How to find out what view a touch event ended at? - ios

I wish to drag a UIImage on to one of several UIButtons and have it repositioned based on which button I drag it to.
The problem I've ran in to is that UITouch only records the view where my touch began, I'd like to access the view my touch ends at. How can I do this?
Code:
-(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInView:self.view];
dealerBtnOrigin = [touch locationInView:self.view];
//NSLog(#"%u %u",touch.view.tag, ((UIView *)[dealerBtns objectAtIndex:[table getButtonSeat]]).tag);
//CHECK TO SEE WHICH BUTTON WAS TOUCHED
if (touch.view == ((UIView *)[dealerBtns objectAtIndex:[table getButtonSeat]]))
{
((UIView *)[dealerBtns objectAtIndex:[table getButtonSeat]]).center = location;
}
}
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInView:self.view];
if (touch.view == ((UIView *)[dealerBtns objectAtIndex:[table getButtonSeat]]))
{
((UIView *)[dealerBtns objectAtIndex:[table getButtonSeat]]).center = location;
}
}
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInView:self.view];
UIView *endView = [self.view hitTest:location withEvent:nil];
if (touch.view == ((UIView *)[dealerBtns objectAtIndex:[table getButtonSeat]]))
{
NSLog(#"%u %u",endView.tag, touch.view.tag);
if([buttons containsObject:(UIButton *)endView])
{
[[dealerBtns objectAtIndex:[table getButtonSeat]] setHidden:YES];
[table passButton:touch.view.tag];
[[dealerBtns objectAtIndex: touch.view.tag] setHidden:NO];
}
((UIView *)[dealerBtns objectAtIndex:[table getButtonSeat]]).center = dealerBtnOrigin;
}
}

Use hit-testing. You know the location of this point as a CGPoint in terms of the ultimate superview, self.view. Then you can ask self.view which of its subviews that point is in:
CGPoint location = [touch locationInView:self.view];
UIView* v = [self.view hitTest:location withEvent:nil];
The UIView v is the view you're looking for.

It is very easy to detect your finally touched view, try this code
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
CGPoint location = [[touches anyObject] locationInView:self.view];
CGRect fingerRect = CGRectMake(location.x-5, location.y-5, 10, 10);
for(UIView *view in self.view.subviews){
CGRect subviewFrame = view.frame;
if(CGRectIntersectsRect(fingerRect, subviewFrame)){
//we found the finally touched view
NSLog(#"Yeah !, i found it %#",view);
}
}
}

In general, you need to take the point where the touch ended, and determine whether it lies within the view you're interested in. I do this using code similar to the following:
CGPoint newCenter = dragView.center;
for (UIView *v in dropTargets)
{
CGRect convertedTargetFrame = [v.superview convertRect:v.frame toView:nil];
if (CGRectContainsPoint(convertedTargetFrame, newCenter))
{
activeTargetIndex = idx;
}
}
(this code was edited on the fly to take out a lot of irrelevant stuff, but I keep a list of potential drop targets in dropTargets, and this is just looking at that list to see which of the potential UIViews might contain the point).
The essential thing is that if you know the view or views you're potentially dragging the item to, then you can determine whether that view's frame contains the point using CGRectContainsPoint. The important thing is to keep in mind they may lie in different coordinate systems and it may be necessary to convert from one to the other before your comparison.

Assuming there is a #property of the target view in your container, and the target view is added to the container:
#property (nonatomic, strong) UIView* targetView;
// ...
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
NSSet* touchesForTargetView = [event touchesForView:self.targetView];
if (touchesForTargetView.allObjects.count != 0) {
// touch was at target view
}
else {
// touch was somewhere else
}
}

swift 4:
override func touchesEnded(_ touches: Set, with event: UIEvent?) {
if let touch = touches.first{
let location = touch.location(in: self.view)
let v = touch.view
// go on..
}
}

Related

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 stop my object to skip by clicking and move just by touch

I have some object on my screen view which moves by touch, but the problem is if I click somewhere else on my screen which has no object on, the last moved object skipped to that clicked position, anyone who know how I can be able to stop that? PostView contains code about my objects
in .h file
#property (weak, nonatomic) IBOutlet PostView *pv;
and .m file
- (void)viewDidLoad
{
[super viewDidLoad];
viewArray = [NSMutableArray arrayWithObjects: nil];
pv.frame = CGRectMake(10, 10, 100, 100);
pv.backgroundColor = [UIColor blackColor];
[viewArray insertObject:pv atIndex:0];
[self.view addSubview:pv];
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint firstTouch = [touch locationInView:self.view];
for (PostView *view in viewArray) {
if (CGRectContainsPoint(view.frame, firstTouch)) {
toMove = view;
}
}
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInView:self.view];
toMove.center = location;
// [_delegate dragViewDidMove:self];
// toMove.center = currentTouch;
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
currentTouch = [touch locationInView:self.view];
toMove.center = currentTouch;
}
Set toView to null at the start of touchesBegan:. This ensures that if the user makes a touch that touches nothing (and so toView doesn't get set to anything deliberately), nothing will happen when the touch moves (the setCenter: message will be sent to null which will return null and have no side effects.)

