In my project I have a UIImageVIew where the user imports a backgroudn and then puts smaller pictures on that background.
I want to apply the gestures only to the smaller pictures that are being tapped. The gestures I am using are tap, long press, pand and pinch gestures. My problem is only with pinch gestures. I can apply long press, tap and pan individually BUT with pinch, not only the smaller pictures zoom but also the background. Any idea of how can I fix this?
in my - (void)viewDidLoad I have set:
//single tap
UITapGestureRecognizer *tapg =
[[UITapGestureRecognizer alloc] initWithTarget:self
action:#selector(tapAction:)];
[self.itemView addGestureRecognizer:tapg];
// double tap
UITapGestureRecognizer *doubleTap =
[[UITapGestureRecognizer alloc] initWithTarget:self
action:#selector(doubleTapAction:)];
doubleTap.numberOfTapsRequired = 2;
[self.itemView addGestureRecognizer:doubleTap];
// longPress
UILongPressGestureRecognizer *longPress =
[[UILongPressGestureRecognizer alloc] initWithTarget:self
action:#selector(longPressAction:)];
[self.itemView addGestureRecognizer:longPress];
// pan
UIPanGestureRecognizer *pan =
[[UIPanGestureRecognizer alloc] initWithTarget:self
action:#selector(panAction:)];
[self.itemView addGestureRecognizer:pan];
//pinch
UIPinchGestureRecognizer *pinch = [[UIPinchGestureRecognizer alloc] initWithTarget:self action:#selector(pinchAction:)];
[self.itemView addGestureRecognizer:pinch];
then,
// tap
- (void)tapAction:(UITapGestureRecognizer *) sender{
CGPoint tapPoint = [sender locationInView:self.itemView];
NSLog(#">>>tap x=%.2f, y=%.2f", tapPoint.x, tapPoint.y);
int i =0;
isTaped = NO;
for (i = 0; i < ivMax; i++) {
if (CGRectContainsPoint((*(iViews+i)).frame, tapPoint)) {
isTaped = YES;
iViewsTapidx = i;
NSLog(#"i = %d", i);
break;
}
}
}
// doubleTap
- (void)doubleTapAction:(UITapGestureRecognizer *) sender{
NSLog(#">>>doubleTap");
CGPoint tapPoint = [sender locationInView:self.itemView];
isTaped = NO;
isDblTaped = NO;
int i =0;
for (i = 0; i < ivMax; i++) {
if (CGRectContainsPoint((*(iViews+i)).frame, tapPoint)) {
isDblTaped = YES;
iViewsDblTapidx = i;
break;
}
}
// view
if (isDblTaped) {
NSLog(#"remove %d", i);
(*(iViews+i)).tag = 0;
[*(iViews+i) removeFromSuperview];
}
}
// longPress
- (void)longPressAction:(UILongPressGestureRecognizer *) sender{
if ([sender state] == UIGestureRecognizerStateBegan) {
NSLog(#">>>longPress 1");
}else if ([sender state] == UIGestureRecognizerStateEnded) {
// NSLog(#">>>longPress 2");
CGPoint tapPoint = [sender locationInView:self.itemView];
NSLog(#">>>longPress 2 x=%.2f, y=%.2f", tapPoint.x, tapPoint.y);
int i =0;
for (i = 0; i < ivMax; i++) {
NSLog(#"i = %d", i);
if ((*(iViews+i)).tag == 0) {
break;
}
}
if (i < ivMax) {
//set smaller picture
UIImage *stampImage;
NSString *imagepath = [NSString stringWithFormat:#"%#%#",[FileUtility getPDFImageFolderPath], self.menu.imageID];
if (self.menu.imageID == nil || [self.menu.imageID isEqualToString:#""]) {
stampImage = [UIImage imageNamed:#"NotExistFile.jpg"];
} else {
stampImage = [UIImage imageWithContentsOfFile:imagepath];
}
int parcent = stampImage.size.width / _width;
//show smaller picture
*(iViews+i) = [[UIImageView alloc] initWithImage:stampImage];
(*(iViews+i)).frame = CGRectMake(tapPoint.x - stampImage.size.width/parcent/2,
tapPoint.y - stampImage.size.height/parcent/2,
stampImage.size.width/parcent,
stampImage.size.height/parcent);
(*(iViews+i)).tag = i+1;
[self.itemView addSubview:*(iViews+i)];
iViewsTapidx = i;
isTaped = YES;
}
}
}
// Pan
- (void)panAction:(UIPanGestureRecognizer *) sender{
NSLog(#">>>pan");
if (isTaped) {
CGPoint p = [sender translationInView:self.itemView];
CGPoint movePoint = CGPointMake((*(iViews+iViewsTapidx)).center.x + p.x,
(*(iViews+iViewsTapidx)).center.y + p.y);
(*(iViews+iViewsTapidx)).center = movePoint;
// NSLog(#">>>pan x=%.2f, y=%.2f --> x=%.2f, y=%.2f", p.x, p.y, movePoint.x, movePoint.y);
NSLog(#">>>pan x=%.2f, y=%.2f", p.x, p.y);
[sender setTranslation:CGPointZero inView:self.itemView];
}
}
// 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)pinchAction:(UIPinchGestureRecognizer *)sender
{
if ([sender state] == UIGestureRecognizerStateBegan || [sender state] == UIGestureRecognizerStateChanged) {
[sender view].transform = CGAffineTransformScale([[sender view] transform], [sender scale], [sender scale]);
[sender setScale:1];
}
}
give your image name insted of
[self.itemView addGesture.....
