I have a UITableView that has a UIImageView which traverses it one row at a time at the click of a button (up/down). What I would like to do now is allow the user to drag the UIImageView up or down the table ONLY (i.e. no sideways movement). If majority of the UIImageView is over a particular cell, then when the user lets go of their finger, then I want the UIImageView to link to that row. Here is an image of the UITableView, with the UIImageView:
The scroll bar is the UIImageView that needs to move or down. I realize that I am supposed to implement the following methods:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
// We only support single touches, so anyObject retrieves just that touch from touches.
UITouch *touch = [touches anyObject];
if ([touch view] != _imageView) {
return;
}
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
if ([touch view] == _imageView) {
return;
}
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
//here is where I guess I need to determine which row contains majority of the scrollbar. This would only measure the y coordinate value, and not the x, since it will only be moving up or down.
return;
}
}
However, I am not sure HOW to achieve this functionality. I have tried to find similar examples online, and I have looked at the MoveMe example code from Apple, but I am still stuck. Please also note that my scroll bar is NOT the exact same size as a row in the table, but rather, a bit longer, but with the same height.
Thanks in advance to all who reply
Try adding a UIPanGestureRecognizer to the UIImageView. Start by getting the image view's current location, then use the translationInView method to determine where to move the image view.
From Apple's documentation:
If you want to adjust a view's location to keep it under the user's
finger, request the translation in that view's superview's coordinate
system... Apply the translation value to the state of the view when the gesture is first recognized—do not concatenate the value each time the handler is called.
Here's the basic code to add the gesture recognizer:
UIPanGestureRecognizer *panGesture = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(panView:)];
[imageView addGestureRecognizer:panGesture];
Then, do the math to determine where to move the view.
- (void)panView:(UIPanGestureRecognizer*)sender
{
CGPoint translation = [sender translationInView:self];
// Your code here - change the frame of the image view, and then animate
// it to the closest cell when panning finishes
}
Related
I have to do some "snap to grid" behaviour,
I have a dragging image "sprite", but I need to "snap" this sprite to a certain button if touches go on top of that button,
so how can i know if touchesEnded is on top of a certain button,
here my code, but i dont know when touches where ended on top of butotn
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touched = [[event allTouches] anyObject];
CGPoint location = [touched locationInView:touched.view];
CGRect recta = touched.view.frame;
if (CGRectIntersectsRect(recta, self.button_1.frame)) {
DLog(#"intersected");
}
}
So this is not happening,
can it be done?
or do i have to check the X and Y position of finishing touch against the button frame X and Y position by my self?
cheers
touched.view is the view on which the touch started. You want to find out if the location where the touch ended is on top of a specific button. You can do this by checking if the location of the touch relative to the button is within the button's bounds.
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touched = [[event allTouches] anyObject];
CGPoint locationRelative = [touched locationInView:self.button_1];
if (CGRectContainsPoint(self.button_1.bounds, locationRelative)) {
DLog(#"on top of button_1");
}
}
You can use CGRectIntersectsRect, which returns YES, if the two rectangles your pass to it intersect.
Can't seem to find an answer to this one anywhere.
My game starts when the user touches the screen, there is a path that the finger must stay within, if it touches/intersects the edges then I want it to run the method [self gameover].
The edge will be a UIImageView.
Thanks everyone.
I hope you have overridden the touches moved event. check either the user touch intersects your image view like below.
-(void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint point =[touch locationInView:self.view];
if (CGRectContainsPoint(self.imageView.frame, point))
{
//Intersects
[self gameOver];
}
}
I want to shift the position of some UILabels when the user swipes the screen--specifically, move them the same distance the user swiped their finger.
How would I go about detecting and implementing this?
Thanks
Override touchesBegan:withEvent and touchesMoved:withEvent:. Keep track of the starting location in touchesBegan:withEvent. If repeated calls to touchesDragged (it is called while the drag is happening) show that you are moving fast enough for the action to be a swipe versus just a drag, use the difference between the starting location and the current touch location to animate changing the UILabels.
You can do that by using following methods for UIView.
In touchesBegan you should store the position where the user first touches the screen. So you can identify the left or right swipe when touches ends.
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
self.startPoint = [touch locationInView:self];
}
Record the final position on touchesEnded method. By comparing this two positions you can determine the direction of movement.
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint endPosition = [touch locationInView:self];
if (startPoint.x < endPoint.x) {
// Right swipe
} else {
// Left swipe
}
}
I hope this helps.
I'm working on an iOS app.
I have a UIView that is being animated. It keeps moving from left to right.
This view has several UIView children. They move within their parent when this is being animated.
When I try to capture user touches on the children (by using a UITapGestureRecognizer), it doens't work as expected. It sort of detect some touches on the children, but not in the position where they currently are.
I've been struggling with this for a while now. Any ideas about how to solve this? I really need to detect which children the user is touching.
Thanks!
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{
UITouch *touch = [touches anyObject];
CGPoint touchLocation = [touch locationInView:self];
// Check every child subview
for (UIView *tickerItem in self.subviews)
{
// Check collision
if ([tickerItem.layer.presentationLayer hitTest:touchLocation])
{
MKTickerItemView *v = (MKTickerItemView*)tickerItem;
NSLog(#"Selected: %#", v.title);
// This button was hit whilst moving - do something with it here
break;
}
}
}
There is a UIViewAnimationOptions value...
UIViewAnimationOptionAllowUserInteraction
You can use this in the [UIView animateWithDuration... code.
This will enable the touch.
I want to handle in superview a touch event when there are two touches that land on different subviews.
Can I do it somehow by adding UITapGestureRecognizer with numberOfTouchesRequired =2; with a target self to a subviews?
Or I need to go something more complicated?
You could try something like this:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = touches.anyObject;
CGPoint referencePoint = [touch locationInView:self.view];
if([touch tapCount] == 2){
//Test touch coordinates to see if theres one in each view
}