pinch end or touch up after pinch recognition? - iphone

i was just searching for an appropriate event that i can catch. the pinch works well. and following line works only if there was no pinch before
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent*)event
{
NSLog(#"---> event");
}
it seems that the pinch eats up the following touch up.
anyhow in this code the touch up is recognized
- (void)scalePiece:(UIPinchGestureRecognizer *)gestureRecognizer
{
//[self adjustAnchorPointForGestureRecognizer:gestureRecognizer];
NSLog(#"scalePiece");
if ([gestureRecognizer state] == UIGestureRecognizerStateBegan || [gestureRecognizer state] == UIGestureRecognizerStateChanged) {
[gestureRecognizer view].transform = CGAffineTransformScale([[gestureRecognizer view] transform], [gestureRecognizer scale], [gestureRecognizer scale]);
[gestureRecognizer setScale:1];
}
}
how can i recognize the touch up of the last/second finger after pinching the view? or better said, how can i differentiate between pinch move and pinch end?
cheers

You can use:
if ([gestureRecognizer state] == UIGestureRecognizerStateEnded)
in your pinch function

Related

KVO mechanism throwing error?

I m implementing one photo edit app in which i have one camera captured image and one is output image which is i shown beside of captured image. Whenever i change my captured image scaling or rotation then i want notify this changes to outputImage. For this senario i written following code,
-(void)imageCapturedByCameraAPI:(UIImage *)theCapturedImage{
[[arOverlayVC view] removeFromSuperview];
capturedImageView.image = theCapturedImage;
[self.view addSubview:imageEditorView];
rotationGesture = [[UIRotationGestureRecognizer alloc] initWithTarget:self action:#selector(rotatePiece:)];
[capturedImageView addGestureRecognizer:rotationGesture];
**//KVO added for rotation**
[capturedImageView addObserver:self forKeyPath:#"transform.rotate" options:NSKeyValueObservingOptionNew context:NULL];
pinchGesture = [[UIPinchGestureRecognizer alloc] initWithTarget:self action:#selector(scalePiece:)];
[pinchGesture setDelegate:self];
[capturedImageView addGestureRecognizer:pinchGesture];
**//KVO added for scaling**
[capturedImageView addObserver:self forKeyPath:#"transform.scale" options:NSKeyValueObservingOptionNew context:NULL];
}
- (void)rotatePiece:(UIRotationGestureRecognizer *)gestureRecognizer {
[self adjustAnchorPointForGestureRecognizer:gestureRecognizer];
if ([gestureRecognizer state] == UIGestureRecognizerStateBegan || [gestureRecognizer state] == UIGestureRecognizerStateChanged) {
[gestureRecognizer view].transform = CGAffineTransformRotate([[gestureRecognizer view] transform], [gestureRecognizer rotation]);
[self editedImage];
[gestureRecognizer setRotation:0];
}
}
- (void)scalePiece:(UIPinchGestureRecognizer *)gestureRecognizer {
if([gestureRecognizer state] == UIGestureRecognizerStateBegan) {
lastScale = [gestureRecognizer scale];
}
if ([gestureRecognizer state] == UIGestureRecognizerStateBegan ||
[gestureRecognizer state] == UIGestureRecognizerStateChanged) {
CGFloat currentScale = [[[gestureRecognizer view].layer valueForKeyPath:#"transform.scale"] floatValue];
const CGFloat kMaxScale = 2.0;
const CGFloat kMinScale = 1.0;
CGFloat newScale = 1 - (lastScale - [gestureRecognizer scale]);
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];
}
}
- (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;
}
- (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;
}
}
Now my observation method is,
- (void)observeValueForKeyPath:(NSString *)keyPath ofObject:(id)object change:(NSDictionary *)change context:(void *)context
{
if(object == capturedImageView && ([keyPath isEqualToString:#"transform.rotate"] || [keyPath isEqualToString:#"transform.scale"])) {
NSLog(#"KVO detected");
}
}
I found following error,
An instance 0x189f40 of class NSConcreteValue was deallocated while
key value observers were still registered with it. Observation info
was leaked, and may even become mistakenly attached to some other
object. Set a breakpoint on NSKVODeallocateBreak to stop here in the
debugger. Here's the current observation info:
( Context: 0x0, Property: 0x189ff0>
An instance 0x188cb0 of class NSConcreteValue was deallocated while
key value observers were still registered with it. Observation info
was leaked, and may even become mistakenly attached to some other
object. Set a breakpoint on NSKVODeallocateBreak to stop here in the
debugger. Here's the current observation info:
( Context: 0x0, Property: 0x188d80>
* Terminating app due to uncaught exception
'NSInternalInconsistencyException', reason: 'Cannot update for
observer for the key path
"transform.scale" from , most likely because the
value for the key "transform" has changed without an appropriate KVO
notification being sent. Check the KVO-compliance of the UIImageView
class.'
as the error message said
An instance of class was deallocated while key value observers were still registered with it
you need to remove the observation before capturedImageView is deallocated using removeObserver:forKeyPath:context:
It is very important to make sure you have balance the count of register/deregister in order to not break KVO.
I you want to know more about KVO, this link is helpful: http://www.mikeash.com/pyblog/key-value-observing-done-right.html
and part2: http://www.mikeash.com/pyblog/friday-qa-2012-03-02-key-value-observing-done-right-take-2.html
arc only handles memory for NSObject&Co, for everything else (e.g. KVO or network connections or file writes) you need to manually clean up
overwrite -(void)dealloc for that
- (void)dealloc {
[capturedImageView removeObserver:self forKeyPath:#"transform.scale"];
}

