how to move image in specified UIview iphone - iphone

UIPanGestureRecognizer *panRecognizer = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(move:)];
[panRecognizer setMinimumNumberOfTouches:1];
[panRecognizer setMaximumNumberOfTouches:1];
[panRecognizer setDelegate:self];
[templatePhotoPlaceholderView addGestureRecognizer:panRecognizer];
-(void)move:(UIPanGestureRecognizer *)gestureRecognizer{
CGPoint translatedPoint = [gestureRecognizer translationInView:imageview];
CGPoint center;
if([gestureRecognizer state] == UIGestureRecognizerStateBegan) {
_firstX = [imageview center].x;
_firstY = [imageview center].y;
if(center.x < templatePhotoPlaceholderView.frame.origin.x + (imageview.frame.size.width/2)){
center.x = templatePhotoPlaceholderView.frame.origin.x+(imageview.frame.size.width/2);
}
if(center.x > templatePhotoPlaceholderView.frame.origin.x+templatePhotoPlaceholderView.frame.size.width - (imageview.frame.size.width/2)){
center.x = templatePhotoPlaceholderView.frame.origin.x+templatePhotoPlaceholderView.frame.size.width - (imageview.frame.size.width/2);
}
if(center.y < templatePhotoPlaceholderView.frame.origin.y + (imageview.frame.size.height/2)){
center.y = templatePhotoPlaceholderView.frame.origin.y + (imageview.frame.size.height/2);
}
if(center.y > templatePhotoPlaceholderView.frame.origin.y + templatePhotoPlaceholderView.frame.size.height -(imageview.frame.size.height/2)){
center.y = templatePhotoPlaceholderView.frame.origin.y + (templatePhotoPlaceholderView.frame.size.height)-(imageview.frame.size.height/2);
}
}
translatedPoint = CGPointMake(center.x+translatedPoint.x, center.y+translatedPoint.y);
[imageview setCenter:translatedPoint];
}
how to move an image in a specified view [templatePhotoPlaceholderView is a view imageview is an UIImageView]
When the image is touches the edges of all corner of UIView then image need not to move.
Not to allow the image to go out side of the UIView.
i try but not able to fix the image view in specified region to be moved.
# sorry if any grammatical mistake in typing.
#all please advice me how to figure the issue.
// Scaling
UIPinchGestureRecognizer *pinchRecognizer = [[[UIPinchGestureRecognizer alloc] initWithTarget:self action:#selector(scale:)] autorelease];
[pinchRecognizer setDelegate:self];
[templatePhotoPlaceholderView addGestureRecognizer:pinchRecognizer];
[self.view addSubview:templatePhotoPlaceholderView];
[tapRecognizer release];
- (void)scale:(UIPinchGestureRecognizer *)gestureRecognizer
{
[self adjustAnchorPointForGestureRecognizer:gestureRecognizer];
if ([gestureRecognizer state] == UIGestureRecognizerStateBegan || [gestureRecognizer state] == UIGestureRecognizerStateChanged) {
float hfactor = imageview.frame.size.width / templatePhotoPlaceholderView.frame.size.width;
float vfactor = imageview.frame.size.height / templatePhotoPlaceholderView.frame.size.height;
float factor = MAX(hfactor, vfactor);
if (([gestureRecognizer scale] > 1 && factor < 3) || ([gestureRecognizer scale] <= 1 && factor >1) ) {
imageview.transform = CGAffineTransformScale([imageview transform], [gestureRecognizer scale], [gestureRecognizer scale]);
}
[gestureRecognizer setScale:1];
}
}

If you are not scaling the image or view then it's very simple.
try this way:
-(void)move:(UIPanGestureRecognizer *)gestureRecognizer{
CGPoint translatedPoint = [gestureRecognizer translationInView:imageview];
CGPoint center;
if([gestureRecognizer state] == UIGestureRecognizerStateBegan) {
_firstX = [imageview center].x;
_firstY = [imageview center].y;
//checking for x axis
if((self.view.frame.origin.x + 2 > _firstX) && (imageVIew.frame.size.width+_fisrtX < 340))
//perform move condition
//checking for Y axis
if(self.view.frame.origin.y+ 2 > _firstY) && (imageview.Frame.size.height + _firstY < 420)
//perform move condtion
}

Related

How to make collage in shape for iPhone application?