Related
I am trying to make a table view cell that shows ratings for songs in a playlist. I have successfully created the cell so that it shows the current number of stars, and also an indication of how a new setting will be when you hover your mouse cursor over a cell to give a new rating.
The problem is that while mouseEnter, mouseExit and mouseMove works like a charm, I get no messages for mouseDown, which is required to actually change the value of the cell.
I have searched all over the Internet, but I can't find any solution to how to solve this problem anywhere. I have spent so many hours trying to sort this. I hope anyone have any answer or hint what I can do. Thank you.
The full code for the current implementation is as follows:
#import "FavouriteCellView.h"
#implementation FavouriteCellView {
NSTrackingArea *_trackingArea;
int _starsRated; //The current rating value
BOOL _hovering; //YES if the mouse is currently hovering over this cell
int _starsHovering; //The number of stars hovering, if the mouse is hovering over this cell
}
- (void)awakeFromNib {
[super awakeFromNib];
_starsRated = 1;
_hovering = NO;
_starsHovering = 0;
[self createTrackingArea];
}
- (void)createTrackingArea
{
_trackingArea = [[NSTrackingArea alloc] initWithRect:self.bounds options:NSTrackingMouseEnteredAndExited |NSTrackingActiveInActiveApp | NSTrackingMouseMoved owner:self userInfo:nil];
[self addTrackingArea:_trackingArea];
}
- (void)updateTrackingAreas{
[self removeTrackingArea:_trackingArea];
_trackingArea = nil;
[self createTrackingArea];
}
- (void)drawRect:(NSRect)dirtyRect {
[super drawRect:dirtyRect];
// CGFloat middleX = [self bounds].size.width / 2.0f;
CGFloat middleY = [self bounds].size.height / 2.0f;
CGFloat starDivs = [self bounds].size.width / 5.0f;;
NSColor *starSelectedColor = [NSColor colorWithDeviceRed:0.8f green:0.0f blue:0.4f alpha:1.0f];
NSColor *starUnselectedColor = [NSColor colorWithDeviceRed:0.5f green:0.5f blue:0.5f alpha:1.0f];
NSColor *starHoverColor = [NSColor colorWithDeviceRed:1.0f green:0.843f blue:0.0f alpha:1.0f];
NSColor *starHoverColorSelected = [NSColor colorWithDeviceRed:0.9f green:0.843f blue:0.6f alpha:1.0f];
for (int i = 0; i < 5; i++) {
NSColor *useColor = [NSColor redColor];
if (_hovering && (i <= _starsHovering)) {
if (i <= _starsRated) {
useColor = starHoverColorSelected;
} else {
useColor = starHoverColor;
}
} else if (i <= _starsRated) {
useColor = starSelectedColor;
} else {
useColor = starUnselectedColor;
}
[self star:NSMakePoint((starDivs / 2.0f) + starDivs * i, middleY) color:useColor];
}
}
-(void)star:(NSPoint)center color:(NSColor *)color {
[color set];
CGFloat t = (2.0f * M_PI) / 10.0f;
NSBezierPath *path = [[NSBezierPath alloc] init];
CGFloat radii1 = 12.0f;
CGFloat radii2 = 4.0f;
CGFloat rot = M_PI / 2.0f;
BOOL first = YES;
for (int i = 0; i < 10; i++) {
CGFloat pointX = cos(t * i + rot) * radii1 + center.x;
CGFloat pointY = sin(t * i + rot) * radii1 + center.y;
CGFloat tempRadii = radii1;
radii1 = radii2;
radii2 = tempRadii;
if (first) {
first = NO;
[path moveToPoint:NSMakePoint(pointX, pointY)];
}
else {
