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UIGestureRecogniser with multiple layers. Zeophlite @zeophlite I’m having difficulty with UIGestureRecogniser and multiple layers. Basically if my layer with nodes that have UIGestureRecognisers attached has the highest z, then the gestures work normally, but if I add another layer on top, the touches get passed down, but the gestures don’t.

My layer with gesture recognizers: @interface MenuSlider : CCLayer<UIGestureRecognizerDelegate>; -(id) init{if( (self=[super init])) {self.isTouchEnabled = YES; CCSprite *grabber;UIGestureRecognizer* pgr = [[[UIPanGestureRecognizer alloc ]init] autorelease];CCGestureRecognizer *recognizer = [CCGestureRecognizer CCRecognizerWithRecognizerTargetAction:pgr target:self action:@selector(drag:node:)];[grabber addGestureRecognizer:recognizer];}return self;} - (void) drag:(UIGestureRecognizer*)recognizer node:(CCNode*)node {NSLog(@"It's a drag");} - (BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldReceiveTouch:(UITouch *)touch {return YES;} My new above layer: }return self;} Benihana.

iOS 5 Gestures : How to use UIGestureRecognizers for Tap, Pinch, and Rotate | Scott Sherwood. Gestures are a great new feature in iOS5 they really make complex gesture recognition code a thing of the past and support rich interaction with your interfaces. In this post I am going to explain how to implement three gestures, Pan, Tap, and Rotate. If you want to see my Gesture Demo being constructed check out my demo video on YouTube. First you have to create a new project and drag on an additional ViewController that you would like the users to interact with. Things to remember when doing this are, 1) Set the UIViewController’s Size property in the Attribute Inspector to Freeform, this will allow you to change the size of the UIView. 2)Uncheck resize from nib in your UIViewController, again shown in the Attribute Inspector. This will prevent your view from being resized to full screen. Now you must drag on your gestures and drop them on this new view.

Finally you have to complete the implementation of the UIGestureRecogniserDelegate the two methods required for this demo are Resources. Iphone - How to have a UISwipeGestureRecognizer AND UIPanGestureRecognizer work on the same view. Gesture Recognition on iOS with Attention to Detail. One of the things that sets the iPhone’s user interface apart from the competition is Apple’s incredible attention to detail. This attention does not only extend to every single pixel on the screen but, perhaps even more important, also to gesture recognition: the standard iOS controls do a lot of smart things in order to identify the gesture the user intended to make and to allow multiple gestures to be executed at the same time if appropriate.

For example, scroll views must distinguish between a simple tap and the beginning of a swipe gesture. Similarly, the built-in map view control allows pinching and scrolling in one simultaneous gesture (put two fingers on the screen and you can switch seamlessly between pinching and scrolling without having to “restart” the gesture). We should set ourselves the same high standards for our own apps.

The sample app: using the standard gestures, you can drag the image across the screen, make it bigger or smaller by pinching, and rotate it. How To Drag and Drop Sprites with Cocos2D. This post is also available in: Chinese (Simplified), Japanese Drag and drop these cute pets with Cocos2D! I’ve received several requests to write a Cocos2D tutorial on how to drag and drop sprites in Cocos2D by touch gestures. You asked for it, you got it!

In this Cocos2D tutorial, you’re going to learn: The basics of dragging and dropping sprites with touchesHow to scroll the view itself via touchesHow to keep coordinates straight in your headHow to use gesture recognizers with Cocos2D for even more cool effects! To make things fun, you’ll be moving some cute animals around the scene drawn by my lovely wife, on a background made by gwebstock. This Cocos2D tutorial assumes you have at least basic knowledge of Cocos2D and have the Cocos2D templates already installed. So without further ado, drag your fingers over to the keyboard and let’s get started! Getting Started Before you implement the touch handling, first you’ll create a basic Cocos2D scene displaying the sprites and artwork. UIGestureRecognizer Tutorial in iOS 5: Pinches, Pans, and More!

Learn how to use UIGestureRecognizers to pinch, zoom, drag, and more! If you need to detect gestures in your app, such as taps, pinches, pans, or rotations, it’s extremely easy with the built-in UIGestureRecognizer classes. In this tutorial, we’ll show you how you can easily add gesture recognizers into your app, both within the Storyboard editor in iOS 5, and programatically. We’ll create a simple app where you can move a monkey and a banana around by dragging, pinching, and rotating with the help of gesture recognizers. We’ll also demonstrate some cool extras like: Adding deceleration for movementSetting gesture recognizers dependencyCreating a custom UIGestureRecognizer so you can tickle the monkey! This tutorial assumes you are familiar with the basic concepts of ARC and Storyboards in iOS 5. I think the monkey just gave us the thumbs up gesture, so let’s get started!

Getting Started Open up Xcode and create a new project with the iOS\Application\Single View Application template.