I have an object that the user has to drag around the screen. This is a regular UIImageView. Currently, the image can be dragged around but when you release it, it stops where your finger lifted the image. What I want is to create momentum, so I can give an impulse to the image and it scrolls until it bounces the screen edge.
I don't want nothing very complex like adding physics libraries and stuff like that. I want to keep it as minimum as possible.
How do I do that? Can you guys point me to some tutorial or in the right direction?
thanks.
Well one way of doing this without using any physics library is this:
First in your class create 4 instance variables like this:
CFTimeInterval startTime;
CGPoint startPoint;
CGPoint oldPoint;
BOOL imageViewTouched;
Than in your - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event method have this code:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [[event allTouched] anyObject];
// Test to see if the touched view is your image view. If not just return.
if (touch.view != <#yourImageView#>) {
return;
}
startPoint = [touch locationInView:self.view];
oldPoint = startPoint;
startTime = CACurrentMediaTime();
imageViewTouched = YES;
}
For - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event do this:
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
// Fingers were moved on the screen but your image view was not touched in the beginning
if (!imageViewTouched) {
return;
}
UITouch *touch = [[event allTouches] anyObject];
CGPoint newPoint = [touch locationInView:self.view];
<#yourImageView#>.frame = CGRectOffset(<#yourImageView#>.frame, newPoint.x - oldPoint.x, newPoint.y - oldPoint.y);
oldPoint = newPoint;
}
Now for - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event try this:
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
// Fingers were removed from the screen but your image view was not touched in the beginning
if (!imageViewTouched) {
return;
}
imageViewTouched = NO;
UITouch *touch = [[event allTouches] anyObject];
CGPoint endPoint = [touch locationInView:self.view];
CFTimeInterval endTime = CACurrentMediaTime();
CFTimeInterval timeDifference = endTime - startTime;
// You may play with this value until you get your desired effect
CGFloat maxSpeed = 80;
CGFloat deltaX = 0;
CGFloat deltaY = 0;
if (timeDifference < 0.35) {
deltaX = (endPoint.x - startPoint.x) / (timeDifference * 10);
deltaY = (endPoint.y - startPoint.y) / (timeDifference * 10);
}
if (deltaX > maxSpeed) { deltaX = maxSpeed; }
else if (deltaX < -maxSpeed) { deltaX = -maxSpeed; }
else if (deltaX > -5 && deltaX < 5) { deltaX = 0; }
if (deltaY > maxSpeed) { deltaY = maxSpeed; }
else if (deltaY < -maxSpeed) { deltaY = -maxSpeed; }
else if (deltaY > -5 && deltaY < 5) { deltaY = 0; }
[UIView begginAnimations:nil context:nil];
[UIView setAnimationDuration:0.5f];
[UIView setAnimationCurve:UIViewAnimationCurveEaseOut];
<#yourImageView#>.frame = CGRectOffset(<#yourImageView#>.frame, deltaX, deltaY);
[UIView commitAnimations];
}
Please let me know if this makes sense and/or works for you. Cheers!
Related
I want to throw an object on touches ended method with force and left to right direction.I created world and body object and calculated swipe distance, angle and force but it is not working properly. Here is my code- --
- (void)ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
NSLog(#"tocuehs began");
UITouch *touch=[touches anyObject];
point1 = [touch locationInView:[touch view]];
}
- (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch=[touches anyObject];
point2 = [touch locationInView:[touch view]];
float distance = ccpDistance(point1, point2);
int maxDistance = 50;
CGFloat strength = distance / maxDistance;
CGFloat angle = atan2f(point2.y - point1.y, point2.x - point1.x);
angle = - 1 * CC_DEGREES_TO_RADIANS(angle);
// int force = strength * maxForce;
_body->ApplyLinearImpulse(b2Vec2(10.0f+cos(angle)*25.0f,10.0f+sin(angle)*25.0f), _body->GetPosition());
}
Please help!
