I've been trying to figure this out for hours, completely at a loss here. I'm trying to implement a UIPinchGestureRecognizer for some of the custom UIImageViews in my game, but it doesn't work. Everything thing I've researched says it should work, yet it doesn't. Pinch works fine if I add it to my view controller, or to a custom UIView, but not the UIImageViews. I've tried all the common fixes and tweaks, to no success. I have userInteractionEnabled and multipleTouchEnabled set to YES. I have the delegate and selectors set up properly. I have shouldRecognizeSimultaneouslyWithGestureRecognizer set to return YES.
The gesture recognizer is getting added to the UIImageView, I've been able to access its properties later in my update loop, but the NSLog in the selector never gets called for the UIImageView when I try to pinch. I've adjusted the z-position of the views to ensure they are on top but no dice.
My UIImageViews are stored in a NSMutableDictionary and are updated by looping through it during each update loop of the game. Could this have an effect on the UIPinchGestureRecognizer not getting called?... I can't think of anything else and posting the code probably won't help - because the same exact code works when it's used for the UIView or view controller.
I do have touch handling code in the view controller's touchesBegan and touchedMoved events... but I've turned that off but the problem still persists, and the pinch worked for other elements with it on anyway.
Any ideas what could prevent a gesture selector from firing on an UIImageView? The dictionary? Something to do with being constantly updated in the game loop? Any ideas would be welcome, this seems so simple to implement...
Edit: Here's the code for the UIImageView and what I'm doing with it... not sure if this helps.
Extended UIImageView class Paper.m (prp is a struct of properties used to initialize my custom variables:
NSString *tName = [NSString stringWithUTF8String: prp.imagePath];
UIImage *tImage = [UIImage imageNamed:[NSString stringWithFormat:#"%#.png",tName]];
self = [self initWithImage: tImage];
self.userInteractionEnabled = YES;
self.multipleTouchEnabled = YES;
self.center = CGPointMake(prp.spawnX, prp.spawnY);
if (prp.zPos != 0) { self.layer.zPosition = prp.zPos; }
// other initialization excised
Then I have a custom class called ObjManager that holds the NSMutableDictionary and initializes all UIImageView objects like so, where addObj is called in a loop to add each object:
- (ObjManager*) initWithBlank {
// create an array for our objects
self = [super init];
if (self) {
objects = [[NSMutableDictionary alloc] init];
spawnID = 100; // start of counter for dynamically spawned object IDs
}
return self;
}
- (void) addObj:(Paper *)paperPiece wasSpawned:(BOOL)spawned {
// add each paper piece, assign spawnID if dynamically spawned
NSNumber *newID;
if (spawned) { newID = [NSNumber numberWithInt:spawnID]; spawnID++; }
else { newID = [NSNumber numberWithInt:paperPiece.objID]; }
[objects setObject:paperPiece forKey:newID];
}
My view controller calls the initialization of the ObjManager (called _world in my VC). Then it loops through _world like so:
// Populate additional object managers and add all subviews
for (NSNumber *key in _world.objects) {
_eachPiece = [_world.objects objectForKey:key];
// Populate collision object manager
if (_eachPiece.collision) {
[_world_collisions addObj:_eachPiece wasSpawned:NO];
}
// only add pinch gesture if the object flag is set
if (_eachPiece.pinch) {
UIPinchGestureRecognizer *pinchGesture = [[UIPinchGestureRecognizer alloc] initWithTarget:self action:#selector(pinchPaper:)];
pinchGesture.delegate = self;
[_eachPiece addGestureRecognizer:pinchGesture];
NSLog(#"Added pinch recognizer scale: %#", pinchGesture.view.description);
}
// Add each object as a subview
[self.view addSubview:_eachPiece];
}
_eachPiece is an object in my view controller, declared in the .h file (as is _world):
#property (nonatomic, strong) ObjManager *world;
#property (nonatomic, strong) Paper *eachPiece;
Then I have an NSTimer object that updates all moveable Paper objects (the UIImageViews) in _world (ObjManager) every frame like so:
// loop through each piece and update
