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  • iPhone hitTest broken after rotation

    - by Adam
    Hi all, I have a UIView that contains a number of CALayer subclasses. I am using the following code to detect which layer a touch event corresponds to: - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; CGPoint touchPoint = [touch locationInView:self]; NSLog(@"%@,%@",NSStringFromCGPoint(point),[self.layer hitTest:point].name); } This works fine until the device is rotated. When the device is rotated all current layers are removed from the superlayer, and new CALayers are created to fit the new orientation. The new layers are correctly inserted and viewable in the correct orientation. After the rotation the hitTest method consistently returns nil when clearly clicking on the newly created layers and registers for locations of layers which are incorrect. The coordinates of the hit test are correct, but no layers are found. Am I missing a function call or something after handling the rotation? Cheers, Adam

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  • HitTest property

    - by Gaby
    Hi, I'm new to silverlight and trying to read a silverlight tutorial that uses HitTest method to know when the mouse is over a control. But unfortunately i cant see any method with this name. Where is the HitTest method? is that because i'm using silverlight 4? is there any replacement method ?

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  • TableView Cells unresponsive

    - by John Donovan
    I have a TableView and I wish to be able to press several cells one after the other and have messages appear. At the moment the cells are often unresponsive. I found some coed for a similar problem someone was kind enough to post, however, although he claimed it worked 100% it doesn't work for me. The app won't even build. Here's the code: -(UIView*) hitTest:(CGPoint)point withEvent:(UIEvent*)event { // check to see if the hit is in this table view if ([self pointInside:point withEvent:event]) { UITableViewCell* newCell = nil; // hit is in this table view, find out // which cell it is in (if any) for (UITableViewCell* aCell in self.visibleCells) { if ([aCell pointInside:[self convertPoint:point toView:aCell] withEvent:nil]) { newCell = aCell; break; } } // if it touched a different cell, tell the previous cell to resign // this gives it a chance to hide the keyboard or date picker or whatever if (newCell != activeCell) { [activeCell resignFirstResponder]; self.activeCell = newCell; // may be nil } } // return the super's hitTest result return [super hitTest:point withEvent:event]; } With this code I get this warning: that my viewController may not respond to pointsInside:withEvent (it's a TableViewController). I also get some faults: request for member 'visibleCells' in something not a structure or a union. incompatible type for argument 1 of pointInsideWithEvent, expression does not have a valid object type and similar. I must admit I'm not so good at reading other people's code but I was wondering whether the problems here are obvious and if so if anyone could give me a pointer it would be greatly appreciated.

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  • Why won't this hit test fire a second time? wpf

