I want to move two images with same UIPanGestureRecognizer ,
I am able to move the first image, but as soon as I try to move the second image the first one goes back to its original position. I want the first image to retain it's after changed position.
-(void) viewWillAppear:(BOOL)animated
{
UIPanGestureRecognizer *pan = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(handlePanSuper:)];
[self.view addGestureRecognizer:pan];
}
- (void)handlePanSuper:(UIPanGestureRecognizer *)sender
{
static UIImageView *viewToMove;
static CGPoint originalCenter;
if (sender.state == UIGestureRecognizerStateBegan)
{
CGPoint location = [sender locationInView:self.view];
if (CGRectContainsPoint(self.imageView.frame, location))
{
viewToMove = imageView;
originalCenter = viewToMove.center;
}
else if (CGRectContainsPoint(self.image2.frame, location))
{
viewToMove = image2;
originalCenter = viewToMove.center;
}
else
{
viewToMove = nil;
}
if (viewToMove)
{
viewToMove.alpha = 0.8;
[viewToMove.superview bringSubviewToFront:viewToMove];
NSLog(#"hi i am being touched.");
}
}
if (sender.state == UIGestureRecognizerStateChanged && viewToMove != nil)
{
CGPoint translation = [sender translationInView:self.view];
viewToMove.center = CGPointMake(originalCenter.x + translation.x, originalCenter.y + translation.y);
}
else if ((sender.state == UIGestureRecognizerStateEnded ||
sender.state == UIGestureRecognizerStateFailed ||
sender.state == UIGestureRecognizerStateCancelled) && viewToMove != nil)
{
// do whatever post dragging you want, e.g.
// snap the piece into place
// CGPoint center = viewToMove.center;
//viewToMove.center = center;
viewToMove.alpha = 1.0;
viewToMove = nil;
}
}
You are setting your gesture recognizer in your superView. Why? You could set it inside the views that you are trying to move, it's easier and less likely to strange behaviors I edited your code, see below (not tested)
-(void) viewWillAppear:(BOOL)animated
{
UIPanGestureRecognizer *pan = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(handlePanSuper:)];
self.imageView.userInteractionEnabled = self.image2.userInteractionEnabled = YES;
[self.imageView addGestureRecognizer:pan];
[self.image2 addGestureRecognizer:pan];
}
- (void)handlePanSuper:(UIPanGestureRecognizer *)sender
{
UIImageView *viewToMove = (UIImageView*)sender.view;
CGPoint originalCenter = viewToMove.center;
if (sender.state == UIGestureRecognizerStateBegan)
{
CGPoint location = [sender locationInView:self.view];
viewToMove.alpha = 0.8;
[viewToMove.superview bringSubviewToFront:viewToMove];
NSLog(#"hi i am being touched.");
}
else if (sender.state == UIGestureRecognizerStateChanged)
{
CGPoint translation = [sender translationInView:self.view];
viewToMove.center = CGPointMake(originalCenter.x + translation.x, originalCenter.y + translation.y);
}
else if ((sender.state == UIGestureRecognizerStateEnded ||
sender.state == UIGestureRecognizerStateFailed ||
sender.state == UIGestureRecognizerStateCancelled))
{
// do whatever post dragging you want, e.g.
// snap the piece into place
// CGPoint center = viewToMove.center;
//viewToMove.center = center;
viewToMove.alpha = 1.0;
viewToMove = nil;
}
}
Please try this, and let me know if worked.
Related
I am having trouble using initWithItem:attachedToItem: Initializes an attachment behavior that connects the center point of a dynamic item to the center point of another dynamic item.
But when I changed the center point of topview using method pan,only the topview moved around,I can't get the other view to move.Isn't it should be moving together?
(BTW I am trying to implement a pile of cards and move around all together when I pan the card in the top.)
