Call touchesEnded only if no touches on view - touch

Currently, if I tap with two fingers on my screen and remove one of them but keep pressing with the other finger, the touchesEnded-method will get called.
But I want that the method only does something if there are no more touches in the view.
How can I check within the touchesEnded-method if there are still touches on the scene?

The touchesBegan and touchesEnded methods get called each time for each touch that occurs on the screen. Each touch on the screen is associated with a UITouch object. You can find all touches that are associated with the event in the (NSSet*) touches object that is a parameter for these methods.
You need to keep track of the original touch using a global variable.
In your gameScene's implementation:
#implementation GameScene
{
UITouch* currentTouch; //This variable will keep track of the touch.
}
Now, in the touchesBegan method:
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
/* Called when a touch begins */
for (UITouch *touch in touches) {
if (currentTouch == nil) {
currentTouch = touch;
//Handle touch code here, not outside.
}
}
}
And in the touchesEnded method:
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
for (UITouch *touch in touches) {
if ([touch isEqual:currentTouch]) {
//This is the tracked touch, handle touch ending here.
currentTouch = nil;
}
}
}
The above code should help you handle touch for a single touch object.
For a better understanding, you can read up on the Apple's touch handling guide here.

Related

How to make 'touchesBegan' method work for a specific view?

In my add contact page, i have a view and a scrollview on it and again a view on it. and in that last view i ve textboxes, etc. i have given the 'touchesBegan' method but it is called only for the view at the bottom. how to point that method to another view i.e., the view at the top?
-(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
[self.AddView endEditing:YES];
}
One way this is how you can do :
-(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch= [touches anyObject];
if ([touch view] == image1)
{
//Action
}
}
Please Note : As you are using UIScrollView you might not able to get touches method for UIScrollView. In that case you might have to use UIGesture.
Here is the answer in Swift:
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
let touch = touches.first as! UITouch
if(touch.view == myView){
// Code
}
}
First check the property UserInteractionEnabled of that whole controls and set to YES
After check out your bottom view frame that its not over on that views
And after you can checkout that with bellow condition and do something with particular controls touch event..
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
[touch locationInView:viewBoard];
if([touch.view isKindOfClass:[UIImageView class]])
{
UIImageView *tempImage=(UIImageView *) touch.view;
if (tempImage.tag == yourImageTag)
{
/// write your code here
}
}
}
try this :
- (void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch1 = [touches anyObject];
CGPoint touchLocation = [touch1 locationInView:self.finalScore];
if(CGRectContainsPoint(YourView.frame, touchLocation));
{
//Do stuff.
}
}
try
-(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [[event touchesForView:vTouch] anyObject];
if(!touch)
return;
CGPoint pointNow = [touch locationInView:otherView];
{
// code here
}
}
If your view is a parent view then can use this code:
if let touch = touches.first {
let position = touch.location(in: yourView)
let pnt: CGPoint = CGPoint(x: position.x, y: position.y)
if (yourView.bounds.contains(pnt)) {
//You can use: yourView.frame.contains(pnt)
//OK.
}
}
Referring to the Apple documentation on UIResponder, all UIView objects (which includes UIWindow), UIApplication object, UIViewController objects are all instances of UIResponder. To handle a specific type of event, a responder must override the corresponding methods.
In our case touches is our type of event. So our responder should implement the following methods.
touchesBegan(:with:), touchesMoved(:with:), touchesEnded(:with:), and touchesCancelled(:with:)
Since we only wish to know when a user has touched a particular view, we only need to implement touchesBegan(_:with:). Since we are not overriding the other methods we must call super.touchesBegan(touches, with: event). If we were overriding ALL of the other methods, we wouldn't be required to call super.
Looking at touchesBegan(_:with:) the parameter touches is a set of UITouch instances. Each instance represents the touches for the starting phase of the event, which is represented by the parameter event.
For touches in a view, this set contains only one touch by default. Hence touches.first is the only UITouch instance in the set. We then access the property view, this represents the view or window in which the touch occurred. Lastly we compare the view that has been touched with your desired view.
It should be noted that if you wish to receive multiple touches- you must set the view's isMultipleTouchEnabled property to true. Then the set of touches will have more than one UITouch instance and you will have to handle that accordingly.
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
super.touchesBegan(touches, with: event)
if let touch = touches.first, touch.view == myView {
// Do something
}
}

iOS - How to drag element during animation

i need to drag an element during an animation. The element fall from the top of the screen and i need the user can drag it wherever he want, even during animation
Thanks
You can use the touchesBegan method to detect when the user touches the element.
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
if (touch != nil && (touch.view == elementView))
//do your stuff
}
Then set the element's position to the touch location, and remove the animation.
elementView.center = [touch locationInView:self.view];
[elementView.layer removeAllAnimations];
This should work. Then you can use the similar touchesMoved method to update the position during the drag.
Since you're using the UIView block based animations, try using:
animateWithDuration:delay:options:animations:completion:
with the UIViewAnimationOptionAllowUserInteraction option.

