Moving UIView within Parent UIView (UIPanGestureRecognizer) - ios

I am using the following code to move a UIImageView that is present inside of a UIView.
- (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];
}
I would like to make it so that the UIView does not move outside of the parent view. At the minute the image view is able to move across the entire screen.

First get the new frame of your UIImageView and check if it is completely inside its superView using CGRectContainsRect() method. If yes, then set UImageView's frame to new frame.
- (IBAction)handlePan:(UIPanGestureRecognizer *)recognizer {
CGPoint translation = [recognizer translationInView:self.view];
CGRect recognizerFrame = recognizer.view.frame;
recognizerFrame.origin.x += translation.x;
recognizerFrame.origin.y += translation.y;
// Check if UIImageView is completely inside its superView
if (CGRectContainsRect(self.view.bounds, recognizerFrame)) {
recognizer.view.frame = recognizerFrame;
}
// Else check if UIImageView is vertically and/or horizontally outside of its
// superView. If yes, then set UImageView's frame accordingly.
// This is required so that when user pans rapidly then it provides smooth translation.
else {
// Check vertically
if (recognizerFrame.origin.y < self.view.bounds.origin.y) {
recognizerFrame.origin.y = 0;
}
else if (recognizerFrame.origin.y + recognizerFrame.size.height > self.view.bounds.size.height) {
recognizerFrame.origin.y = self.view.bounds.size.height - recognizerFrame.size.height;
}
// Check horizantally
if (recognizerFrame.origin.x < self.view.bounds.origin.x) {
recognizerFrame.origin.x = 0;
}
else if (recognizerFrame.origin.x + recognizerFrame.size.width > self.view.bounds.size.width) {
recognizerFrame.origin.x = self.view.bounds.size.width - recognizerFrame.size.width;
}
}
// Reset translation so that on next pan recognition
// we get correct translation value
[recognizer setTranslation:CGPointMake(0, 0) inView:self.view];
}
Make sure that you pass bounds of superView and frame of UIImageView so that both CGRects are in same coordinate system.

Try with:
- (IBAction)handlePan:(UIPanGestureRecognizer *)recognizer
{
if (gesture.state==UIGestureRecognizerStateChanged || gesture.state == UIGestureRecognizerStateEnded){
UIView *superview = recognizer.view.superview;
CGSize superviewSize = superview.bounds.size;
CGSize thisSize = recognizer.view.size;
CGPoint translation = [recognizer translationInView:self.view];
CGPoint center = CGPointMake(recognizer.view.center.x + translation.x,
recognizer.view.center.y + translation.y);
CGPoint resetTranslation = CGPointMake(translation.x, translation.y);
if(center.x - thisSize.width/2 < 0)
center.x = thisSize.width/2;
else if (center.x + thisSize.width/2 > superviewSize.width)
center.x = superviewSize.width-thisSize.width/2;
else
resetTranslation.x = 0; //Only reset the horizontal translation if the view *did* translate horizontally
if(center.y - thisSize.height/2 < 0)
center.y = thisSize.height/2;
else if(center.y + thisSize.height/2 > superviewSize.height)
center.y = superviewSize.height-thisSize.height/2;
else
resetTranslation.y = 0; //Only reset the vertical translation if the view *did* translate vertically
recognizer.view.center = center;
[recognizer setTranslation:CGPointMake(0, 0) inView:self.view];
}
}
This way it won't ever move outside the parent view bounds and it will just "stick" to the edge if you try to move it out of the bounds!

Swift version of micantox answer
let gesture = UIPanGestureRecognizer(target: self, action: #selector(self.wasDragged(gestureRecognizer:)))
imageView.addGestureRecognizer(gesture)
imageView.isUserInteractionEnabled = true
#objc func wasDragged(gestureRecognizer: UIPanGestureRecognizer) {
if gestureRecognizer.state == UIGestureRecognizerState.changed || gestureRecognizer.state == UIGestureRecognizerState.ended {
let superview = gestureRecognizer.view?.superview
let superviewSize = superview?.bounds.size
let thisSize = gestureRecognizer.view?.frame.size
let translation = gestureRecognizer.translation(in: self.view)
var center = CGPoint(x: gestureRecognizer.view!.center.x + translation.x, y: gestureRecognizer.view!.center.y + translation.y)
var resetTranslation = CGPoint(x: translation.x, y: translation.y)
if center.x - (thisSize?.width)!/2 < 0 {
center.x = (thisSize?.width)!/2
} else if center.x + (thisSize?.width)!/2 > (superviewSize?.width)! {
center.x = (superviewSize?.width)!-(thisSize?.width)!/2
} else {
resetTranslation.x = 0 //Only reset the horizontal translation if the view *did* translate horizontally
}
if center.y - (thisSize?.height)!/2 < 0 {
center.y = (thisSize?.height)!/2
} else if center.y + (thisSize?.height)!/2 > (superviewSize?.height)! {
center.y = (superviewSize?.height)!-(thisSize?.height)!/2
} else {
resetTranslation.y = 0 //Only reset the vertical translation if the view *did* translate vertically
}
gestureRecognizer.view?.center = center
gestureRecognizer.setTranslation(CGPoint(x: 0, y: 0), in: self.view)
}
}

