As an iOS programming newbie I am struggling with a word game for iPhone.
The app structure is: scrollView -> contentView -> imageView -> image 1000 x 1000
(here fullscreen):
I think I have finally understood how to use an UIScrollView
with Auto Layout enabled in Xcode 5.1:
I just specify enough constraints (dimensions 1000 x 1000 and also 0 to the parent) for the contentView
and this defines the _scrollView.contentSize
(I don't have to set it explicitly) - after that my game board scrolls and zooms just fine.
However I have troubles with my draggable letter tiles implemented in Tile.m.
I use touchesBegan, touchesMoved, touchesEnded, touchesCancelled
and not gesture recognizers (as often suggested by StackOverflow users), because I display larger letter tile image with shadow (the bigImage
) on touchesBegan
.
My dragging is implemented in the following way:
touchesBegan
I remove the tile from contentView
(and add it to the main app view) and display bigImage
with shadow.touchesMoved
I move the tiletouchesEnded
or touchesCancelled
I display smallImage
with shadow again and - add the tile to the contentView
or leave it in the main view (if the tile is at the bottom of the app).My problem:
Mostly this works, but sometimes (often) I see that only touchesBegan
was called, but the other touchesXXXX
methods are never called:
2014-03-22 20:20:20.244 ScrollContent[8075:60b] -[Tile touchesBegan:withEvent:]: Tile J 10 {367.15002, 350.98877} {57.599998, 57.599998}
Instead the scrollView
is scrolled by the finger, underneath the big tile.
This results in many big tiles with shadows sitting on the screen of my app, while the scroll view is being dragged underneath them:
How to fix this please?
I know for sure that my structure of the app (with custom UIView
s dragged in/out of a UIScrollView
) is possible - by looking at popular word games.
I use tile.exclusiveTouch = YES
and a custom hitTest method for the contentView - but this doesn't help:
- (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event
{
UIView* result = [super hitTest:point withEvent:event];
return result == self ? nil : result;
}
UPDATE 1:
I've tried adding the following code to handleTileTouched
:
_contentView.userInteractionEnabled = NO;
_scrollView.userInteractionEnabled = NO;
_scrollView.scrollEnabled = NO;
and then set it back to YES
in handleTileReleased
of ViewController.m - but this does not help and also looks more like a hack to me.
UPDATE 2:
Having read probably everything related to UIScrollView
, hitTest:withEvent:
and pointInside:withEvent:
- on the web (for ex. Hacking the responder chain and Matt Neuburg's Programming iOS book), StackOverflow and Safari, it seems to me, that a solution would be to implement the hitTest:withEvent:
method for the main view of my app:
If a Tile
object is hit, it should be returned. Otherwise - the scrollView
should be returned.
Unfortunately, this doesn't work - I am probably missing something minor.
And I am sure that a good solution exists - by studying popular word games for iOS. For example dragging and placement of letter tiles works very smooth in Zynga's Words with Friends ® app and in the screenshots below you can see them probably using UIScrollView
(the scroll bars are visible in the corner) and displaying a tile shadow (probably in touchesBegan
method):
UPDATE 3:
I've created a new project to test gesture recognizer suggested by TomSwift and it shows the problem I have with gesture recognizers: the tile size changes too late - it happens, when the user starts moving the tile and not at the moment he touches it:
The problem here is that removing a view from the view hierarchy confuses the system, the touch is lost. It is the same issue (internally gesture recognizers use the same touchesBegan:
API).
https://github.com/LeoNatan/ios-newbie/commit/4cb13ea405d9f959f4d438d08638e1703d6c0c1e (I created a pull request.)
What I changed was to not remove the tile from the content view when touches begin, but only move on touches end or cancel. But this creates a problem - when dragging to the bottom, the tile is hidden below the view (due to scrollview clipping to its bounds). So I created a cloned tile, add it as a subview of the view controller's view and move that together with the original tile. When touches end, I remove the cloned tile and place the original where it should go.
This is because the bottom bar is not part of the scrollview hierarchy. If it was, the entire tile cloning would not be necessary.
I also streamlined the positioning of tiles quite a bit.
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