touch locations, frames. CGRectContainsPoint not returning true - iphone

I have multiple UIImageView subclasses:
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
for (UITouch *touch in touches) {
CGPoint _location = [touch locationInView:touch.view];
[self processTouch:_location];
}
}
-(void)processTouch:(CGPoint)location {
DLog(#"location: %f .. bounds: %f : %f" ,location.x, [twoThirdOfTheWayCoordinateX floatValue], [oneThirdOfTheWayCoordinateX floatValue]);
if(CGRectContainsPoint(self.frame, location)) {
DLog(#"1");
if(location.x > [twoThirdOfTheWayCoordinateX floatValue]){
[self oneStar];
} else if (location.x < [oneThirdOfTheWayCoordinateX floatValue]) {
[self zeroStars];
} else if( [twoThirdOfTheWayCoordinateX floatValue] >= location.x && location.x >= [oneThirdOfTheWayCoordinateX floatValue]){
[self halfStars];
}
}
}
The DLog(#"1"); never gets called. The UIImageView Subclass is in the middle of the iphone screen. when it is in the top left corner, this code works.
NSLog:
-[Star processTouch:] location: 44.000000 .. bounds: 33.333332 : 16.666666
I assume the problem is because:
if(CGRectContainsPoint(self.frame, location)) {
never gets called.
Why is that so? the first DLog gets called.
Code i use to initialize the instance:
self.instance = [[Class alloc] initWithFrame:CGRectMake(10, 10, 50 , 50)];
self.instance.userInteractionEnabled = YES;
self.instance.image = [UIImage imageNamed:#"0-0.png"];
[self.view addSubview: self.instance];
[self.instance setNeedsDisplay];

replacing self.frame with self.bounds fixed the issue.
kudos to august on #iphonedev on freenode.

Related

How to detect in touchesEnded which nodes are still being pressed

I've been stuck on this problem for days. What I have is multiple SKSpriteNode's, one for a left arrow, right arrow and up arrow. When I hold down the right arrow I want my character to continue moving right while its being held down, on the other hand if you press the up Arrow then you will only jump once regardless of if you hold it down.
So my problem for example is when i hold the right arrow and then i press the up arrow, touchesEnded is called and it stops my character from moving right even though I still have my finger on the right arrow
-(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
[super touchesBegan:touches withEvent:event];
for (UITouch *touch in touches){
CGPoint location = [touch locationInNode:self];
if (CGRectContainsPoint(rightArrow.frame, location)){
[wizard setTexture:[SKTexture textureWithImageNamed:#"wizardRight"]];
didTouchRightArrow = YES;
isLookingRight = YES;
isLookingLeft = NO;
rightArrow.alpha = 0.5;
NSLog(#"Touching right");
}
if (CGRectContainsPoint(leftArrow.frame, location)){
[wizard setTexture:[SKTexture textureWithImageNamed:#"wizardLeft"]];
isLookingRight = NO;
isLookingLeft = YES;
didTouchLeftArrow = YES;
leftArrow.alpha = 0.5;
NSLog(#"Touching left");
}
if (CGRectContainsPoint(upArrow.frame, location)){
didTouchUpArrow = YES;
upArrow.alpha = 0.5;
NSLog(#"Touching up");
}
-(void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
[super touchesBegan:touches withEvent:event];
if (rightArrow.alpha != 1.0){
rightArrow.alpha = 1.0;
}
if (leftArrow.alpha != 1.0){
leftArrow.alpha = 1.0;
}
if (upArrow.alpha != 1.0){
upArrow.alpha = 1.0;
for (UITouch *touch in touches){
CGPoint location = [touch locationInNode:self];
if (CGRectContainsPoint(rightArrow.frame, location)){
NSLog(#"Touching right");
didTouchRightArrow = YES;
} {
NSLog(#"Not touching right");
didTouchRightArrow = NO;
}
if (CGRectContainsPoint(leftArrow.frame, location)){
NSLog(#"Touching Left");
didTouchLeftArrow = YES;
} else {
NSLog(#"not touching left");
didTouchLeftArrow = NO;
}
didTouchUpArrow = NO;
}
This may not be the right way to approach the problem, but in touchesEnded I am trying to see if the touch is still in the desired Rect.
You need a way to identify the different nodes which are registering a touch. There is more than one way to do this but I have always found using the name property of a node to be the simplest and easiest to work with.
You already have the right idea by using the BOOLs to register the touch states.
I wrote some code to handle what you are trying to accomplish:
#import "GameScene.h"
#implementation GameScene {
SKSpriteNode *node0;
SKSpriteNode *node1;
BOOL node0touch;
BOOL node1touch;
}
-(void)didMoveToView:(SKView *)view {
self.backgroundColor = [SKColor blackColor];
node0 = [SKSpriteNode spriteNodeWithColor:[SKColor redColor] size:CGSizeMake(100, 100)];
node0.name = #"node0";
node0.position = CGPointMake(100, 300);
[self addChild:node0];
node1 = [SKSpriteNode spriteNodeWithColor:[SKColor blueColor] size:CGSizeMake(100, 100)];
node1.name = #"node1";
node1.position = CGPointMake(400, 300);
[self addChild:node1];
node0touch = false;
node1touch = false;
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
for (UITouch *touch in touches) {
CGPoint touchLocation = [touch locationInNode:self];
SKNode *node = [self nodeAtPoint:touchLocation];
if([node.name isEqualToString:#"node0"])
node0touch = true;
if([node.name isEqualToString:#"node1"])
node1touch = true;
}
}
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
for (UITouch *touch in touches) {
CGPoint touchLocation = [touch locationInNode:self];
SKNode *node = [self nodeAtPoint:touchLocation];
if([node.name isEqualToString:#"node0"])
node0touch = false;
if([node.name isEqualToString:#"node1"])
node1touch = false;
}
}
-(void)update:(CFTimeInterval)currentTime {
if(node0touch)
NSLog(#"node0 touch");
if(node1touch)
NSLog(#"node1 touch");
}

