touchesbegan, touchesmoved, touchesended issue - iphone

For various reasons, I've moved these methods from a UIView subclass to my viewcontroller. And I finally got it working, except for one thing. Not only am I able to drag the UIImageviews I've programmatically created, but the actual view controllers view is draggable too. Creating this much undesired effect. I guess it's the fact that it's touches anyobject, and the background itself is an object. I'm just not sure how exclude the background. I would think that it would need the "UserInteraction enabled", but I guess not? I only want it to make UIImageViews draggable. Please forgive my noobness. I'm still learning.
I have all the imageviews i'd want "touchable" in an NSMutableDictionary called "letterDictionary". Would it be possible to only have touch apply to what's in the dictionary?
http://imgur.com/W08dI
- (void) touchesBegan:(NSSet*)touches withEvent:(UIEvent*)event {
UITouch *touch = [touches anyObject];
touchPoint = [touch locationInView:self.view];
movingLetter = [touch view];
CGPoint pointInside = [touch locationInView:[touch view]];
if ([movingLetter pointInside:pointInside withEvent:event]) touchedInside = YES;
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
if (touchedInside) {
UITouch *touch = [touches anyObject];
CGPoint newPoint = [touch locationInView:self.view]; // get the new touch location
movingLetter.center = CGPointMake(movingLetter.center.x + newPoint.x - touchPoint.x, movingLetter.center.y + newPoint.y - touchPoint.y);
touchPoint = newPoint;
}
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
if (touchedInside) {
UITouch *touch = [touches anyObject];
CGPoint newPoint = [touch locationInView:self.view];
movingLetter.center = CGPointMake(movingLetter.center.x + newPoint.x - touchPoint.x, movingLetter.center.y + newPoint.y - touchPoint.y);
if (CGRectIntersectsRect([movingLetter frame], [placeHolder frame]))
{
movingLetter.center = placeHolder.center;
}
}
touchedInside = NO;
}
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
touchedInside = NO;
}

You have the view that was touched,
UITouch *touch = [touches anyObject];
touchPoint = [touch locationInView:self.view];
movingLetter = [touch view];
just test to see if it is the class you are looking for (e.g. a UIImageView) then return
UITouch *touch = [touches anyObject];
if (![[touch view] isKindOfClass:[UIImageView class]])
{
return;
}

In this touchesBegen Method :
-(void)touchesBegan:(NSSet* )touches withEvent:(UIEvent *)event
{
[self.view endEditing:YES];
UITouch *touch = [touches anyObject];
_previousPoint1 = [touch previousLocationInView:self.main_uiview];
_previousPoint2 = [touch previousLocationInView:self.main_uiview];
_currentPoint = [touch locationInView:self.main_uiview];
[self touchesMoved:touches withEvent:event];
self.bezierPath = [UIBezierPath bezierPath];
[self.bezierPath moveToPoint:_currentPoint];
}
TouchesMove Method
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent* )event
{
UITouch *touch = [touches anyObject];
_previousPoint2 = _previousPoint1;
_previousPoint1 = [touch previousLocationInView:self.main_uiview];
_currentPoint = [touch locationInView:self.main_uiview];
lastPoint = _currentPoint;
[_bezierPath addLineToPoint:lastPoint];
// calculate mid point
CGPoint mid1 = midPoint4(_previousPoint1, _previousPoint2);
CGPoint mid2 = midPoint4(_currentPoint, _previousPoint1);
UIGraphicsBeginImageContextWithOptions(self.bg_imageview.frame.size, NO, 0.0);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetLineWidth(context,brush);
CGContextSetLineCap(context, kCGLineCapRound);
CGContextSetLineJoin(context,kCGLineJoinRound);
[self.bg_imageview.image drawInRect:CGRectMake(0, 0, self.bg_imageview.frame.size.width, self.bg_imageview.frame.size.height)];
CGContextMoveToPoint(context, mid1.x, mid1.y);
// Use QuadCurve is the key
CGContextAddQuadCurveToPoint(context, _previousPoint1.x, _previousPoint1.y, mid2.x, mid2.y);
CGContextSetLineCap(context, kCGLineCapRound);
CGContextSetStrokeColorWithColor(context,[UIColor blackColor].CGColor);
CGContextSetLineWidth(context, 3.0);
CGContextStrokePath(context);
self.bg_imageview.image = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();}

Related

How to set minimum & maximum y value?