[path lineToPoint:NSMakePoint(pointX, pointY)];
}
}
[path closePath];
[path fill];
/*
[[NSColor blackColor] set];
[path setLineWidth:0.25f];
[path stroke];
*/
}
-(NSView *)hitTest:(NSPoint)aPoint {
//THIS GETS CALLED
return self;
}
-(BOOL)validateProposedFirstResponder:(NSResponder *)responder forEvent:(NSEvent *)event {
printf("$"); //DOES NOT GET CALLED
return YES;
}
-(BOOL)acceptsFirstResponder {
printf("!"); //DOES NOT GET CALLED
return YES;
}
-(BOOL)acceptsFirstMouse:(NSEvent *)theEvent {
printf("8"); //DOES NOT GET CALLED
return YES;
}
-(void)mouseDown:(NSEvent *)theEvent {
printf("o"); //DOES NOT GET CALLED
_starsRated = _starsHovering;
}
-(void)mouseUp:(NSEvent *)theEvent {
printf("O"); //DOES NOT GET CALLED
}
-(void)mouseEntered:(NSEvent *)theEvent {
//DOES GET CALLED
_hovering = YES;
[self setNeedsDisplay:YES];
}
-(void)mouseExited:(NSEvent *)theEvent {
//DOES GET CALLED
_hovering = NO;
[self setNeedsDisplay:YES];
}
-(void)mouseMoved:(NSEvent *)theEvent {
//DOES GET CALLED
NSPoint mouseLocation = [[self window] mouseLocationOutsideOfEventStream];
mouseLocation = [self convertPoint: mouseLocation
fromView: nil];
int newStarsHoveringValue = mouseLocation.x / ([self bounds].size.width / 5.0f);
if (newStarsHoveringValue != _starsHovering) {
_starsHovering = newStarsHoveringValue;
[self setNeedsDisplay:YES];
}
}
#end
It was a bit fiddly, but I managed to create a solution that works. I subclassed NSTableView, then overrode mouseDown with the following code:
-(void)mouseDown:(NSEvent *)theEvent {
NSPoint globalLocation = [theEvent locationInWindow];
NSPoint localLocation = [self convertPoint:globalLocation fromView:nil];
NSInteger clickedRow = [self rowAtPoint:localLocation];
if (clickedRow != -1) {
NSInteger clickedColumn = [self columnAtPoint:localLocation];
if (clickedColumn != -1) {
if (clickedColumn == 3) {
FavouriteCellView *fv = [self viewAtColumn:clickedColumn row:clickedRow makeIfNecessary:NO];
if (fv != nil) {
[fv mouseDown:theEvent];
}
return;
}
}
}
[super mouseDown:theEvent];
}
Now it works exactly like I wanted.
Ok, i've read a few posts on this one (ex. UIImageView Gestures (Zoom, Rotate) Question) but I can't seem to fix my problem.
I have the following setup: an SKScene, an SKNode _backgroundLayer and 9 SKSpriteNodes that are tiles that make up the background and are attached to the _backgroundLayer.
Since these 9 tiles make a 3x3 square and they are quite large, I need to be able to zoom in and look at other SKSpriteNodes that will be on top of these 9 background images.
There are two problems:
1) When I pinch to zoom in or zoom out it seems like it is zooming in/out from location (0,0) of the _backgroundLayer and not from the touch location.
2) I have added some bounds so that the user can not scroll out of the 9 background images. In general it works. However, if I zoom in then move towards the top of the 9 background images and then zoom out the bounding conditions go berserk and the user can see the black space outside the background images. I need a way to limit the amount of zooming out that the user can do depending on where he's at.
Any ideas? Thanks!