I want many collages in some particular shape like heart shape, star shape, etc...
Can any one tell me how can I do this programmatically in my iPhone app with objective c?
Use this code. Here The images are being picked from the PhotoLibrary and then using gestures they are being moved, zoomed etc. I am using All the gestures to help u do virtually any panning, pinching and rotating of any image you put.
- (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info
{
[picker dismissModalViewControllerAnimated:YES];
imageCollage = [[UIImageView alloc]initWithFrame:CGRectMake(80, 80, 150, 150)];
[imageCollage setUserInteractionEnabled:YES];
imageCollage.image = [info objectForKey:UIImagePickerControllerOriginalImage];
holderView = [[UIView alloc] initWithFrame:CGRectMake(0,0,imageCollage.frame .size.width, imageCollage.frame.size.height)];
holderView.layer.cornerRadius = 6;
holderView.clipsToBounds = YES;
imageview = [[UIImageView alloc] initWithFrame:[holderView frame]];
[imageview setImage:imageCollage.image];
[holderView addSubview:imageview];
UIPinchGestureRecognizer *pinchRecognizer = [[UIPinchGestureRecognizer alloc] initWithTarget:self action:#selector(scale:)];
[pinchRecognizer setDelegate:self];
[holderView addGestureRecognizer:pinchRecognizer];
UIRotationGestureRecognizer *rotationRecognizer = [[UIRotationGestureRecognizer alloc] initWithTarget:self action:#selector(rotate:)];
[rotationRecognizer setDelegate:self];
[holderView addGestureRecognizer:rotationRecognizer];
UIPanGestureRecognizer *panRecognizer = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(move:)];
[panRecognizer setMinimumNumberOfTouches:1];
[panRecognizer setMaximumNumberOfTouches:1];
[panRecognizer setDelegate:self];
[holderView addGestureRecognizer:panRecognizer];
DeleteImage = [[UIImageView alloc]initWithFrame:CGRectMake(0, 0, 30, 30)];
[DeleteImage setImage:[UIImage imageNamed:#"DeleteRed.png"]];
[holderView addSubview:DeleteImage];
DeleteImage.userInteractionEnabled = YES;
UITapGestureRecognizer *tapRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(tapped:)];
[tapRecognizer setNumberOfTapsRequired:1];
[tapRecognizer setDelegate:self];
[DeleteImage addGestureRecognizer:tapRecognizer];
[BaseView addSubview:holderView];
[Trash setImage:[UIImage imageNamed:#"12456977871712665073hrum_trash.svg.med.png"] forState:UIControlStateNormal];
}
-(void)scale:(id)sender
{
BaseView.clipsToBounds = YES;
[BaseView bringSubviewToFront:[(UIPinchGestureRecognizer*)sender view]];
if([(UIPinchGestureRecognizer*)sender state] == UIGestureRecognizerStateEnded) {
lastScale = 1.0;
return;
}
CGFloat scale = 1.0 - (lastScale - [(UIPinchGestureRecognizer*)sender scale]);
CGAffineTransform currentTransform = [(UIPinchGestureRecognizer*)sender view].transform;
CGAffineTransform newTransform = CGAffineTransformScale(currentTransform, scale, scale);
[[(UIPinchGestureRecognizer*)sender view] setTransform:newTransform];
lastScale = [(UIPinchGestureRecognizer*)sender scale];
}
-(void)rotate:(id)sender
{
[BaseView bringSubviewToFront:[(UIRotationGestureRecognizer*)sender view]];
if([(UIRotationGestureRecognizer*)sender state] == UIGestureRecognizerStateEnded) {
lastRotation = 0.0;
return;
}
CGFloat rotation = 0.0 - (lastRotation - [(UIRotationGestureRecognizer*)sender rotation]);
CGAffineTransform currentTransform = [(UIPinchGestureRecognizer*)sender view].transform;
CGAffineTransform newTransform = CGAffineTransformRotate(currentTransform,rotation);
[[(UIRotationGestureRecognizer*)sender view] setTransform:newTransform];
lastRotation = [(UIRotationGestureRecognizer*)sender rotation];
}
-(void)move:(id)sender
{
[[[(UITapGestureRecognizer*)sender view] layer] removeAllAnimations];
BaseView.clipsToBounds = YES;
[BaseView bringSubviewToFront:[(UIPanGestureRecognizer*)sender view]];
CGPoint translatedPoint = [(UIPanGestureRecognizer*)sender translationInView:self.view];
if([(UIPanGestureRecognizer*)sender state] == UIGestureRecognizerStateBegan) {
firstX = [[sender view] center].x;
firstY = [[sender view] center].y;
}
translatedPoint = CGPointMake(firstX+translatedPoint.x, firstY+translatedPoint.y);
[[sender view] setCenter:translatedPoint];
if([(UIPanGestureRecognizer*)sender state] == UIGestureRecognizerStateEnded) {
CGFloat finalX = translatedPoint.x + (.20*[(UIPanGestureRecognizer*)sender velocityInView:self.view].x);
CGFloat finalY = translatedPoint.y + (.20*[(UIPanGestureRecognizer*)sender velocityInView:self.view].y);
if(UIDeviceOrientationIsPortrait([[UIDevice currentDevice] orientation])) {
if(finalX < 0) {
finalX = 0;
}
else if(finalX > 260) {
finalX = 260;
}
if(finalY < 0) {
finalY = 0;
}
else if(finalY > 416) {
finalY = 416;
}
}
else {
if(finalX < 0) {
finalX = 0;
}
else if(finalX > 416) {
finalX = 260;
}
if(finalY < 0) {
finalY = 0;
}
else if(finalY > 260) {
finalY = 416;
}
}
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:.35];
[UIView setAnimationCurve:UIViewAnimationCurveEaseOut];
[[sender view] setCenter:CGPointMake(finalX, finalY)];
[UIView commitAnimations];
}
}
-(void)tapped:(UIGestureRecognizer *)recogniser
{
NSLog(#"%#",recogniser.view);
[Trash setImage:[UIImage imageNamed:#"trash_bin_recycle_quit_terminate_error_cancel_close_exit.png"] forState:UIControlStateNormal];
[[[recogniser view] superview] removeFromSuperview];
}
- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldRecognizeSimultaneouslyWithGestureRecognizer:(UIGestureRecognizer *)otherGestureRecognizer {
return ![gestureRecognizer isKindOfClass:[UIPanGestureRecognizer class]];
}
Any queries about the cod please feel free to ask :)... Happy Coding ..
If you have little experience with Core Graphics and want to programmatically generate those kinds of shapes, I would recommend you use a Mac app called PaintCode.
You can use it to draw your shapes, and it generates the corresponding Objective-C drawing code.

