touchesbegan

Increase frequency calls of touchesMoved

守給你的承諾、 提交于 2019-12-06 07:25:32
问题 Is there a way to increase the frequency calls of touchesMoved than the default? I need more calls of it to draw a smooth circle. It gets called not too frequent by default and so I get an edgy circle. Is there a way to tweek the frequency of touchesMoved calls? Thanks 回答1: I think this is what you are looking for: UIBezierPath It comes with code examples, etc. 来源: https://stackoverflow.com/questions/2702305/increase-frequency-calls-of-touchesmoved

Detect Data in UITextView in UITableViewCell

爱⌒轻易说出口 提交于 2019-12-06 05:03:43
问题 I have a UITextView inside a UITableViewCell subclass. It has editable and userInteractionEnabled both set to NO . This allows the UITextView to detect data such as links and phone numbers. The data is detected correctly, but because userInteraction is disabled, it cannot respond to taps on that data. If I set userInteractionEnabled to YES , it works fine, but then the UITableViewCell cannot be selected since the UITextView swallows the touch. I want to follow the link if the user taps on it,

viewDidLayoutSubviews called after touchesBegan - again and again

喜你入骨 提交于 2019-12-05 21:59:03
In an iPhone word game I have an UIScrollView (holding UIImageView ) and 7 draggable custom UIView s placed initially at the bottom (and outside the scroll view): In the single ViewController.m I have overwritten viewDidLayoutSubviews so that it always sets the zoomScale of the scroll view - to have the UIImageView fill exactly 100% of the screen width. This works well - for portrait and landscape modes. And when the app is just started: My problem is however, when I first pinch/zoom/double-tap the scroll view and then move one of the seven Tile.m views: Suddenly (not every time)

TouchesBegan delay on left hand side of the display

空扰寡人 提交于 2019-12-05 05:52:51
On iPhone's with 3D touch enabled, there is a feature where long pressing the left hand side of the screen with enough force opens lets you change which app is active. Because of this, when a non-moving touch happens on the left hand side of the screen, the touch event is delayed for a second or two until the iPhone verifies that the user is not trying to switch tasks and is interacting with the app. This is a major problem when developing a game with SpriteKit, as these touches are delayed by a second every time a user taps/holds their finger on the left edge of the screen. I was able to

In SpriteKit does touchesBegan run in the same thread as the SKScene update method?

时光怂恿深爱的人放手 提交于 2019-12-05 04:18:23
In the Apple documentation here Advanced Scene Processing it describes the update method and how a scene is rendered, but it does not mention when input is processed. It is not clear if this is in in the same thread as the rendering loop, or whether it is concurrent with it. If I have an object that I update from both the SKScene update method and the touchesBegan method (in this case of a SKSpriteNode ) do I have to worry about synchronising the two accesses to my object? So after a few days with no answer I set up some experiments. By the way, these tests are run on the simulator and not on

Resizable Centered Circular UIView

筅森魡賤 提交于 2019-12-04 19:44:56
I am looking for a way to create a CIRCULAR UIView that is resizable and stays centered ( see image ). The CIRCULAR view in this example is a UIView subclass WCSDailyGoal . ContainerView.m - (void)createDailyGoalView { _dailyGoalView = [[WCSDailyGoalView alloc] initWithFrame:CGRectMake(0, 0, 200, 200)]; _dailyGoalView.delegate = self; _dailyGoalView.goal = 200; _dailyGoalView.center = self.view.center; [self.view addSubview:_dailyGoalView]; } WCSDailyGoal.m - (void)setGoal:(CGFloat)goal { CGPoint saveCenter = self.center; CGRect newFrame = CGRectMake(self.frame.origin.x, self.frame.origin.y,

How do you tell what object is being touched in touchesBegan?

浪尽此生 提交于 2019-12-04 16:22:18
问题 I know that this is a very commonly asked question, but all of the answers on every website don't work! If you still don't know what I mean, then maybe this line of code will help you understand. - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [[event allTouches] anyObject]; CGPoint location = [touch locationInView:self.view]; if (touch.view == nextbutton) [self performSelector:@selector(next)]; if (touch.view == prevbutton) [self performSelector:@selector

touchesBegan is called in iOS 12 but is not called in iOS 13

半城伤御伤魂 提交于 2019-12-04 11:38:56
问题 I have a touchesBegan method in my AppDelegate . I use it to detect taps in the status bar. I've had it there for a long time and it's worked great. Until the iOS 13 betas came out... Ever since using iOS 13 touchesBegan has stopped being called. Nothing else related to gestures has changed in my app, nothing in my AppDelegate has changed. I don't really have much to go on other than touchesBegan is called in iOS 12 and not in iOS 13. No luck so far though so I'm sharing this here in case

Dragging views on a scroll view: touchesBegan is received, but no touchesEnded or touchesCancelled

自古美人都是妖i 提交于 2019-12-04 07:28:10
As an iOS programming newbie I am struggling with a word game for iPhone . The app structure is: scrollView -> contentView -> imageView -> image 1000 x 1000 (here fullscreen ): I think I have finally understood how to use an UIScrollView with Auto Layout enabled in Xcode 5.1: I just specify enough constraints (dimensions 1000 x 1000 and also 0 to the parent) for the contentView and this defines the _scrollView.contentSize (I don't have to set it explicitly) - after that my game board scrolls and zooms just fine. However I have troubles with my draggable letter tiles implemented in Tile.m . I

touchesBegan not called in UIView subclass

◇◆丶佛笑我妖孽 提交于 2019-12-04 02:59:46
问题 I know there already are some questions about this but I couldn't find a solution. There is a very simple code that works just fine on one of my projects but not on an another one: Here is the code for subclass of UIView. import UIKit class test : UIView { init(frame: CGRect, color: UIColor) { super.init(frame: frame) self.backgroundColor = color self.userInteractionEnabled = true } required init(coder aDecoder: NSCoder) { fatalError("init(coder:) has not been implemented") } override func