how to remove subviews very fast according to user touched point or moving point in the view.I am able to get the user touched point and moved point in the view and also i can remove the subview according with the user touched point using [subview removefromsuperview];.
When the user moves very fast some subviews getting deleted and some of the images not getting deleted.If the user moves slowly then subviews getting deleted exactly.i am placing some of my code is below
`
-(void)deleteSubView:(CGPoint)userCurrentPoint{
for(int i=0;i<[subviews count];i++){
if (CGRectContainsPoint([[subviews objectAtIndex:i] CGRectValue], userCurrentPoint)) {
[[superview viewWithTag:i ] removeFromSuperview];
}
}
`
is there any way to delete subviews according with the user fast moving points.i need your suggestion.
Thanks all
Put this in your header file:
#interface YourView : UIView
#property (nonatomic, assign) CGPoint lastTouchLocation;
#end
This should be the implementation:
#implementation YourView
#synthesize lastTouchLocation;
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
[super touchesBegan:touches withEvent:event];
self.lastTouchLocation = [[touches anyObject] locationInView:self];
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
[super touchesMoved:touches withEvent:event];
CGPoint oldLocation = self.lastTouchLocation;
CGPoint newLocation = [[touches anyObject] locationInView:self];
for (UIView *subview in self.subviews)
{
if (LineIntersectsRect(oldLocation, newLocation, subview.frame))
{
[subview removeFromSuperview];
}
}
self.lastTouchLocation = newLocation;
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
[super touchesEnded:touches withEvent:event];
self.lastTouchLocation = CGPointZero;
}
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event
{
[super touchesCancelled:touches withEvent:event];
self.lastTouchLocation = CGPointZero;
}
#end
What this does: we check whether or not a line between the last received touch and the current one intersects the frame of a subview. Why? See deanWombourne's answer.
Here's the intersection code, originally by habjan - you should put in in the header, too.
static inline BOOL LineIntersectsLine(CGPoint l1p1, CGPoint l1p2, CGPoint l2p1, CGPoint l2p2)
{
CGFloat q = (l1p1.y - l2p1.y) * (l2p2.x - l2p1.x) - (l1p1.x - l2p1.x) * (l2p2.y - l2p1.y);
CGFloat d = (l1p2.x - l1p1.x) * (l2p2.y - l2p1.y) - (l1p2.y - l1p1.y) * (l2p2.x - l2p1.x);
if(d == 0)
{
return false;
}
CGFloat r = (q / d);
q = (l1p1.y - l2p1.y) * (l1p2.x - l1p1.x) - (l1p1.x - l2p1.x) * (l1p2.y - l1p1.y);
CGFloat s = (q / d);
if((r < 0) || (r > 1) || (s < 0) || (s > 1))
{
return false;
}
else
{
return true;
}
}
static inline BOOL LineIntersectsRect(CGPoint p1, CGPoint p2, CGRect r)
{
if (CGRectContainsPoint(r, p1) || CGRectContainsPoint(r, p2))
{
return YES;
}
else
{
CGPoint topLeft = CGPointMake(r.origin.x, r.origin.y);
CGPoint topRight = CGPointMake(r.origin.x + r.size.width, r.origin.y);
CGPoint bottomLeft = CGPointMake(r.origin.x, r.origin.y + r.size.height);
CGPoint bottomRight = CGPointMake(r.origin.x + r.size.width, r.origin.y + r.size.height);
return (LineIntersectsLine(p1, p2, topLeft, topRight) ||
LineIntersectsLine(p1, p2, topRight, bottomRight) ||
LineIntersectsLine(p1, p2, bottomRight, bottomLeft) ||
LineIntersectsLine(p1, p2, bottomLeft, topLeft));
}
}
It's not to do with your enumeration :)
If the user moves their finger quickly, you don't get a list of every pixel they touched, you get some of them. If they were to move fast enough, you might only get the start and end points.
You can't just use the point that their finger is dragged to, you have to work out which subviews have been touched between the last event and this one :)
Think of it as drawing a line between the start and end points and working out which subviews overlap with that line.
