cocoa-touch: How to pass on a touch to another object - iphone

This is a beginner's question I'm afraid:
I have an UIText which covers the entire screen. I have another transparent view on top of this UITextView so as to be able to recognise swiping gestures (horizontally and vertically), like so:
- (void)viewDidLoad
{
[super viewDidLoad];
// UITextView
CGRect aFrame = CGRectMake(0, 0, 320, 480);
aTextView = [[UITextView alloc] initWithFrame:aFrame];
aTextView.text = #"Some sample text.";
[self.view addSubview:aTextView];
// canTouchMe
CGRect canTouchMeFrame = CGRectMake(0, 0, 320, 480);
canTouchMe = [[UIView alloc] initWithFrame:canTouchMeFrame];
[self.view addSubview:canTouchMe];
}
Let's consider the user touches (not swipes) the canTouchMe View. In this case, I would like the canTouchMe view to disappear and pass on the touch to the UITextView hiding beneath so that it enters the editing mode and enable the 'natural' scrolling options an UITextView has (i.e. only horizontally).
My touches began method looks like this:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
[super touchesBegan:touches withEvent:event];
UITouch *touch =[touches anyObject];
gestureStartPoint = [touch locationInView:self.view];
}
How do I tell this method that IF it recognises only ONE touch, that it should hide the canTouchMeFrame and PASS ON the touch to the UITextView?
Sorry if this is basic, but I have no idea how to implement this. Thanks for any suggestions.
EDIT:
I introduced a touchEnded method, but I still have no luck. The touch will not be forwarded to the UITextView. I need to tap twice in order to edit it:
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event{
[super touchesMoved:touches withEvent:event];
UITouch *touch = [touches anyObject];
CGPoint currentPosition = [touch locationInView:self.view];
CGFloat deltaX = fabsf(gestureStartPoint.x - currentPosition.x); // will always be positive
CGFloat deltaY = fabsf(gestureStartPoint.y - currentPosition.y); // will always be positive
if (deltaY == 0 && deltaX == 0) {
label.text = #"Touch"; [self performSelector:#selector(eraseText) withObject:nil afterDelay:2];
[aTextView touchesBegan:touches withEvent:event];
[self.view bringSubviewToFront:aTextView];
[self.view bringSubviewToFront:doneEdit];
}
}

NSSet has a -count method. If touches only has one object, then you're responding to a single touch.
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
[super touchesBegan:touches withEvent:event];
if ([touches count] == 1) {
[self hideMyRectangle];
[someOtherObject touchesBegan:touches withEvent:event];
//etc, etc.
return;
}
// if you get here, there's more than one touch.
UITouch *touch =[touches anyObject];
gestureStartPoint = [touch locationInView:self.view];
}

Related

Manually passing touches Began to a newly created instance

I want an object to be created when I touch an UIView. But I want the new object to be able to moved without the finger having to be raised. I tried passing the touched event to the new object but it doesn't work.
Is there any way to do it?
You'll have to derive a subclass of the UIView, which will serve as a HolderView for all newly generated views. Also, once a new view is generated, the new view will move along with the finger even if its not raised.
Following code will do it, tweak it later as per your needs:
#interface HolderView : UIView
#property(nonatomic,retain)UIView *newView;
#end
#implementation HolderView
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
// Initialization code
}
return self;
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint touchPoint = [touch locationInView:self];
if (CGRectContainsPoint(self.bounds, touchPoint)) {
CGRect r = CGRectMake(touchPoint.x-50, touchPoint.y-50, 100, 100);
self.newView = [[[UIView alloc] initWithFrame:r]autorelease];
self.newView.backgroundColor= [UIColor cyanColor];
[self addSubview:self.newView];
}
}
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
if (self.newView!=nil) {
UITouch *touch = [touches anyObject];
CGPoint touchPoint = [touch locationInView:self];
self.newView.center = touchPoint;
}
}
#end
i think the touch is creating a problem at your end while you touch at some other object the view is also present so touch can not identified on your movable object for that you need to use one UIImageview over your UIView and then detect the touch and then you'll be able to achieve your desired output
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [[event allTouches] anyObject];
CGPoint imgPop = [touch locationInView:imgPopup];
if ([imgPopup pointInside:imgPop withEvent:event])
{
CGPoint imgReply = [touch locationInView:viewComment];
if ([viewComment pointInside:imgReply withEvent:event])
{
} else {
viewPopup.hidden = TRUE;
}
}
}
this is how i manage this code is for dismissing the view on touch but you can modify and use for your purpose.

