how to bound uiimagegview moving in particular portion - ios4

I am working on an application in which I am adding the same image again and again on a button click on random positions and moving those images.
But on moving those images, images can move in whole view inspite of moving in UIView i want my image to move only in subview(UIImage view) on which i am adding it.
here is my code of TouchesMoved
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [[event allTouches] anyObject];
UIImageView *imgPimple;// = [[UIImageView alloc]init];
imgPimple = (UIImageView*)[touch view];
CGPoint touchLocation = [touch locationInView:imgPimple superview];
if ([touch.view isKindOfClass:[UIImageView class]])
{
imgPimple.center = touchLocation;
}
}

What you should be doing is:
CGPoint touchLocation = [touch locationInView:[imgPimple superview]];
I think.
It seems to me that if you're deciding where to move it in its superview, and you get the touch location in the imgPimple view, it will behave incorrectly.

Related

How to get touched node center position on Sprite Kit?

I am using Sprite Kit in Xcode and having problem with position.
I want to drag the node and drop to target area.If not the right target than send the node back to old position.
My code is working but when I touch node (except the center of node) anywhere will be holding center point of old position.So if target is wrong the node going back as little moved because of touched point was different than center of node.
Therefore If I can get center position of touched node than I can send back with absolute position!
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint positionInScene = [touch locationInNode:self];
[self selectNodeForTouch:positionInScene];}
Than
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint positionInScene = [touch locationInNode:self];
CGPoint previousPosition = [touch previousLocationInNode:self];
CGPoint translation = CGPointMake(positionInScene.x - previousPosition.x, positionInScene.y - previousPosition.y);
[self panForTranslation:translation];
}
//
-(void)selectNodeForTouch:(CGPoint)touchLocation{
SKSpriteNode *touchedNode = (SKSpriteNode *)[self nodeAtPoint: touchLocation];
if (![_selectedNode isEqual:touchedNode.name]) {
_selectedNode =touchedNode;
if ((newPositionStone.x-28)<5 || (newPositionStone.x-28)>(5*(-1))){
NSLog(#"Great! you drop node to target ");
}
else{
NSLog(#"Didn't drop node to target");//Send back to old position
_selectedNode.position = oldPositionStone;
}
}}
Thanks in advance!
You need to store the object's position at the moment of touch so you can revert back to it if your drag destination fails.
Create a CGPoint variable in your #implementation like so:
#implementation MyScene
{
CGPoint objectStartPosition;
}
In the touchesBegan: set the object's current position:
objectStartPosition = newPositionStone.position;
Then in your touchesEnded: check if the node's destination is valid:
if(whatever x and y positions you need to check for in here)
{
// do whatever you need to
} else {
newPositionStone.position = objectStartPosition;
}
The only solution I founded fixing the node on specific position.
But wondering does Sprite Kit has method to find position of touched node?
Here is my solution
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [touches anyObject];
CGPoint positionInScene = [touch locationInNode:self];
if (positionInScene.x>400.0 && positionInScene.x<430.0) {
//Fix the position to original
oldPositionStone.x = 414;
oldPositionStone.y = 25;
}
[self selectNodeForTouch:positionInScene];}
//Than
-(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event{
UITouch *touch = [touches anyObject];
CGPoint positionInScene = [touch locationInNode:self];
NSLog(#"Touches END %f %f",positionInScene.x,positionInScene.y);
if (positionInScene.x>15 && positionInScene.x<40) {
newPositionStone.x=28;
newPositionStone.y = 25;
if ([_selectedNode.name isEqualToString:#"stone"]) {
_selectedNode.position=newPositionStone;
}
}
else{
positionInScene = oldPositionStone;
_selectedNode.position = positionInScene;
}
[self selectNodeForTouch:positionInScene];}

How can I add a menu option to the NSTextAttachment popup menu is UITextView?

