CAEmitterLayer emits random unwanted particles on touch events - objective-c

I'm trying to set up a CAEmitterLayer to make a confetti effect, and I've run into two issues:
Whenever I set the birthRate on my cells to something non-zero to start the animation I get a flurry of cells placed randomly on screen, which animate normally, and then the emitter continues to emit properly after that.
Whenever the emitterCells are drawing things on screen, any time I touch the screen, the emitter draws emitterCells in (seemingly) random locations that exist for a (seemingly) random amount of time. Nothing in the emitter is tied to any touch events (i.e. I'm not intentionally drawing anything on a touch event), but the layer is in a view that has multiple embedded views. The more I touch, the more cells show up.
Here's my code for setting up the emitter, and then starting and stopping it (once I've called the stop function, then taps on the screen cease creating new random elements):
- (void)setupConfetti
{
self.confettiLayer = [CAEmitterLayer layer];
[self.view.layer addSublayer:self.confettiLayer];
[self.view.layer setNeedsDisplay];
self.confettiLayer.emitterPosition = CGPointMake(1024.0/2,-50.0);
self.confettiLayer.emitterSize = CGSizeMake(1000.0, 10.0);
self.confettiLayer.emitterShape = kCAEmitterLayerLine;
self.confettiLayer.renderMode =kCAEmitterLayerUnordered;
CAEmitterCell *confetti = [CAEmitterCell emitterCell];
confetti1.contents = (id)[[UIImage imageNamed:#"confetti.png"] CGImage];
confetti.emissionLongitude = M_PI;
confetti.emissionLatitude = 0;
confetti.lifetime = 5;
confetti.birthRate = 0.0;
confetti.velocity = 125;
confetti.velocityRange = 50;
confetti.yAcceleration = 50;
confetti.spin = 0.0;
confetti.spinRange = 10;
confetti.name = #"confetti1";
self.confettiLayer.emitterCells = [NSArray arrayWithObjects:confetti, nil];
}
To start the confetti:
- (void)startConfettiAnimation
{
[self.confettiLayer setValue:[NSNumber numberWithInt:10.0] forKeyPath:#"emitterCells.confetti.birthRate"];
}
And to stop it:
- (void)stopConfettiAnimation
{
[self.confettiLayer setValue:[NSNumber numberWithInt:0.0] forKeyPath:#"emitterCells.confetti.birthRate"];
}
Again, once it gets started, after the initial flurry of random elements, this works just fine: everything animates normally, and when the birthRate is later set to zero, it ends gracefully. It just seems to respond to touch events, and I have no idea why. I've tried adding the emitterLayer to a different view, disabling user interaction on that view, and then adding it as a subview of the main view, and that didn't seem to work.
Any help/insight would be much appreciated!
Thanks,
Sam

I know this is an old post, but I also had this problem.
Jackslash answers it well in this post:
iOS 7 CAEmitterLayer spawning particles inappropriately
You need to set beginTime on your emitter layer to begin at the current time with CACurrentMediaTime(). It seems the problem we have occurs because the emitter started already in the past.
emitter.beginTime = CACurrentMediaTime();

Could it be that you aren't checking to see if the particle is emitting like in the Wenderlich example Artur Ozieranski posted? I'm not seeing the doubling as long as the check is in place.
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
[fireView setEmitterPositionFromTouch: [touches anyObject]];
[fireView setIsEmitting:YES];
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
[fireView setIsEmitting:NO];
}
- (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event {
[fireView setIsEmitting:NO];
}
-(void)setIsEmitting:(BOOL)isEmitting
{
//turn on/off the emitting of particles
[fireEmitter setValue:[NSNumber numberWithInt:isEmitting?200:0] forKeyPath:#"emitterCells.fire.birthRate"];
}

