touchesBegan doesn't work with UIImageView animation - iphone

I'm having some issues over here. I've got a method called
- (void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
for a UIImageView, it works fine while the image is static, the touchesBegan method gets called... but when I make the UIImageView animated, touchesBegan stop working.
Any ideas of why this happens?

In order to receive touchesBegan during animations you must include the UIViewAnimationOptionAllowUserInteraction animation option when creating your animation. There is a good discussion here about it.

Related

Xcode: TextView scrolls quickly to top or bottom only

I'm sorry if the question is too trivial but I am completely new to xcode.
I have a textview added to my view that has quite a lot of text within. When I run the project, I can't to scroll it properly - textview is shiften as long as I hold it by mouse/finger and go back to top when I release my mouse/finger. When I try to scroll it by much with a quick move - it goes quickly to the very bottom of the textview. It looks like top and bottom act as strong magnets.
How can I make it working that when I scroll the textview slightly, it stops there? I checked some properties like bounces and other but I didn't make it working as I wanted. I'm not sure if it is important info but I defined the textview as outlet, assigned #property and synthetized it.
I tried to browse the forum but couln't find the answer for it. Thanks for any help.
In thouchesBegan method I have:
- (void)touchesBegan:(NSSet *)touches WithEvent:(UIEvent *)event{
if (text1.editing) {
[text1 resignFirstResponder];
}
[super touchesBegan:touches WithEvent:event];
}
Try to set:
yourTextView.pagingEnabled = TRUE;
or in your xib check the Paging Enabled property.
Here You need To check whether You written some code Which Move The UITextView On Moving The Finger,I Guess So. You need To check Your TouchEvents Methods ...,if So then You need to Fix that Code
These Are the TouchEvents Methods,DO check in these Methods.
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event;
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event;
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event;
Ok if you have nothing written inside these methods related to UITextView,I would say you should take a view of properties of that UITextView as below Image depicts.
Please Have A Look At this AGain.
EDIT:Please Make SUre You have Created The UITextView With Sufficient Size.
I hope It WOuld Help You dude..!!!!!

how to find out when a person has left his finger off the screen?

thats pretty much all i was wondering. Anybody have a quick answer?
i want my program to do some code when the user stops scrolling and has lifted his finger up
you can implement the following method:
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
This will get called whenever you are lifting your finger up.
if you use scrollView , it is better use the delegate:
// called on finger up if the user dragged. decelerate is true if it will continue moving afterwards
- (void)scrollViewDidEndDragging:(UIScrollView *)scrollView willDecelerate:(BOOL)decelerate;

Stop Scrolling UIScrollView When Drawing its SubViews

I have a task in that i am able to draw in subviews of UIScrollView. UIScrollView contains 3 Pages. Each Page contains many UIView as subviews in theses subviews i want to draw like writting but when i tocuh the view and start drawing i can do that because UIScrollView gets scrolled.How to stop scroll when writting time only.
I searched lot for solution. I also used UIView's hitTest method but I am not succeed.Can you provide some suggestions to overcome this issue.
Thanks.
Here's some touchEvent handlers that you need to implement
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event;
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event;
In touchBegan event, you can set a logic to starting drawing after set
[yourScrollView setScrollEnabled:NO];
once you done with drawing in touchEnded event you need to reset your scrollview.
[yourScrollView setScrollEnabled:YES];
P.S. I've not idea of working of my solution but you can try for this.

Semi-piano app touch troubles with UIButtons

I am working on a semi-piano app with a diffrent keyboard-layout then a usual one.
I created the view manually with UIButtons,
My problem was I that I didn't know how to slide from a UIButton to another,
I figured that out with addTarget with the option of withEvent, which gave me the access to the touches.
Now, after I added the target like this:
[C addTarget:self action:#selector(outsideOfKey: forEvent:) forControlEvents:UIControlEventTouchDragOutside|UIControlEventTouchDragInside];
[C addTarget:self action:#selector(keyGetsLeft: forEvent:) forControlEvents:UIControlEventTouchUpOutside | UIControlEventTouchUpInside];
(also for all of the other keys),
I maneged to make them slideable,
outsideOfKey:forEvent: is as follows:
-(void) outsideOfKey:(id)sender forEvent:(UIEvent *)event
{
for(UITouch *t in [event allTouches])
{
CGPoint touchPoint = [t locationInView:window];
if(CGRectContainsPoint(C.frame, touchPoint))
{
C.highlighted = YES;
}
else{
C.highlighted = NO;
}
(Done for all the other keys as well)
I can slide from and into other keys, and when I leave them in keyGetsLeft:forEvent: I have just used the same syntx without the else, and the highlighted became NO.
Up to here it's easy,
But then when I try to do multi-touch, I can slide only one of the touches all around and the others must stay in the same position.
And even more, If I take one of the fingers away all of them are becoming non-highlighted,
I know the reasons to all of that, but I don't know how to fix it and make it to work.
I would probably move away from UIButtons altogether and implement my own custom touch tracking code. See Handling Multitouch Events in the docs. Namely, you will be implementing the following methods:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event;
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event;
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event;
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event
I would probably just implement hit areas, which you could setup in IB, with perhaps a custom UIView touch overlay (just a UIView with a custom subclass). This would let you setup the view in IB with images, titles, etc., but do all of your touch tracking in your custom subclass.
I am afraid, bensnider is right. But I'd implement it via GestureRecognizer:
https://developer.apple.com/documentation/uikit/touches_presses_and_gestures/handling_uikit_gestures
https://developer.apple.com/documentation/uikit/uigesturerecognizer
Each key has one TapRecognizer, while a parent view has a SwipeRecognizer to detect slides form one key to another.
Very useful, on Apple Developer Video Archivelogin with development account required:
WWDC2010: Session 120 — Simplifying Touch Event Handling with Gesture Recognizers
WWDC2010: Session 121 — Advanced Gesture Recognition
I'd use one view for all buttons and manually implement touch tracking as bensnider said. Manually drawing backgrounds/titles also is not so difficult.
Heres a link to an open source iOS piano app I made https://github.com/meech-ward/iOSPiano
I used CALayers for the piano keys and I used
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event;
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event;
to detect if the user is currently touching a piano key.
It works really well even with multiple touches.

Rotate UIImage like SPin the Bottle

I dont know if anyone of you guys know the Spin the Bottle application for the iphone. I want to make a simple app which offers the user a simple image with a bottle. The user should be able to rotate the bottle by using finger gestures. He/She should be able to rotate it with a rotation with the fingers and after releasing (touchesEnd) the bottle should spin further and slow down until it stop at a position based on the speed.
any clues or hints for a solution?
While it's better if you understand everything yourself, if you want a more concrete example the code here works
Narut's post which is like the 5th response has nice clean code for what you want.
In order to respond to a custom multi-touch gesture such as a rotation, you'll need to subclass either the image view or the view containing it and build a custom implementation of the following methods:
- (void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event;
- (void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event;
- (void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event;
- (void) touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event;
Essentially, think of the iPhone screen as a graph, and fingers as points. You use the above methods in a view to figure out how/where fingers are on the graph.
Good starting points:
http://developer.apple.com/IPhone/library/documentation/iPhone/Conceptual/iPhoneOSProgrammingGuide/EventHandling/EventHandling.html
https://stackoverflow.com/questions/tagged/multi-touch+iphone