I'm trying to add a swipe gesture to scenes inherited from the main scene(GameScene)
extension GameScene {
class Scene1: GameScene {
override func didMove(to view: SKView) {
let swipeRight = UISwipeGestureRecognizer(target: self, action: #selector(self.respondToSwipeGesture))
swipeRight.direction = .right
view.addGestureRecognizer(swipeRight)
let swipeDown = UISwipeGestureRecognizer(target: self, action: #selector(self.respondToSwipeGesture))
swipeDown.direction = UISwipeGestureRecognizerDirection.down
view.addGestureRecognizer(swipeDown)
let swipeUp = UISwipeGestureRecognizer(target: self, action: #selector(self.respondToSwipeGesture))
swipeUp.direction = UISwipeGestureRecognizerDirection.up
view.addGestureRecognizer(swipeUp)
let swipeLeft = UISwipeGestureRecognizer(target: self, action: #selector(self.respondToSwipeGesture))
swipeLeft.direction = UISwipeGestureRecognizerDirection.left
view.addGestureRecognizer(swipeLeft)
}
}
class Scene2: GameScene {
override func didMove(to view: SKView) {
let swipeRight = UISwipeGestureRecognizer(target: self, action: #selector(self.respondToSwipeGesture))
swipeRight.direction = .right
view.addGestureRecognizer(swipeRight)
let swipeDown = UISwipeGestureRecognizer(target: self, action: #selector(self.respondToSwipeGesture))
swipeDown.direction = UISwipeGestureRecognizerDirection.down
view.addGestureRecognizer(swipeDown)
let swipeUp = UISwipeGestureRecognizer(target: self, action: #selector(self.respondToSwipeGesture))
swipeUp.direction = UISwipeGestureRecognizerDirection.up
view.addGestureRecognizer(swipeUp)
let swipeLeft = UISwipeGestureRecognizer(target: self, action: #selector(self.respondToSwipeGesture))
swipeLeft.direction = UISwipeGestureRecognizerDirection.left
view.addGestureRecognizer(swipeLeft)
}
}
}
And every time I'm must to write this code other and other again in all scenes. Maybe, there is another way out.
Yes, if you read your code, you will see that you never add a gesture to a scene, you add it to a view. Now ask yourself, what other object do you have will have access to the view? The answer, is the view controller. This is where you want to be placing your gesture code.
Related
I am using custom SwiftUI view from main target for sharing document from ShareViewController of share extension. Using Navigation link and sharing the document after navigating through three views. document is uploaded without any problem, but I don't know how to close the views after upload is done.
This is how navigation looks like
ShareViewController(SLComposeServiceViewController) -> PropertyListView -> UnitListView -> UploadView
and didPost looks like this
override func didSelectPost() {
print("In Did Post")
if let item = self.extensionContext?.inputItems[0] as? NSExtensionItem{
print("Item \(item)")
print(item.attachments)
print(item.attachments![0])
let itemProvider = item.attachments![0]
if itemProvider.hasItemConformingToTypeIdentifier("com.adobe.pdf"){
itemProvider.loadItem(forTypeIdentifier: "com.adobe.pdf", options: nil) { (item, error) in
if error != nil{
print(error!.localizedDescription)
}else{
if let url = item as? URL{
print(url)
DispatchQueue.main.async{
//saving to user defaults
let dict: [String : Any] = ["dcument" : url.absoluteString, "name" : self.contentText.isEmpty ? url.lastPathComponent : self.contentText!]
let savedata = UserDefaults.init(suiteName:"group.in.pixbit.hijricalendar")
savedata?.set(dict, forKey: "sharedDocument")
savedata?.synchronize()
//loading swiftui view
let swiftuiView = NavigationView{PropertyListView()}
let vc = UIHostingController(rootView: swiftuiView)
let newView = vc
self.view.window?.rootViewController = newView
self.view.window?.makeKeyAndVisible()
}
}
}
}
}
}
}
You need to call completeRequest(returningItems:completionHandler:) on the extensionContext of your view controller.