How to limit pinch out to the default view size

I am working on the pdf based application where I am trying to implement UIPinchGestureRecognizer.I want to limit the pinch off functionality when user reaches to the default view size with 640,960.
In my current implementation user is able to pinch in/out infinite.
- (void)pinchZoom:(UIPinchGestureRecognizer *)gestureRecognizer
{
if ([gestureRecognizer state] == UIGestureRecognizerStateBegan || [gestureRecognizer state] == UIGestureRecognizerStateChanged) {
if (!zoomActive) {
zoomActive = YES;
UIPanGestureRecognizer *panGesture = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(panMove:)];
[panGesture setMaximumNumberOfTouches:2];
[panGesture setDelegate:self];
[self addGestureRecognizer:panGesture];
[panGesture release];
}
[gestureRecognizer view].transform = CGAffineTransformScale([[gestureRecognizer view] transform], [gestureRecognizer scale], [gestureRecognizer scale]);
[delegate leavesView:self zoomingCurrentView:[gestureRecognizer scale]];
[gestureRecognizer setScale:1];
}
}
// This method will handle the PAN / MOVE gesture
- (void)panMove:(UIPanGestureRecognizer *)gestureRecognizer
{
if ([gestureRecognizer state] == UIGestureRecognizerStateBegan || [gestureRecognizer state] == UIGestureRecognizerStateChanged) {
CGPoint translation = [gestureRecognizer translationInView:[[gestureRecognizer view] superview]];
[[gestureRecognizer view] setCenter:CGPointMake([[gestureRecognizer view] center].x + translation.x, [[gestureRecognizer view] center].y + translation.y)];
[gestureRecognizer setTranslation:CGPointZero inView:[[gestureRecognizer view] superview]];
}
}
this is default view size/scale I am talking about:
and this is what I don't want or I want to limit in pinch out:
Any suggestion?
What about handling yourself the lower limit in your handler function? Something like this:
- (void)pinchZoom:(UIPinchGestureRecognizer *)gestureRecognizer {
....
if ( [gestureRecognizer scale] > MIN_SCALE )
[gestureRecognizer view].transform = CGAffineTransformScale([[gestureRecognizer view] transform], [gestureRecognizer scale], [gestureRecognizer scale]);
...
Inside of your gestureRecognizer, you are going to have to test and understand the current scale / size of you PDF view, and NOT zoom smaller when you are taking up the full screen.

