How to drag only one image with iPhone SDK - objective-c

I want to create a little app that takes two images and i want to make only the image over draggable.
After research, i found this solution:
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [[ event allTouches] anyObject];
image.alpha = 0.7;
if([touch view] == image){
CGPoint location = [touch locationInView:self.view];
image.center = location;
}
It works but the problem is that the image is draggable from its center and I don't want that.
So I found another solution:
- (void) touchesBegan:(NSSet*)touches withEvent:(UIEvent*)event {
// Retrieve the touch point
CGPoint pt = [[touches anyObject] locationInView:self.view];
startLocation = pt;
[[self view] bringSubviewToFront:self.view];
}
- (void) touchesMoved:(NSSet*)touches withEvent:(UIEvent*)event {
// Move relative to the original touch point
CGPoint pt = [[touches anyObject] locationInView:self.view];
frame = [self.view frame];
frame.origin.x += pt.x - startLocation.x;
frame.origin.y += pt.y - startLocation.y;
[self.view setFrame:frame];
}
It works very well but when I add another image, all the images of the view are draggable at the same time. I'm a beginner with the iPhone development and I have no idea of how I can only make the image over draggable.

You can use if condition in the touchesBegan: method, See this-
-(void)ViewDidLoad
{
//Your First Image View
UIImageView *imageView1 = [UIImageView alloc]initWithFrame:CGRectMake(150.0, 100.0, 30.0, 30.0)];
[imageView1 setImage:[UIImage imageNamed:#"anyImage.png"]];
[imageView1 setUserInteractionEnabled:YES];
[self.view addSubview:imageView1];
//Your Second Image View
UIImageView *imageView2 = [UIImageView alloc]initWithFrame:CGRectMake(150.0, 200.0, 30.0, 30.0)];
[imageView2 setImage:[UIImage imageNamed:#"anyImage.png"]];
[imageView2 setUserInteractionEnabled:YES];
[self.view addSubview:imageView2];
}
//Now Use Touch begin methods with condition like this
- (void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [[event allTouches]anyObject];
if([touch view] == imageView1)
{
CGPoint pt = [[touches anyObject] locationInView:imageView1];
startLocation = pt;
}
if([touch view] == imageView2)
{
CGPoint pt = [[touches anyObject] locationInView:imageView2];
startLocation = pt;
}
}
//Use same thing with touch move methods...
- (void) touchesMoved:(NSSet *)touches withEvent: (UIEvent *)event
{
UITouch *touch = [[event allTouches]anyObject];
if([touch view] == imageView1)
{
CGPoint pt = [[touches anyObject] previousLocationInView:imageView1];
CGFloat dx = pt.x - startLocation.x;
CGFloat dy = pt.y - startLocation.y;
CGPoint newCenter = CGPointMake(imageView1.center.x + dx, imageView1.center.y + dy);
imageView1.center = newCenter;
}
if([touch view] == imageView2)
{
CGPoint pt = [[touches anyObject] previousLocationInView:imageView2];
CGFloat dx = pt.x - startLocation.x;
CGFloat dy = pt.y - startLocation.y;
CGPoint newCenter = CGPointMake(imageView2.center.x + dx, imageView2.center.y + dy);
imageView2.center = newCenter;
}
}
These two images will move only when you touch on it and move it. I hope my tutorials will help you.

Simply use these two methods
-(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [[event allTouches] anyObject];
CGPoint location = [touch locationInView:touch.view];
myImage.center = location;
}
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
[self touchesBegan:touches withEvent:event];
}

Let's break it down. You should have a main containerView (object of UIView) in your view controller. Within that, you should have DragableImageView objects.
DragableImageView inherits UIImageView and within that, you add your touches code. (Right now you are doing self.frame = position which is wrong - and obviously it will move all images at once - because if I understand correctly, you are adding these touches in your view controller).
Create only DragableImageView first, test it. Then add two DragableImageView instances. test them in different configurations.. you might want to hit test in the containerView to see which DragableImageView should be dragged (e.g. if you have jigsaw pieces, you might want to pick the one that is at the back rather than the front one).

Related

Drag UIButton using finger [duplicate]

This question already has answers here:
How to allow a user to move a button via iOS sdk
(3 answers)
Closed 9 years ago.
I want to move a UIButton in my app using dragging.
The UIButton is created using code.
How can I do that?
you can achieve this in following way:
you can use touchesMoved gesture or use UIPanGestureRecognizer
1) using touchesMoved:
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint location = [touch locationInView:self];
placardView.center = location;
return;
}
2) using UIPanGestureRecognizer
add a gesture recognizer to the button on viewDidLoad as follows:
UIPanGestureRecognizer *objGesture= [[UIPanGestureRecognizer alloc] initWithTarget:self action:#selector(moveButton:)];
[myButton addGestureRecognizer:objGesture];
[objGesture release];
write the target Method to be called
-(void)moveButton:(UIPanGestureRecognizer *)recognizer
{
if (recognizer.state == UIGestureRecognizerStateChanged ||
recognizer.state == UIGestureRecognizerStateEnded) {
UIView *draggedButton = recognizer.view;
CGPoint translation = [recognizer translationInView:self.view];
CGRect newButtonFrame = draggedButton.frame;
newButtonFrame.origin.x += translation.x;
newButtonFrame.origin.y += translation.y;
draggedButton.frame = newButtonFrame;
[recognizer setTranslation:CGPointZero inView:self.view];
}
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
CGPoint pt = [[touches anyObject] locationInView:self];
button.center = pt;
}
Try using panGestureRecognizer or by using the touches methods.
click here for more reference.