Dragging an Image View

I am trying to drag an image view. I have got little bit of success in doing so, but it is not behaving as i want. I wish that it should move only if touch inside the image and drag it.
But it is moving even if I am touching and dragging from anywhere on the screen.
I have written code like this:
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
//retrieve touch point
CGPoint pt= [[ touches anyObject] locationInView:[self.view.subviews objectAtIndex:0]];
startLocation = pt;
}
- (void) touchesMoved:(NSSet*)touches withEvent:(UIEvent*)event
{
CGPoint pt = [[touches anyObject] locationInView: [self.view.subviews objectAtIndex:0]];
CGRect frame = [[self.view.subviews objectAtIndex:0]frame];
frame.origin.x += pt.x - startLocation.x;
frame.origin.y += pt.y - startLocation.y;
[[self.view.subviews objectAtIndex:0] setFrame: frame];
}
The return value of locationInView method is point relative to the view frame. check it is or not in the view frame first.
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
CGRect targetFrame = [self.view.subviews objectAtIndex:0].frame;
//retrieve touch point
CGPoint pt= [[ touches anyObject] locationInView:[self.view.subviews objectAtIndex:0]];
//check if the point in the view frame
if (pt.x < 0 || pt.x > targetFrame.size.width || pt.y < 0 || pt.y > targetFrame.size.height)
{
isInTargetFrame = NO;
}
else
{
isInTargetFrame = YES;
startLocation = pt;
}
}
- (void) touchesMoved:(NSSet*)touches withEvent:(UIEvent*)event
{
if(!isInTargetFrame)
{
return;
}
//move your view here...
}
Try something like this:
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
//retrieve touch point
startLocation = [[ touches anyObject] locationInView:self.view];
// Now here check to make sure that start location is within the frame of
// your subview [self.view.subviews objectAtIndex:0]
// if it is you need to have a property like dragging = YES
// Then in touches ended you set dragging = NO
}
- (void) touchesMoved:(NSSet*)touches withEvent:(UIEvent*)event
{
CGPoint pt = [[touches anyObject] locationInView: [self.view.subviews objectAtIndex:0]];
CGRect frame = [[self.view.subviews objectAtIndex:0]frame];
frame.origin.x += pt.x - startLocation.x;
frame.origin.y += pt.y - startLocation.y;
[[self.view.subviews objectAtIndex:0] setFrame: frame];

How to check whether a CGPoint is inside a UIImageView?

