touchesmoved

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

自古美人都是妖i 提交于 2019-12-02 04:38:52
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 touchesForView:self.view] anyObject]; CGPoint location = [touch locationInView:touch.view]; if

Swift SpriteKit 3D Touch and touches moved

僤鯓⒐⒋嵵緔 提交于 2019-12-02 00:49:27
I have recently send out a version of my game to TestFlight for internal testing. My friend noticed that on his iPhone 6S Plus the controls to shoot do not work correctly. The controls are as follow 1) left half of screen = jump 2) right half of screen = shoot 3) Slide and hold on right half of screen = start slow motion Now in my touches began method I have a slight delay for the shooting, so if touches moved is called it cancels the shooting and starts slow mo. This seems to be causing the problem on 3D Touch enabled phones. Digging further into this I came across this post iOS 9 Spritekit

detect Swipe gesture in UIWebview

孤人 提交于 2019-12-01 08:21:29
I am new to iPhone developer, I made epub reader and loaded each page of epub in my webview What i want to is, when user does right swipe gesture 2nd time then i want to navigate to new page, i do not want to do anything when user does right swipe gesture for first time. UISwipeGestureRecognizer *swipeRight Is there any method something like, if(swipeRight.touch.count > 2) { // do this } Any help will be appriciated. Thanks In Advance ! EDIT -(void)scrollViewDidScroll:(UIScrollView *)scrollView{ float scrollViewHeight = scrollView.frame.size.height; float scrollContentSizeHeight = scrollView

detect Swipe gesture in UIWebview

牧云@^-^@ 提交于 2019-12-01 05:54:53
问题 I am new to iPhone developer, I made epub reader and loaded each page of epub in my webview What i want to is, when user does right swipe gesture 2nd time then i want to navigate to new page, i do not want to do anything when user does right swipe gesture for first time. UISwipeGestureRecognizer *swipeRight Is there any method something like, if(swipeRight.touch.count > 2) { // do this } Any help will be appriciated. Thanks In Advance ! EDIT -(void)scrollViewDidScroll:(UIScrollView *

iOS - Detecting touches in a UIView?

一世执手 提交于 2019-12-01 03:29:11
So I have a Subclass of UIView that is suppose to detect touches. The view detect touches only if the touches started inside the current view. When the touches start outside of the view and they move inside my custom view touchesMoved doesn't get called. Any solution to detect moving touches that have not started in the current view? @implementation MycustomView - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { // This only gets called if touches have started in the current View } @end aryaxt The following solution worked. I have multiple instances of MyCustomView; as the

How to cancel a sequence of UITouch events?

梦想的初衷 提交于 2019-11-29 05:32:37
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. This solution may be a bit kludgy, but you could implement and manually call - (void) touchesCancelled:(NSSet *)touches

draw a line in sprite kit in touchesmoved

不打扰是莪最后的温柔 提交于 2019-11-29 04:37:44
问题 I would like to draw a line in sprite kit along the points collected in touchesmoved. Whats the most efficient way of doing this? I've tried a few times and my line is either wrong on the y axis, or takes up a lot of processing power that the fps goes down to 10 a second. Any ideas? 回答1: You could define a CGpath and modify it by adding lines or arcs in your touch moved function. After that, you can create a SKShapeNode from your path and configure it as you prefer. If you want to draw the