I want to do somethings on UIImagePickerController, I detected the view (named A) contains all the images in library. When I choose an image, I want to draw somethings on it.
I can get the image into my controller using delegate didFinishPickMediaWithInfo of UiImagePickerControllerDelegate , but I can't detect which point I tap on view A (to draw some view at this point). I tried to add TapGestureRecognizer to view A, it's really return for me the point but unfortunately it can't run into the delegate didFinishPickMediaWithInfo, so I can't get the chosen Image.
I don't have any idea to achieve 2 things at the same time, get the chosen image on delegate didFinishPickMediaWithInfo and return the point I've tapped.
Are there any idea (maybe just idea) to guide me to achieve this
Thanks
Thank all,
Finally, I find out a solution for me to resolve this problem. It's simple and quite like cheating. I add tap gesture on UIWindow and everything go through.
Related
I have a 2 UIViewController(s), I need to be able to change the views at the bottom of the Airtime and Data Plan Upon tap gesture on Airtime and Data Plan!
The yellow line will indicate the active view controller. some thing like tab bar.
Perhaps, the image attached is an android version
Could anyone provide a help on how to go about this.
Thanks
I personally use a library called ICVIewPager
https://github.com/iltercengiz/ICViewPager
This is pretty simple and easy to use with examples. It should put you in the right direction without writing a lot of code.
I want to make a pretty interface. So after reflexion, I decide to make a pattern with to axes but with some essential points. The red screen is the primary screen, all start by this one.
We can only make this two move : red to another color and another color to red. And change are made with GestureRecognizer.
I also want to switch view by seeing the two at the same time. Obviously, it's following my finger and I can stay in this state.
Do you think that 5 viewController witch are all load at the start and we came to these with pretty segue (maybe custom) is possible ? And if yes, do you have an idea of how to make this ?
As a first thought I think you want to make a custom view controller navigation controller. Like UINavigationController, UITabBarController or UIPageViewController.
I'd also use a scroll view over a gesture recogniser maybe?
Either way it's gonna be a lot of work which means there are many many different ways to do it.
It sounds like you have a decent idea of how you want it to work. Give it a whirl and see what happens. I reckon you can have a decent bash at it.
If you get stuck let us know and we'll try to help :)
I have been developing collage like application. In which user can add images, they can scale, move and rotate them. Whenever, I am trying to drag an image which is on top but added earlier than the one behind it, it is not receiving the gesture, rather than the one behind it which is added later gets detected and brought into front. How to resolve this issue?
I am Using this to remove the gesture in second view...
[imageView1 removeGestureRecognizer:GestureInView2];
This are the delegate method of UIGestureRecognizer you can use for your different requirement.
touchesBegan:withEvent:
touchesMoved:withEvent:
touchesEnded:withEvent:
I didn't understand your issue perfectly, But.
I think you have to refer for more detail according to your requirement - https://developer.apple.com/library/ios/documentation/EventHandling/Conceptual/EventHandlingiPhoneOS/GestureRecognizer_basics/GestureRecognizer_basics.html.
I have done it. We need to change the index of subviews if you want to make them receive touches. Changing zposition alone will not help to make the view to receive touches.
I've got a UICollectionView, and I'd like to be able to touch-and-drag items up and out of the View, and thus delete them. (Very much along the same lines as how the Dock works on OS X: drag something off and let go, and it is removed).
I've done some research, but almost everything I find is looking for CollectionViews that are drag-and-drop to reorder. I don't need to reorder (I'm happy to just remove the item at the given index from the source array and then reload), I just need to detect when an item is moved outside of the View and released.
So I suppose my questions are these:
1) Is that possible with the built-in CollectionView, some kind of itemWasDraggedOutsideViewFromIndex: method or something?
2) If not, is it something that can be done with a subclass (and specifically is it possible for a CollectionView beginner)?
3) Are there any code samples or tutorials you can recommend that do this?