touchesMoved reaching out of my view bounds

I have subclassed UIView and there initially my view will be in a default color and i need to fill some different color on touch (from x axis = 0 to user touched point),here the problem is touchesMoved even if i drag out of my self view bounds it is getting those points,how to restrict it to only for my self view bounds.
I googled & tried below snippets but of no luck
if([self pointInside:point withEvent:nil]){
[self fillColor];
}
My touchesMoved method is as below,
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint point = [touch locationInView:self];
endPoint = point;
NSLog(#"moved x: %f,y: %f",point.x,point.y);
if(CGRectContainsPoint([self frame], endPoint)){ // this also not working
[self fillColor];
}
}
Any help is appreciated in advance.
just set tag in viewDidLoad: method and use bellow logic..
fillColorView.tag = 111;
and use bellow logic in touchesMoved: method like bellow..
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *tap = [touches anyObject];
CGPoint pointToMove = [tap locationInView:fillColorView];
if([tap.view isKindOfClass:[UIView class]])
{
UIView *tempView=(UIView *) tap.view;
if (tempView.tag == 111){
[self fillColor];
}
}
}
hope this help you...
In your touchesMoved method, CGPoint point = [touch locationInView:self]; replcae self by the view in which you wants the touch to be worked.
self will get the complete view, you should pass your drawingView at there, so that it will detetc touch only on that view.

image should follow previous point touches in iphone?

When touch began-it shows the image,when touchmoved the image follows the touch events, when touch ended the image disappear
- (void) touchesBegan:(NSSet*)touches withEvent:(UIEvent*)event {
[super touchesBegan:touches withEvent:event];
newgicg.hidden = NO;
NSArray *allTouches = [touches allObjects];
UITouch *touch = [touches anyObject];
CGPoint touchLocation = [touch locationInView:touch.view];
int count = [allTouches count];
if (count == 1) {
newgicg.center = touchLocation;
}
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
[super touchesMoved:touches withEvent:event];
UITouch *touch = [touches anyObject];
CGPoint touchLocation = [touch locationInView:touch.view];
newgicg.center = touchLocation;
[self.view addSubview:newgicg];
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
[super touchesEnded:touches withEvent:event];
newgicg.hidden = YES;
}
I want something like ,to follow the collection of stars when the cursor moved on the screen.i want the stars to be blinks and vanished wherever the cursor goes on the screen
- (void) touchesBegan:(NSSet*)touches withEvent:(UIEvent*)event {
[super touchesBegan:touches withEvent:event];
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
[super touchesMoved:touches withEvent:event];
UITouch *touch = [touches anyObject];
CGPoint touchLocation = [touch locationInView:touch.view];
UIImageView *imageView=[[UIImageView alloc] initWithImage:[UIImage imageNamed:#"simple-apple.png"]];
imageView.center = touchLocation;
[self.view addSubview:imageView];
[imageView release];
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
[super touchesEnded:touches withEvent:event];
for (UIView *view in [self.view subviews]) {
[view removeFromSuperview];
}
}
try this code instead, just replace the name of the image.
EDIT:
one thing I forgot to mention is that you can keep a counter to the no. of subviews added this way and remove them , otherwise it may also remove other views which were there on the view before.

Pass on a Tap to an UITextView

I was wondering how to pass on a tap on an UIView to an UITextView. This is my code so far:
- (void)foundTap:(UITapGestureRecognizer *)recognizer {
label.text = #"Touch detected";
[self.view bringSubviewToFront:aTextView];
[aTextView touchesBegan:touches withEvent:event];
}
Now, this obviously does not work as touches and event are not defined. But how do I define them? I can't declare touches as 1 (won't work). I could initialise it like so:
UITouch *touches =[touches anyObject];
But then again, touches is still undeclared. And I have no idea of how to declare the event. This is usually easy if you use the - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {} method, but I want to pass on the tap not the touches. Any help would be very much appreciated.
Edit:
I rewrote the method, but I still can't pass on the tap to the UITextView. I now need to double tap in order to edit it, i.e. the first tap for bringing the aTextView upfront and the second tap will then edit the UITextView (as it is in front and thus receives all the touches swipes etc.):
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event{
[super touchesMoved:touches withEvent:event];
UITouch *touch = [touches anyObject];
CGPoint currentPosition = [touch locationInView:self.view];
CGFloat deltaX = fabsf(gestureStartPoint.x - currentPosition.x); // will always be positive
CGFloat deltaY = fabsf(gestureStartPoint.y - currentPosition.y); // will always be positive
if (deltaY == 0 && deltaX == 0) {
label.text = #"Touch"; [self performSelector:#selector(eraseText) withObject:nil afterDelay:2];
[self.view bringSubviewToFront:aTextView];
[self.view bringSubviewToFront:doneEdit];
[aTextView touchesBegan:touches withEvent:event];
}
}
See if this previous SO question iPhone: Detecting Tap in MKMapView helps you.