To find what object is underneath our touch when touch moved

How to determine the property or perhaps the object underneath the object i am hovering or dragging?
To put my question clearly, lets take I am hovering a uiview, I want to find out what (object or view) is underneath the view I am hovering.
in custom view you can override touchesEnded method.This sample code may help your custom view hit test problem.
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
if ([touches count] == 1) {
UITouch *touch = [touches anyObject];
CGPoint point = [touch locationInView:custom_view];
if (CGRectContainsPoint(custom_view.bounds, point)) {
//if touch hit to custom_view
};
}
[super touchesEnded:touches withEvent:event];
}
For one, if you know the frames of both objects you can use CGRectIntersectsRect.
if (CGRectIntersectsRect(topObjectsRect, bottomObjectsRect)) {
//
}
Additionally, you could get the point that was touched and then use the following to check if that point is in a certain rectangle.
if (CGRectContainsPoint(CGRectMake(someX, someY, someWidth, someHeight), pointOfTouch))
{
//
}

iPhone - ignoring the second touch on an area

I have a view that the users are allowed to finger paint. The code is working perfectly if the area is touched with one finger. For example: I touch it with one finger and move the finger. Then, a line is drawn as I move the first finger. If I touch with a second finger the same view, the line that was being drawn by the first finger stops.
I would like to ignore any touch beyond the first, i.e., to track the first touch but ignore all others to the same view.
I am using touchesBegan/moved/ended.
I have used this to detect the touches
UITouch *touch = [[event allTouches] anyObject];
lastPoint = [touch locationInView:myView];
I have also tried this
lastPoint = [[touches anyObject] locationInView:myView];
but nothing changed.
How do I do that - track the first touch and ignore any subsequent touch to a view?
thanks.
NOTE: the view is NOT adjusted to detect multiple touches.
A given touch will maintain the same memory address as long as it is in contact with the screen. This means you can save the address as an instance variable and ignore any events from other objects. However, do not retain the touch. If you do, a different address will be used and your code won't work.
Example:
Add currentTouch to your interface:
#interface MyView : UIView {
UITouch *currentTouch;
...
}
...
#end
Modify touchesBegan: to ignore the touch if one is already being tracked:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
if(currentTouch) return;
currentTouch = [touches anyObject];
...
}
Modify touchesMoved: to use currentTouch instead of getting a touch from the set:
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
if(!currentTouch) return;
CGPoint currentPoint = [currentTouch locationInView:myView];
...
}
Modify touchesEnded: and touchesCancelled: to clear currentTouch, but only if currentTouch has ended or been cancelled.
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
if(currentTouch && currentTouch.phase == UITouchPhaseEnded) {
...
currentTouch = nil;
}
}
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
if(currentTouch && currentTouch.phase == UITouchPhaseCancelled) {
...
currentTouch = nil;
}
}
yourView.multipleTouchEnabled = NO;
From the reference documents on UIView
multipleTouchEnabled
A Boolean value that indicates whether
the receiver handles multitouch
events.
#property(nonatomic, getter=isMultipleTouchEnabled) BOOL
multipleTouchEnabled Discussion
When set to YES, the receiver receives
all touches associated with a
multitouch sequence. When set to NO,
the receiver receives only the first
touch event in a multitouch sequence.
The default value of this property is
NO.
Other views in the same window can
still receive touch events when this
property is NO. If you want this view
to handle multitouch events
exclusively, set the values of both
this property and the exclusiveTouch
property to YES.