You'll have to set the recognizer.view.center to a new value only if its frame is inside the bounds of its parent view. Use CGRectContainsRect on recognizer.view.superview.bounds and recognizer.view.frame to verify that they are contained.
If you want to allow the image view to move outside its parent view until the center point of the view is outside the parent's bounds, you can use the convertPoint:toView method of UIView and verify that the new CGPoint is not outside your parent's bounds.

if (gesture.state==UIGestureRecognizerStateChanged){
CGPoint translation = [recognizer translationInView:self.view];
CGRect rectToCheck=CGRectMake(yourView.frame.origin.x+translation.x, yourView.frame.origin.y+translation.y, CGRectGetWidth(yourView.frame), CGRectGetHeight(yourView.frame));
if(CGRectContainsRect(self.view.bounds,rectToCheck))// check that the rect that is going to form lies within the bounds of self.view
{
yourView.frame=CGRectMake(yourView.frame.origin.x+translation.x, yourView.frame.origin.y+translation.y, CGRectGetWidth(yourView.frame), CGRectGetHeight(yourView.frame));
}
[gesture setTranslation:CGPointZero yourView]; // important to set this
}
P.S. Use the gesture state block to initiate, pan, remove. i.e. UIGestureRecognizerStateBegan
UIGestureRecognizerStateChanged
UIGestureRecognizerStateEnded

Related

Add boundaries to a UIPangesture

I have a UILabel in a subview and I have a panGesture and pinchGesture on the UILabel. As of right now I can move the UILabel crossed all views. I want this UILabel do stay within the area of the subView. How would I accomplish this?
- (void)handlePanGesture:(UIPanGestureRecognizer *)panGesture {
CGPoint translation = [panGesture translationInView:panGesture.view.superview];
if (UIGestureRecognizerStateBegan == panGesture.state ||UIGestureRecognizerStateChanged == panGesture.state) {
panGesture.view.center = CGPointMake(panGesture.view.center.x + translation.x,
panGesture.view.center.y + translation.y);
[panGesture setTranslation:CGPointZero inView:self.view];
}
}
In this line,
CGPoint translation = [panGesture translationInView:panGesture.view.superview];
It is setting it to the superView and I am trying to set it to my subView but I can't seem to figure it out.
Here is my code to handle draggable button and restrict it to the main view boundary
I hope this code will help you
CGPoint translation = [recognizer translationInView:self.view];
CGRect recognizerFrame = recognizer.view.frame;
recognizerFrame.origin.x += translation.x;
recognizerFrame.origin.y += translation.y;
// Check if UIImageView is completely inside its superView
if (CGRectContainsRect(self.view.bounds, recognizerFrame)) {
recognizer.view.frame = recognizerFrame;
}
// Else check if UIImageView is vertically and/or horizontally outside of its
// superView. If yes, then set UImageView's frame accordingly.
// This is required so that when user pans rapidly then it provides smooth translation.
else {
// Check vertically
if (recognizerFrame.origin.y < self.view.bounds.origin.y) {
recognizerFrame.origin.y = 0;
}
else if (recognizerFrame.origin.y + recognizerFrame.size.height > self.view.bounds.size.height) {
recognizerFrame.origin.y = self.view.bounds.size.height - recognizerFrame.size.height;
}
// Check horizantally
if (recognizerFrame.origin.x < self.view.bounds.origin.x) {
recognizerFrame.origin.x = 0;
}
else if (recognizerFrame.origin.x + recognizerFrame.size.width > self.view.bounds.size.width) {
recognizerFrame.origin.x = self.view.bounds.size.width - recognizerFrame.size.width;
}
}
// Reset translation so that on next pan recognition
// we get correct translation value
[recognizer setTranslation:CGPointZero inView:self.view];

