I'm trying to make a TextView that you can move around like snapchat does. I have made something similar to it, although when you try and scale while rotates, it tends to stretch horizontally infinitely and dragging can be a little buggy at times.
I have this:
func panGesture(pan: UIPanGestureRecognizer) {
print("Being Dragged")
if pan.state == .began {
textViewOrigin = pan.location(in: textView)
}else {
let location = pan.location(in: view) // get pan location
textView.frame.origin = CGPoint(x: location.x - textViewOrigin.x, y: location.y - textViewOrigin.y)
}
}
func scaleGesture(_ gesture: UIPinchGestureRecognizer){
print("Being Scaled")
switch gesture.state{
case.began:
identity = textView.transform
case.changed,.ended:
textView.transform = identity.scaledBy(x: gesture.scale, y: gesture.scale)
default:
break
}
}
func rotationGesture(sender: UIRotationGestureRecognizer){
print("Being Rotated")
textView.transform = textView.transform.rotated(by: sender.rotation)
sender.rotation = 0
}
and I am trying to accomplish this:
If someone could help alter or re-write my code that would be great, thanks in advance!
By default, after one gesture recognizer on a view starts handling the gesture, other recognizers are ignored. In Swift, this behaviour can be controlled by overriding the method,
gestureRecognizer(_:shouldRecognizeSimultaneouslyWith:)^1,
to return true. The default implementation returns false.
To override the function just add your implementation, returning true, to your ViewController source code file. Here is some sample Swift code:
class ViewController: UIViewController,UIGestureRecognizerDelegate {
@IBOutlet var textField: UITextField!
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
//add pan gesture
let gestureRecognizer = UIPanGestureRecognizer(target: self, action: #selector(handlePan))
gestureRecognizer.delegate = self
textField.addGestureRecognizer(gestureRecognizer)
//Enable multiple touch and user interaction for textfield
textField.isUserInteractionEnabled = true
textField.isMultipleTouchEnabled = true
//add pinch gesture
let pinchGesture = UIPinchGestureRecognizer(target: self, action:#selector(pinchRecognized(pinch:)))
pinchGesture.delegate = self
textField.addGestureRecognizer(pinchGesture)
//add rotate gesture.
let rotate = UIRotationGestureRecognizer.init(target: self, action: #selector(handleRotate(recognizer:)))
rotate.delegate = self
textField.addGestureRecognizer(rotate)
}
func handlePan(_ gestureRecognizer: UIPanGestureRecognizer) {
if gestureRecognizer.state == .began || gestureRecognizer.state == .changed {
let translation = gestureRecognizer.translation(in: self.view)
// note: 'view' is optional and need to be unwrapped
gestureRecognizer.view!.center = CGPoint(x: gestureRecognizer.view!.center.x + translation.x, y: gestureRecognizer.view!.center.y + translation.y)
gestureRecognizer.setTranslation(CGPoint.zero, in: self.view)
}
}
func pinchRecognized(pinch: UIPinchGestureRecognizer) {
if let view = pinch.view {
view.transform = view.transform.scaledBy(x: pinch.scale, y: pinch.scale)
pinch.scale = 1
}
}
func handleRotate(recognizer : UIRotationGestureRecognizer) {
if let view = recognizer.view {
view.transform = view.transform.rotated(by: recognizer.rotation)
recognizer.rotation = 0
}
}
//MARK:- UIGestureRecognizerDelegate Methods
func gestureRecognizer(_: UIGestureRecognizer,
shouldRecognizeSimultaneouslyWith shouldRecognizeSimultaneouslyWithGestureRecognizer:UIGestureRecognizer) -> Bool {
return true
}
}
Here's the crucial override in Objective-C^2:
-(BOOL)gestureRecognizer:(UIGestureRecognizer*)aR1 shouldRecognizeSimultaneouslyWithGestureRecognizer:(UIGestureRecognizer *)aR2
{
return YES;
}