If I understand your question correctly, you want to remove all the subviews that the user touches as he drags his finger across your view.
Your problem is that touchesMoved:withEvent: fires at a limited frequency. It isn't guaranteed to fire for every pixel the user touches. As a result, when the user moves his finger quickly, there are gaps between the points reported in touchesMoved:withEvent. If the user moves his finger quickly enough, these gaps may be large enough that they skip over some subviews entirely.
To solve this problem your code needs to remember the position of the previous point, and then test the line segment formed by the previous point and the current point to see if it intersects with the frame of the subview. An efficient algorithm for this is described in: How to test if a line segment intersects an axis-aligned rectange in 2D?
Related
I am sure that this problem will be easily resolved however I am relatively new to iOS development. I am trying to handle passing touch events to children that are lower in the draw order on a UIView. For example -
I create extended UIImageView to create my MoveableImage class. This class is just basically UIImageView that implements the touchesBegan,touchesEnded and touchesMoved-
-(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
[self showFrame];
//if multitouch dont move
if([[event allTouches]count] > 1)
{
return;
}
UITouch *touch = [[event touchesForView:self] anyObject ];
// Animate the first touch
CGPoint colorPoint = [touch locationInView:self];
CGPoint touchPoint = [touch locationInView:self.superview];
//if color is alpha of 0 , they are touching the frame and bubble to next responder
UIColor *color = [self colorOfPoint:colorPoint];
[color getRed:NULL green:NULL blue:NULL alpha:&touchBeganAlpha];
NSLog(#"alpha : %f",touchBeganAlpha);
if(touchBeganAlpha > 0)
{
[self animateFirstTouchAtPoint:touchPoint];
}
else {
[super.nextResponder touchesBegan:touches withEvent:event];
}
}
So the end result is basically this- If they are touching the frame of the imageView and not the image inside the other image that will be underneath can possibly respond. See this image for an example.
So far I have tried next responder however that does not solve the problem. Any help would be greatly appreciated!
Resolved- I stopped checking the alpha on the touchesBegan and touchesMoved. Ovveriding pointInside allowed the UIView to handle that for me.
-(BOOL) pointInside:(CGPoint)point withEvent:(UIEvent *) event
{
BOOL superResult = [super pointInside:point withEvent:event];
if(!superResult)
{
return superResult;
}
if(CGPointEqualToPoint(point, self.previousTouchPoint))
{
return self.previousTouchHitTestResponse;
}else{
self.previousTouchPoint = point;
}
BOOL response = NO;
//if image is nil then return yes and fall back to super
if(self.image == nil)
{
response = YES;
}
response = [self isAlphaVisibleAtPoint:point];
self.previousTouchHitTestResponse = response;
return response;
}
You can override instead - (BOOL)pointInside:(CGPoint)point withEvent:(UIEvent *)event method for your subclass of UIImageView. (It is a method of uiview that each subclass can override)
The UIView uses this method in hitTest:withEvent: to determine which subview should receive a touch event. If pointInside:withEvent: returns YES, then the subview’s hierarchy is traversed; otherwise, its branch of the view hierarchy is ignored.
Check the source code on github of OBShapedButton. They handle tap event only for the opaque part of a button.
I want to move UIImageView by tappig the location on the screen. How do I get X, Y coordinates of the tapping finger?
in the viewDidLoad.m, this could do the job :
/* Create the Tap Gesture Recognizer */
self.tapGestureRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(handleTaps:)];
/* The number of fingers that must be on the screen */
self.tapGestureRecognizer.numberOfTouchesRequired = 1;
/* The total number of taps to be performed before the gesture is recognized */
self.tapGestureRecognizer.numberOfTapsRequired = 1;
/* Add this gesture recognizer to our view */
[self.view addGestureRecognizer:self.tapGestureRecognizer];
And then in the handleTaps: method
- (void) handleTaps:(UITapGestureRecognizer*)paramSender{
NSUInteger touchCounter = 0;
for (touchCounter = 0; touchCounter < paramSender.numberOfTouchesRequired; touchCounter++)
{
CGPoint touchPoint = [paramSender locationOfTouch:touchCounter inView:paramSender.view];
NSLog(#"Touch #%lu: %#", (unsigned long)touchCounter+1, NSStringFromCGPoint(touchPoint));
}
}
Of course, you implement the handleTaps method regarding your needs.