Implementing pinch effect on a image view in iphone

Thanks in advance.
I want to apply pinch, rotation and pan gesture effect on an image view.like this
UIPinchGestureRecognizer *pinchGesture = [[UIPinchGestureRecognizer alloc]initWithTarget:self action:#selector(scalePiece:)];
[imgView addGestureRecognizer:pinchGesture];
[pinchGesture release];
UIRotationGestureRecognizer *rotationGesture = [[UIRotationGestureRecognizer alloc]initWithTarget:self action:#selector(rotatePiece:)];
[imgView addGestureRecognizer:rotationGesture];
[rotationGesture release];
UIPanGestureRecognizer *panGesture = [[UIPanGestureRecognizer alloc]initWithTarget:self action:#selector(panPiece:)];
[imgView addGestureRecognizer:panGesture];
[panGesture release];
// Method implementation
- (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;
}
}
- (void)rotatePiece:(UIRotationGestureRecognizer *)gestureRecognizer
{
[self adjustAnchorPointForGestureRecognizer:gestureRecognizer];
if ([gestureRecognizer state] == UIGestureRecognizerStateBegan || [gestureRecognizer state] == UIGestureRecognizerStateChanged) {
[gestureRecognizer view].transform = CGAffineTransformRotate([[gestureRecognizer view] transform], [gestureRecognizer rotation]);
NSLog(#"Rotate : %f",[gestureRecognizer rotation]);
[gestureRecognizer setRotation:0];
}
}
- (void)panPiece:(UIPanGestureRecognizer *)gestureRecognizer
{
UIView *piece = [gestureRecognizer view];
[self adjustAnchorPointForGestureRecognizer:gestureRecognizer];
if ([gestureRecognizer state] == UIGestureRecognizerStateBegan || [gestureRecognizer state] == UIGestureRecognizerStateChanged) {
CGPoint translation = [gestureRecognizer translationInView:[piece superview]];
[piece setCenter:CGPointMake([piece center].x + translation.x, [piece center].y + translation.y)];
[gestureRecognizer setTranslation:CGPointZero inView:[piece superview]];
}
}
- (void)scalePiece:(UIPinchGestureRecognizer *)gestureRecognizer
{
[self adjustAnchorPointForGestureRecognizer:gestureRecognizer];
if ([gestureRecognizer state] == UIGestureRecognizerStateBegan || [gestureRecognizer state] == UIGestureRecognizerStateChanged) {
[gestureRecognizer view].transform = CGAffineTransformScale([[gestureRecognizer view] transform], [gestureRecognizer velocity], [gestureRecognizer velocity]);
[gestureRecognizer setScale:1];
}
}
In this rotation and swipe(pan) working fine but pinch is not good. I have seen one app i.e.,http://itunes.apple.com/us/app/image-mask-costume-hd/id443821357?mt=8 in this the touch events are very nice . I want to implement like this is it possible by using gesture or we need to follow touch events. Do any one have idea please help me to do it.
Try this code: http://dl.dropbox.com/u/9397784/Image%20multitouch.txt
Replace currentlyEditing with your view. Just copy the code into the implementation of the view or view controller you want to use it in. The code handles zoom, rotate and pan. To reset the view back to the default position, call yourView.transform = CGAffineTransformIdentity;.
The Apple Touches example suggests to use [gestureRecognizer scale] and not [gestureRecognizer velocity]:
- (IBAction)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];
}
}

