A UIViewController is called when a user touches an image on a UITableViewCell.
It is called using modalViewController.
On this modalViewController is a UIScrollView, with another UIImageView in the middle, that fetches an image using NSDictionary (passed from the UITableViewCell).
Now, what I wanted to achieve was the ability for the user to drag the image vertically only, such that dragging and releasing a little would cause the image to return to the center with animation. If the user drags it to the extremes, the entire UIScrollView is dismissed and the user returns to the UITableView. I used the following code. The issue here is, and as my name suggests, this code is crude. Is there an elegant way of doing this, without the need of so much calculation?
BOOL imageMoved=NO;
- (void) touchesMoved:(NSSet *)touches
withEvent:(UIEvent *)event {
UITouch * touch = [touches anyObject];
CGPoint pos = [touch locationInView: [UIApplication sharedApplication].keyWindow];
CGRect imageRect = _photoImageView.frame;//_photoImageView object of UIImageView
CGFloat imageHeight = imageRect.size.height;//getting height of the image
CGFloat imageTop=240-imageHeight/2;
CGFloat imageBottom=imageTop+imageHeight;//setting boundaries for getting coordinates of touch.
// Touches that originate above imageTop and below imageBottom are ignored(until touch reaches UIImageView)
if (pos.y>50&&pos.y<430&&pos.y>=imageTop&&pos.y<=imageBottom){//extremes are defined as top and bottom 50 pixels.
imagedMoved=YES;//BOOL variable to hold if the image was dragged or not
NSLog(#"%f", pos.y);
[UIView setAnimationDelay:0];
[UIView animateWithDuration:0.4
animations:^{_photoImageView.frame=CGRectMake(0,pos.y-imageHeight/2,320,200);}
completion:^(BOOL finished){ }];
}
}
- (void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch * touch = [touches anyObject];
CGPoint pos = [touch locationInView: [UIApplication sharedApplication].keyWindow];
if (pos.y>50&&pos.y<430){//if touch has NOT ended in the extreme 50 pixels vertically
[UIView setAnimationDelay:0];//restoring UIImageView to original center with animation
[UIView animateWithDuration:0.4
animations:^{_photoImageView.frame=CGRectMake(0,140,320,200);}
completion:^(BOOL finished){ }];
imagedMoved=NO;//prepare BOOL value for next touch event
}
else if(pos.y<50||pos.y>430)
if(imagedMoved)
[self.photoBrowser exit] ;//exit function(imported from UIScrollViewController) dismisses
//modalView using [self dismissViewControllerAnimated:YES completion:nil];
}
All code here is a modification onto a customized copy of UITapView in MWPhotoBrowser.
Yo, here is a much easier way to do this, more or less an example of what Alessandro stated. I'm not finding the top of the screen but I'm giving the illusion of it.
BCViewController.h
#import <UIKit/UIKit.h>
#interface BCViewController : UIViewController <UIScrollViewDelegate>
#property (weak, nonatomic) IBOutlet UIScrollView *svScroller;
#property (weak, nonatomic) IBOutlet UIImageView *ivFish;
#end
#import "BCViewController.h"
#interface BCViewController (){
UIPanGestureRecognizer *_panGestureRecognizer;
CGPoint _fishOrigin;
}
#end
#implementation BCViewController
- (void)viewDidLoad
{
[super viewDidLoad];
self.svScroller.delegate = self;
[self.svScroller setContentSize:self.view.frame.size];
self.svScroller.translatesAutoresizingMaskIntoConstraints = NO;
self.ivFish.userInteractionEnabled = YES;
_panGestureRecognizer = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(handlePanFrom:)];
[self.ivFish addGestureRecognizer:_panGestureRecognizer];
_fishOrigin = self.ivFish.center;
NSLog(#"center %f", self.ivFish.center.x);
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Dispose of any resources that can be recreated.
