How can I draw one circle around each touch location on the device?

The new programmer here is trying to go step by step. I am trying to find a way to draw a circle around each currently located location on the device. Two fingers on the screen, one circle under each finger.

I currently have working code to draw a circle with one touch, but as soon as I put another finger on the screen, the circle moves to that second touch location, leaving an empty spot for the first touch. and when I add the third one, it moves there, etc.

Ideally, I would like to have up to 5 active circles on the screen, one for each finger.

Here is my current code.

@interface TapView ()
@property (nonatomic) BOOL touched;
@property (nonatomic) CGPoint firstTouch;
@property (nonatomic) CGPoint secondTouch;
@property (nonatomic) int tapCount;
@end

@implementation TapView

-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
[super touchesBegan:touches withEvent:event];

NSArray *twoTouch = [touches allObjects];
    if(touches.count == 1)
    {
        self.tapCount = 1;
        UITouch *tOne = [twoTouch objectAtIndex:0];
        self.firstTouch = [tOne locationInView:[tOne view]];
        self.touched = YES;
        [self setNeedsDisplay];
    }
    if(touches.count > 1 && touches.count < 3)
    {
        self.tapCount = 2;
        UITouch *tTwo = [twoTouch objectAtIndex:1];
        self.secondTouch = [tTwo locationInView:[tTwo view]];
        [self setNeedsDisplay];
    } 
}
-(void)drawRect:(CGRect)rect
{
        if(self.touched && self.tapCount == 1)
        {
            [self drawTouchCircle:self.firstTouch :self.secondTouch];
        }
}
-(void)drawTouchCircle:(CGPoint)firstTouch :(CGPoint)secondTouch
{
    CGContextRef ctx = UIGraphicsGetCurrentContext();
    CGContextSetRGBStrokeColor(ctx,0.1,0.1,0.1,1.0);
    CGContextSetLineWidth(ctx,10);
    CGContextAddArc(ctx,self.firstTouch.x,self.firstTouch.y,30,0.0,M_PI*2,YES);
    CGContextStrokePath(ctx);
}

      

I have it setMultipleTouchEnabled:YES

declared in my method didFinishLaunchingWithOptions

in appDelegate.m.

I've tried using an if statement in a method drawTouchCircle

that modifies self.firstTouch.x

based self.secondTouch.x

on self.tapCount

, but that seems to break everything, leaving me without any circles of places.

I am having a really tough time trying to find my problem and I know it could be something very simple.

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1 answer


I just wrote some code that seems to work. I added a property NSMutableArray

named circles

to the view that contains UIBezierPath

for each circle. In -awakeFromNib

I am setting up an array and setting self.multipleTouchEnabled = YES

- (I think you did this using the view reference in appDelegate.m).

In view, I am calling this method in methods -touchesBegan

and -touchesMoved

.

-(void)setCircles:(NSSet*)touches
{   
    [_circles removeAllObjects]; //clear circles from previous touch

    for(UITouch *t in touches)
    {
        CGPoint pt= [t locationInView:self];
        CGFloat circSize = 200; //or whatever you need
        pt = CGPointMake(pt.x - circSize/2.0, pt.y - circSize/2.0);
        CGRect circOutline = CGRectMake(pt.x, pt.y, circSize, circSize);
        UIBezierPath *circle = [UIBezierPath bezierPathWithOvalInRect:circOutline];
        [_circles addObject:circle];
    }
    [self setNeedsDisplay];
}

      



Touches completed:

-(void)touchesEnded:(NSSet*)touches withEvent:(UIEvent*)event
{ 
    [_circles removeAllObjects];
    [self setNeedsDisplay];

}

      

Then I iterate over circles

in -drawRect

and call [circle stroke]

on each

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