How to increase or decrease the size of UIImageView by dragging the right corner of the edge?

I am doing an app which has a feature that resizing UIImageView by dragging the right corner of the UIImageView's edge like zoom in and zoom out. Also we can rotate the image.
How can I achieve this?
In case of resizing UIImage use SPUserResizableView follow link.
For rotation u will add UIRotationGestureRecognizer to resizableview.
Use this code. Here The images are being picked from the PhotoLibrary and then using gestures they are being moved, zoomed etc. I am using all the gestures to help u do virtually anything like panning, pinching and rotating of any image you put.
- (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info
{
[picker dismissModalViewControllerAnimated:YES];
imageCollage = [[UIImageView alloc]initWithFrame:CGRectMake(80, 80, 150, 150)];
[imageCollage setUserInteractionEnabled:YES];
imageCollage.image = [info objectForKey:UIImagePickerControllerOriginalImage];
holderView = [[UIView alloc] initWithFrame:CGRectMake(0,0,imageCollage.frame .size.width, imageCollage.frame.size.height)];
holderView.layer.cornerRadius = 6;
holderView.clipsToBounds = YES;
imageview = [[UIImageView alloc] initWithFrame:[holderView frame]];
[imageview setImage:imageCollage.image];
[holderView addSubview:imageview];
UIPinchGestureRecognizer *pinchRecognizer = [[UIPinchGestureRecognizer alloc] initWithTarget:self action:#selector(scale:)];
[pinchRecognizer setDelegate:self];
[holderView addGestureRecognizer:pinchRecognizer];
UIRotationGestureRecognizer *rotationRecognizer = [[UIRotationGestureRecognizer alloc] initWithTarget:self action:#selector(rotate:)];
[rotationRecognizer setDelegate:self];
[holderView addGestureRecognizer:rotationRecognizer];
UIPanGestureRecognizer *panRecognizer = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(move:)];
[panRecognizer setMinimumNumberOfTouches:1];
[panRecognizer setMaximumNumberOfTouches:1];
[panRecognizer setDelegate:self];
[holderView addGestureRecognizer:panRecognizer];
DeleteImage = [[UIImageView alloc]initWithFrame:CGRectMake(0, 0, 30, 30)];
[DeleteImage setImage:[UIImage imageNamed:#"DeleteRed.png"]];
[holderView addSubview:DeleteImage];
DeleteImage.userInteractionEnabled = YES;
UITapGestureRecognizer *tapRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(tapped:)];
[tapRecognizer setNumberOfTapsRequired:1];
[tapRecognizer setDelegate:self];
[DeleteImage addGestureRecognizer:tapRecognizer];
[BaseView addSubview:holderView];
[Trash setImage:[UIImage imageNamed:#"12456977871712665073hrum_trash.svg.med.png"] forState:UIControlStateNormal];
}
-(void)scale:(id)sender
{
BaseView.clipsToBounds = YES;
[BaseView bringSubviewToFront:[(UIPinchGestureRecognizer*)sender view]];
if([(UIPinchGestureRecognizer*)sender state] == UIGestureRecognizerStateEnded) {
lastScale = 1.0;
return;
}
CGFloat scale = 1.0 - (lastScale - [(UIPinchGestureRecognizer*)sender scale]);