}
-(void)handlePanFrom:(UIPanGestureRecognizer *)recognizer{
// if you want it but not used
CGPoint translation = [recognizer translationInView:recognizer.view];
// if you want it but not used
CGPoint velocity = [recognizer velocityInView:recognizer.view];
CGPoint tempPoint;
if (recognizer.state == UIGestureRecognizerStateBegan) {
} else if (recognizer.state == UIGestureRecognizerStateChanged) {
tempPoint = [recognizer locationInView:self.view];
self.ivFish.center = CGPointMake(175.5, tempPoint.y);
} else if (recognizer.state == UIGestureRecognizerStateEnded) {
CGPoint tempPoint;
tempPoint = [recognizer locationInView:self.view];
if (tempPoint.y < 132) {
[UIView animateWithDuration:.3 delay:0
options:UIViewAnimationOptionCurveEaseOut
animations:^ {
[self.navigationController popViewControllerAnimated:TRUE];
}
completion:NULL];
} else {
[UIView animateWithDuration:.3 delay:0
options:UIViewAnimationOptionCurveEaseOut
animations:^ {
self.ivFish.center = _fishOrigin;
}
completion:NULL];
}
}
}
Related
i am using ktphotobrowser for my app. in big image screen (ktphotoscrollviewcontroller) when i zoom image with two times tapping, the content size of scrollview (ktphotoview - it is an uiscrollview object) grows to bound.size * maximumzoomscale but my zoomed image size still smaller than contentsize of scrollview. both zoomed image size and the scrollview's contentsize must be same so where can i do these calculation on the code?
if anybody use ktphotobrowser could help me about this problem, i will very appreciate.
i find the tap count but after this code i couldnt find where is the contentsize growing (zoom) or image growing (zoom) code
below you can find the whole code of ktphotoview.h page where the tapping count and zooming actions are coded:
#import "KTPhotoView.h"
#import "KTPhotoScrollViewController.h"
#import <QuartzCore/QuartzCore.h>
#interface KTPhotoView (KTPrivateMethods)
- (void)loadSubviewsWithFrame:(CGRect)frame;
- (BOOL)isZoomed;
- (void)toggleChromeDisplay;
#end
#implementation KTPhotoView
#synthesize scroller = scroller_;
#synthesize index = index_;
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
[self setDelegate:self];
[self setMaximumZoomScale:2.0];
[self setShowsHorizontalScrollIndicator:NO];
[self setShowsVerticalScrollIndicator:NO];
[self loadSubviewsWithFrame:frame];
NSLog(#"scrollview2 %f",self.contentSize.height);
}
return self;
}
- (void)loadSubviewsWithFrame:(CGRect)frame
{
imageView_ = [[UIImageView alloc] initWithFrame:frame];
[imageView_ setContentMode:UIViewContentModeScaleAspectFit];
[self addSubview:imageView_];
}
- (void)setImage:(UIImage *)newImage
{
[imageView_ setImage:newImage];
}
- (void)layoutSubviews
{
[super layoutSubviews];
if ([self isZoomed] == NO && CGRectEqualToRect([self bounds], [imageView_ frame]) == NO) {
[imageView_ setFrame:[self bounds]];
}
}
- (void)toggleChromeDisplay
{
if (scroller_) {
[scroller_ toggleChromeDisplay];
}
}
- (BOOL)isZoomed
{
return !([self zoomScale] == [self minimumZoomScale]);
}
- (CGRect)zoomRectForScale:(float)scale withCenter:(CGPoint)center
{
CGRect zoomRect;
// the zoom rect is in the content view's coordinates.
// At a zoom scale of 1.0, it would be the size of the imageScrollView's bounds.
// As the zoom scale decreases, so more content is visible, the size of the rect grows.
zoomRect.size.height = [self frame].size.height / scale;
zoomRect.size.width = [self frame].size.width / scale;
// choose an origin so as to get the right center.