-(void)pinch:(UIPinchGestureRecognizer *)gesture
{
if(gesture.state == UIGestureRecognizerStateChanged){
CGPoint pinchCen = [gesture locationInView:self.cardArea];
if (gesture.scale <= 0.5 && !self.pileStat) {
self.pileStat = !self.pileStat;
NSUInteger number = [self.cardViews count];
UIView *topView = [self.cardViews lastObject];
[topView addGestureRecognizer:[[UIPanGestureRecognizer alloc]initWithTarget:self action:#selector(pan:)]];
for (int i = 0; i < number;i++) {
UIView *cardView = self.cardViews[i];
[UIView animateWithDuration:0.5 animations:^{cardView.center = CGPointMake(pinchCen.x+i%10*0.5, pinchCen.y+i%10*0.5);} completion:^(BOOL finished){
if(i != number - 1){
UIAttachmentBehavior *attach = [[UIAttachmentBehavior alloc]initWithItem:cardView attachedToItem:topView];
[self.animator addBehavior:attach];
}
}];
}
}
else if(gesture.scale > 1.5 && self.pileStat)
{
self.pileStat = !self.pileStat;
}
}else if (gesture.state == UIGestureRecognizerStateEnded){
gesture.scale = 1.0f;
}
}
-(void)pan:(UIPanGestureRecognizer *)gesture
{
if (gesture.state == UIGestureRecognizerStateChanged || UIGestureRecognizerStateEnded) {
UIView *topView = [self.cardViews lastObject];
CGPoint trans = [gesture translationInView:self.cardArea];
topView.center = CGPointMake(trans.x+topView.center.x, trans.y+topView.center.y);
[gesture setTranslation:CGPointMake(0, 0) inView:self.cardArea];
}
}
setCenter does not play nice with UIDynamicAnimator. Instead of changing the center coordinate of your top view, you should use another UIAttachmentBehavior that you attach to your touch. Replace your pan gesture handler with this method:
//Add a variable in your interface or header section called "touchAttachment" of type UIAttachmentBehavior
- (void) pan: (UIPanGestureRecognizer *) sender{
UIView* topCard = [self.cardViews lastObject];
if (sender.state == UIGestureRecognizerStateBegan){
_touchAttachment = [[UIAttachmentBehavior alloc] initWithItem:topCard
attachedToAnchor: [sender locationInView:self.view]];
[self.animator addBehavior:_touchAttachment];
}
else if (sender.state == UIGestureRecognizerStateChanged){
[_touchAttachment setAnchorPoint: [sender locationInView: self.view]];
}
else if (sender.state == UIGestureRecognizerStateEnded){
[self.animator removeBehavior: _touchAttachment];
_touchAttachment = nil;
}
}
Make sure you add the "touchAttachment" variable.
Hope it helps :)
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 am adding UIPanGestureRecogniser to drag and drop images in a view.I want to drag only one image at a time.but I am able to drag two images at a time.which should not happen.
I am stuck with this bug since morning.I tried all the ways i found on google.
- (void)viewDidLoad
{
[super viewDidLoad];
[self.view setMultipleTouchEnabled:NO];
for(UIImageView *iView in self.movableArray){
if ([iView isMemberOfClass:[UIImageView class]]){
UIPanGestureRecognizer * recognizer = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(handlePan:)];
[iView addGestureRecognizer:recognizer];
[iView setUserInteractionEnabled:YES];
recognizer.delegate = self;
}
}
}
- (IBAction)handlePan:(UIPanGestureRecognizer *)recognizer {
[gameView bringSubviewToFront:[(UIPanGestureRecognizer *)recognizer view]];
CGPoint translation = [recognizer translationInView:gameView];
recognizer.view.center = CGPointMake(recognizer.view.center.x + translation.x,
recognizer.view.center.y + translation.y);
[recognizer setTranslation:CGPointMake(0, 0) inView:gameView];
self.dragObjectImageView = (UIImageView*)recognizer.view;
if(recognizer.state == UIGestureRecognizerStateBegan){
int ind = [self.movableArray indexOfObject:self.dragObjectImageView];
for(int i = 0 ; i < [self.movableArray count] ; i ++){
if( i != ind ){
[[self.movableArray objectAtIndex:i] removeGestureRecognizer:recognizer];
}
}
self.homePosition = self.dragObjectImageView.frame;
}
if (recognizer.state == UIGestureRecognizerStateEnded) {
CGPoint touchPoint = [recognizer locationInView:gameView];
for (UIImageView *iView in self.staticArray) {
if ([iView isMemberOfClass:[UIImageView class]]) {
if (touchPoint.x > iView.frame.origin.x &&