Objective C: fix distance between images in touches moved

How could i set up my images(points) with same fix distance to new image(point) when performing a touches moved?
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint touchLocation = [touch locationInView:touch.view];
UIImageView *imageView=[[UIImageView alloc] initWithImage:[UIImage imageNamed:#"Crayon_Black.png"]];
imageView.center = touchLocation;
[drawImage addSubview:imageView];
}
I hope this make sense. I just need to finish my school project. Thanks guys in advance.
This solution works as long as you don't move finger too fast:
#interface ViewController : UIViewController {
CGPoint lastLocation_;
CGFloat accumulatedDistance_;
}
...
-(CGFloat) distanceFromPoint:(CGPoint)p1 ToPoint:(CGPoint)p2 {
CGFloat xDist = (p2.x - p1.x);
CGFloat yDist = (p2.y - p1.y);
return sqrt((xDist * xDist) + (yDist * yDist));
}
-(void) addImageAtLocation:(CGPoint)location {
UIImageView *imageView=[[UIImageView alloc] initWithImage:[UIImage imageNamed:#"Crayon_Black.png"]];
imageView.center = location;
[self.view addSubview:imageView];
}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
[super touchesBegan:touches withEvent:event];
lastLocation_ = [[touches anyObject] locationInView:self.view];
accumulatedDistance_ = 0;
[self addImageAtLocation:lastLocation_];
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [touches anyObject];
CGPoint touchLocation = [touch locationInView:self.view];
CGFloat distance = [self distanceFromPoint:touchLocation ToPoint:lastLocation_];
accumulatedDistance_ += distance;
CGFloat fixedDistance = 40;
if (accumulatedDistance_ > fixedDistance) {
[self addImageAtLocation:touchLocation];
while (accumulatedDistance_ > fixedDistance) {
accumulatedDistance_ -= fixedDistance;
}
}
lastLocation_ = touchLocation;
}

Differentiate between two ImageViews

I have two imageViews imageView1 and imageView2. I have given gestureRecognizer to move these both images. Now the problem is when i move first imageView near second imageView only second image view is displayed. But when i put first imageView on another image the first imageView should be displayed on the second imageView which is not happening.Can any body please tell me how can the first imageView gets view on the top of another imageView.
You can use the UIView method bringSubviewToFront:, and pass in the UIImageView that you want displayed on top.
Why dont you use something similar like this to drag your UIImageViews?
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
self.view.backgroundColor = [UIColor yellowColor];
test1 = [[UIImageView alloc] initWithFrame:CGRectMake(0, 0, 100, 100)];
test1.backgroundColor = [UIColor whiteColor];
test1.userInteractionEnabled = YES;
test1.clipToBounds = YES;
[self.view addSubview:test1];
test2 = [[UIImageView alloc] initWithFrame:CGRectMake(400, 400, 100, 100)];
test2.backgroundColor = [UIColor whiteColor];
test2.userInteractionEnabled = YES;
test2.clipToBounds = YES;
[self.view addSubview:test2];
}
CGPoint startLocation;
float diffX;
float diffY;
-(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch = [[event allTouches] anyObject];
if( [touch view] == test1)
{
startLocation = [touch locationInView:self.view];
[self.view bringSubviewToFront:test1];
}
if( [touch view] == test2)
{
startLocation = [touch locationInView:self.view];
[self.view bringSubviewToFront:test2];
}
}
- (void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event{
UITouch *touch = [[event allTouches] anyObject];
if( [touch view] == test1)
{
CGPoint location = [touch locationInView:self.view];
diffX = location.x - startLocation.x;
diffY = location.y - startLocation.y;
test1.frame = CGRectMake(test1.frame.origin.x + diffX, test1.frame.origin.y + diffY, test1.frame.size.width, test1.frame.size.height);
startLocation = test1.frame.origin;
}
if( [touch view] == test2)
{
CGPoint location = [touch locationInView:self.view];
diffX = location.x - startLocation.x;
diffY = location.y - startLocation.y;
test2.frame = CGRectMake(test2.frame.origin.x + diffX, test2.frame.origin.y + diffY, test2.frame.size.width, test2.frame.size.height);
startLocation = test2.frame.origin;
}
}
//---EDIT---//
Added: cliptobounds in viewdidload

