Instantiate object on position in Xcode - iphone

What is the code when you want to instantiate an object (for example a bullet) on a certian position on screen? I've tried it myself and searched on the internet but there are no good examples or basic Xcode tutorials that explain this. I don't use Cocos2d. Help is much appreciated :) Thanks in advance!
//
// CoreViewController.m
// Core
//
// Created by user on 29-04-11.
// Copyright 2011 __MyCompanyName__. All rights reserved.
//
#import "CoreViewController.h"
#implementation CoreViewController
#synthesize ship;
#synthesize bullet;
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event{
UITouch *touch = [[event allTouches] anyObject];
if ([touch view] == ship){
//ship
CGPoint location = [touch locationInView:self.view];
ship.center = location;
}
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [[event allTouches] anyObject];
if ([touch view] == ship){
//bullet
// CGPoint blltPos = bullet.center;
CGPoint shpPos = ship.center;
// blltPos.x = blltPos.x += 3;
// bullet.center = blltPos;
UIImage *bulletImage = [UIImage imageNamed:#"bullet.png"];
UIImageView *imageView = [[UIImageView alloc] initWithImage:bulletImage];
imageView.frame = CGRectMake(shpPos.x, shpPos.y, 60, 60);
}
}
#end

If you are using UIKit:
Create a UIImageView that contains a UIImage of the bullet.
Set the frame of the UIImageView to be the location you want (offset to the center) and the size of the image.
Quick example:
UIImage *bulletImage = [UIImage imageNamed:#"bullet.png"];
UIImageView *imageView = [[UIImageView alloc] initWithImage:bulletImage];
imageView.frame = CGRectMake(xLoc, yLoc, bulletImage.size.width, bulletImage.size.height);

Maybe you've already figured it out, but to add the new UIImageView to a parent view, probably(?) the CoreViewController, you'll have to do something like this after you've done what Mark wrote:
[self.view addSubview:imageView];
or
[self.view insertSubview:imageView atIndex:0];
In the latter example you decides its z-position (atIndex) of the subviews, i.e if you want it to be in front or behind other subviews.

Related

Drag elements UIImageView. Using a NSMutableArray

.m
self.elements=[myElements getElements];
imagesElements = [[NSMutableArray alloc]init];
for(ElemetsList *item in self.elements)
{
UIImageView *oneelement = [[UIImageView alloc] initWithImage:[UIImage imageNamed:item.imgElement]];
oneelement.frame = CGRectMake(item.positionX, item.positionY, item.width, item.height);
oneelement.userInteractionEnabled=YES;
[imagesElements addObject:oneelement];
}
for(UIImageView *img in imagesElements)
[self.view addSubview:img];
Then I try to interact with the elements:
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [[event allTouches] anyObject];
for(UIImageView *img in imagesElements)
{
if([self view] == img)
{
CGPoint location = [touch locationInView:self.view];
img.center=location;
}
}
}
But "if ([self view] == img)" is always "NO". Therefore, the elements do not drag.
How to drag and drop items if they are in the array?
When you add your image views, you make them subviews of self.view, therefore you need to test whether img is in the subviews array. It can't be equal to the view that contains it.

