How to get performSelector to work with NSInvocation? - iphone

I need to pass the touches and event from touchesBegan to my own method called by a performSelector. I am using an NSInvocation to package up the arguments but I'm having problems with the target.
The reason that I do it this way is so I can handle other scroll events.
Here is my code:
- (void) touchesBegan: (NSSet *) touches withEvent: (UIEvent *) event
{
UITouch *theTouch = [touches anyObject];
switch ([theTouch tapCount])
{
case 1:
NSInvocation *inv = [NSInvocation invocationWithMethodSignature: [self methodSignatureForSelector:#selector(handleTap: withEvent:)]];
[inv setArgument:&touches atIndex:2];
[inv setArgument:&event atIndex:3];
[inv performSelector:#selector(invokeWithTarget:) withObject:[self target] afterDelay:.5];
break;
}
}
Where handleTap is defined as:
-(IBAction)handleTap:(NSSet *)touches withEvent:(UIEvent *)event
{
[super touchesBegan:touches withEvent:event];
}
My problem is that when I compile it I get a warning:
'CategoryButton' many not respond to '-target'
and when I run it, it crashes with a:
-[CategoryButton target]: unrecognized selector sent to instance 0x5b39280
I must admit I don't really understand what the target is trying to do here and how it is set.
Thanks for your help.

I think you need to take some time to read through your code carefully, line-by-line.
[inv performSelector:#selector(invokeWithTarget:) withObject:[self target] afterDelay:.5];
This isn't doing what you think it is. One half of one second after this method is executed, this will happen:
[inv invokeWithTarget:[self target]];
First, your class CategoryButton doesn't have a method called target. Second, why the delay? If you're using these touches for scrolling, a delay of 0.5 seconds is going to be extremely painful for users.
Why are you using the NSInvocation class at all? If you really need the delay, you can simply use the performSelector: method on your CategoryButton instance:
NSArray *params = [NSArray arrayWithObjects:touches, event, nil];
[self performSelector:#selector(handleTap:) withObject:params afterDelay:0.5];
Notice the performSelector: methods only support one argument, so you have to wrap them in an NSArray. (Alternatively, you can use an NSDictionary.)
You will have to update your handleTap: method to accept an NSArray/NSDictionary and snag the arguments as needed.
But again, if you don't need the delay, why not just call the method yourself:
- (void) touchesBegan: (NSSet *) touches withEvent: (UIEvent *) event
{
UITouch *theTouch = [touches anyObject];
switch ([theTouch tapCount])
{
case 1:
[super touchesBegan:touches withEvent:event];
break;
}
}
Maybe I'm misunderstanding your intentions, but it seems you're making this way more complicated than it needs to be.

I must admit I don't really understand what the target is trying to do here and how it is set.
The target is the object which you want the invocation to be performed on. You're getting a crash because your chosen object - [self] - doesn't respond to the target message. I think you might just have got a bit confused over what you need to pass in.
With your current code you're asking your invocation to be performed on the target property of self. You probably don't want to do this - I would assume you want your invocation to be performed simply on self. In which case, use this:
[inv performSelector:#selector(invokeWithTarget:) withObject:self afterDelay:.5];

Related

UITouch returns UIWebBrowserView (Apple internal component) instead of UIWebView

I have a UIWebView and I want to detect any touch on that. (I don't want to use UITapGsture or any other thing)
I am using sendEvent: method of UIApplication for this purpose
and check if touch object contains webview.
Surprisingly it points to UIWebBrowserView. I have to check it's superview to get browser but it makes my code very inefficient because sendEvent is called every time when user makes a tap.
Code Snippet :
- (void)sendEvent:(UIEvent *)event {
[super sendEvent:event];
NSSet *touches = [event allTouches];
if (touches.count != 1)
return;
UITouch *touch = touches.anyObject
if([touch.view isKindOfClass:[UIWebView class]]){ // This fails
}
}
I want to know is there a way to make UITouch return WebView as an object instead of returning it's child views like UIPdfView or UIWebBrowser view?
Finally I found a solution to this :
We have to use :
if([touch.view isMemberOfClass:[UIWebView class]]){ // This Works
}
instead of :
if([touch.view isKindOfClass:[UIWebView class]]){ // This fails
}

