I asked a question on stackoverflow and received a perfect answer to my case.
To get the start point and end point of UIPanGestureRecognizer
, use the code:
var view = UIView()
func panGestureMoveAround(gesture: UIPanGestureRecognizer) {
var locationOfBeganTap: CGPoint
var locationOfEndTap: CGPoint
if gesture.state == UIGestureRecognizerState.Began {
locationOfBeganTap = gesture.locationInView(view)
} else if gesture.state == UIGestureRecognizerState.Ended {
locationOfEndTap = gesture.locationInView(view)
}
}
And for better viewing, I would draw a rectangle that caught the starting point and auto-resize to complete the movement.
How could I draw a rectangle the starting point and follow my movement to end the gesture?
You need to create a subclass of UIView call it something like RectView and like this:
@IBDesignable
class RectView: UIView {
@IBInspectable var startPoint:CGPoint?{
didSet{
self.setNeedsDisplay()
}
}
@IBInspectable var endPoint:CGPoint?{
didSet{
self.setNeedsDisplay()
}
}
override func drawRect(rect: CGRect) {
if (startPoint != nil && endPoint != nil){
let path:UIBezierPath = UIBezierPath(rect: CGRectMake(min(startPoint!.x, endPoint!.x),
min(startPoint!.y, endPoint!.y),
fabs(startPoint!.x - endPoint!.x),
fabs(startPoint!.y - endPoint!.y)))
path.stroke()
}
}
}
Then in your view controller you can say something like:
@IBAction func panGestureMoveAround(sender: UIPanGestureRecognizer) {
var locationOfBeganTap: CGPoint
var locationOfEndTap: CGPoint
if sender.state == UIGestureRecognizerState.Began {
locationOfBeganTap = sender.locationInView(rectView)
rectView.startPoint = locationOfBeganTap
rectView.endPoint = locationOfBeganTap
} else if sender.state == UIGestureRecognizerState.Ended {
locationOfEndTap = sender.locationInView(rectView)
rectView.endPoint = sender.locationInView(rectView)
} else{
rectView.endPoint = sender.locationInView(rectView)
}
}
Swift 5 version
class RectView: UIView {
var startPoint: CGPoint? {
didSet {
setNeedsDisplay()
}
}
var endPoint: CGPoint? {
didSet {
setNeedsDisplay()
}
}
override func draw(_ rect: CGRect) {
guard let startPoint = startPoint, let endPoint = endPoint else {
return
}
let path = UIBezierPath(
rect: CGRect(
x: min(startPoint.x, endPoint.x),
y: min(startPoint.y, endPoint.y),
width: abs(startPoint.x - endPoint.x),
height: abs(startPoint.y - endPoint.y)
)
)
path.stroke()
}
}
@objc func panGestureMoveAround(_ sender: UIPanGestureRecognizer) {
var locationOfBeganTap: CGPoint
switch sender.state {
case .began:
locationOfBeganTap = sender.location(in: rectView)
rectView.startPoint = locationOfBeganTap
rectView.endPoint = locationOfBeganTap
case .changed:
rectView.endPoint = sender.location(in: rectView)
case .ended:
rectView.endPoint = sender.location(in: rectView)
default:
break
}
}