how to add vertical gesture in xcode 5

how do i add straight vertical slide in UIPanGestureRecognizer on image. i have some code:
- (IBAction)HandlePan:(UIPanGestureRecognizer *)panner
{
CGPoint translation = [panner translationInView:panner.view];
CGPoint newCenter = CGPointMake(self.pesawat.center.x + translation.x, self.pesawat.center.y);
int offset = 80; // 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];
}
if i change code to like this:
CGPoint newCenter = CGPointMake(self.pesawat.center.x + translation.x, self.pesawat.center.y + translation.y);
it's become dragable(horizontal,vertical,diagonal too), what i want is just to make it's straight vertical and horizontal without image to move diagonal
and this viewdidload:
UIPanGestureRecognizer * panner = [[UIPanGestureRecognizer alloc]init];
[panner addTarget:self action:#selector(HandlePan:)];
[self.view addGestureRecognizer:panner];
could anyone give a hint?
CGPoint translation = [panner translationInView:panner.view];
if (translation.x > translation.y)
translation.y = 0.0f;
else
translation.x = 0.0f;
CGPoint newCenter = CGPointMake(self.pesawat.center.x + translation.x, self.pesawat.center.y + translation.y);
This will only apply the bigger part of translation.

UIButton PanGesture goes out of screen

I have built a small test app to apply pan gesture on a UIButton. I applied the pan gesture successfully and succeeded in moving the button.
But the problem is that I can move the button even outside the screen.
How do I bound it to move only within the iPhone screen?
Here is my code :
- (void)viewDidLoad
{
[super viewDidLoad];
UIPanGestureRecognizer *panGesture = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(pan:)];
[panGesture setMinimumNumberOfTouches:1];
[_shareButton addGestureRecognizer:panGesture];
}
-(IBAction)pan:(UIPanGestureRecognizer *)recognizer
{
CGPoint trans =[recognizer translationInView:self.view];
recognizer.view.center = CGPointMake(recognizer.view.center.x+trans.x, recognizer.view.center.y+trans.y);
[recognizer setTranslation:CGPointMake(0, 0) inView:self.view];
}
How do I restrict the button to move out of screen? I am using iOS 7, xcode 5.0.
This will work for you .. But i wrote it in Swift :
func callMe(sender: UIPanGestureRecognizer)
{
let translation = sender.translationInView(self.view)
let newX = sender.view!.center.x + translation.x
let newY = sender.view!.center.y + translation.y
let senderWidth = sender.view!.bounds.width / 2
let senderHight = sender.view!.bounds.height / 2
if newX <= senderWidth
{
sender.view!.center = CGPoint(x: senderWidth, y: sender.view!.center.y + translation.y)
}
else if newX >= self.view.bounds.maxX - senderWidth
{
sender.view!.center = CGPoint(x: self.view.bounds.maxX - senderWidth, y: sender.view!.center.y + translation.y)
}
if newY <= senderHight
{
sender.view!.center = CGPoint(x: sender.view!.center.x + translation.x, y: senderHight)
}
else if newY >= self.view.bounds.maxY - senderHight
{
sender.view!.center = CGPoint(x: sender.view!.center.x + translation.x, y: self.view.bounds.maxY - senderHight)
}
else
{
sender.view!.center = CGPoint(x: sender.view!.center.x + translation.x, y: sender.view!.center.y + translation.y)
}
sender.setTranslation(CGPointZero, inView: self.view)
}
I Hope It helps anyone who's searching for the simplest way to do it.
Try this:
UIPanGestureRecognizer *pan = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(handlePan:)];
