Manually passing touches Began to a newly created instance - iphone

I want an object to be created when I touch an UIView. But I want the new object to be able to moved without the finger having to be raised. I tried passing the touched event to the new object but it doesn't work.
Is there any way to do it?

You'll have to derive a subclass of the UIView, which will serve as a HolderView for all newly generated views. Also, once a new view is generated, the new view will move along with the finger even if its not raised.
Following code will do it, tweak it later as per your needs:
#interface HolderView : UIView
#property(nonatomic,retain)UIView *newView;
#end
#implementation HolderView
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
// Initialization code
}
return self;
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint touchPoint = [touch locationInView:self];
if (CGRectContainsPoint(self.bounds, touchPoint)) {
CGRect r = CGRectMake(touchPoint.x-50, touchPoint.y-50, 100, 100);
self.newView = [[[UIView alloc] initWithFrame:r]autorelease];
self.newView.backgroundColor= [UIColor cyanColor];
[self addSubview:self.newView];
}
}
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
if (self.newView!=nil) {
UITouch *touch = [touches anyObject];
CGPoint touchPoint = [touch locationInView:self];
self.newView.center = touchPoint;
}
}
#end

i think the touch is creating a problem at your end while you touch at some other object the view is also present so touch can not identified on your movable object for that you need to use one UIImageview over your UIView and then detect the touch and then you'll be able to achieve your desired output
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [[event allTouches] anyObject];
CGPoint imgPop = [touch locationInView:imgPopup];
if ([imgPopup pointInside:imgPop withEvent:event])
{
CGPoint imgReply = [touch locationInView:viewComment];
if ([viewComment pointInside:imgReply withEvent:event])
{
} else {
viewPopup.hidden = TRUE;
}
}
}
this is how i manage this code is for dismissing the view on touch but you can modify and use for your purpose.

Related

touchesMoved reaching out of my view bounds

I have subclassed UIView and there initially my view will be in a default color and i need to fill some different color on touch (from x axis = 0 to user touched point),here the problem is touchesMoved even if i drag out of my self view bounds it is getting those points,how to restrict it to only for my self view bounds.
I googled & tried below snippets but of no luck
if([self pointInside:point withEvent:nil]){
[self fillColor];
}
My touchesMoved method is as below,
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint point = [touch locationInView:self];
endPoint = point;
NSLog(#"moved x: %f,y: %f",point.x,point.y);
if(CGRectContainsPoint([self frame], endPoint)){ // this also not working
[self fillColor];
}
}
Any help is appreciated in advance.
just set tag in viewDidLoad: method and use bellow logic..
fillColorView.tag = 111;
and use bellow logic in touchesMoved: method like bellow..
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *tap = [touches anyObject];
CGPoint pointToMove = [tap locationInView:fillColorView];
if([tap.view isKindOfClass:[UIView class]])
{
UIView *tempView=(UIView *) tap.view;
if (tempView.tag == 111){
[self fillColor];
}
}
}
hope this help you...
In your touchesMoved method, CGPoint point = [touch locationInView:self]; replcae self by the view in which you wants the touch to be worked.
self will get the complete view, you should pass your drawingView at there, so that it will detetc touch only on that view.

Disable UIView on TouchesMoved

I have an application in which i have to move images, problem is arising when mouse touches the images it gets moved but if it touches the main View, whole view is also moving.
I tried view.userInteractionEnabled=NO;
but after one move whole view gets freeze.
I want my view to be static(not moving)
Help !!!
here is the code
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [[event allTouches] anyObject];
UIImageView *imgPimples = [[UIImageView alloc]init];
imgPimples = (UIImageView*)[touch view];
CGPoint touchLocation = [touch locationInView:imgPimples];
imgPimples.center = touchLocation;
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
}
Just check whether touched class is of kind UIImageView.
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [[event allTouches] anyObject];
if ([[touch view] isKindOfClass:[UIImageView class]]) {
UIImageView *imgPimple;
imgPimple = (UIImageView *)[touch view];
CGPoint touchLocation = [touch locationInView:imgPimple];
imgPimple.center = touchLocation;
}
}
I think it will serve your purpose.
if ([touch.view isKindOfClass:[UIImageView class]]){
imgPimples.center = touchLocation;
}
assuming your parent view is not also a UIImageView.