CGAffineTransform currentTransform = [(UIPinchGestureRecognizer*)sender view].transform;
CGAffineTransform newTransform = CGAffineTransformScale(currentTransform, scale, scale);
[[(UIPinchGestureRecognizer*)sender view] setTransform:newTransform];
lastScale = [(UIPinchGestureRecognizer*)sender scale];
}
-(void)rotate:(id)sender
{
[BaseView bringSubviewToFront:[(UIRotationGestureRecognizer*)sender view]];
if([(UIRotationGestureRecognizer*)sender state] == UIGestureRecognizerStateEnded) {
lastRotation = 0.0;
return;
}
CGFloat rotation = 0.0 - (lastRotation - [(UIRotationGestureRecognizer*)sender rotation]);
CGAffineTransform currentTransform = [(UIPinchGestureRecognizer*)sender view].transform;
CGAffineTransform newTransform = CGAffineTransformRotate(currentTransform,rotation);
[[(UIRotationGestureRecognizer*)sender view] setTransform:newTransform];
lastRotation = [(UIRotationGestureRecognizer*)sender rotation];
}
-(void)move:(id)sender
{
[[[(UITapGestureRecognizer*)sender view] layer] removeAllAnimations];
BaseView.clipsToBounds = YES;
[BaseView bringSubviewToFront:[(UIPanGestureRecognizer*)sender view]];
CGPoint translatedPoint = [(UIPanGestureRecognizer*)sender translationInView:self.view];
if([(UIPanGestureRecognizer*)sender state] == UIGestureRecognizerStateBegan) {
firstX = [[sender view] center].x;
firstY = [[sender view] center].y;
}
translatedPoint = CGPointMake(firstX+translatedPoint.x, firstY+translatedPoint.y);
[[sender view] setCenter:translatedPoint];
if([(UIPanGestureRecognizer*)sender state] == UIGestureRecognizerStateEnded) {
CGFloat finalX = translatedPoint.x + (.20*[(UIPanGestureRecognizer*)sender velocityInView:self.view].x);
CGFloat finalY = translatedPoint.y + (.20*[(UIPanGestureRecognizer*)sender velocityInView:self.view].y);
if(UIDeviceOrientationIsPortrait([[UIDevice currentDevice] orientation])) {
if(finalX < 0) {
finalX = 0;
}
else if(finalX > 260) {
finalX = 260;
}
if(finalY < 0) {
finalY = 0;
}
else if(finalY > 416) {
finalY = 416;
}
}
else {
if(finalX < 0) {
finalX = 0;
}
else if(finalX > 416) {
finalX = 260;
}
if(finalY < 0) {
finalY = 0;
}
else if(finalY > 260) {
finalY = 416;
}
}
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationDuration:.35];
[UIView setAnimationCurve:UIViewAnimationCurveEaseOut];
[[sender view] setCenter:CGPointMake(finalX, finalY)];
[UIView commitAnimations];
}
}
-(void)tapped:(UIGestureRecognizer *)recogniser
{
NSLog(#"%#",recogniser.view);
[Trash setImage:[UIImage imageNamed:#"trash_bin_recycle_quit_terminate_error_cancel_close_exit.png"] forState:UIControlStateNormal];
[[[recogniser view] superview] removeFromSuperview];
}
- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldRecognizeSimultaneouslyWithGestureRecognizer:(UIGestureRecognizer *)otherGestureRecognizer {
return ![gestureRecognizer isKindOfClass:[UIPanGestureRecognizer class]];
}
Any queries about the code please feel free to ask :)... Happy Coding ..