Im using drag option in my application, Since i want to set the object in the same position, that is after drag back to same position, I tried with following coding it sets to som other postion, What change should i made in this,
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
CGPoint touchPoint = [[touches anyObject] locationInView:self.view];
if (touchPoint.x > self.img1.frame.origin.x &&
touchPoint.x < self.img1.frame.origin.x + self.img1.frame.size.width &&
touchPoint.y > self.img1.frame.origin.y &&
touchPoint.y < self.img1.frame.origin.y + self.img1.frame.size.height )
{
self.img1.backgroundColor = self.img1.backgroundColor;
}
self.img1.frame = CGRectMake(self.homePosition.x, self.homePosition.y,
self.img1.frame.size.width,
self.img1.frame.size.height);
}
In .h
CGPoint startPt;
In .m
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{
startPt = [[touches anyObject] locationInView:self.view];
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
CGPoint touchPoint = [[touches anyObject] locationInView:self.view];
if (touchPoint.x > self.img1.frame.origin.x &&
touchPoint.x < self.img1.frame.origin.x + self.img1.frame.size.width &&
touchPoint.y > self.img1.frame.origin.y &&
touchPoint.y < self.img1.frame.origin.y + self.img1.frame.size.height )
{
self.img1.backgroundColor = self.img1.backgroundColor;
}
self.img1.frame = CGRectMake(startPt.x, startPt.y,
self.img1.frame.size.width,
self.img1.frame.size.height);
}
structure
UIViewController
- UIScrollview
- UIButton
I'm going to make scrollview can receive button event. So whenever user do scrolling(dragging) on the button, the scrollview react as scrolling itself.
I made button down and moved handler with event forwarding like below
- (IBAction)buttonTouchedMove:(id)sender withEvent:(UIEvent *)event {
[[sender nextResponder] touchesMoved:[event allTouches] withEvent:event];
}
- (IBAction)buttonTouchedDown:(id)sender withEvent:(UIEvent *)event {
[[sender nextResponder] touchesBegan:[event allTouches] withEvent:event];
}
and to move scrollview as touches change, I made below codes
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
self.oldPoint = [touch locationInView:self.view];
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
CGPoint offset = self.scrollView1.contentOffset;
UITouch *touch = [touches anyObject];
self.newPoint = [touch locationInView:self.view];
int diffX = newPoint.x - oldPoint.x;
offset.x = offset.x - diffX;
[scrollView1 setContentOffset:offset animated:YES];
self.oldPoint = self.newPoint;
}
but, scrollview react strange.. not move enough as I touch moved.
// get the button width
CGFloat buttonWidth = self.theButton.frame.size.width;
// replace your button name here
// now get the view width
CGFloat viewWidth = self.view.frame.size.width;
// replace your view name here
// now get the multiplier which i said u as 10
CGFloat mult = viewWidth / buttonWidth;
// and now use it in your code
.
.
.
diffX = mult*(newPoint.x - oldPoint.x);
.
.
.
Final answer, Using UIView animation, I got what i want.
- (IBAction)buttonTouchedDown:(id)sender withEvent:(UIEvent *)event {
UITouch *touch = [[event allTouches] anyObject];
self.oldPoint = [touch locationInView:self.view];
self.velocity = 0;
isButtonTouchedDown = YES;
}
- (IBAction)buttonTouchedMove:(id)sender withEvent:(UIEvent *)event {
CGPoint offset = self.scrollView1.contentOffset;
UITouch *touch = [[event allTouches] anyObject];
self.newPoint = [touch locationInView:self.view];
int diffX = self.newPoint.x - self.oldPoint.x;
velocity = diffX;
offset.x = offset.x - diffX;
[self.scrollView1 setContentOffset:offset animated:NO];
self.oldPoint = self.newPoint;
}
There is a trick..I calculated velocity by differentiating moved distance in TouchedMove function.
In Button TouchUp event handler, I controlled Scrollview with velocity value and CurveEaseout animation to scroll more. By offering very short duration of animation and repeating it if there is no event(button touched down). It becomes very similar with scrollview's animation.