UIScrollview touchesbegan,touchesmoved,touchesended actions

I did this touch actions in UIView, ie,
in a uiview there are two or three subviews v1,v2,v3. I used the code below to place the image i1,i2,i3 in corresponding views and if I moves the touch the images move to that point in the view.
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
if ([touch view] == v1)
{
CGPoint location = [touch locationInView:v1];
i1.center = location;
}
else if([touch view] == v2)
{
CGPoint location = [touch locationInView:v2];
i2.center = location;
}
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
if ([touch view] == v1)
{
CGPoint location = [touch locationInView:v1];
i1.center = location;
}
else if([touch view] == v2)
{
CGPoint location = [touch locationInView:v1];
i2.center = location;
}
}
Now I have to do this for a sequence of 28 images so I went for Uiscrollview but I cant get that please explain me clearly with code. thanks a lot in advance for your help.
You need to subclass UIScrollView to get touch events of UIScrollView.

Different between UIView and UIControl when drag inside UIScrollView

I have a UIScrollView which contains some small UIView subclass. UIScrollView is scroll enabled, and I want each UIView can be dragged inside UIScrollView freely.
My UIView subclass has this method:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
if ([touch view] != self) {
return;
}
CGPoint touchPoint = [touch locationInView:self.superview];
originalX = self.center.x;
originalY = self.center.y;
offsetX = originalX - touchPoint.x;
offsetY = originalY - touchPoint.y;
[self.superview bringSubviewToFront:self];
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
if ([touch view] == self) {
CGPoint location = [touch locationInView:self.superview];
CGFloat x = location.x + offsetX;
CGFloat y = location.y + offsetY;
self.center = CGPointMake(x, y);
return;
}
}
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
if ([touch view] == self) {
self.center = CGPointMake(originalX, originalY);
}
}
I found touchesCancelled:withEvent will be called each time I just drag UIView several pixels. But these codes will work correctly if it is subclass of UIControl.
Why?
Thanks in advance!
UIScrollView tries to determine what kind of interaction the user has in mind. If you tap a view inside a scroll view, that view gets the touch began. If the user then drags, the scroll view decides that the user wants to scroll, so it sends touchesCancelled to the view which first got the event. It then handles the dragging itself.
To enable your own dragging of subviews, you can subclass UIScrollView and override touchesShouldBegin:withEvent:inContentView: and touchesShouldCancelInContentView:.

UITouch object behaving oddly

I wanted to get points where user is touching on the screen therefore I wrote following code which will fire when user will touch somewhere on the screen
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
[super touchesBegan:touches withEvent:event];
UITouch *touch = [[UITouch alloc] init];
touch = [touches anyObject];
CGPoint point = [touch locationInView:self];
if (CGRectContainsPoint([dob frame], point)) {
[self showDatePickerforDOB:YES];
}
}
but this code is giving run time error. Upon debugging it was revealed that locationInView is not recognized as a function of touch object on the other hand it is documented in iphone class reference documentation. When I changed code to exclude alloc i.e
UITouch *touch;
touch = [touches anyObject];
then locationInView is perfectly working fine. Any ideas why UITouch *touch = [[UITouch alloc] init]; is giving runtime error.
I think you should not alloc and init the touch pointer, the correct code should be:
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
[super touchesBegan:touches withEvent:event];
UITouch *touch = [touches anyObject];
CGPoint point = [touch locationInView:self];
if (CGRectContainsPoint([dob frame], point)) {
[self showDatePickerforDOB:YES];
}
}
[touches anyObject] will return an autorelease object so you don't need to alloc and init the touch pointer.
I got the reason why there was an error. It was because of line
CGPoint point = [touch locationInView:self];
when I changed it to CGPoint point = [touch locationInView:self.view]; runtime error was removed. The reason is that locationInView function takes UIView as its parameter and on the other hand i was giving it a delegate i.e 'self'.
so self.view solved the issue