How to stretch images on touch direction in iPhone sdk?

I am working on customizing images. My requirement is to stretch or shrink image in touch direction & cropping image. I have done cropping but how I can stretch & shrink image in touch direction. Is it possible?
Your question in not clear.but if you want to scale or rotate image with touch event.then in viewdidload write this code.
UIRotationGestureRecognizer *rotationGesture = [[UIRotationGestureRecognizer alloc]
initWithTarget:self action:#selector(rotateImage:)];
[self.view addGestureRecognizer:rotationGesture];
UIPinchGestureRecognizer *pinchGesture = [[UIPinchGestureRecognizer alloc]
initWithTarget:self action:#selector(scaleImage:)];
[self.view addGestureRecognizer:pinchGesture];
[pinchGesture release];
And using this code you can rotate or scale images in touch direction.
- (void)scaleImage:(UIPinchGestureRecognizer *)recognizer
{
if([recognizer state] == UIGestureRecognizerStateEnded) {
previousScale = 1.0;
return;
}
CGFloat newScale = 1.0 - (previousScale - [recognizer scale]);
CGAffineTransform currentTransformation = yourimage.transform;
CGAffineTransform newTransform = CGAffineTransformScale(currentTransformation,
newScale, newScale);
yourimage.transform = newTransform;
previousScale = [recognizer scale];
}
- (void)rotateImage:(UIRotationGestureRecognizer *)recognizer
{
if([recognizer state] == UIGestureRecognizerStateEnded) {
previousRotation = 0.0;
return;
}
CGFloat newRotation = 0.0 - (previousRotation - [recognizer rotation]);
CGAffineTransform currentTransformation = yourimage.transform;
CGAffineTransform newTransform = CGAffineTransformRotate(currentTransformation, newRotation);
yourimage.transform = newTransform;
previousRotation = [recognizer rotation];
}

UIPanGestureRecognizer gets stuck before moving after image is idle for a bit

So I'm making a simple iPhone app that lets you move / scale images that have been imported in a view. I'm using UIGestureRecognizers with #paulsolt 's code below to accomplish this. It works great. The only problem I'm having is when I go to move an object after not having touched the screen or performed any other actions for a while, there is a slight hiccup before it starts moving smoothly.
Does anyone know how to fix this problem?
- (void)addGestureRecognizersToView:(UIView *)theView {
theView.userInteractionEnabled = YES; // Enable user interaction
UIPanGestureRecognizer *panGesture = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(handlePanGesture:)];
[panGesture setMaximumNumberOfTouches:2];
[panGesture setDelegate:self];
[theView addGestureRecognizer:panGesture];
[panGesture release];
UIPinchGestureRecognizer *pinchGesture = [[UIPinchGestureRecognizer alloc] initWithTarget:self action:#selector(handlePinchGesture:)];
[theView addGestureRecognizer:pinchGesture];
[pinchGesture release];
}
- (void)handlePinchGesture:(UIPinchGestureRecognizer *)gestureRecognizer {
if([gestureRecognizer state] == UIGestureRecognizerStateBegan) {
// Reset the last scale, necessary if there are multiple objects with different scales
lastScale = [gestureRecognizer scale];
}
if ([gestureRecognizer state] == UIGestureRecognizerStateBegan ||
[gestureRecognizer state] == UIGestureRecognizerStateChanged) {
CGFloat currentScale = [[[gestureRecognizer view].layer valueForKeyPath:#"transform.scale"] floatValue];
// Constants to adjust the max/min values of zoom
const CGFloat kMaxScale = 1.5;
const CGFloat kMinScale = 1.0;
const CGFloat kSpeed = 0.75;
CGFloat newScale = 1 - (lastScale - [gestureRecognizer scale]) * (kSpeed);
newScale = MIN(newScale, kMaxScale / currentScale);
newScale = MAX(newScale, kMinScale / currentScale);
CGAffineTransform transform = CGAffineTransformScale([[gestureRecognizer view] transform], newScale, newScale);
[gestureRecognizer view].transform = transform;
lastScale = [gestureRecognizer scale]; // Store the previous scale factor for the next pinch gesture call
}
}
- (void)handlePanGesture:(UIPanGestureRecognizer *)gestureRecognizer {
UIView *myView = [gestureRecognizer view];
CGPoint translate = [gestureRecognizer translationInView:[myView superview]];
if ([gestureRecognizer state] == UIGestureRecognizerStateChanged || [gestureRecognizer state] == UIGestureRecognizerStateChanged) {
[myView setCenter:CGPointMake(myView.center.x + translate.x, myView.center.y + translate.y)];
[gestureRecognizer setTranslation:CGPointZero inView:[myView superview]];
}
}
Maybe because you do this [panGesture setMaximumNumberOfTouches:2];, it has to ensure that the current action is not pinching before moving your view?
This is happening when the imagepicker selects a photo taken by the iPhone camera. For other images it seems to work fine. Not sure how to fix this.