How to Implement Touch Up Inside in touchesBegan, touchesEnded

I'm wondering if someone knows how to implement the "touch up inside" response when a user pushes down then lifts their finger in the touchesBegan, touchesEnded methods. I know this can be done with UITapGestureRecognizer, but actually I'm trying to make it so that it only works on a quick tap (with UITapGestureRecognizer, if you hold your finger there for a long time, then lift, it still executes). Anyone know how to implement this?
Using the UILongPressGesturizer is actually a much better solution to mimic all of the functionality of a UIButton (touchUpInside, touchUpOutside, touchDown, etc.):
- (void) longPress:(UILongPressGestureRecognizer *)longPressGestureRecognizer
{
if (longPressGestureRecognizer.state == UIGestureRecognizerStateBegan || longPressGestureRecognizer.state == UIGestureRecognizerStateChanged)
{
CGPoint touchedPoint = [longPressGestureRecognizer locationInView: self];
if (CGRectContainsPoint(self.bounds, touchedPoint))
{
[self addHighlights];
}
else
{
[self removeHighlights];
}
}
else if (longPressGestureRecognizer.state == UIGestureRecognizerStateEnded)
{
if (self.highlightView.superview)
{
[self removeHighlights];
}
CGPoint touchedPoint = [longPressGestureRecognizer locationInView: self];
if (CGRectContainsPoint(self.bounds, touchedPoint))
{
if ([self.delegate respondsToSelector:#selector(buttonViewDidTouchUpInside:)])
{
[self.delegate buttonViewDidTouchUpInside:self];
}
}
}
}
I'm not sure when it was added, but the property isTouchInside is a life saver for any UIControl derived object (e.g. UIButton).
override func endTracking(_ touch: UITouch?, with event: UIEvent?) {
super.endTracking(touch, with: event)
if isTouchInside {
// Do the thing you want to do
}
}
Here's the Apple official docs
You can implement touchesBegan and touchesEnded by creating a UIView subclass and implementing it there.
However you can also use a UILongPressGestureRecognizer and achieve the same results.
I did this by putting a timer that gets triggered in touchesBegan. If this timer is still running when touchesEnded gets called, then execute whatever code you wanted to. This gives the effect of touchUpInside.
-(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
NSTimer *tapTimer = [[NSTimer scheduledTimerWithTimeInterval:.15 invocation:nil repeats:NO] retain];
self.tapTimer = tapTimer;
[tapTimer release];
}
-(void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
if ([self.tapTimer isValid])
{
}
}
You can create some BOOL variable then in -touchesBegan check what view or whatever you need was touched and set this BOOL variable to YES. After that in -touchesEnded check if this variable is YES and your view or whatever you need was touched that will be your -touchUpInside. And of course set BOOL variable to NO after.
You can add a UTapGestureRecognizer and a UILongPressGestureRecognizer and add dependency using [tap requiresGestureRecognizerToFail:longPress]; (tap and long press being the objects of added recognizers).
This way, the tap will not be detected if long press is fired.