.h file
#import <UIKit/UIKit.h>
#interface DWFParticleView : UIView
-(void)setEmitterPositionFromTouch: (CGPoint*)t;
-(void)setIsEmitting:(BOOL)isEmitting;
#end
.m file
#import "DWFParticleView.h"
#import <QuartzCore/QuartzCore.h>
#implementation DWFParticleView
{
CAEmitterLayer* fireEmitter; //1
}
-(void)awakeFromNib
{
//set ref to the layer
fireEmitter = (CAEmitterLayer*)self.layer; //2
//configure the emitter layer
fireEmitter.emitterPosition = CGPointMake(50, 50);
fireEmitter.emitterSize = CGSizeMake(10, 10);
CAEmitterCell* fire = [CAEmitterCell emitterCell];
fire.birthRate = 0;
fire.lifetime = 1.5;
fire.lifetimeRange = 0.3;
fire.color = [[UIColor colorWithRed:255 green:255 blue:255 alpha:0.1] CGColor];
fire.contents = (id)[[UIImage imageNamed:#"Particles_fire.png"] CGImage];
[fire setName:#"fire"];
fire.velocity =5;
fire.velocityRange = 20;
fire.emissionRange = M_PI_2;
fire.scaleSpeed = 0.1;
fire.spin = 0.5;
fireEmitter.renderMode = kCAEmitterLayerAdditive;
//add the cell to the layer and we're done
fireEmitter.emitterCells = [NSArray arrayWithObject:fire];
}
+ (Class) layerClass //3
{
//configure the UIView to have emitter layer
return [CAEmitterLayer class];
}
-(void)setEmitterPositionFromTouch: (CGPoint*)t
{
//change the emitter's position
fireEmitter.emitterPosition = (*t);
}
-(void)setIsEmitting:(BOOL)isEmitting
{
//turn on/off the emitting of particles
[fireEmitter setValue:[NSNumber numberWithInt:isEmitting?100:0] forKeyPath:#"emitterCells.fire.birthRate"];
}
#end
I used this code for create a custom view and to emit particles on
touch
Here is the call statement for emission of particle on touch
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
CGPoint p = [[touches anyObject] locationInView:self.view];
[fireView setEmitterPositionFromTouch: &p];
[fireView setIsEmitting:YES];
}
may be it will work for you .

Related

Pausing a sprite kit scene

#property (SK_NONATOMIC_IOSONLY, getter = isPaused) BOOL paused;
I found this line of code that I could add into my project, how would I pause my whole game?
For example:
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{
for (UITouch *touch in touches)
{
SKSpriteNode *pause = (SKSpriteNode*)[self childNodeWithName:#"pause"];
CGPoint location = [touch locationInNode:self];
// NSLog(#"** TOUCH LOCATION ** \nx: %f / y: %f", location.x, location.y);
if([pause containsPoint:location])
{
NSLog(#"PAUSE GAME HERE SOMEHOW");
}
}
}
As you can see, I have the button set up. When i select it, how would I pause the whole scene? And then resume it when someone hits a resume button.
OK SO I got some advice to call
self.scene.view.paused = YES;
except here is the problem, in my app delegate
- (void)applicationWillResignActive:(UIApplication *)application{
SKView *view = (SKView *)self.window.rootViewController.view;
view.paused = YES;}
and
- (void)applicationDidBecomeActive:(UIApplication *)application{
SKView *view = (SKView *)self.window.rootViewController.view;
view.paused = NO;
I make it a type SKView, when it is actually an SKScene. Anyway to fix this? Do you suggest that I make all my scenes into views by retyping all the code?
Use SKView's isPaused property:
Swift:
scene.view?.isPaused = true
Objective C:
self.scene.view.isPaused = YES;
This will stop all actions and physics simulation.
Use Scene to Paused Functionality
self.scene?.view?.paused = true
Property 'paused' has been renamed to 'isPaused'
scene?.view?.isPaused = true

Delayed animation when a pan gesture leaves a UIView, with debouncing?