    - by csciguy
    All, I have a main window that contains two custom objects (AnimatedCharacter). These objects are nothing but images. These images might contain transparent portions. One of these objects slightly overlaps the other object. There is a listener attached to the main window and is as follows. private void Window_MouseLeftButtonUp_1(object sender, MouseButtonEventArgs e) { Point pt = e.GetPosition((UIElement)sender); //store off the mouse pt hitPointMouse = pt; //clear the result list hitResultsSubList.Clear(); EllipseGeometry m_egHitArea = new EllipseGeometry(pt, 1, 1); VisualTreeHelper.HitTest(sender as Visual, HitTestFilterFuncNew, new HitTestResultCallback(HitTestCallback), new GeometryHitTestParameters(m_egHitArea)); //Check all sub items you have now hit if (hitResultsSubList.Count > 0) { CheckSubHitItems(hitResultsSubList); } } The idea is to filter out only a select group of items (called AnimatedCharacters). The hittest and filters are as follows public HitTestResultBehavior HitTestCallback(HitTestResult htrResult) { IntersectionDetail idDetail = ((GeometryHitTestResult)htrResult).IntersectionDetail; switch (idDetail) { case IntersectionDetail.FullyContains: return HitTestResultBehavior.Continue; case IntersectionDetail.Intersects: return HitTestResultBehavior.Continue; case IntersectionDetail.FullyInside: return HitTestResultBehavior.Continue; default: return HitTestResultBehavior.Stop; } } public HitTestFilterBehavior HitTestFilterFuncNew(DependencyObject potentialHitTestTarget) { if (potentialHitTestTarget.GetType() == typeof(AnimatedCharacter)) { hitResultsSubList.Add(potentialHitTestTarget as AnimatedCharacter); } return HitTestFilterBehavior.Continue; } This returns me back a list (called hitResultsSubList) that I attempt to then process further. I want to take everything in the hitResultsSubList and run a hit test on it again. This time, the hit test will be checking alpha levels on the particular animatedCharacter object. private void CheckSubHitItems(List<DependencyObject> hitResultsSub) { for(int i = 0; i<hitResultsSub.Count; i++) { hitResultsList.Clear(); AnimatedCharacter ac = hitResultsSub[i] as AnimatedCharacter; try { //DEBUGGER SKIPS THIS NEXT LINE EVERY SINGLE TIME. VisualTreeHelper.HitTest(ac, null, new HitTestResultCallback(hitCallBack), new PointHitTestParameters(hitPointMouse)); } catch (Exception e) { System.Diagnostics.Debug.WriteLine(e.StackTrace); } if (hitResultsList.Count > 0) { //do something here } } } Here is my problem now. The hit test in the second function (CheckSubHitItems) never gets called. There are definitely items (DependencyObjects of the type AnimatedCharacter) in the hitResultSub, but no matter what, the second hit test will not fire. I can walk the for loop fine, but when that line is hit, I get the following console statement. Step into: Stepping over non-user code 'System.MulticastDelegate.CtorClosed' No exceptions are thrown. Any help is appreciated.

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  • Bring a subview to the top on mouseDown: AND keep receiving events (for dragging)

    - by d11wtq
    Ok, basically I have a view with a series of slightly overlapping subviews. When a subview is clicked, it moves to the top (among other things), by a really simple two-liner: -(void)mouseDown:(NSEvent *)theEvent { if (_selected) { // Don't do anything this subview is already in the foreground return; } NSView *superview = [self superview]; [self removeFromSuperview]; [superview addSubview:self position:NSWindowAbove relativeTo:nil]; } This works fine and seems to be the "normal" way to do this. The problem is that I'm now introducing some drag logic to the view, so I need to respond to -mouseDragged:. Unfortunately, since the view is removed from the view hierarchy and re-added in the process, I can have the view come to the foreground and be dragged in the same mouse action. It only drags if I leave go of the mouse and click on the view again, since the second click doesn't do any view hierarchy juggling. Is there anything I can do that will allow the view to move to the foreground like this, AND continue to receive the subsequent -mouseDragged: and -mouseUp: events that follow? I started along the lines of thinking of overriding -hitTest: in the superview and intercepting the mouseDown event in order to bring the view to the foreground before it actually receives the event. The problem here is, from within -hitTest:, how do I distinguish what type of event I'm actually performing the hit test for? I wouldn't want to move the subview to the foreground for other mouse events, such as mouseMoved etc.

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  • WPF: OnRender and Hit Testing

    - by stefan.at.wpf
    Hello, when using OnRender to draw something on the screen, is there any way to perform Hit Testing on the drawn graphics? Sample Code protected override void OnRender(System.Windows.Media.DrawingContext drawingContext) { base.OnRender(drawingContext); drawingContext.DrawRectangle(Brushes.Black, null, new Rect(50, 50, 100, 100)); } Obviously one has no reference to the drawn Rectangle which would be necessary to perform hit testing or am I wrong about this? I know I can use DrawingVisual, I'm just curious if my understanding is correct, that using OnRender to draw something you can't perform any hit testing on the drawn things?

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  • Can hitTestPoint be used with local coordinates at all?

