I´m making a game with cocos2d and need to ignore touch events in some cases, esp. when another touch is "in progress".
It is, the player touches the screen, moves the finger around and then ends the touch. During this period, I need to ignore all other touches that may occur. How can I do that?
self.userInteractionEnabled = YES;
Related
I'm trying to do an app where a short sound sample is supposed to be played while the person using the app is dragging his/her finger(s) across the screen. When the finger(s) are lifted away from the screen - the sound will stop.
This is the current function that triggers the sound (I've tried various methods):
-(BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event{
NSLog(#"Ja, den börjar...");
return YES;
}
-(void)ccTouchMoved:(NSSet *)touch withEvent:(UIEvent *)event{
soundFile = [[CDAudioManager sharedManager] audioSourceForChannel:kASC_Right];
[soundFile load:#"sound.wav"];
soundFile.backgroundMusic = NO;
soundSourceForFile:#"sound.wav"]retain];
}
This is the function that stops the sound:
-(void)ccTouchEnded:(UITouch *)touch withEvent:(UIEvent *)event{
[soundFile stop];
}
I first started out using the ccTouchBegan (Just to get some kind of sound working), which looped the sound seamlessly. At this point the ccTouchEnded worked together with the "Touch Up Inside" event.
The point, as I said, is the the sound is supposed to be played when the user drags his/her finger(s) across the screen. But when I tried to the tie the playSound function to the "ccTouchMoved" the sound loops repeatedly over itself, instead of one at the time, making it hell to use. The stopSound function doesn't work after i changed to the ccTouchMoved.
I tried to use NSTimer to create some kind of way to handle the loops, but without any success.
I started this project with the regular iOS SDK, and found my limitations when i found out i wasn't able to handle pitch & gain manipulation without Cocos2d.
I got everything working in the regular SDK by wrapping it in a if-statement:
if(![mySound isPlaying]{
[mySound play];
}
This, as I said, worked perfectly fine in the regular SDK, but not now when I'm using Cocos2d.
ccTouchMoved will be called continuously as the finger moves along the screen. The problem you are having here is that each time this is called you are loading a new sound file and they are overlapping because they are newly created individual objects. You only have a reference to the final sound you load (which is what soundFile is pointing at) and you aren't freeing up the memory either.
Example:
(as you drag your finger)
LoadedSoundA created and starts playing
soundfile points to LoadedSoundA
// finger moves
LoadedSoundB created and starts playing
soundfile points to LoadedSoundB
// finger moves
LoadedSoundC created and starts playing
soundfile points to LoadedSoundC
... etc
the only sound you have a pointer to at the moment is the last created sound, since you reassign soundfile each time. So you can only 'stop' the sound you created last.
You are also leaking a lot of memory since you are retaining all of these sounds and never releasing them.
I would suggest a different tactic:
In touchesBegan you should load the sound and have it play on loop and record the time of the touch into a class level iVar.
Now, in TouchesMoved you should get the time of the current touch and see if it is close enough to the time you recorded. If it is within say, 0.5 seconds then just update the recorded timestamp and continue; However, if it has been too long since the last touch you stop the sound that is playing.
This way you have a seamless sound being played, it is only created once and you maintain your ownership of it.
Hope this helps
Is it possible to pass touch event (by coding) to MPMoviePlayerController?
I don't want to detect touch. Just pass touch event.
I want to generate an event and pass it to MPMoviePlayerController as if user touched the player. Something like user touched the player at location x=100 and y=100
(I can't give in depth details due to some restrictions).
Have you tried extending the MPMoviePlayerController and just making sure all the touch events are passed.
You can even do this reverse to make sure the player view is being touched by adding your player view as a subview and then overloading the touch events in your Controller. Then print out the touch and you can see if the player passed the touch from its view to you.
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{
NSLog(#"Video Touched?? %#",touches);
}
We need to place a transparent view over the movie player and handle touches for that view.
I've got a CCLayer subclass i'm using to display some sprites and to show some animations. Also it has a CCMenu with some items. When user selects some of the menu item i want to run an animation and then to show another scene. But i want user not to be able to touch anything on the screen while animation is running.
Of course, i can just disable handling touches in my callbacks, but maybe there is more simple way - just to disable all touch handling for a while ?
