How to detect status bar taps in iOS13? - swift

I used the code below before, and it worked perfectly fine in iOS12:
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
super.touchesBegan(touches, with: event)
let statusBarRect = UIApplication.shared.statusBarFrame
guard let touchPoint = event?.allTouches?.first?.location(in: self.window) else { return }
if statusBarRect.contains(touchPoint) {
NotificationCenter.default.post(statusBarTappedNotification)
}
}
But it does not work in iOS13 anymore. Any thoughts?

I've been able to detect the tap with an Objective-C category of UIStatusBarManager. I don't think it's possible as a swift extension or other swift way.
#implementation UIStatusBarManager (CAPHandleTapAction)
-(void)handleTapAction:(id)arg1 {
// Your code here
}
#end

Related

Only one drop down button active in swift

I am currently working on an app where I need to implement more drop down buttons. I have found a guide on how to make a drop down button, and it works like a charm. The problem is that I want the "drop down part" to hide if you press another drop down button (or somewhere else on the screen if it is possible, but that part is not necessary).
Here is a link to a part of the project with the drop down buttons.
https://github.com/Rawchris/More-drop-downs
If you want the code in here you can say so, but I thought it was better this way. If you don't understand what I want, please say so and I will try to explain it better.
add closure into dropDownBtn (btw this is not a correct naming please check the link)
class dropDownBtn: UIButton, dropDownProtocol {
var didTapDropDown: ((Bool) -> Void)?
.
.
.
add this closure to the end of the override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
.
.
.
didTapDropDown?(isOpen)
}
then add these configuration to viewDidLoad
button1.didTapDropDown = { [unowned self] isOpened in
if isOpened {
self.button2.dismissDropDown()
}
}
button2.didTapDropDown = { [unowned self] isOpened in
if isOpened {
self.button1.dismissDropDown()
}
}
//Add Button to the View Controller
self.view.addSubview(button1)
self.view.addSubview(button2)

Select multiple nodes while dragging

I'm trying to make a game where the player at certain times draw a pattern on the screen. My solution for this is to add multiple nodes on the screen that are touchable via an extension of SKSpriteNode.
When the player touches a node, I want to call touchesmoved, and add all nodes touched to an array.
Then, when the player stops touching the screen, I want to match that array to another array, and something happens.
I've been playing around with the updates function and try to run a function each update loop, but it didn't work very well. I've also tried making the gameScene class a delegate of my touchableShapeNode Class, but I struggled to make it work.
class TouchableShapeNode: SKShapeNode {
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
if (name != nil) {
print("\(name ?? "node") touched")
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
if (name != nil) {
print("\(name ?? "node") touched")
}
}
}
My problem is that the only node that gets selected right now is the first node I touch, not the ones the player's finger move over. Right now I'm just printing the name of the touched node.
I'm not exactly sure what you're after, but here's a little program that does the following:
Puts 15 red blocks on screen
As you drag around the screen, any nodes you touch are added to a set.
When you stop touching, all touched nodes have their colour changed to green.
When you start a new touch, the set of touched nodes is emptied and all nodes return to their starting colour (red).
To use, simply start a new, empty SpriteKit project and replace gameScene.swift with this code.
import SpriteKit
import UIKit
class GameScene: SKScene {
let shipSize = CGSize(width: 25, height: 25)
let normalColour = UIColor.red
let touchedColour = UIColor.green
var touchedNodes = Set<SKSpriteNode>()
override func didMove(to view: SKView) {
let sceneWidth = self.scene?.size.width
let sceneHeight = self.scene?.size.height
// Add 15 colour sprites to the screen in random places.
for _ in 1...15 {
let ship = SKSpriteNode(color: normalColour, size: shipSize)
ship.position.x = CGFloat.random(in: -sceneWidth!/2...sceneWidth!/2) * 0.7
ship.position.y = CGFloat.random(in: -sceneHeight!/2...sceneHeight!/2) * 0.7
ship.name = "ship"
addChild(ship)
}
}
// When the screen is toucheed, empty the 'touchedNodes' set and rest all nodes back to their normal colour.
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
resetTouchedNodes()
}
// As the touch moves, if we touch a node then add it to our 'touchedNodes' set.
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
let touch = touches.first
let location = touch!.location(in: self)
// If there is a node at the touch location, add it to our 'touchedSprites' set.
if let touchedNode = selectNodeForTouch(location) {
touchedNodes.insert(touchedNode)
}
}
// When the touch ends, make all nodes that were touched change colour.
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
for node in touchedNodes {
node.color = touchedColour
}
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
resetTouchedNodes()
}
// Return the first sprite where the user touched the screen, else nil
func selectNodeForTouch(_ touchLocation: CGPoint) -> SKSpriteNode? {
let nodes = self.nodes(at: touchLocation)
for node in nodes {
if node is SKSpriteNode {
return (node as! SKSpriteNode)
}
}
return nil
}
// Clear the touchedSprites set and return all nodes on screen to their normal colour
func resetTouchedNodes() {
touchedNodes.removeAll()
enumerateChildNodes(withName: "//ship") { node, _ in
let shipNode = node as! SKSpriteNode
shipNode.color = self.normalColour
}
}
}
You could amend this in various ways. For example, you could change the colour of the sprite immediately you touch it in touchesMoved etc.

