touchesbegan

touchesBegan method not called in UITableViewController class in iPhone

天大地大妈咪最大 提交于 2019-11-30 21:53:38
问题 How can I use touchesBegan: withEvent: method in UITableViewController class? UITableViewController is a subclass of UIViewController class. So why the method does not works in UITableViewController? 回答1: touchesBegan is a also UIView method besides being a UIViewController method. to override it you need to subclass UIView or UITableView and not the controllers. 回答2: I had a similar problem, and found a different approach that doesn't involve subclassing UITableView. Another way to do this

How to Zoom In/Out Photo on double Tap in the iPhone WWDC 2010 - 104 PhotoScroller

亡梦爱人 提交于 2019-11-28 15:54:02
I am going through the Sample code of iPhone WWDC 2010 - 104 PhotoScroller App. It's working great with my project related images (PDF Page Images) but I am struggling detect touches in the PhotoScroller App. The Zooming using multiple touches is handled by the ScrollVoiew. Now I want to Zoom In/out the photo on double Tap. The Touchesbegan method is being called in TilingView Class. Then I used [super touchesbegan: withevent:] and now the touches are in the ImageScrollView Class. How to get these touch events in PhotoViewController. How to achieve the zoom in and zoom out on touch ? Can

How to Zoom In/Out Photo on double Tap in the iPhone WWDC 2010 - 104 PhotoScroller

大憨熊 提交于 2019-11-27 19:50:06
问题 I am going through the Sample code of iPhone WWDC 2010 - 104 PhotoScroller App. It's working great with my project related images (PDF Page Images) but I am struggling detect touches in the PhotoScroller App. The Zooming using multiple touches is handled by the ScrollVoiew. Now I want to Zoom In/out the photo on double Tap. The Touchesbegan method is being called in TilingView Class. Then I used [super touchesbegan: withevent:] and now the touches are in the ImageScrollView Class. How to get

touchesBegan, touchesEnded, touchesMoved for moving UIView

寵の児 提交于 2019-11-27 19:25:08
I need to drag my UIView object. I use this code, but it does not work float oldX, oldY; BOOL dragging; - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [[event allTouches] anyObject]; CGPoint touchLocation = [touch locationInView:self]; if ([[touch.view class] isSubclassOfClass:[UILabel class]]) { UILabel *label = (UILabel *)touch.view; if (CGRectContainsPoint(label.frame, touchLocation)) { dragging = YES; oldX = touchLocation.x; oldY = touchLocation.y; } } } - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { dragging = NO; } - (void

UIGestureRecognizers vs touchesBegan/touchesMoved/touchesEnded (accuracy)

血红的双手。 提交于 2019-11-27 17:38:55
问题 I was printing the list of points I get using this two methods of touch tracking. The gesture recognisers are easier to use, but if you compare the points you get with the touchesBegan procedure, recognisers avoid some points, specifically at the beginning of the motions. Does anybody know if there is a difference regarding accuracy between this two procedures? Thanks! 回答1: I believe gesture recognizers would need some time initially to assert that it has detected the correct gesture. For

Get the coordinates of a point from mkmapview on iphone

﹥>﹥吖頭↗ 提交于 2019-11-27 01:37:43
问题 I'm trying to figure out how to put an annotation on a map based on where the user touches. I have tried sub-classing the MKMapView and looked for the touchesBegan to fire but as it turns out, MKMapView does not use the standard touches methods. I also have tried sub-classing a UIView , adding an MKMapView as a child and then listening for HitTest and touchesBegan . This works somewhat. if i have my map the full size of the UIView , then have something like this - (UIView *)hitTest:(CGPoint

touchesBegan, touchesEnded, touchesMoved for moving UIView

纵饮孤独 提交于 2019-11-26 22:48:19
问题 I need to drag my UIView object. I use this code, but it does not work float oldX, oldY; BOOL dragging; - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [[event allTouches] anyObject]; CGPoint touchLocation = [touch locationInView:self]; if ([[touch.view class] isSubclassOfClass:[UILabel class]]) { UILabel *label = (UILabel *)touch.view; if (CGRectContainsPoint(label.frame, touchLocation)) { dragging = YES; oldX = touchLocation.x; oldY = touchLocation.y; } }

How do I detect if an SKSpriteNode has been touched

烂漫一生 提交于 2019-11-26 17:29:35
I am trying to detect if my sprite node has been touched and I have no idea where to start. let Pineapple = SKSpriteNode(imageNamed: "Pineappleimg") Pineapple.userInteractionEnabled = true Pineapple.position = CGPoint(x: CGRectGetMidX(self.frame) - 200, y: CGRectGetMidY(self.frame)); self.addChild(Pineapple) rakeshbs First set the name property of the SKSpriteNode to a string. pineapple.name = "pineapple" pineapple.userInteractionEnabled = false then in touchesBegan function in the Scene override func touchesBegan(touches: NSSet, withEvent event: UIEvent) { let touch:UITouch = touches

How do I detect if an SKSpriteNode has been touched

六月ゝ 毕业季﹏ 提交于 2019-11-26 05:26:51
问题 I am trying to detect if my sprite node has been touched and I have no idea where to start. let Pineapple = SKSpriteNode(imageNamed: \"Pineappleimg\") Pineapple.userInteractionEnabled = true Pineapple.position = CGPoint(x: CGRectGetMidX(self.frame) - 200, y: CGRectGetMidY(self.frame)); self.addChild(Pineapple) 回答1: First set the name property of the SKSpriteNode to a string. pineapple.name = "pineapple" pineapple.userInteractionEnabled = false then in touchesBegan function in the Scene