Maintain frame of UIView after UIGestures

I'm working on an iPad app that will use UIGestureRecognizers to allow the user to pan, scale and rotate objects (subclass of UIView) on the screen.
I understand that the [UIView frame] property isn't valid after a transform is done, so I'm trying to take the values of my UIGestureRecognizers and keep the "frame" myself.
Here's the code I'm using to attempt this (you may recognize a lot of code from Apple's sample project, SimpleGestureRecognizers):
// Shape.h (partial)
#interface Shape : UIView <UIGestureRecognizerDelegate> {
CGFloat centerX;
CGFloat centerY;
CGFloat rotatation;
CGFloat xScale;
CGFloat yScale;
}
// Shape.m (partial)
- (void)panPiece:(UIPanGestureRecognizer *)gestureRecognizer
{
UIView *piece = [gestureRecognizer view];
[self adjustAnchorPointForGestureRecognizer:gestureRecognizer];
if ([gestureRecognizer state] == UIGestureRecognizerStateBegan || [gestureRecognizer state] == UIGestureRecognizerStateChanged) {
CGPoint translation = [gestureRecognizer translationInView:[piece superview]];
self.centerX += translation.x;
self.centerY += translation.y;
[piece setCenter:CGPointMake([piece center].x + translation.x, [piece center].y + translation.y)];
for ( HandleView *h in [self handles] ) {
[h setCenter:CGPointMake([h center].x + translation.x, [h center].y + translation.y)];
[h setNeedsDisplay];
}
[gestureRecognizer setTranslation:CGPointZero inView:[piece superview]];
NSLog(#"(%.0f, %.0f, %.0f, %.0f) %.2f˚, (%.2fx, %.2fx)", [self frame].origin.x, [self frame].origin.y, [self frame].size.width, [self frame].size.height, [self rotation], [self xScale], [self yScale]);
}
}
// rotate the piece by the current rotation
// 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) {
CGFloat rot = [self normalizeRotation:[gestureRecognizer rotation]];
self.rotation += rot * 180.0 / M_PI;
NSLog(#"Rotation: %.12f", [gestureRecognizer rotation]);
[gestureRecognizer view].transform = CGAffineTransformRotate([[gestureRecognizer view] transform], [gestureRecognizer rotation]);
[gestureRecognizer setRotation:0];
NSLog(#"(%.0f, %.0f, %.0f, %.0f) %.2f˚, (%.2fx, %.2fx)", [self frame].origin.x, [self frame].origin.y, [self frame].size.width, [self frame].size.height, [self rotation], [self xScale], [self yScale]);
}
}
// scale the piece by the current scale
// reset the gesture recognizer's rotation to 0 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) {
self.xScale *= [gestureRecognizer scale];
self.yScale *= [gestureRecognizer scale];
[gestureRecognizer view].transform = CGAffineTransformScale([[gestureRecognizer view] transform], [gestureRecognizer scale], [gestureRecognizer scale]);
[gestureRecognizer setScale:1];
NSLog(#"(%.0f, %.0f, %.0f, %.0f) %.2f˚, (%.2fx, %.2fx)", [self frame].origin.x, [self frame].origin.y, [self frame].size.width, [self frame].size.height, [self rotation], [self xScale], [self yScale]);
}
}
Because of some weirdness I noticed with the rotations, I implemented the following method to help keep an accurate rotation value:
- (CGFloat) normalizeRotation:(CGFloat)rot
{
if (abs(rot) > 0.05) {
if (rot > 0) {
rot -= M_PI;
} else {
rot += M_PI;
}
return [self normalizeRotation:rot];
} else {
return rot;
}
}
Anyway, the shape on-screen pans, scales and rotates fine. All is as you would expect and the performance is good.
The problem is that, after a user moves, resizes and rotates a UIView, I want to let them tap it and give them "handles" that allow for resizing other than the "square" resizing that pinching gives (i.e., when you use the pinch gesture, you upsize or downsize in the same ratio for both x and y). Now, even with the code above, the values that are stored aren't ever quite accurate.
The "handles" I'm using are simply 10x10 dots that are supposed to go at each corner and halfway down each "side" of the UIView's frame/rectangle. When I first place a square and tap it to get the handles before doing anything else, the handles appear in the appropriate place. When I move, resize and rotate an object, then tap it, the handles are all shifted off of the shape some amount. It generally seems to be about 20 pixels.
Are the values in the UIGestureRecognizer objects just not accurate enough? That doesn't seem to be the case, because those values are used to change the object on-screen, and that is accurate.
I'm pretty sure there's no way for me to get a real representation of the UIView's frame after messing with it so much, but where's the flaw in my custom code that's giving me bad values? Am I losing precision when converting between degrees and radians?
On a related note: Apple obviously has internal code that keeps track of how to draw a view that's been translated/transformed. The box of solid color that I'm currently using is moved, zoomed and rotated correctly. So, is there any way to access the values that they use for displayed a translated/transformed UIView?
Thanks!

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