UITableView: custom gestures make it scrolling no more

I have an UIViewController which contains a UITableView (subclassed) and another UIView (subclassed). They are on the same hierarchy level but the UIView is added last so it is the frontmost.
I overrid touchesBegan/Moved/Ended to intercept the Gestures from the top UIView: my goal is to get the selected UITableViewCell and, if double tapped, create an ImageView to be dragged around.
I appear to get it done but now I cannot scroll the UITableView anymore, even though I forward the touch events.
Here are the methods for the UIView:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{
NSLog(#"BO");
UITouch * touch = [touches anyObject];
CGPoint tPoint = [touch locationInView:self];
InventoryViewController * invViewCont = self.viewController;
UITableView * invTab = invViewCont.inventoryTableView;
[invTab deselectRowAtIndexPath:[invTab indexPathForSelectedRow]
animated:YES];
NSArray * cells = [invTab visibleCells];
BOOL found = NO;
for (UITableViewCell * cell in cells)
{
if (CGRectContainsPoint(cell.frame, tPoint))
{
[cell touchesBegan:touches withEvent:event];
found = YES;
break;
}
}
if (!found)
{
[invViewCont.inventoryTableView touchesBegan:touches withEvent:event];
}
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event{
NSLog(#"Mo");
UITouch * touch = [touches anyObject];
CGPoint tPoint = [touch locationInView:self];
copyObj.center = tPoint;
InventoryViewController * invViewCont = self.viewController;
UITableView * invTab = invViewCont.inventoryTableView;
[invTab deselectRowAtIndexPath:[invTab indexPathForSelectedRow]
animated:YES];
NSArray * cells = [invTab visibleCells];
BOOL found = NO;
for (UITableViewCell * cell in cells)
{
if (CGRectContainsPoint(cell.frame, tPoint))
{
[cell touchesMoved:touches withEvent:event];
found = YES;
break;
}
}
if (!found)
{
[invViewCont.inventoryTableView touchesMoved:touches withEvent:event];
}
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event{
UITouch * touch = [touches anyObject];
if ([touch tapCount] == 2)
{
[self desubCopyView];
}
CGPoint tPoint = [touch locationInView:self];
copyObj.center = tPoint;
InventoryViewController * invViewCont = self.viewController;
UITableView * invTab = invViewCont.inventoryTableView;
[invTab deselectRowAtIndexPath:[invTab indexPathForSelectedRow]
animated:YES];
NSArray * cells = [invTab visibleCells];
BOOL found = NO;
for (UITableViewCell * cell in cells)
{
if (CGRectContainsPoint(cell.frame, tPoint))
{
[cell touchesEnded:touches withEvent:event];
//[cell.imageView touchesEnded:touches withEvent:event];
found = YES;
break;
}
}
if (!found)
{
[invViewCont.inventoryTableView touchesEnded:touches withEvent:event];
}
}
And here are those in the UITableViewCell
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{
UITouch * touch = [touches anyObject];
if ([touch tapCount] == 2)
{
CGPoint tPoint = [touch locationInView:self];
NSLog(#"CellX %lf CY %lf", tPoint.x, tPoint.y);
UIGraphicsBeginImageContext(self.bounds.size);
[self.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *viewImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
UIImageView * newView = [[UIImageView alloc] initWithImage:viewImage];
[dragArea addSubview:newView];
dragArea.copyObj = newView;
[newView release];
[UIView beginAnimations:nil context:nil];
[UIView setAnimationDuration:0.4];
dragArea.copyObj.transform = CGAffineTransformMakeScale(1.3, 1.3);
[UIView commitAnimations];
tPoint = [self convertPoint:tPoint toView:dragArea];
dragArea.copyObj.center = tPoint;
}
[super touchesBegan:touches withEvent:event];
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event{
NSLog(#"MOV %#", self.imageView.image);
[super touchesMoved:touches withEvent:event];
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event{
NSLog(#"ENDED");
[super touchesEnded:touches withEvent:event];
}
And in my UITableView I have simply:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{
NSLog(#"BEGTB");
[super touchesBegan:touches withEvent:event];
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event{
NSLog(#"MOVTB");
[super touchesMoved:touches withEvent:event];
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event{
NSLog(#"ENDTB");
[super touchesEnded:touches withEvent:event];
}
I am surely missing something but I do not know what
I would highly recommend looking into UITapGestureRecognizer instead of handling the touchesX events yourself.
I found a workaround for this, override the methods for touch gestures in my custom UITableView in order to make it scroll programMatically as I drag upon it an object.
Here is the 'solution'.
I still believe there is another simpler way to do this but I did not find it, so posting this and marking it as an 'answer' might help someone else.