iOS : detect UIImageView for UITouch Events

I've added some UIImageView dynamically and filled it with different images, what I am trying to do is "Allow user to set position for any UIImageView", for that I used
-(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
//Here I want the object of particular UIImageView on which user touched.
}
In that method I'm doing,
NSLog(#"%#",[touches anyObject]);
It returns output
<UITouch: 0x68b95e0> phase: Began tap count: 1 window: <UIWindow: 0x68875d0; frame = (0 0; 320 480); layer = <UIWindowLayer: 0x68b6470>> view: <UIImageView: 0x6a74cf0; frame = (83.7763 83.7763; 182.447 182.447); transform = [0.968912, -0.247404, 0.247404, 0.968912, 0, 0]; alpha = 0.8; opaque = NO; tag = 3; layer = <CALayer: 0x6a74980>> location in window: {161, 230} previous location in window: {161, 230} location in view: {52.7761, 105.448} previous location in view: {52.7761, 105.448}
Note, in above output, it showing my UIImageView object on which I touched. But I want that object from it!!!
I want my UIImageView on which user touched?, I have already set property userInteractionEnabled=YES so the problem isn't with it!
I used below code to get it so, but it wont work.
NSInteger tag=[[[touches anyObject] view] tag]; //It only returns tag of UIView tag
I Google it but doesn't come with solution!
Thank you in advance for any help!
Here you go:
this is only for one imageview you can detect the other by the same if statement.
-(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint touch_point = [touch locationInView:self.view];
if (![imageView pointInside:touch_point withEvent:event])
{
NSLog(#"point inside imageview");
}
}
or you can also do this :p
-(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
if (touch.view == iv)
{
NSLog(#"i got you");
}
}
like this: (iv and iv2 are 2 different UIImageView`s)
if (touch.view == iv)
{
NSLog(#"i got you");
}
if (touch.view == iv2)
{
NSLog(#"i got you too :p");
}
-(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch=[touches anyObject];
if([[touch valueForKey:#"view"] isKindOfClass:[UIImageView class]])
{
UIImageView *viewSelected=(UIImageView *)[touch valueForKey:#"view"]; //it returns touched object
//for further differences can user viewSelected.tag
}
}
Code to get only the X and Y coords from the UIImageView:
-(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [[event allTouches] anyObject];
CGPoint touch_point = [touch locationInView:self.imgView];
if ([imgView pointInside:touch_point withEvent:event])
{
NSLog(#"point inside imageview");
cords=[NSString stringWithFormat:#"%f,%f",touch_point.x,touch_point.y];
NSLog(#"cords are%#",cords);
}
}
You can use UIButton with Image properties instead of UIImageView.
If you would like to call your own function ,It's pretty easy to handle many event like Touch up inside or Touch Cancel by adding selector.
UIButton *yourBtn = [UIButton buttonWithType:UIButtonTypeRoundedRect];
/* Depend on your dynamic programming handle */
yourBtn.frame = CGRectMake(40, 140, 240, 30);
/* If you prefer just only image ,no need to set Title name */
[yourBtn setTitle:#"Your Button Title" forState:UIControlStateNormal];
/* choose yourFunction for each UIButton */
[yourBtn addTarget:self action:#selector(yourFunction) forControlEvents:UIControlEventTouchUpInside];
/* your button will be appear in the position that you have define */
[self.view addSubview:yourBtn];
Hope It helps you!
1 Subclass UIImageView and implement:
Responding to Touch Events
– touchesBegan:withEvent:
– touchesMoved:withEvent:
– touchesEnded:withEvent:
– touchesCancelled:withEvent:
Responding to Motion Events
– motionBegan:withEvent:
– motionEnded:withEvent:
– motionCancelled:withEvent:
or:
2 Add UIGestureRecognizer to each UIImageView.
You could add the View that you add into an NSMutableArray and then just compare like this:
I am not in my mac, but It's something similar to this:
NSInteger viewID = [_views indexOfObject:[[touches anyObject] view]];
This return and number if not isn't exist do this:
if (viewID != NSNotFound) {
//it exist the view and its in the array
}

How to achieve continuous drag drop menu effect?