Are there one or two idiomatic ways to handle the kind of UI interaction described below? Perhaps a custom class is unnecessary?
I am implementing drag and drop in an iPadd app and would like to handle the case where the draggable is not released upon the droppable and the pan gesture leaves the UIView.
The view expands and gets a border when the draggable is over it, and it will return to its previous size and lose the border when the draggable leaves the area. There will be a noticeable delay before the down-scale animation begins.
It is possible the draggable will be brought back over the zone before the scale-down animation begins, suggesting the need for some kind of debouncing, i.e., something to collect the events that occur within a period of time and treat them as one event.
I know a large number of events are fired off during a pan gesture, and I don't want to allocate unnecessary resources (e.g., timers).
I was thinking of using a single custom timer, perhaps along these lines, but perhaps there's something much simpler for this?
Following code will inflate the view with inflate-animation of 300ms whenever a finger moves over the view and will deflate the view back to normal whenever the touch is outside. No panGestureRecognizerRequired.
#interface CustomView : UIView
{
BOOL hasExpanded;
CGRect initialFrame;
CGRect inflatedFrame;
}
#end
#implementation CustomView
-(id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if(self)
{
hasExpanded = NO;
initialFrame = frame;
CGFloat inflateIncrement = 50.0f;
inflatedFrame = CGRectMake(self.frame.origin.x-(inflateIncrement*0.5f),
self.frame.origin.y-(inflateIncrement*0.5f),
self.frame.size.width+inflateIncrement,
self.frame.size.height+inflateIncrement);
}
return self;
}
-(void)forceDeflate
{
if (hasExpanded)
{
//start deflating view animation
[UIView animateWithDuration:0.3 animations:^{
self.frame = initialFrame;
}];
hasExpanded = NO;
}
}
-(void)inflateByCheckingPoint:(CGPoint)touchPoint
{
if(!hasExpanded)
{
if(CGRectContainsPoint(self.frame,touchPoint))
{
//start inflating view animation
[UIView animateWithDuration:0.3 animations:^{
self.frame = inflatedFrame;
}];
hasExpanded = YES;
}
}
else
{
if(!CGRectContainsPoint(self.frame,touchPoint))
{
//start deflating view animation
[UIView animateWithDuration:0.3 animations:^{
self.frame = initialFrame;
}];
hasExpanded = NO;
}
}
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *singleTouch = [touches anyObject];
CGPoint touchPoint = [singleTouch locationInView:self.superview];
[self inflateByCheckingPoint:touchPoint];
}
-(void)touchesMoved:(NSSet*)touches withEvent:(UIEvent*)event
{
UITouch *singleTouch = [touches anyObject];
CGPoint touchPoint = [singleTouch locationInView:self.superview];
[self inflateByCheckingPoint:touchPoint];
}
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
[self forceDeflate];
}
-(void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event
{
[self forceDeflate];
}
#end

How do I detect a touch event on a moving UIImageView?