    - by mars
    In AS3 I have a game where a vehicle rotates to the direction of the cursor, but when it "moves", its sprite stays stationary in the middle of the stage while the map layer below it actually moves, causing the illusion of movement of the vehicle on the map. There are obstacles on the map that the vehicle cannot pass. The obstacles are in a movie clip that is a part of the map layer and move with it. hitTestPoint seems only to be able to check if the obstacle clip is touching points on the stage rather than points on the map, meaning that I cannot feed it the same coordinates I use to check the map boundaries, which are points on the map. I don't think I can use localToGlobal because the function I use to check obstacle collisions does not have access to a reference to the obstacle movie clip. Is there a way in these conditions to force hitTestPoint to use its local coordinate system on the map? I have included a diagram:

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  • Right-click on a Listbox in a Silverlight 4 app.

    - by AngryHacker
    I am trying to implement what I used to take for granted in Winforms applications. I am a Silverlight noob, so hopefully all this is elementary. I have a listbox in a Silverlight 4 app. I'd like to do the following: Right-click on the listbox Have the item under the location where I click highlight itself I'd like a context menu to popup (with my own items in the context menu) From my research so far, it appears that there is no ContextMenu construct in Silverlight, instead we have to build up a Grid/Canvas structure and attach it to a Popup object, which is what is then popped up. My questions are as follows: To accomplish #2, I need some kind of hit test on the listbox. I can't figure out how to do that and my google-fu isn't helping. Once I do identify the index under the mouse, how do I actually select the item? Is there a reusable Context menu component somewhere that I can use? Extra credit if the component allows arbitrary sub-menus.

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  • How to HitTest in a WPF Grid Panel to find column index.

    - by John
    Hi. We need to create a "timeline" feature where a user is allowed to drag and draw "time spans" into a WPF grid (we thought this better than a Canvas since it has resizing capabilities). Each span spans multiple columns, but only one row. We utilize the PreviewMouseDown/Up/Move events to see when the user clicks, drags, and releases the mouse. On the "Down" we create a new rectangle and on the "Move" we resize the rectangle, settings its ColumnSpan property to the correct value every time the mouse enteres the next column. At this point the grid has 48 1-star-sized columns. How do we find out which column the user has clicked on? Right now we are unable to find the column using the VisualTreeHelper.HitTest function. We would like to position the rectangle correctly via Grid.SetColumn(rect, X) and then resize it as needed using Grid.SetColumnSpan(rect, Y) Has anyone done something like this before and can help us? Or, is there a better way to draw what we need? Thanks.

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  • For commands to check duped/multiple mc's.

    - by Desmond
    Currently I'm working on a platform type game. I have a for loop in place to check weather or not the players feet are touching the ground. I had this; for (i=0; i<5; i++) { //There are 5 floors if (this.feet.hitTest(_root["g"+i])) { _root.mc.groundTouch = true; //triggers the mc falling } } This works fine only if one of the floors exist(IE if floor1 is on the stage, but floor2-5 aren't); So to try and counter it I tried using; for (i=0; i<5; i++) { if (this.feet.hitTest(_root["floor"+i])) { _root.mc.groundTouch = true; //triggers the mc falling } if (!this.feet.hitTest(_root["floor"+i])) { _root.mc.groundTouch = false; } } This obviously doesn't work because in order for it to function properly, _root.mc.feet would have to be touching all 5 instances of "floor". So my question is; How do I get the code to make _root.mc.groundTouch = true if _root.mc.feet is touching any of the floor instances, but make _root.mc.groundTouch = false only if its touching none of the floor instances? I know that if I really wanted to I could do something like if (_root.mc.feet.hitTest(_root.floor1) && !_root.mc.feet.hitTest(_root.floor2) && etc) But to save myself time, and to give myself the ability to add floors without altering more then i<5 to the amount of floors I have, I would prefer a easier method hopefully something to do with for loops. Thank you ahead of time and your help is very much appreciated

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  • Actionscript 2.0 Functions problem and somewhat "global" variable