I am implementing a draggable UIView in my application. The codes I have worked fine but I would like to set a restricted area the UIView can be moved.
My codes:
-(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [[event allTouches] anyObject];
if( [touch view] == camview)
{
CGPoint location = [touch locationInView:self.view;
startX = camview.center.x;
startY= location.y - camview.center.y;
}
}
- (void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event{
UITouch *touch = [[event allTouches] anyObject];
if( [touch view] == camview)
{
CGPoint location = [touch locationInView:self.view];
location.y =location.y - startY;
location.x = startX;
camview.center = location;
}
}
So how can I set the minimum and maximum y value that the UIView can be dragged?
Thanks!
If you are interested in making sure the view frame doesn't go over or under a certain y value you could do the following,
- (void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event{
CGFloat minY, maxY; //The position in your self.view you are interested in
UITouch *touch = [[event allTouches] anyObject];
if( [touch view] == camview)
{
CGPoint location = [touch locationInView:self.view];
location.y = location.y - startY;
location.y = MIN(location.y,maxY); //Always <= maxY
location.y = MAX(location.y,minY); //Always >= minY
location.x = startX;
camview.center = location;
}
}

Have Multiple Moving UIImage Views With Different Touches

I am working on trying to get multiple UIImageViews to move when they are dragged. I was originally putting all the movement under TouchesBegan. However, when I drag a single object, they all disappear and only the one I am dragging moves.
How can I have each image dragged own its own terms(I drag the first image, only the first image moves etc.)?
I'm not sure if this is what you're looking for but I worked on this a while ago, so hopefully it's useful.
Just make sure you set up 7 UIImageViews in the XIB File, link them and you'll be good to go.
#synthesize img1, img2, img3, img4, img5, img6, magnet;
-(void) checkInsertion {
if (CGRectContainsRect(img2.frame, img1.frame)) {img1.center = img2.center;}
if (CGRectContainsRect(img4.frame, img3.frame)) {img3.center = img4.center;}
if (CGRectContainsRect(img6.frame, img5.frame)) {img5.center = img6.center;}
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.2];
if (CGRectIntersectsRect(magnet.frame, img1.frame)) {img1.center = magnet.center;}
if (CGRectIntersectsRect(magnet.frame, img2.frame)) {img2.center = magnet.center;}
if (CGRectIntersectsRect(magnet.frame, img3.frame)) {img3.center = magnet.center;}
if (CGRectIntersectsRect(magnet.frame, img4.frame)) {img4.center = magnet.center;}
if (CGRectIntersectsRect(magnet.frame, img5.frame)) {img5.center = magnet.center;}
if (CGRectIntersectsRect(magnet.frame, img6.frame)) {img6.center = magnet.center;}
[UIView commitAnimations];
}
-(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch * touch = [[event allTouches] anyObject];
CGPoint touchLoc = [touch locationInView:touch.view];
if (CGRectContainsPoint(img1.frame, touchLoc)) {img1.center = touchLoc;}
if (CGRectContainsPoint(img3.frame, touchLoc)) {img3.center = touchLoc;}
if (CGRectContainsPoint(img5.frame, touchLoc)) {img5.center = touchLoc;}
if (CGRectContainsPoint(magnet.frame, touchLoc)) {magnet.center = touchLoc;}
[self checkInsertion];
}
-(void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
[self touchesBegan:touches withEvent:event];
}
You should look at UIPanGestureRecognizer. In the view controller that's responsible for these multiple image views, add a pan gesture recognizer to each of the image views. The view controller should be responsible for responding to the pan gesture callbacks and move the frame of the image view accordingly.
Of note, you should also grab the offset of the touch within the image view from the center and store this. Then, when the view is panned, you need to factor in the offset into your calculations. This is so the view doesn't just jump to the user's finger if they start dragging somewhere distant from the center point.
See the WWDC session videos from 2010 and 2011 about UIScrollView. Especially from 2011. They go into examples of how to do some of this.
I have gotten it to work!
-(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [[event touchesForView:self.view] anyObject];
CGPoint location = [touch locationInView:touch.view];
if(CGRectContainsPoint(plusone.frame, location))
{
UITouch *touch = [[event allTouches] anyObject];
CGPoint location = [touch locationInView:touch.view];
plusone.center = location;
}
if(CGRectContainsPoint(plustwo.frame, location))
{
UITouch *touch = [[event allTouches] anyObject];
CGPoint location = [touch locationInView:touch.view];
plustwo.center = location;
}
if(CGRectContainsPoint(plusthree.frame, location))
{
UITouch *touch = [[event allTouches] anyObject];
CGPoint location = [touch locationInView:touch.view];
plusthree.center = location;
}
if(CGRectContainsPoint(minusone.frame, location))
{
UITouch *touch = [[event allTouches] anyObject];
CGPoint location = [touch locationInView:touch.view];
minusone.center = location;
}
if(CGRectContainsPoint(minustwo.frame, location))
{
UITouch *touch = [[event allTouches] anyObject];
CGPoint location = [touch locationInView:touch.view];
minustwo.center = location;
}
if(CGRectContainsPoint(minusthree.frame, location))
{
UITouch *touch = [[event allTouches] anyObject];
CGPoint location = [touch locationInView:touch.view];
minusthree.center = location;
}
But, When An Image Collides With Another, It Disappears!
Does anyone have a fix to this problem?

