The function touchesMoved behaves differently in iPhone and simulator.
The repeating interval (refresh rate) of the function touchesMoved is much faster than simulator. Is there a way to deal with the difference?
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I am trying to loop a 2 second sound continuously that I am using in my touchesMoved method and want to make it play continuosly and not stutter or stop because the user stopped moving their finger and also maybe fade the sound into itself smoothly. I have tried system sounds and AVAudioPlayer
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I'm tring to track a user touch moving across the screen, but at times my app receives touchesMoved:withEvent: with locations far apart, even by 70 pixels. I'm keeping the runloop fairly fluid, but I have CoreAnimation somewhat under pressure. I'm puzzled because I'm noticing the same problem even on the simulator.
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Hi,
I have a simple UIView used like container.
If I write this code:
- (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event {
UIView *hitView = [super hitTest:point withEvent:event];
NSSet *sTouches = [event touchesForView:self];
NSLog(@"Touches %d", [sTouches count] );
return self;
}
Doesn't work! I would...
I have a Class called Boards and it is a subclass of UIView, I allocated an instance of that and put it into a UIScrollView, I want to instead of he touches going to the UIScrollView, but to the subview: Boards(UIView), I just don't know how to pass the touches from the UIScrollView to the UIView.
P.S: I will be changing the contentOf...
heey...
I have two buttons (Button 1 and button 2) and if i press button 1, note1 starts and if i press button 2, note 2 starts. So what I try to do is: press button one (note1 starts) and SLIDE to button2 and than should note2 start. Like you slide without lifting your finger over a piano keyboard and all notes from c to h sound.
I d...
Is it possible to use the touchesMoved function with buttons instead of UIImageViews?
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Hi,
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 m...
Hi,
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 u...
I'm trying to figure out how to make it so that when I'm moving an object around, I'm not "holding" it in the center of the object, but rather towards the left or right. This is my code so far...
-
(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event{
UITouch *myTouch = [[event allTouches] anyObject];
image1....
In iPhone I want to do animation like Dock in Mac how can I do.
please suggest me.
thanks.
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I have a UIScrollView with only horizontal scrolling allowed, and I would like to know which direction (left, right) the user scrolls. What I did was to subclass the UIScrollView and override the touchesMoved method:
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
[super touchesMoved:touches withEvent:event];
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I want to display text and I want to be able to know where in this text a user touches. Because the text could be long, I wanted to use a UITextView so that wrapping and everything would be taken care of. I want my own event handling for when a touch begins or moves. My problem is that the magnifying glass and select/select all menu are ...
Hi Everyone,
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
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I'm developing a multitouch application. One touch is expected to move, and I need to track its position. For all other touches, I need to track their beginnings and endings, but their movement is less critical.
Sometimes, when 3 or more touches are active, my UIView does not receive touchesMoved: events for the moving touch. This probl...
Hi,
I'm trying to create a very simple game where you can drag a simple imageView. The thing is there is a wall in the frame (just a rectangle) on which the image should not go. so I did something like this:
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event {
UITouch *touch = [[event allTouches] anyObject];
if ([tou...
Hi,
Is there a way to know if the hitTest:withEvent: method is being thrown because of a touchesBegan, touchesMoved or touchesEnded event?
by now I only do:
if([event type]==UIEventTypeTouches)
{
}
but this is not exclusive enough
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I have a UIView subclass with several subviews and I want to handle these events in the class:
touchesBegan:withEvent:
touchesMoved:withEvent:
touchesEnded:withEvent:
but I also want these event to be called at the subviews. How can I accomplish that?
(I have already tried with hitTest, but I only get the touchesBegan event and no t...
Hello,
i want to receive the changed distance of two touches in my program after "pinching". First, i start with the touchesBegan:
- (CGFloat)distanceBetweenTwoPoints:(CGPoint)fromPoint toPoint:(CGPoint)toPoint {
float x = toPoint.x - fromPoint.x;
float y = toPoint.y - fromPoint.y;
return sqrt(x * x + y * y);
}
- (void)touchesBe...
Hi all,
This is more of a check as I believe this is right but its a lot of work if I'm wrong.
I want to basically achieve fixed positioning with a scrollView. I want to have a list along the top that is always visible, scrolls horizontal only and then a scrollview beneath that to move around the information which scrolls both vertical...