    - by Joshua
    I have two problems. The first problem is with the following functions; when I call the function in (enterFrame), it doesn't work: onClipEvent (load) { function failwhale(levelNum) { _root.gotoAndStop("fail"); failFrom = levelNum; } function guardSightCollision(guardName, guardSightName) { if (_root.guardName.guardSightName.hitTest(_x, _y+radius, true)) { failwhale(1); } if (_root.guardName.guardSightName.hitTest(_x, _y-radius, true)) { failwhale(1); } if (_root.guardName.guardSightName.hitTest(_x-radius, _y, true)) { failwhale(1); } if (_root.guardName.guardSightName.hitTest(_x+radius, _y, true)) { failwhale(1); } } } onClipEvent (enterFrame) { guardSightCollision(guard1, guard1Sight); } Why doesn't it work?... The second problem lies in the failFrom variable: function failwhale(levelNum) { _root.gotoAndStop("fail"); failFrom = levelNum; } How do I make failFrom a "global" variable in that it can be accessed anywhere (from actionscript in frames and even movieclips)...Right now, when I try to trace failFrom in a different frame, it is "undefined".

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  • Actionscript 2.0 Functions problem

    - by Joshua
    I have two problems. The first problem is with the following functions; when I call the function in (enterFrame), it doesn't work: onClipEvent (load) { function failwhale(levelNum) { _root.gotoAndStop("fail"); failFrom = levelNum; } function guardSightCollision(guardName, guardSightName) { if (_root.guardName.guardSightName.hitTest(_x, _y+radius, true)) { failwhale(1); } if (_root.guardName.guardSightName.hitTest(_x, _y-radius, true)) { failwhale(1); } if (_root.guardName.guardSightName.hitTest(_x-radius, _y, true)) { failwhale(1); } if (_root.guardName.guardSightName.hitTest(_x+radius, _y, true)) { failwhale(1); } } } onClipEvent (enterFrame) { guardSightCollision(guard1, guard1Sight); } Why doesn't it work?... The second problem lies in the failFrom variable: function failwhale(levelNum) { _root.gotoAndStop("fail"); failFrom = levelNum; } How do I make failFrom a "global" variable in that it can be accessed anywhere (from actionscript in frames and even movieclips)...Right now, when I try to trace failFrom in a different frame, it is "undefined".

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  • Ho can I tell when the background is touched on a UICollectionView?

    - by Mason Cloud
    I've tried subclassing UICollectionView and overriding touchesBegan:withEvent: and hitTest:WithEvent:, and both of those methods trigger when I touch a cell. However, if I touch the space between the cells, nothing happens at all. Here's what I've created: @interface WSImageGalleryCollectionView : UICollectionView @end ..and.. @implementation WSImageGalleryCollectionView - (void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { NSLog(@"Touches began"); [super touchesBegan:touches withEvent:event]; } - (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event { NSLog(@"Hit test reached"); return [super hitTest:point withEvent:event]; } @end

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  • touch in guiTexture

    - by Mitananda
    Before time in my game start. i want there will show a guiTexture.. if i touch this guiTexture, that will hidden and the time game will start. I try to make a script but it doesn't work. I'm a bit confused by the Unity documentation. please help me i'm newbie in Unity. my code : void Start () { if (myGuiTexture.HitTest(Input.GetTouch(0).position)) { if (Input.GetTouch(0).phase == TouchPhase.Began) { Time.timeScale = 1; myGuiTexture.enable = false; } } } and i also create this source but its doesn't work too. void Start () { if (tutorial.HitTest(new Vector3(0,0,0))){ Time.timeScale = 1; } }

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  • Intercepting/Hijacking iPhone Touch Events for MKMapView