for (NSNumber *key in _world.objects) {
eachPiece = [_world.objects objectForKey:key];
// only update moveable pieces
if ((eachPiece.moveType == Move_Touch) || (eachPiece.moveType == Move_Auto)) {
CGPoint paperCenter;
paperCenter = eachPiece.center;
// a bunch of code to update paperCenter x & y for the object's new position based on velocity and user input
// determine image direction and transformation matrix
[_world updateDirection:eachPiece];
CGAffineTransform transformPiece = [_world imageTransform:eachPiece];
if (transformEnabled) {
eachPiece.transform = transformPiece;
}
// finally move it
[eachPiece setCenter:paperCenter];
}
}
And the pinch selector:
- (void)pinchPaper:(UIPinchGestureRecognizer *)recognizer {
NSLog(#"Pinch scale: %f", recognizer.scale);
recognizer.view.transform = CGAffineTransformScale(recognizer.view.transform, recognizer.scale, recognizer.scale);
recognizer.scale = 1;
}
As far as I can tell, the pinch should work. If I take the same pinch gesture code and set it to add to the view controller, it works for the entire view. I also have a custom UIView class that acts as a border (simply a rectangle drawn around the view), and moving the pinch gesture code to that allows me to pinch the border only.
Alright, so apparently gesture recognizers don't fire on views where the position is being animated. So to make it work I had to put the recognizer on the view controller, then perform a hit test and apply pinch/zoom on the touched view if it's one I want to pinch/zoom. Info on that here:
http://iphonedevsdk.com/forum/iphone-sdk-tutorials/100982-caanimation-tutorial.html
For my particular case, I kept track of which animated views I wanted to pinch, in a variable/array at the View Controller level. Then I used this code in the selector (essentially from the link above, all credit to them):
- (void)pinchPaper:(UIPinchGestureRecognizer *)recognizer {
CALayer *pinchLayer;
id layerDelegate;
CGPoint touchPoint = [recognizer locationInView:self.view];
pinchLayer = [self.view.layer.presentationLayer hitTest: touchPoint];
layerDelegate = [pinchLayer delegate];
//_pinchView is the UIView I want to pinch
if (layerDelegate == _pinchView) {
_pinchView.transform = CGAffineTransformScale(_pinchView.transform, recognizer.scale, recognizer.scale);
recognizer.scale = 1;
}
}
Only tricky thing is if you have other scale transforms (like changing directions in mine) going on as part of the existing UIView animation, you have to account for that, by using the current transform during each update loop.
For any gesture recognizer to work on imageViews, userInteraction must be enabled on it.
So, it should be,
yourImageView.userInteractionEnabled = YES;
Or, if you are using storyboards, you can check that option in storyboard's inspector window too.
Hope it helps..:)
Related
I have an image as a background and I want to make certain parts of this image clickable with zooming in and out , Is there any way to do something like that ??
Don't create a new view for your gesture recognizer. The recognizer implements a locationInView: method. Set it up for the view that contains the sensitive region. On the handleGesture, hit-test the region you care about like this:
0) Do all this on the view that contains the region you care about. Don't add a special view just for the gesture recognizer.
1) Setup mySensitiveRect
#property (assign, nonatomic) CGRect mySensitiveRect;
#synthesize mySensitiveRect=_mySensitiveRect;
self.mySensitiveRect = CGRectMake(0.0, 240.0, 320.0, 240.0);
2) Create your gestureRecognizer:
gr = [[UIPinchGestureRecognizer alloc] initWithTarget:self action:#selector(handleGesture:)];
[self.view addGestureRecognizer:gr];
// if not using ARC, you should [gr release];
// mySensitiveRect coords are in the coordinate system of self.view
- (void)handleGesture:(UIGestureRecognizer *)gestureRecognizer {
CGPoint p = [gestureRecognizer locationInView:self.view];
if (CGRectContainsPoint(mySensitiveRect, p)) {
//Add your zooming code here
} else {
NSLog(#"got a tap, but not where i need it");
}
}}
The sensitive rect should be initialized in myView's coordinate system, the same view to which you attach the recognizer.