touchPoint.x < iView.frame.origin.x + iView.frame.size.width &&
touchPoint.y > iView.frame.origin.y &&
touchPoint.y < iView.frame.origin.y + iView.frame.size.height)
{
self.dropTargetImageView = iView;
}
}
}
if(self.dragObjectImageView.tag == self.dropTargetImageView.tag){
self.dragObjectImageView.frame = CGRectMake(self.dropTargetImageView.frame.origin.x, self.dropTargetImageView.frame.origin.y + self.dropTargetImageView.frame.size.height/2 - 15, self.dragObjectImageView.frame.size.width, self.dragObjectImageView.frame.size.height);
[self.dragObjectImageView removeGestureRecognizer:recognizer];
}
}else{
self.dragObjectImageView.frame = self.homePosition;
}
}
}
This happens because you are adding one UIPanGestureRecognizer for each of your imageViews. Try adding only one to your self.view (and have your imageViews to setUserInteractionEnabled:NO, otherwise they will trap the touch). Also put
recognizer.maximumNumberOfTouches = 1;
Before you add it to your view. All you have to do now is to test which image view should be dragged in your handlePan method. You should check the recognizer state and when it turns to UIGestureRecognizerStateBegan you should save which imageView is being dragged. Then as the state is UIGestureRecognizerStateChanged just drag the view around. The most general way you can find out which view was touched (as i don't know your full view hierarchy) would be to do something like:
NSUInteger index = [self.movableArray indexOfObjectPassingTest:(BOOL (^)(id obj, NSUInteger idx, BOOL *stop)){
UIView* hitTest = (UIView*)obj;
return [hitTest pointInside:firstTouch withEvent:nil];
}];
if ( index != NSNotFound )
self.draggingView = self.moveableArray[index];
else
self.draggingView = nil;
Then of course if self.draggingView is nil you would do nothing when the user is panning around.
You should create a mechanism to setUserInteractionEnable = NO when your
- (IBAction)handlePan:(UIPanGestureRecognizer *)recognizer;
Is called on the other images. You can either do that, or disable the others UIPanGestureRecognizer, like: myPanGestureRecognizer.enabled = NO;
A quick example:
- (IBAction)handlePan:(UIPanGestureRecognizer *)recognizer
{
UIImageView *currentDraggedImageView = recognizer.view;
// Based on this, you can iterate again on your UIImageViews and disable them.
// Once your work is done with gesture recogniser, you can re-enable them.
}
In my app I have this code to drag an object
I set my gesture:
UILongPressGestureRecognizer *downwardGesture = [[UILongPressGestureRecognizer new] initWithTarget:self action:#selector(dragGestureChanged:)];
downwardGesture.minimumPressDuration = 0.2;
[grid_element addGestureRecognizer:downwardGesture];
for (UILongPressGestureRecognizer *gestureRecognizer in self.view.gestureRecognizers)
{
[gestureRecognizer requireGestureRecognizerToFail:downwardGesture];
}
and in my method:
- (void) dragGestureChanged:(UILongPressGestureRecognizer*)gesture{
UIImageView *imageToMove;
CGPoint pointInSelfView;
if (gesture.state == UIGestureRecognizerStateBegan)
{
dragging = TRUE;
CGPoint location = [gesture locationInView:grid_element];
NSIndexPath *selectedIndexPath = [grid_element indexPathForItemAtPoint:location];
if (selectedIndexPath==nil) {
dragging = FALSE;
return;
}
indexToHide = selectedIndexPath.row;
imageToMove = [[UIImageView alloc]initWithImage:[UIImage imageNamed:#"image_1.png"]];
[self.view addSubview:imageToMove];
pointInSelfView = [gesture locationInView:self.view];
[imageToMove setCenter:pointInSelfView];
}
else if (gesture.state == UIGestureRecognizerStateChanged)
{
pointInSelfView = [gesture locationInView:self.view];
[imageToMove setCenter:pointInSelfView];
}
else if (gesture.state == UIGestureRecognizerStateEnded ||
gesture.state == UIGestureRecognizerStateCancelled ||
gesture.state == UIGestureRecognizerStateFailed)
{
dragging = FALSE;
}
}
it work in UIGestureRecognizerStateBegan, then imageToMove is added in self.view in the correct position but imageToMove don't drag in UIGestureRecognizerStateChanged; I show a NSLog for pointInSelfView in UIGestureRecognizerStateChanged and it changes correctly; where is the problem?
