Reputation: 1470
In my app there is a image view.Im adding PAN gesture to that image view.
This is working fine.
The image view is in landscape mode.
I want to increase a count in label while user pan to right direction and decrease that count while user pan to left direction.
I googled a lot but didn't find a solution for this.
Can anyone please help me how to detect the direction in which the user is panning(left/right)?
Upvotes: 40
Views: 40971
Reputation: 4037
judging by velocity
is too sensitive to me, user easily mixed tapping screen with panning a small part.
So I use custom UIPanGestureRecognizer
. Swift 5
enum Orientation{
case lhs, rhs, `default`
}
class HPan: UIPanGestureRecognizer {
var first: CGPoint?
var orient = .default
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent) {
super.touchesBegan(touches, with: event)
state = .began
first = touches.first?.location(in: view?.window)
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent) {
super.touchesMoved(touches, with: event)
if state == .cancelled{
return
}
if let location = touches.first?.location(in: view?.window), let begin = first{
let magicDistance: CGFloat = 20
if location.x - begin.x > magicDistance{
orient = .rhs
state = .ended
}
else if begin.x - location.x > magicDistance{
orient = .lhs
state = .ended
}
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent) {
super.touchesEnded(touches, with: event)
state = .ended
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent) {
super.touchesCancelled(touches, with: event)
state = .cancelled
}
override func reset() {
super.reset()
state = .possible
isRight = false
orient = .default
}
}
Call like this:
@objc func push(_ gesture: RightPan){
if gesture.state == UIGestureRecognizer.State.ended{
switch gesture.orient{
case .lhs:
counter -= 1
case .rhs:
counter += 1
default:
()
}
}
}
Upvotes: 0
Reputation: 8610
Here is a cleaned up Swift 5 version, with example of usage:
public enum PanDirection: Int {
case up, down, left, right
public var isVertical: Bool { return [.up, .down].contains(self) }
public var isHorizontal: Bool { return !isVertical }
}
public extension UIPanGestureRecognizer {
var direction: PanDirection? {
let velocity = self.velocity(in: view)
let isVertical = abs(velocity.y) > abs(velocity.x)
switch (isVertical, velocity.x, velocity.y) {
case (true, _, let y) where y < 0: return .up
case (true, _, let y) where y > 0: return .down
case (false, let x, _) where x > 0: return .right
case (false, let x, _) where x < 0: return .left
default: return nil
}
}
}
@IBAction func pan(_ recognizer: UIPanGestureRecognizer) {
if let direction = recognizer.direction {
if direction.isVertical {
//do what you want when pan is vertical
} else if direction == .left {
//do what you want when pan is left
}
}
}
Upvotes: 21
Reputation: 3447
Rewrite Adam Waite version on Swift 3
public enum PanDirection: Int {
case up,
down,
left,
right
public var isX: Bool {
return self == .left || self == .right
}
public var isY: Bool {
return !isX
}
}
extension UIPanGestureRecognizer {
var direction: PanDirection? {
let velocity = self.velocity(in: view)
let vertical = fabs(velocity.y) > fabs(velocity.x)
switch (vertical, velocity.x, velocity.y) {
case (true, _, let y):
return y < 0 ? .up : .down
case (false, let x, _):
return x > 0 ? .right : .left
}
}
}
Upvotes: 2
Reputation: 18855
My previous answer in Swift
public enum Direction: Int {
case Up
case Down
case Left
case Right
public var isX: Bool { return self == .Left || self == .Right }
public var isY: Bool { return !isX }
}
public extension UIPanGestureRecognizer {
public var direction: Direction? {
let velocity = velocityInView(view)
let vertical = fabs(velocity.y) > fabs(velocity.x)
switch (vertical, velocity.x, velocity.y) {
case (true, _, let y) where y < 0: return .Up
case (true, _, let y) where y > 0: return .Down
case (false, let x, _) where x > 0: return .Right
case (false, let x, _) where x < 0: return .Left
default: return nil
}
}
}
Upvotes: 21
Reputation: 18855
Something like this:
- (void)pan:(UIPanGestureRecognizer *)sender
{
typedef NS_ENUM(NSUInteger, UIPanGestureRecognizerDirection) {
UIPanGestureRecognizerDirectionUndefined,
UIPanGestureRecognizerDirectionUp,
UIPanGestureRecognizerDirectionDown,
UIPanGestureRecognizerDirectionLeft,
UIPanGestureRecognizerDirectionRight
};
static UIPanGestureRecognizerDirection direction = UIPanGestureRecognizerDirectionUndefined;
switch (sender.state) {
case UIGestureRecognizerStateBegan: {
if (direction == UIPanGestureRecognizerDirectionUndefined) {
CGPoint velocity = [sender velocityInView:recognizer.view];
BOOL isVerticalGesture = fabs(velocity.y) > fabs(velocity.x);
if (isVerticalGesture) {
if (velocity.y > 0) {
direction = UIPanGestureRecognizerDirectionDown;
} else {
direction = UIPanGestureRecognizerDirectionUp;
}
}
else {
if (velocity.x > 0) {
direction = UIPanGestureRecognizerDirectionRight;
} else {
direction = UIPanGestureRecognizerDirectionLeft;
}
}
}
break;
}
case UIGestureRecognizerStateChanged: {
switch (direction) {
case UIPanGestureRecognizerDirectionUp: {
[self handleUpwardsGesture:sender];
break;
}
case UIPanGestureRecognizerDirectionDown: {
[self handleDownwardsGesture:sender];
break;
}
case UIPanGestureRecognizerDirectionLeft: {
[self handleLeftGesture:sender];
break;
}
case UIPanGestureRecognizerDirectionRight: {
[self handleRightGesture:sender];
break;
}
default: {
break;
}
}
}
case UIGestureRecognizerStateEnded: {
direction = UIPanGestureRecognizerDirectionUndefined;
break;
}
default:
break;
}
}
- (void)handleUpwardsGesture:(UIPanGestureRecognizer *)sender
{
NSLog(@"Up");
}
- (void)handleDownwardsGesture:(UIPanGestureRecognizer *)sender
{
NSLog(@"Down");
}
- (void)handleLeftGesture:(UIPanGestureRecognizer *)sender
{
NSLog(@"Left");
}
- (void)handleRightGesture:(UIPanGestureRecognizer *)sender
{
NSLog(@"Right");
}
Upvotes: 39
Reputation:
In the target selector of your gesture recognizer, use - (CGPoint)velocityInView:(UIView *)view;
:
- (void)panRecognized:(UIPanGestureRecognizer *)rec
{
CGPoint vel = [rec velocityInView:self.view];
if (vel.x > 0)
{
// user dragged towards the right
counter++;
}
else
{
// user dragged towards the left
counter--;
}
}
P.s.: I didn't know about this method until approx. 3 minutes before. One of Google's first hits was the official Apple documentation.
Upvotes: 94