zoomRect.origin.x = center.x - (zoomRect.size.width / 2.0);
zoomRect.origin.y = center.y - (zoomRect.size.height / 2.0);
NSLog(#"zoomRectHeight %f",[self frame].size.height);
return zoomRect;
}
- (void)zoomToLocation:(CGPoint)location
{
float newScale;
CGRect zoomRect;
if ([self isZoomed]) {
zoomRect = [self bounds];
} else {
newScale = [self maximumZoomScale];
zoomRect = [self zoomRectForScale:newScale withCenter:location];
}
// NSLog(#"zoomRectHeight %f",location.);
[self zoomToRect:zoomRect animated:YES];
}
- (void)turnOffZoom
{
if ([self isZoomed]) {
[self zoomToLocation:CGPointZero];
}
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
if ([touch view] == self) {
if ([touch tapCount] == 2) {
[NSObject cancelPreviousPerformRequestsWithTarget:self selector:#selector(toggleChromeDisplay) object:nil];
[self zoomToLocation:[touch locationInView:self]];
}
}
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
if ([touch view] == self) {
if ([touch tapCount] == 1) {
[self performSelector:#selector(toggleChromeDisplay) withObject:nil afterDelay:0.5];
}
}
}
#pragma mark -
#pragma mark UIScrollViewDelegate Methods
- (UIView *)viewForZoomingInScrollView:(UIScrollView *)scrollView
{
UIView *viewToZoom = imageView_;
NSLog(#"scrollview %f",self.contentSize.height);
return viewToZoom;
}
i use the below code in ktphotoview.m file to solve my problem hope this helps:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
if ([touch view] == self) {
if ([touch tapCount] == 2) {
[NSObject cancelPreviousPerformRequestsWithTarget:self selector:#selector(toggleChromeDisplay) object:nil];
[self zoomToRect:[self zoomRectForScale:[self maximumZoomScale] withCenter:[touch locationInView:self]] animated:YES];
float abc=(self.contentSize.height-(imageView_.image.size.height*320/imageView_.image.size.width*self.maximumZoomScale))/2 *-1;
[self setContentInset:UIEdgeInsetsMake(abc, 0, abc, 0)];
}
}
}
I'm trying to achieve a Drag and Drop menu affect. I'm not sure how to go about this, perhaps someone has experience with this exact effect.
Quite simply, when a user touches down on a menu item, I want a graphic to appear at their touch location. Their touch will now control the panning of the graphic. Upon releasing the touch, the graphic will sit in its place and assume full alpha.
I'm already familiar with creating pan gestures and instantiating a graphic. So far, I can create the graphic where the menu item is touched. The biggest issue is how I "pass over" the touch gesture so it is a single and continuous motion.
Also, should the menu item be UIButton or UIImageView?
Any help appreciated. Thanks
I had some fun with this one. The following code will grab the image from the button when touched, drag that image at alpha=0.5, and drop it wherever your touches end at alpha=1.0. It will continue to be draggable thereafter.
After importing QuartzCore, create a new file. The .h should read:
#import <Foundation/Foundation.h>
#import <QuartzCore/CAGradientLayer.h>
#import <QuartzCore/CALayer.h>
#interface DraggableImage : CAGradientLayer
- (void)draw:(UIImage *)image;
- (void)moveToFront;
- (void)appearDraggable;
- (void)appearNormal;
#end
and the .m should read:
#import "DraggableImage.h"
#implementation DraggableImage
- (void)draw:(UIImage *)image{
CGRect buttonFrame = self.bounds;
int buttonWidth = buttonFrame.size.width;
int buttonHeight = buttonFrame.size.height;
UIGraphicsBeginImageContext( CGSizeMake(buttonWidth, buttonHeight) );
[image drawInRect:self.bounds];
UIImage* newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
[newImage drawInRect:self.bounds];
}
- (void)moveToFront {
CALayer *superlayer = self.superlayer;
[self removeFromSuperlayer];
[superlayer addSublayer:self];
}
- (void)appearDraggable {
self.opacity = 0.5;
}
- (void)appearNormal {
self.opacity = 1.0;
}
#end
Now in your main view controller, add:
#import <UIKit/UIKit.h>