I include my code below:
#import "LevelSelectScene.h"
#import "TurtleWorldSubScene.h"
#interface LevelSelectScene ()
#property (nonatomic, strong) SKNode *selectedNode;
#end
#implementation LevelSelectScene
{
SKNode *_backgroundLayer;
}
-(id)initWithSize:(CGSize)size {
if (self = [super initWithSize:size]) {
/* Setup your scene here */
_backgroundLayer = [SKNode node];
_backgroundLayer.name = #"backgroundLayer";
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
[_backgroundLayer setScale:0.76];
} else if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone && IS_WIDESCREEN) {
} else {
[_backgroundLayer setScale:0.36];
}
[self addChild:_backgroundLayer];
SKTexture *backgroundTexture = [SKTexture textureWithImageNamed:#"levelSelect"];
int textureID = 0;
for (int i = 0; i<3; i++) {
for (int j = 0; j<3; j++) {
SKSpriteNode *background = [SKSpriteNode spriteNodeWithTexture:backgroundTexture];
background.anchorPoint = CGPointZero;
background.position = CGPointMake((background.size.width)*i, (background.size.height)*j);
background.zPosition = 0;
background.name = [NSString stringWithFormat:#"background%d", textureID];
textureID++;
[_backgroundLayer addChild:background];
}
}
[TurtleWorldSubScene displayTurtleWorld:self];
}
return self;
}
- (void)didMoveToView:(SKView *)view {
UIPanGestureRecognizer *panGestureRecognizer = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(handlePanFrom:)];
[[self view] addGestureRecognizer:panGestureRecognizer];
//UITapGestureRecognizer * tapRecognizer = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(handleTap:)];
// [self.view addGestureRecognizer:tapRecognizer];
UIPinchGestureRecognizer *pinchGestureRecognizer = [[UIPinchGestureRecognizer alloc] initWithTarget:self action:#selector(handlePinch:)];
[[self view] addGestureRecognizer:pinchGestureRecognizer];
}
- (void)handlePanFrom:(UIPanGestureRecognizer *)recognizer {
if (recognizer.state == UIGestureRecognizerStateBegan) {
CGPoint touchLocation = [recognizer locationInView:recognizer.view];
touchLocation = [self convertPointFromView:touchLocation];
SKNode *node = [self nodeAtPoint:touchLocation];
_selectedNode = node;
} else if (recognizer.state == UIGestureRecognizerStateChanged) {
CGPoint translation = [recognizer translationInView:recognizer.view];
translation = CGPointMake(translation.x, -translation.y);
CGPoint initialPosition = CGPointAdd(_backgroundLayer.position, translation);
_backgroundLayer.position = [self boundLayerPos:initialPosition];
[recognizer setTranslation:CGPointZero inView:recognizer.view];
} else if (recognizer.state == UIGestureRecognizerStateEnded) {
float scrollDuration = 0.2;
CGPoint velocity = [recognizer velocityInView:recognizer.view];
CGPoint pos = [_backgroundLayer position];
CGPoint p = CGPointMultiplyScalar(velocity, scrollDuration);
CGPoint newPos = CGPointMake(pos.x + p.x, pos.y - p.y);
newPos = [self boundLayerPos:newPos];
[_backgroundLayer removeAllActions];
SKAction *moveTo = [SKAction moveTo:newPos duration:scrollDuration];
[moveTo setTimingMode:SKActionTimingEaseOut];
[_backgroundLayer runAction:moveTo];
}
}
- (void)handlePinch:(UIPinchGestureRecognizer *) recognizer
{
if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) {
if(_backgroundLayer.xScale*recognizer.scale < 0.76) {
//SKSpriteNode *backgroundTile = (SKSpriteNode *)[_backgroundLayer childNodeWithName:#"background0"];
[_backgroundLayer setScale:0.76];
} else if(_backgroundLayer.xScale*recognizer.scale > 2) {
[_backgroundLayer setScale:2.0];
} else {
[_backgroundLayer runAction:[SKAction scaleBy:recognizer.scale duration:0]];
}
} else if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone && IS_WIDESCREEN) {
} else {
if(_backgroundLayer.xScale*recognizer.scale < 0.36) {
[_backgroundLayer setScale:0.36];
} else if(_backgroundLayer.xScale*recognizer.scale > 2) {
[_backgroundLayer setScale:2.0];
} else {
[_backgroundLayer runAction:[SKAction scaleBy:recognizer.scale duration:0]];
}
}
recognizer.scale = 1;
}
- (CGPoint)boundLayerPos:(CGPoint)newPos {
SKSpriteNode *backgroundTile = (SKSpriteNode *)[_backgroundLayer childNodeWithName:#"background0"];
CGPoint retval = newPos;
retval.x = MIN(retval.x, 0);
retval.x = MAX(retval.x, -(backgroundTile.size.width*_backgroundLayer.xScale*3)+self.size.width);
retval.y = MIN(retval.y, 0);
retval.y = MAX(retval.y, -(backgroundTile.size.height*_backgroundLayer.xScale*3)+self.size.height);
return retval;
}
I have 2 imageviews that I want to be able to move. This is my code:
panRecognizer = [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(gestureRecognizerMethod:)];
imageview = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"image.png"]];
imageview.frame = CGRectMake(390, 100, 80, 16);
imageview.userInteractionEnabled = YES;
[imageview addGestureRecognizer:panRecognizer];
[self addSubview:imageview];
imageview2 = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"image.png"]];
imageview2.frame = CGRectMake(390, 120, 80, 17);
imageview2.userInteractionEnabled = YES;
[imageview2 addGestureRecognizer:panRecognizer];
[self imageview2];
And in my gestureRecognizer method:
- (void)gestureRecognizerMethod:(UIPanGestureRecognizer *)recognizer
{
if (recognizer.view == imageview)
{
if (recognizer.state == UIGestureRecognizerStateBegan || recognizer.state == UIGestureRecognizerStateChanged)
{
CGPoint startPoint = [recognizer locationInView:self];
imageview.center = startPoint;
}
}
if (recognizer.view == imageview2)
{
if (recognizer.state == UIGestureRecognizerStateBegan || recognizer.state == UIGestureRecognizerStateChanged)
{
CGPoint startPoint = [recognizer locationInView:self];
imageview2.center = startPoint;
}
}
}
I'm only able to move one of the view. What is wrong?