[pan setDelegate:self];
[shareButton addGestureRecognizer:pan];
-(void)handlePan:(UIGestureRecognizer*)panGes{
CGPoint point = [panGes locationInView:self.view];
if (point.x >20 && point.x <280 && point.y<400 && point.y>30) {
CGRect newframe = CGRectMake(point.x, point.y, shareButton.frame.size.width, shareButton.frame.size.height);
shareButton.frame = newframe;
}
}
and replace 20,280 & 400,30 with your respective limits.
Edit your code like this:
-(IBAction)pan:(UIPanGestureRecognizer *)recognizer
{
CGPoint trans =[recognizer translationInView:self.view];
if (CGRectContainsPoint([self.view frame], trans))
{
recognizer.view.center = trans;
}
}
Here what you are doing is, you are whether point lies in view's frame or not. If it is. you are moving the center of dragged button.. let me know if this does not solve your issue.
Update 2:
Instead of implementing PanGesture, you can use onDrag event too:
- (IBAction)onButtonDrag:(id)sender forEvent:(UIEvent *)event {
CGPoint point = [[[event allTouches] anyObject] locationInView:sender.view];
UIControl *control = sender;
if (CGRectContainsPoint([self.view frame], point)) {
control.center = point;
[self.view touchesEnded:[event allTouches] withEvent:event];
}
}
Got it. Coded as follows :
-(IBAction)pan:(UIPanGestureRecognizer *)recognizer
{
CGPoint trans =[recognizer translationInView:self.view];
CGFloat sumx = _shareButton.frame.origin.x+_shareButton.frame.size.width+5;
CGFloat sumy = _shareButton.frame.origin.y+_shareButton.frame.size.height+5;
CGFloat sumxm = _shareButton.frame.origin.x;
CGFloat sumym = _shareButton.frame.origin.y;
NSLog(#"position : %f, %f ", _shareButton.frame.origin.x, _shareButton.frame.origin.y);
NSLog(#"screen : %f, %f ", self.view.frame.size.width ,self.view.frame.size.height);
if (sumx > self.view.frame.size.width || sumy > self.view.frame.size.height )
{
CGRect shareButton = _shareButton.frame;
shareButton.origin.y -= 1;
shareButton.origin.x -= 1;
_shareButton.frame = shareButton;
return;
}
else if(sumxm < 0 || sumym < 0) {
CGRect shareButton = _shareButton.frame;
if(sumxm < 0)
{
shareButton.origin.x =0;
}
if(sumym < 0){
shareButton.origin.y =0;
}
_shareButton.frame = shareButton;
NSLog(#"share button : %f, %f", _shareButton.frame.origin.x, _shareButton.frame.origin.y);
return;
}
recognizer.view.center = CGPointMake(recognizer.view.center.x+trans.x, recognizer.view.center.y+trans.y);
[recognizer setTranslation:CGPointMake(0, 0) inView:self.view];
}
Bound Limit of your Gesture Frame.It's Simply size of window.width and height.
Below is tutorial for gesture.I know it's for gaming but find your logic into this tutoril.
http://www.raywenderlich.com/2343/cocos2d-tutorial-for-ios-how-to-drag-and-drop-sprites
Disabling Pan Gesture if out of bounds detected
- (CGPoint)boundLayerPos:(CGPoint)newPos {
CGSize winSize = [CCDirector sharedDirector].winSize;
CGPoint retval = newPos;
retval.x = MIN(retval.x, 0);
retval.x = MAX(self.position.x);
retval.y = self.position.y;
return retval;
}
-(void)dragAction:(UIPanGestureRecognizer *)gesture{
UIView *vw = (UIView *)gesture.view;
CGPoint translation = [gesture translationInView:vw];
if (CGRectContainsPoint(vw.frame, [gesture locationInView:vw] )) {
vw.center = CGPointMake(vw.center.x,
vw.center.y);
[gesture setTranslation:CGPointZero inView:vw];
}
else{
vw.center = CGPointMake(vw.center.x,
vw.center.y + translation.y);
[gesture setTranslation:CGPointZero inView:vw];
}