EDIT
if I use imageToMove as IBOutlet it work fine, but I don't understand the difference.
If you are using ARC, the iOS system is releasing object-imageToMove.
Creating a property with retain attribute, makes system retains the object and hence it moves.
The only thing I am confused is why there is no error in [imageToMove setCenter:pointInSelfView];. There should be an error saying - message is sent to deallocated instance. But I am pretty sure that the problem is due to memory release of imageToMove.
I've some drawings on my custom view, want to let users rotate it
viewContorller.m:
-(void)setMyView:(myView *)myView {
...
[self.faceView addGestureRecognizer:[[UIRotationGestureRecognizer alloc] initWithTarget:faceView action:#selector(rotate:)]];
...
}
faceView.m
- (void)rotate:(UIRotationGestureRecognizer *)gesture
{
if (gesture.state == UIGestureRecognizerStateChanged) {
self.transform = CGAffineTransformMakeRotation(gesture.rotation);
gesture.rotation = 0;
}
}
It just not work, but quite shaking?
Use following code and also add UIGestureRecognizerDelegate in viewController.h class.
-(void)setMyView:(myView *)myView {
//...
UIRotationGestureRecognizer* rotateRecognizer = [[UIRotationGestureRecognizer alloc] initWithTarget:self action:#selector(rotate:)];
rotateRecognizer.delegate = self;
[self.faceView addGestureRecognizer:rotateRecognizer];
//...
}
I think it will be helpful to you.
Ok, the problem is with your rotate method, try this code,
- (void)rotate:(UIRotationGestureRecognizer *)gesture
{
if (gesture.state == UIGestureRecognizerStateChanged) {
self.transform = CGAffineTransformRotate(self.transform, [gesture rotation]);
gesture.rotation = 0;
}
}
Use this code to rotate your view ,enable userinteraction and multi touch enable on you view.
- (void)viewDidLoad
{
[super viewDidLoad];
UIRotationGestureRecognizer *rotationGesture = [[UIRotationGestureRecognizer alloc] initWithTarget:self action:#selector(rotatePiece:)];
[self.myview addGestureRecognizer:rotationGesture];
}
- (void)rotatePiece:(UIRotationGestureRecognizer *)gestureRecognizer
{
[self adjustAnchorPointForGestureRecognizer:gestureRecognizer];
if ([gestureRecognizer state] == UIGestureRecognizerStateBegan || [gestureRecognizer state] == UIGestureRecognizerStateChanged) {
[gestureRecognizer view].transform = CGAffineTransformRotate([[gestureRecognizer view] transform], [gestureRecognizer rotation]);
[gestureRecognizer setRotation:0];
}
}
- (void)adjustAnchorPointForGestureRecognizer:(UIGestureRecognizer *)gestureRecognizer
{
if (gestureRecognizer.state == UIGestureRecognizerStateBegan) {
UIView *piece = gestureRecognizer.view;
CGPoint locationInView = [gestureRecognizer locationInView:piece];
CGPoint locationInSuperview = [gestureRecognizer locationInView:piece.superview];
piece.layer.anchorPoint = CGPointMake(locationInView.x / piece.bounds.size.width, locationInView.y / piece.bounds.size.height);
piece.center = locationInSuperview;
}
}
This code is from apples sample code touches.