You can use any of below methods
If you want it to be moved on touched begin Event, use this
- (void) touchesBegan:(NSSet*)touches withEvent:(UIEvent*)event{}
If you want it to be moved on touches ended event, use this
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event{}
and place the code pasted below
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
CGPoint pt = [[touches anyObject] locationInView:self.view];
imageView.center = CGPointMake(pt.x,pt.y);
}
In Above code , the pt Contains the x and y co-ordinates of your touched location.
Moreover you may also use animations for smoother moves.
If you have a normal UITextView with loads of text in it you can swipe up and down:
if you swipe left or right in a very horizontal line, nothing will happen
if you swipe left or right with a very slight angle, you will swipe up or down
So there is obviously some kind of class definition which tells the UITextView when to react to a swipe and when not to. Something like a maximumVariance constant, I guess.
My problem is that I'm trying to subclass an UITextView to enable left/right swipe. However, you will need to swipe in a pretty straight line, otherwise, you'll get an up or down swipe. So my question is if there is someway to re-define the standard variance variable of an UITextView?
Here is my subclass .m file. Note that the kMaximumVariance doesn't really have any effect as this is overwritten by whatever variance the standard UITextView class provides:
//
// SwipeTextView.m
// Swipes
//
#import "SwipeTextView.h"
#import "PageView.h"
#define kMinimumGestureLength 15
#define kMaximumVariance 100
#implementation SwipeTextView
#synthesize delegate, gestureStartPoint;
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
[super touchesBegan:touches withEvent:event];
UITouch *touch =[touches anyObject];
gestureStartPoint = [touch locationInView:self];
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
[super touchesMoved:touches withEvent:event];
}
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
[super touchesEnded:touches withEvent:event];
[self resignFirstResponder]; // this hides keyboard if horizonal swipe
UITouch *touch = [touches anyObject];
CGPoint currentPosition = [touch locationInView:self];
CGFloat deltaXX = (gestureStartPoint.x - currentPosition.x); // positive = left, negative = right
CGFloat deltaYY = (gestureStartPoint.y - currentPosition.y); // positive = up, negative = down
CGFloat deltaX = fabsf(gestureStartPoint.x - currentPosition.x); // will always be positive
CGFloat deltaY = fabsf(gestureStartPoint.y - currentPosition.y); // will always be positive
NSLog(#"deltaXX (%.1f) deltaYY (%.1f) deltaX (%.1f) deltaY (%.1f)",deltaXX, deltaYY, deltaX, deltaY);
if (deltaX >= kMinimumGestureLength && deltaY <= kMaximumVariance) {
if (deltaXX > 0) {
NSLog(#"Horizontal Left swipe - FINISHED detected");
}
else {
NSLog(#"Horizontal Right swipe - FINISHED detected");
}
}
}
#end
EDIT:
Suggestion to cancel touches reaching UITextView (see below):
// Prevent recognizing touches
- (BOOL)gestureRecognizer:(UISwipeGestureRecognizer *)gestureRecognizer shouldReceiveTouch:(UITouch *)touch {
if ([gestureRecognizer direction] == UISwipeGestureRecognizerDirectionLeft) {
// Left swipe: I want to handle this
return YES;
}
if ([gestureRecognizer direction] == UISwipeGestureRecognizerDirectionRight) {
// Right swipe: I want to handle this
return YES;
}
if ([gestureRecognizer direction] == UISwipeGestureRecognizerDirectionUp) {
// Up swipe: textView needs to handle this
return NO;
}
if ([gestureRecognizer direction] == UISwipeGestureRecognizerDirectionDown) {
// Down swipe: textView needs to handle this
return NO;
} else
return YES;
}
-(void)viewDidLoad
{
UITapGestureRecognizer *GesRec = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(doSomething:)];
[GesRec setCancelsTouchesInView:NO];
[self addGestureRecognizer:GesRec];
[GesRec release];
}
-(void)doSomething
{
NSLog(#"doSomething");
}
Try adding an UISwipeGestureRecognizer to the view and set cancelsTouchesInView to false so the swipe gesture is not passed through. This should let you detect left and right motion more accurately.