    - by Shawn
    Is there a bug in the 3.0 SDK that disables real-time zooming and intercepting the zoom-in gesture for the MKMapView? I have some real simple code so I can detect tap events, but there are two problems: zoom-in gesture is always interpreted as a zoom-out none of the zoom gestures update the Map's view in realtime. In hitTest, if I return the "map" view, the MKMapView functionality works great, but I don't get the opportunity to intercept the events. Any ideas? MyMapView.h: @interface MyMapView : MKMapView { UIView *map; } MyMapView.m: - (id)initWithFrame:(CGRect)frame { if (![super initWithFrame:frame]) return nil; self.multipleTouchEnabled = true; return self; } - (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event { NSLog(@"Hit Test"); map = [super hitTest:point withEvent:event]; return self; } - (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event { NSLog(@"%s", __FUNCTION__); [map touchesCancelled:touches withEvent:event]; } - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent*)event { NSLog(@"%s", __FUNCTION__); [map touchesBegan:touches withEvent:event]; } - (void)touchesMoved:(NSSet*)touches withEvent:(UIEvent*)event { NSLog(@"%s, %x", __FUNCTION__, mViewTouched); [map touchesMoved:touches withEvent:event]; } - (void)touchesEnded:(NSSet*)touches withEvent:(UIEvent*)event { NSLog(@"%s, %x", __FUNCTION__, mViewTouched); [map touchesEnded:touches withEvent:event]; }

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  • Get touches from UIScrollView

    - by Peter Lapisu
    Basically i want to subclass UIScrollView and hande the touches, however, the touch methods dont get called (i searched the web for a solution and i found out people pointing to override the hit test, what i did, but with no result :( ) .h @interface XScroller : UIScrollView @end .m - (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event { UIView *result = nil; for (UIView *child in self.subviews) { if ([child pointInside:point withEvent:event]) { if ((result = [child hitTest:point withEvent:event]) != nil) { break; } } } return result; } - (void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { NSLog(@"BEGAN"); [super touchesBegan:touches withEvent:event]; } - (void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { NSLog(@"MOVED"); [super touchesMoved:touches withEvent:event]; } - (void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { NSLog(@"ENDED"); [super touchesEnded:touches withEvent:event]; } - (void) touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event { NSLog(@"CANCELED"); [super touchesCancelled:touches withEvent:event]; } none of the - (void) touches* methods get called, the scrolling works ok

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  • How to implement line of sight restriction in actionscript?

    - by Michiel Standaert
    I have a problem with a game i am programming. I am making some sort of security game and i would like to have some visual line of sight. The problem is that i can't restrict my line of sight so my cops can't see through the walls. Below you find the design, in which they can look through windows, but not walls. Further below you find an illustration of what my problem is exactly. this is what it looks like now. As you can see, the cops can see through walls. This is the map i would want to use to restrict the line of sight. So the way i am programming the line of sight now is just by calculating some points and drawing the sight accordingly, as shown below. Note that i also check for a hittest using bitmapdata to check whether or not my player has been spotted by any of the cops. private function setSight(e:Event=null):Boolean { g = copCanvas.graphics; g.clear(); for each(var cop:Cop in copCanvas.getChildren()) { var _angle:Number = cop.angle; var _radians:Number = (_angle * Math.PI) / 180; var _radius:Number = 50; var _x1:Number = cop.x + (cop.width/2); var _y1:Number = cop.y + (cop.height/2); var _baseX:Number = _x1 + (Math.cos(_radians) * _radius); var _baseY:Number = _y1 - (Math.sin(_radians) * _radius); var _x2:Number = _baseX + (25 * Math.sin(_radians)); var _y2:Number = _baseY + (25 * Math.cos(_radians)); var _x3:Number = _baseX - (25 * Math.sin(_radians)); var _y3:Number = _baseY - (25 * Math.cos(_radians)); g.beginFill(0xff0000, 0.3); g.moveTo(_x1, _y1); g.lineTo(_x2, _y2); g.lineTo(_x3, _y3); g.endFill(); } var _cops:BitmapData = new BitmapData(width, height, true, 0); _cops.draw(copCanvas); var _bmpd:BitmapData = new BitmapData(10, 10, true, 0); _bmpd.draw(me); if(_cops.hitTest(new Point(0, 0), 10, _bmpd, new Point(me.x, me.y), 255)) { gameover.alpha = 1; setTimeout(function():void{ gameover.alpha = 0; }, 5000); stop(); return true; } return false; } So now my question is: Is there someone who knows how to restrict the view so that the cops can't look through the walls? Thanks a lot in advance. ps: i have already looked at this tutorial by emanuele feronato, but i can't use the code to restric the visual line of sight.