When researching "How do I detect a touch event on a moving UIImageView?" I've come across several answers and I tried to implement them to my app. Nothing I've come across seems to work. I'll explain what I'm trying to do then post my code. Any thoughts, suggestions, comments or answers are appreciated!
My app has several cards floating across the screen from left to right. These cards are various colors and the object of the game is the drag the cards down to their similarly colored corresponding container. If the user doesn't touch and drag the cards fast enough, the cards will simply drift off the screen and points will be lost. The more cards contained in the correct containers, the better the score.
I've written code using core animation to have my cards float from the left to right. This works. However when attempting to touch a card and drag it toward it's container, it isn't correctly detecting that I'm touching the UIImageView of the card.
To test if my I'm properly implementing the code to move a card, I've also written some code allows movement for a non-moving card. In this case my touch is being detected and acting accordingly.
Why can I only interact with stationary cards? After researching this quite a bit it seems that the code:
options:UIViewAnimationOptionAllowUserInteraction
is the key ingredient to get my moving UIImages to be detected. However I tried this doesn't seem to have any effect.
I another key thing that I may be doing wrong is not properly utilizing the correct presentation layer. I've added code like this to my project and I also only works on non-moving objects:
UITouch *t = [touches anyObject];
UIView *myTouchedView = [t view];
CGPoint thePoint = [t locationInView:self.view];
if([_card.layer.presentationLayer hitTest:thePoint])
{
NSLog(#"You touched a Card!");
}
else{
NSLog(#"backgound touched");
}
After trying these types of things I'm getting stuck. Here is my code to understand this a bit more completely:
#import "RBViewController.h"
#import <QuartzCore/QuartzCore.h>
#interface RBViewController ()
#property (nonatomic, strong) UIImageView *card;
#end
#implementation RBViewController
- (void)viewDidLoad
{
srand(time (NULL)); // will be used for random colors, drift speeds, and locations of cards
[super viewDidLoad];
[self setOutFirstCardSet]; // this sends out 4 floating cards across the screen
// the following creates a non-moving image that I can move.
_card = [[UIImageView alloc] initWithFrame:CGRectMake(400,400,100,100)];
_card.image = [UIImage imageNamed:#"goodguyPINK.png"];
_card.userInteractionEnabled = YES;
[self.view addSubview:_card];
}
the following method sends out cards from a random location on the left side of the screen and uses core animation to drift the card across the screen. Notice the color of the card and the speed of the drift will be randomly generated as well.
-(void) setOutFirstCardSet
{
for(int i=1; i < 5; i++) // sends out 4 shapes
{
CGRect cardFramei;
int startingLocation = rand() % 325;
CGRect cardOrigini = CGRectMake(-100,startingLocation + 37, 92, 87);
cardFramei.size = CGSizeMake(92, 87);
CGPoint origini;
origini.y = startingLocation + 37;
origini.x = 1200;
cardFramei.origin = origini;
_card.userInteractionEnabled = YES;
_card = [[UIImageView alloc] initWithFrame:cardOrigini];
int randomColor = rand() % 7;
if(randomColor == 0)
{
_card.image = [UIImage imageNamed:#"goodguy.png"];
}
else if (randomColor == 1)
{
_card.image = [UIImage imageNamed:#"goodguyPINK.png"];
}
else if (randomColor == 2)
{
_card.image = [UIImage imageNamed:#"goodGuyPURPLE.png"];
}
else if (randomColor == 3)
{
_card.image = [UIImage imageNamed:#"goodGuyORANGE.png"];
}
else if (randomColor == 4)
{
_card.image = [UIImage imageNamed:#"goodGuyLightPINK.png"];
}
else if (randomColor == 5)
{
_card.image = [UIImage imageNamed:#"goodGuyBLUE.png"];
}
else if (randomColor == 6)
{
_card.image = [UIImage imageNamed:#"goodGuyGREEN.png"];
}
_card.userInteractionEnabled = YES; // this is also written in my viewDidLoad method
[[_card.layer presentationLayer] hitTest:origini]; // not really sure what this does
[self.view addSubview:_card];
int randomSpeed = rand() % 20;
int randomDelay = rand() % 2;
[UIView animateWithDuration:randomSpeed + 10
delay: randomDelay + 4
options:UIViewAnimationOptionAllowUserInteraction // here is the method that I thought would allow me to interact with the moving cards. Not sure why I can't
animations: ^{
_card.frame = cardFramei;
}
completion:NULL];
}
}
notice the following method is where I put CALayer and hit test information. I'm not sure if I'm doing this correctly.
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *t = [touches anyObject];
UIView *myTouchedView = [t view];
CGPoint thePoint = [t locationInView:self.view];
thePoint = [self.view.layer convertPoint:thePoint toLayer:self.view.layer.superlayer];
CALayer *theLayer = [self.view.layer hitTest:thePoint];
if([_card.layer.presentationLayer hitTest:thePoint])
{
NSLog(#"You touched a Shape!"); // This only logs when I touch a non-moving shape
}
else{
NSLog(#"backgound touched"); // this logs when I touch the background or an moving shape.
}
if(myTouchedView == _card)
{
NSLog(#"Touched a card");
_boolHasCard = YES;
}
else
{
NSLog(#"Didn't touch a card");
_boolHasCard = NO;
}
}
I want the following method to work on moving shapes. It only works on non-moving shapes. Many answers say to have the touch ask which class the card is from. As of now all my cards on of the same class (the viewController class). When trying to have the cards be their own class, I was having trouble having that view appear on my main background controller. Must I have various cards be from different classes for this to work, or can I have it work without needing to do so?
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [[event allTouches] anyObject];
if([touch view]==self.card)
{
CGPoint location = [touch locationInView:self.view];
self.card.center=location;
}
}
This next method resets the movement of a card if the user starts moving it and then lifts up on it.
-(void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
if(_boolHasCard == YES)
{
[UIView animateWithDuration:3
delay: 0
options:UIViewAnimationOptionAllowUserInteraction
animations: ^{
CGRect newCardOrigin = CGRectMake(1200,_card.center.y - 92/2, 92, 87);
_card.frame = newCardOrigin;
}
completion:NULL];
}
}
#end
The short answer is, you can't.
Core Animation does not actually move the objects along the animation path. They move the presentation layer of the object's layer.
The moment the animation begins, the system thinks the object is at it's destination.
There is no way around this if you want to use Core Animation.
You have a couple of choices.
You can set up a CADisplayLink on your view controller and roll your own animation, where you move the center of your views by a small amount on each call to the display link. This might lead to poor performance and jerky animation if you're animating a lot of objects however.
You can add a gesture recognizer to the parent view that contains all your animations, and then use layer hit testing on the paren't view's presentation view to figure out which animating layer got tapped, then fetch that layer's delegate, which will be the view you are animating. I have a project on github that shows how to do this second technique. It only detects taps on a single moving view, but it will show you the basics: Core Animation demo project on github.
(up-votes always appreciated if you find this post helpful)
It looks to me that your problem is really with just an incomplete understanding of how to convert a point between coordinate spaces. This code works exactly as expected:
- (void)viewDidLoad
{
[super viewDidLoad];
CGPoint endPoint = CGPointMake([[self view] bounds].size.width,
[[self view] bounds].size.height);
CABasicAnimation *animation = [CABasicAnimation
animationWithKeyPath:#"position"];
animation.fromValue = [NSValue valueWithCGPoint:[[_imageView layer] position]];
animation.toValue = [NSValue valueWithCGPoint:endPoint];
animation.duration = 30.0f;
[[_imageView layer] addAnimation:animation forKey:#"position"];
}
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *t = [touches anyObject];
CGPoint thePoint = [t locationInView:self.view];
thePoint = [[_imageView layer] convertPoint:thePoint
toLayer:[[self view] layer]];
if([[_imageView layer].presentationLayer hitTest:thePoint])
{
NSLog(#"You touched a Shape!");
}
else{
NSLog(#"backgound touched");
}
}
Notice the line in particular:
thePoint = [[_imageView layer] convertPoint:thePoint
toLayer:[[self view] layer]];
When I tap on the layer image view while it's animating, I get "You touched a Shape!" in the console window and I get "background touched" when I tap around it. That's what you're wanting right?
Here's a sample project on Github
UPDATE
To help with your follow up question in the comments, I've written the touchesBegan code a little differently. Imagine that you've add all of your image views to an array (cleverly named imageViews) when you create them. You would alter your code to look something like this:
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *t = [touches anyObject];
CGPoint thePoint = [t locationInView:self.view];
for (UIImageView *imageView in [self imageViews]) {
thePoint = [[imageView layer] convertPoint:thePoint
toLayer:[[self view] layer]];
if([[imageView layer].presentationLayer hitTest:thePoint]) {
NSLog(#"Found it!!");
break; // No need to keep iterating, we've found it
} else{
NSLog(#"Not this one!");
}
}
}
I'm not sure how expensive this is, so you may have to profile it, but it should do what you're expecting.