- (IBAction)buttonTouchedUp:(id)sender withEvent:(UIEvent *)event {
CGPoint offset = self.scrollView1.contentOffset;
amountX = (self.velocity)*(abs(self.velocity));
dX = amountX;
isButtonTouchedDown = NO;
if (offset.x - amountX < 0) {
offset.x = 0;
[scrollView1 setContentOffset:offset animated:YES];
}
else if (abs(dX) < 70) { // 70: content item size
offset.x = roundf(offset.x/70)*70;
[scrollView1 setContentOffset:offset animated:YES];
}
else {
[self endScrollAnimation];
}
- (void)startAnimation:(float)x moveAmount:(float)moveAmount
{
CGPoint offset = self.scrollView1.contentOffset;
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:duration];
offset.x = x < 0 ? offset.x + moveAmount : offset.x -moveAmount;
[UIView setAnimationCurve:UIViewAnimationCurveLinear];
[UIView setAnimationDelegate:self];
[UIView setAnimationDidStopSelector:#selector(endScrollAnimation)];
[scrollView1 setContentOffset:offset animated:NO];
[UIView commitAnimations];
}
- (void)endScrollAnimation
{
CGPoint offset = self.scrollView1.contentOffset;
float slowMoveAmount = abs(amountX) * 0.05;
float fastMoveAmount = abs(amountX) * 0.1;
if (isButtonTouchedDown) {
return;
}
else if (abs(dX) > abs(amountX)*0.35 && offset.x > 0) {
[self startAnimation:dX moveAmount:fastMoveAmount];
dX = dX < 0 ? dX + fastMoveAmount : dX -fastMoveAmount;
}
else if (abs(dX) > slowMoveAmount && offset.x > 0) {
[self startAnimation:dX moveAmount:slowMoveAmount];
dX = dX < 0 ? dX + slowMoveAmount : dX - slowMoveAmount;
}
else {
offset.x = roundf(offset.x/70)*70;
[scrollView1 setContentOffset:offset animated:YES];
}
}
How do you implement a swipe with an UIGestureRecognizer subclass?
(in case you're wondering why I'd like to do this instead of using UISwipeGestureRecognizer, it's because I want to add swipe recognition to Chameleon's UIKit port)
My first go at it (also on Github):
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
_beganLocation = [touch locationInView:self.view];
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint movedLocation = [touch locationInView:self.view];
CGFloat distance = _distance(_beganLocation, movedLocation);
if (distance < SWIPE_MIN_DISTANCE) return;
CGFloat angle = _angle(_beganLocation, movedLocation);
int direction = -1;
if (angle > 270 - SWIPE_MAX_ANGLE && angle < 270 + SWIPE_MAX_ANGLE) {
direction = UISwipeGestureRecognizerDirectionUp;
}
if (angle > 180 - SWIPE_MAX_ANGLE && angle < 180 + SWIPE_MAX_ANGLE) {
direction = UISwipeGestureRecognizerDirectionLeft;
}
if (angle > 90 - SWIPE_MAX_ANGLE && angle < 90 + SWIPE_MAX_ANGLE) {
direction = UISwipeGestureRecognizerDirectionDown;
}
if ((angle > 360 - SWIPE_MAX_ANGLE && angle <= 360) || (angle >= 0 && angle <= SWIPE_MAX_ANGLE)) {
direction = UISwipeGestureRecognizerDirectionRight;
}
if (direction == -1) {
self.state = UIGestureRecognizerStateFailed;
} else {
self.state = self.direction == direction ? UIGestureRecognizerStateRecognized : UIGestureRecognizerStateFailed;
}
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
self.state = UIGestureRecognizerStateFailed;
}
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
self.state = UIGestureRecognizerStateFailed;
}
Auxiliary functions:
static CGFloat _distance(CGPoint point1,CGPoint point2)
{
CGFloat dx = point2.x - point1.x;
CGFloat dy = point2.y - point1.y;
return sqrt(dx*dx + dy*dy);
};
static CGFloat _angle(CGPoint start, CGPoint end)
{
CGPoint origin = CGPointMake(end.x - start.x, end.y - start.y); // get origin point to origin by subtracting end from start
CGFloat radians = atan2f(origin.y, origin.x); // get bearing in radians
CGFloat degrees = radians * (180.0 / M_PI); // convert to degrees
degrees = (degrees > 0.0 ? degrees : (360.0 + degrees)); // correct discontinuity
return degrees;
}
It should be noted that Chameleon's implementation of gesture recognizers is incomplete and contains logic most likely specific to Twitterrific. Our fork contains further modifications.
I am wondering what is the best way to implement rotation-based dragging movements in my iPhone application.
I have a UIView that I wish to rotate around its centre, when the users finger is touch the view and they move it. Think of it like a dial that needs to be adjusted with the finger.