I'm trying to achieve a Drag and Drop menu affect. I'm not sure how to go about this, perhaps someone has experience with this exact effect.
Quite simply, when a user touches down on a menu item, I want a graphic to appear at their touch location. Their touch will now control the panning of the graphic. Upon releasing the touch, the graphic will sit in its place and assume full alpha.
I'm already familiar with creating pan gestures and instantiating a graphic. So far, I can create the graphic where the menu item is touched. The biggest issue is how I "pass over" the touch gesture so it is a single and continuous motion.
Also, should the menu item be UIButton or UIImageView?
Any help appreciated. Thanks
I had some fun with this one. The following code will grab the image from the button when touched, drag that image at alpha=0.5, and drop it wherever your touches end at alpha=1.0. It will continue to be draggable thereafter.
After importing QuartzCore, create a new file. The .h should read:
#import <Foundation/Foundation.h>
#import <QuartzCore/CAGradientLayer.h>
#import <QuartzCore/CALayer.h>
#interface DraggableImage : CAGradientLayer
- (void)draw:(UIImage *)image;
- (void)moveToFront;
- (void)appearDraggable;
- (void)appearNormal;
#end
and the .m should read:
#import "DraggableImage.h"
#implementation DraggableImage
- (void)draw:(UIImage *)image{
CGRect buttonFrame = self.bounds;
int buttonWidth = buttonFrame.size.width;
int buttonHeight = buttonFrame.size.height;
UIGraphicsBeginImageContext( CGSizeMake(buttonWidth, buttonHeight) );
[image drawInRect:self.bounds];
UIImage* newImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
[newImage drawInRect:self.bounds];
}
- (void)moveToFront {
CALayer *superlayer = self.superlayer;
[self removeFromSuperlayer];
[superlayer addSublayer:self];
}
- (void)appearDraggable {
self.opacity = 0.5;
}
- (void)appearNormal {
self.opacity = 1.0;
}
#end
Now in your main view controller, add:
#import <UIKit/UIKit.h>
#import <QuartzCore/QuartzCore.h>
#import "DraggableImage.h"
#interface YourViewController : UIViewController{
DraggableImage *heldImage;
DraggableImage *imageForFrame[5]; // or however many
UIButton *buttonPressed;
int imageCount;
}
#property (weak, nonatomic) IBOutlet UIButton *imageButton;
-(IBAction)buildImageLayerForButton:(UIButton *)sender;
- (void)moveHeldImageToPoint:(CGPoint)location;
- (CALayer *)layerForTouch:(UITouch *)touch;
The imageButton in this case would be your apple Button. Now in your .m file, add this:
#synthesize imageButton;
#pragma - mark Touches
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{
CALayer *hitLayer = [self layerForTouch:[touches anyObject]];
if ([hitLayer isKindOfClass:[DraggableImage class]]) {
DraggableImage *image = (DraggableImage *)hitLayer;
heldImage = image;
[heldImage moveToFront];
}
hitLayer = nil;
[super touchesBegan:touches withEvent:event];
}
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event{
if (heldImage)
{
UITouch *touch = [touches anyObject];
UIView *view = self.view;
CGPoint location = [touch locationInView:view];
[self moveHeldImageToPoint:location];
}
}
- (void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event{
if (heldImage) {
[heldImage appearNormal];
heldImage = nil;
}
}
- (void)dragBegan:(UIControl *)c withEvent:ev {
}
- (void)dragMoving:(UIControl *)c withEvent:ev {
UITouch *touch = [[ev allTouches] anyObject];
CGPoint touchPoint = [touch locationInView:self.view];
[self moveHeldImageToPoint:touchPoint];
}
- (void)dragEnded:(UIControl *)c withEvent:ev {
UITouch *touch = [[ev allTouches] anyObject];
CGPoint touchPoint = [touch locationInView:self.view];
[self moveHeldImageToPoint:touchPoint];
[heldImage appearNormal];
heldImage = nil;
}
-(IBAction)buildImageLayerForButton:(UIButton *)sender{
DraggableImage *image = [[DraggableImage alloc] init];
buttonPressed = sender;
CGRect buttonFrame = sender.bounds;
int buttonWidth = buttonFrame.size.width;
int buttonHeight = buttonFrame.size.height;
image.frame = CGRectMake(120, 24, buttonWidth*3, buttonHeight*3);
image.backgroundColor = [UIColor lightGrayColor].CGColor;
image.delegate = self;
imageForFrame[imageCount] = image;
[self.view.layer addSublayer:image];
[image setNeedsDisplay];
[image moveToFront];
[image appearDraggable];
heldImage = image;
[self moveHeldImageToPoint:sender.center];
imageCount++;
}
- (void)drawLayer:(CALayer *)layer inContext:(CGContextRef)ctx {
UIGraphicsPushContext(ctx);
DraggableImage *image = (DraggableImage *)layer;
[image draw:[buttonPressed imageForState:UIControlStateNormal]];
UIGraphicsPopContext();
}
- (void)moveHeldImageToPoint:(CGPoint)location
{
float dx = location.x;
float dy = location.y;
CGPoint newPosition = CGPointMake(dx, dy);
[CATransaction begin];
[CATransaction setDisableActions:TRUE];
heldImage.position = newPosition;
[CATransaction commit];
}
- (CALayer *)layerForTouch:(UITouch *)touch
{
UIView *view = self.view;
CGPoint location = [touch locationInView:view];
location = [view convertPoint:location toView:nil];
CALayer *hitPresentationLayer = [view.layer.presentationLayer hitTest:location];
if (hitPresentationLayer)
{
return hitPresentationLayer.modelLayer;
}
return nil;
}
-(void)viewDidLoad{
[imageButton addTarget:self action:#selector(dragBegan:withEvent:) forControlEvents: UIControlEventTouchDown];
[imageButton addTarget:self action:#selector(dragMoving:withEvent:) forControlEvents: UIControlEventTouchDragInside | UIControlEventTouchDragOutside];
[imageButton addTarget:self action:#selector(dragEnded:withEvent:) forControlEvents: UIControlEventTouchUpInside | UIControlEventTouchUpOutside];
[super viewDidLoad];
}
- (void)viewDidUnload {
[self setImageButton:nil];
[super viewDidUnload];
}
Et voila! Connect your button, set its image, and throw copies all over the screen. :)
Note: I didn't comment much, but would be happy to answer any questions.
Cheers!
EDIT: fixed the -(void)draw:(UIImage *)image{} so that it would resize the image properly.
if what you want is to pass the touch function to the second graphic (the big one) i think you can do something like this
on .h you have to declare the images that you're going to drag and float variable to remember previous point of the dragable button (i'm assuming you use IOS 5 SDK)
#property(nonatomic, strong) UIImageView* myImage;
#property float pointX;
#property float pointY;
then, at .m you can do this
myImage = [[UIImageView alloc]initWithImage:#"appleImage.jpg"];
myImage.alpha = 0;
//default UIImageView interaction is disabled, so lets enabled it first
myImage.userInteractionEnabled = YES;
[button addTarget:self action:#selector(wasDragged:withEvent:) forControlEvents:UIControlEventTouchDragInside];
and then make the drag function
- (void)wasDragged:(UIButton *)button withEvent:(UIEvent *)event
{
self.myImage.alpha = 0.5;
UITouch *touch = [[event touchesForView:button] anyObject];
CGPoint previousLocation = [touch previousLocationInView:button];
CGPoint location = [touch locationInView:button];
CGFloat delta_x = location.x - previousLocation.x;
CGFloat delta_y = location.y - previousLocation.y;
// move button, to keep the dragging effect
button.center = CGPointMake(button.center.x + delta_x,
button.center.y + delta_y);
// moving the image
button.center = CGPointMake(button.center.x + delta_x,
button.center.y + delta_y);
self.pointX = previousLocation.x;
self.pointY = previousLocation.y;
[button addTarget:self action:#selector(dragRelease:withEvent:) forControlEvents:UIControlEventTouchUpInside];
}
finally, make the dragRelease function where you return the button to its original place and set the alpha of the images to 1
-(void)dragRelease:(UIButton *)button withEvent:(UIEvent *)event
{
self.myImage.alpha = 1;
button.center = CGPointMake(pointX, pointY);
}
and you're done :3
this is just the basic idea though, maybe this isn't what you want, but i hope this helps
edit* : oh and don't forget to synthesize all the properties, also if you're using SDK below 5.0, you can change the "strong" property to "retain"