I want to add another menu option to the default image attachment menu options (Copy Image, Save to Camera Roll). Note that these options are shown when you long press on an image embedded in the UITextView if the textView is not in editing mode.
I have tried adding a custom menu to the uimenucontroller and using -(void)canPerformAction to enable or disable the option, however this seems to add the menu item to the uitextView's edit menu and has no affect on the attachments popup menu.
-(void)canPerformAction never seems to get called when long pressing on the image attachment.
Well according to Apple there is no public API for doing this, however as it turns out its relatively straight forward to replace the default menu with one that looks and behaves the same.
In the viewController that contains the UITextView add the following or similar and set it up as the textView's delegate.
- (BOOL)textView:(UITextView *)textView shouldInteractWithTextAttachment:(NSTextAttachment *)textAttachment inRange:(NSRange)characterRange {
// save in ivar so we can access once action sheet option is selected
_attachment = textAttachment;
[self attachmentActionSheet:(UITextView *)textView range:characterRange];
return NO;
}
- (void)attachmentActionSheet:(UITextView *)textView range:(NSRange)range {
// get the rect for the selected attachment (if its a big image with top not visible the action sheet
// will be positioned above the top limit of the UITextView
// Need to add code to adjust for this.
CGRect attachmentRect = [self frameOfTextRange:range inTextView:textView];
_attachmentMenuSheet = [[UIActionSheet alloc] initWithTitle:nil
delegate:self
cancelButtonTitle:#"Cancel"
destructiveButtonTitle:nil
otherButtonTitles:#"Copy Image", #"Save to Camera Roll", #"Open in Viewer", nil];
// Show the sheet
[_attachmentMenuSheet showFromRect:attachmentRect inView:textView animated:YES];
}
- (CGRect)frameOfTextRange:(NSRange)range inTextView:(UITextView *)textView {
CGRect rect = [textView.layoutManager boundingRectForGlyphRange:range inTextContainer:textView.textContainer];
// Now convert to textView coordinates
CGRect rectRange = [textView convertRect:rect fromView:textView.textInputView];
// Now convert to contentView coordinates
CGRect rectRangeSuper = [self.contentView convertRect:rectRange fromView:textView];
// Get the textView frame
CGRect rectView = textView.frame;
// Find the intersection of the two (in the same coordinate space)
CGRect rectIntersect = CGRectIntersection(rectRangeSuper, rectView);
// If no intersection then that's weird !!
if (CGRectIsNull(rectIntersect)) {
return rectRange;
}
// Now convert the intersection rect back to textView coordinates
CGRect rectRangeInt = [textView convertRect:rectIntersect fromView:self.contentView];
return rectRangeInt;
}
- (void)actionSheet:(UIActionSheet *)actionSheet didDismissWithButtonIndex:(NSInteger)buttonIndex {
if (actionSheet == _attachmentMenuSheet) {
switch (buttonIndex) {
case 0:
[self copyImageToPasteBoard:[_attachment image]];
break;
case 1:
[self saveToCameraRoll:[_attachment image]];
break;
case 2:
[self browseImage:[_attachment image]];
break;
default:
break;
}
}
}
- (void)saveToCameraRoll:(UIImage*)image {
UIImageWriteToSavedPhotosAlbum(image, nil, nil, nil);
}
- (void)copyImageToPasteBoard:(UIImage*)image {
UIPasteboard *pasteboard = [UIPasteboard generalPasteboard];
NSData *data = UIImagePNGRepresentation(image);
[pasteboard setData:data forPasteboardType:#"public.png"];
}
-(void)browseImage:(UIImage*)image
{
OSImageViewController *_imageViewerController = [[OSImageViewController alloc] init];
UIImage *img = [[UIImage alloc] initWithData:UIImagePNGRepresentation(image)];
_imageViewerController.modalTransitionStyle = UIModalTransitionStyleFlipHorizontal;
_imageViewerController.modalPresentationStyle = UIModalPresentationFullScreen;
_imageViewerController.delegate = self;
[self presentViewController:_imageViewerController animated:YES completion:^(void){
[_imageViewerController setImage:img];
}];
}