How to decrease speed of rotating image with touch hold on UIView?

Hi I'm new to Iphone Development.
I am creating a rotating image animation with variable speed.
How ever I got variable speed but now i want to decrease speed with touch hold on UIView.
I dont have any idea. So, can anybody help me? Can I get some code snippet for idea?
I have added some code snippet below
CABasicAnimation* rotationAnimation;
rotationAnimation =
[CABasicAnimation animationWithKeyPath:#"transform.rotation.z"];
rotationAnimation.fromValue = [NSNumber numberWithFloat: M_PI *2.0 * appDelegate.direction];
rotationAnimation.repeatCount = 1;
rotationAnimation.duration = interval;
rotationAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear];
rotationAnimation.fillMode = kCAFillModeForwards;
rotationAnimation.removedOnCompletion = YES;
[imgv.layer addAnimation:rotationAnimation forKey:#"rotation"];
if(count<=repeatcount)
{
[self performSelector:#selector(funTime) withObject:nil afterDelay:interval];
isNotRotating = TRUE;
interval = interval + addTime;
addTime = addTime+0.001;
lblCount.text = [NSString stringWithFormat:#"%d",count];
count++;
NSLog(#"duration to rotate a single rotation %f",(interval+((repeat-1) *0.10)/repeat));
}
else
{
tap=0;
isNotRotating= TRUE;
[imgv.layer removeAllAnimations];
}
Thanks in advance
i think you have trouble about detecting long time touch on UIView?
try to customize these method of your own UIView
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
- (void) touchesEnded...
...etc