TouchesMoved with UITouch

I'm trying to create a simple application where you can move your UIImageView by touching him and dragging him around.
my UIImageView is called imv
-(void ) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event{
UITouch * touch = [touches anyObject];
if([touch view] == self.imv){
CGPoint location = [touch locationInView:self.view];
self.imv.center = location;
}
}
-(void ) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{
UITouch * touch = [touches anyObject];
if([touch view] == self.imv){
CGPoint location = [touch locationInView:self.view];
self.imv.center = location;
}
}
i'am trying to solve this like whole day and i don't know what is wrong. If i disable if statement it's working else not. What can i do?
Thanks for the answers
Unless you've subclassed UIImageView (unlikely), your view is receiving the touch events.
These days it's simpler & more usual to use a UIGestureRecognizer for this kind of thing, in this case a UIPanGestureRecognizer.
e.g.
UIPanGestureRecognizer *pan = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(dragImageView:)];
[self.imv addGestureRecognizer:pan];
- (void)dragImageView:(UIPanGestureRecognizer *)dragImageView {
if(UIGestureRecognizerStateBegan == state) {
originalCenter = self.imv.center; // add CGPoint originalCenter; member
} else if(UIGestureRecognizerStateChanged == state) {
CGPoint translate = [pan translationInView:self.imv.superview];
self.imv.center = CGPointMake(originalCenter.x + translate.x, originalCenter.y + translate.y);
}
}
From a bit of experimenting, it seems that the [touch view] is returning the main UIView and not your subview, hence the problem with the if statement not working (I added the UIImageView in a storyboard xib). EDIT- it's because UIImageViews don't handle touch events by default - see here . When adding a regular UIView in the viewDidLoad seems to work as you would expect.
Anyway, this adapted version of your code works for me
-(void)moveImageForTouches:(NSSet*)touches
{
UITouch * touch = [touches anyObject];
CGPoint location = [touch locationInView:self.view];
if(CGRectContainsPoint(self.imv.frame, location))
{
self.imv.center = location;
}
}
-(void ) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
[self moveImageForTouches:touches];
}
-(void ) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
[self moveImageForTouches:touches];
}

UIImageView Jumps when Touch Event Occurs

Okay basically what this code currently does is drag an image up and down along the Y axis depending on where the user drags it, and it returns to its original position. My problem is that if someone were to not touch directly on the center of the UIImageView and start dragging it would jolt (very not smooth). Wherever someone is touching the UIImageView and starts dragging the UIImageView jolts a little to go directly on the center of the touch event.
I was thinking about using animation just to move it where the image needs to go, or is there another way?
I apologize if this is an inefficient way to do this. I'm fairly new to the IOS world.
Here's what I have:
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
//Gets location of UIImageView.
self.originalFrame = self.foregroundImage.frame;
}
//This method is used for moving the UIImageView along the y axis depending on touch events.
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [[event allTouches] anyObject];
if([touch view]==self.foregroundImage) {
CGPoint location = [touch locationInView:self.view];
location.x=self.foregroundImage.center.x;
self.foregroundImage.center=location;
}
}
//This method sets the UIImageView back to its original position.
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
CGRect newFrame = self.foregroundImage.frame;
newFrame.origin.y = self.originalFrame.origin.y;
[UIView animateWithDuration:1.1 animations:^{
self.foregroundImage.frame = newFrame;
}];
}
You also need to save the first location in touchesBegan, relative to the parent view. Then, you can use that to change the frame by the difference between the previous location and the new location. Please see the following code.
- (void) touchesBegan: (NSSet*) touches
withEvent: (UIEvent*) event
{
if (touches.count == 1)
{
UITouch* touch = [touches anyObject];
self.touchLocation = [touch locationInView: self.view];
}
}
- (void) touchesMoved: (NSSet*) touches
withEvent: (UIEvent*) event
{
if (touches.count == 1)
{
UITouch* touch = [touches anyObject];
CGPoint newTouchLocation = [touch locationInView: self.view];
if (touch.view == self.foregroundImage)
{
/* Determine the difference between the last touch locations */
CGFloat deltaX = newTouchLocation.x - self.touchLocation.x;
CGFloat deltaY = newTouchLocation.y - self.touchLocation.y;
/* Offset the foreground image */
self.foregroundImage.center
= CGPointMake(self.foregroundImage.center.x + deltaX,
self.foregroundImage.center.y + deltaY);
}
/* Keep track of the new touch location */
self.touchLocation = newTouchLocation;
}
}

Is it possible to find all the subviews that exist at a point on iphone?

I would like to be able to retrieve info on a tap, about all the different subviews that are placed in that tap spot. For example, if there was a background, and in front of it was a game character, I would like to be able to tap on that character, and it will retrieve the info saying that both the character and the background are in that tap spot.
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
//retrieve info about what other subviews lie behind at this point
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch=[touches anyObject];
CGPoint p=[touch locationInView:self.view];
NSLog(#"Coordiantes of Tap Point:(%f,%f)", p.x, p.y);
NSArray *anArrayOfSubviews = [self.view subviews];
NSMutableArray *requiredSubviewArray = [NSMutableArray array];
for (UIView *aSubView in anArrayOfSubviews){
if(CGRectContainsPoint(aSubView.frame, p)) {
//aSubView is there at point 'p'
[requiredSubviewArray addObject:aSubView];
}
}
// requiredSubviewArray contains all the Subviews at the Tap Point.
}
try this.it maybe helpful to you..
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
//retrieve info about what other subviews lie behind at this point
NSLog(#"subviews--%#",[self.view subviews]); //it prints all subviews as Array
NSLog(#"superview--%#",[self.view superview]); //it prints superview of your view
}
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [[event allTouches] anyObject]; // here you get all subviews on ur touchpoint
if ([touch view] == imageView) {
CGPoint location = [touch locationInView: self.view];
imageView.center = location;
}
}
/// To check both views are in one spot, use this
// CGRectContainsRect() and CGRectIntersectsRect().
You can try this one..
You can get all subviews if you use [self.view subviews]. You can compare those views frames with touch location.
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
CGPoint touchLocation = [touch locationInView:self.view];
startX = touchLocation.x;
startY = touchLocation.y;
for (UIView *view in [self.view subviews]){
//Here you can compare each view frame with touch location
}
}

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