UIImageView Gestures (Zoom, Rotate) Question

I would like to make 2 operations to an UIImageView zoom, rotate, I have 2 problems:
A. I make an operation for zoom for ex. and when I try to make rotation the UIImageView is set to initial size, I would like to know how to keep the zoomed UIImageView and make the rotation from the zoomed image.
B. I would like to combine the zoom operation with rotation and I don't know ho to implement this:
- (void)viewDidLoad
{
foo = [[UIImageView alloc]initWithFrame:CGRectMake(100.0, 100.0, 600, 800.0)];
foo.userInteractionEnabled = YES;
foo.multipleTouchEnabled = YES;
foo.image = [UIImage imageNamed:#"earth.jpg"];
foo.contentMode = UIViewContentModeScaleAspectFit;
foo.clipsToBounds = YES;
[self.view addSubview:foo];
}
//---pinch gesture---
UIPinchGestureRecognizer *pinchGesture =
[[UIPinchGestureRecognizer alloc] initWithTarget:self action:#selector(handlePinchGesture:)];
[foo addGestureRecognizer:pinchGesture];
[pinchGesture release];
//---rotate gesture---
UIRotationGestureRecognizer *rotateGesture =
[[UIRotationGestureRecognizer alloc] initWithTarget:self action:#selector(handleRotateGesture:)];
[foo addGestureRecognizer:rotateGesture];
[rotateGesture release];
//---handle pinch gesture---
-(IBAction) handlePinchGesture:(UIGestureRecognizer *) sender {
NSLog(#"Pinch");
CGFloat factor = [(UIPinchGestureRecognizer *) sender scale];
if (factor > 1) {
//---zooming in---
sender.view.transform = CGAffineTransformMakeScale(
lastScaleFactor + (factor-1),
lastScaleFactor + (factor-1));
}
else {
//---zooming out---
sender.view.transform = CGAffineTransformMakeScale(lastScaleFactor * factor, lastScaleFactor * factor);
}
if (sender.state == UIGestureRecognizerStateEnded) {
if (factor > 1) {
lastScaleFactor += (factor-1);
} else {
lastScaleFactor *= factor;
}
}
}
//---handle rotate gesture---
-(IBAction) handleRotateGesture:(UIGestureRecognizer *) sender {
CGFloat rotation = [(UIRotationGestureRecognizer *) sender rotation];
CGAffineTransform transform = CGAffineTransformMakeRotation(rotation + netRotation);
sender.view.transform = transform;
if (sender.state == UIGestureRecognizerStateEnded) {
netRotation += rotation;
}
}
Thanks
Hope this can be helpful to you, that's how I usually implement gesture recognizers:
UIRotationGestureRecognizer *rotationGesture = [[UIRotationGestureRecognizer alloc] initWithTarget:self action:#selector(rotatePiece:)];
[piece addGestureRecognizer:rotationGesture];
[rotationGesture release];
UIPinchGestureRecognizer *pinchGesture = [[UIPinchGestureRecognizer alloc] initWithTarget:self action:#selector(scalePiece:)];
[pinchGesture setDelegate:self];
[piece addGestureRecognizer:pinchGesture];
[pinchGesture release];
Rotate method: Reset the gesture recognizer's rotation to 0 after applying so the next callback is a delta from the current rotation
- (void)rotatePiece:(UIRotationGestureRecognizer *)gestureRecognizer {
[self adjustAnchorPointForGestureRecognizer:gestureRecognizer];
if ([gestureRecognizer state] == UIGestureRecognizerStateBegan || [gestureRecognizer state] == UIGestureRecognizerStateChanged) {
[gestureRecognizer view].transform = CGAffineTransformRotate([[gestureRecognizer view] transform], [gestureRecognizer rotation]);
[gestureRecognizer setRotation:0];
}
}
Scale Method, at the end reset the gesture recognizer's scale to 1 after applying so the next callback is a delta from the current scale
- (void)scalePiece:(UIPinchGestureRecognizer *)gestureRecognizer {
[self adjustAnchorPointForGestureRecognizer:gestureRecognizer];
if ([gestureRecognizer state] == UIGestureRecognizerStateBegan || [gestureRecognizer state] == UIGestureRecognizerStateChanged) {
