Hi there
I have just started working on a project and I already have a few problems and errors. I was wondering if you guys could help me figure out where the bug is.
Quick overview: I have two files: (ViewController.m and Scroller.m). In the ViewController I have some code under ViewDidLoad (which I'll show in a second), I also have a function (addImagesToView) that does what it says, and some touchesBegan,moved and ended for intractability.
In the Scroller I decided to rewrite some of the "-(void)touches" functions implementations.
The problem I have: is that the buttons (coming from the addImagesToView function) get stuck on highlighted. I performed some tests with an NSLog to see which "touches" working and which don't. "touchesMoved" doesn't work properly. If the user drags downward, the log stops after about 3 or 4 lines of text. I think that it interferes with the scroll somehow.
This is the content of ViewController.m:
and this is the Scroller.m
I have also tried to implement all the touches in the ViewController, but I don't know how to make it read from the scroll (please notice the diff. between SCROLL and SCROLLER).
As you can tell I've tried to order them like this: view -> backGroundImage ->scroller ->addImagesToView(function), so that the images that come out from addImagesToView are on top of the scroll. That's my desired hierarchy.
Thank you very much.
I have just started working on a project and I already have a few problems and errors. I was wondering if you guys could help me figure out where the bug is.
Quick overview: I have two files: (ViewController.m and Scroller.m). In the ViewController I have some code under ViewDidLoad (which I'll show in a second), I also have a function (addImagesToView) that does what it says, and some touchesBegan,moved and ended for intractability.
In the Scroller I decided to rewrite some of the "-(void)touches" functions implementations.
The problem I have: is that the buttons (coming from the addImagesToView function) get stuck on highlighted. I performed some tests with an NSLog to see which "touches" working and which don't. "touchesMoved" doesn't work properly. If the user drags downward, the log stops after about 3 or 4 lines of text. I think that it interferes with the scroll somehow.
This is the content of ViewController.m:
Code:
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
UIImageView *imageView = [[UIImageView alloc]initWithImage:[UIImage imageNamed:@"bgPNG.png"]];
imageView.frame = CGRectMake(0, 0, 320, 480);
[self.view addSubview:imageView];
//UIColor *background = [[UIColor alloc]initWithPatternImage:imageView.image];
//self.view.backgroundColor = background;
CGRect fullScreen = [[UIScreen mainScreen] applicationFrame];
scroll = [[Scroller alloc] initWithFrame:fullScreen];
scroll.contentSize = CGSizeMake(320, 2730);
scroll.delaysContentTouches = NO;
//scroll.canCancelContentTouches = NO;
scroll.scrollEnabled = YES;
[self.view addSubview:scroll];
buttons = [[NSMutableArray alloc]init];
[self addImagesToView];
}
-(void) addImagesToView{
CGFloat yCoordinate = 35;
for (int i=1; i<=18; i++) {
UIImageView *image = [[UIImageView alloc]initWithImage:[UIImage imageNamed:[NSString stringWithFormat:@"TimeCell%d.png",i]]highlightedImage:[UIImage imageNamed:[NSString stringWithFormat:@"TimeCell%dHG.png",i]]];
CGRect position = CGRectMake(105, yCoordinate, IMAGE_SIZE, IMAGE_SIZE);
image.frame = position;
[scroll addSubview:image];
image.userInteractionEnabled = YES;
image.tag = i;
[buttons addObject:image];
yCoordinate += 150;
}
}
-(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
// Get any touch
UITouch *t = [touches anyObject];
if ([t.view class] == [UIImageView class])
{
// Get the tappedImageView
UIImageView *tappedImageView = (UIImageView*) t.view;
tappedImageView.highlighted = YES;
}
}
-(void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *t = [touches anyObject];
if ([t.view class] == [UIImageView class])
{
// Get the tappedImageView
UIImageView *tappedImageView = (UIImageView*) t.view;
tappedImageView.highlighted = NO;
}
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
// Dispose of any resources th at can be recreated.
}
@end
and this is the Scroller.m
Code:
#import "Scroller.h"
@implementation Scroller
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
// Initialization code
}
return self;
}
-(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
if (!self.dragging)
[self.nextResponder touchesBegan: touches withEvent:event];
else
[super touchesBegan: touches withEvent: event];
}
-(void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{
UITouch *t = [touches anyObject];
if ([t.view class] == [UIImageView class])
{
// Get the tappedImageView
UIImageView *tappedImageView = (UIImageView*) t.view;
tappedImageView.highlighted = NO;
}
}
-(void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
if (!self.dragging)
[self.nextResponder touchesEnded: touches withEvent:event];
else
[super touchesEnded: touches withEvent: event]; // Get the tappedImageView
}
/*
// Only override drawRect: if you perform custom drawing.
// An empty implementation adversely affects performance during animation.
- (void)drawRect:(CGRect)rect
{
// Drawing code
}
*/
@end
I have also tried to implement all the touches in the ViewController, but I don't know how to make it read from the scroll (please notice the diff. between SCROLL and SCROLLER).
As you can tell I've tried to order them like this: view -> backGroundImage ->scroller ->addImagesToView(function), so that the images that come out from addImagesToView are on top of the scroll. That's my desired hierarchy.
Thank you very much.