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  • How to create a dynamically built Context Menu clickEvent

    - by Chris
    C#, winform I have a DataGridView and a context menu that opens when you right click a specific column. What shows up in the context menu is dependant on what's in the field clicked on - paths to multiple files (the paths are manipulated to create a full UNC path to the correct file). The only problem is that I can't get the click working. I did not drag and drop the context menu from the toolbar, I created it programmically. I figured that if I can get the path (let's call it ContextMenuChosen) to show up in MessageBox.Show(ContextMenuChosen); I could set the same to System.Diagnostics.Process.Start(ContextMenuChosen); The Mydgv_MouseUp event below actually works to the point where I can get it to fire off MessageBox.Show("foo!"); when something in the context menu is selected but that's where it ends. I left in a bunch of comments below showing what I've tried when it one of the paths are clicked. Some result in empty strings, others error (Object not set to an instance...). I searched code all day yesterday but couldn't find another way to hook up a dynamically built Context Menu clickEvent. Code and comments: ContextMenu m = new ContextMenu(); // SHOW THE RIGHT CLICK MENU private void Mydgv_MouseClick(object sender, MouseEventArgs e) { if (e.Button == MouseButtons.Right) { int currentMouseOverCol = Mydgv.HitTest(e.X, e.Y).ColumnIndex; int currentMouseOverRow = Mydgv.HitTest(e.X, e.Y).RowIndex; if (currentMouseOverRow >= 0 && currentMouseOverCol == 6) { string[] paths = myPaths.Split(';'); foreach (string path in paths) { string UNCPath = "\\\\1.1.1.1\\c$\\MyPath\\"; string FilePath = path.Replace("c:\\MyPath\\", @""); m.MenuItems.Add(new MenuItem(UNCPath + FilePath)); } } m.Show(Mydgv, new Point(e.X, e.Y)); } } // SELECTING SOMETHING IN THE RIGHT CLICK MENU private void Mydgv_MouseUp(object sender, MouseEventArgs e) { DataGridView.HitTestInfo hitTestInfo; if (e.Button == MouseButtons.Right) { hitTestInfo = Mydgv.HitTest(e.X, e.Y); // If column is first column if (hitTestInfo.Type == DataGridViewHitTestType.Cell && hitTestInfo.ColumnIndex == 6) { //MessageBox.Show(m.ToString()); ////MessageBox.Show(m.Tag.ToString()); //MessageBox.Show(m.Name.ToString()); //MessageBox.Show(m.MenuItems.ToString()); ////MessageBox.Show(m.MdiListItem.ToString()); // MessageBox.Show(m.Name); //if (m.MenuItems.Count > 0) //MessageBox.Show(m.MdiListItem.Text); //MessageBox.Show(m.ToString()); //MessageBox.Show(m.MenuItems.ToString()); //Mydgv.ContextMenu.Show(m.Name.ToString()); //MessageBox.Show(ContextMenu.ToString()); //MessageBox.Show(ContextMenu.MenuItems.ToString()); //MenuItem.text //MessageBox.Show(this.ContextMenu.MenuItems.ToString()); } m.MenuItems.Clear(); } } I'm very close to completing this so any help would be much appreciated. Thanks, ~ Chris

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  • iPhone: Override UIButton buttonWithType to return subclass