#import <QuartzCore/QuartzCore.h>
#import "DraggableImage.h"
#interface YourViewController : UIViewController{
DraggableImage *heldImage;
DraggableImage *imageForFrame[5]; // or however many
UIButton *buttonPressed;
int imageCount;
}
#property (weak, nonatomic) IBOutlet UIButton *imageButton;
-(IBAction)buildImageLayerForButton:(UIButton *)sender;
- (void)moveHeldImageToPoint:(CGPoint)location;
- (CALayer *)layerForTouch:(UITouch *)touch;
The imageButton in this case would be your apple Button. Now in your .m file, add this:
#synthesize imageButton;
#pragma - mark Touches
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{
CALayer *hitLayer = [self layerForTouch:[touches anyObject]];
if ([hitLayer isKindOfClass:[DraggableImage class]]) {
DraggableImage *image = (DraggableImage *)hitLayer;
heldImage = image;
[heldImage moveToFront];
}
hitLayer = nil;
[super touchesBegan:touches withEvent:event];
}
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event{
if (heldImage)
{
UITouch *touch = [touches anyObject];
UIView *view = self.view;
CGPoint location = [touch locationInView:view];
[self moveHeldImageToPoint:location];
}
}
- (void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event{
if (heldImage) {
[heldImage appearNormal];
heldImage = nil;
}
}
- (void)dragBegan:(UIControl *)c withEvent:ev {
}
- (void)dragMoving:(UIControl *)c withEvent:ev {
UITouch *touch = [[ev allTouches] anyObject];
CGPoint touchPoint = [touch locationInView:self.view];
[self moveHeldImageToPoint:touchPoint];
}
- (void)dragEnded:(UIControl *)c withEvent:ev {
UITouch *touch = [[ev allTouches] anyObject];
CGPoint touchPoint = [touch locationInView:self.view];
[self moveHeldImageToPoint:touchPoint];
[heldImage appearNormal];
heldImage = nil;
}
-(IBAction)buildImageLayerForButton:(UIButton *)sender{
DraggableImage *image = [[DraggableImage alloc] init];
buttonPressed = sender;
CGRect buttonFrame = sender.bounds;
int buttonWidth = buttonFrame.size.width;
int buttonHeight = buttonFrame.size.height;
image.frame = CGRectMake(120, 24, buttonWidth*3, buttonHeight*3);
image.backgroundColor = [UIColor lightGrayColor].CGColor;
image.delegate = self;
imageForFrame[imageCount] = image;
[self.view.layer addSublayer:image];
[image setNeedsDisplay];
[image moveToFront];
[image appearDraggable];
heldImage = image;
[self moveHeldImageToPoint:sender.center];
imageCount++;
}
- (void)drawLayer:(CALayer *)layer inContext:(CGContextRef)ctx {
UIGraphicsPushContext(ctx);
DraggableImage *image = (DraggableImage *)layer;
[image draw:[buttonPressed imageForState:UIControlStateNormal]];
UIGraphicsPopContext();
}
- (void)moveHeldImageToPoint:(CGPoint)location
{
float dx = location.x;
float dy = location.y;
CGPoint newPosition = CGPointMake(dx, dy);
[CATransaction begin];
[CATransaction setDisableActions:TRUE];
heldImage.position = newPosition;
[CATransaction commit];
}
- (CALayer *)layerForTouch:(UITouch *)touch
{
UIView *view = self.view;
CGPoint location = [touch locationInView:view];
location = [view convertPoint:location toView:nil];
CALayer *hitPresentationLayer = [view.layer.presentationLayer hitTest:location];
if (hitPresentationLayer)
{
return hitPresentationLayer.modelLayer;
}
return nil;
}
-(void)viewDidLoad{
[imageButton addTarget:self action:#selector(dragBegan:withEvent:) forControlEvents: UIControlEventTouchDown];
[imageButton addTarget:self action:#selector(dragMoving:withEvent:) forControlEvents: UIControlEventTouchDragInside | UIControlEventTouchDragOutside];
[imageButton addTarget:self action:#selector(dragEnded:withEvent:) forControlEvents: UIControlEventTouchUpInside | UIControlEventTouchUpOutside];
[super viewDidLoad];
}
- (void)viewDidUnload {
[self setImageButton:nil];
[super viewDidUnload];
}
Et voila! Connect your button, set its image, and throw copies all over the screen. :)
Note: I didn't comment much, but would be happy to answer any questions.
Cheers!