Rotation based on touch problem

I'm making a simple dial that rotates as you drag your finger across it. It rotates great, but it also rotates when i touch anywhere on the screen and drag my finger.
How can i restrict the first touches to be only inside my imageview object? or where am i going wrong?
this is my code of trouble:
- (id)initWithFrame:(CGRect)frame {
self = [super initWithFrame:frame];
if (self) {
UIImage *image1 = [UIImage imageNamed:#"nav#2x.png"];
wheelfrom = [[UIImageView alloc] initWithImage:image1];
wheelfrom.frame =CGRectMake(10, -130, 300, 300);
[self addSubview:wheelfrom];
}
return self;
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{
UITouch *touch =[[[event allTouches] allObjects] lastObject];
firstLoc = [touch locationInView:self];
}
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event{
UITouch *touch =[[[event allTouches] allObjects] lastObject];
CGPoint curLoc = [touch locationInView:self];
float fromAngle = atan2( firstLoc.y-wheelfrom.center.y,
firstLoc.x-wheelfrom.center.x );
float toAngle = atan2( curLoc.y-wheelfrom.center.y,
curLoc.x-wheelfrom.center.x );
float newAngle = angle + (toAngle - fromAngle);
CGAffineTransform cgaRotate = CGAffineTransformMakeRotation(newAngle);
wheelfrom.transform = cgaRotate;
angle = newAngle;
}
Thanks for your help!
You try like this,
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [[event allTouches] anyObject];
CGPoint location = [touch locationInView:self.view];
if(CGRectContainsPoint(wheelfrom.frame, location))
{
//do your things
}
}
You can try by checking if the point of touch is within the frame of the image view.Do what you want only if its yes.
Inside -(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event, check the firstLoc is within your range.

Move a UIImageView in y axis

I am working on a app and i want to move a UIImage in the Y axis only, not in Xaxis, here's what i did till now
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
stretchPoint = [[touches anyObject]locationInView:self.view];
arrowImage.center = stretchPoint;
}
The above code is moving the arrowImage in both the axis,
stretchPoint is an instance of CGPoint, My app is in portrait mode, can anyone give me a basic idea to how to do this, as the arrowImage is a instance of UIImageView.
this should work fine:
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint currentPoint = [touch locationInView:self.view];
currentPoint.x = arrowImage.center.x;
arrowImage.center = currentPoint;
}
Subclass the UIImage and implement the following code
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint currentPoint = [touch locationInView:[self superview]];
CGPoint newCenter = CGPointMake(self.center.x, currentPoint.y);
self.center = newCenter;
}
I am not sure as have not tested,but you can implement something like this :
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint currentPoint = [touch locationInView:self.view];
currentPoint.y = 20;
}
Something like:
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
stretchPoint = [[touches anyObject] locationInView:self.view];
arrowImage.frame = CGPointMake(arrowImage.origin.x,
stretchPoint.y,
arrowImage.size.width,
arrowImage.size.height);
}

drag object vertically

i like to drag this object vertically instead of horizontally, which is doin it now:
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [[event allTouches] anyObject];
CGPoint location = [touch locationInView:touch.view];
if (CGRectContainsPoint(myObject.frame, location)){
CGPoint xLocation = CGPointMake(location.x, myObject.center.y);
myObject.center = xLocation;
}
}
CGPoint yLocation = CGPointMake(myObject.center.x, location.y);
myObject.center = yLocation;