Apple has a demo app called PhotoScroller that implements a zoomable, scrollable set of images (in a page view controller, but you don't need that.) That would be a good starting point for what you need.
Their sample apps used to be built into the Xcode docs. Since Xcode 6 I haven't seen them linked in the docs any more.
You can download PhotoScroller from Apple's online iOS Developer Library. (link)
I have a main view in my program with a draggable view in it. This view can be dragged around with pan gestures. Currently though it uses a lot of code which I want to put in a subclass to reduce complexity. (I eventually want to increase functionality by allowing the user to expand with view with further pan gestures. This means there will be lots more code clogging up my view controller if I can't sort this out first)
Is it possible to have the code for a gesture recogniser in the subclass of a class and still interact with views in the parent class.
This is the current code I am using to enable pan gesture in the parent class:
-(void)viewDidLoad {
...
UIView * draggableView = [[UIView alloc]initWithFrame:CGRectMake(highlightedSectionXCoordinateStart, highlightedSectionYCoordinateStart, highlightedSectionWidth, highlightedSectionHeight)];
draggableView.backgroundColor = [UIColor colorWithRed:121.0/255.0 green:227.0/255.0 blue:16.0/255.0 alpha:0.5];
draggableView.userInteractionEnabled = YES;
[graphView addSubview:draggableView];
UIPanGestureRecognizer * panner = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(panWasRecognized:)];
[draggableView addGestureRecognizer:panner];
}
- (void)panWasRecognized:(UIPanGestureRecognizer *)panner {
UIView * draggedView = panner.view;
CGPoint offset = [panner translationInView:draggedView.superview];
CGPoint center = draggedView.center;
// We want to make it so the square won't go past the axis on the left
// If the centre plus the offset
CGFloat xValue = center.x + offset.x;
draggedView.center = CGPointMake(xValue, center.y);
// Reset translation to zero so on the next `panWasRecognized:` message, the
// translation will just be the additional movement of the touch since now.
[panner setTranslation:CGPointZero inView:draggedView.superview];
}
(Thanks to Rob Mayoff for getting me this far)
I have now added a subclass of the view but can't figure out how or where I need to create the gesture recogniser as the view is now being created in the subclass and added to the parent class.
I really want the target for the gesture recogniser to be in this subclass but when I try to code it nothing happens.
I have tried putting all the code in the subclass and adding the pan gesture to the view but then I get a bad access crash when I try to drag it.
I am currently trying to use
[graphView addSubview:[[BDraggableView alloc] getDraggableView]];
To add it to the subview and then setting up the view (adding the pan gesture etc) in the function getDraggableView in the subclass
There must be a more straight forward way of doing this that I haven't conceptualised yet - I am still pretty new dealing with subclasses and so am still learning how they all fit together.
Thanks for any help you can give
I think I might of figured this one out.
In the parent class I created the child class variable:
BDraggableView * draggableViewSubClass;
draggableViewSubClass = [[BDraggableView alloc] initWithView:graphView andRangeChart: [rangeSelector getRangeChart]];
This allowed me to initialise the child class with the view I wanted to have the draggable view on: graphView
Then in the child view I set up the pan gesture as I normally would but added it to this view carried through:
- (id)initWithView:(UIView *) view andRangeChart: (ShinobiChart *)chart {
self = [super initWithNibName:nil bundle:nil];
if (self) {
// Custom initialization
parentView = view;
[self setUpViewsAndPans];
}
return self;
}
- (void)setUpViewsAndPans {
draggableView = [[UIView alloc]initWithFrame:CGRectMake(highlightedSectionXCoordinateStart, highlightedSectionYCoordinateStart, highlightedSectionWidth, highlightedSectionHeight)];
draggableView.backgroundColor = [UIColor colorWithRed:121.0/255.0 green:227.0/255.0 blue:16.0/255.0 alpha:0.5];
draggableView.userInteractionEnabled = YES;
// Add the newly made draggable view to our parent view
[parentView addSubview:draggableView];
[parentView bringSubviewToFront:draggableView];
// Add the pan gesture
UIPanGestureRecognizer * panner = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(panWasRecognized:)];
[draggableView addGestureRecognizer:panner];
}
- (void)panWasRecognized:(UIPanGestureRecognizer *)panner {
UIView * draggedView = panner.view;
CGPoint offset = [panner translationInView:draggedView.superview];
CGPoint center = draggedView.center;
CGFloat xValue = center.x + offset.x;
draggedView.center = CGPointMake(xValue, center.y);
// Reset translation to zero so on the next `panWasRecognized:` message, the
// translation will just be the additional movement of the touch since now.