Create a new gesture recognizer for the second image view. You can use the same target and action for both recognisers but you can only attach any one recogniser to a single view.
Try this:
ResizeImage on github
So I was just coding along, then Xcode just started going whack when I hit build and gave me all these error that I have never had before
Here is the file:
import
#import <OpenGLES/EAGLDrawable.h>
#import "EAGLView.h"
#define USE_DEPTH_BUFFER 0
// A class extension to declare private methods #interface EAGLView ()
#property (nonatomic, retain) EAGLContext *context; #property (nonatomic, assign) NSTimer *animationTimer;
- (BOOL) createFramebuffer;
- (void) destroyFramebuffer;
- (void) updateScene:(float)delta;
- (void) renderScene;
#end
#implementation EAGLView
#synthesize context; #synthesize animationTimer; #synthesize animationInterval;
// You must implement this method
+ (Class)layerClass {
return [CAEAGLLayer class]; }
//The GL view is stored in the nib file. When it's unarchived it's sent -initWithCoder:
- (id)initWithCoder:(NSCoder*)coder {
if ((self = [super initWithCoder:coder])) {
// Get the layer
CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer;
eaglLayer.opaque = YES;
eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:
[NSNumber numberWithBool:NO], kEAGLDrawablePropertyRetainedBacking,
kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat, nil];
context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1];
if (!context || ![EAGLContext setCurrentContext:context]) {
[self release];
return nil;
}
animationInterval = 1.0 / 60.0;
CGRect rect = [[UIScreen mainScreen] bounds];
// Set up OpenGL projection matrix glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrthof(0,
rect.size.width, 0, rect.size.height, -1, 1);
glMatrixMode(GL_MODELVIEW); glViewport(0, 0, rect.size.width,
rect.size.height);
// Initialize OpenGL states glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_DEPTH_TEST);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND_SRC);
glEnableClientState(GL_VERTEX_ARRAY); glClearColor(0.0f, 0.0f,
0.0f, 1.0f);
// init [self initGame];
UIAccelerometer *accel = [UIAccelerometer sharedAccelerometer];
accel.delegate = self;
accel.updateInterval = 1.0f / 60.0f;
//[sharedSoundManager playMusicWithKey:#"song" timesToRepeat:-1];
}
return self; }
-(void) initGame{
//SET GAME STATE
//0 = Menu
//1 = Gameplay
//2 = death screen
gameState = 0;
player = [[Circle alloc] init];
score = 0;
scoreString = [NSString alloc];
scoreAdder = 1;
//[self setupScore];
menu = [[Image alloc] initWithImage:[UIImage imageNamed:#"loadImage.png"]];
bk = [[Image alloc] initWithImage:[UIImage imageNamed:#"bk.png"]];
squared = [[Image alloc] initWithImage:[UIImage imageNamed:#"squared.png"]];
gameRunning = TRUE;
gameState = 0;
squares = [[Squares alloc] init];
[squares addSquare: CGPointMake(100, 100) : 0];
//font = [[AngelCodeFont alloc]initWithFontImageNamed:#"font1.png" controlFile:#"font1.fnt"
scale: 0.0f filter: nil];
// Init sound sharedSoundManager = [SingletonSoundManager sharedSoundManager]; [sharedSoundManager loadSoundWithKey:#"menu"
fileName:#"Menu" fileExt:#"mp3" frequency: 22050];
[sharedSoundManager loadBackgroundMusicWithKey:#"music" fileName:#"bkmusic" fileExt:#"aif"];
menuMusicVariable = 1;
gameMusicVariable = 1;
}
-(void) setRunning: (bool) boolean{
gameRunning = boolean; }
-(void) runContinueCountdown{
if(gameRunning == NO){
int timer = 300;
int countdownNum;
timer --;
if(timer <= 300){
if(timer > 200){
countdownNum = 3;
}
if(timer <= 200){
if(timer > 100){
countdownNum = 2;
}
}
if(timer <= 100){
if(timer >= 1){
countdownNum = 1;
}
}
if(timer == 0 && countdownNum == 1){
[self setRunning: YES];
}
} }
- (void) mainGameLoop { CFTimeInterval time; float delta; time = CFAbsoluteTimeGetCurrent(); delta = (time - lastTime);