    - by Amagrammer
    I want to be able to create a UIButton with an oversized responsive area. I know that one way to do that is to override the hitTest method in a subclass, but how do I instantiate my custom button object in the first place? [OversizedButton buttonWithType: UIButtonTypeDetailDisclosure]; doesn't work out of the box because buttonWithType returns a UIButton, not an OversizedButton. So it seems like I need to override the buttonWithType method as well. Does anyone know how to do this? @implementation OversizedButton + (id)buttonWithType:(UIButtonType)buttonType { // Construct and return an OversizedButton rather than a UIButton // Needs to handle special types such as UIButtonTypeDetailDisclosure // I NEED TO KNOW HOW TO DO THIS PART } - (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event { // Return results if touch event was in oversized region // I ALREADY KNOW HOW TO DO THIS PART } @end Alternatively, maybe I could create the button using alloc/initWithFrame. But the buttonType property is readonly, so how do you create the custom button types? Note: I know there are other ways to do this, such as having an invisible button behind the visible one. I don't care for that approach and would prefer to avoid it. Any help on the approach described above would be very helpful. Thanks

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  • Dragging an UIView inside UIScrollView

    - by Sergey Mikhanov
    Hello community! I am trying to solve a basic problem with drag and drop on iPhone. Here's my setup: I have a UIScrollView which has one large content subview (I'm able to scroll and zoom it) Content subview has several small tiles as subviews that should be dragged around inside it. My UIScrollView subclass has this method: - (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event { UIView *tile = [contentView pointInsideTiles:[self convertPoint:point toView:contentView] withEvent:event]; if (tile) { return tile; } else { return [super hitTest:point withEvent:event]; } } Content subview has this method: - (UIView *)pointInsideTiles:(CGPoint)point withEvent:(UIEvent *)event { for (TileView *tile in tiles) { if ([tile pointInside:[self convertPoint:point toView:tile] withEvent:event]) return tile; } return nil; } And tile view has this method: - (void)touchesMoved:(NSSet*)touches withEvent:(UIEvent*)event { UITouch *touch = [touches anyObject]; CGPoint location = [touch locationInView:self.superview]; self.center = location; } This works, but not fully correct: the tile sometimes "falls down" during the drag process. More precisely, it stops receiving touchesMoved: invocations, and scroll view starts scrolling instead. I noticed that this depends on the drag speed: the faster I drag, the quicker the tile "falls". Any ideas on how to keep the tile glued to the dragging finger? Thanks in advance!

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  • Collision for mobile game

    - by zemiguel12
    I'm writing a little game in as3 using Starling, and I need to check collision between 2 boats that can rotate. I don't need the pixel perfect collision, but bounds collision is not enough too. The boat look more or less like this: I was thinking about create one square on the back of the boat and a triangle on the front, than for each boat, check if the square collide with the other boat square or triangle, and the same for the triangle. I just don't know how to do that, I don't know if it's possible with the Shape.hitTest, or if it's the best way to do that. What can I do?

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  • Can't display Tool Tips in VC++6.0