[panner setTranslation:CGPointZero inView:draggedView.superview];
}
It took me a while to straighten it in my head that we want to do all the setting up in our subclass and then add this view with its characteristics to the parent view.
Thanks for all the answers provided they got me thinking along the right lines to solve it
I think you want to subclass UIView and make your own DraggableView class. Here, you can add swipe and pan gesture recognizers. This would be in the implementation of a subclass of UIView
- (id)initWithFrame:(CGRect)frame
{
if (self = [super initWithFrame:frame]) {
UIGestureRecognizer *gestRec = [[UIGestureRecognizer alloc] initWithTarget:self
action:#selector(detectMyMotion:)];
[self addGestureRecognizer:gestRec];
}
return self;
}
- (void)detectMyMotion:(UIGestureRecognizer *)gestRect
{
NSLog(#"Gesture Recognized");
// maybe even, if you wanted to alert your VC of a gesture...
[self.delegate alertOfGesture:gestRect];
// your VC would be alerted by delegation of this action.
}
Is it possible to change the bounds of a UIView (which is attached to some other UIViews using UIAttachmentBehaviors) and have the UICollisionBehavior in combination with the UIAttachmentBehavior respond to it (like the sample movie here: http://www.netwalkapps.com/ani.mov, whereby upon touch the ball UIView grows and the other ball UIViews move out of the way)?
Thanks!
Tom.
I got this to work but it was pretty hacky. I had to remove all behaviors from my animator object and re-add them again.
- (void)_tickleBehaviors
{
NSArray *behaviors = [self.animator.behaviors copy];
for (UIDynamicBehavior *behavior in self.animator.behaviors) {
[self.animator removeBehavior:behavior];
}
for (UIDynamicBehavior *behavior in behaviors) {
[self.animator addBehavior:behavior];
}
}
I have an iPad app (XCode 4.6, Storyboards, iOS 6.2). I have a scene made up like this:
UIView (subViewData - covers the right quadrant of #2, below and to the right not covering the times and names of #2- contains appointment info (cust name, and the duration is shaded)
UIView (subViewGrid - covers bottom half (in image, it contains times on the left margin and names across the top margin.)
UIScrollView (covers the bottom half view)
UIView ------- UIView (one on the top half of the window, the other on the bottom half)
UIViewController (named CalendarViewController)
This is the code to initialize the UITapGestureRecognizer found in -viewDidLoad of the CalendarViewController:
// setup for tap recognizer
UITapGestureRecognizer *fingerTap = [[UITapGestureRecognizer alloc] initWithTarget:self
action:#selector(singleFingerTap:)];
fingerTap.numberOfTapsRequired = 1;
fingerTap.numberOfTouchesRequired = 1;
[subViewData addGestureRecognizer:fingerTap];
This is the code in subViewData (#1) that is NOT getting executed:
- (void)singleFingerTap:(UITapGestureRecognizer*)gesture {
CGPoint pt = [gesture locationInView:self];
UIView *v = [self hitTest:pt withEvent:nil];
if(v.tag == 100) // if this is for calendar, return
return;
CGRect dataRect = CGRectMake(110.0,48.0,670.0,1450);
CGPoint dataPoint = CGPointMake(pt.x, pt.y);
// check to see if point is within the rectangle
if(!CGRectContainsPoint(dataRect, dataPoint)) {
NSLog(#"\n\nNOT within subViewData");
return;
}
else {
NSLog(#"\n\nIS within subViewData");
}
}
The question is why is it not capturing the taps? Is the recognizer code supposed to be in the controller or the view that is supposedly getting the taps? I have read almost everything I can find on the subject, but can't find anything within this specific scenario. Help is greatly appreciated.