[self updateScene:delta]; [self renderScene]; lastTime = time;
}
- (void)updateScene:(float)delta { // Update Game Logic
if(gameRunning){
if(gameState == 0){
//MENU
if(menuMusicVariable == 1){
[sharedSoundManager stopPlayingMusic];
[sharedSoundManager playSoundWithKey:#"Menu" gain:10 pitch:10 location:Vector2fMake(0, 0) shouldLoop: TRUE];
menuMusicVariable = 0;
}
[scoreLabel setHidden: YES];
} else if(gameState == 1){
//GAMEPLAY
if(gameMusicVariable == 1){
[sharedSoundManager stopPlayingMusic];
[sharedSoundManager playMusicWithKey: #"music" timesToRepeat: -1];
gameMusicVariable = 0;
}
[scoreLabel setHidden: NO];
//game is running
if([player getAlive] == true){
score = score + scoreAdder;
} else {
score = score;
}
[player move];
[self checkSquareToCircleCollisions];
[self checkSquareToSquareCollisions];
[squares update];
} else if(gameState == 2){
//DEATH SCREEN
[sharedSoundManager stopPlayingMusic];
[scoreLabel setBounds: CGRectMake(100, 100 , 100, 40)];
}
} else {
//game is puased
} }
- (void)renderScene {
// Make sure we are renderin to the frame buffer
[EAGLContext setCurrentContext:context];
glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
// Clear the color buffer with the glClearColor which has been set glClear(GL_COLOR_BUFFER_BIT); //Render the game Scene
if(gameState == 0){
//MENU
[menu renderAtPoint: CGPointMake(0, 0) centerOfImage: NO];
} else if(gameState == 1){
//GAMEPLAY
[bk renderAtPoint: CGPointMake(0, 0) centerOfImage: NO];
[self drawScore];
[player draw];
[squares render];
//[font drawStringAt: CGPointMake(150, 100) text:#"HELLO FONTS"];
} else if(gameState ==2){
//DEATH SCREEN
[squared renderAtPoint: CGPointMake(0, 0) centerOfImage: NO];
} // Switch the render buffer and framebuffer so our scene is displayed on the screen
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
[context presentRenderbuffer:GL_RENDERBUFFER_OES]; }
- (void)layoutSubviews {
[EAGLContext setCurrentContext:context];
[self destroyFramebuffer];
[self createFramebuffer];
[self renderScene]; }
- (BOOL)createFramebuffer {
glGenFramebuffersOES(1, &viewFramebuffer);
glGenRenderbuffersOES(1, &viewRenderbuffer);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
[context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:(CAEAGLLayer*)self.layer];
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, viewRenderbuffer);
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
if (USE_DEPTH_BUFFER) {
glGenRenderbuffersOES(1, &depthRenderbuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, depthRenderbuffer);
glRenderbufferStorageOES(GL_RENDERBUFFER_OES, GL_DEPTH_COMPONENT16_OES, backingWidth, backingHeight);
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, depthRenderbuffer);
}
if(glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) != GL_FRAMEBUFFER_COMPLETE_OES) {
NSLog(#"failed to make complete framebuffer object %x", glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES));
return NO;
}
return YES; }
- (void)destroyFramebuffer {
glDeleteFramebuffersOES(1, &viewFramebuffer);
viewFramebuffer = 0;
glDeleteRenderbuffersOES(1, &viewRenderbuffer);
viewRenderbuffer = 0;
if(depthRenderbuffer) {
glDeleteRenderbuffersOES(1, &depthRenderbuffer);
depthRenderbuffer = 0;
} }
- (void)startAnimation {
self.animationTimer = [NSTimer scheduledTimerWithTimeInterval:animationInterval target:self
selector:#selector(mainGameLoop) userInfo:nil repeats:YES]; }
- (void)stopAnimation {
self.animationTimer = nil; }
- (void)setAnimationTimer:(NSTimer *)newTimer {
[animationTimer invalidate];
animationTimer = newTimer; }
- (void)setAnimationInterval:(NSTimeInterval)interval {
animationInterval = interval;
if (animationTimer) {
[self stopAnimation];
[self startAnimation];
} }
-(void) setupScore{
scoreLabel = [NSString stringWithFormat:#"%d", score];