Adding UIImageView Objects in UIView to NSMutableArray

I believe I may be dealing with some view issues which are not allowing me to detect and add UIImageView objects to an array. I could really use some suggestions.
I've got a number of UIImageViews with images linked to a UIView that sits on top of a UIViewController (the UIView was added to help with drawRect and some additional advantages). So, when I touch an image and 'drag and drop' it, I want to add that image to an array upon being dropped.
My touchesBegan gets the location of the touch and checks UIImageView is being touched and then centers on that view as follows:
-(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [[event allTouches] anyObject];
CGPoint location = [touch locationInView:self]; //can't use self.view in a UIView, this may be causing issues?
startLocation = location; // for reference as needed
NSLog(#"Image x coord: %f", location.x);
NSLog(#"Image y coord: %f", location.y);
if ([touch view] == obiWan_Block)
{obiWan_Block.center = location;}
else if ([touch view] == r2d2_Block)
{r2d2_Block.center = location;}
else if ([touch view] == you_Block)
{you_Block.center = location;}
}
Then, I drag the UIImageView around with touchesMoved and finally, 'drop' the image with touchesEnded. When the UIImageView is drop in a certain area of the screen, I 'snap' it to a specific location. It's at this point I want to place this UIImageView into an array, but I'm having no luck. I believe I'm getting confused on the various views being touched and what's getting added via addObject to my NSMutableArray. Or, I could be missing something completely. Here's my touchedEnded method:
-(void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [[event allTouches] anyObject];
CGPoint location = [touch locationInView:self];
UIView *temp = [touch view];
UIImageView *currentImageView = (UIImageView *)[touch view]; //DON'T THINK THIS IS RIGHT
NSLog(#"Current Image View is: %#", currentImageView);
if ((location.x > dropZone.origin.x) && (location.y >= dropZone.origin.y) && ([touch view] != NULL))
{
CGRect frame = temp.frame;
if (touchCount == 0) {
frame.origin.x = 15;
frame.origin.y = 180;
temp.frame = frame;
[quoteArray addObject: currentImageView];
touchCount++;
}
else if (touchCount == 1) {
frame.origin.x = 70;
frame.origin.y = 180;
temp.frame = frame;
[quoteArray addObject: currentImageView];
touchCount++;
}
....
I have an NSLog statement to check if addObject is working as follows:
NSLog(#"the quote array contains %d items. Contents = %#",[quoteArray count], quoteArray);
The log always says:
the quote array contains 0 items. Contents = (null)
Please advise and thanks!
Your last part of code shows that you have uninitialized quoteArray. Check code when you create it, I guess you missed something in your init method. Because if array was correct then NSLog should show below:
NSArray *quoteArray = [NSArray array];
NSLog(#"%#", quoteArray);
2011-11-17 17:37:00.506 TestApp[1382:207] ( )