EDIT: fixed the -(void)draw:(UIImage *)image{} so that it would resize the image properly.
if what you want is to pass the touch function to the second graphic (the big one) i think you can do something like this
on .h you have to declare the images that you're going to drag and float variable to remember previous point of the dragable button (i'm assuming you use IOS 5 SDK)
#property(nonatomic, strong) UIImageView* myImage;
#property float pointX;
#property float pointY;
then, at .m you can do this
myImage = [[UIImageView alloc]initWithImage:#"appleImage.jpg"];
myImage.alpha = 0;
//default UIImageView interaction is disabled, so lets enabled it first
myImage.userInteractionEnabled = YES;
[button addTarget:self action:#selector(wasDragged:withEvent:) forControlEvents:UIControlEventTouchDragInside];
and then make the drag function
- (void)wasDragged:(UIButton *)button withEvent:(UIEvent *)event
{
self.myImage.alpha = 0.5;
UITouch *touch = [[event touchesForView:button] anyObject];
CGPoint previousLocation = [touch previousLocationInView:button];
CGPoint location = [touch locationInView:button];
CGFloat delta_x = location.x - previousLocation.x;
CGFloat delta_y = location.y - previousLocation.y;
// move button, to keep the dragging effect
button.center = CGPointMake(button.center.x + delta_x,
button.center.y + delta_y);
// moving the image
button.center = CGPointMake(button.center.x + delta_x,
button.center.y + delta_y);
self.pointX = previousLocation.x;
self.pointY = previousLocation.y;
[button addTarget:self action:#selector(dragRelease:withEvent:) forControlEvents:UIControlEventTouchUpInside];
}
finally, make the dragRelease function where you return the button to its original place and set the alpha of the images to 1
-(void)dragRelease:(UIButton *)button withEvent:(UIEvent *)event
{
self.myImage.alpha = 1;
button.center = CGPointMake(pointX, pointY);
}
and you're done :3
this is just the basic idea though, maybe this isn't what you want, but i hope this helps
edit* : oh and don't forget to synthesize all the properties, also if you're using SDK below 5.0, you can change the "strong" property to "retain"
I have a project where a UITextView (for multilines) can be dragged around the screen. So far my solution to this has been an overlay of an invisible UIButton which when dragged its center is the same as the UITextView's center.
However I've seen apps that seem to just allow the UITextView to be dragged and edited on the fly so it seems there might not be an overlay in those but I'm not sure.
Thoughts?
By the way, c in this code is the UIButton and this is how I have moved it thus far:
- (void) draggedOut: (UIControl *) c withEvent: (UIEvent *) ev
{
if(self.interfaceOrientation == UIInterfaceOrientationPortrait)
{
c.center = [[[ev allTouches] anyObject] locationInView:self.view];
AddedText.center = c.center;
}
else if(self.interfaceOrientation == UIInterfaceOrientationPortraitUpsideDown)
{
c.center = [[[ev allTouches] anyObject] locationInView:self.view];
AddedText.center = c.center;
}
else if(self.interfaceOrientation == UIInterfaceOrientationLandscapeLeft)
{
c.center = [[[ev allTouches] anyObject] locationInView:self.view];
AddedText.center = c.center;
}
else if(self.interfaceOrientation == UIInterfaceOrientationLandscapeRight)
{
c.center = [[[ev allTouches] anyObject] locationInView:self.view];
AddedText.center = c.center;
}
}
- (void)panTextView:(UIPanGestureRecognizer *)recognizer {
NSLog(#"panning");
location1 = [recognizer translationInView:draggableTextView];
recognizer.view.center = CGPointMake(recognizer.view.center.x + location1.x,
recognizer.view.center.y + location1.y);
[recognizer setTranslation:CGPointMake(0,0) inView:draggableTextView];
location1 =[recognizer locationInView:draggableTextView];
NSLog(#"tranlation %#",NSStringFromCGPoint(location1));
[_imgpic addSubview:recognizer.view];
appDelegate.txt=draggableTextView.text;
}
call this method after creating textview.
Well have not been able to manipulate the actual uitextview.