Disable touch dispatcher before animation running and enable touch dispatcher after animation stopped. Here is the code snippet:
[[CCDirector sharedDirector] touchDispatcher].dispatchEvents = NO;
CCAnimation* animation = [CCAnimation animationWithFrame:#"numberexplode" frameCount:5 delay:0.2];
CCAnimate* animate = [CCAnimate actionWithAnimation:animation];
CCCallBlock* completion = [CCCallBlock actionWithBlock:^{
[[CCDirector sharedDirector] touchDispatcher].dispatchEvents = YES;
}];
CCSequence* sequence = [CCSequence actions:animate, completion, nil];
[self runAction:sequence];
You want to look at the CCTouchDispatcher singleton class. If you add a targeted touch handler that swallows touches (and does nothing) then you won't get any touches handled. As far as I can tell there's no way to totally disable touches.
Alternatively you can make a new CCLayer that's on top of everything else (I think z order really high will do this), and make it clear, and have it do nothing with touches.
hope that helps.
I started using the MoveMe sample to get touch input working.
basically, I define these two callback functions to get my touch input:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
for ( UITouch* touch in touches )
{
printf("touch down");
}
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
for ( UITouch* touch in touches )
{
printf("touch up");
}
}
This works fine, until you have more than 5 touches on the screen at once. then it stops working properly, you won't get the "touch down" message if there are more than 5 touches on the screen. what is even worse is that you won't reliably get all of the "touch up" messages until you have removed ALL your fingers from the screen.
If you touch with 6 fingers, then release 3, then touch again with the other 3 still down, you will get the "touch down" but if you release it, some times you get the "touch up" sometimes you don't.
This pretty much makes it impossible to track touches, and usually results in a touch getting 'stuck' permanently down, when passed to my Touch Manager.
Are there some better apis to use to get touch input? is there at very least a function you can call to reliably get whether the screen is currently touched or not? that way I could reset my manager when all fingers are released.
EDIT:
right, there must be something I'm missing. because currently the calculator does something I cannot do with those callbacks.
it only accepts one touch at a time, if there is more than one touch on the screen it "cancels" all touches, but it must keep track of them to know that there is "more than one" touch on the screen.
if I touch the screen the button goes down, now if I add another touch to the screen, the button releases, cool, not allowed more than one touch. now, if I add 4 more fingers to the screen, for a total of 6, the screen should break, and when I release those 6 fingers, the app shouldn't get any of the "up" callbacks. yet when I release all of them and touch again, the button depresses, so it knows I released all those fingers!! how??
The problem you have is that the iPhone and iPod touch only support up to five touches at the same time (being fingers still touching the screen). This is probably a hardware limit.
(As St3fan told you already.)
The system will cancel all touches if there are more than 5 at the same time:
touchesCancelled:withEvent:
(This is probably what causes the odd behavior with only some touches calling touchesEnded:withEvent:)
If you want to know if a touch ended and it ended because it was lifted then make sure to check the UITouch's phase property.
It stops working because 5 is the max amount of touches that the iPhone and iPod currently support. No way around that I'm afraid.
In my game if I play a particular game for several times, my touches need more time to be detected.
It stores all touches and then applies those touches all at the same time.
Can anybody tell me what's the problem?
In touchesBegan I wrote:
if (CGRectContainsPoint([tapView frame], [touch locationInView:self])
&& tapView.alpha == 1) {
[self callTapCode];
}
This is the code of touchesEnded. If I tapped and release the tapped it shows one tapping event.
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
if (checkTap == TRUE && tapView.alpha == 1 )
tap_effect_view.alpha = 0;
}
- (void)callTapCode {
// Move player code by 6 pixels
// not possible to write all code
}
In tapView I continuously tap. callTapCode moves the player by six pixels. But after some time my touches detected very slowly, so that the player looks like he's jumping around. I played the game continuously 15 to 16 times.
You might work through this tutorial to learn how to use the Leaks Instrument. This is part of the Instruments suite that comes with Xcode, which will, among other things, help you track down memory leaks and general performance issues with your application.
I found the solution to my problem. In my game I had enabled the tapView.multipleTouchEnabled = TRUE
tapView is the view where I was continuously tapping.
When I make it FALSE it works.
i.e.
tapView.multipleTouchEnabled = FALSE;
I exactly dont know how. But it works.
Thanks for the replies.
Try to look for any memory leaks. Maybe the iPhone has to use virtual memory a lot.