Here is a code snippet from one of my apps:
override func didSelectPost() {
let artifact = Artifact(title: self.contentText,
author: self.metaAuthor,
url: url?.absoluteString ?? metaUrl ?? "",
imageUrl: metaImage,
siteName: self.siteName,
dateAdded: Date(),
excerpt: metaDescription,
notes: "",
tags: nil)
self.artifactRepository?.addArtifact(artifact)
self.extensionContext?.completeRequest(returningItems: [], completionHandler:nil)
}
Goal: SceneKit hit test with SwiftUI (instead of UIKit)
Problem: When I embed the default ship scene on a SwiftUI "UIViewRepresentable", the example handleTap function doesn't work. and I get his error:
"Argument of '#selector' refers to instance method 'handleTap' that is not exposed to Objective-C"
How an I create a hit test, and pass data to another SwiftUI view?
import SwiftUI
import SceneKit
var handleTap: (() -> Void)
struct ScenekitView : UIViewRepresentable {
let scene = SCNScene(named: "ship.scn")!
func makeUIView(context: Context) -> SCNView {
// create and add a camera to the scene
let cameraNode = SCNNode()
cameraNode.camera = SCNCamera()
scene.rootNode.addChildNode(cameraNode)
// place the camera
cameraNode.position = SCNVector3(x: 0, y: 0, z: 15)
// retrieve the ship node
let ship = scene.rootNode.childNode(withName: "ship", recursively: true)!
// retrieve the SCNView
let scnView = SCNView()
return scnView
}
func updateUIView(_ scnView: SCNView, context: Context) {
scnView.scene = scene
// allows the user to manipulate the camera
scnView.allowsCameraControl = true
// show statistics such as fps and timing information
scnView.showsStatistics = true
// configure the view
scnView.backgroundColor = UIColor.black
// add a tap gesture recognizer
let tapGesture = UITapGestureRecognizer(target: self, action: #selector(handleTap(_:)))
scnView.addGestureRecognizer(tapGesture)
}
func handleTap(_ gestureRecognize: UIGestureRecognizer) {
// retrieve the SCNView
let scnView = SCNView()
// check what nodes are tapped
let p = gestureRecognize.location(in: scnView)
let hitResults = scnView.hitTest(p, options: [:])
// check that we clicked on at least one object
if hitResults.count > 0 {
// retrieved the first clicked object
let result = hitResults[0]
// get material for selected geometry element
let material = result.node.geometry!.firstMaterial
// highlight it
SCNTransaction.begin()
SCNTransaction.animationDuration = 0.5
// on completion - unhighlight
SCNTransaction.completionBlock = {
SCNTransaction.begin()
SCNTransaction.animationDuration = 0.5
material?.emission.contents = UIColor.black
SCNTransaction.commit()
}
material?.emission.contents = UIColor.green
SCNTransaction.commit()
}
}
}
#if DEBUG
struct ScenekitView_Previews : PreviewProvider {
static var previews: some View {
ScenekitView()
}
}
#endif
Just hit this issue myself and finally found a solution: make a dummy struct that pulls from a class that actually holds your SCNView.
This works for me:
struct ScenekitView : UIViewRepresentable {
let scenekitClass = ScenekitClass()
func makeUIView(context: Context) -> SCNView {
return scenekitClass.view
}
func updateUIView(_ scnView: SCNView, context: Context) {
// your update UI view contents look like they can all be done in the initial creation
}
}
class ScenekitClass {
let view = SCNView()
let scene = SCNScene(named: "ship.scn")!
init() {
// create and add a camera to the scene
let cameraNode = SCNNode()
cameraNode.camera = SCNCamera()
scene.rootNode.addChildNode(cameraNode)
// place the camera
cameraNode.position = SCNVector3(x: 0, y: 0, z: 15)
// attach the scene
view.scene = scene
// allows the user to manipulate the camera
view.allowsCameraControl = true
// show statistics such as fps and timing information
view.showsStatistics = true
// configure the view
view.backgroundColor = UIColor.black
// add a tap gesture recognizer
let tapGesture = UITapGestureRecognizer(target: self, action: #selector(handleTap(_:)))
view.addGestureRecognizer(tapGesture)
}
#objc func handleTap(_ gestureRecognize: UIGestureRecognizer) {
// check what nodes are tapped
let p = gestureRecognize.location(in: view)
let hitResults = view.hitTest(p, options: [:])
// check that we clicked on at least one object
if hitResults.count > 0 {
// retrieved the first clicked object
let result = hitResults[0]
// get material for selected geometry element
let material = result.node.geometry!.firstMaterial
// highlight it
SCNTransaction.begin()
SCNTransaction.animationDuration = 0.5
// on completion - unhighlight
SCNTransaction.completionBlock = {
SCNTransaction.begin()
SCNTransaction.animationDuration = 0.5
material?.emission.contents = UIColor.black
SCNTransaction.commit()
}
material?.emission.contents = UIColor.green
SCNTransaction.commit()
}
}
}
Based on this question.
