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Now you can do one of the following:. This will prevent the layers from blending weirdly, but has a slight performance penalty, and can make the button look blurry if it's not aligned exactly on a pixel boundary. The nice thing about this approach is you can crossfade any property of the button even if they aren't animatable e. If Core Animation had to call back to your code for every animation frame it would never be as fast as it is, and animation of custom properties has been a long requested feature and FAQ for CA on the Mac.

The problem is from the UIKit point of view the frame only has two values: the value at the beginning of the transition and the value at the end of the transition, and that's what you're seeing. If you look at the Core Animation architecture documents you'll see how CA has a private representation of all layer properties and their values changing over time.

That's where the frame interpolation is happening, and you can't be notified of changes to that as they happen. So the only way is to use an NSTimer or performSelector:withObject:afterDelay: to change the view frame over time, the old fashioned way. So I call [self. Without this the it has the same problem as you and jumps the distance negative translation first then animates to the correct position from there.

Add a comment. Active Oldest Votes. Improve this answer. Rushi Rushi 4, 4 4 gold badges 31 31 silver badges 46 46 bronze badges. Yes, this is like going one step deeper to the problem : — vshall. UITouch if touch. Andre Yonadam Andre Yonadam 1 1 gold badge 11 11 silver badges 28 28 bronze badges. There could be multiple of these touch events as the user could be dragging their finger on the screen.

The last one would be touches. First check the property UserInteractionEnabled of that whole controls and set to YES After check out your bottom view frame that its not over on that views And after you can checkout that with bellow condition and do something with particular controls touch event..

Paras Joshi Paras Joshi Mahmut K. While this code snippet may solve the question, including an explanation really helps to improve the quality of your post. Remember that you are answering the question for readers in the future, and those people might not know the reasons for your code suggestion.

DangNguyen thanks for the suggestion. The X and Y coordinates may subsequently be extracted from the CGPoint structure by accessing the corresponding elements:. Build and run the application on a physical iOS device by clicking on the run button located in the toolbar of the main Xcode project window. With each tap and touch on the device screen, the status labels should update to reflect the interaction:. Note that when running within the iOS Simulator, multiple touches may be simulated by holding down the Option key while clicking in the simulator window.

Having implemented code to detect touches and touch motion on the screen, code will now be added to output to the console any touch predictions available within the UIEvent object passed to the touchesMoved method.

Locate this method within the ViewController. The added code begins by checking that an event object was passed to the method before calling the predictedTouches for: method of that object. For each touch object within the returned array, the X and Y coordinates of the predicted touch location are output to the console. Compile and run the application once again and monitor the console as a touch moves around the display. When it is able to do so, UIKit will provide predictions on future touch locations.

Note that at time of writing this feature would only work on a physical iOS device. The code will move DragImage as the user moves their finger around the screen. We need to handle the case when the user lifts his or her finger off the screen, or iOS cancels the touch event. For this, we will implement TouchesEnded and TouchesCancelled as shown below:. Both of these methods will reset the touchStartedInside flag to false. TouchesEnded will also display TouchesEnded on the screen.

At this point the Touch Samples screen is finished. Notice how the screen changes as you interact with each of the images, as shown in the following screenshot:. The previous section demonstrated how to drag an object around the screen by using touch events. In this section we will get rid of the touch events and show how to use the following gesture recognizers:.

We need this instance variable to keep track of the previous location of the image. The pan gesture recognizer will use the originalImageFrame value to calculate the offset required to redraw the image on the screen. Notice that we assign a target to the gesture in the form of the method HandleDrag — this method is provided in the next step. The code above will first check the state of the gesture recognizer and then move the image around the screen.



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