touchesmoved

How do we use Watchkit Touch Events?

自古美人都是妖i 提交于 2019-12-11 02:52:27
问题 I wanna use touch events in my app. I know gesture recognisers can not be used in watchKit. Is it possible to use functions like touchesBegan, touchesMove etc ? 回答1: A little late to the party, but it's possible to use SceneKit with WatchKit and SceneKit allows you to add gesture handlers. Please see the Apple example project here: https://developer.apple.com/library/content/samplecode/WatchPuzzle/Introduction/Intro.html#//apple_ref/doc/uid/TP40017284-Intro-DontLinkElementID_2 Edit: Looks

iPad Landscape messing up touches began

て烟熏妆下的殇ゞ 提交于 2019-12-10 21:52:14
问题 My app is only allowable in the landscape orientations, and it launches in landscape. Thus, the top left corner when the iPad is landscape is (0,0), so everything works fine. However, when I pick up "touchesBegan"...it isn't working properly. Only when I tap on like the right two-thirds of the iPad does it pick up the touches. I know it has something to do with the orientation, because the app is literally just blank screen with a single UIView and nothing else. It is quite simple. There are

Why does collision work properly for convex polygon based physicsBody but touchesMoved doesn't

青春壹個敷衍的年華 提交于 2019-12-08 09:33:21
问题 I setup an SKSprite (s1) to have physicsBody with polygon from path: s1.physicsBody = [SKPhysicsBody bodyWithPolygonFromPath:path]; and the other one (s2) has physicsBody generated from its surrounding rectangle: s2.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:e.size]; and the collisions of the two sprites are fine, they only happen when the actual pixels from the s1's polygon path and surrounding rectangle from the s2 collide (and not the surrounding rectangles from each of the

How do you get multiple touch buttons to work with touchesBegan/Moved?

烂漫一生 提交于 2019-12-07 22:54:39
问题 I have a bunch of buttons that I want to activate in three different ways. Touch Down Touch Down - multiple touch (at the same time) Touch Drag Inside (The same as dragging your finger over a piano) The first two is obviously easy in IB. However many people, including myself, have had trouble with Touch Drag inside. So I ended up using - (void) touchesMoved [see code] . This works great for the drag... but to get it to work I had to disable the buttons "user Interaction" in IB. Which means I

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

Passing swipe touches from UIView to underlying UIScrollView for proper scrolling

爱⌒轻易说出口 提交于 2019-12-05 07:45:59
I have a situation similar to these two posts ( 1907297 AND 689684 ) and to describe my situation most concisely, I present this text/graphical layout (similar to what you'd see in IB, dots used to enforce indent levels) UIView (MainView: 320x460) . .UIScrollView (ScrollView: 320x460) . .UIView (OverlayView: 320x40) . . . .UIButton (ArbitraryButton1) . . . .UILabel (ArbitraryLabel1) . . . .UILabel (ArbitraryLabel2) The goal here is for the OverlayView to serve as a unified, transparent container to position and display some arbitrary buttons/labels on top of the ScrollView. These buttons

TouchesMoved with Button?

自古美人都是妖i 提交于 2019-12-04 05:03:10
问题 Is it possible to use the touchesMoved function with buttons instead of UIImageView s? 回答1: Yes. In your .h file IBOutlet UIButton *aButton; In your .m file -(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [[event touchesForView:self.view] anyObject]; CGPoint location = [touch locationInView:touch.view]; if(CGRectContainsPoint(p1.frame, location)) { if (!p1.isHighlighted){ [self pP01]; [p1 setHighlighted:YES]; } }else { [p1 setHighlighted:NO]; } // if

Touch event handled by multiple views

China☆狼群 提交于 2019-12-03 03:03:43
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. The way I have solved this problem is in a way that is not that clean, but it works. Please let me know if there's a

Moving multiple nodes at once from touch with SpriteKit

老子叫甜甜 提交于 2019-12-02 09:16:12
问题 I have a game that has 3 SKSpriteNodes that the user can move around using the touchesBegan and touchesMoved . However, when the users moves nodeA and passes another node called nodeB , nodeB follows nodeA and so on. I created an array of SKSpriteNodes and used a for-loop to make life easier. override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) { let nodes = [nodeA, nodeB, nodeC] for touch in touches { let location = touch.location(in: self) for node in nodes { if node!

Moving multiple nodes at once from touch with SpriteKit

不打扰是莪最后的温柔 提交于 2019-12-02 06:51:12
I have a game that has 3 SKSpriteNodes that the user can move around using the touchesBegan and touchesMoved . However, when the users moves nodeA and passes another node called nodeB , nodeB follows nodeA and so on. I created an array of SKSpriteNodes and used a for-loop to make life easier. override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) { let nodes = [nodeA, nodeB, nodeC] for touch in touches { let location = touch.location(in: self) for node in nodes { if node!.contains(location) { node!.position = location } } } } Everything is working except when nodeA is moving