First tried making a button overlay that could be moved and could be pressed to start editing, but it wasn't centered properly.
Then tried the above method to move the UITextView itself. But it would only work on touches or drags. (Note this was a modified form of touchesBegan & touchesMoved)
Ended up with a UIScrollView with the UITextView as a subview. Now it can move smoothly just that it can be moved from any place on the screen. Not optimal but is the best result to thus keep everything else intact.
Does the textView need to support scrolling? If so, this could get complicated.
But if not, there are two approaches. 1) subclass the textview and override touchesBegan, touchesMoved, touchesEnded. 2) write a gesture recognizer that processes the same messages and attach it to the textview.
Here's an example of a Gesture recognizer that will do the job:
#interface TouchMoveGestureRecognizer : UIGestureRecognizer
{
CGPoint _ptOffset;
}
#end
#implementation TouchMoveGestureRecognizer
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch* t = [touches anyObject];
_ptOffset = [t locationInView: self.view];
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch* t = [touches anyObject];
CGPoint pt = [t locationInView: self.view.superview];
pt.x -= _ptOffset.x;
pt.y -= _ptOffset.y;
CGRect r = self.view.frame;
r.origin = pt;
self.view.frame = r;
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
_ptOffset = CGPointMake(-1, -1);
}
#end
and, how to use it:
- (void)viewDidLoad {
[super viewDidLoad];
_textView.scrollEnabled = NO;
TouchMoveGestureRecognizer* gr = [[[TouchMoveGestureRecognizer alloc] init] autorelease];
[_textView addGestureRecognizer: gr];
}
Fairly common question this, to which I have a few answers and I'm nearly there. I have a button which when pressed, will create an image (code as follows)
(numImages is set on load to ZERO and is used as a count up for the tag numbers of all images created)
UIImage *tmpImage = [[UIImage imageNamed:[NSString stringWithFormat:#"%i.png", sender.tag]] retain];
UIImageView *myImage = [[UIImageView alloc] initWithImage:tmpImage];
numImages += 1;
myImage.userInteractionEnabled = YES;
myImage.tag = numImages;
myImage.opaque = YES;
[self.view addSubview:myImage];
[myImage release];
I then have a touchesBegan method which will detect what's touched. What I need it to do is to allow the user to drag the newly created image. It's nearly working, but the image flickers all over the place when you drag it. I can access the image which you click on as I can get it's TAG, but I just cannot drag it nicely.
- (void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [[event allTouches] anyObject];
CGPoint location = [touch locationInView:touch.view];
if (touch.view.tag > 0) {
touch.view.center = location;
}
NSLog(#"tag=%#", [NSString stringWithFormat:#"%i", touch.view.tag]);
}
- (void) touchesMoved:(NSSet *)touches withEvent: (UIEvent *)event {
[self touchesBegan:touches withEvent:event];
}
It works, in that I get an output of the tag for each image as I click on them. But when I drag, it flashes... any ideas?
In answer to my own question - I decided to create a class for handling the images I place on the view.
Code if anyone's interested....
Draggable.h
#import <Foundation/Foundation.h>
#interface Draggable : UIImageView {
CGPoint startLocation;
}
#end
Draggable.m
#import "Draggable.h"
#implementation Draggable
- (void) touchesBegan:(NSSet*)touches withEvent:(UIEvent*)event {
// Retrieve the touch point
CGPoint pt = [[touches anyObject] locationInView:self];
startLocation = pt;
[[self superview] bringSubviewToFront:self];
}
- (void) touchesMoved:(NSSet*)touches withEvent:(UIEvent*)event {
// Move relative to the original touch point
CGPoint pt = [[touches anyObject] locationInView:self];
CGRect frame = [self frame];
frame.origin.x += pt.x - startLocation.x;
frame.origin.y += pt.y - startLocation.y;
[self setFrame:frame];
}
#end
and to call it
UIImage *tmpImage = [[UIImage imageNamed:"test.png"] retain];
UIImageView *imageView = [[UIImageView alloc] initWithImage:tmpImage];
CGRect cellRectangle;
cellRectangle = CGRectMake(0,0,tmpImage.size.width ,tmpImage.size.height );
UIImageView *dragger = [[Draggable alloc] initWithFrame:cellRectangle];
[dragger setImage:tmpImage];
[dragger setUserInteractionEnabled:YES];
[self.view addSubview:dragger];
[imageView release];
[tmpImage release];
Usually you get an implicit animation when you change center. Are you messing with -contentMode or calling -setNeedsDisplay by any chance?