In touchesBegan:
CGPoint touch_point = [[touches anyObject] locationInView:self.view];
There are tens of UIImageView around, stored in a NSMutableArray images. I'd like to know is there a built-in function to check if a CGPoint (touch_point) is inside one of the images, e.g.:
for (UIImageView *image in images) {
// how to test if touch_point is tapped on a image?
}
Thanks
Follow up:
For unknown reason, pointInside never returns true. Here is the full code.
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
touch_point = [touch locationInView:self.view];
for (UIImageView *image in piece_images) {
if ([image pointInside:touch_point withEvent:event]) {
image.hidden = YES;
} else {
image.hidden = NO;
}
NSLog(#"image %.0f %.0f touch %.0f %.0f", image.center.x, image.center.y, touch_point.x, touch_point.y);
}
}
although I can see the two points are sometimes identical in the NSLog output.
I also tried:
if ([image pointInside:touch_point withEvent:nil])
the result is the same. never returns a true.
To eliminate the chance of anything goes with with the images. I tried the following:
if (YES or [image pointInside:touch_point withEvent:event])
all images are hidden after the first click on screen.
EDIT 2:
Really weird. Even I hard coded this:
point.x = image.center.x;
point.y = image.center.y;
the code becomes:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint point; // = [touch locationInView:self.view];
for (UIImageView *image in piece_images) {
point.x = image.center.x;
point.y = image.center.y;
if ([image pointInside:point withEvent:event]) {
image.hidden = YES;
NSLog(#"YES");
} else {
image.hidden = NO;
NSLog(#"NO");
}
NSLog(#"image %.0f %.0f touch %.0f %.0f", image.center.x, image.center.y, point.x, point.y);
}
}
pointInside always returns false ...
Sounds to me like the problem is you need to convert coordinates from your view's coordinates to the UIImageView's coordinates. You can use UIView's convertPoint method.
Try replacing
if ([image pointInside:touch_point withEvent:event]) {
with
if ([image pointInside: [self.view convertPoint:touch_point toView: image] withEvent:event]) {
(Note that you are allowed to pass nil instead of event.)
I guess this is a bit late for the questioner, but I hope it is of use to someone.
if ([image pointInside:touch_point withEvent:event]) {
// Point inside
}else {
// Point isn't inside
}
In this case event is taken from :
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event;
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint point = [touch locationInView:self.view];
for (UIImageView *piece in piece_images) {
CGFloat x_min = piece.center.x - (piece.bounds.size.width / 2);
CGFloat x_max = x_min + piece.bounds.size.width;
CGFloat y_min = piece.center.y - (piece.bounds.size.height / 2);
CGFloat y_max = y_min + piece.bounds.size.height;
if (point.x > x_min && point.x < x_max && point.y > y_min && point.y < y_max ) {
piece.hidden = YES;
} else {
piece.hidden = NO;
}
}
}
too bad, I have do it myself...
it's OS 3.2, XCode 3.2.2, tried both on simulator and iPad

Move an UIImageView around in a UIScrollView

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.