For whatever reason, the SwiftUI SceneView does not conform to the SCNSceneRenderer protocol. If it did, then it would not be necessary to make use of a UIViewRepresentable (or NSViewRepresentable for macOS) view.
I have a complete example app, for macOS, here:
https://github.com/Thunor/HitTestApp
SceneView has a delegate argument. You can use a SCNSceneRenderDelegate to capture the SCNSceneRenderer and use it for hit testing. Here's an example:
import SwiftUI
import SceneKit
import Foundation
class RenderDelegate: NSObject, SCNSceneRendererDelegate {
// dummy render delegate to capture renderer
var lastRenderer: SCNSceneRenderer!
func renderer(_ renderer: SCNSceneRenderer, updateAtTime time: TimeInterval) {
// store the renderer for hit testing
lastRenderer = renderer
}
}
class Model: ObservableObject {
let scene = SCNScene(named: "scene.usdz")!
let renderDelegate = RenderDelegate()
}
struct ContentView: View {
#ObservedObject var model = Model()
var body: some View {
SceneView(scene: model.scene, options: [.allowsCameraControl, .autoenablesDefaultLighting], delegate: model.renderDelegate)
.gesture(
SpatialTapGesture(count: 1)
.onEnded(){ event in
// hit test
guard let renderer = model.renderDelegate.lastRenderer else { return }
let hits = renderer.hitTest(event.location, options: nil)
if let tappedNode = hits.first?.node {
// do something
}
}
)
}
}
How can i detect the end of scrollToRow function in my tableview? i have tried to implement scrollViewDidEndScrollingAnimation function, however it doesn't get called when end of scrollToRow.
You should add the delegate to your Scrollview:
override func viewDidLoad()
{
super.viewDidLoad()
self.scrollview.delegate = self
}
func scrollViewDidScroll(_ scrollView: UIScrollView) {
let height = scrollView.frame.size.height
let contentYoffset = scrollView.contentOffset.y
let distanceFromBottom = scrollView.contentSize.height - contentYoffset
if distanceFromBottom < height {
print(" you reached end of the table")
}
}
I have added some annotationViews at Map with init method (initialised by there id). Now I want to update specific id annotation view on click button from navigation bar.
Suppose I have added 5 annotation with ids (1, 2, 3, 4, and 5)
Added from VC:
let annotation = MapPinAnnotation(title: storeItem.name!, location: CLLocationCoordinate2DMake(Double(lat), Double(long)), id: storeItem.storeId!)
self.mapview.addAnnotation(annotation)
Initialised AnnotationView:
class MapPinAnnotation: NSObject, MKAnnotation {
var title:String?
var id:String?
private(set) var coordinate = CLLocationCoordinate2D()
init(title newTitle: String, location: CLLocationCoordinate2D, id: String) {
super.init()
self.title = newTitle
self.coordinate = location
self.id = id
}
}
ViewFor annotation method:
func mapView(_ mapView: MKMapView, viewFor annotation: MKAnnotation) -> MKAnnotationView? {
if (annotation is MKUserLocation) {
return nil
}
if (annotation is MapPinAnnotation) {
let pinLocation = annotation as? MapPinAnnotation
// Try to dequeue an existing pin view first.
var annotationView: MKAnnotationView? = mapView.dequeueReusableAnnotationView(withIdentifier: "MapPinAnnotationView")
if annotationView == nil {
annotationView?.image = UIImage(named: Constants.Assets.PinGreen)
}
else {
annotationView?.annotation = annotation
}
return annotationView
}
return nil
}
Now I want to change image of annotation view(id 4) on click button from navigation bar.
How can I update? Please help.
Thanks in advance.
You can get specific MKAnnotationView with view(for: ) method. Try the following code:
func clickButton() {
for annotation in self.mapView.annotations {
if annotation.id == 4 {
let annotationView = self.mapView.view(for: annotation)
annotationView?.image = UIImage(named: "Image name here")
}
}
}
I've looked at a couple of other post with issues of adding a target to not just tap gestures and buttons and I think I am following the formatting correctly but am still getting the 'has no member' error, here's my pseudo code:
let tapGesture = UITapGestureRecognizer(target: self, action: #selector(self.handlTap(_:)))
func handleTap(_ sender: AnyObject) {
}
add the gesture to your view:
view.addGestureRecognizer(yourGesture)
To access any object with UITapGestureRecognizer
let recognizer = UITapGestureRecognizer(target: self, action: #selector(self.expand))
view.addGestureRecognizer(recognizer)
func expand(sender:UITapGestureRecognizer){
if let myImg = sender.view as? UIImageView //or AnyObject you want {
}
}