If this doesn't do the trick, implement your own subclass of UIGestureRecognizer and add that instead.
Edit
You add the gesture recognizer to the UITextView in your controller's viewDidLoad method.
In your delegate methods, you can't return NO in gestureRecognizer:shouldReceiveTouch: because it means the gesture recognizer won't examine the incoming touch object. In your case you want to return YES when the swipe is horizontal and NO otherwise, so vertical swipes are passed through while horizontal swipe is completed handled by you.
No subclass needed. set textView.userInteractionEnabled to NO and than put a transparent UIView over your textView. handle touches and gestures anyway you want on that UIView and make the textView respond to these programatically.
Could someone please tell me how to make an image appear when the user taps the screen and make it appear at the position of the tap.
Thanks in advance,
Tate
UIView is a subclass of UIResponder, which has the following methods that might help: -touchesBegan:withEvent:, -touchesEnded:withEvent:, -touchesCancelled:withEvent: and -touchesMoved:withEvent:.
The first parameter of each of those is an NSSet of UITouch objects. UITouch has a -locationInView: instance method which should yield the position of the tap in your view.
You could create an initial star and just move it every time view is touched.
I'm not sure what you're end result will look like.
Note:
This code will give you 1 star that moves with a tap
Here is my code:-
(void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
NSSet *allTouches = [event allTouches];
switch ([allTouches count]) {
case 1:
{
UITouch *touch = [[allTouches allObjects] objectAtIndex:0];
CGPoint point = [touch locationInView:myView];
myStar.center = point;
break;
}
default:
break;
}
}
It seems implied from the question that you want the user to be able to tap anywhere on the screen and have an image drawn where they tap? As opposed to tapping in a designated place and having the image appear there?
If so, you're probably going to have to go with a custom view. In that case, you'd do something like the following:
Create a subclass of UIView.
Override the touchesBegan method. Call [[touches anyObject] locationInView:self] (where touches is the first argument to the method, an NSSet of UITouch objects) to get the location of the touch, and record it.
Override the touchesEnded method. Determine the location touches ended at using the same method as in step 2.
If the second location is near the first, you'll want to place your image at that location. Record that location and call [self setNeedsDisplay] to cause the custom view to be redrawn.
Override the drawRect method. Here, if the location has been set in step 4, you can use the UIImage method drawAtPoint to draw your image at the selected location.
For further details, this link might be worth a look. Hope that helps!
EDIT: I've notice you've asked essentially the same question before. If you're not happy with the answers given there, it's generally considered better to "bump" the old one, perhaps by editing it to ask for further clarification, rather than create a new question.
EDIT: As requested, some very brief sample code follows. This is probably not the best code around, and I haven't tested it, so it may be a little iffy. Just for clarification, the THRESHOLD allows the user to move their finger a little while tapping (up to 3px), because it's very difficult to tap without moving your finger a little.
MyView.h
#define THRESHOLD 3*3
#interface MyView : UIView
{
CGPoint touchPoint;
CGPoint drawPoint;
UIImage theImage;
}
#end
MyView.m
#implementation MyView
- (id) initWithFrame:(CGRect) newFrame
{
if (self = [super initWithFrame:newFrame])
{
touchPoint = CGPointZero;
drawPoint = CGPointMake(-1, -1);
theImage = [[UIImage imageNamed:#"myImage.png"] retain];
}
return self;
}
- (void) dealloc
{
[theImage release];
[super dealloc];
}
- (void) drawRect:(CGRect) rect
{
if (drawPoint.x > -1 && drawPoint.y > -1)
[theImage drawAtPoint:drawPoint];
}
- (void) touchesBegan:(NSSet*) touches withEvent:(UIEvent*) event
{
touchPoint = [[touches anyObject] locationInView:self];
}
- (void) touchesEnded:(NSSet*) touches withEvent:(UIEvent*) event
{
CGPoint point = [[touches anyObject] locationInView:self];
CGFloat dx = point.x - touchPoint.x, dy = point.y - touchPoint.y;
if (dx + dy < THRESHOLD)
{
drawPoint = point;
[self setNeedsDisplay];
}
}
#end
Could someone please tell me how to make an image appear when the user taps the screen and make it appear at the position of the tap.