scoreLabel.frame = CGRectMake(262, 250, 100, 40);
[scoreLabel setText: scoreString];
//normally you'll want a transparent background for your label
scoreLabel.backgroundColor = [UIColor clearColor];
//you can use non-standard fonts
[scoreLabel setFont:[UIFont fontWithName:#"TimesNewRoman" size: 1.0f]];
//change the label's text color
scoreLabel.textColor = [UIColor whiteColor];
//add it to your view
scoreLabel.transform = CGAffineTransformMakeRotation(89.53);
[self addSubview:scoreLabel]; }
-(void) resetScore {
score = 0;
scoreLabel.textColor = [UIColor blackColor];
[scoreLabel release]; }
-(void)drawScore{
[scoreLabel setText: scoreString]; }
-(void) checkSquareToCircleCollisions{
NSMutableArray *array = [squares getSquares];
for(int i = 0; i < [squares getCount]; i++){
Square *s = [array objectAtIndex: i];
CGRect rect1 = [player getRect];
CGRect rect2 = [s getRect];
if (CGRectIntersectsRect(rect1, rect2)){
player.alive = NO;
gameState = 2;
}
} }
-(void) checkSquareToSquareCollisions{
NSMutableArray *array = [squares getSquares];
for(int i = 0; i < [squares getCount]; i++){
Square *s = [array objectAtIndex: 0];
Square *ss = [array objectAtIndex: i];
CGRect rect1 = [s getRect];
CGRect rect2 = [ss getRect];
if (CGRectIntersectsRect(rect1, rect2)) {
[s setDirection: [s getXDir] * -1 : [s getYDir] * -1];
[ss setDirection: [ss getXDir] * -1 : [ss getYDir] * -1];
}
} }
-(void) spawnSquares {
// FINISH METHOD
}
-(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
if(gameState == 0){
//MENU
UITouch *touch = [[event allTouches] anyObject];
gameState = 1;
//[self initGame];
} else if(gameState == 1){
//GAMEPLAY
UITouch *touch = [[event allTouches] anyObject];
CGPoint touchPos = [touch locationInView:touch.view];
touchPos.y = 480 - touchPos.y;
[player setPos: touchPos];
} else if(gameState == 2){
//DEATH SCREEN
UITouch *touch = [[event allTouches] anyObject];
gameState = 0;
//[self resetScore];
[self initGame];
} }
-(void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
if(gameState == 0){
//MENU
UITouch *touch = [[event allTouches] anyObject];
//[self initGame];
} else if(gameState == 1){
//GAMEPLAY
UITouch *touch = [[event allTouches] anyObject];
CGPoint touchPos = [touch locationInView:touch.view];
touchPos.y = 480 - touchPos.y;
[player setPos: touchPos];
} else if(gameState == 2){
//DEATH SCREEN
UITouch *touch = [[event allTouches] anyObject];
}}
- (void)accelerometer:(UIAccelerometer *)accelerometer
didAccelerate:(UIAcceleration *)acceleration {
point.y = acceleration.y * 10;
point.x = acceleration.x * 10;
CGPoint pos = [player getPos];
pos = CGPointMake(pos.x + point.x, pos.y + point.y);
[player setPos: pos];
//Right - MAY HAVE TO CHANGE
if(pos.x < 0){
pos = CGPointMake(320, pos.y);
}
//left
if(pos.x < 320){
pos = CGPointMake(0, pos.y);
}
//Top
if(pos.y < 0){
pos = CGPointMake(pos.x, 460);
}
//Bottom
if(pos.x < 460){
pos = CGPointMake(pos.x, 0);
}
}
- (void)dealloc {
[self stopAnimation];
if ([EAGLContext currentContext] == context) {
[EAGLContext setCurrentContext:nil];
}
[context release];
[player release];
[menu release];
[sharedSoundManager release];
[bk release];
[squared release];
[squares release];
[scoreLabel release];
[scoreString release];
[super dealloc]; }
#end // here it says: excepted } and also its excepting #end
You are missing a brace in the runContinueCountdown at the end of the second if statement.
if(timer <= 300){
if(timer > 200){
countdownNum = 3;
}
Add a brace to the end of this if statement
I am trying to create an NSMatrix of NSButtonCells where between zero and four buttons can be selected (toggled on). I have tried the following (test) code, but am not sure how I can provide the functionality I require. Perhaps it's not possible with NSMatrix and I need to look at an alternative control, or create my own?