[gestureRecognizer view].transform = CGAffineTransformScale([[gestureRecognizer view] transform], [gestureRecognizer scale], [gestureRecognizer scale]);
[gestureRecognizer setScale:1];
}
}
Than ensure that the pinch, pan and rotate gesture recognizers on a particular view can all recognize simultaneously prevent other gesture recognizers from recognizing simultaneously
- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldRecognizeSimultaneouslyWithGestureRecognizer:(UIGestureRecognizer *)otherGestureRecognizer {
// if the gesture recognizers are on different views, don't allow simultaneous recognition
if (gestureRecognizer.view != otherGestureRecognizer.view)
return NO;
// if either of the gesture recognizers is the long press, don't allow simultaneous recognition
if ([gestureRecognizer isKindOfClass:[UILongPressGestureRecognizer class]] || [otherGestureRecognizer isKindOfClass:[UILongPressGestureRecognizer class]])
return NO;
return YES;
}
Scale and rotation transforms are applied relative to the layer's anchor point this method moves a gesture recognizer's view's anchor point between the user's fingers
- (void)adjustAnchorPointForGestureRecognizer:(UIGestureRecognizer *)gestureRecognizer {
if (gestureRecognizer.state == UIGestureRecognizerStateBegan) {
UIView *piece = gestureRecognizer.view;
CGPoint locationInView = [gestureRecognizer locationInView:piece];
CGPoint locationInSuperview = [gestureRecognizer locationInView:piece.superview];
piece.layer.anchorPoint = CGPointMake(locationInView.x / piece.bounds.size.width, locationInView.y / piece.bounds.size.height);
piece.center = locationInSuperview;
}
}
Just implement gestureRecognizer:shouldRecognizeSimultaneouslyWithGestureRecognizer: in your delegate.
I have a UIPinchGestureRecognizer, a UIPanGestureRecognizer and a UIRotationGestureRecognizer set up and I want them all to work at the same time. I also have a UITapGestureRecognizer which I do not want to be recognized simultaneously. All I did was this:
- (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldRecognizeSimultaneouslyWithGestureRecognizer:(UIGestureRecognizer *)otherGestureRecognizer
{
if (![gestureRecognizer isKindOfClass:[UITapGestureRecognizer class]] && ![otherGestureRecognizer isKindOfClass:[UITapGestureRecognizer class]]) {
return YES;
}
return NO;
}
I found something that may interest you on the stanford university website:
http://www.stanford.edu/class/cs193p/cgi-bin/drupal/downloads-2010-winter
on this site you will need to scroll down until you see the number 14: "Title: Lecture #14 - MultiTouch"
Download the: "14_MultiTouchDemo.zip"
In this example you can scale and rotate every image at the same time.
hope i helped :)
When you use CGAffineTransformMakeScale, you are resetting the transformation of Identity every time you use it and you lose the previous transformation information.
Try using CGAffineTransformScale(view.transform,scale, scale) for the pinch zooming. You will need to retain the original frame size to keep the zooming under control though.
see: How can I use pinch zoom(UIPinchGestureRecognizer) to change width of a UITextView?
For rotation similarly:
if ([gestureRecognizer state] == UIGestureRecognizerStateBegan || [gestureRecognizer state] == UIGestureRecognizerStateChanged) {
view.transform = CGAffineTransformRotate([view transform], [gestureRecognizer rotation]);
[gestureRecognizer setRotation:0];
}
I know this is a pretty old thread, I came across this imageview subclass, which works nice for zoom, rotate and pan. It uses gesture recognizer on an imageview. I am using this for one of my app.
ZoomRotatePanImageView