Touch to hide tool bar - iphone

I want to hide and show tool bar when touch in The area CGRectMake(130, 0, 60, 480)
without using UIGestureRecognizer because its effect my other views
if touch once in the area , tool bar should hide and if tool bar is hidden , should show the tool bar
i have tried this
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
if (mainToolbar.hidden == YES) {
mainToolbar.hidden=NO;
}
else if(mainToolbar.hidden == NO){
[mainToolbar setHidden:YES];
}
}
but its hide tool bar when touch in to tool bar only
thanks......

Write your code in the view where you added tool bar. You will get location of touch using this code:
UITouch *touch = [[event allTouches] anyObject];
CGPoint location = [touch locationInView: touch.view];
And then check if touch is inside your rect using CGRectContainsPoint: function.
Another approach is simply put an button on the required area. Hope this helps

The method gives you an NSSet of all touches on the screen. You can use this to customize your behavior for touches. For example:
//This will change the state of whether mainToolbar is hidden or not. In the case of multiple touches, it will change the property if any touch is in the CGRect area.
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
CGRect testRect = CGRectMake(130, 0, 60, 480);
for (UITouch *touch in touches) {
if (CGRectContainsPoint(testRect, [touch locationInView:self.view])) {
mainToolbar.hidden = !mainToolbar.hidden;
}
}
}
Or if you only want the action to happen if one touch is made and ignore it if the user is touching with multiple fingers, you would check for that:
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
CGRect testRect = CGRectMake(130, 0, 60, 480);
if ([touches count] == 1) {
//If there is only one touch, we check for that. Otherwise, we ignore it.
UITouch *touch = [touches anyObject];
if (CGRectContainsPoint(testRect, [touch locationInView:self.view])) {
mainToolbar.hidden = !mainToolbar.hidden;
}
}
}
You can do some really cool things with just the four functions touchesBegan: touchesMoved: touchesEnded: and touchesCanceled:.

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.

iOS : detect UIImageView for UITouch Events

I've added some UIImageView dynamically and filled it with different images, what I am trying to do is "Allow user to set position for any UIImageView", for that I used
-(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
//Here I want the object of particular UIImageView on which user touched.
}
In that method I'm doing,
NSLog(#"%#",[touches anyObject]);
It returns output
<UITouch: 0x68b95e0> phase: Began tap count: 1 window: <UIWindow: 0x68875d0; frame = (0 0; 320 480); layer = <UIWindowLayer: 0x68b6470>> view: <UIImageView: 0x6a74cf0; frame = (83.7763 83.7763; 182.447 182.447); transform = [0.968912, -0.247404, 0.247404, 0.968912, 0, 0]; alpha = 0.8; opaque = NO; tag = 3; layer = <CALayer: 0x6a74980>> location in window: {161, 230} previous location in window: {161, 230} location in view: {52.7761, 105.448} previous location in view: {52.7761, 105.448}
Note, in above output, it showing my UIImageView object on which I touched. But I want that object from it!!!
I want my UIImageView on which user touched?, I have already set property userInteractionEnabled=YES so the problem isn't with it!
I used below code to get it so, but it wont work.
NSInteger tag=[[[touches anyObject] view] tag]; //It only returns tag of UIView tag
I Google it but doesn't come with solution!
Thank you in advance for any help!
Here you go:
this is only for one imageview you can detect the other by the same if statement.
-(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint touch_point = [touch locationInView:self.view];
if (![imageView pointInside:touch_point withEvent:event])
{
NSLog(#"point inside imageview");
}
}
or you can also do this :p
-(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
if (touch.view == iv)
{
NSLog(#"i got you");
}
}
like this: (iv and iv2 are 2 different UIImageView`s)
if (touch.view == iv)
{
NSLog(#"i got you");
}
if (touch.view == iv2)
{
NSLog(#"i got you too :p");
}
-(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch=[touches anyObject];
if([[touch valueForKey:#"view"] isKindOfClass:[UIImageView class]])
{
UIImageView *viewSelected=(UIImageView *)[touch valueForKey:#"view"]; //it returns touched object
//for further differences can user viewSelected.tag
}
}
Code to get only the X and Y coords from the UIImageView:
-(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [[event allTouches] anyObject];
CGPoint touch_point = [touch locationInView:self.imgView];
if ([imgView pointInside:touch_point withEvent:event])
{
NSLog(#"point inside imageview");
cords=[NSString stringWithFormat:#"%f,%f",touch_point.x,touch_point.y];
NSLog(#"cords are%#",cords);
}
}
You can use UIButton with Image properties instead of UIImageView.
If you would like to call your own function ,It's pretty easy to handle many event like Touch up inside or Touch Cancel by adding selector.
UIButton *yourBtn = [UIButton buttonWithType:UIButtonTypeRoundedRect];
/* Depend on your dynamic programming handle */
yourBtn.frame = CGRectMake(40, 140, 240, 30);
/* If you prefer just only image ,no need to set Title name */
[yourBtn setTitle:#"Your Button Title" forState:UIControlStateNormal];
/* choose yourFunction for each UIButton */
[yourBtn addTarget:self action:#selector(yourFunction) forControlEvents:UIControlEventTouchUpInside];
/* your button will be appear in the position that you have define */
[self.view addSubview:yourBtn];
Hope It helps you!
1 Subclass UIImageView and implement:
Responding to Touch Events
– touchesBegan:withEvent:
– touchesMoved:withEvent:
– touchesEnded:withEvent:
– touchesCancelled:withEvent:
Responding to Motion Events
– motionBegan:withEvent:
– motionEnded:withEvent:
– motionCancelled:withEvent:
or:
2 Add UIGestureRecognizer to each UIImageView.
You could add the View that you add into an NSMutableArray and then just compare like this:
I am not in my mac, but It's something similar to this:
NSInteger viewID = [_views indexOfObject:[[touches anyObject] view]];
This return and number if not isn't exist do this:
if (viewID != NSNotFound) {
//it exist the view and its in the array
}