Multi touch is not working perfectly on UIImageView

I am doing multi touch on UImageView means zoom in and zoom out on image view. I am using followng code but it doesn't work very well. Can anyone look at this code,
#import "ZoomingImageView.h"
#implementation ZoomingImageView
#synthesize zoomed;
#synthesize moved;
define HORIZ_SWIPE_DRAG_MIN 24
define VERT_SWIPE_DRAG_MAX 24
define TAP_MIN_DRAG 10
CGPoint startTouchPosition;
CGFloat initialDistance;
- (id)initWithFrame:(CGRect)frame {
if (self = [super initWithFrame:frame]) {
// Initialization code
moved = NO;
zoomed = NO;
}
return self;
}
- (void)drawRect:(CGRect)rect {
// Drawing code
}
- (void)dealloc {
if([timer isValid])
[timer invalidate];
[super dealloc];
}
- (void) setImage: (UIImage*)img
{
zoomed = NO;
moved = NO;
self.transform = CGAffineTransformIdentity;
[super setImage:img];
}
- (CGFloat)distanceBetweenTwoPoints:(CGPoint)fromPoint toPoint:(CGPoint)toPoint {
float x = toPoint.x - fromPoint.x;
float y = toPoint.y - fromPoint.y;
return sqrt(x * x + y * y);
}
- (CGFloat)scaleAmount: (CGFloat)delta {
CGFloat pix = sqrt(self.frame.size.width * self.frame.size.height);
CGFloat scale = 1.0 + (delta / pix);
return scale;
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
if([timer isValid])
[timer invalidate];
moved = NO;
switch ([touches count]) {
case 1:
{
// single touch
UITouch * touch = [touches anyObject];
startTouchPosition = [touch locationInView:self];
initialDistance = -1;
break;
}
default:
{
// multi touch
UITouch *touch1 = [[touches allObjects] objectAtIndex:0];
UITouch *touch2 = [[touches allObjects] objectAtIndex:1];
initialDistance = [self distanceBetweenTwoPoints:[touch1 locationInView:self]
toPoint:[touch2 locationInView:self]];
break;
}
}
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch1 = [[touches allObjects] objectAtIndex:0];
if([timer isValid])
[timer invalidate];
/*if ([touches count] == 1) {
CGPoint pos = [touch1 locationInView:self];
self.transform = CGAffineTransformTranslate(self.transform, pos.x - startTouchPosition.x, pos.y - startTouchPosition.y);
moved = YES;
return;
}****/
if ((initialDistance > 0) && ([touches count] > 1)) {
UITouch *touch2 = [[touches allObjects] objectAtIndex:1];
CGFloat currentDistance = [self distanceBetweenTwoPoints:[touch1 locationInView:self]
toPoint:[touch2 locationInView:self]];
CGFloat movement = currentDistance - initialDistance;
NSLog(#"Touch moved: %f", movement);
CGFloat scale = [self scaleAmount: movement];
self.transform = CGAffineTransformScale(self.transform, scale, scale);
// }
}
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch1 = [[touches allObjects] objectAtIndex:0];
if ([touches count] == 1) {
// double tap to reset to default size
if ([touch1 tapCount] > 1) {
if (zoomed) {
self.transform = CGAffineTransformIdentity;
moved = NO;
zoomed = NO;
}
return;
}
}
else {
// multi-touch
UITouch *touch2 = [[touches allObjects] objectAtIndex:1];
CGFloat finalDistance = [self distanceBetweenTwoPoints:[touch1 locationInView:self]
toPoint:[touch2 locationInView:self]];
CGFloat movement = finalDistance - initialDistance;
NSLog(#"Final Distance: %f, movement=%f",finalDistance,movement);
if (movement != 0) {
CGFloat scale = [self scaleAmount: movement];
self.transform = CGAffineTransformScale(self.transform, scale, scale);
NSLog(#"Scaling: %f", scale);
zoomed = YES;
}
}
}
- (void)singleTap: (NSTimer*)theTimer {
// must override
}
- (void)animateSwipe: (int) direction {
// must override
}
It is not working fine on device. can anyone tell that where i am wrong.
When you use any CGAffinTransform.... the value of the frame property becomes undefined. In your code you are using the frame.size.width and frame.size.height to calculate the change in size. After the first iteration of CGAffinTransformScale you would not get the right scale factor. According to the documentation bounds would be the right property for scale calculations.