Here is a helper class that I've been working on that does just that: implementation: https://github.com/Ice3SteveFortune/i3-dragndrop, hope it helps. There's examples on how to use it in the TestApp.
UPDATE
About a year on, this is now a full-on drag-and-drop framework. Hope this proves useful: https://github.com/ice3-software/between-kit
There is no built-in method like you're suggesting. What you're wanting to be can be done but you'll have to handle it with a gesture recognizer and appropriate code to handle the drag/drop operation.
I tried using a subclass to do this and finally went back to putting it in my view controller. In my case, though, I was dragging stuff in/out of the collection view as well as two other views on the screen.
I don't know if you have the book, but the most helpful thing I found was Erica Sadun's Core iOS6 Develper's Cookbook, which has excellent code on drag/drop within Collection Views. I don't think it specifically addresses dragging outside of the CV, but for me the solution was to put the gesture recognizer on the common superview and always use its coordinates rather than the subview's coordinates.
One problem I hit was I wanted to be able to select cells with a tap as well as drag, and there is no way (despite Apple's docs to the contrary) to require the single tap gesture to fail on the collection view. As a result, I ended up having to use the long press gesture to perform the entire operation, and there is no translationInView for long press (there is locationInView) so that required some additional work:
iOS - Gesture Recognizer translationInView
Another thing that will make it harder or easier is the number of possible drop targets you have. I had many, in many different types of views (straight UIView, collectionview, and scrollViews). I found it necessary to maintain a list of "drop targets" and to test for intersections with targets as the dragged object was moved. Somehow, you have to be able to determine whether the view you're intersecting is a place where a drop can occur.
If you are addressing the specific situation of dragging something out of a view to delete it (like dragging to a trash can view) and that's it, this should not be complicated. You have to remember that when you do a transform your frame becomes meaningless, but the center is still good; so you end up using the center for everything that you would normally use the frame for.
Here is the closest thing I found online that was helpful; I didn't end up using this class though as I thought it would be too complicated to implement in my app.
http://www.ancientprogramming.com/2012/04/05/drag-and-drop-between-multiple-uiviews-in-ios/
Hope this has been some help.
Yes there is.
1 - Conform your view to UIDropInteractionDelegate.
2 - Then add this line to your viewload or init:
For viewcontroller add to ViewDidload:
self.view.addInteraction(UIDropInteraction(delegate: self))
Or, for UIViews add to init:
self.addInteraction(UIDropInteraction(delegate: self))
3 - Then get the location for item being dragged here and have fun with it:
func dropInteraction(_ interaction: UIDropInteraction, sessionDidUpdate session: UIDropSession) -> UIDropProposal {
print(session.location(in: self))
return UIDropProposal(operation: .move)
}
i'm trying to reproduce the kind of map behavior of the app "Stuck On Earth". Here's a screenshot :
Here's the behavior :
On the map, as you can see there is pin
When you click on a pin, it display the picture attach to it. Really important : the picture stai with the pin, and it stays BEHIND it
If you click on the picture, a new controller is called
if you click on the pin, the picture disappear
I'm trying to do something similar. For now, as i can read, i've got two solutions :
Using callout : callout is HELL. I can try to use a false annotation, but MapKit deals with the depth of elements, and the picture is always in front of the pin
Using Custom Annotation : i was going for the plan of making custom annotation view, when the pin is tapped, i launch a method of the CustomAnnotationView, adding (or removing) the thumbnail.
I think the method number 2 could work, but i've got no idea how to deal with the touch on the thumbnail.
Any suggestions or help on this ?
Thanks you !
Updated 2016-09-02:
My colleague devised an workaround by making popup views as subview of the view container which contains the map view. The position can be calculated according to the CGPoint transform in different reference systems.
Original Answer:
I also got this kind of problem, after following the tutorial 'Building Custom Map Annotation Callouts – Part 1', the interaction becomes difficult.
Have you tried the tap gesture recognizer? I added it to a subview, it works, although the code smell bad.