Cant drag ARKit SCNNode?

Ok, like everyone else I am having trouble dragging/translating an SCNNode in ARKit/world space. Ive looked at Dragging SCNNode in ARKit Using SceneKit and all the popular questions, as well as the code from Apple https://github.com/gao0122/ARKit-Example-by-Apple/blob/master/ARKitExample/VirtualObject.swift
Ive tried to simplify as much as possible and just did what I would in a normal scene kit game - http://dayoftheindie.com/tutorials/3d-games-graphics/t-scenekit-3d-picking-dragging/
I can get the tapped object and store the current finger pos no problem with:
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else { return }
let results = gameView.hitTest(touch.location(in: gameView), types: [ARHitTestResult.ResultType.featurePoint])
//TAP Test
let hits = gameView.hitTest(touch.location(in: gameView), options: nil)
currentTapPos = getARPos(hitFeature: hitFeature) //TAP POSITION
if let tappedNode = hits.first?.node {
My issue is, however, doing this in update - there is no animation. The object just appears wherever I tap, and overall not working -
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
guard let touch = touches.first else { return }
let results = gameView.hitTest(touch.location(in: gameView), types: [ARHitTestResult.ResultType.featurePoint])
guard let hitFeature = results.last else { return }
testNode.position = currentTapPos
I convert to SCNVector3 with this func:
func getARPos(hitFeature: ARHitTestResult)->SCNVector3
{
let hitTransform = SCNMatrix4.init(hitFeature.worldTransform)
let hitPosition = SCNVector3Make(hitTransform.m41,
hitTransform.m42,
hitTransform.m43)
return hitPosition
}
I have tried:
-translate by vector
-pan gesture (this screwed up other functions)
-SCNAction.moveTo
What can I do here? Whats wrong?
I agree with #Rickster that the Apple Code provides a much more robust example, however, I have this and it seems to work smoothly (much more so when you are using PlaneDetection (since feature points are much more sporadic):
I don't make use of touchesBegan but simply do the work in touchesMoved instead:
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
//1. Get The Current Touch Point
guard let currentTouchPoint = touches.first?.location(in: self.augmentedRealityView),
//2. Get The Next Feature Point Etc
let hitTest = augmentedRealityView.hitTest(currentTouchPoint, types: .existingPlane).first else { return }
//3. Convert To World Coordinates
let worldTransform = hitTest.worldTransform
//4. Set The New Position
let newPosition = SCNVector3(worldTransform.columns.3.x, worldTransform.columns.3.y, worldTransform.columns.3.z)
//5. Apply To The Node
nodeToDrag.simdPosition = float3(newPosition.x, newPosition.y, newPosition.z)
}
I might be going about this completely the wrong way (and if I am I would love to get feedback).
Anyway, I hope it might help... You can see a quick video of it in action here: Dragging SCNNode