#interface MatrixView : NSView
{
NSScrollView *_scrollView;
NSMatrix *_matrixView;
}
#end
#implementation MatrixView
- (id)initWithFrame:(NSRect)frameRect
{
NSLog(#"initWithFrame. frameRect=%#", NSStringFromRect(frameRect));
self = [super initWithFrame:frameRect];
if (self != nil)
{
_scrollView = [[NSScrollView alloc] initWithFrame:NSMakeRect(0, 0, frameRect.size.width, frameRect.size.height)];
[_scrollView setBorderType:NSNoBorder];
[_scrollView setHasVerticalScroller:YES];
[_scrollView setHasHorizontalScroller:NO];
[_scrollView setAutoresizingMask:NSViewWidthSizable|NSViewHeightSizable];
NSSize contentSize = [_scrollView contentSize];
contentSize.height = 300;
// Make it 3 x however-many-buttons-will-fit-the-height
CGFloat gap = 8.0;
CGFloat width = (contentSize.width / 3.0) - (gap * 2.0);
NSUInteger rows = (contentSize.height / (width + gap));
NSLog(#"width=%f, rows=%lu", width, rows);
NSButtonCell *prototype = [[NSButtonCell alloc] init];
[prototype setTitle:#"Hello"];
[prototype setButtonType:NSToggleButton];
[prototype setShowsStateBy:NSChangeGrayCellMask];
_matrixView = [[NSMatrix alloc] initWithFrame:NSMakeRect(0, 0, contentSize.width, contentSize.height)
mode:NSListModeMatrix
prototype:prototype
numberOfRows:rows
numberOfColumns:3];
[_matrixView setCellSize:NSMakeSize(width, width)];
[_matrixView setIntercellSpacing:NSMakeSize(gap, gap)];
[_matrixView setAllowsEmptySelection:YES];
[_matrixView sizeToCells];
[_scrollView setDocumentView:_matrixView];
[self addSubview:_scrollView];
[self setAutoresizesSubviews:YES];
[prototype release];
}
return self;
}
...
I got this to work with the following subclass of NSMatrix. I added one property, onCount, to keep track of how many buttons were in the on state:
#implementation RDMatrix
#synthesize onCount;
-(id) initWithParentView:(NSView *) cv {
NSButtonCell *theCell = [[NSButtonCell alloc ]init];
theCell.bezelStyle = NSSmallSquareBezelStyle;
theCell.buttonType = NSPushOnPushOffButton;
theCell.title = #"";
if (self = [super initWithFrame:NSMakeRect(200,150,1,1) mode:2 prototype:theCell numberOfRows:4 numberOfColumns:4]){
[self setSelectionByRect:FALSE];
[self setCellSize:NSMakeSize(40,40)];
[self sizeToCells];
self.target = self;
self.action = #selector(buttonClick:);
self.drawsBackground = FALSE;
self.autoresizingMask = 8;
self.allowsEmptySelection = TRUE;
self.mode = NSHighlightModeMatrix;
self.onCount = 0;
[cv addSubview:self];
return self;
}
return nil;
}
-(IBAction)buttonClick:(NSMatrix *)sender {
NSUInteger onOrOff =[sender.selectedCells.lastObject state];
if (onOrOff) {
self.onCount += 1;
}else{
self.onCount -= 1;
}
NSLog(#"%ld",self.onCount);
if (self.onCount == 5) {
[sender.selectedCells.lastObject setState:0];
self.onCount -= 1;
}
}
When you try to select the 5th button it will flash on, but then go off. This could be a problem depending on how you are using the state of these buttons. I just logged them with this method:
-(IBAction)checkMatrix:(id)sender {
NSIndexSet *indxs = [self.mat.cells indexesOfObjectsPassingTest:^BOOL(NSButtonCell *cell, NSUInteger idx, BOOL *stop) {
return cell.state == NSOnState;
}];
NSLog(#"%#",indxs);
}
After Edit: I didn't like the way my first method flashed the button on briefly before turning it off again when you try to click the 5th button. I found what I think is a better solution that involves overriding mouseDown in the matrix subclass (if you want to try this, you should delete the setAction and setTarget statements and delete the buttonClick method):
-(void)mouseDown:(NSEvent *) event {
NSPoint matPoint = [self convertPoint:event.locationInWindow fromView:nil];
NSInteger row;
NSInteger column;
[self getRow:&row column:&column forPoint:matPoint];
NSButtonCell *cell = [self cellAtRow:row column:column];
if (self.onCount < 4 && cell.state == NSOffState) {
cell.state = NSOnState;
self.onCount += 1;
}else if (cell.state == NSOnState) {
cell.state = NSOffState;
self.onCount -= 1;
}
}