UIImage detecting touch and dragging

Fairly common question this, to which I have a few answers and I'm nearly there. I have a button which when pressed, will create an image (code as follows)
(numImages is set on load to ZERO and is used as a count up for the tag numbers of all images created)
UIImage *tmpImage = [[UIImage imageNamed:[NSString stringWithFormat:#"%i.png", sender.tag]] retain];
UIImageView *myImage = [[UIImageView alloc] initWithImage:tmpImage];
numImages += 1;
myImage.userInteractionEnabled = YES;
myImage.tag = numImages;
myImage.opaque = YES;
[self.view addSubview:myImage];
[myImage release];
I then have a touchesBegan method which will detect what's touched. What I need it to do is to allow the user to drag the newly created image. It's nearly working, but the image flickers all over the place when you drag it. I can access the image which you click on as I can get it's TAG, but I just cannot drag it nicely.
- (void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [[event allTouches] anyObject];
CGPoint location = [touch locationInView:touch.view];
if (touch.view.tag > 0) {
touch.view.center = location;
}
NSLog(#"tag=%#", [NSString stringWithFormat:#"%i", touch.view.tag]);
}
- (void) touchesMoved:(NSSet *)touches withEvent: (UIEvent *)event {
[self touchesBegan:touches withEvent:event];
}
It works, in that I get an output of the tag for each image as I click on them. But when I drag, it flashes... any ideas?
In answer to my own question - I decided to create a class for handling the images I place on the view.
Code if anyone's interested....
Draggable.h
#import <Foundation/Foundation.h>
#interface Draggable : UIImageView {
CGPoint startLocation;
}
#end
Draggable.m
#import "Draggable.h"
#implementation Draggable
- (void) touchesBegan:(NSSet*)touches withEvent:(UIEvent*)event {
// Retrieve the touch point
CGPoint pt = [[touches anyObject] locationInView:self];
startLocation = pt;
[[self superview] bringSubviewToFront:self];
}
- (void) touchesMoved:(NSSet*)touches withEvent:(UIEvent*)event {
// Move relative to the original touch point
CGPoint pt = [[touches anyObject] locationInView:self];
CGRect frame = [self frame];
frame.origin.x += pt.x - startLocation.x;
frame.origin.y += pt.y - startLocation.y;
[self setFrame:frame];
}
#end
and to call it
UIImage *tmpImage = [[UIImage imageNamed:"test.png"] retain];
UIImageView *imageView = [[UIImageView alloc] initWithImage:tmpImage];
CGRect cellRectangle;
cellRectangle = CGRectMake(0,0,tmpImage.size.width ,tmpImage.size.height );
UIImageView *dragger = [[Draggable alloc] initWithFrame:cellRectangle];
[dragger setImage:tmpImage];
[dragger setUserInteractionEnabled:YES];
[self.view addSubview:dragger];
[imageView release];
[tmpImage release];
Usually you get an implicit animation when you change center. Are you messing with -contentMode or calling -setNeedsDisplay by any chance?
You can explicitly request animation to avoid the delete and re-draw this way:
if (touch.view.tag > 0) {
[UIView beginAnimations:#"viewMove" context:touch.view];
touch.view.center = location;
[UIView commitAnimations];
}
Do note that NSLog() can be very slow (much slower than you'd expect; it's much more complicated than a simple printf), and that can cause trouble in something called as often as touchesMoved:withEvent:.
BTW, you're leaking tmpImage.