cocoa-touch: How to pass on a touch to another object

This is a beginner's question I'm afraid:
I have an UIText which covers the entire screen. I have another transparent view on top of this UITextView so as to be able to recognise swiping gestures (horizontally and vertically), like so:
- (void)viewDidLoad
{
[super viewDidLoad];
// UITextView
CGRect aFrame = CGRectMake(0, 0, 320, 480);
aTextView = [[UITextView alloc] initWithFrame:aFrame];
aTextView.text = #"Some sample text.";
[self.view addSubview:aTextView];
// canTouchMe
CGRect canTouchMeFrame = CGRectMake(0, 0, 320, 480);
canTouchMe = [[UIView alloc] initWithFrame:canTouchMeFrame];
[self.view addSubview:canTouchMe];
}
Let's consider the user touches (not swipes) the canTouchMe View. In this case, I would like the canTouchMe view to disappear and pass on the touch to the UITextView hiding beneath so that it enters the editing mode and enable the 'natural' scrolling options an UITextView has (i.e. only horizontally).
My touches began method looks like this:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
[super touchesBegan:touches withEvent:event];
UITouch *touch =[touches anyObject];
gestureStartPoint = [touch locationInView:self.view];
}
How do I tell this method that IF it recognises only ONE touch, that it should hide the canTouchMeFrame and PASS ON the touch to the UITextView?
Sorry if this is basic, but I have no idea how to implement this. Thanks for any suggestions.
EDIT:
I introduced a touchEnded method, but I still have no luck. The touch will not be forwarded to the UITextView. I need to tap twice in order to edit it:
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event{
[super touchesMoved:touches withEvent:event];
UITouch *touch = [touches anyObject];
CGPoint currentPosition = [touch locationInView:self.view];
CGFloat deltaX = fabsf(gestureStartPoint.x - currentPosition.x); // will always be positive
CGFloat deltaY = fabsf(gestureStartPoint.y - currentPosition.y); // will always be positive
if (deltaY == 0 && deltaX == 0) {
label.text = #"Touch"; [self performSelector:#selector(eraseText) withObject:nil afterDelay:2];
[aTextView touchesBegan:touches withEvent:event];
[self.view bringSubviewToFront:aTextView];
[self.view bringSubviewToFront:doneEdit];
}
}
NSSet has a -count method. If touches only has one object, then you're responding to a single touch.
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
[super touchesBegan:touches withEvent:event];
if ([touches count] == 1) {
[self hideMyRectangle];
[someOtherObject touchesBegan:touches withEvent:event];
//etc, etc.
return;
}
// if you get here, there's more than one touch.
UITouch *touch =[touches anyObject];
gestureStartPoint = [touch locationInView:self.view];
}

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:.

Programmatically pass touches to UIScrollView to scroll

Basically I'm trying to make UIScrollView only scroll on higher angles. As in right now if you move your finger 10 degrees off horizontal, the scrollview will scroll. I'd like to push that up to, say, 30 degrees.
After doing some reading, I established the best way to do this would be to put a subclassed UIView on top of the scrollview. If the UIView on top's touches are above 30 degrees, pass it down to the scrollview, and otherwise don't.
However, I can't figure out how to pass the touches down. Here's my code right now:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
NSLog(#"glass touch began");
UITouch *touch = [touches anyObject];
beginning_touch_point = [touch locationInView:nil];
[scroll_view touchesBegan:touches withEvent:event];
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
NSLog(#"glass touch ended");
UITouch *touch = [touches anyObject];
CGPoint previous_point = beginning_touch_point;
CGPoint current_point = [touch locationInView:nil];
float x_change = fabs(previous_point.x - current_point.x);
float y_change = fabs(previous_point.y - current_point.y);
if(x_change > y_change)
{
if(previous_point.x - current_point.x < 0)
{
[(MyScheduleViewController *)schedule_controller didFlickLeft];
}
else
{
[(MyScheduleViewController *)schedule_controller didFlickRight];
}
[scroll_view touchesCancelled:touches withEvent:event];
}
else
{
[scroll_view touchesEnded:touches withEvent:event];
}
}
I know right now that it's checking for 45 degrees, but that's not the important thing. What is important is that the touches are indeed getting passed down correctly to my scroll_view. I have it doing a NSLog() on touchesbegan and touchesended, and it's doing both correctly. It's just not scrolling. I'm worried touchesBegan and touchesEnded cannot cause a scroll. Does anyone know what can, or what I'm doing wrong?
I also tried to do the same but didn't succeed. It seems scrollView doesn't handle touchesMoved/touchesBegan, but it handles some other events to understand that user wants to scroll the view.
For me the solution was to determine thet shift value and set it explicitly as a scrollView content offset. It looked like this (I don't have the exact source code no, this code may work incorrectly):
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event{
UITouch *touch = [touches anyObject];
CGPoint curr = [touch locationInView: self];
CGPoint offset = [scrollView contentOffset];
[scrollView setContentOffset: CGPointMake(offset.x + (curr.x - prev.x), offset.y) animated:YES];
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{
prev = [[touches anyObject] previousLocationInView: self];
}