You say:
This is the code to initialize the UITapGestureRecognizer found in -viewDidLoad of the CalendarViewController
And that code says:
[[UITapGestureRecognizer alloc] initWithTarget:self
action:#selector(singleFingerTap:)];
Then you must put singleFingerTap: in CalendarViewController, because you have told the gesture recognizer that the target is self, and self is an instance of CalendarViewController.
You also say:
This is the code in subViewData (#1) that is NOT getting executed
But I do not know what "in subViewData" means; you did not mention anything called "subViewData" in your explanation of the interface. Anyway it doesn't matter. You've specified self so the code needs to be in self.
However, it sounds to me as if the view in question is never receiving the touch at all. Perhaps it is not exposed (i.e. it's covered by another view). Perhaps its userInteractionEnabled is NO. There could be lots of reasons.
When I touch on a line plot in my multiline plot graph, the method for displaying a symbol with values corresponding to the point is not called frequently,
-(void)scatterPlot:(CPTScatterPlot *)plot plotSymbolWasSelectedAtRecordIndex:(NSUInteger)index;
This problem is also with barplots. plotSymbolMarginForHitDetection property also set to high value. But No effect. How can I increase my graph's user interaction?
There is no scatter plot delegate method for detecting hits on the line between plot points. If that's what you're after, you'll need to use a plot space delegate. Handle the touch event and look through the plot data to find which line segment (if any) is near the touched point.
Bar plots aren't as complicated. Any touch inside a bar should trigger the delegate method. You might have issues if the bars are very narrow. The only solution in that case is to make them wider.
Another way to increase your "hit area" is to monitor all touches in your graph and translate that to the closest index.
To do this, you'll have to make sure the delegate is nil (since you are manually monitoring).
self.myBarPlot.delegate = nil;
Then, on your CPTGraphHostingView, set up your UIGestureRecognizers. I've found that using both tap and pan recogizners works best. Set these up like so.
UITapGestureRecognizer *tapRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(graphTapped:)];
[self.hostView addGestureRecognizer:tapRecognizer];
UIPanGestureRecognizer *panRecognizer = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(graphPanned:)];
[self.hostView addGestureRecognizer:panRecognizer];
The recognizers will monitor when your hostView has been tapped or panned. From there, you can easily translate the location of the touch to an index doing the following.
- (void)graphTapped:(UITapGestureRecognizer *)sender {
if (sender.state == UIGestureRecognizerStateEnded) {
[self gestureUpdated:sender];
}
}
- (void)graphPanned:(UIPanGestureRecognizer *)sender {
if (sender.state == UIGestureRecognizerStateEnded || sender.state == UIGestureRecognizerStateChanged) {
[self gestureUpdated:sender];
}
}
- (void)gestureUpdated:(UIGestureRecognizer *)sender {
CGFloat width = self.hostView.frame.size.width;
CGPoint loc = [sender locationInView:self.hostView];
NSInteger index = (loc.x / width) * [self numberOfRecordsForPlot:self.myBarPlot];
NSLog(#"Touch index: %li", index);
}
Now that we have an index, just go ahead and do what you did in your original delegate callback.
For bar plots:
[self barPlot:self.myBarPlot barWasSelectedAtRecordIndex:index];
For scatter plots (untested):
[self scatterPlot:self.myScatterPlot plotSymbolWasSelectedAtRecordIndex:index];
ViolĂ !