touchesmoved

UIButton blocking touchesBegan and touchesMoved

◇◆丶佛笑我妖孽 提交于 2020-07-13 15:36:25
问题 I'm writing an app for tvOS - and it all works until I put a UIButton on the screen. The problem, when buttons are added, is that touchesBegan and touchesMoved stop working. If I remove the buttons then touchesBegan and touchesMoved start working correctly again. I have tried, in the interests of experimentation, unchecking 'User Interaction Enabled' - but this didn't make any difference. I have also tried subclassing UIButton and adding the following code: - (void)touchesBegan:(NSSet *

How to cancel a sequence of UITouch events?

痴心易碎 提交于 2020-01-10 02:28:47
问题 I have a UIImage view that responds to touch events. I want to cancel the touch sequence, i.e., further calls to touchesMoved: , if the touch goes outside of certain bounds. How can I do that? I know that in touchesMoved: I can inspect the coordinates of the touch object and ignore it, but what I don't know is how to cancel the sequence altogether. I don't see any method documented in the Apple Developer UIResponder Reference that I can call to cancel a touch sequence. 回答1: This solution may

Scrolling in a UIScrollView without triggering touchesCancelled

送分小仙女□ 提交于 2020-01-01 08:35:31
问题 Overview I'm working on an iPhone game whose code I inherited from another developer. The gaming grid is a UIScrollView having a contentSize of 1000x1000. The grid contains several elements drawn on the screen via OpenGL's Texture2D class. The UIScrollView scrolls in the direction opposite of that in which your finger is moving. The idea behind this is to simulate the act of "sifting" through the elements with your finger, as each element in the path of your touch is supposed to be affected

Touch event handled by multiple views

主宰稳场 提交于 2019-12-31 22:25:26
问题 I have a subclass of UIView on top of a UITableView . I am using the UITableView to display some data and, at the same time, I would like to overlay an animation that follows the finger (for instance, leaving a trail). If I get it right, I need the touch events to be handled both by the UIView subclass and the UITableView . How can I do that? Is it possible to have, ie, touchesMoved being triggered on the UIView subclass and then on UITableView ? Thank you so much for any help. 回答1: The way I

How to call a method only once during -(void)touchesMoved?

霸气de小男生 提交于 2019-12-31 04:09:07
问题 I am using - (void) touchesMoved to do stuff when ever I enter a specific frame, in this case the area of a button. My problem is, I only want it to do stuff when I enter the frame - not when I am moving my finger inside the frame. Does anyone know how I can call my methods only once while I am inside the frame, and still allow me to call it once again if I re-enter it in the same touchMove. Thank you. -(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [[event

touchesMoved on a specific moving object

一笑奈何 提交于 2019-12-25 02:45:09
问题 Im using Spritekit to create a game for iOS 7. The game has circles moving across the screen using this code _enemy = [SKSpriteNode spriteNodeWithImageNamed:@"greeny"]; _enemy.position = CGPointMake(CGRectGetMidX(self.frame)+300, CGRectGetMidY(self.frame)); _enemy.size = CGSizeMake(70, 70); _enemy.physicsBody = [SKPhysicsBody bodyWithCircleOfRadius:35]; _enemy.physicsBody.mass = 0; _enemy.physicsBody.categoryBitMask = Collisiongreen; [_enemies addObject:_enemy]; NSLog(@"Enemies%lu",(unsigned

Slide to and from UIButtons and make them respond

血红的双手。 提交于 2019-12-25 01:07:33
问题 I am creating a semi-piano app in Objective-C for iPhone; it's in fact a diffrent layout MIDI Controller, but I'm still working on the design. I created all of the "keys" with UIButtons, and I want to be able to slide to them or from them to other UIButtons. I read all the similar questions before, but I couldn't make it to work with touchesMoved, Because it only worked from the view if I didn't drag the finger from a UIButton. Thanks in advance, code will be appreciated! 回答1: Are your

Touches Moved CAEmitterLayer delayed in dinstance after touch point…

谁都会走 提交于 2019-12-25 00:19:16
问题 I stumbled from one problem to another one: Solving the first problem, now my particle trail is delayed way behind the touch position when a finger moves over the screen. it worked great when I was initialising the CAEmitterLayer by overwriting + (Class) layerClass { //configure the UIView to have emitter layer return [CAEmitterLayer class]; } and the initializing with fireEmitter = (CAEmitterLayer*)self.layer; I changed that to fireEmitter = [CAEmitterLayer layer]; fireEmitter.frame = self

TouchesMoved method for two view controllers

丶灬走出姿态 提交于 2019-12-24 20:23:10
问题 In my app there are two view controllers. I wrote touchesmoved method in both the view controllers. But even if i touch on second view controller on simulator, the first VC touches moved method is called. // for VCOne -(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { NSLog(@"first view vc move method"); UIStoryboard *storyboard = self.storyboard; ThreadedView *secViewController = [storyboard instantiateViewControllerWithIdentifier:@"threaded"]; [self.view addSubview

touchesMoved called at irregular intervals

廉价感情. 提交于 2019-12-23 10:41:05
问题 I'm making a game for iOS where you mostly drag big objects across the screen. When I run the game on an actual iPad/iPhone for a while (continuously dragging the object in circles across the screen) every 5 minutes or so the dragged object goes all stuttery for about 10-30 seconds . Then, it goes back to moving silky-smooth. Visually, it looks like the game's frame rate dropped to 15 fps for a while, but in actual fact it's running at rock-solid 60 fps all the time. However, I noticed that