UIScrollView touches vs subview touches

Please can someone help sort a noob out? I've posted this problem on various forums and received no answers, while many searches for other answers have turned up stackOverflow, so I'm hoping this is the place.
I've got a BeachView.h (subclass of UIScrollView, picture of a sandy beach) covered with a random number of Stone.h (subclass of UIImageView, a random PNG of a stone, userInteractionEnabled = YES to accept touches).
If the user touches and moves on the beach, it should scroll.
If the user taps a stone, it should call method "touchedStone".
If the user taps the beach where there is no stone, it should call method "touchedBeach".
Now, I realize this sounds dead simple. Everyone and everything tells me that if there's something on a UIScrollView that accepts touches that it should pass control on to it. So when I touch and drag, it should scroll; but if I tap, and it's on a stone, it should ignore beach taps and accept stone taps, yes?
However, it seems that both views are accepting the tap and calling both touchedStone AND touchedBeach. Furthermore, the beach tap occurs first, so I can't even put in a "if touchedStone then don't run touchedBeach" type flag.
Here's some code.
On BeachView.m
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
if (self.decelerating) { didScroll = YES; }
else { didScroll = NO; }
UITouch *touch = [[event allTouches] anyObject];
CGPoint touchLocation = [touch locationInView:touch.view];
NSLog(#"touched beach = %#", [touch view]);
lastTouch = touchLocation;
[super touchesBegan:touches withEvent:event];
}
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
didScroll = YES;
[super touchesMoved:touches withEvent:event];
}
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
if (didScroll == NO && isPaused == NO) {
[self touchedBeach:YES location:lastTouch];
}
[super touchesEnded:touches withEvent:event];
}
On Stone.m
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
[parent stoneWasTouched]; // parent = ivar pointing from stone to beachview
}
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [[event allTouches] anyObject];
CGPoint touchLocation = [touch locationInView:touch.view];
NSLog(#"touched stone = %#", [touch view]);
[parent touchedStone:YES location:touchLocation];
}
After a stone tap, My NSLog looks like this:
Touched beach = <BeachView: 0x1276a0>
ran touchedBeach
Touched Stone = <Stone: 0x1480c0>
ran touchedStone
So it's actually running both. What's even stranger is if I take the touchesBegan and touchesEnded out of Stone.m but leave userInteractionEnabled = YES, the beachView registers both touches itself, but returns the Stone as the view it touched (the second time).
Touched beach = <BeachView: 0x1276a0>
ran touchedBeach
Touched beach = <Stone: 0x1480c0>
ran touchedBeach
So PLEASE, I've been trying to sort this for days. How do I make it so a tapped stone calls only touchedStone and a tapped beach calls only touchedBeach? Where am I going wrong?
Is true, iPhone SDK 3.0 and up, don't pass touches to -touchesBegan: and -touchesEnded: **UIScrollview**subclass methods anymore. You can use the touchesShouldBegin and touchesShouldCancelInContentView methods that is not the same.
If you really want to get this touches, have one hack that allow this.
In your subclass of UIScrollView override the hitTest method like this:
- (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event {
UIView *result = nil;
for (UIView *child in self.subviews)
if ([child pointInside:point withEvent:event])
if ((result = [child hitTest:point withEvent:event]) != nil)
break;
return result;
}
This will pass to you subclass this touches, however you can't cancel the touches to UIScrollView super class.
Prior to iPhone OS 3.0, the UIScrollView's hitTest:withEvent: method always returns self so that it receives the UIEvent directly, only forwarding it to the appropriate subview if and when it determines it's not related to scrolling or zooming.
I couldn't really comment on iPhone OS 3.0 as it's under NDA, but check your "iPhone SDK Release notes for iPhone OS 3.0 beta 5" :)
If you need to target pre-3.0, you could override hitTest:withEvent: in BeachView and set a flag to ignore the next beach touch if the CGPoint is actually in a stone.
But have you tried simply moving your calls to [super touches*:withEvent:] from the end of your overridden methods to the start? This might cause the stone tap to occur first.
I had a similar problem with a simpleView and it is added to a scrollView , and whenever I touched the simpleView , the scrollView used to get the touch and instead of the simpleView , the scrollView moved . To avoid this , I disabled the srcolling of the scrollView when the user touched the simpleView and otherwise the scrolling is enabled .
- (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event {
UIView *result = [super hitTest:point withEvent:event] ;
if (result == simpleView)
{
scrollView.scrollEnabled = NO ;
}
else
{
scrollView.scrollEnabled = YES ;
}
return result ;
}
This could be related to a bug in iOS7 please review my issue (bug report submitted)
UIScrollView subclass has changed behavior in iOS7