CALayer as SubLayer Not Visible

I am trying to built an animated circle which would be drawn clockwise until it becomes complete circle as illustrated in iPhone Core Animation - Drawing a Circle
Problem is that CALayer object is not added or build. I tested and saw that it is not accessing my drawInContext:CGContextRef and animatingArc methods.
What so far I have done is:
In AnimateArc.h
#interface AnimateArc : CALayer {
CAShapeLayer *circle;
}
-(void) animatingArc;
#end
In AnimateArc.m
-(void) drawInContext:(CGContextRef)ctx
{
CGFloat radius = 50.0;
circle = [CAShapeLayer layer];
//make a circular shape
circle.path = [UIBezierPath bezierPathWithRoundedRect:CGRectMake(0.0, 0.0, 2 * radius, 2 * radius) cornerRadius:radius].CGPath;
CGPoint centerPoint = CGPointMake(CGRectGetWidth(self.bounds)/2, CGRectGetHeight(self.bounds)/2);
//center the shape in self.view
circle.position = centerPoint;
//configure appearence of circle
circle.fillColor = [UIColor clearColor].CGColor;
circle.strokeColor = [UIColor blackColor].CGColor;
circle.lineWidth = 5;
/*CGPointMake((self.contentsCenter.size.width), (self.contentsCenter.size.height));*/
//path the circle
CGContextAddArc(ctx, centerPoint.x, centerPoint.y, radius, 0.0, 2 * M_PI, 0);
CGContextClosePath(ctx);
//fill it
CGContextSetFillColorWithColor(ctx, [UIColor redColor].CGColor);
CGContextFillPath(ctx); }
///////////////////////////////////////////////////////////////////////
-(void) animatingArc
{
CABasicAnimation *anim = [CABasicAnimation animationWithKeyPath:#"arcEnd"];
anim.duration = 20.0; //animate over 20 seconds
anim.repeatCount = 1.0; //animate only once
anim.removedOnCompletion = NO; //Reamin there after completion
//animate from start to end
anim.fromValue = [NSNumber numberWithFloat:50.0f];
anim.toValue = [NSNumber numberWithFloat:150.0f];
//experiment with timing to get appearence to look the way you want
anim.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseIn];
//add animation to circle
[circle addAnimation:anim forKey:#"animatingArc"];
}
/////////////////////
//needed since key not part of animatable properties
+(BOOL) needsDisplayForKey:(NSString *)key
{
if([key isEqualToString:#"arcEnd"])
return YES;
else
return [super needsDisplayForKey:key];
}
//ensure custom properties copied to presentation layer
-(id) initWithLayer:(id)layer
{
if((self = [super initWithLayer:layer]))
{
if ([layer isKindOfClass:[AnimateArc class]])
{
AnimateArc *other = (AnimateArc *) layer;
[other setNeedsDisplay];
}
}
return self; }
And finally in my viewController,
- (void)viewDidLoad
{
[super viewDidLoad];
[self.view.layer addSublayer:AnimateArcObject];
[AnimateArcObject animatingArc];
}
Apology for bad formatting.... Please can someone tell me what am I doing wrong? I have also doubt that my code can crash at any place after accessing those two functions since I am novice about Core Animation and haven't got any idea that I am in right direction or not.
Any help will be appreciated. Thanks.
From my painful experience with CoreAnimation, you must always set the bounds property of any CALayer you instantiate.
So, you're layer is not showing because you are missing something like:
layer.bounds = CGRectMake(0, 0, width, height);
you should place this as soon as you instantiate the layer, and make it a habit to do so, so you don't fall into it again.
As for your code crashing, sorry. It's too distributed and I am not sure how it's linked together, so I can't help you there.
After little searching, I thought that I am going in wrong direction. So I deleted this AnimateArc file and added new one which is inheriting from UIViewController.
Then in viewDidLoad Method, I wrote the code from this link to create circle and animations using path.
In parent view controller, I added AnimatedArc ViewController's subview. Now its working perfectly :)