Swallow touches, unless touching a child of my current layer

I am writing a pause menu using a CCLayer. I need the layer to swallow touches so that you cannot press the layer below, however I also need to be able to use the buttons on the pause layer itself.
I can get the layer to swallow touches, but the menu won't work either.
Here is my code:
pauseLayer.m
#import "PauseLayer.h"
#implementation PauseLayer
#synthesize delegate;
+ (id) layerWithColor:(ccColor4B)color delegate:(id)_delegate
{
return [[[self alloc] initWithColor:color delegate:_delegate] autorelease];
}
- (id) initWithColor:(ccColor4B)c delegate:(id)_delegate {
self = [super initWithColor:c];
if (self != nil) {
NSLog(#"Init");
self.isTouchEnabled = YES;
CGSize wins = [[CCDirector sharedDirector] winSize];
delegate = _delegate;
[self pauseDelegate];
CCSprite * background = [CCSprite spriteWithFile:#"pause_background.png"];
[self addChild:background];
CCMenuItemImage *resume = [CCMenuItemImage itemFromNormalImage:#"back_normal.png"
selectedImage:#"back_clicked.png"
target:self
selector:#selector(doResume:)];
resume.tag = 10;
CCMenu * menu = [CCMenu menuWithItems:resume,nil];
[menu setPosition:ccp(0,0)];
[resume setPosition:ccp([background boundingBox].size.width/2,[background boundingBox].size.height/2)];
[background addChild:menu];
[background setPosition:ccp(wins.width/2,wins.height/2)];
}
return self;
}
-(void)pauseDelegate
{
NSLog(#"pause delegate");
if([delegate respondsToSelector:#selector(pauseLayerDidPause)])
[delegate pauseLayerDidPause];
}
-(void)doResume: (id)sender
{
if([delegate respondsToSelector:#selector(pauseLayerDidUnpause)])
[delegate pauseLayerDidUnpause];
[self.parent removeChild:self cleanup:YES];
}
- (void)onEnter {
[[CCTouchDispatcher sharedDispatcher] addTargetedDelegate:self priority:INT_MIN+1 swallowsTouches:YES];
[super onEnter];
}
- (void)onExit {
[[CCTouchDispatcher sharedDispatcher] removeDelegate:self];
[super onExit];
}
- (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event {
return YES;
}
-(void)dealloc
{
[super dealloc];
}
#end
why dont you just disable touches on the game layer?
like in the onEnter method disable the touches on the game layer..and onExit re enable them
something like
-onEnter{
gameLayer.isTouchEnabled=NO;
....
}
-onExit{
gameLater.isTouchEnabled=YES;
...
}
also you wont need CCTouchDispatcher
According to your code, the problem is the modal layer is swallowing events even if it's for the own children.
To solve this problem, you have to set the touch priority of the children even higher than the modal layer itself.
In other words, set the menu's touch priority value below modal layer's.
There are two solutions.
Simply override "CCMenu::registerWithTouchDispatcher()" method and set the priority higher from the beginning.
Change menu's touch priority using "setPriority" method of the touchDispatcher or "setHandlerPriority" of menu itself.
To achieve second solution, you have to pay attention to the timing.
"CCMenu::registerWithTouchDispatcher()" is called somewhere AFTER "onEnter" and "onEnterTransitionDidFinish".
So, use "scheduleOnce" or something like that.
Sample codes.
- (id) initWithColor:(ccColor4B)c delegate:(id)_delegate {
self = [super initWithColor:c];
if (self != nil) {
//your codes...... put CCMenu in instance
[self scheduleOnce:#selector(setMenuPriority:) delay:0];
}
return self;
}
- (void) setMenuPriority (ccTime)dt {
[[[CCDirector sharedDirector] touchDispatcher] setPriority:INT_MIN forDelegate:menu];
//priority "INT_MIN" because you set the layer's priority to "INT_MIN+1".
}
PS: My english is not so good, so if there are loose sentences, correction will be very pleased :)
The problem is, that the layer/node hierarchy is not considered when propagating touches.
The touches are handed from the touch handler with the smallest priority value to the ones with the highest.
The touches are not forwarded anymore, once one of the responders swallows the touch.
You can use an approach similar to CCMenu. CCMenu handles all touches and detects which CCMenuItemhas been selected, based on the position of these items.
If you implement this the same way, you let your PauseLayer handle and swallow all touches and use a seperate mechanism to determine which child element in your PauseLayer has been selected.
Example Implementation: CCMenu Subclass
I have implemented a solution in this repository:
https://github.com/Ben-G/MGWU-Widgets/tree/master/Projectfiles/Components/CCMenuBlocking
That component is a CCMenuSubclass that swallows all touches and does not forward them.
Example Implementation: CCNode
Here is a more general solution of a CCNode that swallows touches and only forwards them to its own children:
https://github.com/Ben-G/MGWU-Widgets/blob/master/Projectfiles/Components/Popup/PopUp.m