Rotate UIView based on position in superview

I have a UIImageView that is an arrow image. I added this view to a parent view with a frame of 500x500 dimensions. I want to rotate the UIImageView so that the arrow is always pointing to the center of its parent when the user touches and moves it around.
I was looking into CGAffineTransform and trigonometry rotations, but I'm having trouble getting started. Can anyone provide some insight?
Thanks!
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint point = [touch locationInView:self];
pointerView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:#"pointer.png"]];
pointerView.layer.anchorPoint = CGPointMake(0, 0.5);
pointerView.center = point;
[self setPointerRotation];
[self addSubview:pointerView];
[pointerView release];
}
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint point = [touch locationInView:self];
pointerView.center = point;
[self setPointerRotation];
}
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event {
[pointerView removeFromSuperview];
pointerView = nil;
}
- (void)setPointerRotation {
CGAffineTransform transform = // calculate rotation so that pointerView points to the center of the superview
pointerView.transform = transform;
}

Rotate view using CGAfffineTransformRotate

I have a circular image which I am trying to rotate, so that the yellow and black striped circle stays under the user's finger and rotates in both directions. I have this so far:
- (void)handleJogShuttle:(UIPanGestureRecognizer *)recognizer {
UIView *shuttle = [recognizer view];
if ([recognizer state] == UIGestureRecognizerStateBegan ||
[recognizer state] == UIGestureRecognizerStateChanged) {
[recognizer view].transform = CGAffineTransformRotate([[recognizer view] transform],M_PI / 20.0f);
[recognizer setTranslation:CGPointZero inView:[shuttle superview]];
}
}
Also, currently, the slightest movement can cause the view to rotate in a full circle, which is obviously not desired.
#import "RotationTestViewController.h"
#interface RotationTestViewController()
-(void)transformSpinnerwithTouches:(UITouch *)touchLocation;
-(CGPoint)vectorFromPoint:(CGPoint)firstPoint toPoint:(CGPoint)secondPoint;
-(void)animateView:(UIView *)theView toPosition:(CGAffineTransform) newTransform;
#end
#implementation RotationTestViewController
- (void)viewDidLoad {
[super viewDidLoad];}
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
for (UITouch *touch in touches)
{
// Send to the dispatch method, which will make sure the appropriate subview is acted upon
// currentTouch=touch;
}
}
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
for (UITouch *touch in touches){
// Sends to the dispatch method, which will make sure the appropriate subview is acted upon
}
}
-(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *touch=[[event allTouches]anyObject];
if (touch.view==Spinner)
{
[self transformSpinnerwithTouches:touch];
}
}
-(void)transformSpinnerwithTouches:(UITouch *)touchLocation
{
CGPoint touchLocationpoint = [touchLocation locationInView:self.view];
CGPoint PrevioustouchLocationpoint = [touchLocation previousLocationInView:self.view];
//origin is the respective piont from that i gonna measure the angle of the current position with respective to previous position ....
CGPoint origin;
origin.x=Spinner.center.x;
origin.y=Spinner.center.y;
CGPoint previousDifference = [self vectorFromPoint:origin toPoint:PrevioustouchLocationpoint];
CGAffineTransform newTransform =CGAffineTransformScale(Spinner.transform, 1, 1);
CGFloat previousRotation = atan2(previousDifference.y, previousDifference.x);
CGPoint currentDifference = [self vectorFromPoint:origin toPoint:touchLocationpoint];
CGFloat currentRotation = atan2(currentDifference.y, currentDifference.x);
CGFloat newAngle = currentRotation- previousRotation;
temp1=temp1+newAngle;
NSLog(#"Angle:%F\n",(temp1*180)/M_PI);
newTransform = CGAffineTransformRotate(newTransform, newAngle);
[self animateView:Spinner toPosition:newTransform];
}
-(void)animateView:(UIView *)theView toPosition:(CGAffineTransform) newTransform
{
[UIView setAnimationsEnabled:YES];
[UIView beginAnimations:nil context:NULL];
[UIView setAnimationCurve:UIViewAnimationCurveLinear];
[UIView setAnimationBeginsFromCurrentState:YES];
[UIView setAnimationDuration:0.0750];
Spinner.transform = newTransform;
[UIView commitAnimations];
}
//-(CGFloat)distanceFromPoint:(CGPoint)fromPoint toPoint:(CGPoint)toPoint
//
//{
//float x = toPoint.x - fromPoint.x;
//float y = toPoint.y - fromPoint.y;
//return hypot(x, y);
//}
-(CGPoint)vectorFromPoint:(CGPoint)firstPoint toPoint:(CGPoint)secondPoint
{
CGFloat x = secondPoint.x - firstPoint.x;
CGFloat y = secondPoint.y - firstPoint.y;
CGPoint result = CGPointMake(x, y);
//NSLog(#"%f %f",x,y);
return result;
}
-(void) dealloc
{
[Spinner release];
[super dealloc];
}
I suspect this method gets called A LOT. Try using NSLog and check how many time it does.
Anyway, you are not calculating the angle properly, you could try using
-(CGPoint)translationInView:(UIView *)view
from the recognizer to calculate the correct angle to rotate.