Reputation:
I'm using a CAShapeLayer
to draw some shapes in the view. I made a function to manage this. So, for example:
in viewDidLoad()
drawQuad(UIColor(red: 0.600, green: 0.224, blue: 0.341, alpha: 1.00), firstPoint: CGPointMake(screenWidth * -0.159, screenHeight * 0.249), secondPoint: CGPointMake(screenWidth * 0.65, screenHeight * 0.249), thirdPoint: CGPointMake(screenWidth * 1.01, screenHeight * 0.50), fourthPoint: CGPointMake(screenWidth * 0.399, screenHeight * 0.50))
in drawQuad(...)
func drawQuad(fillColor: UIColor, firstPoint: CGPoint, secondPoint: CGPoint, thirdPoint: CGPoint, fourthPoint: CGPoint) {
let screenWidth = screenSize.width
let screenHeight = screenSize.height
let shape = CAShapeLayer()
containerLayer.addSublayer(shape)
shape.lineJoin = kCALineJoinMiter
shape.fillColor = fillColor.CGColor
let path = UIBezierPath()
path.moveToPoint(firstPoint)
path.addLineToPoint(secondPoint)
path.addLineToPoint(thirdPoint)
path.addLineToPoint(fourthPoint)
path.closePath()
shape.path = path.CGPath
}
I'm getting stuck with trying to add tap recognition to each shape. What I tried to do was create a container CAShapeLayer
that keeps each shape as a sublayer. If you look in the function above, you'll see this on line 6. Then, in viewDidLoad()
, I added the final container layer to the view.
The point of doing that is to be able to do a hitTest
like this:
override func touchesBegan(touches: Set<NSObject>, withEvent event: UIEvent) {
let touch = touches.first as! UITouch
let location = touch.locationInView(self.view)
for layer in containerLayer.sublayers {
if let hitLayer = layer.hitTest(location) {
println("Tapped")
}
}
}
Unfortunately, this doesn't seem to be working. Does anyone know the mistake I'm making? Or maybe I'm going about this the wrong way?
Thank you!
Upvotes: 1
Views: 613
Reputation: 7260
Try to use CGPathContainsPoint to check whether a touch's location is contained in your layer's path.
Upvotes: 1