As I wire up my first fairly complicated Cocoa-Touch view I feel like I'm inadvertently slipping back into old procedural patterns and finding it difficult to shake them off...Though fully aware of many of the Cocoa (OO) design patterns I'm afraid I may be subverting them.
As such this view in question is quickly becoming unmanageable and I'm wondering if I might be approaching it the wrong way?!? The view is managed by a subclass of UIViewController. The view itself contains ±10 subviews. Some of these subviews "slide" in and out and contain their own subviews (controls, imageviews, etc) that slide along with them.
Without getting into too much detail I've found that I'm executing most (if not all, including animation) of my management code w/in the touchesBegan/Moved/Ended methods of my root View Controller. And it's become a mess of managing, setting & checking boolean properties. if (editingMode & panelAVisible).... if (editingMode & panelBVisible)... or *if (viewFlipped) { for (MyCustomView view in someArrayOfSubviews)} etc, etc... granted the UI of this app requires most of these views (or their contents) to be touched and moved by the user to different parts of the screen.
The main problems I'm trying to solve seems to be along the lines of: if viewA is present then you 3 views go hide (animated)...or, If viewB is touched then all objects contained in viewC are negative... etc.
Any clever (or rudimentary) OO approach to handling this? Perhaps make the subviews that contain views act as their own mini view controllers? I haven't been able to find too many (any?) examples of that though...