Making a constant line between a dot and your finger

I want to do a similar thing to what the app Scalar did, where they made a capability to drag from a point onto the notepad to paste the number to the location they draged the dot too. What I'm really interested in is the line that stays connected to the dot and your finger as shown here:
My problem is that I don't really know what this is called, so I am having trouble searching for how I would do this. Does anyone know what this would be called, have any tutorials they have came across on this subject? And even better if you have some code for me to look at would be awesome.
Thanks.
This example of a UIView that draws lines when a finger is dragged on it and detects the first view to be touched should help you start.
//this goes in the header file called "UILineView.h"
#import <UIKit/UIKit.h>
#interface UILineView : UIView
#end
//this in the implementation file called "UILineView.m"
#import "UILineView.h"
#implementation UILineView
{
CGPoint _originOfTouchPoint; // your fist touch detected in touchesBegan: method
CGPoint _currentFingerPositionPoint; // the position you have dragged your finger to
CGFloat _strokeWidth; // the width of the line you wish to draw
id _touchStartedObject; // the object(UIView) that the first touch was detected on
}
// If you use Interface Builder to design your interface, Objects in a nib file are reconstituted and then initialized using
// their initWithCoder: method
- (id)initWithCoder:(NSCoder *)decoder
{
self = [super initWithCoder:decoder];
if (self) {
// Initialization code
_originOfTouchPoint = CGPointMake( 0.0, 0.0 );
_currentFingerPositionPoint = CGPointMake( 100.0, 100.0 );
_strokeWidth = 2.0;
}
return self;
}
/*
// Use initWithFrame if you are not loding the UIView from a nib file
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
// Initialization code
_originOfTouchPoint = CGPointMake( 0.0, 0.0 );
_currentFingerPositionPoint = CGPointMake( 100.0, 100.0 );
_strokeWidth = 2.0;
}
return self;
}
*/
// Only override drawRect: if you perform custom drawing.
// An empty implementation adversely affects performance during animation.
- (void)drawRect:(CGRect)rect
{
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetStrokeColorWithColor( context, [UIColor blueColor].CGColor );
CGContextSetLineWidth( context, _strokeWidth );
// fisrt point of line
CGContextMoveToPoint( context, _originOfTouchPoint.x, _originOfTouchPoint.y );
// last point of line
CGContextAddLineToPoint( context, _currentFingerPositionPoint.x, _currentFingerPositionPoint.y );
// draw the line
CGContextStrokePath( context );
}
#pragma mark touches
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
// get starting point and first view touched (if you need to send that view messages)
_originOfTouchPoint = [[touches anyObject] locationInView:self];
_touchStartedObject = [[touches anyObject] view];
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
CGPoint movedToPoint = [[touches anyObject] locationInView:self];
// if moved to a new point redraw the line
if ( CGPointEqualToPoint( movedToPoint, _currentFingerPositionPoint ) == NO )
{
_currentFingerPositionPoint = movedToPoint;
// calls drawRect: method to show updated line
[self setNeedsDisplay];
}
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
// reset values
_originOfTouchPoint = CGPointZero;
_currentFingerPositionPoint = CGPointZero;
_touchStartedObject = nil;
}
#end
It will involving subclassing UIView and implemeting the touchesBegan and touchesMoved method and drawing a line in your view subclass drawRect method from the initial touch to your current touch.
heres a previous question that will help How do I draw a line on the iPhone?
you will just need to change the following so that the coordinates are those of your initial touch and current touch that you obtain from the touches methods
CGContextMoveToPoint(c, 5.0f, 5.0f);
CGContextAddLineToPoint(c, 50.0f, 50.0f);
then calling [self setNeedsDisplay]; in the touchesMoved method will redraw the line to follow your finger as you move.
Then implement touchesEnded for code when the finger is lifted off.
Hoope it helps!
A UIGestureRecognizer can do this without confusing the touch and drag logic with a view. I have used them for editing shapes on maps, long press dragging, etc. See this tutorial.