES;
}
}
}

how to make an object draggable?

hey guys i was wondering if there was away to make an object like a UIImageView draggable. I am aware of the UITouch and touches i.e.
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *drag=[[event allTouches] anyObject];
player.center=[drag locationInView:self.view];
}
but in this way it is possible for the user to make the object jump across the screen to where he or she touches the screen but i want the user to have to manually drag the object across the screen.
please explain with code and let me know if i have to be more specific or clear...
You can do this:
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *aTouch = [touches anyObject];
CGPoint location = [aTouch locationInView:self.view];
if(CGRectContainsPoint(self.playerView.frame,location)) {
[UIView beginAnimations:#"Dragging A DraggableView" context:nil];
self.playerView.center = location;
[UIView commitAnimations];
}
}
This should give you a smooth animation.
if you want your user to drag&drop, first you have to check if the touch is inside the imageview rect frame. To improve the user experience, you can detect the touch offset from the imageview center; a good place to do this is inside the touchesBegan:withEvent:. After that, you have to change the position of the imageview, like this:
CGPoint touchOffset; //insert this inside your interface private iVars
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *drag=[[event allTouches] anyObject];
CGPoint touchLocation = [drag locationInView:self.view];
touchOffset = CGPointMake(player.center.x-touchLocation.x,player.center.y-touchLocation.y)
if(CGRectContainsPoint(player.frame,touchLocation)
player.center = CGPointMake(touchLocation.x+touchOffset.x,touchLocation.y+touchOffset.y);
}
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *drag=[[event allTouches] anyObject];
CGPoint touchLocation = [drag locationInView:self.view];
if(CGRectContainsPoint(player.frame,touchLocation)
player.center = CGPointMake(touchLocation.x+touchOffset.x,touchLocation.y+touchOffset.y);
}
P.S. - Next time try to search similar questions...
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch* aTouch = [touches anyObject];
UIView* aView = [aTouch view];
if (aView != self.view) {
[self.view bringSubviewToFront:aView];
}
}
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch* aTouch = [touches anyObject];
UIView* aView = [aTouch view];
if (aView != self.view) {
aView.center = [aTouch locationInView:self.view];
}
}

How to called TouchesMoved for 2 different UIImageView

Hello I have 2 UIImageViews in UIView.
Once I touch on UIImageView touchesBegan method gets called. But once I drag on UIImageView then touchesMoved is called. But at the same time touchesMoved for the second UIImageView is also called.
Can you please help me how i can get touchesMoved event for both the UIImageViews?
This is my code
-(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint currentPoint = [touch locationInView:self.view];
if (CGRectContainsPoint(iv1.frame,currentPoint)==YES)
NSLog(#"iv1 Begin");
if (CGRectContainsPoint(iv2.frame,currentPoint)==YES)
NSLog(#"iv2 Begin");
}
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint currentPoint = [touch locationInView:self.view];
if(CGRectContainsPoint(iv1.frame,currentPoint)==YES)
NSLog(#"iv1 Moved NO");
if(CGRectContainsPoint(iv2.frame,currentPoint)==NO)
NSLog(#"iv1 Moved YES");
if(CGRectContainsPoint(iv2.frame,currentPoint)==YES)
NSLog(#"iv2 Moved NO");
if(CGRectContainsPoint(iv2.frame,currentPoint)==NO)
NSLog(#"iv2 Moved NO");
}
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint currentPoint = [touch locationInView:self.view];
if (CGRectContainsPoint(iv1.frame,currentPoint)==YES)
NSLog(#"iv1 End");
if (CGRectContainsPoint(iv1.frame,currentPoint)==YES)
NSLog(#"iv2 End");
}
You can use two outlets linked to two views and this is the code for reacognize the two view inside touch methods:
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *t = [touches anyObject];
touchedView = t.view;
if (t.view == view1) {
//todo something with view1;
} else if (t.view == view2) {
//todo something with view2
}
}

Translate uiview in direction of touch moved, iphone

I want to translate UIView in same direction as touch moves .
Please suggest.
Modify the touchesBegan and touchesMoved methods to be like the following
float oldX, oldY;
BOOL dragging;
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [[event allTouches] anyObject];
CGPoint touchLocation = [touch locationInView:self.view];
if (CGRectContainsPoint(window.frame, touchLocation)) {
dragging = YES;
oldX = touchLocation.x;
oldY = touchLocation.y;
}
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [[event allTouches] anyObject];
CGPoint touchLocation = [touch locationInView:self.view];
if (dragging) {
CGRect frame = window.frame;
frame.origin.x = window.frame.origin.x + touchLocation.x - oldX;
frame.origin.y = window.frame.origin.y + touchLocation.y - oldY;
window.frame = frame;
}
oldX = touchLocation.x;
oldY = touchLocation.y;
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
dragging = NO;
}
Hope it help
Try to do like the code below. I'm not sure if it is a best solution for all direction translation.
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
if ([touches count] != 1) return;
_swipeStartInX = [[touches anyObject] locationInView:self].x;
_swipeStartInY = [[touches anyObject] locationInView:self].y;
_swiping = YES;
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
if (!_swiping || [touches count] != 1) return;
CGFloat swipeDistanceInX = [[touches anyObject] locationInView:self].x - _swipeStartInX;
CGFloat swipeDistanceInY = [[touches anyObject] locationInView:self].y - _swipeStartInY;
CGSize contentSize = self.frame.size;
[_yourView setFrame:CGRectMake(swipeDistanceInX - contentSize.width, swipeDistanceInY - contentSize.width, contentSize.width, contentSize.height)];
}
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
if (!_swiping) return;
// You can set the last position when touches end.
// E.g. You can set positions like slide page does, just the the origin of _yourView.
}
If you just want translate in vertical and horizontal direction, you can use UIScrolView instead. :)
You can just add this method to your subclassed UIView class.
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
[super touchesMoved:touches withEvent:event];
UITouch *touch = [touches anyObject];
CGPoint currentLocation = [touch locationInView:self];
CGPoint previousLocation= [touch previousLocationInView:self];
CGFloat deltaX = currentLocation.x - previousLocation.x;
CGFloat deltaY = currentLocation.y - previousLocation.y;
self.frame = CGRectMake(self.frame.origin.x + deltaX, self.frame.origin.y + deltaY, self.frame.size.width, self.frame.size.height);
}

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