The basic question comes down to:
1) Should I remember the initial angle and transform when touchesBegan is called, and then every time touchesMoved is called apply a new transform to the view based on the current position of the finger, e.g., something like:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint currentPoint = [touch locationInView:self]; //current position of touch
if (([touch view] == self)
&& [Utility getDistance:currentPoint toPoint:self.middle] <= ROTATE_RADIUS //middle is centre of view
&& [Utility getDistance:currentPoint toPoint:self.middle] >= MOVE_RADIUS) { //will be rotation gesture
//remember state of view at beginning of touch
CGPoint top = CGPointMake(self.middle.x, 0);
self.initialTouch = currentPoint;
self.initialAngle = angleBetweenLines(self.middle, top, self.middle, currentPoint);
self.initialTransform = self.transform;
}
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event{
UITouch *touch = [touches anyObject];
CGPoint currentPoint = [touch locationInView:self]; //current position of touch
if (([touch view] == self)
&& [Utility getDistance:currentPoint toPoint:self.middle] <= ROTATE_RADIUS
&& [Utility getDistance:currentPoint toPoint:self.middle] >= MOVE_RADIUS) { //a rotation gesture
//rotate tile
float newAngle = angleBetweenLines(self.middle, CGPointMake(self.middle.x, 0), self.middle, currentPoint); //touch angle
float angleDif = newAngle - self.initialAngle; //work out dif between angle at beginning of touch and now.
CGAffineTransform newTransform = CGAffineTransformRotate(self.initialTransform, angleDif); //create new transform
self.transform = newTransform; //apply transform.
}
OR
2) Should I simply remember the last known position/angle, and rotate the view based on the difference in angle between that and now, e.g.,:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint currentPoint = [touch locationInView:self]; //current position of touch
if (([touch view] == self)
&& [Utility getDistance:currentPoint toPoint:self.middle] <= ROTATE_RADIUS
&& [Utility getDistance:currentPoint toPoint:self.middle] >= MOVE_RADIUS) { //will be rotation gesture
//remember state of view at beginning of touch
CGPoint top = CGPointMake(self.middle.x, 0);
self.lastTouch = currentPoint;
self.lastAngle = angleBetweenLines(self.middle, top, self.middle, currentPoint);
}
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event{
UITouch *touch = [touches anyObject];
CGPoint currentPoint = [touch locationInView:self]; //current position of touch
if (([touch view] == self)
&& [Utility getDistance:currentPoint toPoint:middle] <= ROTATE_RADIUS
&& [Utility getDistance:currentPoint toPoint:middle] >= MOVE_RADIUS) { //a rotation gesture
//rotate tile
float newAngle = angleBetweenLines(self.middle, CGPointMake(self.middle.x, 0), self.middle, currentPoint); //touch angle
float angleDif = newAngle - self.lastAngle; //work out dif between angle at beginning of touch and now.
CGAffineTransform newTransform = CGAffineTransformRotate(self.transform, angleDif); //create new transform
self.transform = newTransform; //apply transform.
self.lastTouch = currentPoint;
self.lastAngle = newAngle;
}
The second option makes more sense to me, but it is not giving very pleasing results (jaggy updates and non-smooth rotations). Which way is best (if any), in terms of performance?
Cheers!
It is actually much simpler than what you have tried.
You need three data points:
The origin of your view.
The location of the current touch
The location of the previous touch
The Touch object passed to you actually contains the last touch location. So you don't need to keep track of it.
All you have to do is calculate the angle between two lines:
Origin to Current Touch
Origin to Previous Touch
Then convert that to radians and use that in your CGAffineTransformRotate(). Do that all in your touchesMoved handler.
Here is a function to calculate what you need just that:
static inline CGFloat angleBetweenLinesInRadians(CGPoint line1Start, CGPoint line1End, CGPoint line2Start, CGPoint line2End) {
CGFloat a = line1End.x - line1Start.x;
CGFloat b = line1End.y - line1Start.y;
CGFloat c = line2End.x - line2Start.x;
CGFloat d = line2End.y - line2Start.y;
CGFloat line1Slope = (line1End.y - line1Start.y) / (line1End.x - line1Start.x);
CGFloat line2Slope = (line2End.y - line2Start.y) / (line2End.x - line2Start.x);
CGFloat degs = acosf(((a*c) + (b*d)) / ((sqrt(a*a + b*b)) * (sqrt(c*c + d*d))));
return (line2Slope > line1Slope) ? degs : -degs;
}
Courtesy of Jeff LaMarche at:
http://iphonedevelopment.blogspot.com/2009/12/better-two-finger-rotate-gesture.html
Example:
UITouch *touch = [touches anyObject];
CGPoint origin = [view center];
CGFloat angle = angleBetweenLinesInRadians(origin, [touch previousLocationInView:self.superview.superview], origin, [touch locationInView:self.superview.superview]);
Have you considered using UIRotationGestureRecognizer? Seems like that has the logic already baked in, and might make things simpler.