I\'m moving my views by
UIPanGestureRecognizer *panRecognizer = [[UIPanGestureRecognizer alloc] initWithTarget:self action:@selector(moveRight:)];
[panRecogn
@implementation MyViewController {
CGPoint _priorPoint;
}
- (void)moveRight:(UILongPressGestureRecognizer *)sender {
UIView *view = sender.view;
CGPoint point = [sender locationInView:view.superview];
if (sender.state == UIGestureRecognizerStateChanged) {
CGPoint center = view.center;
center.x += point.x - _priorPoint.x;
center.y += point.y - _priorPoint.y;
view.center = center;
}
_priorPoint = point;
}
You do not need to declare _priorPoint;
In my case, i only want the view to move horizontally so i'm only changing the x coordinate.
Here is my solution:
if (longpressGestRec.state == UIGestureRecognizerStateChanged)
{
UIView *view = longpressGestRec.view;
// Location of the touch within the view.
CGPoint point = [longpressGestRec locationInView:view];
// Calculate new X position based on the amount the gesture
// has moved plus the size of the view we want to move.
CGFloat newXLoc = (item.frame.origin.x + point.x) - (item.frame.size.width / 2);
[item setFrame:CGRectMake(newXLoc,
item.frame.origin.y,
item.frame.size.width,
item.frame.size.height)];
}
UILongPressGestureRecognizer
already does what you want for you. Take a look at the UIGestureRecognizerState
property. From the documentation:
Long-press gestures are continuous. The gesture begins (UIGestureRecognizerStateBegan) when the number of allowable fingers (numberOfTouchesRequired) have been pressed for the specified period (minimumPressDuration) and the touches do not move beyond the allowable range of movement (allowableMovement). The gesture recognizer transitions to the Change state whenever a finger moves, and it ends (UIGestureRecognizerStateEnded) when any of the fingers are lifted.
So essentially after your UILongPressGestureRecognizer
selector is called you listen to UIGestureRecognizerStateBegan, UIGestureRecognizerStateChanged, UIGestureRecognizerStateEnded. Keep changing your views frame during UIGestureRecognizerStateChanged
.
- (void)moveRight:(UILongPressGestureRecognizer *)gesture
{
if(gesture.state == UIGestureRecognizerStateBegan)
{
//if needed do some initial setup or init of views here
}
else if(gesture.state == UIGestureRecognizerStateChanged)
{
//move your views here.
[yourView setFrame:];
}
else if(gesture.state == UIGestureRecognizerStateEnded)
{
//else do cleanup
}
}
Thanks to Hari Kunwar for the Swift code, but the longPressAction function is not correctly defined.
Here's an improved version:
@objc func longPressAction(gesture: UILongPressGestureRecognizer) {
if gesture.state == UIGestureRecognizerState.began {
}
else if gesture.state == .changed {
guard let view = gesture.view else {
return
}
let location = gesture.location(in: self.view)
view.center = CGPoint(x:view.center.x + (location.x - view.center.x),
y:view.center.y + (location.y - view.center.y))
}
else if gesture.state == UIGestureRecognizerState.ended{
}
}
In Swift this can be achieved using below code
class DragView: UIView {
// Starting center position
var initialCenter: CGPoint?
override func didMoveToWindow() {
super.didMoveToWindow()
// Add longPress gesture recognizer
let longPress = UILongPressGestureRecognizer(target: self, action: #selector(longPressAction(gesture:)))
addGestureRecognizer(longPress)
}
// Handle longPress action
func longPressAction(gesture: UILongPressGestureRecognizer) {
if gesture.state == .began {
guard let view = gesture.view else {
return
}
initialCenter = gesture.location(in: view.superview)
}
else if gesture.state == .changed {
guard let originalCenter = initialCenter else {
return
}
guard let view = gesture.view else {
return
}
let point = gesture.location(in: view.superview)
// Calculate new center position
var newCenter = view.center;
newCenter.x += point.x - originalCenter.x;
newCenter.y += point.y - originalCenter.y;
// Update view center
view.center = newCenter
}
else if gesture.state == .ended {
...
}
}