iOS4 MKMapKit - map not zooming in when more than one pin

Sure this is something simple as I'm just starting with the maps. I already have a map showing one location, but when I've added a second anotation the map stays zoomed all the way out rather than going to my locations. The pins are there when I zoom in, so I know that bit's working.
Code snippets:
- (void)viewDidLoad
{
...
...
...
// Set coordinates for our position
CLLocationCoordinate2D location;
location.latitude = [self.lat doubleValue];
location.longitude = [self.lon doubleValue];
// Add the annotation to our map view
MapViewAnnotation *newAnnotation = [[MapViewAnnotation alloc]
initWithTitle:self.placename
andSubtitle:self.subtitle
andCoordinate:location];
[self.mapView addAnnotation:newAnnotation];
[newAnnotation release];
// Set coordinates for our second position
CLLocationCoordinate2D amenitylocation;
amenitylocation.latitude = self.latitude;
amenitylocation.longitude = self.longitude;
// Add the annotation to our map view
MapViewAnnotation *amenityAnnotation = [[MapViewAnnotation alloc]
initWithTitle:self.callouttitle
andSubtitle:self.calloutsubtitle
andCoordinate:amenitylocation];
[self.mapView addAnnotation:amenityAnnotation];
[amenityAnnotation release];
[super viewDidLoad];
}
#pragma mark - MKMapView Delegates
// When a map annotation point is added, zoom to it (1500 range)
- (void)mapView:(MKMapView *)mv didAddAnnotationViews:(NSArray *)views
{
MKAnnotationView *annotationView = [views objectAtIndex:0];
id <MKAnnotation> mp = [annotationView annotation];
MKCoordinateRegion region = MKCoordinateRegionMakeWithDistance([mp coordinate], 1500, 1500);
[mv setRegion:region animated:YES];
[mv selectAnnotation:mp animated:YES];
}
- (MKAnnotationView *)mapView:(MKMapView *)mv viewForAnnotation:(id<MKAnnotation>)annotation
{
if(mapView.userLocation==annotation)
{
return nil;
}
NSString *identifier = #"IDENTIFIER";
MKPinAnnotationView *annotationView = (MKPinAnnotationView *)[mapView dequeueReusableAnnotationViewWithIdentifier:identifier];
if(annotationView==nil)
{
annotationView = [[[MKPinAnnotationView alloc] initWithAnnotation:annotation reuseIdentifier:identifier]autorelease];
annotationView.pinColor=MKPinAnnotationColorPurple;
annotationView.canShowCallout=YES;
}
return annotationView;
}
I'd appreciate any pointers.
Also, am I right in thinking I'll have to make custom callouts if I want more than one to appear on the map at the same time?
Sorry, found the answer - I didn't have the MKMapView delegate linked to File's Owner in IB, although I do have in my header file. Linked that up and it's working.

Touch events on MKMapView's overlays

In the app I'm currently designing I have a MKMapView with overlays on it (customized MKPolylines btw) and I would like to be able to detect touch events on these overlays and assign a specific action to each overlay. Could any one help me on this one ?
Thanks !
Benja
This can be solved combining How to intercept touches events on a MKMapView or UIWebView objects? and How to determine if an annotation is inside of MKPolygonView (iOS). Add this in viewWillAppear:
WildcardGestureRecognizer * tapInterceptor = [[WildcardGestureRecognizer alloc] init];
tapInterceptor.touchesBeganCallback = ^(NSSet * touches, UIEvent * event) {
UITouch *touch = [touches anyObject];
CGPoint point = [touch locationInView:self.mapView];
CLLocationCoordinate2D coord = [self.mapView convertPoint:point toCoordinateFromView:self.mapView];
MKMapPoint mapPoint = MKMapPointForCoordinate(coord);
for (id overlay in self.mapView.overlays)
{
if ([overlay isKindOfClass:[MKPolygon class]])
{
MKPolygon *poly = (MKPolygon*) overlay;
id view = [self.mapView viewForOverlay:poly];
if ([view isKindOfClass:[MKPolygonView class]])
{
MKPolygonView *polyView = (MKPolygonView*) view;
CGPoint polygonViewPoint = [polyView pointForMapPoint:mapPoint];
BOOL mapCoordinateIsInPolygon = CGPathContainsPoint(polyView.path, NULL, polygonViewPoint, NO);
if (mapCoordinateIsInPolygon) {
debug(#"hit!")
} else {
debug(#"miss!");
}
}
}
}
};
[self.mapView addGestureRecognizer:tapInterceptor];
WildcardGestureRecognizer is in the first linked answer. Calling mapView:viewForOverlay: won't be cheap, adding a local cache of those would help.
Just in case it might help some of you...
I couldn't find a way to do that but I added an annotation on my overlays (Anyway, i needed to do that to display some information) and then I could get the touch event on this annotation. I know it is not the best way to do it but in my situation, and maybe yours, it works ;) !

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