Nodes not moving

(Swift 3)
import SpriteKit
import GameplayKit
class GameScene: SKScene {
var object = SKSpriteNode()
override func didMove(to view: SKView) {
object = self.childNode(withName: "dot") as! SKSpriteNode
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
object.run(SKAction.move(to: location, duration: 0.3))
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
object.run(SKAction.move(to: location, duration: 0.3))
}
}
override func update(_ currentTime: TimeInterval) {
}
}
This code is designed to allow me to drag a "dot" around the scene, however... I just cant! It won't budge! I've looked online, but I can't find anything. I tried pasting this code into a fresh project, and it worked there, but even deleting and replacing my "dot" node doesn't seem to help on my main project.
So... any ideas?
Confused has already said everything you must know about your issue.
I try to add details that help you with the code. First of all, you should use optional binding when you search a node with self.childNode(withName so if this node does not exist your project does not crash.
Then, as explained by Confused, you should add controls before you call your actions to be sure that your action is not already running.
I make an example here below:
import SpriteKit
class GameScene: SKScene {
var object = SKSpriteNode.init(color: .red, size: CGSize(width:100,height:100))
override func didMove(to view: SKView) {
if let sprite = self.childNode(withName: "//dot") as? SKSpriteNode {
object = sprite
} else { //dot not exist so I draw a red square..
addChild(object)
}
object.position = CGPoint(x:self.frame.midX,y:self.frame.midY)
}
func makeMoves(_ destination: CGPoint) {
if object.action(forKey: "objectMove") == nil {
object.run(SKAction.move(to: destination, duration: 0.3),withKey:"objectMove")
}
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
makeMoves(location)
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
let location = touch.location(in: self)
makeMoves(location)
}
}
}
Output:
The fact it works in a new, barebones project, and not in your fuller project indicates the problem is in the fuller project. Without a glimpse at that, it's pretty hard to tell what's actually going wrong.
Peculiar, to me, is the use of the SKAction to do the move in touchesMoved(). If you think about this in terms of how SKActions works, you're continually adding new move actions, at whatever rate the touchscreen is picking up changes in position. This is (almost always) much faster than 0.3 seconds. More like 0.016 seconds. So this should be causing all manner of problems, in its own right.
Further, you need something in the GameScene's touchesMoved() to ascertain what's being touched, and then, based on touching the dot, move it, specifically. This, I assume, is your "object".
A simpler way of doing this might be to use touchesMoved in a subclass of SKSpriteNode that represents and creates your dot instance.

Swift / SpriteKit Button Drag Off Cancel Not Working?

Hello I need your help I have been looking a while now to find the Answer to this.
I also have simplified the code to get rid of allot of the information/junk you don't need to know.
I have a main menu scene in for a IOS game using SpriteKit And Swift. There Is a main menu play button. What I want is When the button is pressed the button get bigger by a little. When the my finger is release the button gets smaller. This works fine using override func touchesBegan / touchesEnded. my problem is when my finger gets dragged off the button like to cancel. The button does not return to the original size. I am pretty sure I need to use
override func touchesCancelled(touches: Set<UITouch>?, withEvent event: UIEvent?) {}
But upon many attempts I am not getting the the desired result of returning the button to original size when my finger is dragged off the button. Thanks for any help.
import Foundation
import SpriteKit
import UIKit
class StartScene: SKScene {
var playButton: SKNode! = nill
override func didMoveToView(view: SKView) {
// Create PlayButton image
playButton = SKSpriteNode(imageNamed: "playButtonStatic")
// location of Button
playButton.position = CGPoint(x:CGRectGetMidX(self.frame), y:520);
self.addChild(playButton)
playButton.setScale(0.5)
}
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
if playButton.containsPoint(location) {
playButton.setScale(0.6)}}}
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
if playButton.containsPoint(location) {
playButton.setScale(0.5)
}}}
// Problem Area
override func touchesCancelled(touches: Set<UITouch>?, withEvent event: UIEvent?) {
for touch: AnyObject in touches! {
let location = touch.locationInNode(self)
if playButton.containsPoint(location) {
playButton.setScale(0.5)
}}}
}
Thanks for any response
Found the solution use a Else statement in TouchesEnded
override func touchesEnded(touches: Set<UITouch>, withEvent event: UIEvent?) {
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
if playButton.containsPoint(location) {
playButton.setScale(0.5)
}
else
{
playButton.setScale(0.5)
}}
You say you found a solution but here's an easier solution: use a custom class I created designed specifically for buttons for SpriteKit. Link to the GitHub that has the class file. With this class, you don't have to worry about it at all, and it removes unnecessary code from your touches functions. JKButtonNodes have 3 states: normal, highlighted, and disabled. You also don't have to worry about setting it to nil if you have removed it from the parent.
To declare a variable, do this. Ignore the playButtonAction error for now.
var playButton = JKButtonNode(background: SKTexture(imageNamed: "playButtonStatic"), action: playButtonAction)
The action is the function to call when the button is pressed and let go. Create a function like this anywhere in your class.
func playButtonAction(button: JKButtonNode) {
//Whatever the button does when pressed goes here
}
Then you can set its properties in didMoveToView.
playButton.position = CGPoint(x:CGRectGetMidX(self.frame), y:520)
//These are the 3 images you want to be used when pressed/disabled
//You can create a bigger image for when pressed as you want.
playButton.setBackgroundsForState(normal: "playButtonStatic", highlighted: "playButtonHighlighted", disabled: "")
addChild(playButton)
And that's it! The JKButtonNode class itself already cancels touches if the user moves their finger off, it also doesn't call the function unless the user has successfully pressed the button and released their finger on it. You can also do other things like disable it from playing sounds, etc.
A good pro of using JKButtonNode is that you don't have to have code all over the place anymore since it doesn't require ANY code in the touches functions.