You can explicitly request animation to avoid the delete and re-draw this way:
if (touch.view.tag > 0) {
[UIView beginAnimations:#"viewMove" context:touch.view];
touch.view.center = location;
[UIView commitAnimations];
}
Do note that NSLog() can be very slow (much slower than you'd expect; it's much more complicated than a simple printf), and that can cause trouble in something called as often as touchesMoved:withEvent:.
BTW, you're leaking tmpImage.
I'm creating an application where I want to let the user move (not pan) an UIImageView around by dragging it on the screen. Additionally, I want the user to be able to zoom the UIImageView in and out.
As such I've been using a custom UIScrollView that forwards single touches to the 'contentView':
#implementation JM_UIScrollView
- (BOOL)touchesShouldBegin:(NSSet *)touches withEvent:(UIEvent *)event inContentView:(UIView *)view
{
NSSet *allTouches = [event allTouches];
NSLog(#"Checking for touches: %d", [allTouches count]);
if ([allTouches count] == 1) {
return YES;
}
return NO;
}
#end
Along with a custom UIImageView that implements touchesBegan and touchesMoved to determine where to move the UIImageView:
#implementation JM_UIImageView
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
NSSet *allTouches = [event allTouches];
if ([allTouches count] == 0)
return;
UITouch *firstTouch = [[allTouches allObjects] objectAtIndex: 0];
CGPoint touchLoc = [firstTouch locationInView: [self superview]];
touchOffset= CGPointMake(touchLoc.x-self.center.x,touchLoc.y-self.center.y);
NSLog(#"Currently at: %3.3f x %3.3f", touchLoc.x, touchLoc.y);
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
NSSet *allTouches = [event allTouches];
if ([allTouches count] == 0)
return;
UITouch *firstTouch = [[allTouches allObjects] objectAtIndex: 0];
CGPoint touchLoc = [firstTouch locationInView: [self superview]];
if ([allTouches count] == 1)
{
if ([firstTouch view] == self)
{
touchLoc.x -= touchOffset.x;
touchLoc.y -= touchOffset.y;
NSLog(#"Moved to: %3.3f x %3.3f", touchLoc.x, touchLoc.y);
self.center = touchLoc;
}
}
}
#end
This is then all glued together:
scrollView = [[JM_UIScrollView alloc] initWithFrame: [[UIScreen mainScreen] bounds]];
scrollView.delegate = self;
scrollView.bouncesZoom = YES;
scrollView.scrollEnabled = NO;
scrollView.backgroundColor = [UIColor redColor];
scrollView.clipsToBounds = YES;
UIImage *image = [UIImage imageNamed:#"berg.jpg"];
imageView = [[JM_UIImageView alloc] initWithFrame: CGRectMake(0, 0, 140, 230)];
imageView.image = image;
imageView.center = CGPointMake(200,300);
[imageView setUserInteractionEnabled: YES];
[scrollView addSubview: imageView];
scrollView.contentSize = CGSizeMake(140,230);
scrollView.minimumZoomScale = 0.2;
scrollView.maximumZoomScale = 1.1;
[window addSubview: scrollView];
// Override point for customization after application launch
[window makeKeyAndVisible];
The problem:
When I start the application, I can move the UIImageView just fine and fluently. I can zoom-in and still be able to move it around.
However, it seems that whenever I zoom back out to the maximum level I seem then unable to move the UIImageView around anymore. It will jump at times, but by a maximum of 10 pixels. Use of NSLog() shows the touchesBegan/touchesMoved methods on the JM_UIImageView are no longer called.
Does anyone have any idea on what I might be missing here?
EDIT:
Would also accept an answer for wether or not this is the only way of implementing pinch-zooming with the zoombounce animation.