Thanks in advance,
Tate
UIView is a subclass of UIResponder, which has the following methods that might help: -touchesBegan:withEvent:, -touchesEnded:withEvent:, -touchesCancelled:withEvent: and -touchesMoved:withEvent:.
The first parameter of each of those is an NSSet of UITouch objects. UITouch has a -locationInView: instance method which should yield the position of the tap in your view.
You could create an initial star and just move it every time view is touched.
I'm not sure what you're end result will look like.
Note:
This code will give you 1 star that moves with a tap
Here is my code:-
(void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
NSSet *allTouches = [event allTouches];
switch ([allTouches count]) {
case 1:
{
UITouch *touch = [[allTouches allObjects] objectAtIndex:0];
CGPoint point = [touch locationInView:myView];
myStar.center = point;
break;
}
default:
break;
}
}
It seems implied from the question that you want the user to be able to tap anywhere on the screen and have an image drawn where they tap? As opposed to tapping in a designated place and having the image appear there?
If so, you're probably going to have to go with a custom view. In that case, you'd do something like the following:
Create a subclass of UIView.
Override the touchesBegan method. Call [[touches anyObject] locationInView:self] (where touches is the first argument to the method, an NSSet of UITouch objects) to get the location of the touch, and record it.
Override the touchesEnded method. Determine the location touches ended at using the same method as in step 2.
If the second location is near the first, you'll want to place your image at that location. Record that location and call [self setNeedsDisplay] to cause the custom view to be redrawn.
Override the drawRect method. Here, if the location has been set in step 4, you can use the UIImage method drawAtPoint to draw your image at the selected location.
For further details, this link might be worth a look. Hope that helps!
EDIT: I've notice you've asked essentially the same question before. If you're not happy with the answers given there, it's generally considered better to "bump" the old one, perhaps by editing it to ask for further clarification, rather than create a new question.
EDIT: As requested, some very brief sample code follows. This is probably not the best code around, and I haven't tested it, so it may be a little iffy. Just for clarification, the THRESHOLD allows the user to move their finger a little while tapping (up to 3px), because it's very difficult to tap without moving your finger a little.
MyView.h
#define THRESHOLD 3*3
#interface MyView : UIView
{
CGPoint touchPoint;
CGPoint drawPoint;
UIImage theImage;
}
#end
MyView.m
#implementation MyView
- (id) initWithFrame:(CGRect) newFrame
{
if (self = [super initWithFrame:newFrame])
{
touchPoint = CGPointZero;
drawPoint = CGPointMake(-1, -1);
theImage = [[UIImage imageNamed:#"myImage.png"] retain];
}
return self;
}
- (void) dealloc
{
[theImage release];
[super dealloc];
}
- (void) drawRect:(CGRect) rect
{
if (drawPoint.x > -1 && drawPoint.y > -1)
[theImage drawAtPoint:drawPoint];
}
- (void) touchesBegan:(NSSet*) touches withEvent:(UIEvent*) event
{
touchPoint = [[touches anyObject] locationInView:self];
}
- (void) touchesEnded:(NSSet*) touches withEvent:(UIEvent*) event
{
CGPoint point = [[touches anyObject] locationInView:self];
CGFloat dx = point.x - touchPoint.x, dy = point.y - touchPoint.y;
if (dx + dy < THRESHOLD)
{
drawPoint = point;
[self setNeedsDisplay];
}
}
#end