How to restrict a moveable view by Pan gesture

I have a UIImageView which is moveable via a pan gesture.
UIPanGestureRecognizer *pan = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(handlePan:)];
[self.photoMask addGestureRecognizer:pan];
I would like to restrict the area this can be moved on screen. Rather than the user be able to drag the view right to the side of the screen, I want to restrict it by a margin of some sort. How can I do this?
Also, how is this then handled when rotated?
EDIT ---
#pragma mark - Gesture Recognizer
-(void)handlePan:(UIPanGestureRecognizer *)gesture {
NSLog(#"Pan Gesture");
gesture.view.center = [gesture locationInView:self.view];
}
This is my current method to handle the pan. What I need to do is continue to move the imageview by the center point and also restrict its movement when close to the edge of the screen by 50 for example.
One possible solution to this is in your handlePan method, check the location of the point on the screen, and only commit the change if it is within the bounds you wish to restrict it to.
For ex.
-(void) handlePan:(UIGestureRecognizer*)panGes{
CGPoint point = [panGes locationInView:self.view];
//Only allow movement up to within 100 pixels of the right bound of the screen
if (point.x < [UIScreen mainScreen].bounds.size.width - 100) {
CGRect newframe = CGRectMake(point.x, point.y, theImageView.frame.size.width, theImageView.frame.size.height);
theImageView.frame = newframe;
}
}
I believe this would also correctly handle any screen rotation
EDIT
To move your image view by the center of its frame, the handlePan method could look something like this.
-(void)handlePan:(UIPanGestureRecognizer *)gesture {
CGPoint point = [gesture locationInView:self.view];
//Only allow movement up to within 50 pixels of the bounds of the screen
//Ex. (IPhone 5)
CGRect boundsRect = CGRectMake(50, 50, 220, 448);
if (CGRectContainsPoint(boundsRect, point)) {
imgView.center = point;
}
}
Check whether the point is within your desired bounds, and if so, set the center of your image view frame to that point.
I'm not sure if I'm being over-simplistic here but I think you can accomplish this by using an if clause.
-(void)handlePan:(UIPanGestureRecognizer*)gesture {
UIImageView *viewToDrag = gesture.view; // this is the view you want to move
CGPoint translation = [gesture translationInView:viewToDrag.superview]; // get the movement delta
CGRect movedFrame = CGRectOffset(viewToDrag.frame, translation.x, translation.y); // this is the new (moved) frame
// Now this is the critical part because I don't know if your "margin"
// is a CGRect or maybe some int values, the important thing here is
// to compare if the "movedFrame" values are in the allowed movement area
// Assuming that your margin is a CGRect you could do the following:
if (CGRectContainsRect(yourPermissibleMargin, movedFrame)) {
CGPoint newCenter = CGPointMake(CGRectGetMidX(movedFrame), CGRectGetMidY(movedFrame));
viewToDrag.center = newCenter; // Move your view
}
// -OR-
// If you have your margins as int values you could do the following:
if ( (movedFrame.origin.x + movedFrame.size.width) < 50) {
CGPoint newCenter = CGPointMake(CGRectGetMidX(movedFrame), CGRectGetMidY(movedFrame));
viewToDrag.center = newCenter; // Move your view
}
}
You'll probably have to adapt this to meet your specific needs.
Hope this helps!
Here is the answer in Swift 4 -
Restrict the view's movement to superview
#objc func handlePan(_ gestureRecognizer: UIPanGestureRecognizer)
{
// Allows smooth movement of stickers.
if gestureRecognizer.state == .began || gestureRecognizer.state == .changed
{
let point = gestureRecognizer.location(in: self.superview)
if let superview = self.superview
{
let restrictByPoint : CGFloat = 30.0
let superBounds = CGRect(x: superview.bounds.origin.x + restrictByPoint, y: superview.bounds.origin.y + restrictByPoint, width: superview.bounds.size.width - 2*restrictByPoint, height: superview.bounds.size.height - 2*restrictByPoint)
if (superBounds.contains(point))
{
let translation = gestureRecognizer.translation(in: self.superview)
gestureRecognizer.view!.center = CGPoint(x: gestureRecognizer.view!.center.x + translation.x, y: gestureRecognizer.view!.center.y + translation.y)
gestureRecognizer.setTranslation(CGPoint.zero, in: self.superview)
}
}
}
}
If you want more control over it, match restrictByPoint value to your movable view's frame.
- (void)dragAction:(UIPanGestureRecognizer *)gesture{
UILabel *label = (UILabel *)gesture.view;
CGPoint translation = [gesture translationInView:label];
if (CGRectContainsPoint(label.frame, [gesture locationInView:label] )) {
label.center = CGPointMake(label.center.x,
label.center.y);
[gesture setTranslation:CGPointZero inView:label];
}
else{
label.center = CGPointMake(label.center.x,
label.center.y + translation.y);
[gesture setTranslation:CGPointZero inView:label];
}
}

How to limit a view panning just inside an other View?

I have a subview (the red bar) laid inside a view. I want to limit the panning area inside the parent view and only absolutely horizontal or vertical. And, of course not outside of the parent view.
I did try some code that handle the panning event, but sometime I can drag the red bar out. Any suggestion?
-(void)handleMoveLineView:(UIPanGestureRecognizer *)recognizer{
CGPoint sPoint= [recognizer locationInView:self.groundView];
CGPoint newCenter = [recognizer translationInView:self.groundView];
NSLog(#"X0 = %f, Y0 = %f", newCenter.x, newCenter.y);
if([recognizer state] == UIGestureRecognizerStateBegan) {
beginX = recognizer.view.center.x;
beginY = recognizer.view.center.y;
}
for (UIView *view in viewArrayGroundView) {
if (CGRectContainsPoint(view.frame, sPoint)) {
//Limit not out side parent view
if (beginX + newCenter.x != view.frame.size.width /2) {
newCenter = CGPointMake(view.frame.size.width /2, beginY + newCenter.y);
}
//Limit top - since the redbar height is 3
else if((beginY + newCenter.y < view.frame.origin.y + 3)){
newCenter.y = view.frame.origin.y + 3;
}
//Limit bottom
else if((beginY + newCenter.y > view.frame.size.height - 3)){
newCenter.y = view.frame.origin.y - 3;
}
}
}
[recognizer.view setCenter:newCenter];
NSLog(#"X = %f, Y = %f", newCenter.x, newCenter.y);
}

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