UIImageView scope. Accessing from another class

Here's part of the code I'm working with: http://pastie.org/2472364
I've figured out how to access the UIImageView from another method within the same class file in which it was programmatically created.
However, I was wondering how I'd access that same UIImageView from within the LetterTiles.m file, specifically within the touchesMoved method. The way I wrote the code in the sample, it will only show if the frames intersect if they're on top of each other when the otherMethod is called. Of course, I need to be able to check if the views intersect within the actual touchesMoved method. I'm sure it's something super easy, but I'm just not sure how to do it.
Thanks in advance for any help you can give me.
From your comment, and using the code you already have, I would go down this route. This isn't what I would do personally, just FYI. The structure is a bit shakey with the way it sounds like you want this.
Create the place holder UIImageView in the touchesBegan function, then check to see if they intersect when the user stops moving the image.
#import "LetterTiles.h"
#implementation LetterTiles
#synthesize placeHolder;
- (void) touchesBegan:(NSSet*)touches withEvent:(UIEvent*)event {
// Retrieve the touch point (I consider this useful info to have, so I left it in)
CGPoint pt = [[touches anyObject] locationInView:self];
startLocation = pt;
// Create a place holder image wherever you want
[self setPlaceHolder:[[[UIImageView alloc] initWithFrame:CGRectMake(39, 104, 70, 70)] autorelease]];
[newImage setImage[UIImage imageNamed:#"placeHolder.png"]] autorelease];
}
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
CGPoint pt = [[touches anyObject] locationInView:[self superview]];
[self setCenterPoint:pt];
}
-(void)touchesEnded:(NSSet*)touches withEvent:(UIEvent*)event {
LetterTiles *movingTile = self;
if (CGRectIntersectsRect([movingTile frame], [placeHolder frame])) {
NSLog(#"Touched");
[self setFrame:[placeHolder frame]];
}
}
Make a protocol called ViewMoved which will contain one method otherMethod.
implement that in myMainViewController
take a delegate property of type ViewMoved in LetterTiles.
Assign self when you make new object of type LetterTiles in myMainViewController.
On every movement of touch call oherMethod of delegate and check whether any views of type LetterTiles are intersecting or not.
This will catch any intersection when any of the view is moved.....
If above is not matching with your question then write here......

action won't run on a CCSprite from within ccTouchBegan in cocos2d for iphone

I'm trying to basically scale up a button as soon as a touch is detected. Here's my Scene:
#implementation HomeScene
-(id) init
{
if((self = [super init])) {
...
// sp_btn_story is retained...
sp_btn_story = [[CCSprite spriteWithFile:#"main_menu_btn.png"] retain];
sp_btn_story.position = ccp(size.width - 146, 110);
[self addChild: sp_btn_story];
...
}
return self;
}
-(void) onEnter
{
[[CCTouchDispatcher sharedDispatcher] addTargetedDelegate:self priority:0 swallowsTouches:YES];
}
-(void) onExit
{
[[CCTouchDispatcher sharedDispatcher] removeDelegate:self];
}
- (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event
{
NSLog(#"tapped!");
sp_btn_story.scaleX = 2;
[sp_btn_story stopAllActions];
[sp_btn_story runAction: [CCScaleTo actionWithDuration:0.5f scale:1.2f]];
return YES;
}
...
#end
It scales the X just fine, as expected. (I threw that in there to test.) But the action is not running for some reason. :( Anyone have any ideas?
Edit: using cocos2d 0.99 btw.
The answer for this question (reposted from the asker's own comment to make it more visible):
It's quite important to call
[super onEnter];
if you overwrite this method in a subclass or strange things may happen. Cocos2D will not be happy.
This applies to other (if not all) methods as well, e. g. always call
[super onExit];
as well.
Not complete sure what could be going on. Looks like what you have should work fine but you may want to try applying a different action to sp_btn_story like fade in or fade out to see if at least any action will work. Failing that you could also try applying the action in a different part of your code. These are not solutions but they may provide evidence to indicate what exactly is going on.