    - by Paul
    I'm missing something fundamental, and probably both simple and obvious. My issue: I have a view (CPlaybackView, derived from CView). The view displays a bunch of objects derived from CRectTracker (CMpRectTracker). These objects each contain a floating point member. I want to display that floating point member when the mouse hovers over the CMpRectTracker. The handler method is never executed, although I can trace through OnIntitialUpdate, PreTranslateMessage, and OnMouseMove. This is in Visual C++ v. 6.0. Here's what I've done to try to accomplish this: 1. In the view's header file: public: BOOL OnToolTipNeedText(UINT id, NMHDR * pNMHDR, LRESULT * pResult); private: CToolTipCtrl m_ToolTip; CMpRectTracker *m_pCurrentRectTracker;//Derived from CRectTracker 2. In the view's implementation file: a. In Message Map: ON_NOTIFY_EX(TTN_NEEDTEXT,0,OnToolTipNeedText) b. In CPlaybackView::OnInitialUpdate: if (m_ToolTip.Create(this, TTS_ALWAYSTIP) && m_ToolTip.AddTool(this)) { m_ToolTip.SendMessage(TTM_SETMAXTIPWIDTH, 0, SHRT_MAX); m_ToolTip.SendMessage(TTM_SETDELAYTIME, TTDT_AUTOPOP, SHRT_MAX); m_ToolTip.SendMessage(TTM_SETDELAYTIME, TTDT_INITIAL, 200); m_ToolTip.SendMessage(TTM_SETDELAYTIME, TTDT_RESHOW, 200); } else { TRACE("Error in creating ToolTip"); } this->EnableToolTips(); c. In CPlaybackView::OnMouseMove: if (::IsWindow(m_ToolTip.m_hWnd)) { m_pCurrentRectTracker = NULL; m_ToolTip.Activate(FALSE); if(m_rtMilepostRect.HitTest(point) >= 0) { POSITION pos = pDoc->m_rtMilepostList.GetHeadPosition(); while(pos) { CMpRectTracker tracker = pDoc->m_rtMilepostList.GetNext(pos); if(tracker.HitTest(point) >= 0) { m_pCurrentRectTracker = &tracker; m_ToolTip.Activate(TRUE); break; } } } } d. In CPlaybackView::PreTranslateMessage: if (::IsWindow(m_ToolTip.m_hWnd) && pMsg->hwnd == m_hWnd) { switch(pMsg->message) { case WM_LBUTTONDOWN: case WM_MOUSEMOVE: case WM_LBUTTONUP: case WM_RBUTTONDOWN: case WM_MBUTTONDOWN: case WM_RBUTTONUP: case WM_MBUTTONUP: m_ToolTip.RelayEvent(pMsg); break; } } e. Finally, the handler method: BOOL CPlaybackView::OnToolTipNeedText(UINT id, NMHDR * pNMHDR, LRESULT * pResult) { BOOL bHandledNotify = FALSE; CPoint CursorPos; VERIFY(::GetCursorPos(&CursorPos)); ScreenToClient(&CursorPos); CRect ClientRect; GetClientRect(ClientRect); // Make certain that the cursor is in the client rect, because the // mainframe also wants these messages to provide tooltips for the // toolbar. if (ClientRect.PtInRect(CursorPos)) { TOOLTIPTEXT *pTTT = (TOOLTIPTEXT *)pNMHDR; CString str; str.Format("%f", m_pCurrentRectTracker->GetMilepost()); ASSERT(str.GetLength() < sizeof(pTTT->szText)); ::strcpy(pTTT->szText, str); bHandledNotify = TRUE; } return bHandledNotify; }

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  • Moving a Cube from a GUI texture on iOS [on hold]

    - by London2423
    I really hope someone can help me in this since I am working already two days but without any result. What I' am trying to achieve in this instance is to move a GameObject when a GUI Texture is touch on a Iphone. The GameObject to be moved is named Cube. The Cube has a Script named "Left" that supposedly when is "call it " from the GUITexture the Cube should move left. I hope is clear: I want to "activated" the script in the Game Object from the Guitexture. I try to use send message but without any joy as well so I am using GetComponent. This is the script "inside" the GUITexture using Unity and C# //script inside the gameobject cube so it can move left when call it from the GUItexture void Awake() { left = Cube.GetComponent<Left>().enable = true; } void Start() { Cube = GameObject.Find ("Cube"); } void Update () { //loop through all the touches on the screeen for(int i = 0 ; i < Input.touchCount; i++) { //execute this code for current touch (i) on the screen if(this.guiTexture.HitTest(Input.GetTouch(i).position)) { //if current hits our guiTecture, run this code if(Input.GetTouch (i).phase == TouchPhase.Began) //move the cube object Cube.GetComponent<Left> (); } if(Input.GetTouch (i).phase == TouchPhase.Ended) { return; } if(Input.GetTouch(i).phase == TouchPhase.Stationary); //if current finger is stationary run this code { Cube.GetComponent<Left> (); } } } } } This is the script inside the GameObject named "Cube" that is activated from the Gui Texture and when is activated from the GUITexture should allow the cube to move left public class Left : MonoBehaviour { // Use this for initialization void Start () { } // Update is called once per frame void OnMousedown () { transform.position += Vector3.left * Time.deltaTime; } } Before write here I search all documentation, tutorial videos, forums but I still don't understand where is my mistake. May please someone help me Thanks CL

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